vello/piet-gpu/shader/tile_alloc.comp
Raph Levien acb3933d94 Variable size encoding of draw objects
This patch switches to a variable size encoding of draw objects.

In addition to the CPU-side scene encoding, it changes the representation of intermediate per draw object state from the `Annotated` struct to a variable "info" encoding. In addition, the bounding boxes are moved to a separate array (for a more "structure of "arrays" approach). Data that's unchanged from the scene encoding is not copied. Rather, downstream stages can access the data from the scene buffer (reducing allocation and copying).

Prefix sums, computed in `DrawMonoid` track the offset of both scene and intermediate data. The tags for the CPU-side encoding have been split into their own stream (again a change from AoS to SoA style).

This is not necessarily the final form. There's some stuff (including at least one piet-gpu-derive type) that can be deleted. In addition, the linewidth field should probably move from the info to path-specific. Also, the 1:1 correspondence between draw object and path has not yet been broken.

Closes #152
2022-03-14 16:32:08 -07:00

113 lines
3.8 KiB
GLSL

// 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 "mem.h"
#include "setup.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;
};
layout(binding = 2) readonly buffer SceneBuf {
uint[] scene;
};
#include "drawtag.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 MallocResult sh_tile_alloc;
vec4 load_draw_bbox(uint draw_ix) {
uint base = (conf.draw_bbox_alloc.offset >> 2) + 4 * draw_ix;
float x0 = uintBitsToFloat(memory[base]);
float y0 = uintBitsToFloat(memory[base + 1]);
float x1 = uintBitsToFloat(memory[base + 2]);
float y1 = uintBitsToFloat(memory[base + 3]);
vec4 bbox = vec4(x0, y0, x1, y1);
return bbox;
}
void main() {
uint th_ix = gl_LocalInvocationID.x;
uint element_ix = gl_GlobalInvocationID.x;
// At the moment, element_ix == path_ix. The clip-intersected bounding boxes
// for elements (draw objects) are computed in the binning stage, but at some
// point we'll probably want to break that correspondence. Tiles should be
// allocated for paths, not draw objs. EndClip doesn't need an allocation.
PathRef path_ref = PathRef(conf.tile_alloc.offset + element_ix * Path_size);
uint drawtag_base = conf.drawtag_offset >> 2;
uint drawtag = Drawtag_Nop;
if (element_ix < conf.n_elements) {
drawtag = scene[drawtag_base + element_ix];
}
int x0 = 0, y0 = 0, x1 = 0, y1 = 0;
// Allocate an empty path for EndClip; at some point we'll change
// this to be per path rather than per draw object.
if (drawtag != Drawtag_Nop && drawtag != Drawtag_EndClip) {
vec4 bbox = load_draw_bbox(element_ix);
x0 = int(floor(bbox.x * SX));
y0 = int(floor(bbox.y * SY));
x1 = int(ceil(bbox.z * SX));
y1 = int(ceil(bbox.w * SY));
}
x0 = clamp(x0, 0, int(conf.width_in_tiles));
y0 = clamp(y0, 0, int(conf.height_in_tiles));
x1 = clamp(x1, 0, int(conf.width_in_tiles));
y1 = clamp(y1, 0, int(conf.height_in_tiles));
Path path;
path.bbox = uvec4(x0, y0, x1, y1);
uint tile_count = (x1 - x0) * (y1 - y0);
sh_tile_count[th_ix] = tile_count;
uint total_tile_count = tile_count;
// Prefix sum of sh_tile_count
for (uint i = 0; i < LG_TILE_ALLOC_WG; i++) {
barrier();
if (th_ix >= (1u << i)) {
total_tile_count += sh_tile_count[th_ix - (1u << i)];
}
barrier();
sh_tile_count[th_ix] = total_tile_count;
}
if (th_ix == TILE_ALLOC_WG - 1) {
sh_tile_alloc = malloc(total_tile_count * Tile_size);
}
barrier();
MallocResult alloc_start = sh_tile_alloc;
if (alloc_start.failed || mem_error != NO_ERROR) {
return;
}
if (element_ix < conf.n_elements) {
uint tile_subix = th_ix > 0 ? sh_tile_count[th_ix - 1] : 0;
Alloc tiles_alloc = slice_mem(alloc_start.alloc, Tile_size * tile_subix, Tile_size * tile_count);
path.tiles = TileRef(tiles_alloc.offset);
Path_write(conf.tile_alloc, 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.alloc.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.
write_mem(alloc_start.alloc, start_ix + i, 0);
}
}