vello/piet-gpu/shader/tile_alloc.comp
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

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// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// Allocation and initialization of tiles for paths.
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "setup.h"
#include "mem.h"
#define LG_TILE_ALLOC_WG (7 + LG_WG_FACTOR)
#define TILE_ALLOC_WG (1 << LG_TILE_ALLOC_WG)
layout(local_size_x = TILE_ALLOC_WG, local_size_y = 1) in;
layout(set = 0, binding = 1) readonly buffer ConfigBuf {
Config conf;
};
#include "annotated.h"
#include "tile.h"
// scale factors useful for converting coordinates to tiles
#define SX (1.0 / float(TILE_WIDTH_PX))
#define SY (1.0 / float(TILE_HEIGHT_PX))
shared uint sh_tile_count[TILE_ALLOC_WG];
shared Alloc sh_tile_alloc;
void main() {
if (mem_overflow) {
return;
}
uint th_ix = gl_LocalInvocationID.x;
uint element_ix = gl_GlobalInvocationID.x;
PathRef path_ref = PathRef(conf.tile_base + element_ix * Path_size);
AnnotatedRef ref = AnnotatedRef(conf.anno_base + element_ix * Annotated_size);
uint tag = Annotated_Nop;
if (element_ix < conf.n_elements) {
tag = Annotated_tag(ref);
}
int x0 = 0, y0 = 0, x1 = 0, y1 = 0;
switch (tag) {
case Annotated_Fill:
case Annotated_Stroke:
case Annotated_BeginClip:
case Annotated_EndClip:
// Note: we take advantage of the fact that fills, strokes, and
// clips have compatible layout.
AnnoFill fill = Annotated_Fill_read(ref);
x0 = int(floor(fill.bbox.x * SX));
y0 = int(floor(fill.bbox.y * SY));
x1 = int(ceil(fill.bbox.z * SX));
y1 = int(ceil(fill.bbox.w * SY));
break;
}
x0 = clamp(x0, 0, WIDTH_IN_TILES);
y0 = clamp(y0, 0, HEIGHT_IN_TILES);
x1 = clamp(x1, 0, WIDTH_IN_TILES);
y1 = clamp(y1, 0, HEIGHT_IN_TILES);
Path path;
path.bbox = uvec4(x0, y0, x1, y1);
uint tile_count = (x1 - x0) * (y1 - y0);
if (tag == Annotated_EndClip) {
// Don't actually allocate tiles for an end clip, but we do want
// the path structure (especially bbox) allocated for it.
tile_count = 0;
}
sh_tile_count[th_ix] = tile_count;
// Prefix sum of sh_tile_count
for (uint i = 0; i < LG_TILE_ALLOC_WG; i++) {
barrier();
if (th_ix >= (1 << i)) {
tile_count += sh_tile_count[th_ix - (1 << i)];
}
barrier();
sh_tile_count[th_ix] = tile_count;
}
if (th_ix == TILE_ALLOC_WG - 1) {
sh_tile_alloc = malloc(tile_count * Tile_size);
}
barrier();
Alloc alloc_start = sh_tile_alloc;
if (alloc_start.failed) {
return;
}
if (element_ix < conf.n_elements) {
uint tile_subix = th_ix > 0 ? sh_tile_count[th_ix - 1] : 0;
path.tiles = TileRef(alloc_start.offset + Tile_size * tile_subix);
Path_write(path_ref, path);
}
// Zero out allocated tiles efficiently
uint total_count = sh_tile_count[TILE_ALLOC_WG - 1] * (Tile_size / 4);
uint start_ix = alloc_start.offset >> 2;
for (uint i = th_ix; i < total_count; i += TILE_ALLOC_WG) {
// Note: this interleaving is faster than using Tile_write
// by a significant amount.
memory[start_ix + i] = 0;
}
}