static const char *hb_gpu_paint_fragment_hlsl = "/*\n" " * Copyright (C) 2026 Behdad Esfahbod\n" " *\n" " * This is part of HarfBuzz, a text shaping library.\n" " *\n" " * Permission is hereby granted, without written agreement and without\n" " * license or royalty fees, to use, copy, modify, and distribute this\n" " * software and its documentation for any purpose, provided that the\n" " * above copyright notice and the following two paragraphs appear in\n" " * all copies of this software.\n" " *\n" " * IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR\n" " * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES\n" " * ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN\n" " * IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH\n" " * DAMAGE.\n" " *\n" " * THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING,\n" " * BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND\n" " * FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS\n" " * ON AN \"AS IS\" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO\n" " * PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.\n" " */\n" "\n" "\n" "/* Paint-renderer fragment shader (HLSL).\n" " *\n" " * Assumes the shared fragment helpers (hb-gpu-fragment.hlsl) and\n" " * the draw-renderer fragment helpers (hb-gpu-draw-fragment.hlsl)\n" " * are prepended to this source.\n" " */\n" "\n" "\n" "float4 _hb_gpu_stop_color (int stops_base, int i, float4 foreground,\n" " out float offset)\n" "{\n" " int4 a = hb_gpu_fetch (stops_base + i * 2);\n" " offset = (float) a.r / 32767.0;\n" " int4 b = hb_gpu_fetch (stops_base + i * 2 + 1);\n" " if ((a.g & 1) != 0)\n" " return float4 (foreground.rgb, foreground.a * ((float) b.a / 32767.0));\n" " return (float4) b / 32767.0;\n" "}\n" "\n" "float _hb_gpu_extend_t (float t, int extend)\n" "{\n" " if (extend == 1) return t - floor (t);\n" " if (extend == 2) {\n" " float u = t - 2.0 * floor (t * 0.5);\n" " return u > 1.0 ? 2.0 - u : u;\n" " }\n" " return clamp (t, 0.0, 1.0);\n" "}\n" "\n" "float4 _hb_gpu_eval_stops (int stops_base, int stop_count, float t, float4 foreground)\n" "{\n" " float off_prev;\n" " float4 col_prev = _hb_gpu_stop_color (stops_base, 0, foreground, off_prev);\n" " if (t <= off_prev) return col_prev;\n" " for (int i = 1; i < stop_count; i++)\n" " {\n" " float off;\n" " float4 col = _hb_gpu_stop_color (stops_base, i, foreground, off);\n" " if (t <= off)\n" " {\n" " float span = off - off_prev;\n" " float f = span > 1e-6 ? (t - off_prev) / span : 0.0;\n" " float4 p0 = float4 (col_prev.rgb * col_prev.a, col_prev.a);\n" " float4 p1 = float4 (col.rgb * col.a, col.a);\n" " float4 pm = lerp (p0, p1, f);\n" " return pm.a > 1e-6 ? float4 (pm.rgb / pm.a, pm.a) : float4 (0.0);\n" " }\n" " col_prev = col;\n" " off_prev = off;\n" " }\n" " return col_prev;\n" "}\n" "\n" "/* Apply the stored 2x2 M^-1 (row-major i16 Q10) to a vector. */\n" "float2 _hb_gpu_apply_minv (int4 m, float2 v)\n" "{\n" " float4 mf = (float4) m * (1.0 / 1024.0);\n" " return float2 (mf.x * v.x + mf.y * v.y,\n" " mf.z * v.x + mf.w * v.y);\n" "}\n" "\n" "float4 _hb_gpu_sample_linear (float2 renderCoord, int grad_base,\n" " int stop_count, int extend, float4 foreground)\n" "{\n" " int4 t0 = hb_gpu_fetch (grad_base);\n" " int4 m = hb_gpu_fetch (grad_base + 1);\n" " float2 p0_r = float2 ((float) t0.r, (float) t0.g);\n" " float2 d = float2 ((float) t0.b, (float) t0.a);\n" " float denom = dot (d, d);\n" " if (denom < 1e-6) return float4 (0.0, 0.0, 0.0, 0.0);\n" " float2 p = _hb_gpu_apply_minv (m, renderCoord - p0_r);\n" " float t = dot (p, d) / denom;\n" " t = _hb_gpu_extend_t (t, extend);\n" " return _hb_gpu_eval_stops (grad_base + 2, stop_count, t, foreground);\n" "}\n" "\n" "float4 _hb_gpu_sample_radial (float2 renderCoord, int grad_base,\n" " int stop_count, int extend, float4 foreground)\n" "{\n" " int4 t0 = hb_gpu_fetch (grad_base);\n" " int4 t1 = hb_gpu_fetch (grad_base + 1);\n" " int4 m = hb_gpu_fetch (grad_base + 2);\n" " float2 c0_r = float2 ((float) t0.r, (float) t0.g);\n" " float2 cd = float2 ((float) t0.b, (float) t0.a);\n" " float r0 = (float) t1.r;\n" " float r1 = (float) t1.g;\n" "\n" " float dr = r1 - r0;\n" " float2 p = _hb_gpu_apply_minv (m, renderCoord - c0_r);\n" "\n" " float A = dot (cd, cd) - dr * dr;\n" " float B = -2.0 * (dot (p, cd) + r0 * dr);\n" " float C = dot (p, p) - r0 * r0;\n" "\n" " float t;\n" " if (abs (A) > 1e-6)\n" " {\n" " float disc = B * B - 4.0 * A * C;\n" " if (disc < 0.0) return float4 (0.0, 0.0, 0.0, 0.0);\n" " float sq = sqrt (disc);\n" " float t1r = (-B + sq) / (2.0 * A);\n" " float t2r = (-B - sq) / (2.0 * A);\n" " t = (r0 + t1r * dr >= 0.0) ? t1r : t2r;\n" " }\n" " else\n" " {\n" " if (abs (B) < 1e-6) return float4 (0.0, 0.0, 0.0, 0.0);\n" " t = -C / B;\n" " }\n" " t = _hb_gpu_extend_t (t, extend);\n" " return _hb_gpu_eval_stops (grad_base + 3, stop_count, t, foreground);\n" "}\n" "\n" "float4 _hb_gpu_sample_sweep (float2 renderCoord, int grad_base,\n" " int stop_count, int extend, float4 foreground)\n" "{\n" " int4 t0 = hb_gpu_fetch (grad_base);\n" " int4 m = hb_gpu_fetch (grad_base + 1);\n" " float2 c_r = float2 ((float) t0.r, (float) t0.g);\n" " float a0 = (float) t0.b / 16384.0;\n" " float a1 = (float) t0.a / 16384.0;\n" " float span = a1 - a0;\n" " if (abs (span) < 1e-6) return float4 (0.0, 0.0, 0.0, 0.0);\n" "\n" " float2 p = _hb_gpu_apply_minv (m, renderCoord - c_r);\n" " float ang = atan2 (p.y, p.x) / 3.14159265358979;\n" " if (ang < 0.0) ang += 2.0;\n" " float t = (ang - a0) / span;\n" " t = _hb_gpu_extend_t (t, extend);\n" " return _hb_gpu_eval_stops (grad_base + 2, stop_count, t, foreground);\n" "}\n" "\n" "float4 _hb_gpu_composite (float4 src, float4 dst, int mode)\n" "{\n" " float4 r = src + dst * (1.0 - src.a); /* SRC_OVER default */\n" "\n" " /* Mode numbers match hb_paint_composite_mode_t. Approximate\n" " * unsupported modes with the nearest Porter-Duff mode we do\n" " * implement; DIFFERENCE / EXCLUSION / HSL_* still fall through to\n" " * SRC_OVER below. */\n" " if (mode == 14 || mode == 18 || mode == 19) mode = 23; /* OVERLAY / COLOR_BURN / HARD_LIGHT -> MULTIPLY */\n" " else if (mode == 17 || mode == 20) mode = 13; /* COLOR_DODGE / SOFT_LIGHT -> SCREEN */\n" "\n" " if (mode == 0) r = float4 (0.0, 0.0, 0.0, 0.0); /* CLEAR */\n" " else if (mode == 1) r = src; /* SRC */\n" " else if (mode == 2) r = dst; /* DST */\n" " else if (mode == 4) r = dst + src * (1.0 - dst.a); /* DST_OVER */\n" " else if (mode == 5) r = src * dst.a; /* SRC_IN */\n" " else if (mode == 6) r = dst * src.a; /* DST_IN */\n" " else if (mode == 7) r = src * (1.0 - dst.a); /* SRC_OUT */\n" " else if (mode == 8) r = dst * (1.0 - src.a); /* DST_OUT */\n" " else if (mode == 9) r = src * dst.a + dst * (1.0 - src.a); /* SRC_ATOP */\n" " else if (mode == 10) r = dst * src.a + src * (1.0 - dst.a); /* DST_ATOP */\n" " else if (mode == 11) r = src * (1.0 - dst.a) + dst * (1.0 - src.a); /* XOR */\n" " else if (mode == 12) r = min (src + dst, float4 (1.0, 1.0, 1.0, 1.0)); /* PLUS */\n" " else if (mode == 13) { /* SCREEN (premul) */\n" " r.rgb = src.rgb + dst.rgb - src.rgb * dst.rgb;\n" " r.a = src.a + dst.a - src.a * dst.a;\n" " }\n" " else if (mode == 15) { /* DARKEN */\n" " r.rgb = min (src.rgb * dst.a, dst.rgb * src.a)\n" " + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a);\n" " r.a = src.a + dst.a - src.a * dst.a;\n" " }\n" " else if (mode == 16) { /* LIGHTEN */\n" " r.rgb = max (src.rgb * dst.a, dst.rgb * src.a)\n" " + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a);\n" " r.a = src.a + dst.a - src.a * dst.a;\n" " }\n" " else if (mode == 23) { /* MULTIPLY (premul) */\n" " r.rgb = src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a)\n" " + src.rgb * dst.rgb;\n" " r.a = src.a + dst.a - src.a * dst.a;\n" " }\n" " /* SRC_OVER (3) and DIFFERENCE / EXCLUSION / HSL_* (21, 22, 24-27)\n" " * fall through to the SRC_OVER default. */\n" " return r;\n" "}\n" "\n" "/* Wrap _hb_gpu_slug with a sub-glyph extents bail-out. Many\n" " * paint layers cover a small region of the outer glyph quad; for\n" " * fragments outside the layer's bbox (with an AA + MSAA-spread\n" " * margin) the slug coverage is exactly 0, so we can skip the\n" " * band/curve walk entirely. */\n" "float _hb_gpu_slug_clipped (float2 renderCoord, float2 pixelsPerEm, uint glyphLoc_)\n" "{\n" " int4 header0 = hb_gpu_fetch ((int) glyphLoc_);\n" " float4 ext = (float4) header0 * HB_GPU_INV_UNITS;\n" " float2 margin = 2.0 / pixelsPerEm;\n" " if (any (renderCoord < ext.xy - margin) ||\n" " any (renderCoord > ext.zw + margin))\n" " return 0.0;\n" " return _hb_gpu_slug (renderCoord, pixelsPerEm, glyphLoc_);\n" "}\n" "\n" "/* Combine slug coverages from all clip outlines on the layer.\n" " * Factored so the shader has one set of inlined slug walks\n" " * instead of two (one per LAYER op type). flags bits: 0x100 =\n" " * HAS_CLIP2; 0x200 = HAS_CLIP3 (HAS_CLIP3 implies HAS_CLIP2). */\n" "float _hb_gpu_layer_coverage (float2 renderCoord, float2 pixelsPerEm,\n" " int base, int flags,\n" " int clip1_payload, int clip2_payload, int clip3_payload)\n" "{\n" " float cov = _hb_gpu_slug_clipped (renderCoord, pixelsPerEm,\n" " (uint) (base + clip1_payload));\n" " if ((flags & 0x100) != 0)\n" " {\n" " cov *= _hb_gpu_slug_clipped (renderCoord, pixelsPerEm,\n" " (uint) (base + clip2_payload));\n" " if ((flags & 0x200) != 0)\n" " cov *= _hb_gpu_slug_clipped (renderCoord, pixelsPerEm,\n" " (uint) (base + clip3_payload));\n" " }\n" " return cov;\n" "}\n" "\n" "#define HB_GPU_PAINT_GROUP_DEPTH 4\n" "\n" "float4 hb_gpu_paint (float2 renderCoord, uint glyphLoc_, float4 foreground,\n" " out float coverage)\n" "{\n" " /* fwidth once, at uniform control flow. */\n" " float2 pixelsPerEm = 1.0 / fwidth (renderCoord);\n" "\n" " int base = (int) glyphLoc_;\n" " int4 h0 = hb_gpu_fetch (base); /* (num_ops, _, _, _) */\n" " int4 h2 = hb_gpu_fetch (base + 2); /* (ops_offset, _, _, _) */\n" " int num_ops = h0.r;\n" " int cursor = base + h2.r;\n" "\n" " float4 acc = float4 (0.0, 0.0, 0.0, 0.0);\n" " float4 group_stack[HB_GPU_PAINT_GROUP_DEPTH];\n" " coverage = 0.0;\n" " int sp = 0;\n" "\n" " for (int i = 0; i < num_ops; i++)\n" " {\n" " int4 op = hb_gpu_fetch (cursor);\n" " int op_type = op.r;\n" " int aux = op.g;\n" " int payload = (op.b << 16) | (op.a & 0xffff);\n" "\n" " if (op_type == 0) /* LAYER_SOLID */\n" " {\n" " /* texel 1: (clip2_hi, clip2_lo, clip3_hi, clip3_lo) -- valid\n" " * per HAS_CLIP2 / HAS_CLIP3 flag bits.\n" " * texel 2: RGBA as signed Q15. */\n" " int4 op2 = hb_gpu_fetch (cursor + 1);\n" " int clip2_payload = (op2.r << 16) | (op2.g & 0xffff);\n" " int clip3_payload = (op2.b << 16) | (op2.a & 0xffff);\n" " int4 ct = hb_gpu_fetch (cursor + 2);\n" " float4 col = ((aux & 1) != 0)\n" " ? float4 (foreground.rgb, foreground.a * ((float) ct.a / 32767.0))\n" " : (float4) ct / 32767.0;\n" "\n" " float cov = _hb_gpu_layer_coverage (renderCoord, pixelsPerEm,\n" " base, aux,\n" " payload, clip2_payload, clip3_payload);\n" " coverage = max (coverage, cov);\n" " float4 src = float4 (col.rgb * col.a, col.a) * cov;\n" " acc = src + acc * (1.0 - src.a);\n" "\n" " cursor += 3;\n" " }\n" " else if (op_type == 1) /* LAYER_GRADIENT */\n" " {\n" " int4 op2 = hb_gpu_fetch (cursor + 1);\n" " int clip2_payload = (op2.r << 16) | (op2.g & 0xffff);\n" " int clip3_payload = (op2.b << 16) | (op2.a & 0xffff);\n" " int4 op3 = hb_gpu_fetch (cursor + 2);\n" " int grad_payload = (op3.r << 16) | (op3.g & 0xffff);\n" " int extend = op3.b;\n" " int stop_count = op3.a;\n" " int subtype = aux & 0xff;\n" "\n" " float4 col = float4 (0.0, 0.0, 0.0, 0.0);\n" " if (subtype == 0)\n" " col = _hb_gpu_sample_linear (renderCoord,\n" " base + grad_payload,\n" " stop_count, extend, foreground);\n" " else if (subtype == 1)\n" " col = _hb_gpu_sample_radial (renderCoord,\n" " base + grad_payload,\n" " stop_count, extend, foreground);\n" " else if (subtype == 2)\n" " col = _hb_gpu_sample_sweep (renderCoord,\n" " base + grad_payload,\n" " stop_count, extend, foreground);\n" "\n" " float cov = _hb_gpu_layer_coverage (renderCoord, pixelsPerEm,\n" " base, aux,\n" " payload, clip2_payload, clip3_payload);\n" " coverage = max (coverage, cov);\n" " float4 src = float4 (col.rgb * col.a, col.a) * cov;\n" " acc = src + acc * (1.0 - src.a);\n" "\n" " cursor += 3;\n" " }\n" " else if (op_type == 2)\n" " {\n" " if (sp < HB_GPU_PAINT_GROUP_DEPTH) {\n" " group_stack[sp] = acc;\n" " sp++;\n" " }\n" " acc = float4 (0.0, 0.0, 0.0, 0.0);\n" " cursor += 1;\n" " }\n" " else if (op_type == 3)\n" " {\n" " if (sp > 0) {\n" " sp--;\n" " float4 src = acc;\n" " float4 dst = group_stack[sp];\n" " acc = _hb_gpu_composite (src, dst, aux);\n" " }\n" " cursor += 1;\n" " }\n" " else\n" " {\n" " break;\n" " }\n" " }\n" "\n" " return acc;\n" "}\n" ;