[mtl canvas] adding a color command for fully covered, solid color tiles. This is not much of an improvement for now because the tile array just got bigger, but maybe we can use the same scheme and compact it into an int
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90b00979ed
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@ -563,7 +563,7 @@ mg_canvas_backend* mg_mtl_canvas_create(mg_surface surface)
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backend->eltOffset = [metalSurface->device newBufferWithLength: sizeof(int)
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options: MTLResourceStorageModePrivate];
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backend->tileArrayBuffer = [metalSurface->device newBufferWithLength: RENDERER_TILE_BUFFER_SIZE*sizeof(int)*RENDERER_MAX_TILES
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backend->tileArrayBuffer = [metalSurface->device newBufferWithLength: RENDERER_TILE_BUFFER_COUNT*sizeof(mg_tile_cmd)*RENDERER_MAX_TILES
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options: MTLResourceStorageModePrivate];
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backend->tileCounters = [metalSurface->device newBufferWithLength: RENDERER_MAX_TILES*sizeof(uint)
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@ -11,9 +11,9 @@
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#include<simd/simd.h>
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#define RENDERER_TILE_BUFFER_SIZE 8192
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#define RENDERER_TILE_SIZE 16
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#define RENDERER_MAX_TILES 65536
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#define RENDERER_TILE_BUFFER_COUNT 4*(1<<10)
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#define RENDERER_DEBUG_TILE_VISITED 0xf00d
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#define RENDERER_DEBUG_TILE_BUFFER_OVERFLOW 0xdead
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@ -64,6 +64,18 @@ typedef struct mg_triangle_data
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using namespace metal;
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#endif
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typedef enum mg_tile_cmd_kind
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{
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mg_cmd_triangle,
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mg_cmd_color
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} mg_tile_cmd_kind;
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typedef struct mg_tile_cmd
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{
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mg_tile_cmd_kind kind;
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int triangleIndex;
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} mg_tile_cmd;
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typedef struct mg_tile_elt
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{
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int triangleIndex;
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@ -266,7 +266,7 @@ kernel void GatherKernel(const device mg_shape_queue* shapeQueueBuffer [[buffer(
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const device mg_tile* tilesBuffer [[buffer(1)]],
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const device mg_tile_elt* eltBuffer [[buffer(2)]],
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device int* tileCounters [[buffer(3)]],
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device int* tileArrayBuffer [[buffer(4)]],
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device mg_tile_cmd* tileArrayBuffer [[buffer(4)]],
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constant int* shapeCount [[buffer(5)]],
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constant uint2* viewport [[buffer(6)]],
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uint2 gid [[thread_position_in_grid]])
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@ -277,7 +277,7 @@ kernel void GatherKernel(const device mg_shape_queue* shapeQueueBuffer [[buffer(
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int2 tileCoord = int2(gid);
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int tileIndex = tileCoord.y * nTilesX + tileCoord.x;
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device int* tileArray = &tileArrayBuffer[tileIndex * RENDERER_TILE_BUFFER_SIZE];
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device mg_tile_cmd* tileArray = &tileArrayBuffer[tileIndex * RENDERER_TILE_BUFFER_COUNT];
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int count = 0;
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for(int shapeIndex = 0; shapeIndex < shapeCount[0]; shapeIndex++)
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@ -303,7 +303,14 @@ kernel void GatherKernel(const device mg_shape_queue* shapeQueueBuffer [[buffer(
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if(tile->color.a == 1)
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{
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//NOTE: tile is full covered by a solid color, reset counter
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int firstEltIndex = *(device int*)&tile->firstElt;
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const device mg_tile_elt* elt = &eltBuffer[firstEltIndex];
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count = 0;
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tileArray[count].kind = mg_cmd_color;
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tileArray[count].triangleIndex = elt->triangleIndex;
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count++;
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continue;
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}
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}
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else
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@ -321,7 +328,8 @@ kernel void GatherKernel(const device mg_shape_queue* shapeQueueBuffer [[buffer(
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elt = &eltBuffer[eltIndex];
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eltIndex = elt->next;
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tileArray[count] = elt->triangleIndex;
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tileArray[count].kind = mg_cmd_triangle;
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tileArray[count].triangleIndex = elt->triangleIndex;
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count++;
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}
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}
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@ -330,7 +338,7 @@ kernel void GatherKernel(const device mg_shape_queue* shapeQueueBuffer [[buffer(
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}
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kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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const device uint* tileArrayBuffer [[buffer(1)]],
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const device mg_tile_cmd* tileArrayBuffer [[buffer(1)]],
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const device mg_triangle_data* triangleArray [[buffer(2)]],
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constant int* useTexture [[buffer(3)]],
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@ -349,7 +357,7 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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const uint2 tileCoord = uint2(pixelCoord)/ RENDERER_TILE_SIZE;
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const uint2 tilesMatrixDim = (gridSize - 1) / RENDERER_TILE_SIZE + 1;
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const uint tileIndex = tileCoord.y * tilesMatrixDim.x + tileCoord.x;
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const uint tileCounter = min(tileCounters[tileIndex], (uint)RENDERER_TILE_BUFFER_SIZE);
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const uint tileCounter = min(tileCounters[tileIndex], (uint)RENDERER_TILE_BUFFER_COUNT);
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#ifdef RENDERER_DEBUG_TILES
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//NOTE(martin): color code debug values and show the tile grid
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@ -404,7 +412,7 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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currentColor[i] = float4(0, 0, 0, 0);
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}
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if(tileCounter >= RENDERER_TILE_BUFFER_SIZE)
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if(tileCounter >= RENDERER_TILE_BUFFER_COUNT)
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{
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outTexture.write(float4(1, 0, 0, 1), gid);
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return;
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@ -412,82 +420,94 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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for(uint tileArrayIndex=0; tileArrayIndex < tileCounter; tileArrayIndex++)
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{
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int triangleIndex = tileArrayBuffer[RENDERER_TILE_BUFFER_SIZE * tileIndex + tileArrayIndex];
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const device mg_triangle_data* triangle = &triangleArray[triangleIndex];
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const device mg_tile_cmd* cmd = &tileArrayBuffer[RENDERER_TILE_BUFFER_COUNT * tileIndex + tileArrayIndex];
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const device mg_triangle_data* triangle = &triangleArray[cmd->triangleIndex];
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int2 p0 = triangle->p0;
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int2 p1 = triangle->p1;
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int2 p2 = triangle->p2;
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int cw = triangle->cw;
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int bias0 = triangle->bias0;
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int bias1 = triangle->bias1;
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int bias2 = triangle->bias2;
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float4 cubic0 = triangle->cubic0;
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float4 cubic1 = triangle->cubic1;
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float4 cubic2 = triangle->cubic2;
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int shapeIndex = triangle->shapeIndex;
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float4 color = triangle->color;
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color.rgb *= color.a;
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int4 clip = triangle->box;
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matrix_float3x3 uvTransform = triangle->uvTransform;
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for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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if(cmd->kind == mg_cmd_color)
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{
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int2 samplePoint = samplePoints[sampleIndex];
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if( samplePoint.x < clip.x
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|| samplePoint.x > clip.z
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|| samplePoint.y < clip.y
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|| samplePoint.y > clip.w)
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for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
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{
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continue;
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sampleColor[sampleIndex] = triangle->color;
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flipCount[sampleIndex] = 0;
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currentShapeIndex[sampleIndex] = triangle->shapeIndex;
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}
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}
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else if(cmd->kind == mg_cmd_triangle)
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{
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int2 p0 = triangle->p0;
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int2 p1 = triangle->p1;
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int2 p2 = triangle->p2;
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int w0 = cw*orient2d(p1, p2, samplePoint);
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int w1 = cw*orient2d(p2, p0, samplePoint);
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int w2 = cw*orient2d(p0, p1, samplePoint);
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int cw = triangle->cw;
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if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
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int bias0 = triangle->bias0;
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int bias1 = triangle->bias1;
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int bias2 = triangle->bias2;
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float4 cubic0 = triangle->cubic0;
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float4 cubic1 = triangle->cubic1;
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float4 cubic2 = triangle->cubic2;
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int shapeIndex = triangle->shapeIndex;
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float4 color = triangle->color;
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color.rgb *= color.a;
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int4 clip = triangle->box;
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matrix_float3x3 uvTransform = triangle->uvTransform;
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for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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float4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);
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int2 samplePoint = samplePoints[sampleIndex];
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float eps = 0.0001;
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if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
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if( samplePoint.x < clip.x
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|| samplePoint.x > clip.z
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|| samplePoint.y < clip.y
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|| samplePoint.y > clip.w)
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{
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if(shapeIndex == currentShapeIndex[sampleIndex])
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continue;
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}
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int w0 = cw*orient2d(p1, p2, samplePoint);
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int w1 = cw*orient2d(p2, p0, samplePoint);
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int w2 = cw*orient2d(p0, p1, samplePoint);
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if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
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{
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float4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);
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float eps = 0.0001;
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if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
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{
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flipCount[sampleIndex]++;
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}
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else
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{
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if(flipCount[sampleIndex] & 0x01)
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if(shapeIndex == currentShapeIndex[sampleIndex])
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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flipCount[sampleIndex]++;
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}
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float4 nextColor = color;
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if(useTexture[0])
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else
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{
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float3 sampleFP = float3(float2(samplePoint).xy/(subPixelFactor*2.), 1);
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float2 uv = (uvTransform * sampleFP).xy;
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if(flipCount[sampleIndex] & 0x01)
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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}
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constexpr sampler smp(mip_filter::nearest, mag_filter::linear, min_filter::linear);
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float4 texColor = texAtlas.sample(smp, uv);
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float4 nextColor = color;
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texColor.rgb *= texColor.a;
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nextColor *= texColor;
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if(useTexture[0])
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{
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float3 sampleFP = float3(float2(samplePoint).xy/(subPixelFactor*2.), 1);
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float2 uv = (uvTransform * sampleFP).xy;
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constexpr sampler smp(mip_filter::nearest, mag_filter::linear, min_filter::linear);
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float4 texColor = texAtlas.sample(smp, uv);
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texColor.rgb *= texColor.a;
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nextColor *= texColor;
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}
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currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-nextColor.a) + nextColor;
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currentShapeIndex[sampleIndex] = shapeIndex;
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flipCount[sampleIndex] = 1;
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}
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currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-nextColor.a) + nextColor;
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currentShapeIndex[sampleIndex] = shapeIndex;
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flipCount[sampleIndex] = 1;
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}
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}
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}
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@ -506,151 +526,3 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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outTexture.write(pixelColor/float(sampleCount), gid);
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}
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/*
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kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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const device uint* tileArrayBuffer [[buffer(1)]],
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const device mg_triangle_data* triangleArray [[buffer(2)]],
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constant int* useTexture [[buffer(3)]],
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constant float* scaling [[buffer(4)]],
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texture2d<float, access::write> outTexture [[texture(0)]],
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texture2d<float> texAtlas [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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uint2 tgid [[threadgroup_position_in_grid]],
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uint2 threadsPerThreadgroup [[threads_per_threadgroup]],
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uint2 gridSize [[threads_per_grid]])
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{
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const int2 pixelCoord = int2(gid);
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const uint2 tileCoord = uint2(pixelCoord)/ RENDERER_TILE_SIZE;
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const uint2 tilesMatrixDim = (gridSize - 1) / RENDERER_TILE_SIZE + 1;
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const uint tileIndex = tileCoord.y * tilesMatrixDim.x + tileCoord.x;
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const uint tileCounter = min(tileCounters[tileIndex], (uint)RENDERER_TILE_BUFFER_SIZE);
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const int subPixelFactor = 16;
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const int2 centerPoint = int2((float2(pixelCoord) + float2(0.5, 0.5)) * subPixelFactor);
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const int sampleCount = 8;
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int2 samplePoints[sampleCount] = {centerPoint + int2(1, 3),
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centerPoint + int2(-1, -3),
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centerPoint + int2(5, -1),
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centerPoint + int2(-3, 5),
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centerPoint + int2(-5, -5),
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centerPoint + int2(-7, 1),
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centerPoint + int2(3, -7),
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centerPoint + int2(7, 7)};
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float4 sampleColor[sampleCount];
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float4 currentColor[sampleCount];
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int currentShapeIndex[sampleCount];
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int flipCount[sampleCount];
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for(int i=0; i<sampleCount; i++)
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{
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currentShapeIndex[i] = -1;
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flipCount[i] = 0;
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sampleColor[i] = float4(0, 0, 0, 0);
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currentColor[i] = float4(0, 0, 0, 0);
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}
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for(uint tileArrayIndex = 0; tileArrayIndex < tileCounter; tileArrayIndex++)
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{
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int triangleIndex = tileArrayBuffer[tileIndex * RENDERER_TILE_BUFFER_SIZE + tileArrayIndex];
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const device mg_triangle_data* triangle = &triangleArray[triangleIndex];
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int2 p0 = triangle->p0;
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int2 p1 = triangle->p1;
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int2 p2 = triangle->p2;
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int cw = triangle->cw;
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int bias0 = triangle->bias0;
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int bias1 = triangle->bias1;
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int bias2 = triangle->bias2;
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float4 cubic0 = triangle->cubic0;
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float4 cubic1 = triangle->cubic1;
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float4 cubic2 = triangle->cubic2;
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int shapeIndex = triangle->shapeIndex;
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float4 color = triangle->color;
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color.rgb *= color.a;
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int4 clip = triangle->box;
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matrix_float3x3 uvTransform = triangle->uvTransform;
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for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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int2 samplePoint = samplePoints[sampleIndex];
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if( samplePoint.x < clip.x
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|| samplePoint.x > clip.z
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|| samplePoint.y < clip.y
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|| samplePoint.y > clip.w)
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{
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continue;
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}
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int w0 = cw*orient2d(p1, p2, samplePoint);
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int w1 = cw*orient2d(p2, p0, samplePoint);
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int w2 = cw*orient2d(p0, p1, samplePoint);
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if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
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{
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float4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);
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float eps = 0.0001;
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if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
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{
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if(shapeIndex == currentShapeIndex[sampleIndex])
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{
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flipCount[sampleIndex]++;
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}
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else
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{
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if(flipCount[sampleIndex] & 0x01)
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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}
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float4 nextColor = color;
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if(useTexture[0])
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{
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float3 sampleFP = float3(float2(samplePoint).xy/(subPixelFactor*2.), 1);
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float2 uv = (uvTransform * sampleFP).xy;
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constexpr sampler smp(mip_filter::nearest, mag_filter::linear, min_filter::linear);
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float4 texColor = texAtlas.sample(smp, uv);
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texColor.rgb *= texColor.a;
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nextColor *= texColor;
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}
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currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-nextColor.a) + nextColor;
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currentShapeIndex[sampleIndex] = shapeIndex;
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flipCount[sampleIndex] = 1;
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}
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}
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}
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}
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}
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float4 pixelColor = float4(0);
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for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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if(flipCount[sampleIndex] & 0x01)
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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}
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pixelColor += sampleColor[sampleIndex];
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}
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outTexture.write(pixelColor/float(sampleCount), gid);
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}
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*/
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