@jbrowse/render-core 4.3.0

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Files changed (164) hide show
  1. package/LICENSE +201 -0
  2. package/esm/OverlayCanvas.d.ts +29 -0
  3. package/esm/OverlayCanvas.js +43 -0
  4. package/esm/RenderCanvas.d.ts +76 -0
  5. package/esm/RenderCanvas.js +38 -0
  6. package/esm/RenderLifecycleMixin.d.ts +180 -0
  7. package/esm/RenderLifecycleMixin.js +279 -0
  8. package/esm/ScrollLockedOverlay.d.ts +28 -0
  9. package/esm/ScrollLockedOverlay.js +42 -0
  10. package/esm/blockClipUtils.d.ts +27 -0
  11. package/esm/blockClipUtils.js +101 -0
  12. package/esm/canvas2dUtils.d.ts +372 -0
  13. package/esm/canvas2dUtils.js +564 -0
  14. package/esm/canvasContext.d.ts +68 -0
  15. package/esm/canvasContext.js +74 -0
  16. package/esm/colorRampLut.d.ts +17 -0
  17. package/esm/colorRampLut.js +25 -0
  18. package/esm/coverageBand.d.ts +107 -0
  19. package/esm/coverageBand.js +109 -0
  20. package/esm/coverageBandBuffers.d.ts +30 -0
  21. package/esm/coverageBandBuffers.js +13 -0
  22. package/esm/createRenderingBackend.d.ts +52 -0
  23. package/esm/createRenderingBackend.js +58 -0
  24. package/esm/displayPhase.d.ts +155 -0
  25. package/esm/displayPhase.js +97 -0
  26. package/esm/globalRenderingBackend.d.ts +90 -0
  27. package/esm/globalRenderingBackend.js +53 -0
  28. package/esm/gpuDevice.d.ts +91 -0
  29. package/esm/gpuDevice.js +277 -0
  30. package/esm/graphicsCapabilities.d.ts +98 -0
  31. package/esm/graphicsCapabilities.js +165 -0
  32. package/esm/hal/createHal.d.ts +22 -0
  33. package/esm/hal/createHal.js +91 -0
  34. package/esm/hal/deviceGpuCache.d.ts +36 -0
  35. package/esm/hal/deviceGpuCache.js +120 -0
  36. package/esm/hal/gpuHalBase.d.ts +55 -0
  37. package/esm/hal/gpuHalBase.js +81 -0
  38. package/esm/hal/index.d.ts +7 -0
  39. package/esm/hal/index.js +5 -0
  40. package/esm/hal/mockHal.d.ts +153 -0
  41. package/esm/hal/mockHal.js +297 -0
  42. package/esm/hal/oomReporter.d.ts +15 -0
  43. package/esm/hal/oomReporter.js +22 -0
  44. package/esm/hal/passIds.d.ts +22 -0
  45. package/esm/hal/passIds.js +36 -0
  46. package/esm/hal/regionRegistry.d.ts +11 -0
  47. package/esm/hal/regionRegistry.js +66 -0
  48. package/esm/hal/types.d.ts +116 -0
  49. package/esm/hal/types.js +1 -0
  50. package/esm/hal/webgl2Hal.d.ts +47 -0
  51. package/esm/hal/webgl2Hal.js +490 -0
  52. package/esm/hal/webgpuHal.d.ts +169 -0
  53. package/esm/hal/webgpuHal.js +722 -0
  54. package/esm/installUpload.d.ts +91 -0
  55. package/esm/installUpload.js +94 -0
  56. package/esm/instanceCache.d.ts +43 -0
  57. package/esm/instanceCache.js +53 -0
  58. package/esm/instancePass.d.ts +50 -0
  59. package/esm/instancePass.js +34 -0
  60. package/esm/keyedRenderingBackend.d.ts +41 -0
  61. package/esm/keyedRenderingBackend.js +19 -0
  62. package/esm/mapUploadSync.d.ts +31 -0
  63. package/esm/mapUploadSync.js +45 -0
  64. package/esm/namedReactions.d.ts +29 -0
  65. package/esm/namedReactions.js +62 -0
  66. package/esm/perRegionRenderingBackend.d.ts +114 -0
  67. package/esm/perRegionRenderingBackend.js +93 -0
  68. package/esm/recoveryBudget.d.ts +40 -0
  69. package/esm/recoveryBudget.js +56 -0
  70. package/esm/regionDataMap.d.ts +60 -0
  71. package/esm/regionDataMap.js +98 -0
  72. package/esm/renderBlock.d.ts +25 -0
  73. package/esm/renderBlock.js +10 -0
  74. package/esm/renderingBackendBase.d.ts +71 -0
  75. package/esm/renderingBackendBase.js +50 -0
  76. package/esm/shaders/antialias.js.generated.d.ts +4 -0
  77. package/esm/shaders/antialias.js.generated.js +25 -0
  78. package/esm/shaders/capsule.generated.d.ts +1 -0
  79. package/esm/shaders/capsule.generated.js +3 -0
  80. package/esm/shaders/colorRampLut.generated.d.ts +1 -0
  81. package/esm/shaders/colorRampLut.generated.js +3 -0
  82. package/esm/shaders/coverageBand.generated.d.ts +2 -0
  83. package/esm/shaders/coverageBand.generated.js +4 -0
  84. package/esm/shaders/coverageBar.generated.d.ts +4 -0
  85. package/esm/shaders/coverageBar.generated.js +6 -0
  86. package/esm/shaders/coverageBar.iface.generated.d.ts +85 -0
  87. package/esm/shaders/coverageBar.iface.generated.js +114 -0
  88. package/esm/shaders/coverageIndicator.generated.d.ts +4 -0
  89. package/esm/shaders/coverageIndicator.generated.js +6 -0
  90. package/esm/shaders/coverageIndicator.iface.generated.d.ts +85 -0
  91. package/esm/shaders/coverageIndicator.iface.generated.js +114 -0
  92. package/esm/shaders/coverageInterbase.generated.d.ts +4 -0
  93. package/esm/shaders/coverageInterbase.generated.js +6 -0
  94. package/esm/shaders/coverageInterbase.iface.generated.d.ts +93 -0
  95. package/esm/shaders/coverageInterbase.iface.generated.js +134 -0
  96. package/esm/shaders/coverageMod.generated.d.ts +4 -0
  97. package/esm/shaders/coverageMod.generated.js +6 -0
  98. package/esm/shaders/coverageMod.iface.generated.d.ts +97 -0
  99. package/esm/shaders/coverageMod.iface.generated.js +144 -0
  100. package/esm/shaders/coverageSnp.generated.d.ts +4 -0
  101. package/esm/shaders/coverageSnp.generated.js +6 -0
  102. package/esm/shaders/coverageSnp.iface.generated.d.ts +97 -0
  103. package/esm/shaders/coverageSnp.iface.generated.js +144 -0
  104. package/esm/shaders/hpmath.js.generated.d.ts +3 -0
  105. package/esm/shaders/hpmath.js.generated.js +48 -0
  106. package/esm/shaders/pointGlyph.generated.d.ts +1 -0
  107. package/esm/shaders/pointGlyph.generated.js +3 -0
  108. package/esm/shaders/pointGlyph.js.generated.d.ts +1 -0
  109. package/esm/shaders/pointGlyph.js.generated.js +7 -0
  110. package/esm/shaders/rowRect.generated.d.ts +3 -0
  111. package/esm/shaders/rowRect.generated.js +5 -0
  112. package/esm/shaders/rowRect.js.generated.d.ts +2 -0
  113. package/esm/shaders/rowRect.js.generated.js +13 -0
  114. package/esm/shaders/scoreScale.js.generated.d.ts +1 -0
  115. package/esm/shaders/scoreScale.js.generated.js +46 -0
  116. package/esm/slangPass.d.ts +49 -0
  117. package/esm/slangPass.js +22 -0
  118. package/esm/useEventCallback.d.ts +1 -0
  119. package/esm/useEventCallback.js +19 -0
  120. package/esm/useGraphicsCapabilities.d.ts +17 -0
  121. package/esm/useGraphicsCapabilities.js +38 -0
  122. package/esm/useRenderingBackend.d.ts +83 -0
  123. package/esm/useRenderingBackend.js +422 -0
  124. package/esm/useTabVisibilityRerender.d.ts +13 -0
  125. package/esm/useTabVisibilityRerender.js +39 -0
  126. package/esm/webgpuUtils.d.ts +23 -0
  127. package/esm/webgpuUtils.js +76 -0
  128. package/package.json +91 -0
  129. package/src/shaders/antialias.js.generated.ts +33 -0
  130. package/src/shaders/antialias.slang +112 -0
  131. package/src/shaders/capsule.generated.ts +4 -0
  132. package/src/shaders/capsule.slang +62 -0
  133. package/src/shaders/colorPack.slang +26 -0
  134. package/src/shaders/colorRampLut.generated.ts +4 -0
  135. package/src/shaders/colorRampLut.slang +51 -0
  136. package/src/shaders/coverageBand.generated.ts +6 -0
  137. package/src/shaders/coverageBand.slang +276 -0
  138. package/src/shaders/coverageBar.generated.ts +10 -0
  139. package/src/shaders/coverageBar.iface.generated.ts +172 -0
  140. package/src/shaders/coverageBar.slang +37 -0
  141. package/src/shaders/coverageIndicator.generated.ts +10 -0
  142. package/src/shaders/coverageIndicator.iface.generated.ts +172 -0
  143. package/src/shaders/coverageIndicator.slang +61 -0
  144. package/src/shaders/coverageInterbase.generated.ts +10 -0
  145. package/src/shaders/coverageInterbase.iface.generated.ts +198 -0
  146. package/src/shaders/coverageInterbase.slang +63 -0
  147. package/src/shaders/coverageMod.generated.ts +10 -0
  148. package/src/shaders/coverageMod.iface.generated.ts +211 -0
  149. package/src/shaders/coverageMod.slang +36 -0
  150. package/src/shaders/coverageSnp.generated.ts +10 -0
  151. package/src/shaders/coverageSnp.iface.generated.ts +211 -0
  152. package/src/shaders/coverageSnp.slang +52 -0
  153. package/src/shaders/diagonalGrid.slang +25 -0
  154. package/src/shaders/glyphEdgeAlpha.test.ts +241 -0
  155. package/src/shaders/hpmath.js.generated.ts +47 -0
  156. package/src/shaders/hpmath.slang +226 -0
  157. package/src/shaders/pointGlyph.generated.ts +4 -0
  158. package/src/shaders/pointGlyph.js.generated.ts +9 -0
  159. package/src/shaders/pointGlyph.slang +93 -0
  160. package/src/shaders/rowRect.generated.ts +8 -0
  161. package/src/shaders/rowRect.js.generated.ts +17 -0
  162. package/src/shaders/rowRect.slang +160 -0
  163. package/src/shaders/scoreScale.js.generated.ts +51 -0
  164. package/src/shaders/scoreScale.slang +68 -0
@@ -0,0 +1,211 @@
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+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
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+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
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+
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+ import type { VertexAttributeLayout, ShaderBinding } from '@jbrowse/render-core/hal'
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+
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+ export const BINDINGS: readonly ShaderBinding[] = [
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+ { index: 1, kind: 'uniform', name: 'u' },
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+ ]
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+
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+ export const VERTS_PER_INSTANCE = 6
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+
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+ export const UNIFORMS_SIZE_BYTES = 112
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+
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+ // Word indices into a Float32Array view over the uniform buffer.
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+ export const UNIFORM_OFFSET_F32 = {
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+ bpHi: 0,
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+ bpLo: 1,
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+ bpLen: 2,
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+ hpZero: 3,
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+ canvasW: 4,
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+ canvasH: 5,
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+ covHeight: 6,
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+ covYOffset: 7,
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+ covTop: 8,
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+ regionMaxDepth: 9,
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+ depthDomainMax: 10,
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+ depthDomainMin: 11,
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+ coverageSymlogConstant: 12,
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+ binSize: 13,
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+ interbaseHeight: 14,
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+ snpMinFreq: 15,
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+ reversed: 16,
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+ } as const
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+
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+ // Word indices into a Uint32Array view over the uniform buffer.
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+ export const UNIFORM_OFFSET_U32 = {
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+ colorCoverage: 18,
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+ colorBaseA: 19,
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+ colorBaseC: 20,
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+ colorBaseG: 21,
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+ colorBaseT: 22,
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+ colorBaseN: 23,
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+ colorInsertionIndicator: 24,
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+ colorSoftclipIndicator: 25,
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+ colorHardclipIndicator: 26,
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+ } as const
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+
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+ // Word indices into a Int32Array view over the uniform buffer.
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+ export const UNIFORM_OFFSET_I32 = {
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+ coverageScaleType: 17,
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+ } as const
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+
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+
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+ export interface Uniforms {
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+ bpHi: number
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+ bpLo: number
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+ bpLen: number
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+ hpZero: number
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+ canvasW: number
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+ canvasH: number
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+ covHeight: number
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+ covYOffset: number
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+ covTop: number
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+ regionMaxDepth: number
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+ depthDomainMax: number
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+ depthDomainMin: number
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+ coverageSymlogConstant: number
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+ binSize: number
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+ interbaseHeight: number
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+ snpMinFreq: number
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+ reversed: number
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+ coverageScaleType: number
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+ colorCoverage: number
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+ colorBaseA: number
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+ colorBaseC: number
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+ colorBaseG: number
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+ colorBaseT: number
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+ colorBaseN: number
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+ colorInsertionIndicator: number
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+ colorSoftclipIndicator: number
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+ colorHardclipIndicator: number
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+ }
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+
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+ export function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms) {
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+ const f32 = new Float32Array(buf)
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+ const u32 = new Uint32Array(buf)
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+ const i32 = new Int32Array(buf)
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+ f32[0] = uniforms.bpHi
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+ f32[1] = uniforms.bpLo
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+ f32[2] = uniforms.bpLen
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+ f32[3] = uniforms.hpZero
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+ f32[4] = uniforms.canvasW
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+ f32[5] = uniforms.canvasH
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+ f32[6] = uniforms.covHeight
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+ f32[7] = uniforms.covYOffset
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+ f32[8] = uniforms.covTop
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+ f32[9] = uniforms.regionMaxDepth
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+ f32[10] = uniforms.depthDomainMax
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+ f32[11] = uniforms.depthDomainMin
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+ f32[12] = uniforms.coverageSymlogConstant
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+ f32[13] = uniforms.binSize
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+ f32[14] = uniforms.interbaseHeight
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+ f32[15] = uniforms.snpMinFreq
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+ f32[16] = uniforms.reversed
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+ i32[17] = uniforms.coverageScaleType
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+ u32[18] = uniforms.colorCoverage
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+ u32[19] = uniforms.colorBaseA
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+ u32[20] = uniforms.colorBaseC
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+ u32[21] = uniforms.colorBaseG
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+ u32[22] = uniforms.colorBaseT
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+ u32[23] = uniforms.colorBaseN
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+ u32[24] = uniforms.colorInsertionIndicator
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+ u32[25] = uniforms.colorSoftclipIndicator
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+ u32[26] = uniforms.colorHardclipIndicator
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+ }
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+
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+ export const INSTANCE_STRIDE_BYTES = 20
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+ export const INSTANCE_STRIDE_WORDS = 5
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+
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+ // Word indices into a Float32Array view over the instance buffer.
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+ export const INSTANCE_OFFSET_F32 = {
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+ yOffset: 1,
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+ segHeight: 2,
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+ relDepth: 4,
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+ } as const
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+
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+ // Word indices into a Uint32Array view over the instance buffer.
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+ export const INSTANCE_OFFSET_U32 = {
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+ position: 0,
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+ packedColor: 3,
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+ } as const
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+
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+ export const VERTEX_ATTRIBUTES: readonly VertexAttributeLayout[] = [
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+ { name: 'a_position', components: 1, type: 'uint', offsetBytes: 0, integer: true },
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+ { name: 'a_yOffset', components: 1, type: 'float', offsetBytes: 4, integer: false },
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+ { name: 'a_segHeight', components: 1, type: 'float', offsetBytes: 8, integer: false },
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+ { name: 'a_packedColor', components: 1, type: 'uint', offsetBytes: 12, integer: true },
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+ { name: 'a_relDepth', components: 1, type: 'float', offsetBytes: 16, integer: false },
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+ ]
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+
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+ export interface InstanceArrays {
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+ position: ArrayLike<number>
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+ yOffset: ArrayLike<number>
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+ segHeight: ArrayLike<number>
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+ packedColor: ArrayLike<number>
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+ relDepth: ArrayLike<number>
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+ }
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+
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+ export function packInstances(
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+ arrays: InstanceArrays,
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+ numInstances: number,
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+ buf: ArrayBuffer = new ArrayBuffer(numInstances * INSTANCE_STRIDE_BYTES),
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+ ) {
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+ const f32 = new Float32Array(buf)
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+ const u32 = new Uint32Array(buf)
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+ const { position, yOffset, segHeight, packedColor, relDepth } = arrays
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+ for (let i = 0; i < numInstances; i++) {
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+ const o = i * INSTANCE_STRIDE_WORDS
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+ u32[o + 0] = position[i]!
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+ f32[o + 1] = yOffset[i]!
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+ f32[o + 2] = segHeight[i]!
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+ u32[o + 3] = packedColor[i]!
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+ f32[o + 4] = relDepth[i]!
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+ }
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+ return buf
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+ }
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+
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+ // Instance `i`'s `position`.
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+ export function getInstancePosition(u32: Uint32Array, i: number) {
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+ return u32[i * INSTANCE_STRIDE_WORDS]!
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+ }
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+
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+ export function setInstancePosition(u32: Uint32Array, i: number, v: number) {
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+ u32[i * INSTANCE_STRIDE_WORDS] = v
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+ }
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+
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+ // Instance `i`'s `yOffset`.
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+ export function getInstanceYOffset(f32: Float32Array, i: number) {
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+ return f32[i * INSTANCE_STRIDE_WORDS + 1]!
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+ }
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+
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+ export function setInstanceYOffset(f32: Float32Array, i: number, v: number) {
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+ f32[i * INSTANCE_STRIDE_WORDS + 1] = v
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+ }
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+
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+ // Instance `i`'s `segHeight`.
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+ export function getInstanceSegHeight(f32: Float32Array, i: number) {
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+ return f32[i * INSTANCE_STRIDE_WORDS + 2]!
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+ }
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+
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+ export function setInstanceSegHeight(f32: Float32Array, i: number, v: number) {
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+ f32[i * INSTANCE_STRIDE_WORDS + 2] = v
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+ }
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+
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+ // Instance `i`'s `packedColor`.
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+ export function getInstancePackedColor(u32: Uint32Array, i: number) {
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+ return u32[i * INSTANCE_STRIDE_WORDS + 3]!
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+ }
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+
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+ export function setInstancePackedColor(u32: Uint32Array, i: number, v: number) {
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+ u32[i * INSTANCE_STRIDE_WORDS + 3] = v
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+ }
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+
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+ // Instance `i`'s `relDepth`.
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+ export function getInstanceRelDepth(f32: Float32Array, i: number) {
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+ return f32[i * INSTANCE_STRIDE_WORDS + 4]!
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+ }
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+
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+ export function setInstanceRelDepth(f32: Float32Array, i: number, v: number) {
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+ f32[i * INSTANCE_STRIDE_WORDS + 4] = v
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+ }
@@ -0,0 +1,36 @@
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+ // Base-modification segments stacked on the coverage bars. Carries a
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+ // per-instance packed ABGR color because modifications have many possible types
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+ // + strengths that don't fit in palette slots — otherwise identical to
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+ // coverageSnp.slang. See coverageBand.slang.
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+ //! targets: wgsl, glsl
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+ //! layout-out: packages/alignments-core/src/modCoverageLayout.generated.ts
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+
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+ import coverageBand;
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+ import colorPack;
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+ import hpmath;
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+
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+ public static const uint VERTS_PER_INSTANCE = 6u;
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+ [[vk::binding(1, 0)]] ConstantBuffer<CoverageBandUniforms> u;
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+
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+ // See coverageSnp.slang for the per-position fraction contract.
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+ struct Instance {
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+ uint position : ATTR0;
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+ float yOffset : ATTR1;
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+ float segHeight : ATTR2;
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+ uint packedColor : ATTR3;
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+ float relDepth : ATTR4;
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+ };
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+
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+ [shader("vertex")]
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+ CoverageVsOut vs_main(Instance inst, uint vid : SV_VertexID) {
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+ CoverageVsOut o;
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+ o.position = covSegQuad(inst.position, 1u, inst.yOffset, inst.segHeight,
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+ inst.relDepth, quadLocal(vid), u);
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+ o.color = unpackRGBA(inst.packedColor);
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+ return o;
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+ }
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+
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+ [shader("fragment")]
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+ float4 fs_main(CoverageVsOut fragIn) : SV_Target {
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+ return fragIn.color;
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+ }
@@ -0,0 +1,10 @@
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+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageSnp.slang.
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+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
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+
4
+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nfn covDiscardVertex_0() -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S1 : vec4<f32> = vec4<f32>(0.0f);\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S2 : bool = v_0 == u32(0);\n var _S3 : bool;\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(2);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(3);\n }\n var _S4 : f32;\n if(_S3)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(1);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(4);\n }\n var _S5 : f32;\n if(_S3)\n {\n _S5 = 0.0f;\n }\n else\n {\n _S5 = 1.0f;\n }\n return vec2<f32>(_S4, _S5);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S6 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S7 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBottom_0( u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S8 : f32 = covAreaTop_0(&((*u_3)));\n return _S8 - covBottomOffsetPx_0((*u_3).covHeight_0, (*u_3).covYOffset_0) / (*u_3).canvasH_0 * 2.0f;\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarScale_0( relDepth_1 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S9 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_6)));\n var _S10 : f32 = covEffHeight_0(&((*u_6)));\n return _S9 * _S10 / (*u_6).canvasH_0 * 2.0f;\n}\n\nfn covFlipX_0( x_1 : f32, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_7).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S11 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_8)));\n return vec4<f32>(_S11, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_1 : u32, widthBp_0 : u32, yOffset_0 : f32, segHeight_0 : f32, relDepth_2 : f32, local_1 : vec2<f32>, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covBpToClipX_0(position_1, &((*u_9)));\n var _S13 : f32 = covBpToClipX_0(position_1 + widthBp_0, &((*u_9)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S12, _S13, (*u_9).canvasW_0);\n var _S14 : f32 = covBottom_0(&((*u_9)));\n var _S15 : f32 = covBarScale_0(relDepth_2, &((*u_9)));\n var segBot_0 : f32 = _S14 + yOffset_0 * _S15;\n var _S16 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * _S15, local_1, &((*u_9)));\n return _S16;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covSnpColor_0( ct_0 : f32, u_10 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n switch(i32(ct_0))\n {\n case i32(1):\n {\n return unpackRGBA_0((*u_10).colorBaseA_0).xyz;\n }\n case i32(2):\n {\n return unpackRGBA_0((*u_10).colorBaseC_0).xyz;\n }\n case i32(3):\n {\n return unpackRGBA_0((*u_10).colorBaseG_0).xyz;\n }\n case i32(4):\n {\n return unpackRGBA_0((*u_10).colorBaseT_0).xyz;\n }\n default :\n {\n return unpackRGBA_0((*u_10).colorBaseN_0).xyz;\n }\n }\n}\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_1 : f32,\n @location(2) segHeight_1 : f32,\n @location(3) colorType_0 : f32,\n @location(4) relDepth_3 : f32,\n};\n\n@vertex\nfn vs_main( _S17 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((_S17.segHeight_1) < (u_0.snpMinFreq_0))\n {\n return covDiscardVertex_0();\n }\n var o_1 : CoverageVsOut_0;\n var _S18 : vec2<f32> = quadLocal_0(vid_1);\n var _S19 : CoverageBandUniforms_std140_0 = u_0;\n var _S20 : vec4<f32> = covSegQuad_0(_S17.position_2, u32(1), _S17.yOffset_1, _S17.segHeight_1, _S17.relDepth_3, _S18, &(_S19));\n o_1.position_0 = _S20;\n var _S21 : vec3<f32> = covSnpColor_0(_S17.colorType_0, &(_S19));\n o_1.color_0 = vec4<f32>(_S21, 1.0f);\n return o_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S22 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S23 : pixelOutput_0 = pixelOutput_0( _S22.color_1 );\n return _S23;\n}\n\n"
5
+
6
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\n\nCoverageVsOut_0 covDiscardVertex_0()\n{\n\n CoverageVsOut_0 o_0;\n const vec4 _S1 = vec4(0.0);\n\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S2 = v_0 == 0U;\n\n bool _S3;\n\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 2U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 3U;\n\n }\n\n float _S4;\n\n if(_S3)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 1U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 4U;\n\n }\n\n float _S5;\n\n if(_S3)\n {\n\n _S5 = 0.0;\n\n }\n else\n {\n\n _S5 = 1.0;\n\n }\n\n return vec2(_S4, _S5);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S6 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S7 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBottom_0(CoverageBandUniforms_0 u_3)\n{\n\n return covAreaTop_0(u_3) - covBottomOffsetPx_0(u_3.covHeight_0, u_3.covYOffset_0) / u_3.canvasH_0 * 2.0;\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarScale_0(float relDepth_1, CoverageBandUniforms_0 u_6)\n{\n\n return covNormalizeDepth_0(relDepth_1, u_6) * covEffHeight_0(u_6) / u_6.canvasH_0 * 2.0;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_7)\n{\n\n return mix(x_1, - x_1, u_7.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_8)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_8), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_1, uint widthBp_0, float yOffset_0, float segHeight_0, float relDepth_2, vec2 local_1, CoverageBandUniforms_0 u_9)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_1, u_9), covBpToClipX_0(position_1 + widthBp_0, u_9), u_9.canvasW_0);\n\n\n float k_0 = covBarScale_0(relDepth_2, u_9);\n float segBot_0 = covBottom_0(u_9) + yOffset_0 * k_0;\n\n return covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * k_0, local_1, u_9);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covSnpColor_0(float ct_0, CoverageBandUniforms_0 u_10)\n{\n\n switch(int(ct_0))\n {\n case 1:\n {\n\n return unpackRGBA_0(u_10.colorBaseA_0).xyz;\n }\n case 2:\n {\n\n return unpackRGBA_0(u_10.colorBaseC_0).xyz;\n }\n case 3:\n {\n\n return unpackRGBA_0(u_10.colorBaseG_0).xyz;\n }\n case 4:\n {\n\n return unpackRGBA_0(u_10.colorBaseT_0).xyz;\n }\n default:\n {\n\n return unpackRGBA_0(u_10.colorBaseN_0).xyz;\n }\n }\n\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nvoid main()\n{\n\n if(a_segHeight < (u_0.snpMinFreq_0))\n {\n\n CoverageVsOut_0 _S8 = covDiscardVertex_0();\n\n gl_Position = _S8.position_0;\n\n v_color = _S8.color_0;\n\n return;\n }\n CoverageVsOut_0 o_1;\n\n CoverageBandUniforms_0 _S9 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_1.position_0 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S9);\n\n o_1.color_0 = vec4(covSnpColor_0(a_colorType, _S9), 1.0);\n CoverageVsOut_0 _S10 = o_1;\n\n gl_Position = o_1.position_0;\n\n v_color = _S10.color_0;\n\n return;\n}\n\n"
7
+
8
+ export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n"
9
+
10
+ export * from './coverageSnp.iface.generated.ts'
@@ -0,0 +1,211 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageSnp.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+
4
+ import type { VertexAttributeLayout, ShaderBinding } from '@jbrowse/render-core/hal'
5
+
6
+ export const BINDINGS: readonly ShaderBinding[] = [
7
+ { index: 1, kind: 'uniform', name: 'u' },
8
+ ]
9
+
10
+ export const VERTS_PER_INSTANCE = 6
11
+
12
+ export const UNIFORMS_SIZE_BYTES = 112
13
+
14
+ // Word indices into a Float32Array view over the uniform buffer.
15
+ export const UNIFORM_OFFSET_F32 = {
16
+ bpHi: 0,
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+ bpLo: 1,
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+ bpLen: 2,
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+ hpZero: 3,
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+ canvasW: 4,
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+ canvasH: 5,
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+ covHeight: 6,
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+ covYOffset: 7,
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+ covTop: 8,
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+ regionMaxDepth: 9,
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+ depthDomainMax: 10,
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+ depthDomainMin: 11,
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+ coverageSymlogConstant: 12,
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+ binSize: 13,
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+ interbaseHeight: 14,
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+ snpMinFreq: 15,
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+ reversed: 16,
33
+ } as const
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+
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+ // Word indices into a Uint32Array view over the uniform buffer.
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+ export const UNIFORM_OFFSET_U32 = {
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+ colorCoverage: 18,
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+ colorBaseA: 19,
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+ colorBaseC: 20,
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+ colorBaseG: 21,
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+ colorBaseT: 22,
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+ colorBaseN: 23,
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+ colorInsertionIndicator: 24,
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+ colorSoftclipIndicator: 25,
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+ colorHardclipIndicator: 26,
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+ } as const
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+
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+ // Word indices into a Int32Array view over the uniform buffer.
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+ export const UNIFORM_OFFSET_I32 = {
50
+ coverageScaleType: 17,
51
+ } as const
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+
53
+
54
+ export interface Uniforms {
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+ bpHi: number
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+ bpLo: number
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+ bpLen: number
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+ hpZero: number
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+ canvasW: number
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+ canvasH: number
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+ covHeight: number
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+ covYOffset: number
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+ covTop: number
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+ regionMaxDepth: number
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+ depthDomainMax: number
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+ depthDomainMin: number
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+ coverageSymlogConstant: number
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+ binSize: number
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+ interbaseHeight: number
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+ snpMinFreq: number
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+ reversed: number
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+ coverageScaleType: number
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+ colorCoverage: number
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+ colorBaseA: number
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+ colorBaseC: number
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+ colorBaseG: number
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+ colorBaseT: number
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+ colorBaseN: number
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+ colorInsertionIndicator: number
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+ colorSoftclipIndicator: number
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+ colorHardclipIndicator: number
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+ }
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+
84
+ export function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms) {
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+ const f32 = new Float32Array(buf)
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+ const u32 = new Uint32Array(buf)
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+ const i32 = new Int32Array(buf)
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+ f32[0] = uniforms.bpHi
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+ f32[1] = uniforms.bpLo
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+ f32[2] = uniforms.bpLen
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+ f32[3] = uniforms.hpZero
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+ f32[4] = uniforms.canvasW
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+ f32[5] = uniforms.canvasH
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+ f32[6] = uniforms.covHeight
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+ f32[7] = uniforms.covYOffset
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+ f32[8] = uniforms.covTop
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+ f32[9] = uniforms.regionMaxDepth
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+ f32[10] = uniforms.depthDomainMax
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+ f32[11] = uniforms.depthDomainMin
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+ f32[12] = uniforms.coverageSymlogConstant
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+ f32[13] = uniforms.binSize
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+ f32[14] = uniforms.interbaseHeight
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+ f32[15] = uniforms.snpMinFreq
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+ f32[16] = uniforms.reversed
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+ i32[17] = uniforms.coverageScaleType
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+ u32[18] = uniforms.colorCoverage
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+ u32[19] = uniforms.colorBaseA
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+ u32[20] = uniforms.colorBaseC
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+ u32[21] = uniforms.colorBaseG
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+ u32[22] = uniforms.colorBaseT
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+ u32[23] = uniforms.colorBaseN
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+ u32[24] = uniforms.colorInsertionIndicator
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+ u32[25] = uniforms.colorSoftclipIndicator
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+ u32[26] = uniforms.colorHardclipIndicator
115
+ }
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+
117
+ export const INSTANCE_STRIDE_BYTES = 20
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+ export const INSTANCE_STRIDE_WORDS = 5
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+
120
+ // Word indices into a Float32Array view over the instance buffer.
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+ export const INSTANCE_OFFSET_F32 = {
122
+ yOffset: 1,
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+ segHeight: 2,
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+ colorType: 3,
125
+ relDepth: 4,
126
+ } as const
127
+
128
+ // Word indices into a Uint32Array view over the instance buffer.
129
+ export const INSTANCE_OFFSET_U32 = {
130
+ position: 0,
131
+ } as const
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+
133
+ export const VERTEX_ATTRIBUTES: readonly VertexAttributeLayout[] = [
134
+ { name: 'a_position', components: 1, type: 'uint', offsetBytes: 0, integer: true },
135
+ { name: 'a_yOffset', components: 1, type: 'float', offsetBytes: 4, integer: false },
136
+ { name: 'a_segHeight', components: 1, type: 'float', offsetBytes: 8, integer: false },
137
+ { name: 'a_colorType', components: 1, type: 'float', offsetBytes: 12, integer: false },
138
+ { name: 'a_relDepth', components: 1, type: 'float', offsetBytes: 16, integer: false },
139
+ ]
140
+
141
+ export interface InstanceArrays {
142
+ position: ArrayLike<number>
143
+ yOffset: ArrayLike<number>
144
+ segHeight: ArrayLike<number>
145
+ colorType: ArrayLike<number>
146
+ relDepth: ArrayLike<number>
147
+ }
148
+
149
+ export function packInstances(
150
+ arrays: InstanceArrays,
151
+ numInstances: number,
152
+ buf: ArrayBuffer = new ArrayBuffer(numInstances * INSTANCE_STRIDE_BYTES),
153
+ ) {
154
+ const f32 = new Float32Array(buf)
155
+ const u32 = new Uint32Array(buf)
156
+ const { position, yOffset, segHeight, colorType, relDepth } = arrays
157
+ for (let i = 0; i < numInstances; i++) {
158
+ const o = i * INSTANCE_STRIDE_WORDS
159
+ u32[o + 0] = position[i]!
160
+ f32[o + 1] = yOffset[i]!
161
+ f32[o + 2] = segHeight[i]!
162
+ f32[o + 3] = colorType[i]!
163
+ f32[o + 4] = relDepth[i]!
164
+ }
165
+ return buf
166
+ }
167
+
168
+ // Instance `i`'s `position`.
169
+ export function getInstancePosition(u32: Uint32Array, i: number) {
170
+ return u32[i * INSTANCE_STRIDE_WORDS]!
171
+ }
172
+
173
+ export function setInstancePosition(u32: Uint32Array, i: number, v: number) {
174
+ u32[i * INSTANCE_STRIDE_WORDS] = v
175
+ }
176
+
177
+ // Instance `i`'s `yOffset`.
178
+ export function getInstanceYOffset(f32: Float32Array, i: number) {
179
+ return f32[i * INSTANCE_STRIDE_WORDS + 1]!
180
+ }
181
+
182
+ export function setInstanceYOffset(f32: Float32Array, i: number, v: number) {
183
+ f32[i * INSTANCE_STRIDE_WORDS + 1] = v
184
+ }
185
+
186
+ // Instance `i`'s `segHeight`.
187
+ export function getInstanceSegHeight(f32: Float32Array, i: number) {
188
+ return f32[i * INSTANCE_STRIDE_WORDS + 2]!
189
+ }
190
+
191
+ export function setInstanceSegHeight(f32: Float32Array, i: number, v: number) {
192
+ f32[i * INSTANCE_STRIDE_WORDS + 2] = v
193
+ }
194
+
195
+ // Instance `i`'s `colorType`.
196
+ export function getInstanceColorType(f32: Float32Array, i: number) {
197
+ return f32[i * INSTANCE_STRIDE_WORDS + 3]!
198
+ }
199
+
200
+ export function setInstanceColorType(f32: Float32Array, i: number, v: number) {
201
+ f32[i * INSTANCE_STRIDE_WORDS + 3] = v
202
+ }
203
+
204
+ // Instance `i`'s `relDepth`.
205
+ export function getInstanceRelDepth(f32: Float32Array, i: number) {
206
+ return f32[i * INSTANCE_STRIDE_WORDS + 4]!
207
+ }
208
+
209
+ export function setInstanceRelDepth(f32: Float32Array, i: number, v: number) {
210
+ f32[i * INSTANCE_STRIDE_WORDS + 4] = v
211
+ }
@@ -0,0 +1,52 @@
1
+ // SNP segments stacked on the coverage bars, showing the A/C/G/T/N fraction per
2
+ // position. colorType encodes 1=A 2=C 3=G 4=T 5=N. Shared by the alignments
3
+ // pileup band and the MAF band — see coverageBand.slang.
4
+ //! targets: wgsl, glsl
5
+ //! layout-out: packages/alignments-core/src/snpCoverageLayout.generated.ts
6
+
7
+ import coverageBand;
8
+ import hpmath;
9
+
10
+ public static const uint VERTS_PER_INSTANCE = 6u;
11
+ [[vk::binding(1, 0)]] ConstantBuffer<CoverageBandUniforms> u;
12
+
13
+ // yOffset/segHeight are fractions of THIS position's coverage bar (not regional).
14
+ // relDepth = totalDepthAtPos / regionMaxDepth feeds the bar-height calculation
15
+ // via covNormalizeDepth, so each segment is a linear slice of a possibly
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+ // log-scaled bar without any per-position un-mixing at draw time.
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+ //
18
+ // Which means that on a LOG axis the coloured fraction reads as the allele
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+ // proportion and not as a count off the y-axis: a 50% allele is half the bar
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+ // whatever the scale, so its top edge does not land on the depth the axis would
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+ // read there. Deliberate — the alternative bakes the axis into the buffer and
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+ // needs a repack on every autoscale change — and written down in
23
+ // reference/DEEP_COVERAGE.md, because the two readings differ.
24
+ struct Instance {
25
+ uint position : ATTR0;
26
+ float yOffset : ATTR1;
27
+ float segHeight : ATTR2;
28
+ float colorType : ATTR3;
29
+ float relDepth : ATTR4;
30
+ };
31
+
32
+ [shader("vertex")]
33
+ CoverageVsOut vs_main(Instance inst, uint vid : SV_VertexID) {
34
+ // The allele-fraction floor. `segHeight` IS this allele's share of the
35
+ // position's depth, so the test is the setting with no conversion. Folding
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+ // the vertex rather than shrinking the segment is what leaves the stack above
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+ // it where it was: the grey depth bar underneath is ungated, so the hidden
38
+ // slice reads as reference. Canvas2D's `drawSnpSegments` runs the same test.
39
+ if (inst.segHeight < u.snpMinFreq) {
40
+ return covDiscardVertex();
41
+ }
42
+ CoverageVsOut o;
43
+ o.position = covSegQuad(inst.position, 1u, inst.yOffset, inst.segHeight,
44
+ inst.relDepth, quadLocal(vid), u);
45
+ o.color = float4(covSnpColor(inst.colorType, u), 1.0);
46
+ return o;
47
+ }
48
+
49
+ [shader("fragment")]
50
+ float4 fs_main(CoverageVsOut fragIn) : SV_Target {
51
+ return fragIn.color;
52
+ }
@@ -0,0 +1,25 @@
1
+ // Shared 45°-rotated contact-grid transform. The Hi-C contact map and the LD
2
+ // heatmap both lay cells out as squares rotated 45° above the x-axis and then
3
+ // place them with the same (viewScale, viewOffsetX, yScalar) triple, so the
4
+ // rotation factor and the transform live here instead of being re-spelled — and
5
+ // eventually drifting — in two plugins.
6
+ //
7
+ // Imported via `import diagonalGrid;`.
8
+ module diagonalGrid;
9
+
10
+ import hpmath;
11
+
12
+ // cos(45°) = sin(45°).
13
+ static const float ROT_45 = 0.7071067811865476;
14
+
15
+ // Grid-space cell corner → clip space. `pos` is in the caller's grid units,
16
+ // pre-rotation: bp/√2 off the payload origin for Hi-C and genomic-mode LD, cell
17
+ // pitch for the LD uniform grid. ROT_45 collapses the √2 back out.
18
+ public float4 diagonalCellToClip(
19
+ float2 pos, float2 canvasSize, float viewScale, float viewOffsetX, float yScalar
20
+ ) {
21
+ float rx = (pos.x + pos.y) * ROT_45;
22
+ float ry = (-pos.x + pos.y) * ROT_45;
23
+ float2 screen = float2(rx * viewScale + viewOffsetX, ry * viewScale * yScalar);
24
+ return screenToClip(screen, canvasSize);
25
+ }