vello/piet-gpu/shader/coarse.comp

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// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// The coarse rasterizer stage of the pipeline.
//
// As input we have the ordered partitions of paths from the binning phase and
// the annotated tile list of segments and backdrop per path.
//
// Each workgroup operating on one bin by stream compacting
// the elements corresponding to the bin.
//
// As output we have an ordered command stream per tile. Every tile from a path (backdrop + segment list) will be
// encoded.
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "mem.h"
#include "setup.h"
layout(local_size_x = N_TILE, local_size_y = 1) in;
layout(binding = 1) readonly buffer ConfigBuf {
Config conf;
};
layout(binding = 2) readonly buffer SceneBuf {
uint[] scene;
};
#include "drawtag.h"
#include "bins.h"
#include "tile.h"
#include "ptcl.h"
#include "blend.h"
#define LG_N_PART_READ (7 + LG_WG_FACTOR)
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#define N_PART_READ (1 << LG_N_PART_READ)
shared uint sh_elements[N_TILE];
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// Number of elements in the partition; prefix sum.
shared uint sh_part_count[N_PART_READ];
shared Alloc sh_part_elements[N_PART_READ];
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shared uint sh_bitmaps[N_SLICE][N_TILE];
shared uint sh_tile_count[N_TILE];
// The width of the tile rect for the element, intersected with this bin
shared uint sh_tile_width[N_TILE];
shared uint sh_tile_x0[N_TILE];
shared uint sh_tile_y0[N_TILE];
// These are set up so base + tile_y * stride + tile_x points to a Tile.
shared uint sh_tile_base[N_TILE];
shared uint sh_tile_stride[N_TILE];
#ifdef MEM_DEBUG
// Store allocs only when MEM_DEBUG to save shared memory traffic.
shared Alloc sh_tile_alloc[N_TILE];
void write_tile_alloc(uint el_ix, Alloc a) {
sh_tile_alloc[el_ix] = a;
}
Alloc read_tile_alloc(uint el_ix, bool mem_ok) {
return sh_tile_alloc[el_ix];
}
#else
void write_tile_alloc(uint el_ix, Alloc a) {
// No-op
}
Alloc read_tile_alloc(uint el_ix, bool mem_ok) {
// All memory.
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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return new_alloc(0, conf.mem_size, mem_ok);
}
#endif
// The maximum number of commands per annotated element.
#define ANNO_COMMANDS 2
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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// All writes to the output must be gated by mem_ok.
bool mem_ok = true;
// Perhaps cmd allocations should be a global? This is a style question.
void alloc_cmd(inout Alloc cmd_alloc, inout CmdRef cmd_ref, inout uint cmd_limit) {
if (cmd_ref.offset < cmd_limit) {
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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return;
}
uint new_cmd = malloc_stage(PTCL_INITIAL_ALLOC, conf.mem_size, STAGE_COARSE);
if (new_cmd == MALLOC_FAILED) {
mem_ok = false;
}
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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if (mem_ok) {
CmdJump jump = CmdJump(new_cmd);
Cmd_Jump_write(cmd_alloc, cmd_ref, jump);
}
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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cmd_alloc = new_alloc(new_cmd, PTCL_INITIAL_ALLOC, true);
cmd_ref = CmdRef(new_cmd);
// Reserve space for the maximum number of commands and a potential jump.
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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cmd_limit = new_cmd + PTCL_INITIAL_ALLOC - (ANNO_COMMANDS + 1) * Cmd_size;
}
void write_fill(Alloc alloc, inout CmdRef cmd_ref, Tile tile, float linewidth) {
if (linewidth < 0.0) {
if (tile.tile.offset != 0) {
CmdFill cmd_fill = CmdFill(tile.tile.offset, tile.backdrop);
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (mem_ok) {
Cmd_Fill_write(alloc, cmd_ref, cmd_fill);
}
cmd_ref.offset += 4 + CmdFill_size;
} else {
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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if (mem_ok) {
Cmd_Solid_write(alloc, cmd_ref);
}
cmd_ref.offset += 4;
}
} else {
CmdStroke cmd_stroke = CmdStroke(tile.tile.offset, 0.5 * linewidth);
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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if (mem_ok) {
Cmd_Stroke_write(alloc, cmd_ref, cmd_stroke);
}
cmd_ref.offset += 4 + CmdStroke_size;
}
}
void main() {
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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if (!check_deps(STAGE_BINNING | STAGE_TILE_ALLOC | STAGE_PATH_COARSE)) {
return;
}
// Could use either linear or 2d layouts for both dispatch and
// invocations within the workgroup. We'll use variables to abstract.
uint width_in_bins = (conf.width_in_tiles + N_TILE_X - 1) / N_TILE_X;
uint bin_ix = width_in_bins * gl_WorkGroupID.y + gl_WorkGroupID.x;
uint partition_ix = 0;
uint n_partitions = (conf.n_elements + N_TILE - 1) / N_TILE;
uint th_ix = gl_LocalInvocationID.x;
// Coordinates of top left of bin, in tiles.
uint bin_tile_x = N_TILE_X * gl_WorkGroupID.x;
uint bin_tile_y = N_TILE_Y * gl_WorkGroupID.y;
// Per-tile state
uint tile_x = gl_LocalInvocationID.x % N_TILE_X;
uint tile_y = gl_LocalInvocationID.x / N_TILE_X;
uint this_tile_ix = (bin_tile_y + tile_y) * conf.width_in_tiles + bin_tile_x + tile_x;
Alloc cmd_alloc = slice_mem(conf.ptcl_alloc, this_tile_ix * PTCL_INITIAL_ALLOC, PTCL_INITIAL_ALLOC);
CmdRef cmd_ref = CmdRef(cmd_alloc.offset);
// Reserve space for the maximum number of commands and a potential jump.
uint cmd_limit = cmd_ref.offset + PTCL_INITIAL_ALLOC - (ANNO_COMMANDS + 1) * Cmd_size;
// The nesting depth of the clip stack
uint clip_depth = 0;
// State for the "clip zero" optimization. If it's nonzero, then we are
// currently in a clip for which the entire tile has an alpha of zero, and
// the value is the depth after the "begin clip" of that element.
uint clip_zero_depth = 0;
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// I'm sure we can figure out how to do this with at least one fewer register...
// Items up to rd_ix have been read from sh_elements
uint rd_ix = 0;
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// Items up to wr_ix have been written into sh_elements
uint wr_ix = 0;
// Items between part_start_ix and ready_ix are ready to be transferred from sh_part_elements
uint part_start_ix = 0;
uint ready_ix = 0;
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Alloc scratch_alloc = slice_mem(cmd_alloc, 0, Alloc_size);
cmd_ref.offset += 4;
// Accounting for allocation of blend memory
uint render_blend_depth = 0;
uint max_blend_depth = 0;
uint drawmonoid_start = conf.drawmonoid_alloc.offset >> 2;
uint drawtag_start = conf.drawtag_offset >> 2;
uint drawdata_start = conf.drawdata_offset >> 2;
uint drawinfo_start = conf.drawinfo_alloc.offset >> 2;
while (true) {
for (uint i = 0; i < N_SLICE; i++) {
sh_bitmaps[i][th_ix] = 0;
}
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// parallel read of input partitions
do {
if (ready_ix == wr_ix && partition_ix < n_partitions) {
part_start_ix = ready_ix;
uint count = 0;
if (th_ix < N_PART_READ && partition_ix + th_ix < n_partitions) {
uint in_ix = (conf.bin_alloc.offset >> 2) + ((partition_ix + th_ix) * N_TILE + bin_ix) * 2;
count = read_mem(conf.bin_alloc, in_ix);
uint offset = read_mem(conf.bin_alloc, in_ix + 1);
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
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sh_part_elements[th_ix] = new_alloc(offset, count * BinInstance_size, true);
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}
// prefix sum of counts
for (uint i = 0; i < LG_N_PART_READ; i++) {
if (th_ix < N_PART_READ) {
sh_part_count[th_ix] = count;
}
barrier();
if (th_ix < N_PART_READ) {
if (th_ix >= (1u << i)) {
count += sh_part_count[th_ix - (1u << i)];
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}
}
barrier();
}
if (th_ix < N_PART_READ) {
sh_part_count[th_ix] = part_start_ix + count;
}
barrier();
ready_ix = sh_part_count[N_PART_READ - 1];
partition_ix += N_PART_READ;
}
// use binary search to find element to read
uint ix = rd_ix + th_ix;
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (ix >= wr_ix && ix < ready_ix) {
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uint part_ix = 0;
for (uint i = 0; i < LG_N_PART_READ; i++) {
uint probe = part_ix + (uint(N_PART_READ / 2) >> i);
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if (ix >= sh_part_count[probe - 1]) {
part_ix = probe;
}
}
ix -= part_ix > 0 ? sh_part_count[part_ix - 1] : part_start_ix;
Alloc bin_alloc = sh_part_elements[part_ix];
BinInstanceRef inst_ref = BinInstanceRef(bin_alloc.offset);
BinInstance inst = BinInstance_read(bin_alloc, BinInstance_index(inst_ref, ix));
sh_elements[th_ix] = inst.element_ix;
}
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barrier();
wr_ix = min(rd_ix + N_TILE, ready_ix);
} while (wr_ix - rd_ix < N_TILE && (wr_ix < ready_ix || partition_ix < n_partitions));
// We've done the merge and filled the buffer.
// Read one element, compute coverage.
uint tag = Drawtag_Nop;
uint element_ix;
if (th_ix + rd_ix < wr_ix) {
element_ix = sh_elements[th_ix];
tag = scene[drawtag_start + element_ix];
}
// Bounding box of element in pixel coordinates.
uint tile_count;
switch (tag) {
case Drawtag_FillColor:
case Drawtag_FillImage:
case Drawtag_FillLinGradient:
case Drawtag_FillRadGradient:
case Drawtag_BeginClip:
case Drawtag_EndClip:
uint drawmonoid_base = drawmonoid_start + 4 * element_ix;
uint path_ix = memory[drawmonoid_base];
Path path = Path_read(conf.tile_alloc, PathRef(conf.tile_alloc.offset + path_ix * Path_size));
uint stride = path.bbox.z - path.bbox.x;
sh_tile_stride[th_ix] = stride;
int dx = int(path.bbox.x) - int(bin_tile_x);
int dy = int(path.bbox.y) - int(bin_tile_y);
int x0 = clamp(dx, 0, N_TILE_X);
int y0 = clamp(dy, 0, N_TILE_Y);
int x1 = clamp(int(path.bbox.z) - int(bin_tile_x), 0, N_TILE_X);
int y1 = clamp(int(path.bbox.w) - int(bin_tile_y), 0, N_TILE_Y);
sh_tile_width[th_ix] = uint(x1 - x0);
sh_tile_x0[th_ix] = x0;
sh_tile_y0[th_ix] = y0;
tile_count = uint(x1 - x0) * uint(y1 - y0);
// base relative to bin
uint base = path.tiles.offset - uint(dy * stride + dx) * Tile_size;
sh_tile_base[th_ix] = base;
Alloc path_alloc = new_alloc(path.tiles.offset,
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
(path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size, true);
write_tile_alloc(th_ix, path_alloc);
break;
default:
tile_count = 0;
break;
}
// Prefix sum of sh_tile_count
sh_tile_count[th_ix] = tile_count;
for (uint i = 0; i < LG_N_TILE; i++) {
barrier();
if (th_ix >= (1u << i)) {
tile_count += sh_tile_count[th_ix - (1u << i)];
}
barrier();
sh_tile_count[th_ix] = tile_count;
}
barrier();
uint total_tile_count = sh_tile_count[N_TILE - 1];
for (uint ix = th_ix; ix < total_tile_count; ix += N_TILE) {
// Binary search to find element
uint el_ix = 0;
for (uint i = 0; i < LG_N_TILE; i++) {
uint probe = el_ix + (uint(N_TILE / 2) >> i);
if (ix >= sh_tile_count[probe - 1]) {
el_ix = probe;
}
}
uint element_ix = sh_elements[el_ix];
uint tag = scene[drawtag_start + element_ix];
uint seq_ix = ix - (el_ix > 0 ? sh_tile_count[el_ix - 1] : 0);
uint width = sh_tile_width[el_ix];
uint x = sh_tile_x0[el_ix] + seq_ix % width;
uint y = sh_tile_y0[el_ix] + seq_ix / width;
bool include_tile = false;
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
Tile tile = Tile_read(read_tile_alloc(el_ix, true),
TileRef(sh_tile_base[el_ix] + (sh_tile_stride[el_ix] * y + x) * Tile_size));
bool is_clip = (tag & 1) != 0;
// Always include the tile if it contains a path segment.
// For draws, include the tile if it is solid.
// For clips, include the tile if it is empty - this way, logic
// below will suppress the drawing of inner elements.
// For blends, include the tile if
// (blend_mode, composition_mode) != (Normal, SrcOver)
bool is_blend = false;
if (is_clip) {
uint drawmonoid_base = drawmonoid_start + 4 * element_ix;
uint scene_offset = memory[drawmonoid_base + 2];
uint dd = drawdata_start + (scene_offset >> 2);
uint blend = scene[dd];
is_blend = (blend != BlendComp_clip);
}
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
include_tile = tile.tile.offset != 0 || (tile.backdrop == 0) == is_clip
|| is_blend;
if (include_tile) {
uint el_slice = el_ix / 32;
uint el_mask = 1u << (el_ix & 31);
atomicOr(sh_bitmaps[el_slice][y * N_TILE_X + x], el_mask);
}
}
barrier();
// Output draw objects for this tile. The thread does a sequential walk
// through the draw objects.
uint slice_ix = 0;
uint bitmap = sh_bitmaps[0][th_ix];
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
while (true) {
if (bitmap == 0) {
slice_ix++;
if (slice_ix == N_SLICE) {
break;
}
bitmap = sh_bitmaps[slice_ix][th_ix];
if (bitmap == 0) {
continue;
}
}
uint element_ref_ix = slice_ix * 32 + findLSB(bitmap);
uint element_ix = sh_elements[element_ref_ix];
// Clear LSB
bitmap &= bitmap - 1;
uint drawtag = scene[drawtag_start + element_ix];
if (clip_zero_depth == 0) {
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
Tile tile = Tile_read(read_tile_alloc(element_ref_ix, true),
TileRef(sh_tile_base[element_ref_ix] +
(sh_tile_stride[element_ref_ix] * tile_y + tile_x) * Tile_size));
uint drawmonoid_base = drawmonoid_start + 4 * element_ix;
uint scene_offset = memory[drawmonoid_base + 2];
uint info_offset = memory[drawmonoid_base + 3];
uint dd = drawdata_start + (scene_offset >> 2);
uint di = drawinfo_start + (info_offset >> 2);
switch (drawtag) {
case Drawtag_FillColor:
float linewidth = uintBitsToFloat(memory[di]);
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
alloc_cmd(cmd_alloc, cmd_ref, cmd_limit);
write_fill(cmd_alloc, cmd_ref, tile, linewidth);
uint rgba = scene[dd];
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (mem_ok) {
Cmd_Color_write(cmd_alloc, cmd_ref, CmdColor(rgba));
}
cmd_ref.offset += 4 + CmdColor_size;
break;
case Drawtag_FillLinGradient:
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
alloc_cmd(cmd_alloc, cmd_ref, cmd_limit);
linewidth = uintBitsToFloat(memory[di]);
write_fill(cmd_alloc, cmd_ref, tile, linewidth);
CmdLinGrad cmd_lin;
cmd_lin.index = scene[dd];
cmd_lin.line_x = uintBitsToFloat(memory[di + 1]);
cmd_lin.line_y = uintBitsToFloat(memory[di + 2]);
cmd_lin.line_c = uintBitsToFloat(memory[di + 3]);
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (mem_ok) {
Cmd_LinGrad_write(cmd_alloc, cmd_ref, cmd_lin);
}
cmd_ref.offset += 4 + CmdLinGrad_size;
break;
case Drawtag_FillRadGradient:
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
alloc_cmd(cmd_alloc, cmd_ref, cmd_limit);
linewidth = uintBitsToFloat(memory[di]);
write_fill(cmd_alloc, cmd_ref, tile, linewidth);
CmdRadGrad cmd_rad;
cmd_rad.index = scene[dd];
// Given that this is basically a memcpy, we might consider
// letting the fine raster read the info itself.
cmd_rad.mat = uintBitsToFloat(uvec4(memory[di + 1], memory[di + 2],
memory[di + 3], memory[di + 4]));
cmd_rad.xlat = uintBitsToFloat(uvec2(memory[di + 5], memory[di + 6]));
cmd_rad.c1 = uintBitsToFloat(uvec2(memory[di + 7], memory[di + 8]));
cmd_rad.ra = uintBitsToFloat(memory[di + 9]);
cmd_rad.roff = uintBitsToFloat(memory[di + 10]);
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (mem_ok) {
Cmd_RadGrad_write(cmd_alloc, cmd_ref, cmd_rad);
}
cmd_ref.offset += 4 + CmdRadGrad_size;
break;
case Drawtag_FillImage:
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
alloc_cmd(cmd_alloc, cmd_ref, cmd_limit);
linewidth = uintBitsToFloat(memory[di]);
write_fill(cmd_alloc, cmd_ref, tile, linewidth);
uint index = scene[dd];
uint raw1 = scene[dd + 1];
ivec2 offset = ivec2(int(raw1 << 16) >> 16, int(raw1) >> 16);
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (mem_ok) {
Cmd_Image_write(cmd_alloc, cmd_ref, CmdImage(index, offset));
}
cmd_ref.offset += 4 + CmdImage_size;
implement FillImage command and sRGB support FillImage is like Fill, except that it takes its color from one or more image atlases. kernel4 uses a single image for non-Vulkan hosts, and the dynamic sized array of image descriptors on Vulkan. A previous version of this commit used textures. I think images are a better choice for piet-gpu, for several reasons: - Texture sampling, in particular textureGrad, is slow on lower spec devices such as Google Pixel. Texture sampling is particularly slow and difficult to implement for CPU fallbacks. - Texture sampling need more parameters, in particular the full u,v transformation matrix, leading to a large increase in the command size. Since all commands use the same size, that memory penalty is paid by all scenes, not just scenes with textures. - It is unlikely that piet-gpu will support every kind of fill for every client, because each kind must be added to kernel4. With FillImage, a client will prepare the image(s) in separate shader stages, sampling and applying transformations and special effects as needed. Textures that align with the output pixel grid can be used directly, without pre-processing. Note that the pre-processing step can run concurrently with the piet-gpu pipeline; Only the last stage, kernel4, needs the images. Pre-processing most likely uses fixed function vertex/fragment programs, which on some GPUs may run in parallel with piet-gpu's compute programs. While here, fix a few validation errors: - Explicitly enable EXT_descriptor_indexing, KHR_maintenance3, KHR_get_physical_device_properties2. - Specify a vkDescriptorSetVariableDescriptorCountAllocateInfo for vkAllocateDescriptorSets. Otherwise, variable image2D arrays won't work (but sampler2D arrays do, at least on my setup). Updates #38 Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-29 08:02:39 +11:00
break;
case Drawtag_BeginClip:
if (tile.tile.offset == 0 && tile.backdrop == 0) {
clip_zero_depth = clip_depth + 1;
} else {
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
alloc_cmd(cmd_alloc, cmd_ref, cmd_limit);
if (mem_ok) {
Cmd_BeginClip_write(cmd_alloc, cmd_ref);
}
cmd_ref.offset += 4;
render_blend_depth++;
max_blend_depth = max(max_blend_depth, render_blend_depth);
}
clip_depth++;
break;
case Drawtag_EndClip:
clip_depth--;
write_fill(cmd_alloc, cmd_ref, tile, -1.0);
uint blend = scene[dd];
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (mem_ok) {
Cmd_EndClip_write(cmd_alloc, cmd_ref, CmdEndClip(blend));
}
cmd_ref.offset += 4 + CmdEndClip_size;
render_blend_depth--;
break;
}
} else {
// In "clip zero" state, suppress all drawing
switch (drawtag) {
case Drawtag_BeginClip:
clip_depth++;
break;
case Drawtag_EndClip:
if (clip_depth == clip_zero_depth) {
clip_zero_depth = 0;
}
clip_depth--;
break;
}
}
}
barrier();
rd_ix += N_TILE;
if (rd_ix >= ready_ix && partition_ix >= n_partitions)
break;
}
if (bin_tile_x + tile_x < conf.width_in_tiles && bin_tile_y + tile_y < conf.height_in_tiles) {
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
if (mem_ok) {
Cmd_End_write(cmd_alloc, cmd_ref);
}
if (max_blend_depth > BLEND_STACK_SPLIT) {
2022-05-21 07:02:24 +10:00
uint scratch_size = max_blend_depth * TILE_WIDTH_PX * TILE_HEIGHT_PX * CLIP_STATE_SIZE * 4;
Implement robust dynamic memory This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic. On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed. On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory. The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer. Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config. This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix #83 (finally!) There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter. Closes #175
2022-06-24 01:48:26 +10:00
uint scratch = atomicAdd(blend_offset, scratch_size);
write_mem(scratch_alloc, scratch_alloc.offset >> 2, scratch);
}
}
}