mirror of
https://github.com/italicsjenga/vello.git
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44327fe49f
This successfully renders the tiger; fills and strokes are supported. Other parts of the imaging model, not yet. Progress toward #119
468 lines
18 KiB
GLSL
468 lines
18 KiB
GLSL
// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
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// 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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#include "mem.h"
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#include "setup.h"
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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 PARTITION_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 = 1) readonly buffer ConfigBuf {
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Config conf;
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};
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layout(set = 0, binding = 2) 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 = 3) volatile buffer StateBuf {
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uint part_counter;
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uint[] state;
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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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#include "pathseg.h"
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#include "tile.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(4 + 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(4 + 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 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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#define FLAG_SET_FILL_MODE 8
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// Fill modes take up the next bit. Non-zero fill is 0, stroke is 1.
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#define LG_FILL_MODE 4
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#define FILL_MODE_BITS 1
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#define FILL_MODE_MASK (FILL_MODE_BITS << LG_FILL_MODE)
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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 | FLAG_SET_FILL_MODE)) | b.flags;
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c.flags |= (a.flags & FLAG_RESET_BBOX) >> 1;
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uint fill_mode = (b.flags & FLAG_SET_FILL_MODE) == 0 ? a.flags : b.flags;
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fill_mode &= FILL_MODE_MASK;
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c.flags = (c.flags & ~FILL_MODE_MASK) | fill_mode;
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c.path_count = a.path_count + b.path_count;
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c.pathseg_count = a.pathseg_count + b.pathseg_count;
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c.trans_count = a.trans_count + b.trans_count;
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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).tag;
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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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c.path_count = 0;
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c.pathseg_count = 0;
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c.trans_count = 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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c.pathseg_count = 1;
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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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c.pathseg_count = 1;
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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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c.pathseg_count = 1;
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break;
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case Element_FillColor:
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case Element_FillLinGradient:
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case Element_FillImage:
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case Element_BeginClip:
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c.flags = FLAG_RESET_BBOX;
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c.path_count = 1;
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break;
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case Element_EndClip:
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c.path_count = 1;
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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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c.trans_count = 1;
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break;
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case Element_SetFillMode:
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SetFillMode fm = Element_SetFillMode_read(ref);
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c.flags = FLAG_SET_FILL_MODE | (fm.fill_mode << LG_FILL_MODE);
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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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shared State sh_state[WG_SIZE];
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shared uint sh_part_ix;
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shared State sh_prefix;
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shared uint sh_flag;
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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_part_ix = atomicAdd(part_counter, 1);
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}
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barrier();
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uint part_ix = sh_part_ix;
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uint ix = part_ix * PARTITION_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_state[gl_LocalInvocationID.x] = agg;
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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 = sh_state[gl_LocalInvocationID.x - (1 << i)];
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agg = combine_state(other, agg);
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}
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barrier();
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sh_state[gl_LocalInvocationID.x] = agg;
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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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exclusive.path_count = 0;
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exclusive.pathseg_count = 0;
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exclusive.trans_count = 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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State_write(state_aggregate_ref(part_ix), agg);
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if (part_ix == 0) {
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State_write(state_prefix_ref(part_ix), agg);
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}
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}
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// Write flag with release semantics; this is done portably with a barrier.
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memoryBarrierBuffer();
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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uint flag = FLAG_AGGREGATE_READY;
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if (part_ix == 0) {
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flag = FLAG_PREFIX_READY;
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}
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state[state_flag_index(part_ix)] = flag;
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}
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if (part_ix != 0) {
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// step 4 of paper: decoupled lookback
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uint look_back_ix = part_ix - 1;
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State their_agg;
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uint their_ix = 0;
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while (true) {
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// Read flag with acquire semantics.
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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sh_flag = state[state_flag_index(look_back_ix)];
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}
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// The flag load is done only in the last thread. However, because the
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// translation of memoryBarrierBuffer to Metal requires uniform control
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// flow, we broadcast it to all threads.
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memoryBarrierBuffer();
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barrier();
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uint flag = sh_flag;
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barrier();
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if (flag == FLAG_PREFIX_READY) {
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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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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}
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break;
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} else if (flag == FLAG_AGGREGATE_READY) {
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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their_agg = State_read(state_aggregate_ref(look_back_ix));
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exclusive = combine_state(their_agg, exclusive);
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}
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look_back_ix--;
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their_ix = 0;
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continue;
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}
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// else spin
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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// Unfortunately there's no guarantee of forward progress of other
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// workgroups, so compute a bit of the aggregate before trying again.
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// In the worst case, spinning stops when the aggregate is complete.
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ElementRef ref = ElementRef((look_back_ix * PARTITION_SIZE + their_ix) * Element_size);
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State s = map_element(ref);
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if (their_ix == 0) {
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their_agg = s;
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} else {
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their_agg = combine_state(their_agg, s);
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}
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their_ix++;
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if (their_ix == PARTITION_SIZE) {
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exclusive = combine_state(their_agg, exclusive);
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if (look_back_ix == 0) {
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sh_flag = FLAG_PREFIX_READY;
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} else {
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look_back_ix--;
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their_ix = 0;
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}
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}
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}
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barrier();
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flag = sh_flag;
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barrier();
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if (flag == FLAG_PREFIX_READY) {
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break;
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}
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}
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// step 5 of paper: compute inclusive prefix
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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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(part_ix), inclusive_prefix);
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}
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memoryBarrierBuffer();
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if (gl_LocalInvocationID.x == WG_SIZE - 1) {
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state[state_flag_index(part_ix)] = FLAG_PREFIX_READY;
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}
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}
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barrier();
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if (part_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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State other = sh_state[gl_LocalInvocationID.x - 1];
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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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// 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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ElementTag tag = Element_tag(this_ref);
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uint fill_mode = fill_mode_from_flags(st.flags >> LG_FILL_MODE);
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bool is_stroke = fill_mode == MODE_STROKE;
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switch (tag.tag) {
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case Element_Line:
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LineSeg line = Element_Line_read(this_ref);
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PathCubic path_cubic;
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path_cubic.p0 = line.p0;
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path_cubic.p1 = mix(line.p0, line.p1, 1.0 / 3.0);
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path_cubic.p2 = mix(line.p1, line.p0, 1.0 / 3.0);
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path_cubic.p3 = line.p1;
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path_cubic.path_ix = st.path_count;
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path_cubic.trans_ix = st.trans_count;
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if (is_stroke) {
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path_cubic.stroke = get_linewidth(st);
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} else {
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path_cubic.stroke = vec2(0.0);
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}
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PathSegRef path_out_ref = PathSegRef(conf.pathseg_alloc.offset + (st.pathseg_count - 1) * PathSeg_size);
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PathSeg_Cubic_write(conf.pathseg_alloc, path_out_ref, fill_mode, path_cubic);
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break;
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case Element_Quad:
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QuadSeg quad = Element_Quad_read(this_ref);
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path_cubic.p0 = quad.p0;
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path_cubic.p1 = mix(quad.p1, quad.p0, 1.0 / 3.0);
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path_cubic.p2 = mix(quad.p1, quad.p2, 1.0 / 3.0);
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path_cubic.p3 = quad.p2;
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path_cubic.path_ix = st.path_count;
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path_cubic.trans_ix = st.trans_count;
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if (is_stroke) {
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path_cubic.stroke = get_linewidth(st);
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} else {
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path_cubic.stroke = vec2(0.0);
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}
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path_out_ref = PathSegRef(conf.pathseg_alloc.offset + (st.pathseg_count - 1) * PathSeg_size);
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PathSeg_Cubic_write(conf.pathseg_alloc, path_out_ref, fill_mode, path_cubic);
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break;
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case Element_Cubic:
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CubicSeg cubic = Element_Cubic_read(this_ref);
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path_cubic.p0 = cubic.p0;
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path_cubic.p1 = cubic.p1;
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path_cubic.p2 = cubic.p2;
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path_cubic.p3 = cubic.p3;
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path_cubic.path_ix = st.path_count;
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path_cubic.trans_ix = st.trans_count;
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if (is_stroke) {
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path_cubic.stroke = get_linewidth(st);
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} else {
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path_cubic.stroke = vec2(0.0);
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}
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path_out_ref = PathSegRef(conf.pathseg_alloc.offset + (st.pathseg_count - 1) * PathSeg_size);
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PathSeg_Cubic_write(conf.pathseg_alloc, path_out_ref, fill_mode, path_cubic);
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break;
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case Element_FillColor:
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FillColor fill = Element_FillColor_read(this_ref);
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AnnoColor anno_fill;
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anno_fill.rgba_color = fill.rgba_color;
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if (is_stroke) {
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vec2 lw = get_linewidth(st);
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anno_fill.bbox = st.bbox + vec4(-lw, lw);
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anno_fill.linewidth = st.linewidth * sqrt(abs(st.mat.x * st.mat.w - st.mat.y * st.mat.z));
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} else {
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anno_fill.bbox = st.bbox;
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anno_fill.linewidth = 0.0;
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}
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AnnotatedRef out_ref = AnnotatedRef(conf.anno_alloc.offset + (st.path_count - 1) * Annotated_size);
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Annotated_Color_write(conf.anno_alloc, out_ref, fill_mode, anno_fill);
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break;
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case Element_FillLinGradient:
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FillLinGradient lin = Element_FillLinGradient_read(this_ref);
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AnnoLinGradient anno_lin;
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anno_lin.index = lin.index;
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vec2 p0 = st.mat.xy * lin.p0.x + st.mat.zw * lin.p0.y + st.translate;
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vec2 p1 = st.mat.xy * lin.p1.x + st.mat.zw * lin.p1.y + st.translate;
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vec2 dxy = p1 - p0;
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float scale = 1.0 / (dxy.x * dxy.x + dxy.y * dxy.y);
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float line_x = dxy.x * scale;
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float line_y = dxy.y * scale;
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anno_lin.line_x = line_x;
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anno_lin.line_y = line_y;
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anno_lin.line_c = -(p0.x * line_x + p0.y * line_y);
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// TODO: consider consolidating bbox calculation
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if (is_stroke) {
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vec2 lw = get_linewidth(st);
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anno_lin.bbox = st.bbox + vec4(-lw, lw);
|
|
anno_lin.linewidth = st.linewidth * sqrt(abs(st.mat.x * st.mat.w - st.mat.y * st.mat.z));
|
|
} else {
|
|
anno_lin.bbox = st.bbox;
|
|
anno_lin.linewidth = 0.0;
|
|
}
|
|
out_ref = AnnotatedRef(conf.anno_alloc.offset + (st.path_count - 1) * Annotated_size);
|
|
Annotated_LinGradient_write(conf.anno_alloc, out_ref, fill_mode, anno_lin);
|
|
break;
|
|
case Element_FillImage:
|
|
FillImage fill_img = Element_FillImage_read(this_ref);
|
|
AnnoImage anno_img;
|
|
anno_img.index = fill_img.index;
|
|
anno_img.offset = fill_img.offset;
|
|
if (is_stroke) {
|
|
vec2 lw = get_linewidth(st);
|
|
anno_img.bbox = st.bbox + vec4(-lw, lw);
|
|
anno_img.linewidth = st.linewidth * sqrt(abs(st.mat.x * st.mat.w - st.mat.y * st.mat.z));
|
|
} else {
|
|
anno_img.bbox = st.bbox;
|
|
anno_img.linewidth = 0.0;
|
|
}
|
|
out_ref = AnnotatedRef(conf.anno_alloc.offset + (st.path_count - 1) * Annotated_size);
|
|
Annotated_Image_write(conf.anno_alloc, out_ref, fill_mode, anno_img);
|
|
break;
|
|
case Element_BeginClip:
|
|
Clip begin_clip = Element_BeginClip_read(this_ref);
|
|
AnnoBeginClip anno_begin_clip;
|
|
// This is the absolute bbox, it's been transformed during encoding.
|
|
anno_begin_clip.bbox = begin_clip.bbox;
|
|
if (is_stroke) {
|
|
vec2 lw = get_linewidth(st);
|
|
anno_begin_clip.linewidth = st.linewidth * sqrt(abs(st.mat.x * st.mat.w - st.mat.y * st.mat.z));
|
|
} else {
|
|
anno_begin_clip.linewidth = 0.0;
|
|
}
|
|
out_ref = AnnotatedRef(conf.anno_alloc.offset + (st.path_count - 1) * Annotated_size);
|
|
Annotated_BeginClip_write(conf.anno_alloc, out_ref, fill_mode, anno_begin_clip);
|
|
break;
|
|
case Element_EndClip:
|
|
Clip end_clip = Element_EndClip_read(this_ref);
|
|
// This bbox is expected to be the same as the begin one.
|
|
AnnoEndClip anno_end_clip = AnnoEndClip(end_clip.bbox);
|
|
out_ref = AnnotatedRef(conf.anno_alloc.offset + (st.path_count - 1) * Annotated_size);
|
|
Annotated_EndClip_write(conf.anno_alloc, out_ref, anno_end_clip);
|
|
break;
|
|
case Element_Transform:
|
|
TransformSeg transform = TransformSeg(st.mat, st.translate);
|
|
TransformSegRef trans_ref = TransformSegRef(conf.trans_alloc.offset + (st.trans_count - 1) * TransformSeg_size);
|
|
TransformSeg_write(conf.trans_alloc, trans_ref, transform);
|
|
break;
|
|
}
|
|
}
|
|
}
|