mirror of
https://github.com/italicsjenga/vello.git
synced 2025-01-09 12:21:31 +11:00
1dea6c0ef0
Fixed several other shader validation errors caught when running vello_shaders natively on Metal. These were primarily caused by reading an invalid drawtag while accessing the scene buffer. Scene buffer access in the offending pipelines now initialize the draw tag to DRAWTAG_NOP if an invocation ID would land beyond the valid index range of encoded draw objects.
167 lines
5.5 KiB
WebGPU Shading Language
167 lines
5.5 KiB
WebGPU Shading Language
// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
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// The binning stage
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#import config
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#import drawtag
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#import bbox
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#import bump
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@group(0) @binding(0)
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var<uniform> config: Config;
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@group(0) @binding(1)
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var<storage> draw_monoids: array<DrawMonoid>;
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@group(0) @binding(2)
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var<storage> path_bbox_buf: array<PathBbox>;
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@group(0) @binding(3)
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var<storage> clip_bbox_buf: array<vec4<f32>>;
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@group(0) @binding(4)
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var<storage, read_write> intersected_bbox: array<vec4<f32>>;
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@group(0) @binding(5)
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var<storage, read_write> bump: BumpAllocators;
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@group(0) @binding(6)
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var<storage, read_write> bin_data: array<u32>;
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// TODO: put in common place
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struct BinHeader {
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element_count: u32,
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chunk_offset: u32,
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}
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@group(0) @binding(7)
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var<storage, read_write> bin_header: array<BinHeader>;
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// conversion factors from coordinates to bin
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let SX = 0.00390625;
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let SY = 0.00390625;
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//let SX = 1.0 / f32(N_TILE_X * TILE_WIDTH);
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//let SY = 1.0 / f32(N_TILE_Y * TILE_HEIGHT);
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let WG_SIZE = 256u;
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let N_SLICE = 8u;
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//let N_SLICE = WG_SIZE / 32u;
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let N_SUBSLICE = 4u;
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var<workgroup> sh_bitmaps: array<array<atomic<u32>, N_TILE>, N_SLICE>;
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// store count values packed two u16's to a u32
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var<workgroup> sh_count: array<array<u32, N_TILE>, N_SUBSLICE>;
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var<workgroup> sh_chunk_offset: array<u32, N_TILE>;
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@compute @workgroup_size(256)
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fn main(
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@builtin(global_invocation_id) global_id: vec3<u32>,
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@builtin(local_invocation_id) local_id: vec3<u32>,
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@builtin(workgroup_id) wg_id: vec3<u32>,
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) {
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for (var i = 0u; i < N_SLICE; i += 1u) {
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atomicStore(&sh_bitmaps[i][local_id.x], 0u);
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}
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workgroupBarrier();
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// Read inputs and determine coverage of bins
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let element_ix = global_id.x;
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var x0 = 0;
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var y0 = 0;
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var x1 = 0;
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var y1 = 0;
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if element_ix < config.n_drawobj {
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let draw_monoid = draw_monoids[element_ix];
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var clip_bbox = vec4(-1e9, -1e9, 1e9, 1e9);
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if draw_monoid.clip_ix > 0u {
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// TODO: `clip_ix` should always be valid as long as the monoids are correct. Leaving
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// the bounds check in here for correctness but we should assert this condition instead
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// once there is a debug-assertion mechanism.
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clip_bbox = clip_bbox_buf[min(draw_monoid.clip_ix - 1u, config.n_clip - 1u)];
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}
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// For clip elements, clip_box is the bbox of the clip path,
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// intersected with enclosing clips.
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// For other elements, it is the bbox of the enclosing clips.
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// TODO check this is true
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let path_bbox = path_bbox_buf[draw_monoid.path_ix];
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let pb = vec4<f32>(vec4(path_bbox.x0, path_bbox.y0, path_bbox.x1, path_bbox.y1));
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let bbox_raw = bbox_intersect(clip_bbox, pb);
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// TODO(naga): clunky expression a workaround for broken lhs swizzle
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let bbox = vec4(bbox_raw.xy, max(bbox_raw.xy, bbox_raw.zw));
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intersected_bbox[element_ix] = bbox;
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x0 = i32(floor(bbox.x * SX));
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y0 = i32(floor(bbox.y * SY));
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x1 = i32(ceil(bbox.z * SX));
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y1 = i32(ceil(bbox.w * SY));
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}
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let width_in_bins = i32((config.width_in_tiles + N_TILE_X - 1u) / N_TILE_X);
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let height_in_bins = i32((config.height_in_tiles + N_TILE_Y - 1u) / N_TILE_Y);
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x0 = clamp(x0, 0, width_in_bins);
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y0 = clamp(y0, 0, height_in_bins);
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x1 = clamp(x1, 0, width_in_bins);
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y1 = clamp(y1, 0, height_in_bins);
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if x0 == x1 {
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y1 = y0;
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}
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var x = x0;
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var y = y0;
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let my_slice = local_id.x / 32u;
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let my_mask = 1u << (local_id.x & 31u);
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while y < y1 {
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atomicOr(&sh_bitmaps[my_slice][y * width_in_bins + x], my_mask);
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x += 1;
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if x == x1 {
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x = x0;
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y += 1;
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}
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}
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workgroupBarrier();
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// Allocate output segments
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var element_count = 0u;
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for (var i = 0u; i < N_SUBSLICE; i += 1u) {
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element_count += countOneBits(atomicLoad(&sh_bitmaps[i * 2u][local_id.x]));
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let element_count_lo = element_count;
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element_count += countOneBits(atomicLoad(&sh_bitmaps[i * 2u + 1u][local_id.x]));
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let element_count_hi = element_count;
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let element_count_packed = element_count_lo | (element_count_hi << 16u);
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sh_count[i][local_id.x] = element_count_packed;
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}
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// element_count is the number of draw objects covering this thread's bin
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var chunk_offset = atomicAdd(&bump.binning, element_count);
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if chunk_offset + element_count > config.binning_size {
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chunk_offset = 0u;
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atomicOr(&bump.failed, STAGE_BINNING);
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}
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sh_chunk_offset[local_id.x] = chunk_offset;
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bin_header[global_id.x].element_count = element_count;
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bin_header[global_id.x].chunk_offset = chunk_offset;
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workgroupBarrier();
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// loop over bbox of bins touched by this draw object
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x = x0;
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y = y0;
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while y < y1 {
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let bin_ix = y * width_in_bins + x;
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let out_mask = atomicLoad(&sh_bitmaps[my_slice][bin_ix]);
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// I think this predicate will always be true...
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if (out_mask & my_mask) != 0u {
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var idx = countOneBits(out_mask & (my_mask - 1u));
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if my_slice > 0u {
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let count_ix = my_slice - 1u;
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let count_packed = sh_count[count_ix / 2u][bin_ix];
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idx += (count_packed >> (16u * (count_ix & 1u))) & 0xffffu;
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}
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let offset = config.bin_data_start + sh_chunk_offset[bin_ix];
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bin_data[offset + idx] = element_ix;
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}
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x += 1;
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if x == x1 {
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x = x0;
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y += 1;
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}
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}
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}
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