improving draw line
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@@ -4,10 +4,12 @@ const base = @import("base");
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const zm = base.zm;
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const spv = @import("spv");
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const blitter = @import("../blitter.zig");
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const Renderer = @import("../Renderer.zig");
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const VkError = base.VkError;
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const F32x4 = zm.F32x4;
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const U32x4 = @Vector(4, u32);
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pub const RenderTargetAccess = struct {
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mutex: std.Io.Mutex,
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@@ -98,3 +100,43 @@ pub fn interpolateLineOutputs(
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inline fn interpolateF32x4(value0: F32x4, value1: F32x4, value2: F32x4, b0: f32, b1: f32, b2: f32) F32x4 {
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return (value0 * zm.f32x4s(b0)) + (value1 * zm.f32x4s(b1)) + (value2 * zm.f32x4s(b2));
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}
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pub fn writeToTargets(
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outputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(F32x4)]u8,
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draw_call: *Renderer.DrawCall,
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color_attachment_access: *const RenderTargetAccess,
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depth_attachment_access: ?*RenderTargetAccess,
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x: usize,
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y: usize,
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z: f32,
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) VkError!void {
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const io = draw_call.renderer.device.interface.io();
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const color_offset = @as(usize, @intCast(x)) * color_attachment_access.texel_size + @as(usize, @intCast(y)) * color_attachment_access.row_pitch;
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// After work depth test to avoid overwritten depth pixels during fragment invocations
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if (depth_attachment_access) |depth| {
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const depth_offset = @as(usize, @intCast(x)) * depth.texel_size + @as(usize, @intCast(y)) * depth.row_pitch;
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depth.mutex.lock(io) catch return VkError.DeviceLost;
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defer depth.mutex.unlock(io);
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const depth_value = blitter.readFloat4(depth.base[depth_offset..], depth.format);
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if (z >= depth_value[0])
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return;
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blitter.writeFloat4(zm.f32x4s(z), depth.base[depth_offset..], depth.format);
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// Doubled line to stay inside the critical section
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if (base.format.isUnnormalizedInteger(color_attachment_access.format)) {
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blitter.writeInt4(std.mem.bytesToValue(U32x4, &outputs[0]), color_attachment_access.base[color_offset..], color_attachment_access.format);
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} else {
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blitter.writeFloat4(std.mem.bytesToValue(F32x4, &outputs[0]), color_attachment_access.base[color_offset..], color_attachment_access.format);
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}
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} else {
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if (base.format.isUnnormalizedInteger(color_attachment_access.format)) {
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blitter.writeInt4(std.mem.bytesToValue(U32x4, &outputs[0]), color_attachment_access.base[color_offset..], color_attachment_access.format);
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} else {
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blitter.writeFloat4(std.mem.bytesToValue(F32x4, &outputs[0]), color_attachment_access.base[color_offset..], color_attachment_access.format);
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}
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}
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}
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