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authoreunhhu <[email protected]>2026-09-27 13:02:41 +0100
committereunhhu <[email protected]>2026-09-27 13:02:41 +0100
commitba76d3810713bb67569114e9458416df0f78687a (patch)
tree357c5285b72626ff7f77d0339ccc0e6d2cc66b7d /lib
parent2acf27f665f8a926d244efa58f6ef2c92d65e8c4 (diff)
downloadvega-ba76d3810713bb67569114e9458416df0f78687a.tar.gz
vega-ba76d3810713bb67569114e9458416df0f78687a.zip
Draw symbols on the GPU from the point table as it is
OpenGL ES 3.1: the file's points go up as one storage buffer, each symbol gets 16 row bands listing the curves they reach (cut by integer division of doubled coordinates, so CPU and shader agree), and every pixel of a symbol's box sums the exact area of its bands' curves, as vega_coverage does. vega-symbols gpu draws every symbol against the CPU reference and times 1080p pages. On the Pi 5's V3D it matches the reference (mean 0.001-0.1 levels, worst 4) but takes 142-757 ms a page, 83% of it in the area function. A sorting network in registers made it 2.3x faster yet computes wrong rows in the fragment stage with this driver, while the same code is exact in a compute shader; so drawing each glyph size once into an atlas by compute comes next.
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