vello/piet-gpu/shader/tile.h
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

112 lines
2.5 KiB
C

// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// Code auto-generated by piet-gpu-derive
struct PathRef {
uint offset;
};
struct TileRef {
uint offset;
};
struct TileSegRef {
uint offset;
};
struct Path {
uvec4 bbox;
TileRef tiles;
};
#define Path_size 12
PathRef Path_index(PathRef ref, uint index) {
return PathRef(ref.offset + index * Path_size);
}
struct Tile {
TileSegRef tile;
int backdrop;
};
#define Tile_size 8
TileRef Tile_index(TileRef ref, uint index) {
return TileRef(ref.offset + index * Tile_size);
}
struct TileSeg {
vec2 origin;
vec2 vector;
float y_edge;
TileSegRef next;
};
#define TileSeg_size 24
TileSegRef TileSeg_index(TileSegRef ref, uint index) {
return TileSegRef(ref.offset + index * TileSeg_size);
}
Path Path_read(PathRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = memory[ix + 0];
uint raw1 = memory[ix + 1];
uint raw2 = memory[ix + 2];
Path s;
s.bbox = uvec4(raw0 & 0xffff, raw0 >> 16, raw1 & 0xffff, raw1 >> 16);
s.tiles = TileRef(raw2);
return s;
}
void Path_write(PathRef ref, Path s) {
uint ix = ref.offset >> 2;
memory[ix + 0] = s.bbox.x | (s.bbox.y << 16);
memory[ix + 1] = s.bbox.z | (s.bbox.w << 16);
memory[ix + 2] = s.tiles.offset;
}
Tile Tile_read(TileRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = memory[ix + 0];
uint raw1 = memory[ix + 1];
Tile s;
s.tile = TileSegRef(raw0);
s.backdrop = int(raw1);
return s;
}
void Tile_write(TileRef ref, Tile s) {
uint ix = ref.offset >> 2;
memory[ix + 0] = s.tile.offset;
memory[ix + 1] = uint(s.backdrop);
}
TileSeg TileSeg_read(TileSegRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = memory[ix + 0];
uint raw1 = memory[ix + 1];
uint raw2 = memory[ix + 2];
uint raw3 = memory[ix + 3];
uint raw4 = memory[ix + 4];
uint raw5 = memory[ix + 5];
TileSeg s;
s.origin = vec2(uintBitsToFloat(raw0), uintBitsToFloat(raw1));
s.vector = vec2(uintBitsToFloat(raw2), uintBitsToFloat(raw3));
s.y_edge = uintBitsToFloat(raw4);
s.next = TileSegRef(raw5);
return s;
}
void TileSeg_write(TileSegRef ref, TileSeg s) {
uint ix = ref.offset >> 2;
memory[ix + 0] = floatBitsToUint(s.origin.x);
memory[ix + 1] = floatBitsToUint(s.origin.y);
memory[ix + 2] = floatBitsToUint(s.vector.x);
memory[ix + 3] = floatBitsToUint(s.vector.y);
memory[ix + 4] = floatBitsToUint(s.y_edge);
memory[ix + 5] = s.next.offset;
}