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-rw-r--r--symbols/symbols-gl.c260
1 files changed, 260 insertions, 0 deletions
diff --git a/symbols/symbols-gl.c b/symbols/symbols-gl.c
new file mode 100644
index 0000000..0e78efe
--- /dev/null
+++ b/symbols/symbols-gl.c
@@ -0,0 +1,260 @@
+#include "symbols-gl.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+enum { BANDS = 16 };
+
+/* Coordinates travel doubled, so implied points stay whole: 2x of a point
+ * is its raw i16 without the flag, and an implied point's is the sum of its
+ * two neighbours' coordinates. */
+#define SHARED \
+ "#version 310 es\n" \
+ "precision highp float;\n" \
+ "precision highp int;\n"
+
+static const char vertex_source[] = SHARED
+ "layout(location = 0) in vec4 place; /* origin x, y in pixels; pixels per unit; unused */\n"
+ "layout(location = 1) in vec4 bounds; /* left, bottom, right, top in units */\n"
+ "layout(location = 2) in uint bands; /* its first band */\n"
+ "uniform vec2 target;\n"
+ "out vec2 units;\n"
+ "flat out float scale;\n"
+ "flat out ivec2 rows; /* bottom and top in units */\n"
+ "flat out uint base;\n"
+ "void main() {\n"
+ " vec2 corner = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1));\n"
+ " vec2 pad = vec2(1.0 / place.z);\n"
+ " units = mix(bounds.xy - pad, bounds.zw + pad, corner);\n"
+ " vec2 pixel = place.xy + vec2(units.x, -units.y) * place.z;\n"
+ " gl_Position = vec4(pixel.x / target.x * 2.0 - 1.0, 1.0 - pixel.y / target.y * 2.0, 0.0, 1.0);\n"
+ " scale = place.z;\n"
+ " rows = ivec2(bounds.yw);\n"
+ " base = bands;\n"
+ "}\n";
+
+static const char fragment_source[] = SHARED
+ "layout(std430, binding = 0) readonly buffer Points { uint points[]; };\n"
+ "layout(std430, binding = 1) readonly buffer Bands { uint bands[]; };\n"
+ "uniform uint listed; /* where the lists of curves start in bands */\n"
+ "in vec2 units;\n"
+ "flat in float scale;\n"
+ "flat in ivec2 rows;\n"
+ "flat in uint base;\n"
+ "out vec4 color;\n"
+ "\n"
+ "ivec3 point(uint i) { /* doubled x, doubled y, off */\n"
+ " uint w = points[i];\n"
+ " int x = int(w << 16u) >> 16, y = int(w) >> 16;\n"
+ " return ivec3(x & ~1, y & ~1, x & 1);\n"
+ "}\n"
+ "int band(int doubled) { /* which of 16 bands a doubled y lies in */\n"
+ " return clamp((doubled - 2 * rows.x) * 16 / (2 * (rows.y - rows.x) + 2), 0, 15);\n"
+ "}\n"
+ "int roots(float a, float b, float c, inout float ts[10], int n) {\n"
+ " float r0 = -1.0, r1 = -1.0;\n"
+ " if (a == 0.0) { if (b != 0.0) r0 = -c / b; }\n"
+ " else {\n"
+ " float d = b * b - 4.0 * a * c;\n"
+ " if (d >= 0.0) {\n"
+ " float q = -0.5 * (b + (b >= 0.0 ? sqrt(d) : -sqrt(d)));\n"
+ " r0 = q / a;\n"
+ " if (q != 0.0) r1 = c / q;\n"
+ " }\n"
+ " }\n"
+ " if (r0 > 0.0 && r0 < 1.0) ts[n++] = r0;\n"
+ " if (r1 > 0.0 && r1 < 1.0) ts[n++] = r1;\n"
+ " return n;\n"
+ "}\n"
+ "/* As curve_area in symbols.c: the curve's share of the pixel [0, 1]^2. */\n"
+ "float area(vec2 p0, vec2 p1, vec2 p2) {\n"
+ " if (max(max(p0.y, p1.y), p2.y) <= 0.0 || min(min(p0.y, p1.y), p2.y) >= 1.0 || min(min(p0.x, p1.x), p2.x) >= 1.0)\n"
+ " return 0.0;\n"
+ " if (max(max(p0.x, p1.x), p2.x) <= 0.0) return clamp(p2.y, 0.0, 1.0) - clamp(p0.y, 0.0, 1.0);\n"
+ " vec2 a = p0 - 2.0 * p1 + p2, b = p0 - p1;\n"
+ " float ts[10];\n"
+ " ts[0] = 0.0;\n"
+ " int n = 1;\n"
+ " n = roots(a.y, -2.0 * b.y, p0.y, ts, n);\n"
+ " n = roots(a.y, -2.0 * b.y, p0.y - 1.0, ts, n);\n"
+ " n = roots(a.x, -2.0 * b.x, p0.x, ts, n);\n"
+ " n = roots(a.x, -2.0 * b.x, p0.x - 1.0, ts, n);\n"
+ " ts[n++] = 1.0;\n"
+ " for (int i = 1; i < n; ++i)\n"
+ " for (int j = i; j > 0 && ts[j] < ts[j - 1]; --j) { float t = ts[j]; ts[j] = ts[j - 1]; ts[j - 1] = t; }\n"
+ " float u0 = 1.0 - p0.x, u1 = 2.0 * b.x, u2 = -a.x, v0 = -2.0 * b.y, v1 = 2.0 * a.y;\n"
+ " float k1 = u0 * v0, k2 = (u0 * v1 + u1 * v0) / 2.0, k3 = (u1 * v1 + u2 * v0) / 3.0, k4 = u2 * v1 / 4.0, sum = 0.0;\n"
+ " for (int i = 0; i + 1 < n; ++i) {\n"
+ " float ta = ts[i], tb = ts[i + 1], t = (ta + tb) / 2.0;\n"
+ " if (tb <= ta) continue;\n"
+ " float y = (a.y * t - 2.0 * b.y) * t + p0.y, x = (a.x * t - 2.0 * b.x) * t + p0.x;\n"
+ " if (y <= 0.0 || y >= 1.0 || x >= 1.0) continue;\n"
+ " if (x <= 0.0) sum += (a.y * tb - 2.0 * b.y) * tb - (a.y * ta - 2.0 * b.y) * ta;\n"
+ " else sum += (((k4 * tb + k3) * tb + k2) * tb + k1) * tb - (((k4 * ta + k3) * ta + k2) * ta + k1) * ta;\n"
+ " }\n"
+ " return sum;\n"
+ "}\n"
+ "void main() {\n"
+ " vec2 corner = units - vec2(0.5 / scale); /* the pixel's lower left, in units */\n"
+ " int b0 = band(2 * int(floor(corner.y))), b1 = band(2 * int(ceil(corner.y + 1.0 / scale)));\n"
+ " float sum = 0.0;\n"
+ " for (int b = b0; b <= b1; ++b) {\n"
+ " uint at = bands[base + 2u * uint(b)], end = at + bands[base + 2u * uint(b) + 1u];\n"
+ " for (; at < end; ++at) {\n"
+ " uint k = bands[listed + at];\n"
+ " ivec3 p = point(k), n = point(k + 1u);\n"
+ " ivec2 s, c, e;\n"
+ " if (p.z == 1) {\n"
+ " ivec3 q = point(k - 1u);\n"
+ " s = q.z == 1 ? (q.xy + p.xy) / 2 : q.xy;\n"
+ " c = p.xy;\n"
+ " e = n.z == 1 ? (p.xy + n.xy) / 2 : n.xy;\n"
+ " } else {\n"
+ " s = p.xy;\n"
+ " c = (p.xy + n.xy) / 2;\n"
+ " e = n.xy;\n"
+ " }\n"
+ " /* a curve over several of this pixel's bands counts in the first */\n"
+ " if (max(band(min(min(s.y, c.y), e.y)), b0) != b) continue;\n"
+ " sum += area((vec2(s) * 0.5 - corner) * scale, (vec2(c) * 0.5 - corner) * scale, (vec2(e) * 0.5 - corner) * scale);\n"
+ " }\n"
+ " }\n"
+ " color = vec4(min(abs(sum), 1.0), 0.0, 0.0, 1.0);\n"
+ "}\n";
+
+static GLuint compile(GLenum type, const char *source, char *error, size_t error_size) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &source, NULL);
+ glCompileShader(shader);
+ GLint ok;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
+ if (!ok) {
+ glGetShaderInfoLog(shader, (GLsizei)error_size, NULL, error);
+ glDeleteShader(shader);
+ return 0;
+ }
+ return shader;
+}
+
+/* Doubled coordinates make implied points whole; bands as the shader cuts them. */
+static int band(int doubled, int bottom, int top) {
+ int b = (doubled - 2 * bottom) * BANDS / (2 * (top - bottom) + 2);
+ return b < 0 ? 0 : b >= BANDS ? BANDS - 1 : b;
+}
+
+bool vega_gl_open(VegaGl *gl, const VegaSymbols *s, char *error, size_t error_size) {
+ *gl = (VegaGl){0};
+ GLuint vertex = compile(GL_VERTEX_SHADER, vertex_source, error, error_size);
+ GLuint fragment = vertex ? compile(GL_FRAGMENT_SHADER, fragment_source, error, error_size) : 0;
+ if (!fragment) return false;
+ gl->program = glCreateProgram();
+ glAttachShader(gl->program, vertex);
+ glAttachShader(gl->program, fragment);
+ glLinkProgram(gl->program);
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
+ GLint ok;
+ glGetProgramiv(gl->program, GL_LINK_STATUS, &ok);
+ if (!ok) {
+ glGetProgramInfoLog(gl->program, (GLsizei)error_size, NULL, error);
+ return false;
+ }
+ /* The point table, as the file has it. */
+ glGenBuffers(1, &gl->points);
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, gl->points);
+ glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)(s->points ? s->points : 1) * VEGA_POINT_BYTES,
+ s->bytes + VEGA_SYMBOLS_HEADER + (size_t)s->symbols * VEGA_SYMBOL_BYTES, GL_STATIC_DRAW);
+ /* Bands: per symbol, 16 (start, count) pairs into one list of curves,
+ * each curve (by the point that begins it) in every band it reaches. */
+ size_t table = (size_t)s->symbols * BANDS * 2, listed = 0;
+ uint32_t *counts = calloc(table + 1, sizeof(*counts));
+ for (int pass = 0; pass < 2; ++pass) {
+ uint32_t *bands = pass ? malloc((table + listed + 1) * sizeof(*bands)) : NULL;
+ size_t next = 0;
+ for (uint32_t i = 0; i < s->symbols; ++i) {
+ VegaSymbol symbol = vega_symbol_at(s, i);
+ uint32_t *mine = pass ? bands + (size_t)i * BANDS * 2 : counts + (size_t)i * BANDS * 2;
+ if (pass)
+ for (int b = 0; b < BANDS; ++b) {
+ mine[2 * b] = (uint32_t)next;
+ next += counts[(size_t)i * BANDS * 2 + 2 * b + 1];
+ mine[2 * b + 1] = 0;
+ }
+ VegaCurve c;
+ for (uint32_t k = symbol.first; k < symbol.first + symbol.count; ++k) {
+ if (!vega_symbol_curve(s, &symbol, k, &c)) continue;
+ float low = c.y0 < c.y1 ? c.y0 : c.y1, high = c.y0 > c.y1 ? c.y0 : c.y1;
+ low = c.y2 < low ? c.y2 : low;
+ high = c.y2 > high ? c.y2 : high;
+ int from = band((int)(2 * low), symbol.bottom, symbol.top), to = band((int)(2 * high), symbol.bottom, symbol.top);
+ for (int b = from; b <= to; ++b) {
+ if (pass) bands[table + mine[2 * b] + mine[2 * b + 1]] = k;
+ ++mine[2 * b + 1];
+ listed += !pass;
+ }
+ }
+ }
+ if (pass) {
+ glGenBuffers(1, &gl->bands);
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, gl->bands);
+ glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)((table + listed + 1) * sizeof(*bands)), bands, GL_STATIC_DRAW);
+ free(bands);
+ }
+ }
+ free(counts);
+ glGenVertexArrays(1, &gl->array);
+ glGenBuffers(1, &gl->instances);
+ glBindVertexArray(gl->array);
+ glBindBuffer(GL_ARRAY_BUFFER, gl->instances);
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 36, (void *)0);
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 36, (void *)16);
+ glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, 36, (void *)32);
+ glVertexAttribDivisor(0, 1);
+ glVertexAttribDivisor(1, 1);
+ glVertexAttribDivisor(2, 1);
+ glBindVertexArray(0);
+ glUseProgram(gl->program);
+ glUniform1ui(glGetUniformLocation(gl->program, "listed"), (GLuint)table);
+ gl->viewport = glGetUniformLocation(gl->program, "target");
+ if (glGetError() != GL_NO_ERROR) {
+ snprintf(error, error_size, "GL error while uploading");
+ return false;
+ }
+ return true;
+}
+
+void vega_gl_draw(VegaGl *gl, const VegaSymbols *s, const VegaGlyph *glyphs, uint32_t count, int width, int height) {
+ float *instances = malloc((size_t)(count ? count : 1) * 36);
+ for (uint32_t i = 0; i < count; ++i) {
+ VegaSymbol symbol = vega_symbol_at(s, glyphs[i].symbol);
+ float *f = instances + (size_t)i * 9;
+ f[0] = glyphs[i].x, f[1] = glyphs[i].y, f[2] = glyphs[i].scale, f[3] = 0;
+ f[4] = symbol.left, f[5] = symbol.bottom, f[6] = symbol.right, f[7] = symbol.top;
+ uint32_t base = glyphs[i].symbol * BANDS * 2;
+ memcpy(f + 8, &base, 4);
+ }
+ glUseProgram(gl->program);
+ glUniform2f(gl->viewport, (float)width, (float)height);
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, gl->points);
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, gl->bands);
+ glBindVertexArray(gl->array);
+ glBindBuffer(GL_ARRAY_BUFFER, gl->instances);
+ glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)count * 36, instances, GL_STREAM_DRAW);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)count);
+ glBindVertexArray(0);
+ free(instances);
+}
+
+void vega_gl_close(VegaGl *gl) {
+ glDeleteBuffers(1, &gl->points);
+ glDeleteBuffers(1, &gl->bands);
+ glDeleteBuffers(1, &gl->instances);
+ glDeleteVertexArrays(1, &gl->array);
+ glDeleteProgram(gl->program);
+ *gl = (VegaGl){0};
+}