[gl canvas] balance dispatch of raster shader along 2 dimensions to avoid hitting the max workgroup count per dimension
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3c103eeb65
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@ -4,7 +4,7 @@ setlocal EnableDelayedExpansion
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if not exist bin mkdir bin
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set glsl_shaders=src\glsl_shaders\common.glsl src\glsl_shaders\blit_vertex.glsl src\glsl_shaders\blit_fragment.glsl src\glsl_shaders\path_setup.glsl src\glsl_shaders\segment_setup.glsl src\glsl_shaders\backprop.glsl src\glsl_shaders\merge.glsl src\glsl_shaders\raster.glsl
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set glsl_shaders=src\glsl_shaders\common.glsl src\glsl_shaders\blit_vertex.glsl src\glsl_shaders\blit_fragment.glsl src\glsl_shaders\path_setup.glsl src\glsl_shaders\segment_setup.glsl src\glsl_shaders\backprop.glsl src\glsl_shaders\merge.glsl src\glsl_shaders\raster.glsl src\glsl_shaders\balance_workgroups.glsl
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call python3 scripts\embed_text.py %glsl_shaders% --prefix=glsl_ --output src\glsl_shaders.h
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@ -149,6 +149,7 @@ typedef struct mg_gl_canvas_backend
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GLuint segmentSetup;
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GLuint backprop;
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GLuint merge;
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GLuint balanceWorkgroups;
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GLuint raster;
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GLuint blit;
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@ -167,6 +168,7 @@ typedef struct mg_gl_canvas_backend
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GLuint tileOpBuffer;
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GLuint tileOpCountBuffer;
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GLuint screenTilesBuffer;
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GLuint screenTilesCountBuffer;
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GLuint rasterDispatchBuffer;
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GLuint dummyVertexBuffer;
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@ -1095,6 +1097,9 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->rasterDispatchBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(mg_gl_dispatch_indirect_command), &zero, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesCountBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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int err = glGetError();
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@ -1210,7 +1215,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->screenTilesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, backend->rasterDispatchBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, backend->screenTilesCountBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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@ -1239,6 +1244,17 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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log_error("gl error %i\n", err);
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}
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}
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//NOTE: balance work groups
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glUseProgram(backend->balanceWorkgroups);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->screenTilesCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->rasterDispatchBuffer);
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glUniform1ui(0, maxWorkGroupCount);
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glDispatchCompute(1, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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//NOTE: raster pass
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glUseProgram(backend->raster);
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@ -1246,6 +1262,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileOpBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->screenTilesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->screenTilesCountBuffer);
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glUniform1f(0, scale);
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glUniform1i(1, backend->msaaCount);
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@ -1265,6 +1282,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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}
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glUniform1i(3, backend->pathBatchStart);
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glUniform1ui(4, maxWorkGroupCount);
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, backend->rasterDispatchBuffer);
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glDispatchComputeIndirect(0);
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@ -1659,6 +1677,7 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
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err |= mg_gl_canvas_compile_compute_program(glsl_segment_setup, &backend->segmentSetup);
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err |= mg_gl_canvas_compile_compute_program(glsl_backprop, &backend->backprop);
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err |= mg_gl_canvas_compile_compute_program(glsl_merge, &backend->merge);
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err |= mg_gl_canvas_compile_compute_program(glsl_balance_workgroups, &backend->balanceWorkgroups);
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err |= mg_gl_canvas_compile_compute_program(glsl_raster, &backend->raster);
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err |= mg_gl_canvas_compile_render_program("blit", glsl_blit_vertex, glsl_blit_fragment, &backend->blit);
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@ -1744,11 +1763,14 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, nTilesX*nTilesY*MG_GL_SCREEN_TILE_SIZE, 0, GL_DYNAMIC_COPY);
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glGenBuffers(1, &backend->screenTilesCountBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesCountBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY);
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glGenBuffers(1, &backend->rasterDispatchBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->rasterDispatchBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(mg_gl_dispatch_indirect_command), 0, GL_DYNAMIC_COPY);
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if(err)
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{
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mg_gl_canvas_destroy((mg_canvas_backend*)backend);
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@ -0,0 +1,27 @@
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) coherent restrict readonly buffer screenTilesCountBufferSSBO
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{
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int elements[];
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} screenTilesCountBuffer;
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layout(binding = 1) coherent restrict writeonly buffer dispatchBufferSSBO
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{
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mg_gl_dispatch_indirect_command elements[];
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} dispatchBuffer;
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layout(location = 0) uniform uint maxWorkGroupCount;
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void main()
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{
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uint totalWorkGroupCount = screenTilesCountBuffer.elements[0];
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dispatchBuffer.elements[0].num_groups_x = totalWorkGroupCount > maxWorkGroupCount ? maxWorkGroupCount : totalWorkGroupCount;
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dispatchBuffer.elements[0].num_groups_y = (totalWorkGroupCount + maxWorkGroupCount - 1) / maxWorkGroupCount;
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dispatchBuffer.elements[0].num_groups_z = 1;
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}
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@ -34,10 +34,10 @@ layout(binding = 5) restrict writeonly buffer screenTilesBufferSSBO
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mg_gl_screen_tile elements[];
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} screenTilesBuffer;
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layout(binding = 6) coherent restrict buffer dispatchBufferSSBO
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layout(binding = 6) coherent restrict buffer screenTilesCountBufferSSBO
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{
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mg_gl_dispatch_indirect_command elements[];
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} dispatchBuffer;
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int elements[];
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} screenTilesCountBuffer;
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layout(location = 0) uniform int tileSize;
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@ -53,9 +53,6 @@ void main()
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int lastOpIndex = -1;
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dispatchBuffer.elements[0].num_groups_y = 1;
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dispatchBuffer.elements[0].num_groups_z = 1;
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for(int pathIndex = 0; pathIndex < pathCount; pathIndex++)
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{
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mg_gl_path_queue pathQueue = pathQueueBuffer.elements[pathIndex];
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@ -75,7 +72,7 @@ void main()
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{
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if(tileIndex < 0)
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{
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tileIndex = int(atomicAdd(dispatchBuffer.elements[0].num_groups_x, 1));
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tileIndex = int(atomicAdd(screenTilesCountBuffer.elements[0], 1));
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screenTilesBuffer.elements[tileIndex].tileCoord = uvec2(tileCoord);
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screenTilesBuffer.elements[tileIndex].first = -1;
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}
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@ -24,17 +24,30 @@ layout(binding = 3) restrict readonly buffer screenTilesBufferSSBO
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mg_gl_screen_tile elements[];
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} screenTilesBuffer;
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layout(binding = 4) restrict readonly buffer screenTilesCountBufferSSBO
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{
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int elements[];
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} screenTilesCountBuffer;
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layout(location = 0) uniform float scale;
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layout(location = 1) uniform int msaaSampleCount;
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layout(location = 2) uniform uint useTexture;
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layout(location = 3) uniform int pathBufferStart;
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layout(location = 4) uniform uint maxWorkGroupCount;
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layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;
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layout(binding = 1) uniform sampler2D srcTexture;
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void main()
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{
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uint tileIndex = gl_WorkGroupID.x;
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uint tileIndex = gl_WorkGroupID.y * maxWorkGroupCount + gl_WorkGroupID.x;
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if(tileIndex >= screenTilesCountBuffer.elements[0])
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{
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return;
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}
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uvec2 tileCoord = screenTilesBuffer.elements[tileIndex].tileCoord;
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ivec2 pixelCoord = ivec2(tileCoord * gl_WorkGroupSize.x + gl_LocalInvocationID.xy);
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