[wip, win32, canvas] bin segments to screen tile queues

This commit is contained in:
martinfouilleul 2023-06-30 15:18:37 +02:00
parent 15c54b9385
commit 0870097262
6 changed files with 311 additions and 71 deletions

View File

@ -30,7 +30,7 @@ int main()
//NOTE: create surface
mg_surface surface = mg_surface_create_for_window(window, MG_CANVAS);
mg_surface_swap_interval(surface, 0);
mg_surface_swap_interval(surface, 1);
if(mg_surface_is_nil(surface))
{

View File

@ -124,12 +124,10 @@ typedef struct mg_gl_canvas_backend
GLuint vao;
/*
GLuint pathSetup;
*/
GLuint segmentSetup;
/*
GLuint backprop;
/*
GLuint merge;
*/
GLuint raster;
@ -242,40 +240,49 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
/*
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
//NOTE: path setup pass
glUseProgram(backend->pathSetup);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueCountBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->tileQueueBuffer);
glUniform1i(0, tileSize);
glUniform1f(1, scale);
// glUniform1i(0, tileSize);
// glUniform1f(1, scale);
glDispatchCompute(nTilesX, nTilesY, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glDispatchCompute(pathCount, 1, 1);
*/
//NOTE: segment setup pass
glUseProgram(backend->segmentSetup);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, backend->elementBufferOffset, eltCount*sizeof(mg_gl_path_elt));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->tileQueueBuffer);
glUniform1f(0, scale);
glUniform1ui(1, tileSize);
glUniform2i(2, nTilesX, nTilesY);
glDispatchCompute(eltCount, 1, 1);
/*
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
//NOTE: backprop pass
/*
glUseProgram(backend->backprop);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->tileQueueBuffer);
glDispatchCompute(pathCount*16, 1, 1);
glUniform2i(0, nTilesX, nTilesY);
glDispatchCompute(nTilesY, 1, 1);
*/
/*
//NOTE: merge pass
glUseProgram(backend->merge);
@ -307,6 +314,8 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
// glUniform1ui(0, tileSize);
// glUniform1f(1, scale);
@ -316,8 +325,6 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
{
log_error("gl error %i\n", err);
}
log_info("eltCount = %i\n", eltCount);
ASSERT(eltCount != 0);
@ -339,7 +346,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
}
*/
glDispatchCompute(viewportSize.x, viewportSize.y, 1);
glDispatchCompute(nTilesX, nTilesY, 1);
//NOTE: blit pass
glUseProgram(backend->blit);
@ -741,12 +748,10 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
//NOTE: create programs
int err = 0;
/*
err |= mg_gl_canvas_compile_compute_program(glsl_path_setup, &backend->pathSetup);
*/
err |= mg_gl_canvas_compile_compute_program(glsl_segment_setup, &backend->segmentSetup);
/*
err |= mg_gl_canvas_compile_compute_program(glsl_backprop, &backend->backprop);
/*
err |= mg_gl_canvas_compile_compute_program(glsl_merge, &backend->merge);
*/
err |= mg_gl_canvas_compile_compute_program(glsl_raster, &backend->raster);

View File

@ -4,17 +4,23 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
precision mediump float;
layout(std430) buffer;
layout(binding = 0) restrict readonly buffer pathQueueBufferSSBO
{
mg_gl_path_queue elements[];
} pathQueueBuffer;
layout(binding = 1) restrict writeonly buffer tileQueueBufferSSBO
layout(binding = 0) restrict buffer tileQueueBufferSSBO
{
mg_gl_tile_queue elements[];
} tileQueueBuffer;
layout(location = 0) uniform ivec2 nTiles;
void main()
{
int rowIndex = int(gl_WorkGroupID.x);
int sum = 0;
for(int x = nTiles.x-1; x >= 0; x--)
{
int tileIndex = rowIndex * nTiles.x + x;
int offset = tileQueueBuffer.elements[tileIndex].windingOffset;
tileQueueBuffer.elements[tileIndex].windingOffset = sum;
sum += offset;
}
}

View File

@ -4,27 +4,18 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
precision mediump float;
layout(std430) buffer;
layout(binding = 0) restrict readonly buffer pathBufferSSBO
{
mg_gl_path elements[];
} pathBuffer;
layout(binding = 1) restrict writeonly buffer pathQueueBufferSSBO
{
mg_gl_path_queue elements[];
} pathQueueBuffer;
layout(binding = 2) restrict writeonly buffer tileQueueBufferSSBO
layout(binding = 0) restrict writeonly buffer tileQueueBufferSSBO
{
mg_gl_tile_queue elements[];
} tileQueueBuffer;
layout(binding = 3) restrict writeonly buffer tileQueueCountBufferSSBO
{
int elements[];
} tileQueueCountBuffer;
void main()
{
uvec2 nTiles = gl_NumWorkGroups.xy;
uvec2 tileCoord = gl_WorkGroupID.xy;
uint tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
tileQueueBuffer.elements[tileIndex].windingOffset = 0;
tileQueueBuffer.elements[tileIndex].first = -1;
tileQueueBuffer.elements[tileIndex].last = -1;
}

View File

@ -19,6 +19,17 @@ layout(binding = 2) restrict readonly buffer segmentBufferSSBO
mg_gl_segment elements[];
} segmentBuffer;
layout(binding = 3) restrict readonly buffer tileQueuesBufferSSBO
{
mg_gl_tile_queue elements[];
} tileQueuesBuffer;
layout(binding = 4) restrict readonly buffer tileOpBufferSSBO
{
mg_gl_tile_op elements[];
} tileOpBuffer;
//layout(location = 0) uniform uint tileSize; // this has to be commented until it's effectively used!!
//layout(location = 0) uniform float scale;
@ -121,39 +132,64 @@ int side_of_segment(vec2 p, mg_gl_segment seg)
void main()
{
int segCount = segmentCountBuffer.elements[0];
vec2 sampleCoord = vec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
uvec2 nTiles = gl_NumWorkGroups.xy;
uvec2 tileCoord = gl_WorkGroupID.xy;
uint tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
vec2 sampleCoord = vec2(pixelCoord);
imageStore(outTexture, ivec2(sampleCoord), vec4(1, 1, 1, 1));
mg_gl_tile_queue tileQueue = tileQueuesBuffer.elements[tileIndex];
int opIndex = tileQueue.first;
// int winding = tileQueue.windingOffset;
int winding = 0;
for(int segIndex=0; segIndex<segCount; segIndex++)
if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
{
mg_gl_segment seg = segmentBuffer.elements[segIndex];
imageStore(outTexture, ivec2(sampleCoord), vec4(0, 0, 0, 1));
return;
}
if( (sampleCoord.y > seg.box.y)
&&(sampleCoord.y <= seg.box.w)
&&(side_of_segment(sampleCoord, seg) < 0))
{
winding += seg.windingIncrement;
}
int opCount = 0;
while(opIndex >= 0)
{
//imageStore(outTexture, ivec2(sampleCoord), vec4(0, 1, 0, 1));
//return;
/*
if(op->crossRight)
mg_gl_tile_op op = tileOpBuffer.elements[opIndex];
opIndex = op.next;
if(op.kind == MG_GL_OP_SEGMENT)
{
if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
&&(sampleCoord.y > seg.box.w))
int segIndex = op.index;
mg_gl_segment seg = segmentBuffer.elements[segIndex];
if( (sampleCoord.y > seg.box.y)
&&(sampleCoord.y <= seg.box.w)
&&(side_of_segment(sampleCoord, seg) < 0))
{
winding += seg.windingIncrement;
}
else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
&&(sampleCoord.y > seg.box.y))
{
winding -= seg.windingIncrement;
}
}
*/
}
/* if(op.crossRight)
{
if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
&&(sampleCoord.y > seg.box.w))
{
winding += seg.windingIncrement;
}
else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
&&(sampleCoord.y > seg.box.y))
{
winding -= seg.windingIncrement;
}
}
*/
}
}
int pathIndex = 0;
// vec4 clip = pathBuffer.elements[pathIndex].clip * scale;

View File

@ -9,18 +9,34 @@ layout(binding = 0) restrict readonly buffer elementBufferSSBO
mg_gl_path_elt elements[];
} elementBuffer;
layout(binding = 1) restrict buffer segmentCountBufferSSBO
layout(binding = 1) coherent restrict buffer segmentCountBufferSSBO
{
int elements[];
} segmentCountBuffer;
layout(binding = 2) restrict writeonly buffer segmentBufferSSBO
layout(binding = 2) restrict buffer segmentBufferSSBO
{
mg_gl_segment elements[];
} segmentBuffer;
layout(location = 0) uniform float scale;
layout(binding = 3) coherent restrict buffer tileOpCountBufferSSBO
{
int elements[];
} tileOpCountBuffer;
layout(binding = 4) restrict buffer tileOpBufferSSBO
{
mg_gl_tile_op elements[];
} tileOpBuffer;
layout(binding = 5) coherent restrict buffer tileQueuesBufferSSBO
{
mg_gl_tile_queue elements[];
} tileQueuesBuffer;
layout(location = 0) uniform float scale;
layout(location = 1) uniform uint tileSize;
layout(location = 2) uniform ivec2 nTiles;
int push_segment(in vec2 p[4], int kind)
{
@ -82,12 +98,198 @@ int push_segment(in vec2 p[4], int kind)
return(segIndex);
}
float ccw(vec2 a, vec2 b, vec2 c)
{
return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
}
int side_of_segment(vec2 p, mg_gl_segment seg)
{
int side = 0;
if(p.y > seg.box.w || p.y <= seg.box.y)
{
if(p.x > seg.box.x && p.x <= seg.box.z)
{
if(p.y > seg.box.w)
{
side = (seg.config == MG_GL_TL || seg.config == MG_GL_BR)? -1 : 1;
}
else
{
side = (seg.config == MG_GL_TL || seg.config == MG_GL_BR)? 1 : -1;
}
}
}
else if(p.x > seg.box.z)
{
side = 1;
}
else if(p.x <= seg.box.x)
{
side = -1;
}
else
{
vec2 a, b, c;
switch(seg.config)
{
case MG_GL_TL:
a = seg.box.xy;
b = seg.box.zw;
break;
case MG_GL_BR:
a = seg.box.zw;
b = seg.box.xy;
break;
case MG_GL_TR:
a = seg.box.xw;
b = seg.box.zy;
break;
case MG_GL_BL:
a = seg.box.zy;
b = seg.box.xw;
break;
}
c = seg.hullVertex;
if(ccw(a, b, p) < 0)
{
// other side of the diagonal
side = (seg.config == MG_GL_BR || seg.config == MG_GL_TR) ? -1 : 1;
}
else if(ccw(b, c, p) < 0 || ccw(c, a, p) < 0)
{
// same side of the diagonal, but outside curve hull
side = (seg.config == MG_GL_BL || seg.config == MG_GL_TL) ? -1 : 1;
}
else
{
// inside curve hull
switch(seg.kind)
{
case MG_GL_LINE:
side = 1;
break;
case MG_GL_QUADRATIC:
{
vec3 ph = {p.x, p.y, 1};
vec3 klm = seg.implicitMatrix * ph;
side = ((klm.x*klm.x - klm.y)*klm.z < 0)? -1 : 1;
} break;
case MG_GL_CUBIC:
{
vec3 ph = {p.x, p.y, 1};
vec3 klm = seg.implicitMatrix * ph;
side = (seg.sign*(klm.x*klm.x*klm.x - klm.y*klm.z) < 0)? -1 : 1;
} break;
}
}
}
return(side);
}
void bin_to_tiles(int segIndex)
{
//NOTE: add segment index to the queues of tiles it overlaps with
const mg_gl_segment seg = segmentBuffer.elements[segIndex];
ivec4 pathArea = ivec4(0, 0, nTiles.x, nTiles.y);
ivec4 coveredTiles = ivec4(seg.box)/int(tileSize);
int xMin = max(0, coveredTiles.x - pathArea.x);
int yMin = max(0, coveredTiles.y - pathArea.y);
int xMax = min(coveredTiles.z - pathArea.x, pathArea.z-1);
int yMax = min(coveredTiles.w - pathArea.y, pathArea.w-1);
for(int y = yMin; y <= yMax; y++)
{
for(int x = xMin ; x <= xMax; x++)
{
vec4 tileBox = vec4(float(x + pathArea.x),
float(y + pathArea.y),
float(x + pathArea.x + 1),
float(y + pathArea.y + 1)) * float(tileSize);
vec2 bl = {tileBox.x, tileBox.y};
vec2 br = {tileBox.z, tileBox.y};
vec2 tr = {tileBox.z, tileBox.w};
vec2 tl = {tileBox.x, tileBox.w};
int sbl = side_of_segment(bl, seg);
int sbr = side_of_segment(br, seg);
int str = side_of_segment(tr, seg);
int stl = side_of_segment(tl, seg);
bool crossL = (stl*sbl < 0);
bool crossR = (str*sbr < 0);
bool crossT = (stl*str < 0);
bool crossB = (sbl*sbr < 0);
vec2 s0, s1;
if(seg.config == MG_GL_TL||seg.config == MG_GL_BR)
{
s0 = seg.box.xy;
s1 = seg.box.zw;
}
else
{
s0 = seg.box.xw;
s1 = seg.box.zy;
}
bool s0Inside = s0.x >= tileBox.x
&& s0.x < tileBox.z
&& s0.y >= tileBox.y
&& s0.y < tileBox.w;
bool s1Inside = s1.x >= tileBox.x
&& s1.x < tileBox.z
&& s1.y >= tileBox.y
&& s1.y < tileBox.w;
if(crossL || crossR || crossT || crossB || s0Inside || s1Inside)
{
int tileOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
tileOpBuffer.elements[tileOpIndex].kind = MG_GL_OP_SEGMENT;
tileOpBuffer.elements[tileOpIndex].index = segIndex;
tileOpBuffer.elements[tileOpIndex].crossRight = false;
tileOpBuffer.elements[tileOpIndex].next = -1;
int tileIndex = y*pathArea.z + x;
tileOpBuffer.elements[tileOpIndex].next = atomicExchange(tileQueuesBuffer.elements[tileIndex].first, tileOpIndex);
if(tileOpBuffer.elements[tileOpIndex].next == -1)
{
tileQueuesBuffer.elements[tileIndex].last = tileOpIndex;
}
//NOTE: if the segment crosses the tile's bottom boundary, update the tile's winding offset
if(crossB)
{
atomicAdd(tileQueuesBuffer.elements[tileIndex].windingOffset, seg.windingIncrement);
}
//NOTE: if the segment crosses the right boundary, mark it.
if(crossR)
{
tileOpBuffer.elements[tileOpIndex].crossRight = true;
}
}
}
}
}
void line_setup(vec2 p[4])
{
int segIndex = push_segment(p, MG_GL_LINE);
segmentBuffer.elements[segIndex].hullVertex = p[0];
//TODO later bin to tiles
bin_to_tiles(segIndex);
}
void main()