gpu,op/clip: [compute] get rid of stroke vs fill flags

The fill mode is now controlled by a SetFillMode command, not by flags
on each path segment and fill command.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-03-19 18:40:31 +01:00
parent 60bab15164
commit 13da40f601
17 changed files with 584 additions and 764 deletions
+7 -7
View File
@@ -94,14 +94,13 @@ void main() {
uint element_ix = gl_GlobalInvocationID.x;
PathSegRef ref = PathSegRef(conf.pathseg_alloc.offset + element_ix * PathSeg_size);
uint tag = PathSeg_Nop;
PathSegTag tag = PathSegTag(PathSeg_Nop, 0);
if (element_ix < conf.n_pathseg) {
tag = PathSeg_tag(conf.pathseg_alloc, ref);
}
switch (tag) {
case PathSeg_FillCubic:
case PathSeg_StrokeCubic:
PathStrokeCubic cubic = PathSeg_StrokeCubic_read(conf.pathseg_alloc, ref);
switch (tag.tag) {
case PathSeg_Cubic:
PathCubic cubic = PathSeg_Cubic_read(conf.pathseg_alloc, ref);
uint trans_ix = cubic.trans_ix;
if (trans_ix > 0) {
@@ -133,6 +132,7 @@ void main() {
}
uint n = max(uint(ceil(val * 0.5 / sqrt(REM_ACCURACY))), 1);
bool is_stroke = fill_mode_from_flags(tag.flags) == MODE_STROKE;
uint path_ix = cubic.path_ix;
Path path = Path_read(conf.tile_alloc, PathRef(conf.tile_alloc.offset + path_ix * Path_size));
Alloc path_alloc = new_alloc(path.tiles.offset, (path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size);
@@ -212,7 +212,7 @@ void main() {
for (int y = y0; y < y1; y++) {
float tile_y0 = float(y * TILE_HEIGHT_PX);
int xbackdrop = max(xray + 1, bbox.x);
if (tag == PathSeg_FillCubic && min(p0.y, p1.y) < tile_y0 && xbackdrop < bbox.z) {
if (!is_stroke && min(p0.y, p1.y) < tile_y0 && xbackdrop < bbox.z) {
int backdrop = p1.y < p0.y ? 1 : -1;
TileRef tile_ref = Tile_index(path.tiles, uint(base + xbackdrop));
uint tile_el = tile_ref.offset >> 2;
@@ -248,7 +248,7 @@ void main() {
tile_seg.origin = p0;
tile_seg.vector = p1 - p0;
float y_edge = 0.0;
if (tag == PathSeg_FillCubic) {
if (!is_stroke) {
y_edge = mix(p0.y, p1.y, (tile_x0 - p0.x) / dx);
if (min(p0.x, p1.x) < tile_x0) {
vec2 p = vec2(tile_x0, y_edge);