2020-05-13 06:38:26 +10:00
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// The binning stage of the pipeline.
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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2020-05-14 08:35:19 +10:00
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#include "setup.h"
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2020-05-13 06:38:26 +10:00
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layout(local_size_x = N_TILE, local_size_y = 1) in;
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layout(set = 0, binding = 0) buffer AnnotatedBuf {
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uint[] annotated;
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};
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2020-05-20 01:21:09 +10:00
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// This is for scanning forward for right_edge data.
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layout(set = 0, binding = 1) buffer StateBuf {
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uint[] state;
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};
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layout(set = 0, binding = 2) buffer AllocBuf {
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2020-05-13 06:38:26 +10:00
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uint n_elements;
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// Will be incremented atomically to claim tiles
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uint tile_ix;
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uint alloc;
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};
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2020-05-20 01:21:09 +10:00
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layout(set = 0, binding = 3) buffer BinsBuf {
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2020-05-13 06:38:26 +10:00
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uint[] bins;
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};
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#include "annotated.h"
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2020-05-20 01:21:09 +10:00
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#include "state.h"
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2020-05-13 06:38:26 +10:00
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#include "bins.h"
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// scale factors useful for converting coordinates to bins
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#define SX (1.0 / float(N_TILE_X * TILE_WIDTH_PX))
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#define SY (1.0 / float(N_TILE_Y * TILE_HEIGHT_PX))
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2020-05-21 04:48:05 +10:00
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#define TSY (1.0 / float(TILE_HEIGHT_PX))
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2020-05-20 01:21:09 +10:00
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// Constant not available in GLSL. Also consider uintBitsToFloat(0x7f800000)
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#define INFINITY (1.0 / 0.0)
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2020-05-13 06:38:26 +10:00
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// Note: cudaraster has N_TILE + 1 to cut down on bank conflicts.
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shared uint bitmaps[N_SLICE][N_TILE];
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2020-05-13 14:26:44 +10:00
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shared uint count[N_SLICE][N_TILE];
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2020-05-13 06:38:26 +10:00
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shared uint sh_my_tile;
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2020-05-13 14:26:44 +10:00
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shared uint sh_chunk_start[N_TILE];
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shared uint sh_chunk_end[N_TILE];
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shared uint sh_chunk_jump[N_TILE];
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2020-05-13 06:38:26 +10:00
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2020-05-20 01:21:09 +10:00
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shared float sh_right_edge[N_TILE];
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#define StateBuf_stride (4 + 2 * State_size)
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StateRef state_aggregate_ref(uint partition_ix) {
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return StateRef(8 + partition_ix * StateBuf_stride);
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}
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2020-05-13 06:38:26 +10:00
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void main() {
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BinChunkRef chunk_ref = BinChunkRef((gl_LocalInvocationID.x * N_WG + gl_WorkGroupID.x) * BIN_INITIAL_ALLOC);
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2020-05-13 12:54:19 +10:00
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uint wr_limit = chunk_ref.offset + BIN_INITIAL_ALLOC;
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2020-05-13 06:38:26 +10:00
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uint chunk_n = 0;
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2020-05-13 12:54:19 +10:00
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uint my_n_elements = n_elements;
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2020-05-13 06:38:26 +10:00
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while (true) {
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if (gl_LocalInvocationID.x == 0) {
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sh_my_tile = atomicAdd(tile_ix, 1);
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}
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barrier();
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uint my_tile = sh_my_tile;
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2020-05-13 12:54:19 +10:00
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if (my_tile * N_TILE >= my_n_elements) {
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2020-05-13 06:38:26 +10:00
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break;
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}
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for (uint i = 0; i < N_SLICE; i++) {
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bitmaps[i][gl_LocalInvocationID.x] = 0;
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}
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barrier();
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// Read inputs and determine coverage of bins
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uint element_ix = my_tile * N_TILE + gl_LocalInvocationID.x;
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AnnotatedRef ref = AnnotatedRef(element_ix * Annotated_size);
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2020-05-13 12:54:19 +10:00
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uint tag = Annotated_Nop;
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if (element_ix < my_n_elements) {
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tag = Annotated_tag(ref);
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}
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2020-05-13 06:38:26 +10:00
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int x0 = 0, y0 = 0, x1 = 0, y1 = 0;
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2020-05-20 01:21:09 +10:00
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float my_right_edge = INFINITY;
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2020-05-21 04:48:05 +10:00
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bool crosses_edge = false;
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2020-05-13 06:38:26 +10:00
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switch (tag) {
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2020-05-21 00:38:52 +10:00
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case Annotated_FillLine:
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case Annotated_StrokeLine:
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AnnoStrokeLineSeg line = Annotated_StrokeLine_read(ref);
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2020-05-13 06:38:26 +10:00
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x0 = int(floor((min(line.p0.x, line.p1.x) - line.stroke.x) * SX));
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y0 = int(floor((min(line.p0.y, line.p1.y) - line.stroke.y) * SY));
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x1 = int(ceil((max(line.p0.x, line.p1.x) + line.stroke.x) * SX));
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y1 = int(ceil((max(line.p0.y, line.p1.y) + line.stroke.y) * SY));
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2020-05-21 04:48:05 +10:00
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crosses_edge = tag == Annotated_FillLine && ceil(line.p0.y * TSY) != ceil(line.p1.y * TSY);
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2020-05-13 06:38:26 +10:00
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break;
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case Annotated_Fill:
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case Annotated_Stroke:
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// Note: we take advantage of the fact that fills and strokes
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// have compatible layout.
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AnnoFill fill = Annotated_Fill_read(ref);
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x0 = int(floor(fill.bbox.x * SX));
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y0 = int(floor(fill.bbox.y * SY));
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x1 = int(ceil(fill.bbox.z * SX));
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y1 = int(ceil(fill.bbox.w * SY));
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2020-05-21 04:48:05 +10:00
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// It probably makes more sense to track x1, to avoid having to redo
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// the rounding to tile coords.
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my_right_edge = fill.bbox.z;
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2020-05-13 06:38:26 +10:00
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break;
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}
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2020-05-20 01:21:09 +10:00
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// If the last element in this partition is a fill edge, then we need to do a
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// look-forward to find the right edge of its corresponding fill. That data is
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// recorded in aggregates computed in the element processing pass.
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2020-05-21 00:38:52 +10:00
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if (gl_LocalInvocationID.x == N_TILE - 1 && tag == Annotated_FillLine) {
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2020-05-20 01:21:09 +10:00
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uint aggregate_ix = (my_tile + 1) * ELEMENT_BINNING_RATIO;
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// This is sequential but the expectation is that the amount of
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// look-forward is small (performance may degrade in the case
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// of massively complex paths).
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do {
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StateRef agg_ref = state_aggregate_ref(aggregate_ix);
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my_right_edge = State_read(agg_ref).right_edge;
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aggregate_ix++;
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} while (isinf(my_right_edge));
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}
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// Now propagate right_edge backward, from fill to segment.
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for (uint i = 0; i < LG_N_TILE; i++) {
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// Note: we could try to cut down on write bandwidth here if the value hasn't
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// changed, but not sure it's worth the complexity to track.
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sh_right_edge[gl_LocalInvocationID.x] = my_right_edge;
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barrier();
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if (gl_LocalInvocationID.x + (1 << i) < N_TILE && isinf(my_right_edge)) {
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my_right_edge = sh_right_edge[gl_LocalInvocationID.x + (1 << i)];
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}
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barrier();
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}
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2020-05-21 04:48:05 +10:00
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if (crosses_edge) {
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x1 = int(ceil(my_right_edge * SX));
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}
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2020-05-20 01:21:09 +10:00
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2020-05-13 06:38:26 +10:00
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// At this point, we run an iterator over the coverage area,
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// trying to keep divergence low.
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// Right now, it's just a bbox, but we'll get finer with
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// segments.
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x0 = clamp(x0, 0, N_TILE_X);
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x1 = clamp(x1, x0, N_TILE_X);
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y0 = clamp(y0, 0, N_TILE_Y);
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y1 = clamp(y1, y0, N_TILE_Y);
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if (x0 == x1) y1 = y0;
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int x = x0, y = y0;
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uint my_slice = gl_LocalInvocationID.x / 32;
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uint my_mask = 1 << (gl_LocalInvocationID.x & 31);
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while (y < y1) {
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atomicOr(bitmaps[my_slice][y * N_TILE_X + x], my_mask);
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x++;
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if (x == x1) {
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x = x0;
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y++;
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}
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}
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barrier();
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// Allocate output segments.
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uint element_count = 0;
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for (uint i = 0; i < N_SLICE; i++) {
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element_count += bitCount(bitmaps[i][gl_LocalInvocationID.x]);
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2020-05-13 14:26:44 +10:00
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count[i][gl_LocalInvocationID.x] = element_count;
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2020-05-13 06:38:26 +10:00
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}
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// element_count is number of elements covering bin for this invocation.
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2020-05-13 14:26:44 +10:00
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if (element_count != 0) {
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uint chunk_end;
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uint chunk_new_start;
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// Refactor to reduce code duplication?
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if (chunk_n > 0) {
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2020-05-21 00:38:52 +10:00
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uint next_chunk = chunk_ref.offset + BinChunk_size + chunk_n * BinInstance_size;
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if (next_chunk + BinChunk_size + min(24, element_count * BinInstance_size) > wr_limit) {
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uint alloc_amount = max(BIN_ALLOC, BinChunk_size + element_count * BinInstance_size);
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2020-05-14 08:35:19 +10:00
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// could try to reduce fragmentation if BIN_ALLOC is only a bit above needed
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2020-05-13 14:26:44 +10:00
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next_chunk = atomicAdd(alloc, alloc_amount);
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wr_limit = next_chunk + alloc_amount;
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}
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BinChunk_write(chunk_ref, BinChunk(chunk_n, BinChunkRef(next_chunk)));
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chunk_ref = BinChunkRef(next_chunk);
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}
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BinInstanceRef instance_ref = BinInstanceRef(chunk_ref.offset + BinChunk_size);
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2020-05-21 00:38:52 +10:00
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if (instance_ref.offset + element_count * BinInstance_size > wr_limit) {
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2020-05-13 14:26:44 +10:00
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chunk_end = wr_limit;
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2020-05-21 00:38:52 +10:00
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chunk_n = (wr_limit - instance_ref.offset) / BinInstance_size;
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uint alloc_amount = max(BIN_ALLOC, BinChunk_size + (element_count - chunk_n) * BinInstance_size);
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2020-05-13 14:26:44 +10:00
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chunk_new_start = atomicAdd(alloc, alloc_amount);
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wr_limit = chunk_new_start + alloc_amount;
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BinChunk_write(chunk_ref, BinChunk(chunk_n, BinChunkRef(chunk_new_start)));
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chunk_ref = BinChunkRef(chunk_new_start);
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chunk_new_start += BinChunk_size;
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chunk_n = element_count - chunk_n;
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} else {
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chunk_end = ~0;
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2020-05-20 01:21:09 +10:00
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chunk_new_start = ~0;
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2020-05-13 14:26:44 +10:00
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chunk_n = element_count;
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2020-05-13 12:54:19 +10:00
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}
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2020-05-13 14:26:44 +10:00
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sh_chunk_start[gl_LocalInvocationID.x] = instance_ref.offset;
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sh_chunk_end[gl_LocalInvocationID.x] = chunk_end;
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sh_chunk_jump[gl_LocalInvocationID.x] = chunk_new_start - chunk_end;
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2020-05-13 06:38:26 +10:00
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}
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2020-05-13 14:26:44 +10:00
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barrier();
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// Use similar strategy as Laine & Karras paper; loop over bbox of bins
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// touched by this element
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x = x0;
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y = y0;
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while (y < y1) {
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uint bin_ix = y * N_TILE_X + x;
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uint out_mask = bitmaps[my_slice][bin_ix];
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if ((out_mask & my_mask) != 0) {
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uint idx = bitCount(out_mask & (my_mask - 1));
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if (my_slice > 0) {
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idx += count[my_slice - 1][bin_ix];
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2020-05-13 06:38:26 +10:00
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}
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2020-05-21 00:38:52 +10:00
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uint out_offset = sh_chunk_start[bin_ix] + idx * BinInstance_size;
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2020-05-13 14:26:44 +10:00
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if (out_offset >= sh_chunk_end[bin_ix]) {
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out_offset += sh_chunk_jump[bin_ix];
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2020-05-13 06:38:26 +10:00
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}
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2020-05-21 00:38:52 +10:00
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BinInstance_write(BinInstanceRef(out_offset), BinInstance(element_ix, my_right_edge));
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2020-05-13 06:38:26 +10:00
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}
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2020-05-13 14:26:44 +10:00
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x++;
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if (x == x1) {
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x = x0;
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y++;
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2020-05-13 06:38:26 +10:00
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}
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}
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}
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BinChunk_write(chunk_ref, BinChunk(chunk_n, BinChunkRef(0)));
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}
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