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fe1790e724
Bounding boxes were being calculated as way too large in the element processing. Also wire up counters so winit binary is happy.
299 lines
11 KiB
Plaintext
299 lines
11 KiB
Plaintext
// The element processing stage, first in the pipeline.
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//
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// This stage is primarily about applying transforms and computing bounding
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// boxes. It is organized as a scan over the input elements, producing
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// annotated output elements.
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#define N_ROWS 4
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#define WG_SIZE 32
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#define LG_WG_SIZE 5
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#define TILE_SIZE (WG_SIZE * N_ROWS)
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layout(local_size_x = WG_SIZE, local_size_y = 1) in;
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layout(set = 0, binding = 0) readonly buffer SceneBuf {
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uint[] scene;
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};
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// It would be better to use the Vulkan memory model than
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// "volatile" but shooting for compatibility here rather
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// than doing things right.
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layout(set = 0, binding = 1) volatile buffer StateBuf {
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uint[] state;
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};
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// The annotated results are stored here.
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layout(set = 0, binding = 2) buffer AnnotatedBuf {
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uint[] annotated;
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};
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#include "scene.h"
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#include "state.h"
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#include "annotated.h"
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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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StateRef state_prefix_ref(uint partition_ix) {
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return StateRef(8 + partition_ix * StateBuf_stride + State_size);
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}
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uint state_flag_index(uint partition_ix) {
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return 1 + partition_ix * (StateBuf_stride / 4);
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}
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// These correspond to X, A, P respectively in the prefix sum paper.
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#define FLAG_NOT_READY 0
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#define FLAG_AGGREGATE_READY 1
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#define FLAG_PREFIX_READY 2
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#define FLAG_SET_LINEWIDTH 1
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#define FLAG_SET_BBOX 2
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#define FLAG_RESET_BBOX 4
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// This is almost like a monoid (the interaction between transformation and
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// bounding boxes is approximate)
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State combine_state(State a, State b) {
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State c;
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c.bbox.x = min(a.mat.x * b.bbox.x, a.mat.x * b.bbox.z) + min(a.mat.z * b.bbox.y, a.mat.z * b.bbox.w) + a.translate.x;
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c.bbox.y = min(a.mat.y * b.bbox.x, a.mat.y * b.bbox.z) + min(a.mat.w * b.bbox.y, a.mat.w * b.bbox.w) + a.translate.y;
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c.bbox.z = max(a.mat.x * b.bbox.x, a.mat.x * b.bbox.z) + max(a.mat.z * b.bbox.y, a.mat.z * b.bbox.w) + a.translate.x;
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c.bbox.w = max(a.mat.y * b.bbox.x, a.mat.y * b.bbox.z) + max(a.mat.w * b.bbox.y, a.mat.w * b.bbox.w) + a.translate.y;
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if ((a.flags & FLAG_RESET_BBOX) == 0 && b.bbox.z <= b.bbox.x && b.bbox.w <= b.bbox.y) {
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c.bbox = a.bbox;
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} else if ((a.flags & FLAG_RESET_BBOX) == 0 && (b.flags & FLAG_SET_BBOX) == 0 &&
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(a.bbox.z > a.bbox.x || a.bbox.w > a.bbox.y))
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{
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c.bbox.xy = min(a.bbox.xy, c.bbox.xy);
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c.bbox.zw = max(a.bbox.zw, c.bbox.zw);
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}
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// It would be more concise to cast to matrix types; ah well.
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c.mat.x = a.mat.x * b.mat.x + a.mat.z * b.mat.y;
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c.mat.y = a.mat.y * b.mat.x + a.mat.w * b.mat.y;
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c.mat.z = a.mat.x * b.mat.z + a.mat.z * b.mat.w;
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c.mat.w = a.mat.y * b.mat.z + a.mat.w * b.mat.w;
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c.translate.x = a.mat.x * b.translate.x + a.mat.z * b.translate.y + a.translate.x;
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c.translate.y = a.mat.y * b.translate.x + a.mat.w * b.translate.y + a.translate.y;
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c.linewidth = (b.flags & FLAG_SET_LINEWIDTH) == 0 ? a.linewidth : b.linewidth;
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c.flags = (a.flags & (FLAG_SET_LINEWIDTH | FLAG_SET_BBOX)) | b.flags;
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c.flags |= (a.flags & FLAG_RESET_BBOX) >> 1;
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return c;
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}
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State map_element(ElementRef ref) {
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// TODO: it would *probably* be more efficient to make the memory read patterns less
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// divergent, though it would be more wasted memory.
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uint tag = Element_tag(ref);
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State c;
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c.bbox = vec4(0.0, 0.0, 0.0, 0.0);
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c.mat = vec4(1.0, 0.0, 0.0, 1.0);
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c.translate = vec2(0.0, 0.0);
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c.linewidth = 1.0; // TODO should be 0.0
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c.flags = 0;
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switch (tag) {
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case Element_Line:
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LineSeg line = Element_Line_read(ref);
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c.bbox.xy = min(line.p0, line.p1);
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c.bbox.zw = max(line.p0, line.p1);
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break;
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case Element_Quad:
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QuadSeg quad = Element_Quad_read(ref);
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c.bbox.xy = min(min(quad.p0, quad.p1), quad.p2);
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c.bbox.zw = max(max(quad.p0, quad.p1), quad.p2);
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break;
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case Element_Cubic:
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CubicSeg cubic = Element_Cubic_read(ref);
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c.bbox.xy = min(min(cubic.p0, cubic.p1), min(cubic.p2, cubic.p3));
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c.bbox.zw = max(max(cubic.p0, cubic.p1), max(cubic.p2, cubic.p3));
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break;
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case Element_Fill:
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case Element_Stroke:
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c.flags = FLAG_RESET_BBOX;
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break;
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case Element_SetLineWidth:
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SetLineWidth lw = Element_SetLineWidth_read(ref);
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c.linewidth = lw.width;
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c.flags = FLAG_SET_LINEWIDTH;
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break;
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case Element_Transform:
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Transform t = Element_Transform_read(ref);
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c.mat = t.mat;
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c.translate = t.translate;
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break;
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}
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return c;
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}
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// Get the bounding box of a circle transformed by the matrix into an ellipse.
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vec2 get_linewidth(State st) {
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// See https://www.iquilezles.org/www/articles/ellipses/ellipses.htm
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return 0.5 * st.linewidth * vec2(length(st.mat.xz), length(st.mat.yw));
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}
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// We should be able to use an array of structs but the NV shader compiler
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// doesn't seem to like it :/
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//shared State sh_state[WG_SIZE];
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shared vec4 sh_mat[WG_SIZE];
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shared vec2 sh_translate[WG_SIZE];
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shared vec4 sh_bbox[WG_SIZE];
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shared float sh_width[WG_SIZE];
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shared uint sh_flags[WG_SIZE];
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shared uint sh_tile_ix;
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shared State sh_prefix;
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void main() {
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State th_state[N_ROWS];
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// Determine partition to process by atomic counter (described in Section
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// 4.4 of prefix sum paper).
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if (gl_LocalInvocationID.x == 0) {
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sh_tile_ix = atomicAdd(state[0], 1);
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}
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barrier();
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uint tile_ix = sh_tile_ix;
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uint ix = tile_ix * TILE_SIZE + gl_LocalInvocationID.x * N_ROWS;
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ElementRef ref = ElementRef(ix * Element_size);
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th_state[0] = map_element(ref);
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for (uint i = 1; i < N_ROWS; i++) {
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// discussion question: would it be faster to load using more coherent patterns
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// into thread memory? This is kinda strided.
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th_state[i] = combine_state(th_state[i - 1], map_element(Element_index(ref, i)));
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}
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State agg = th_state[N_ROWS - 1];
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sh_mat[gl_LocalInvocationID.x] = agg.mat;
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sh_translate[gl_LocalInvocationID.x] = agg.translate;
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sh_bbox[gl_LocalInvocationID.x] = agg.bbox;
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sh_width[gl_LocalInvocationID.x] = agg.linewidth;
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sh_flags[gl_LocalInvocationID.x] = agg.flags;
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for (uint i = 0; i < LG_WG_SIZE; i++) {
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barrier();
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if (gl_LocalInvocationID.x >= (1 << i)) {
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State other;
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uint ix = gl_LocalInvocationID.x - (1 << i);
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other.mat = sh_mat[ix];
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other.translate = sh_translate[ix];
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other.bbox = sh_bbox[ix];
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other.linewidth = sh_width[ix];
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other.flags = sh_flags[ix];
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agg = combine_state(other, agg);
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}
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barrier();
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sh_mat[gl_LocalInvocationID.x] = agg.mat;
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sh_translate[gl_LocalInvocationID.x] = agg.translate;
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sh_bbox[gl_LocalInvocationID.x] = agg.bbox;
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sh_width[gl_LocalInvocationID.x] = agg.linewidth;
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sh_flags[gl_LocalInvocationID.x] = agg.flags;
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}
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State exclusive;
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exclusive.bbox = vec4(0.0, 0.0, 0.0, 0.0);
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exclusive.mat = vec4(1.0, 0.0, 0.0, 1.0);
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exclusive.translate = vec2(0.0, 0.0);
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exclusive.linewidth = 1.0; //TODO should be 0.0
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exclusive.flags = 0;
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// Publish aggregate for this partition
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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// Note: with memory model, we'd want to generate the atomic store version of this.
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State_write(state_aggregate_ref(tile_ix), agg);
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uint flag = FLAG_AGGREGATE_READY;
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memoryBarrierBuffer();
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if (tile_ix == 0) {
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State_write(state_prefix_ref(tile_ix), agg);
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flag = FLAG_PREFIX_READY;
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}
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state[state_flag_index(tile_ix)] = flag;
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if (tile_ix != 0) {
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// step 4 of paper: decoupled lookback
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uint look_back_ix = tile_ix - 1;
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while (true) {
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flag = state[state_flag_index(look_back_ix)];
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if (flag == FLAG_PREFIX_READY) {
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State their_prefix = State_read(state_prefix_ref(look_back_ix));
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exclusive = combine_state(their_prefix, exclusive);
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break;
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} else if (flag == FLAG_AGGREGATE_READY) {
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State their_agg = State_read(state_aggregate_ref(look_back_ix));
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exclusive = combine_state(their_agg, exclusive);
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look_back_ix--;
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}
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// else spin
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}
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// step 5 of paper: compute inclusive prefix
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State inclusive_prefix = combine_state(exclusive, agg);
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sh_prefix = exclusive;
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State_write(state_prefix_ref(tile_ix), inclusive_prefix);
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memoryBarrierBuffer();
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flag = FLAG_PREFIX_READY;
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state[state_flag_index(tile_ix)] = flag;
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}
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}
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barrier();
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if (tile_ix != 0) {
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exclusive = sh_prefix;
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}
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State row = exclusive;
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if (gl_LocalInvocationID.x > 0) {
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uint ix = gl_LocalInvocationID.x - 1;
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State other;
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other.mat = sh_mat[ix];
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other.translate = sh_translate[ix];
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other.bbox = sh_bbox[ix];
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other.linewidth = sh_width[ix];
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other.flags = sh_flags[ix];
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row = combine_state(row, other);
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}
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for (uint i = 0; i < N_ROWS; i++) {
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State st = combine_state(row, th_state[i]);
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// We write the state now for development purposes, but the
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// actual goal is to write transformed and annotated elements.
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//State_write(StateRef((ix + i) * State_size), st);
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// Here we read again from the original scene. There may be
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// gains to be had from stashing in shared memory or possibly
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// registers (though register pressure is an issue).
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ElementRef this_ref = Element_index(ref, i);
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AnnotatedRef out_ref = AnnotatedRef((ix + i) * Annotated_size);
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uint tag = Element_tag(this_ref);
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switch (tag) {
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case Element_Line:
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LineSeg line = Element_Line_read(this_ref);
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AnnoLineSeg anno_line;
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anno_line.p0 = st.mat.xz * line.p0.x + st.mat.yw * line.p0.y + st.translate;
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anno_line.p1 = st.mat.xz * line.p1.x + st.mat.yw * line.p1.y + st.translate;
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anno_line.stroke = get_linewidth(st);
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Annotated_Line_write(out_ref, anno_line);
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break;
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case Element_Stroke:
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Stroke stroke = Element_Stroke_read(this_ref);
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AnnoStroke anno_stroke;
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anno_stroke.rgba_color = stroke.rgba_color;
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vec2 lw = get_linewidth(st);
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anno_stroke.bbox = st.bbox + vec4(-lw, lw);
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anno_stroke.linewidth = st.linewidth * sqrt(st.mat.x * st.mat.w - st.mat.y * st.mat.z);
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Annotated_Stroke_write(out_ref, anno_stroke);
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break;
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case Element_Fill:
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Fill fill = Element_Fill_read(this_ref);
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AnnoFill anno_fill;
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anno_fill.rgba_color = fill.rgba_color;
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anno_fill.bbox = st.bbox;
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Annotated_Fill_write(out_ref, anno_fill);
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break;
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default:
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Annotated_Nop_write(out_ref);
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break;
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}
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}
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}
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