[wip] trying to simplify metal shader
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@ -45,7 +45,7 @@ typedef struct mg_mtl_canvas_backend
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id<MTLBuffer> vertexBuffer;
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id<MTLBuffer> indexBuffer;
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id<MTLBuffer> tileCounters;
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id<MTLBuffer> tilesArray;
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id<MTLBuffer> tileArrayBuffer;
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id<MTLBuffer> triangleArray;
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id<MTLBuffer> boxArray;
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@ -163,6 +163,7 @@ void mg_mtl_canvas_draw_batch(mg_canvas_backend* interface, mg_image_data* image
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[blitEncoder fillBuffer: backend->tileCounters range: NSMakeRange(0, RENDERER_MAX_TILES*sizeof(uint)) value: 0];
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[blitEncoder endEncoding];
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/*
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//-----------------------------------------------------------
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//NOTE(martin): encode the boxing pass
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//-----------------------------------------------------------
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@ -183,6 +184,7 @@ void mg_mtl_canvas_draw_batch(mg_canvas_backend* interface, mg_image_data* image
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[boxEncoder dispatchThreads: boxGridSize threadsPerThreadgroup: boxGroupSize];
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[boxEncoder endEncoding];
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*/
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//-----------------------------------------------------------
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//NOTE(martin): encode the tiling pass
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@ -191,12 +193,19 @@ void mg_mtl_canvas_draw_batch(mg_canvas_backend* interface, mg_image_data* image
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id<MTLComputeCommandEncoder> tileEncoder = [surface->commandBuffer computeCommandEncoder];
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tileEncoder.label = @"tiling pass";
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[tileEncoder setComputePipelineState: backend->tilingPipeline];
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[tileEncoder setBuffer: backend->boxArray offset:0 atIndex: 0];
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[tileEncoder setBuffer: backend->tileCounters offset:0 atIndex: 1];
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[tileEncoder setBuffer: backend->tilesArray offset:0 atIndex: 2];
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[tileEncoder setBytes: &viewportSize length: sizeof(vector_uint2) atIndex: 3];
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[tileEncoder setBuffer: backend->vertexBuffer offset:backend->vertexBufferOffset atIndex: 0];
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[tileEncoder setBuffer: backend->indexBuffer offset:backend->indexBufferOffset atIndex: 1];
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[tileEncoder setBuffer: backend->shapeBuffer offset:backend->shapeBufferOffset atIndex: 2];
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[tileEncoder setBuffer: backend->tileCounters offset:0 atIndex: 3];
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[tileEncoder setBuffer: backend->tileArrayBuffer offset:0 atIndex: 4];
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[tileEncoder dispatchThreads: boxGridSize threadsPerThreadgroup: boxGroupSize];
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[tileEncoder setBytes: &viewportSize length: sizeof(vector_uint2) atIndex: 5];
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[tileEncoder setBytes: &scale length: sizeof(float) atIndex: 6];
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MTLSize tileGroupSize = MTLSizeMake(backend->tilingPipeline.maxTotalThreadsPerThreadgroup, 1, 1);
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MTLSize tileGridSize = MTLSizeMake(indexCount/3, 1, 1);
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[tileEncoder dispatchThreads: tileGridSize threadsPerThreadgroup: tileGroupSize];
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[tileEncoder endEncoding];
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//-----------------------------------------------------------
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@ -206,15 +215,16 @@ void mg_mtl_canvas_draw_batch(mg_canvas_backend* interface, mg_image_data* image
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id<MTLComputeCommandEncoder> sortEncoder = [surface->commandBuffer computeCommandEncoder];
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sortEncoder.label = @"sorting pass";
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[sortEncoder setComputePipelineState: backend->sortingPipeline];
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[sortEncoder setBuffer: backend->tileCounters offset:0 atIndex: 0];
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[sortEncoder setBuffer: backend->triangleArray offset:0 atIndex: 1];
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[sortEncoder setBuffer: backend->tilesArray offset:0 atIndex: 2];
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[sortEncoder setBytes: &viewportSize length: sizeof(vector_uint2) atIndex: 3];
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[sortEncoder setBuffer: backend->vertexBuffer offset:backend->vertexBufferOffset atIndex: 0];
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[sortEncoder setBuffer: backend->indexBuffer offset:backend->indexBufferOffset atIndex: 1];
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[sortEncoder setBuffer: backend->shapeBuffer offset:backend->shapeBufferOffset atIndex: 2];
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[sortEncoder setBuffer: backend->tileCounters offset:0 atIndex: 3];
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[sortEncoder setBuffer: backend->tileArrayBuffer offset:0 atIndex: 4];
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u32 nTilesX = (viewportSize.x + RENDERER_TILE_SIZE - 1)/RENDERER_TILE_SIZE;
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u32 nTilesY = (viewportSize.y + RENDERER_TILE_SIZE - 1)/RENDERER_TILE_SIZE;
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MTLSize sortGroupSize = MTLSizeMake(backend->boxingPipeline.maxTotalThreadsPerThreadgroup, 1, 1);
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MTLSize sortGroupSize = MTLSizeMake(backend->sortingPipeline.maxTotalThreadsPerThreadgroup, 1, 1);
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MTLSize sortGridSize = MTLSizeMake(nTilesX*nTilesY, 1, 1);
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[sortEncoder dispatchThreads: sortGridSize threadsPerThreadgroup: sortGroupSize];
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@ -226,35 +236,35 @@ void mg_mtl_canvas_draw_batch(mg_canvas_backend* interface, mg_image_data* image
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//TODO: remove that
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vector_float4 clearColorVec4 = {backend->clearColor.r, backend->clearColor.g, backend->clearColor.b, backend->clearColor.a};
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id<MTLComputeCommandEncoder> encoder = [surface->commandBuffer computeCommandEncoder];
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encoder.label = @"drawing pass";
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[encoder setComputePipelineState:backend->computePipeline];
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[encoder setTexture: backend->outTexture atIndex: 0];
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id<MTLComputeCommandEncoder> drawEncoder = [surface->commandBuffer computeCommandEncoder];
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drawEncoder.label = @"drawing pass";
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[drawEncoder setComputePipelineState:backend->computePipeline];
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[drawEncoder setBuffer: backend->vertexBuffer offset:backend->vertexBufferOffset atIndex: 0];
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[drawEncoder setBuffer: backend->indexBuffer offset:backend->indexBufferOffset atIndex: 1];
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[drawEncoder setBuffer: backend->shapeBuffer offset:backend->shapeBufferOffset atIndex: 2];
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[drawEncoder setBuffer: backend->tileCounters offset:0 atIndex: 3];
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[drawEncoder setBuffer: backend->tileArrayBuffer offset:0 atIndex: 4];
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[drawEncoder setTexture: backend->outTexture atIndex: 0];
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int useTexture = 0;
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if(image)
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{
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mg_mtl_image_data* mtlImage = (mg_mtl_image_data*)image;
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[encoder setTexture: mtlImage->texture atIndex: 1];
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[drawEncoder setTexture: mtlImage->texture atIndex: 1];
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useTexture = 1;
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}
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[encoder setBuffer: backend->vertexBuffer offset:backend->vertexBufferOffset atIndex: 0];
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[encoder setBuffer: backend->shapeBuffer offset:backend->shapeBufferOffset atIndex: 1];
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[encoder setBuffer: backend->tileCounters offset:0 atIndex: 2];
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[encoder setBuffer: backend->tilesArray offset:0 atIndex: 3];
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[encoder setBuffer: backend->triangleArray offset:0 atIndex: 4];
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[encoder setBuffer: backend->boxArray offset:0 atIndex: 5];
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[encoder setBytes: &clearColorVec4 length: sizeof(vector_float4) atIndex: 6];
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[encoder setBytes: &useTexture length:sizeof(int) atIndex:7];
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[encoder setBytes: &scale length: sizeof(float) atIndex: 8];
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[drawEncoder setBytes: &clearColorVec4 length: sizeof(vector_float4) atIndex: 5];
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[drawEncoder setBytes: &useTexture length:sizeof(int) atIndex:6];
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[drawEncoder setBytes: &scale length: sizeof(float) atIndex: 7];
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//TODO: check that we don't exceed maxTotalThreadsPerThreadgroup
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DEBUG_ASSERT(RENDERER_TILE_SIZE*RENDERER_TILE_SIZE <= backend->computePipeline.maxTotalThreadsPerThreadgroup);
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MTLSize threadGridSize = MTLSizeMake(viewportSize.x, viewportSize.y, 1);
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MTLSize threadGroupSize = MTLSizeMake(RENDERER_TILE_SIZE, RENDERER_TILE_SIZE, 1);
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[encoder dispatchThreads: threadGridSize threadsPerThreadgroup:threadGroupSize];
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[encoder endEncoding];
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[drawEncoder dispatchThreads: threadGridSize threadsPerThreadgroup:threadGroupSize];
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[drawEncoder endEncoding];
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//-----------------------------------------------------------
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//NOTE(martin): blit texture to framebuffer
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@ -331,7 +341,7 @@ void mg_mtl_canvas_destroy(mg_canvas_backend* interface)
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[backend->outTexture release];
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[backend->vertexBuffer release];
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[backend->indexBuffer release];
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[backend->tilesArray release];
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[backend->tileArrayBuffer release];
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[backend->triangleArray release];
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[backend->boxArray release];
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[backend->computePipeline release];
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@ -459,7 +469,7 @@ mg_canvas_backend* mg_mtl_canvas_create(mg_surface surface)
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backend->shapeBuffer = [metalSurface->device newBufferWithLength: MG_MTL_CANVAS_DEFAULT_BUFFER_LENGTH*sizeof(mg_shape)
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options: bufferOptions];
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backend->tilesArray = [metalSurface->device newBufferWithLength: RENDERER_TILE_BUFFER_SIZE*sizeof(int)*RENDERER_MAX_TILES
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backend->tileArrayBuffer = [metalSurface->device newBufferWithLength: RENDERER_TILE_BUFFER_SIZE*sizeof(int)*RENDERER_MAX_TILES
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options: MTLResourceStorageModePrivate];
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backend->triangleArray = [metalSurface->device newBufferWithLength: MG_MTL_CANVAS_DEFAULT_BUFFER_LENGTH*sizeof(mg_triangle_data)
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@ -522,6 +532,7 @@ mg_canvas_backend* mg_mtl_canvas_create(mg_surface surface)
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reflection: nil
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error: &error];
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/*
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MTLComputePipelineDescriptor* boxingPipelineDesc = [[MTLComputePipelineDescriptor alloc] init];
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boxingPipelineDesc.computeFunction = boxingFunction;
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// boxingPipelineDesc.threadGroupSizeIsMultipleOfThreadExecutionWidth = true;
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@ -530,6 +541,7 @@ mg_canvas_backend* mg_mtl_canvas_create(mg_surface surface)
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options: MTLPipelineOptionNone
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reflection: nil
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error: &error];
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*/
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//-----------------------------------------------------------
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//NOTE(martin): setup our render pipeline state
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//-----------------------------------------------------------
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@ -31,7 +31,7 @@ bool is_top_left(float2 a, float2 b)
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return( (a.y == b.y && b.x < a.x)
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||(b.y < a.y));
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}
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/*
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kernel void BoundingBoxKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
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constant uint* indexBuffer [[buffer(1)]],
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constant mg_shape* shapeBuffer [[buffer(2)]],
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@ -94,19 +94,43 @@ kernel void BoundingBoxKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
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triangleArray[triangleIndex].bias1 = bias1;
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triangleArray[triangleIndex].bias2 = bias2;
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}
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*/
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kernel void TileKernel(const device float4* boxArray [[buffer(0)]],
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device volatile atomic_uint* tileCounters [[buffer(1)]],
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device uint* tilesArray [[buffer(2)]],
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constant vector_uint2* viewport [[buffer(3)]],
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kernel void TileKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
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constant uint* indexBuffer [[buffer(1)]],
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constant mg_shape* shapeBuffer [[buffer(2)]],
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device volatile atomic_uint* tileCounters [[buffer(3)]],
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device uint* tileArrayBuffer [[buffer(4)]],
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constant uint2* viewport [[buffer(5)]],
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constant float* scaling [[buffer(6)]],
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uint gid [[thread_position_in_grid]])
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{
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uint2 tilesMatrixDim = (*viewport - 1) / RENDERER_TILE_SIZE + 1;
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int nTilesX = tilesMatrixDim.x;
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int nTilesY = tilesMatrixDim.y;
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uint triangleIndex = gid;
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int4 box = int4(floor(boxArray[triangleIndex]))/RENDERER_TILE_SIZE;
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uint triangleIndex = gid * 3;
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uint i0 = indexBuffer[triangleIndex];
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uint i1 = indexBuffer[triangleIndex+1u];
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uint i2 = indexBuffer[triangleIndex+2u];
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float2 p0 = vertexBuffer[i0].pos * scaling[0];
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float2 p1 = vertexBuffer[i1].pos * scaling[0];
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float2 p2 = vertexBuffer[i2].pos * scaling[0];
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int shapeIndex = vertexBuffer[i0].shapeIndex;
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float4 clip = shapeBuffer[shapeIndex].clip * scaling[0];
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float4 fbox = float4(max(min(min(p0.x, p1.x), p2.x), clip.x),
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max(min(min(p0.y, p1.y), p2.y), clip.y),
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min(max(max(p0.x, p1.x), p2.x), clip.z),
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min(max(max(p0.y, p1.y), p2.y), clip.w));
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int4 box = int4(floor(fbox))/int(RENDERER_TILE_SIZE);
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//NOTE(martin): it's importat to do the computation with signed int, so that we can have negative xMax/yMax
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// otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0.
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int xMin = max(0, box.x);
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int yMin = max(0, box.y);
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int xMax = min(box.z, nTilesX-1);
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@ -120,105 +144,125 @@ kernel void TileKernel(const device float4* boxArray [[buffer(0)]],
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uint counter = atomic_fetch_add_explicit(&(tileCounters[tileIndex]), 1, memory_order_relaxed);
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if(counter < RENDERER_TILE_BUFFER_SIZE)
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{
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tilesArray[tileIndex*RENDERER_TILE_BUFFER_SIZE + counter] = triangleIndex;
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tileArrayBuffer[tileIndex*RENDERER_TILE_BUFFER_SIZE + counter] = triangleIndex;
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}
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}
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}
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}
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kernel void SortKernel(const device uint* tileCounters [[buffer(0)]],
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const device mg_triangle_data* triangleArray [[buffer(1)]],
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device uint* tilesArray [[buffer(2)]],
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constant vector_uint2* viewport [[buffer(3)]],
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kernel void SortKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
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constant uint* indexBuffer [[buffer(1)]],
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constant mg_shape* shapeBuffer [[buffer(2)]],
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const device uint* tileCounters [[buffer(3)]],
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device uint* tileArrayBuffer [[buffer(4)]],
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uint gid [[thread_position_in_grid]])
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{
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uint tileIndex = gid;
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device uint* tileBuffer = tilesArray + tileIndex*RENDERER_TILE_BUFFER_SIZE;
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uint tileBufferSize = tileCounters[tileIndex];
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uint tileArrayOffset = tileIndex * RENDERER_TILE_BUFFER_SIZE;
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uint tileArrayCount = min(tileCounters[tileIndex], (uint)RENDERER_TILE_BUFFER_SIZE);
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for(int eltIndex=0; eltIndex < (int)tileBufferSize; eltIndex++)
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for(uint tileArrayIndex=1; tileArrayIndex < tileArrayCount; tileArrayIndex++)
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{
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uint elt = tileBuffer[eltIndex];
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uint eltZIndex = triangleArray[elt].shapeIndex;
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for(uint sortIndex = tileArrayIndex; sortIndex > 0u; sortIndex--)
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{
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uint triangleIndex = indexBuffer[tileArrayBuffer[tileArrayOffset + sortIndex]];
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uint prevTriangleIndex = indexBuffer[tileArrayBuffer[tileArrayOffset + sortIndex - 1]];
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int backIndex = eltIndex-1;
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for(; backIndex >= 0; backIndex--)
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{
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uint backElt = tileBuffer[backIndex];
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uint backEltZIndex = triangleArray[backElt].shapeIndex;
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if(eltZIndex >= backEltZIndex)
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int shapeIndex = vertexBuffer[triangleIndex].shapeIndex;
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int prevShapeIndex = vertexBuffer[prevTriangleIndex].shapeIndex;
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if(shapeIndex >= prevShapeIndex)
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{
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break;
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}
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else
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{
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tileBuffer[backIndex+1] = backElt;
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uint tmp = tileArrayBuffer[tileArrayOffset + sortIndex];
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tileArrayBuffer[tileArrayOffset + sortIndex] = tileArrayBuffer[tileArrayOffset + sortIndex - 1];
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tileArrayBuffer[tileArrayOffset + sortIndex - 1] = tmp;
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}
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}
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tileBuffer[backIndex+1] = elt;
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}
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}
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bool is_top_left(int2 a, int2 b)
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{
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return( (a.y == b.y && b.x < a.x)
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||(b.y < a.y));
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}
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//////////////////////////////////////////////////////////////////////////////
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//TODO: we should do these computations on 64bits, because otherwise
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// we might overflow for values > 2048.
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// Unfortunately this is costly.
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// Another way is to precompute triangle edges (b - a) in full precision
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// once to avoid doing it all the time...
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//////////////////////////////////////////////////////////////////////////////
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//TODO: coalesce
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int orient2d(int2 a, int2 b, int2 c)
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{
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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}
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kernel void RenderKernel(texture2d<float, access::write> outTexture [[texture(0)]],
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int is_clockwise(int2 p0, int2 p1, int2 p2)
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{
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return((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x);
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}
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kernel void RenderKernel(const device mg_vertex* vertexBuffer [[buffer(0)]],
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const device uint* indexBuffer [[buffer(1)]],
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const device mg_shape* shapeBuffer [[buffer(2)]],
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const device uint* tileCounters [[buffer(3)]],
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const device uint* tileArrayBuffer [[buffer(4)]],
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constant float4* clearColor [[buffer(5)]],
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constant int* useTexture [[buffer(6)]],
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constant float* scaling [[buffer(7)]],
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texture2d<float, access::write> outTexture [[texture(0)]],
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texture2d<float> texAtlas [[texture(1)]],
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const device mg_vertex* vertexBuffer [[buffer(0)]],
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const device mg_shape* shapeBuffer [[buffer(1)]],
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device uint* tileCounters [[buffer(2)]],
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const device uint* tilesArray [[buffer(3)]],
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const device mg_triangle_data* triangleArray [[buffer(4)]],
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const device float4* boxArray [[buffer(5)]],
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constant vector_float4* clearColor [[buffer(6)]],
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constant int* useTexture [[buffer(7)]],
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constant float* contentsScaling [[buffer(8)]],
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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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//TODO: guard against thread group size not equal to tile size?
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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 uint2 tilePos = gid/RENDERER_TILE_SIZE;
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const uint tileIndex = tilePos.y * tilesMatrixDim.x + tilePos.x;
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const device uint* tileBuffer = tilesArray + tileIndex * RENDERER_TILE_BUFFER_SIZE;
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const uint tileBufferSize = tileCounters[tileIndex];
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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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#ifdef RENDERER_DEBUG_TILES
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//NOTE(martin): color code debug values and show the tile grid
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uint nTileX = tilesMatrixDim.x;
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uint nTileY = tilesMatrixDim.y;
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{
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float4 fragColor = float4(0);
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if(tilePos.x > nTileX || tilePos.y > nTileY)
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if( pixelCoord.x % 16 == 0
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||pixelCoord.y % 16 == 0)
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{
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outTexture.write(float4(0, 1, 1, 1), gid);
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return;
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fragColor = float4(0, 0, 0, 1);
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}
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if((gid.x % RENDERER_TILE_SIZE == 0) || (gid.y % RENDERER_TILE_SIZE == 0))
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else if(tileCounters[tileIndex] == 0xffffu)
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{
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outTexture.write(float4(0, 0, 0, 1), gid);
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return;
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fragColor = float4(1, 0, 1, 1);
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}
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if(tileBufferSize <= 0)
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else if(tileCounter != 0u)
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{
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outTexture.write(float4(0, 1, 0, 1), gid);
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return;
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fragColor = float4(0, 1, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
outTexture.write(float4(1, 0, 0, 1), gid);
|
||||
fragColor = float4(1, 0, 0, 1);
|
||||
}
|
||||
outTexture.write(fragColor, gid);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
int subPixelFactor = 16;
|
||||
int2 pixelCoord = int2(gid);
|
||||
int2 centerPoint = int2((float2(pixelCoord) + float2(0.5, 0.5)) * subPixelFactor);
|
||||
const int subPixelFactor = 16;
|
||||
const int2 centerPoint = int2((float2(pixelCoord) + float2(0.5, 0.5)) * subPixelFactor);
|
||||
|
||||
const int sampleCount = 8;
|
||||
int2 samplePoints[sampleCount] = {centerPoint + int2(1, 3),
|
||||
|
@ -229,59 +273,75 @@ kernel void RenderKernel(texture2d<float, access::write> outTexture [[texture(0)
|
|||
centerPoint + int2(-7, 1),
|
||||
centerPoint + int2(3, -7),
|
||||
centerPoint + int2(7, 7)};
|
||||
int zIndices[sampleCount];
|
||||
uint flipCounts[sampleCount];
|
||||
float4 pixelColors[sampleCount];
|
||||
float4 nextColors[sampleCount];
|
||||
|
||||
float4 sampleColor[sampleCount];
|
||||
float4 currentColor[sampleCount];
|
||||
int currentShapeIndex[sampleCount];
|
||||
int flipCount[sampleCount];
|
||||
|
||||
for(int i=0; i<sampleCount; i++)
|
||||
{
|
||||
zIndices[i] = -1;
|
||||
flipCounts[i] = 0;
|
||||
pixelColors[i] = float4(0, 0, 0, 0);
|
||||
nextColors[i] = float4(0, 0, 0, 0);
|
||||
currentShapeIndex[i] = -1;
|
||||
flipCount[i] = 0;
|
||||
sampleColor[i] = float4(0, 0, 0, 0);
|
||||
currentColor[i] = float4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
for(uint tileBufferIndex=0; tileBufferIndex < tileBufferSize; tileBufferIndex++)
|
||||
for(uint tileArrayIndex=0; tileArrayIndex < tileCounter; tileArrayIndex++)
|
||||
{
|
||||
const device mg_triangle_data* triangle = &triangleArray[tileBuffer[tileBufferIndex]];
|
||||
int triangleIndex = tileArrayBuffer[RENDERER_TILE_BUFFER_SIZE * tileIndex + tileArrayIndex];
|
||||
|
||||
int2 p0 = int2(triangle->p0 * subPixelFactor);
|
||||
int2 p1 = int2(triangle->p1 * subPixelFactor);
|
||||
int2 p2 = int2(triangle->p2 * subPixelFactor);
|
||||
uint i0 = indexBuffer[triangleIndex];
|
||||
uint i1 = indexBuffer[triangleIndex+1];
|
||||
uint i2 = indexBuffer[triangleIndex+2];
|
||||
|
||||
int bias0 = triangle->bias0;
|
||||
int bias1 = triangle->bias1;
|
||||
int bias2 = triangle->bias2;
|
||||
int2 p0 = int2((vertexBuffer[i0].pos * scaling[0]) * subPixelFactor);
|
||||
int2 p1 = int2((vertexBuffer[i1].pos * scaling[0]) * subPixelFactor);
|
||||
int2 p2 = int2((vertexBuffer[i2].pos * scaling[0]) * subPixelFactor);
|
||||
|
||||
const device mg_vertex* v0 = &(vertexBuffer[triangle->i0]);
|
||||
const device mg_vertex* v1 = &(vertexBuffer[triangle->i1]);
|
||||
const device mg_vertex* v2 = &(vertexBuffer[triangle->i2]);
|
||||
|
||||
float4 cubic0 = v0->cubic;
|
||||
float4 cubic1 = v1->cubic;
|
||||
float4 cubic2 = v2->cubic;
|
||||
|
||||
int shapeIndex = v0->shapeIndex;
|
||||
int shapeIndex = vertexBuffer[i0].shapeIndex;
|
||||
float4 color = shapeBuffer[shapeIndex].color;
|
||||
color.rgb *= color.a;
|
||||
|
||||
int4 clip = int4(round((shapeBuffer[shapeIndex].clip * scaling[0] + float4(0.5, 0.5, 0.5, 0.5)) * subPixelFactor));
|
||||
|
||||
const device float* uvTransform2x3 = shapeBuffer[shapeIndex].uvTransform;
|
||||
matrix_float3x3 uvTransform = {{uvTransform2x3[0], uvTransform2x3[3], 0},
|
||||
{uvTransform2x3[1], uvTransform2x3[4], 0},
|
||||
{uvTransform2x3[2], uvTransform2x3[5], 1}};
|
||||
|
||||
for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
|
||||
//NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge
|
||||
int cw = is_clockwise(p0, p1, p2);
|
||||
if(cw < 0)
|
||||
{
|
||||
uint tmpIndex = i1;
|
||||
i1 = i2;
|
||||
i2 = tmpIndex;
|
||||
|
||||
int2 tmpPoint = p1;
|
||||
p1 = p2;
|
||||
p2 = tmpPoint;
|
||||
}
|
||||
|
||||
float4 cubic0 = vertexBuffer[i0].cubic;
|
||||
float4 cubic1 = vertexBuffer[i1].cubic;
|
||||
float4 cubic2 = vertexBuffer[i2].cubic;
|
||||
|
||||
int bias0 = is_top_left(p1, p2) ? 0 : -1;
|
||||
int bias1 = is_top_left(p2, p0) ? 0 : -1;
|
||||
int bias2 = is_top_left(p0, p1) ? 0 : -1;
|
||||
|
||||
for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
|
||||
{
|
||||
int2 samplePoint = samplePoints[sampleIndex];
|
||||
|
||||
//NOTE(martin): cull if pixel is outside box
|
||||
/*
|
||||
// if we use this, make sure box is in fixed points coords
|
||||
if(samplePoint.x < box.x || samplePoint.x > box.z || samplePoint.y < box.y || samplePoint.y > box.w)
|
||||
if( samplePoint.x < clip.x
|
||||
|| samplePoint.x > clip.z
|
||||
|| samplePoint.y < clip.y
|
||||
|| samplePoint.y > clip.w)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
*/
|
||||
|
||||
int w0 = orient2d(p1, p2, samplePoint);
|
||||
int w1 = orient2d(p2, p0, samplePoint);
|
||||
|
@ -291,57 +351,52 @@ kernel void RenderKernel(texture2d<float, access::write> outTexture [[texture(0)
|
|||
{
|
||||
float4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);
|
||||
|
||||
//TODO(martin): this is a quick and dirty fix for solid polygons where we use
|
||||
// cubic = (1, 1, 1, 1) on all vertices, which can cause small errors to
|
||||
// flip the sign.
|
||||
// We should really use another value that always lead to <= 0, but we must
|
||||
// make sure we never share these vertices with bezier shapes.
|
||||
// Alternatively, an ugly (but maybe less than this one) solution would be
|
||||
// to check if uvs are equal on all vertices of the triangle and always render
|
||||
// those triangles.
|
||||
float eps = 0.0001;
|
||||
if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
|
||||
{
|
||||
if(shapeIndex == zIndices[sampleIndex])
|
||||
if(shapeIndex == currentShapeIndex[sampleIndex])
|
||||
{
|
||||
flipCounts[sampleIndex]++;
|
||||
flipCount[sampleIndex]++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(flipCounts[sampleIndex] & 0x01)
|
||||
if(flipCount[sampleIndex] & 0x01)
|
||||
{
|
||||
pixelColors[sampleIndex] = nextColors[sampleIndex];
|
||||
sampleColor[sampleIndex] = currentColor[sampleIndex];
|
||||
}
|
||||
|
||||
float4 nextColor = color;
|
||||
if(*useTexture)
|
||||
|
||||
if(useTexture[0])
|
||||
{
|
||||
float2 sampleFP = float2(samplePoint)/subPixelFactor;
|
||||
float2 uv = (uvTransform*(float3(sampleFP/contentsScaling[0], 1))).xy;
|
||||
float3 sampleFP = float3(float2(samplePoint).xy/(subPixelFactor*2.), 1);
|
||||
float2 uv = (uvTransform * sampleFP).xy;
|
||||
|
||||
constexpr sampler smp(mip_filter::nearest, mag_filter::linear, min_filter::linear);
|
||||
float4 texColor = texAtlas.sample(smp, uv);
|
||||
|
||||
texColor.rgb *= texColor.a;
|
||||
nextColor *= texColor;
|
||||
}
|
||||
|
||||
nextColors[sampleIndex] = pixelColors[sampleIndex]*(1-nextColor.a) + nextColor;
|
||||
zIndices[sampleIndex] = shapeIndex;
|
||||
flipCounts[sampleIndex] = 1;
|
||||
currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-nextColor.a) + nextColor;
|
||||
currentShapeIndex[sampleIndex] = shapeIndex;
|
||||
flipCount[sampleIndex] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
float4 out = float4(0, 0, 0, 0);
|
||||
for(int i=0; i<sampleCount; i++)
|
||||
|
||||
float4 pixelColor = float4(0);
|
||||
for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
|
||||
{
|
||||
if(flipCounts[i] & 0x01)
|
||||
if(flipCount[sampleIndex] & 0x01)
|
||||
{
|
||||
pixelColors[i] = nextColors[i];
|
||||
sampleColor[sampleIndex] = currentColor[sampleIndex];
|
||||
}
|
||||
out += pixelColors[i];
|
||||
pixelColor += sampleColor[sampleIndex];
|
||||
}
|
||||
out = out/sampleCount;
|
||||
outTexture.write(out, gid);
|
||||
|
||||
outTexture.write(pixelColor/float(sampleCount), gid);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue