Commit graph

46 commits

Author SHA1 Message Date
Elias Naur a5b6bda941 add support for element flags to shaders
Commit 9afa9b86b6 added Rust support for
encoding flags into elements. This change adds support to shaders by
introducing variant tag structs:

struct VariantTag {
    uint tag;
    uint flags;
}

and returning them from Variant_tag functions.

It also adds a flags argument to write functions for enum variants that
include TagFlags.

No functionality changes.

Updates #70

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-19 12:50:12 +01:00
Elias Naur 903ab1fb59 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>
2021-03-19 12:50:12 +01:00
Elias Naur 07e07c7544 ensure consistent path segment transformation
As described in #62, the non-deterministic scene monoid may result in
slightly different transformations for path segments in an otherwise
closed path.

This change ensures consistent transformation across paths in three steps.

First, absolute transformations computed by the scene monoid is stored
along with path segments and annotated elements.

Second, elements.comp no longer transforms path segments. Instead, each
segment is stored untransformed along with a reference to its absolute
transformation.

Finally, path_coarse performs the transformation of path segments.
Because all segments in a path share a single transformation reference,
the inconsistency in #62 is avoided.

Fixes #62

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-19 12:45:23 +01:00
Elias Naur b73eabf4eb kernel4.comp: remove unused commands
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-24 15:32:24 +01:00
Elias Naur 6a4e26ef2a all: add optional memory checks
Defining MEM_DEBUG in mem.h will add a size field to Alloc and enable
bounds and alignment checks for every memory read and write.

Notes:
- Deriving an Alloc from Path.tiles is unsound, but it's more trouble to
  convert Path.tiles from TileRef to a variable sized Alloc.
- elements.comp note that "We should be able to use an array of structs but the
  NV shader compiler doesn't seem to like it". If that's still relevant, does
  the shared arrays of Allocs work?

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-15 16:07:45 +01:00
Elias Naur 716517cc04 coarse,binning: organize bins into width_in_bins x height_in_bins
The binning shader supports up to N_TILE bins. To efficiently cover wide or
tall viewports, convert the rigid N_TILE_X x N_TILE_Y bin layout to a variable
width_in_bins x height_in_bins layout.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Elias Naur c4f5a69a0d implement variable output sizing
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Elias Naur c67696714b coarse.comp: don't write Cmd_End to tiles out of bounds
If WIDTH_IN_TILES or HEIGHT_IN_TILES are not divisible by N_TILE_X or N_TILE_Y
respectively, the previously unconditional Cmd_End_write would write out of
bounds.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Elias Naur 4de67d9081 unify GPU memory management
Merge all static and dynamic buffers to just one, "memory". Add a malloc
function for dynamic allocations.

Unify static allocation offsets into a "config" buffer containing scene setup
(number of paths, number of path segments), as well as the memory offsets of
the static allocations.

Finally, set an overflow flag when an allocation fail, and make sure to exit
shader execution as soon as that triggers. Add checks before beginning
execution in case the client wants to run two or more shaders before checking
the flag.

The "state" buffer is left alone because it needs zero'ing and because it is
accessed with the "volatile" keyword.

Fixes #40

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Raph Levien b8ea1e35cf Merge branch 'master' into clip_opt 2020-11-29 17:07:46 -08:00
Elias Naur feeb459fa1 remove FillMask and FillMaskInv
Obsoleted by BeginClip/EndClip.

Updates #36

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-29 16:59:58 +01:00
Raph Levien 4138f8a516 Optimize clips
Optimize tiles with clip masks that are all-zero or all-one.

Part of #36
2020-11-27 09:30:35 -08:00
Raph Levien b928c7a3ed Restore FillMaskInv logic 2020-11-21 10:47:28 -08:00
Raph Levien d14895b107 Continuing work on clips
I realized there's a problem with encoding clip bboxes relative to the
current transform (see #36 for a more detailed explanation), so this is
changing it to absolute bboxes.

This more or less gets clips working. There are optimization
opportunities (all-clear and all-opaque mask tiles), and it doesn't deal
with overflow of the blend stack, but it seems to basically work.
2020-11-20 18:25:27 -08:00
Raph Levien f53d00e6bc Add transforms and state stack
Actually handle transforms in RenderCtx (was implemented in renderer but
not actually plumbed through). This also requires maintaining a state
stack, which will also be required for clipping.

This PR also starts work on encoding clipping, including tracking
bounding boxes.

WIP, none of this is tested yet.
2020-11-20 18:25:27 -08:00
Elias Naur 8fab45544e shader: implement clip paths
Expand the the final kernel4 stage to maintain a per-pixel mask.

Introduce two new path elements, FillMask and FillMaskInv, to fill
the mask. FillMask acts like Fill, while FillMaskInv fills the area
outside the path.

SVG clipPaths is then representable by a FillMaskInv(0.0) for every nested
path, preceded by a FillMask(1.0) to clear the mask.

The bounding box for FillMaskInv elements is the entire screen; tightening of
the bounding box is left for future work. Note that a fullscreen bounding
box is not hopelessly inefficient because completely filling a tile with
a mask is just a single CmdSolidMask per tile.

Fixes #30

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-10-09 13:20:26 +02:00
Elias Naur fa9bf0dc2b piet-gpu-types: remove unused ptcl types
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-09-27 18:30:33 +02:00
Elias Naur dceb0f9412 piet-gpu-types: remove unused annotated types
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-09-21 10:55:58 +02:00
Elias Naur 326f7f0d03 shader: delete more unused code and variables
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-09-13 13:03:56 +02:00
msiglreith 1cc5c7ac0d Shader documentation and a slight cleanup 2020-06-28 15:37:27 +02:00
Raph Levien af0a1af8e1 Make fills work
The backdrop propagation is slow but it does work.
2020-06-05 22:40:44 -07:00
Raph Levien 877da4a98e Faster coarse raster
Store a lot more tile context in shared memory and do the work from
that.
2020-06-04 10:39:08 -07:00
Raph Levien e1aa9b2f5d Remove bbox guard
It's probably not necessary.

This development still work in progress.
2020-06-03 20:59:19 -07:00
Raph Levien 7f4a6523a8 Filter sparse tiles
Have a more-parallel read of the tile structures based on bbox coverage,
and only set the bit when the tile isn't empty.

This is a speedup, but there is some duplicated work and it is possible
to improve it further.
2020-06-03 17:55:42 -07:00
Raph Levien 70a9c17e23 Continue building out pipeline
Plumbs the new tiling scheme to k4. This works (stroke only) but still
has some performance issues.
2020-06-03 12:21:09 -07:00
Raph Levien 294f6fd1db Experiment with new sorting scheme
Path segments are unsorted, but other elements are using the same
sort-middle approach as before.

This is a checkpoint. At this point, there are unoptimized versions
of tile init and coarse path raster, but it isn't wired up into a
working pipeline. Also observing about a 3x performance regression in
element processing, which needs to be investigated.
2020-06-03 09:29:25 -07:00
Raph Levien 2c185c3718 Simplify ringbuf
We don't really need a ring buffer, as we only read what we're actually
going to process.
2020-05-30 21:20:48 -07:00
Raph Levien 192ddc5eab Parallel merge
The fancy stuff :)
2020-05-30 21:11:13 -07:00
Raph Levien 121f29fef6 Merge one segment at a time
No parallelism yet, but seems to improve performance.
2020-05-30 08:51:52 -07:00
Raph Levien 894ef156e1 Change to new merge strategy in binning
WIP

We get "device lost" on NV :/
2020-05-29 20:06:16 -07:00
Raph Levien e16f68d89d Fix buffer overrun
Was a little too eager zeroing out sh_is_segment[]
2020-05-26 22:47:28 -07:00
Raph Levien dbcffb10db Reinstate fills
Add fills back in.
2020-05-25 15:27:03 -07:00
Raph Levien 3d422d9243 Allocate segment chunks in slabs
Another speedup might be to special-case when the number of chunks in a
stroke or fill command is 1, then the segment header doesn't need
allocation and memory traffic is reduced. But right now we'll avoid the
complexity.
2020-05-25 12:22:29 -07:00
Raph Levien 8eaf49a04d Checkpoint parallel output
Parallel segment output seems to be working for strokes.
2020-05-25 12:14:18 -07:00
Raph Levien 24b3def0a1 Start work on parallel segment output
Output of segments is in parallel. Getting closer, some problems with
chaining but mostly correct.
2020-05-24 21:02:19 -07:00
Raph Levien 55df3e6cc8 Fix linewidth math
Coarse rasterization wasn't entirely taking line width into account.

Also fix swizzle in matrix (not yet used). And fix missing End command
in ptcl output (hasn't been a problem because buffer was cleared).
2020-05-24 09:43:41 -07:00
Raph Levien 7d040dff37 Bit magic for backdrop accumulation
Use bit counting rather than iterating backdrop increments one by one.
A nice if not huge speedup.
2020-05-22 07:30:32 -07:00
Raph Levien a616b4d010 Rework right_edge computation in elements
Trying to fit it into the fancy monad doesn't really work, so use a
more straightforward approach to compute it from the aggregate.

Also add yEdge logic (basically copying piet-metal). With a fix to
ELEMENT_BINNING_RATIO (which I had simply gotten wrong), the example
renders almost correctly, with small bounding box artifacts.
2020-05-21 10:00:56 -07:00
Raph Levien ed4ed30708 Adding backdrop logic
Calculation of backdrops kinda works but with issues, so WIP.
2020-05-20 16:03:27 -07:00
Raph Levien 076e6d600d Progress on wiring up fills
Write the right_edge to the binning output.

More work on encoding the fill/stroke distinction and plumbing that
through the pipeline. This is a bit unsatisfying because of the code
duplication; having an extra fill/stroke bool might be better, but I
want to avoid making the structs bigger (this could be solved by
better packing in the struct encoding).

Fills are plumbed through to the last stage. Backdrop is WIP.
2020-05-20 11:14:19 -07:00
Raph Levien 0ed759814b Smarter line segment coverage
Compute tile coverage of segments using optimized algorithm. This
algorithm does a bit of setup, then uses an efficient formula to
compute the span per scan-line.
2020-05-19 09:26:44 -07:00
Raph Levien 9bb06ec340 Correct rendering (on Intel)
Handle multiple passes in coarse raster. Doesn't work on NV, WIP to
find out why.
2020-05-16 06:43:31 -07:00
Raph Levien 868b0320a4 Render strokes
As of this point, it mostly renders stroke outlines for tiger. Some
dropouts are because the scan in the elements pass doesn't do lookback
yet, others are probably a bug.
2020-05-15 17:38:17 -07:00
Raph Levien 3a6428238b Start writing tiles
This is the first checkpoint where it actually runs a pipeline end to
end, though it's far from accurate.
2020-05-15 14:31:52 -07:00
Raph Levien 06cad48dca Start output stage in coarse pass
Still very much WIP but it's progress.
2020-05-14 17:27:18 -07:00
Raph Levien cc89d0e285 Starting coarse rasterizer
Working down the pipeline.

WIP
2020-05-13 21:39:47 -07:00