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>
Provide images to fine rasterization kernel as readonly textures with a
sampler, rather than storage images. That lets us use the GPU's hardware
for sampling, which should be considerably more efficient.
There are a bunch of parameters that are hardcoded, but it does seem to
work.
This patch passes a dynamically sized array of textures to the fine
rasterizer.
A bunch of the low level Vulkan stuff is done, but only enough of the
shaders and encoders to do minimal testing. We'll want to switch from
storage images to sampled images, track the actual array of textures
during encoding, use that to build the descriptor set (which will need
to be more dynamic), and of course run image elements through the
pipeline.
Progress towards #38
We keep a small window of the clip stack in registers in the fine
rasterization kernel, and when that window is exceeded, spill to global
memory, so the clip stack can be unbounded.
The hub does a little better lifetime tracking of resources (so
Rust-side references can be dropped), and in the future will be used for
dynamic selection of backend.
The migration is still a bit half-baked, as there are a bunch of
Vulkan-specific types in the signatures, but it shouldn't be too much
work to sort that out. Perhaps it can wait until there is a second
backend though.
The main motivation for this is to create image objects with lifetime
tracking, one of the things required for #38.
Update to latest versions of all dependencies. Among other things, this
gets us on piet 0.2, though almost all of the changes were around text,
which is not yet implemented.
This patch adds a module that contains both scene and ptcl types (very
lightly adapted from piet-metal), as well as infrastructure for encoding
Rust-side.
WIP, it's not wired up in either the shader or on the Rust side.
Populates the piet-gpu subdir, with an extremely simple renderer. The
main program saves the image to a PNG.
Contains a few fixes (I was confused about the need for multiple
bindings, as opposed to multiple descriptors within a binding).