improving fragment outputs management
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This commit is contained in:
2026-05-30 01:45:15 +02:00
parent 0ab6581fe9
commit 13d53abbdf
4 changed files with 38 additions and 24 deletions
+3
View File
@@ -673,8 +673,11 @@ pub fn readFloat4(map: []const u8, src_format: vk.Format) F32x4 {
},
.r16g16b16a16_sfloat => c = std.mem.bytesToValue(@Vector(4, f16), map),
.r32g32b32a32_sfloat => c = std.mem.bytesToValue(F32x4, map),
.r32g32b32a32_uint => c = @floatFromInt(std.mem.bytesToValue(U32x4, map)),
.s8_uint => c[0] = @floatFromInt(map[0]),
.b8g8r8a8_srgb,
+7 -6
View File
@@ -18,13 +18,13 @@ pub fn shaderInvocation(
batch_id: usize,
position: zm.F32x4,
inputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS]VertexInterpolation,
) SpvRuntimeError!zm.F32x4 {
) SpvRuntimeError![spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(zm.F32x4)]u8 {
const io = draw_call.renderer.device.interface.io();
_ = position;
const pipeline = draw_call.renderer.state.pipeline orelse return zm.f32x4s(0.0);
const pipeline = draw_call.renderer.state.pipeline orelse return undefined;
const shader = pipeline.stages.getPtrAssertContains(.fragment);
const shader = pipeline.stages.getPtr(.fragment) orelse return undefined;
const runtime = &shader.runtimes[batch_id];
const mutex = &runtime.mutex;
const rt = &runtime.rt;
@@ -53,10 +53,11 @@ pub fn shaderInvocation(
else => return err,
};
var color = zm.f32x4s(0.0);
try rt.readOutput(std.mem.asBytes(&color), output_result);
var outputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(zm.F32x4)]u8 = undefined;
try rt.readOutput(std.mem.asBytes(&outputs), output_result);
try rt.flushDescriptorSets(allocator);
return std.math.clamp(color, zm.f32x4s(0.0), zm.f32x4s(1.0));
return outputs;
}
+17 -14
View File
@@ -157,19 +157,22 @@ inline fn run(data: RunData) !void {
return;
};
try render_target.writeFloat4(
.{
.x = pixel_x,
.y = pixel_y,
.z = 0, // FIXME
},
.{
.aspect_mask = render_target_view.subresource_range.aspect_mask,
.mip_level = render_target_view.subresource_range.base_mip_level,
.array_layer = render_target_view.subresource_range.base_array_layer,
},
render_target_view.format,
pixel,
);
_ = pixel;
_ = render_target;
//try render_target.writeFloat4(
// .{
// .x = pixel_x,
// .y = pixel_y,
// .z = 0, // FIXME
// },
// .{
// .aspect_mask = render_target_view.subresource_range.aspect_mask,
// .mip_level = render_target_view.subresource_range.base_mip_level,
// .array_layer = render_target_view.subresource_range.base_array_layer,
// },
// render_target_view.format,
// pixel,
//);
}
}
+11 -4
View File
@@ -162,7 +162,7 @@ inline fn run(data: RunData) !void {
continue;
}
const pixel = fragment.shaderInvocation(
const outputs = fragment.shaderInvocation(
data.allocator,
data.draw_call,
data.batch_id,
@@ -175,7 +175,6 @@ inline fn run(data: RunData) !void {
std.debug.dumpErrorReturnTrace(trace);
}
}
return;
};
@@ -192,9 +191,17 @@ inline fn run(data: RunData) !void {
if (z >= depth_value[0])
continue;
blitter.writeFloat4(zm.f32x4s(z), depth.base[depth_offset..], depth.format);
blitter.writeFloat4(pixel, data.color_attachment_access.base[color_offset..], data.color_attachment_access.format);
// Doubled line to stay inside the critical section
if (base.format.isUnnormalizedInteger(data.color_attachment_access.format))
blitter.writeInt4(std.mem.bytesToValue(@Vector(4, u32), &outputs[0]), data.color_attachment_access.base[color_offset..], data.color_attachment_access.format)
else
blitter.writeFloat4(std.mem.bytesToValue(@Vector(4, f32), &outputs[0]), data.color_attachment_access.base[color_offset..], data.color_attachment_access.format);
} else {
blitter.writeFloat4(pixel, data.color_attachment_access.base[color_offset..], data.color_attachment_access.format);
if (base.format.isUnnormalizedInteger(data.color_attachment_access.format))
blitter.writeInt4(std.mem.bytesToValue(@Vector(4, u32), &outputs[0]), data.color_attachment_access.base[color_offset..], data.color_attachment_access.format)
else
blitter.writeFloat4(std.mem.bytesToValue(@Vector(4, f32), &outputs[0]), data.color_attachment_access.base[color_offset..], data.color_attachment_access.format);
}
}
}