wip

Junkui Zhang created

Change summary

crates/gpui/src/platform/windows/shaders.hlsl | 439 +++++++++++++++++---
1 file changed, 366 insertions(+), 73 deletions(-)

Detailed changes

crates/gpui/src/platform/windows/shaders.hlsl 🔗

@@ -240,6 +240,23 @@ float2 to_tile_position(float2 unit_vertex, AtlasTile tile) {
     return (float2(tile.bounds.origin) + unit_vertex * float2(tile.bounds.size)) / atlas_size;
 }
 
+// Selects corner radius based on quadrant.
+float pick_corner_radius(float2 center_to_point, Corners corner_radii) {
+    if (center_to_point.x < 0.) {
+        if (center_to_point.y < 0.) {
+            return corner_radii.top_left;
+        } else {
+            return corner_radii.bottom_left;
+        }
+    } else {
+        if (center_to_point.y < 0.) {
+            return corner_radii.top_right;
+        } else {
+            return corner_radii.bottom_right;
+        }
+    }
+}
+
 float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds, 
                                       TransformationMatrix transformation) {
     float2 position = unit_vertex * bounds.size + bounds.origin;
@@ -248,32 +265,32 @@ float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds,
     return float4(device_position, 0.0, 1.0);
 }
 
+// Implementation of quad signed distance field
+float quad_sdf_impl(float2 corner_center_to_point, float corner_radius) {
+    if (corner_radius == 0.0) {
+        // Fast path for unrounded corners
+        return max(corner_center_to_point.x, corner_center_to_point.y);
+    } else {
+        // Signed distance of the point from a quad that is inset by corner_radius
+        // It is negative inside this quad, and positive outside
+        float signed_distance_to_inset_quad =
+            // 0 inside the inset quad, and positive outside
+            length(max(float2(0.0, 0.0), corner_center_to_point)) +
+            // 0 outside the inset quad, and negative inside
+            min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
+
+        return signed_distance_to_inset_quad - corner_radius;
+    }
+}
+
 float quad_sdf(float2 pt, Bounds bounds, Corners corner_radii) {
     float2 half_size = bounds.size / 2.;
     float2 center = bounds.origin + half_size;
     float2 center_to_point = pt - center;
-    float corner_radius;
-    if (center_to_point.x < 0.) {
-        if (center_to_point.y < 0.) {
-            corner_radius = corner_radii.top_left;
-        } else {
-            corner_radius = corner_radii.bottom_left;
-        }
-    } else {
-        if (center_to_point.y < 0.) {
-            corner_radius = corner_radii.top_right;
-        } else {
-            corner_radius = corner_radii.bottom_right;
-        }
-    }
-
-    float2 rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
-    float distance =
-        length(max(0., rounded_edge_to_point)) +
-        min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
-        corner_radius;
-
-    return distance;
+    float corner_radius = pick_corner_radius(center_to_point, corner_radii);
+    float2 corner_to_point = abs(center_to_point) - half_size;
+    float2 corner_center_to_point = corner_to_point + corner_radius;
+    return quad_sdf_impl(corner_center_to_point, corner_radius);
 }
 
 GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1) {
@@ -376,6 +393,57 @@ float4 gradient_color(Background background,
     return color;
 }
 
+// Returns the dash velocity of a corner given the dash velocity of the two
+// sides, by returning the slower velocity (larger dashes).
+//
+// Since 0 is used for dash velocity when the border width is 0 (instead of
+// +inf), this returns the other dash velocity in that case.
+//
+// An alternative to this might be to appropriately interpolate the dash
+// velocity around the corner, but that seems overcomplicated.
+float corner_dash_velocity(float dv1, float dv2) {
+    if (dv1 == 0.0) {
+        return dv2;
+    } else if (dv2 == 0.0) {
+        return dv1;
+    } else {
+        return min(dv1, dv2);
+    }
+}
+
+// Returns alpha used to render antialiased dashes.
+// `t` is within the dash when `fmod(t, period) < length`.
+float dash_alpha(
+    float t, float period, float length, float dash_velocity,
+    float antialias_threshold
+) {
+    float half_period = period / 2.0;
+    float half_length = length / 2.0;
+    // Value in [-half_period, half_period]
+    // The dash is in [-half_length, half_length]
+    float centered = fmod(t + half_period - half_length, period) - half_period;
+    // Signed distance for the dash, negative values are inside the dash
+    float signed_distance = abs(centered) - half_length;
+    // Antialiased alpha based on the signed distance
+    return saturate(antialias_threshold - signed_distance / dash_velocity);
+}
+
+// This approximates distance to the nearest point to a quarter ellipse in a way
+// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
+// The components of `point` are expected to be positive.
+//
+// Negative on the outside and positive on the inside.
+float quarter_ellipse_sdf(float2 pt, float2 radii) {
+    // Scale the space to treat the ellipse like a unit circle
+    float2 circle_vec = pt / radii;
+    float unit_circle_sdf = length(circle_vec) - 1.0;
+    // Approximate up-scaling of the length by using the average of the radii.
+    //
+    // TODO: A better solution would be to use the gradient of the implicit
+    // function for an ellipse to approximate a scaling factor.
+    return unit_circle_sdf * (radii.x + radii.y) * -0.5;
+}
+
 /*
 **
 **              Shadows
@@ -477,7 +545,7 @@ float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
 
 struct Quad {
     uint order;
-    uint pad;
+    uint border_style;
     Bounds bounds;
     Bounds content_mask;
     Background background;
@@ -535,66 +603,286 @@ QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_Insta
 
 float4 quad_fragment(QuadFragmentInput input): SV_Target {
     Quad quad = quads[input.quad_id];
-    float2 half_size = quad.bounds.size / 2.;
-    float2 center = quad.bounds.origin + half_size;
-    float2 center_to_point = input.position.xy - center;
-    float4 color = gradient_color(quad.background, input.position.xy, quad.bounds,
+    float4 background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
     input.background_solid, input.background_color0, input.background_color1);
 
-    // Fast path when the quad is not rounded and doesn't have any border.
-    if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
-        quad.corner_radii.top_right == 0. &&
-        quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
-        quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
-        quad.border_widths.bottom == 0.) {
-        return color;
+    bool unrounded = quad.corner_radii.top_left == 0.0 &&
+    quad.corner_radii.bottom_left == 0.0 &&
+    quad.corner_radii.top_right == 0.0 &&
+    quad.corner_radii.bottom_right == 0.0;
+
+    // Fast path when the quad is not rounded and doesn't have any border
+    if (quad.border_widths.top == 0.0 &&
+        quad.border_widths.left == 0.0 &&
+        quad.border_widths.right == 0.0 &&
+        quad.border_widths.bottom == 0.0 &&
+        unrounded) {
+        return background_color;
     }
 
-    float corner_radius;
-    if (center_to_point.x < 0.) {
-        if (center_to_point.y < 0.) {
-            corner_radius = quad.corner_radii.top_left;
-        } else {
-            corner_radius = quad.corner_radii.bottom_left;
-        }
-    } else {
-        if (center_to_point.y < 0.) {
-            corner_radius = quad.corner_radii.top_right;
-        } else {
-            corner_radius = quad.corner_radii.bottom_right;
-        }
+    float2 size = quad.bounds.size;
+    float2 half_size = size / 2.;
+    float2 the_point = input.position.xy - quad.bounds.origin;
+    float2 center_to_point = the_point - half_size;
+
+    // Signed distance field threshold for inclusion of pixels. 0.5 is the
+    // minimum distance between the center of the pixel and the edge.
+    const float antialias_threshold = 0.5;
+
+    // Radius of the nearest corner
+    float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
+
+    float2 border = float2(
+        center_to_point.x < 0.0 ? quad.border_widths.left : quad.border_widths.right,
+        center_to_point.y < 0.0 ? quad.border_widths.top : quad.border_widths.bottom
+    );
+
+    // 0-width borders are reduced so that `inner_sdf >= antialias_threshold`.
+    // The purpose of this is to not draw antialiasing pixels in this case.
+    float2 reduced_border = float2(
+        border.x == 0.0 ? -antialias_threshold : border.x,
+        border.y == 0.0 ? -antialias_threshold : border.y
+    );
+
+    // Vector from the corner of the quad bounds to the point, after mirroring
+    // the point into the bottom right quadrant. Both components are <= 0.
+    float2 corner_to_point = abs(center_to_point) - half_size;
+
+    // Vector from the point to the center of the rounded corner's circle, also
+    // mirrored into bottom right quadrant.
+    float2 corner_center_to_point = corner_to_point + corner_radius;
+
+    // Whether the nearest point on the border is rounded
+    bool is_near_rounded_corner =
+        corner_center_to_point.x >= 0.0 &&
+        corner_center_to_point.y >= 0.0;
+
+    // Vector from straight border inner corner to point.
+    //
+    // 0-width borders are turned into width -1 so that inner_sdf is > 1.0 near
+    // the border. Without this, antialiasing pixels would be drawn.
+    float2 straight_border_inner_corner_to_point = corner_to_point + reduced_border;
+
+    // Whether the point is beyond the inner edge of the straight border
+    bool is_beyond_inner_straight_border =
+        straight_border_inner_corner_to_point.x > 0.0 ||
+        straight_border_inner_corner_to_point.y > 0.0;
+
+    // Whether the point is far enough inside the quad, such that the pixels are
+    // not affected by the straight border.
+    bool is_within_inner_straight_border =
+        straight_border_inner_corner_to_point.x < -antialias_threshold &&
+        straight_border_inner_corner_to_point.y < -antialias_threshold;
+
+    // Fast path for points that must be part of the background
+    if (is_within_inner_straight_border && !is_near_rounded_corner) {
+        return background_color;
     }
 
-    float2 rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
-    float distance =
-        length(max(0., rounded_edge_to_point)) +
-        min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
-        corner_radius;
-
-    float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left
-                                                    : quad.border_widths.right;
-    float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top
-                                                        : quad.border_widths.bottom;
-    float2 inset_size = half_size - corner_radius - float2(vertical_border, horizontal_border);
-    float2 point_to_inset_corner = abs(center_to_point) - inset_size;
-    float border_width;
-    if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
-        border_width = 0.;
-    } else if (point_to_inset_corner.y > point_to_inset_corner.x) {
-        border_width = horizontal_border;
+    // Signed distance of the point to the outside edge of the quad's border
+    float outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
+
+    // Approximate signed distance of the point to the inside edge of the quad's
+    // border. It is negative outside this edge (within the border), and
+    // positive inside.
+    //
+    // This is not always an accurate signed distance:
+    // * The rounded portions with varying border width use an approximation of
+    //   nearest-point-on-ellipse.
+    // * When it is quickly known to be outside the edge, -1.0 is used.
+    float inner_sdf = 0.0;
+    if (corner_center_to_point.x <= 0.0 || corner_center_to_point.y <= 0.0) {
+        // Fast paths for straight borders
+        inner_sdf = -max(straight_border_inner_corner_to_point.x,
+                        straight_border_inner_corner_to_point.y);
+    } else if (is_beyond_inner_straight_border) {
+        // Fast path for points that must be outside the inner edge
+        inner_sdf = -1.0;
+    } else if (reduced_border.x == reduced_border.y) {
+        // Fast path for circular inner edge.
+        inner_sdf = -(outer_sdf + reduced_border.x);
     } else {
-        border_width = vertical_border;
+        float2 ellipse_radii = max(float2(0.0, 0.0), float2(corner_radius, corner_radius) - reduced_border);
+        inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
     }
 
-    if (border_width != 0.) {
-        float inset_distance = distance + border_width;
+    // Negative when inside the border
+    float border_sdf = max(inner_sdf, outer_sdf);
+
+    float4 color = background_color;
+    if (border_sdf < antialias_threshold) {
+        float4 border_color = input.border_color;
+        // Dashed border logic when border_style == 1
+        if (quad.border_style == 1) {
+            // Position along the perimeter in "dash space", where each dash
+            // period has length 1
+            float t = 0.0;
+
+            // Total number of dash periods, so that the dash spacing can be
+            // adjusted to evenly divide it
+            float max_t = 0.0;
+
+            // Border width is proportional to dash size. This is the behavior
+            // used by browsers, but also avoids dashes from different segments
+            // overlapping when dash size is smaller than the border width.
+            //
+            // Dash pattern: (2 * border width) dash, (1 * border width) gap
+            const float dash_length_per_width = 2.0;
+            const float dash_gap_per_width = 1.0;
+            const float dash_period_per_width = dash_length_per_width + dash_gap_per_width;
+
+            // Since the dash size is determined by border width, the density of
+            // dashes varies. Multiplying a pixel distance by this returns a
+            // position in dash space - it has units (dash period / pixels). So
+            // a dash velocity of (1 / 10) is 1 dash every 10 pixels.
+            float dash_velocity = 0.0;
+
+            // Dividing this by the border width gives the dash velocity
+            const float dv_numerator = 1.0 / dash_period_per_width;
+
+            if (unrounded) {
+                // When corners aren't rounded, the dashes are separately laid
+                // out on each straight line, rather than around the whole
+                // perimeter. This way each line starts and ends with a dash.
+                bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
+                float border_width = is_horizontal ? border.x : border.y;
+                dash_velocity = dv_numerator / border_width;
+                t = is_horizontal ? the_point.x : the_point.y;
+                t *= dash_velocity;
+                max_t = is_horizontal ? size.x : size.y;
+                max_t *= dash_velocity;
+            } else {
+                // When corners are rounded, the dashes are laid out clockwise
+                // around the whole perimeter.
+
+                float r_tr = quad.corner_radii.top_right;
+                float r_br = quad.corner_radii.bottom_right;
+                float r_bl = quad.corner_radii.bottom_left;
+                float r_tl = quad.corner_radii.top_left;
+
+                float w_t = quad.border_widths.top;
+                float w_r = quad.border_widths.right;
+                float w_b = quad.border_widths.bottom;
+                float w_l = quad.border_widths.left;
+
+                // Straight side dash velocities
+                float dv_t = w_t <= 0.0 ? 0.0 : dv_numerator / w_t;
+                float dv_r = w_r <= 0.0 ? 0.0 : dv_numerator / w_r;
+                float dv_b = w_b <= 0.0 ? 0.0 : dv_numerator / w_b;
+                float dv_l = w_l <= 0.0 ? 0.0 : dv_numerator / w_l;
+
+                // Straight side lengths in dash space
+                float s_t = (size.x - r_tl - r_tr) * dv_t;
+                float s_r = (size.y - r_tr - r_br) * dv_r;
+                float s_b = (size.x - r_br - r_bl) * dv_b;
+                float s_l = (size.y - r_bl - r_tl) * dv_l;
+
+                float corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
+                float corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
+                float corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
+                float corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
+
+                // Corner lengths in dash space
+                float c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
+                float c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
+                float c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
+                float c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
+
+                // Cumulative dash space upto each segment
+                float upto_tr = s_t;
+                float upto_r = upto_tr + c_tr;
+                float upto_br = upto_r + s_r;
+                float upto_b = upto_br + c_br;
+                float upto_bl = upto_b + s_b;
+                float upto_l = upto_bl + c_bl;
+                float upto_tl = upto_l + s_l;
+                max_t = upto_tl + c_tl;
+
+                if (is_near_rounded_corner) {
+                    float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
+                    float corner_t = radians * corner_radius;
+
+                    if (center_to_point.x >= 0.0) {
+                        if (center_to_point.y < 0.0) {
+                            dash_velocity = corner_dash_velocity_tr;
+                            // Subtracted because radians is pi/2 to 0 when
+                            // going clockwise around the top right corner,
+                            // since the y axis has been flipped
+                            t = upto_r - corner_t * dash_velocity;
+                        } else {
+                            dash_velocity = corner_dash_velocity_br;
+                            // Added because radians is 0 to pi/2 when going
+                            // clockwise around the bottom-right corner
+                            t = upto_br + corner_t * dash_velocity;
+                        }
+                    } else {
+                        if (center_to_point.y >= 0.0) {
+                            dash_velocity = corner_dash_velocity_bl;
+                            // Subtracted because radians is pi/1 to 0 when
+                            // going clockwise around the bottom-left corner,
+                            // since the x axis has been flipped
+                            t = upto_l - corner_t * dash_velocity;
+                        } else {
+                            dash_velocity = corner_dash_velocity_tl;
+                            // Added because radians is 0 to pi/2 when going
+                            // clockwise around the top-left corner, since both
+                            // axis were flipped
+                            t = upto_tl + corner_t * dash_velocity;
+                        }
+                    }
+                } else {
+                    // Straight borders
+                    bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
+                    if (is_horizontal) {
+                        if (center_to_point.y < 0.0) {
+                            dash_velocity = dv_t;
+                            t = (the_point.x - r_tl) * dash_velocity;
+                        } else {
+                            dash_velocity = dv_b;
+                            t = upto_bl - (the_point.x - r_bl) * dash_velocity;
+                        }
+                    } else {
+                        if (center_to_point.x < 0.0) {
+                            dash_velocity = dv_l;
+                            t = upto_tl - (the_point.y - r_tl) * dash_velocity;
+                        } else {
+                            dash_velocity = dv_r;
+                            t = upto_r + (the_point.y - r_tr) * dash_velocity;
+                        }
+                    }
+                }
+            }
+            float dash_length = dash_length_per_width / dash_period_per_width;
+            float desired_dash_gap = dash_gap_per_width / dash_period_per_width;
+
+            // Straight borders should start and end with a dash, so max_t is
+            // reduced to cause this.
+            max_t -= unrounded ? dash_length : 0.0;
+            if (max_t >= 1.0) {
+                // Adjust dash gap to evenly divide max_t
+                float dash_count = floor(max_t);
+                float dash_period = max_t / dash_count;
+                border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
+            } else if (unrounded) {
+                // When there isn't enough space for the full gap between the
+                // two start / end dashes of a straight border, reduce gap to
+                // make them fit.
+                float dash_gap = max_t - dash_length;
+                if (dash_gap > 0.0) {
+                    float dash_period = dash_length + dash_gap;
+                    border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
+                }
+            }
+        }
+
         // Blend the border on top of the background and then linearly interpolate
         // between the two as we slide inside the background.
-        float4 blended_border = over(color, input.border_color);
-        color = lerp(blended_border, color, saturate(0.5 - inset_distance));
+        float4 blended_border = over(background_color, border_color);
+        color = lerp(background_color, blended_border,
+                    saturate(antialias_threshold - inner_sdf));
     }
 
-    return color * float4(1., 1., 1., saturate(0.5 - distance));
+    return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
 }
 
 struct PathVertex {
@@ -795,7 +1083,9 @@ float4 monochrome_sprite_fragment(MonochromeSpriteFragmentInput input): SV_Targe
 
 struct PolychromeSprite {
     uint order;
+    uint pad;
     uint grayscale;
+    float opacity;
     Bounds bounds;
     Bounds content_mask;
     Corners corner_radii;
@@ -805,14 +1095,14 @@ struct PolychromeSprite {
 struct PolychromeSpriteVertexOutput {
     float4 position: SV_Position;
     float2 tile_position: POSITION;
-    uint sprite_id: FLAT;
+    nointerpolation uint sprite_id: TEXCOORD0;
     float4 clip_distance: SV_ClipDistance;
 };
 
 struct PolychromeSpriteFragmentInput {
     float4 position: SV_Position;
     float2 tile_position: POSITION;
-    uint sprite_id: FLAT;
+    nointerpolation uint sprite_id: TEXCOORD0;
 };
 
 StructuredBuffer<PolychromeSprite> poly_sprites: register(t1);
@@ -839,10 +1129,13 @@ float4 polychrome_sprite_fragment(PolychromeSpriteFragmentInput input): SV_Targe
     float distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
 
     float4 color = sample;
+    if (sprite.grayscale) {
+
+    }
     if ((sprite.grayscale & 0xFFu) != 0u) {
         float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
         color = float4(grayscale, sample.a);
     }
-    color.a *= saturate(0.5 - distance);
+    color.a *= sprite.opacity * saturate(0.5 - distance);
     return color;
 }