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https://github.com/italicsjenga/vello.git
synced 2025-01-10 12:41:30 +11:00
Merge pull request #99 from ishitatsuyuki/bd
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commit
090c99e277
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@ -14,7 +14,7 @@ use raw_window_handle::{HasRawWindowHandle, RawWindowHandle};
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use smallvec::SmallVec;
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use crate::{BufferUsage, Error, GpuInfo, ImageLayout};
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use crate::{BufferUsage, Error, GpuInfo, ImageLayout, WorkgroupLimits};
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use self::wrappers::{CommandAllocator, CommandQueue, Device, Factory4, Resource, ShaderByteCode};
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@ -177,6 +177,10 @@ impl Dx12Instance {
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has_descriptor_indexing: false,
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has_subgroups: false,
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subgroup_size: None,
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workgroup_limits: WorkgroupLimits {
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max_size: [1024, 1024, 64],
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max_invocations: 1024,
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},
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has_memory_model: false,
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use_staging_buffers,
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};
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@ -99,6 +99,8 @@ pub struct GpuInfo {
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/// required in Vulkan 1.1), and we should have finer grained
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/// queries for shuffles, etc.
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pub has_subgroups: bool,
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/// Limits on workgroup size for compute shaders.
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pub workgroup_limits: WorkgroupLimits,
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/// Info about subgroup size control, if available.
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pub subgroup_size: Option<SubgroupSize>,
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/// The GPU supports a real, grown-ass memory model.
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@ -114,6 +116,16 @@ pub struct GpuInfo {
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/// available.
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#[derive(Clone, Debug)]
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pub struct SubgroupSize {
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min: u32,
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max: u32,
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pub min: u32,
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pub max: u32,
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}
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/// The range of workgroup sizes supported by a back-end.
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#[derive(Clone, Debug)]
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pub struct WorkgroupLimits {
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/// The maximum size on each workgroup dimension can be.
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pub max_size: [u32; 3],
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/// The maximum overall invocations a workgroup can have. That is, the product of sizes in each
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/// dimension.
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pub max_invocations: u32,
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}
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@ -29,7 +29,7 @@ use metal::{CGFloat, MTLFeatureSet};
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use raw_window_handle::{HasRawWindowHandle, RawWindowHandle};
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use crate::{BufferUsage, Error, GpuInfo};
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use crate::{BufferUsage, Error, GpuInfo, WorkgroupLimits};
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use util::*;
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@ -164,6 +164,13 @@ impl MtlInstance {
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has_descriptor_indexing: false,
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has_subgroups: false,
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subgroup_size: None,
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// The workgroup limits are taken from the minimum of a desktop installation;
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// we don't support iOS right now, but in case of testing on those devices it might
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// need to change these (or just queried properly).
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workgroup_limits: WorkgroupLimits {
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max_size: [1024, 1024, 64],
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max_invocations: 1024,
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},
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has_memory_model: false,
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use_staging_buffers,
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};
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@ -12,9 +12,7 @@ use ash::{vk, Device, Entry, Instance};
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use smallvec::SmallVec;
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use crate::{
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BufferUsage, Error, GpuInfo, ImageLayout, SamplerParams, SubgroupSize,
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};
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use crate::{BufferUsage, Error, GpuInfo, ImageLayout, SamplerParams, SubgroupSize, WorkgroupLimits};
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use crate::backend::Device as DeviceTrait;
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@ -357,10 +355,17 @@ impl VkInstance {
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// TODO: finer grained query of specific subgroup info.
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let has_subgroups = self.vk_version >= vk::make_version(1, 1, 0);
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let workgroup_limits = WorkgroupLimits {
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max_invocations: props.limits.max_compute_work_group_invocations,
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max_size: props.limits.max_compute_work_group_size,
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};
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let gpu_info = GpuInfo {
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has_descriptor_indexing,
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has_subgroups,
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subgroup_size,
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workgroup_limits,
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has_memory_model,
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use_staging_buffers,
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};
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@ -2,9 +2,10 @@
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// Propagation of tile backdrop for filling.
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//
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// Each thread reads one path element and calculates the number of spanned tiles
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// Each thread reads one path element and calculates the row and column counts of spanned tiles
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// based on the bounding box.
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// In a further compaction step, the workgroup loops over the corresponding tile rows per element in parallel.
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// The row count then goes through a prefix sum to redistribute and load-balance the work across the workgroup.
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// In the following step, the workgroup loops over the corresponding tile rows per element in parallel.
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// For each row the per tile backdrop will be read, as calculated in the previous coarse path segment kernel,
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// and propagated from the left to the right (prefix summed).
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//
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@ -20,8 +21,18 @@
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#define LG_BACKDROP_WG (7 + LG_WG_FACTOR)
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#define BACKDROP_WG (1 << LG_BACKDROP_WG)
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#ifndef BACKDROP_DIST_FACTOR
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// Some paths (those covering a large area) can generate a lot of backdrop tiles; BACKDROP_DIST_FACTOR defines how much
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// additional threads should we spawn for parallel row processing. The additional threads does not participate in the
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// earlier stages (calculating the tile counts) but does work in the final prefix sum stage which has a lot more
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// parallelism.
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layout(local_size_x = BACKDROP_WG, local_size_y = 1) in;
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// This feature is opt-in: one variant is compiled with the following default, while the other variant is compiled with
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// a larger BACKDROP_DIST_FACTOR, which is used on GPUs supporting a larger workgroup size to improve performance.
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#define BACKDROP_DIST_FACTOR 1
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#endif
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layout(local_size_x = BACKDROP_WG, local_size_y = BACKDROP_DIST_FACTOR) in;
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layout(set = 0, binding = 1) readonly buffer ConfigBuf {
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Config conf;
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@ -35,54 +46,58 @@ shared Alloc sh_row_alloc[BACKDROP_WG];
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shared uint sh_row_width[BACKDROP_WG];
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void main() {
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uint th_ix = gl_LocalInvocationID.x;
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uint th_ix = gl_LocalInvocationIndex;
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uint element_ix = gl_GlobalInvocationID.x;
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AnnotatedRef ref = AnnotatedRef(conf.anno_alloc.offset + element_ix * Annotated_size);
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// Work assignment: 1 thread : 1 path element
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uint row_count = 0;
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bool mem_ok = mem_error == NO_ERROR;
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if (element_ix < conf.n_elements) {
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AnnotatedTag tag = Annotated_tag(conf.anno_alloc, ref);
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switch (tag.tag) {
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case Annotated_Image:
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case Annotated_BeginClip:
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case Annotated_Color:
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if (fill_mode_from_flags(tag.flags) != MODE_NONZERO) {
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break;
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if (gl_LocalInvocationID.y == 0) {
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if (element_ix < conf.n_elements) {
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AnnotatedTag tag = Annotated_tag(conf.anno_alloc, ref);
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switch (tag.tag) {
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case Annotated_Image:
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case Annotated_BeginClip:
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case Annotated_Color:
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if (fill_mode_from_flags(tag.flags) != MODE_NONZERO) {
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break;
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}
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// Fall through.
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PathRef path_ref = PathRef(conf.tile_alloc.offset + element_ix * Path_size);
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Path path = Path_read(conf.tile_alloc, path_ref);
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sh_row_width[th_ix] = path.bbox.z - path.bbox.x;
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row_count = path.bbox.w - path.bbox.y;
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// Paths that don't cross tile top edges don't have backdrops.
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// Don't apply the optimization to paths that may cross the y = 0
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// top edge, but clipped to 1 row.
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if (row_count == 1 && path.bbox.y > 0) {
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// Note: this can probably be expanded to width = 2 as
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// long as it doesn't cross the left edge.
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row_count = 0;
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}
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Alloc path_alloc = new_alloc(path.tiles.offset, (path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size, mem_ok);
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sh_row_alloc[th_ix] = path_alloc;
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}
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// Fall through.
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PathRef path_ref = PathRef(conf.tile_alloc.offset + element_ix * Path_size);
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Path path = Path_read(conf.tile_alloc, path_ref);
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sh_row_width[th_ix] = path.bbox.z - path.bbox.x;
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row_count = path.bbox.w - path.bbox.y;
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// Paths that don't cross tile top edges don't have backdrops.
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// Don't apply the optimization to paths that may cross the y = 0
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// top edge, but clipped to 1 row.
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if (row_count == 1 && path.bbox.y > 0) {
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// Note: this can probably be expanded to width = 2 as
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// long as it doesn't cross the left edge.
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row_count = 0;
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}
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Alloc path_alloc = new_alloc(path.tiles.offset, (path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size, mem_ok);
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sh_row_alloc[th_ix] = path_alloc;
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}
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sh_row_count[th_ix] = row_count;
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}
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sh_row_count[th_ix] = row_count;
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// Prefix sum of sh_row_count
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for (uint i = 0; i < LG_BACKDROP_WG; i++) {
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barrier();
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if (th_ix >= (1 << i)) {
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if (gl_LocalInvocationID.y == 0 && th_ix >= (1 << i)) {
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row_count += sh_row_count[th_ix - (1 << i)];
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}
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barrier();
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sh_row_count[th_ix] = row_count;
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if (gl_LocalInvocationID.y == 0) {
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sh_row_count[th_ix] = row_count;
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}
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}
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barrier();
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// Work assignment: 1 thread : 1 path element row
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uint total_rows = sh_row_count[BACKDROP_WG - 1];
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for (uint row = th_ix; row < total_rows; row += BACKDROP_WG) {
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for (uint row = th_ix; row < total_rows; row += BACKDROP_WG * BACKDROP_DIST_FACTOR) {
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// Binary search to find element
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uint el_ix = 0;
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for (uint i = 0; i < LG_BACKDROP_WG; i++) {
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Binary file not shown.
BIN
piet-gpu/shader/backdrop_lg.spv
Normal file
BIN
piet-gpu/shader/backdrop_lg.spv
Normal file
Binary file not shown.
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@ -18,6 +18,9 @@ build path_coarse.spv: glsl path_coarse.comp | annotated.h pathseg.h tile.h setu
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build backdrop.spv: glsl backdrop.comp | annotated.h tile.h setup.h
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build backdrop_lg.spv: glsl backdrop.comp | annotated.h tile.h setup.h
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flags = -DBACKDROP_DIST_FACTOR=4
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build coarse.spv: glsl coarse.comp | annotated.h bins.h ptcl.h setup.h
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build kernel4.spv: glsl kernel4.comp | ptcl.h setup.h
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@ -311,8 +311,13 @@ impl Renderer {
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let path_ds = session
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.create_simple_descriptor_set(&path_pipeline, &[&memory_buf_dev, &config_buf])?;
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let backdrop_alloc_code = ShaderCode::Spv(include_bytes!("../shader/backdrop.spv"));
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let backdrop_pipeline = session.create_simple_compute_pipeline(backdrop_alloc_code, 2)?;
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let backdrop_code = if session.gpu_info().workgroup_limits.max_invocations >= 1024 {
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ShaderCode::Spv(include_bytes!("../shader/backdrop_lg.spv"))
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} else {
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println!("using small workgroup backdrop kernel");
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ShaderCode::Spv(include_bytes!("../shader/backdrop.spv"))
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};
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let backdrop_pipeline = session.create_simple_compute_pipeline(backdrop_code, 2)?;
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let backdrop_ds = session
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.create_simple_descriptor_set(&backdrop_pipeline, &[&memory_buf_dev, &config_buf])?;
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