[wip, win32, canvas] dispatch path setup, segment setup and backprop in batches of GL_MAX_COMPUTE_WORK_GROUP_COUNT elements
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@ -76,6 +76,7 @@ typedef struct mg_gl_path_queue
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{
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vec4 area;
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int tileQueues;
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u8 pad[12];
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} mg_gl_path_queue;
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typedef struct mg_gl_tile_op
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@ -895,24 +896,36 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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//NOTE: path setup pass
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int maxWorkGroupCount = 0;
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glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &maxWorkGroupCount);
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//NOTE: glDispatchCompute errors if work group count is greater _or equal_ to GL_MAX_COMPUTE_WORK_GROUP_COUNT
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// so the maximum _allowed_ group count is one less.
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maxWorkGroupCount--;
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glUseProgram(backend->pathSetup);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glDispatchCompute(pathCount, 1, 1);
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for(int i=0; i<pathCount; i += maxWorkGroupCount)
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{
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int pathOffset = backend->pathBufferOffset + i*sizeof(mg_gl_path);
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int pathQueueOffset = i*sizeof(mg_gl_path_queue);
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int count = minimum(maxWorkGroupCount, pathCount-i);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, pathOffset, count*sizeof(mg_gl_path));
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer, pathQueueOffset, count*sizeof(mg_gl_path_queue));
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glDispatchCompute(count, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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}
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//NOTE: segment setup pass
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glUseProgram(backend->segmentSetup);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, backend->elementBufferOffset, eltCount*sizeof(mg_gl_path_elt));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->pathQueueBuffer);
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@ -923,17 +936,32 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glUniform1f(0, scale);
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glUniform1ui(1, tileSize);
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glDispatchCompute(eltCount, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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for(int i=0; i<eltCount; i += maxWorkGroupCount)
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{
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int offset = backend->elementBufferOffset + i*sizeof(mg_gl_path_elt);
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int count = minimum(maxWorkGroupCount, eltCount-i);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, offset, count*sizeof(mg_gl_path_elt));
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glDispatchCompute(count, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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}
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//NOTE: backprop pass
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glUseProgram(backend->backprop);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileQueueBuffer);
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glDispatchCompute(pathCount, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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for(int i=0; i<pathCount; i += maxWorkGroupCount)
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{
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int offset = i*sizeof(mg_gl_path_queue);
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int count = minimum(maxWorkGroupCount, pathCount-i);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathQueueBuffer, offset, count*sizeof(mg_gl_path_queue));
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glDispatchCompute(count, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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}
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//NOTE: merge pass
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glUseProgram(backend->merge);
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