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343e4c3075
Adds a binning stage. This is a first draft, and a number of loose ends exist.
230 lines
8.6 KiB
Plaintext
230 lines
8.6 KiB
Plaintext
// 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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#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 TILE_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 = 0) readonly buffer SceneBuf {
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uint[] scene;
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};
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// This will be used for inter-workgroup aggregates. In the
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// meantime, for development, it has been used to store the
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// scan of the state objects.
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layout(set = 0, binding = 1) buffer StateBuf {
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uint[] state;
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};
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// The annotated results are stored here.
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layout(set = 0, binding = 2) buffer AnnotatedBuf {
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uint[] annotated;
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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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#define FLAG_SET_LINEWIDTH 1
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#define FLAG_RESET_BBOX 2
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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 && (a.bbox.z > a.bbox.x || a.bbox.w > a.bbox.y)) {
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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 | b.flags;
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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);
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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 = 0.0;
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c.flags = 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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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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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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break;
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case Element_Fill:
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case Element_Stroke:
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c.flags = FLAG_RESET_BBOX;
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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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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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// We should be able to use an array of structs but the NV shader compiler
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// doesn't seem to like it :/
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//shared State sh_state[WG_SIZE];
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shared vec4 sh_mat[WG_SIZE];
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shared vec2 sh_translate[WG_SIZE];
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shared vec4 sh_bbox[WG_SIZE];
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shared float sh_width[WG_SIZE];
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shared uint sh_flags[WG_SIZE];
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void main() {
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State th_state[N_ROWS];
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// this becomes an atomic counter
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uint tile_ix = gl_WorkGroupID.x;
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uint ix = tile_ix * TILE_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_mat[gl_LocalInvocationID.x] = agg.mat;
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sh_translate[gl_LocalInvocationID.x] = agg.translate;
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sh_bbox[gl_LocalInvocationID.x] = agg.bbox;
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sh_width[gl_LocalInvocationID.x] = agg.linewidth;
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sh_flags[gl_LocalInvocationID.x] = agg.flags;
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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;
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uint ix = gl_LocalInvocationID.x - (1 << i);
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other.mat = sh_mat[ix];
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other.translate = sh_translate[ix];
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other.bbox = sh_bbox[ix];
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other.linewidth = sh_width[ix];
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other.flags = sh_flags[ix];
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agg = combine_state(other, agg);
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}
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barrier();
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sh_mat[gl_LocalInvocationID.x] = agg.mat;
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sh_translate[gl_LocalInvocationID.x] = agg.translate;
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sh_bbox[gl_LocalInvocationID.x] = agg.bbox;
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sh_width[gl_LocalInvocationID.x] = agg.linewidth;
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sh_flags[gl_LocalInvocationID.x] = agg.flags;
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}
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// TODO: if last invocation in wg, publish agg.
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barrier();
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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 = 0.0;
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exclusive.flags = 0;
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// TODO: do decoupled look-back
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State row = exclusive;
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if (gl_LocalInvocationID.x > 0) {
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uint ix = gl_LocalInvocationID.x - 1;
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State other;
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other.mat = sh_mat[ix];
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other.translate = sh_translate[ix];
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other.bbox = sh_bbox[ix];
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other.linewidth = sh_width[ix];
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other.flags = sh_flags[ix];
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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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// We write the state now for development purposes, but the
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// actual goal is to write transformed and annotated elements.
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//State_write(StateRef((ix + i) * State_size), st);
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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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AnnotatedRef out_ref = AnnotatedRef((ix + i) * Annotated_size);
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uint tag = Element_tag(this_ref);
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switch (tag) {
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case Element_Line:
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LineSeg line = Element_Line_read(this_ref);
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AnnoLineSeg anno_line;
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anno_line.p0 = st.mat.xz * line.p0.x + st.mat.yw * line.p0.y + st.translate;
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anno_line.p1 = st.mat.xz * line.p1.x + st.mat.yw * line.p1.y + st.translate;
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anno_line.stroke = get_linewidth(st);
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Annotated_Line_write(out_ref, anno_line);
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break;
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case Element_Stroke:
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Stroke stroke = Element_Stroke_read(this_ref);
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AnnoStroke anno_stroke;
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anno_stroke.rgba_color = stroke.rgba_color;
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vec2 lw = get_linewidth(st);
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anno_stroke.bbox = st.bbox + vec4(-lw, lw);
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anno_stroke.linewidth = st.linewidth * sqrt(st.mat.x * st.mat.w - st.mat.y * st.mat.z);
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Annotated_Stroke_write(out_ref, anno_stroke);
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break;
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case Element_Fill:
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Fill fill = Element_Fill_read(this_ref);
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AnnoFill anno_fill;
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anno_fill.rgba_color = fill.rgba_color;
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anno_fill.bbox = st.bbox;
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Annotated_Fill_write(out_ref, anno_fill);
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break;
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default:
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Annotated_Nop_write(out_ref);
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break;
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}
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}
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}
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