diff --git a/src/software/device/fragment.zig b/src/software/device/fragment.zig index 85d764b..d9696a8 100644 --- a/src/software/device/fragment.zig +++ b/src/software/device/fragment.zig @@ -12,6 +12,7 @@ const SoftImage = @import("../SoftImage.zig"); const VkError = base.VkError; const SpvRuntimeError = spv.Runtime.RuntimeError; const INTERFACE_BLOB_PADDING = @sizeOf(zm.F32x4); +const PROCESSED_INPUTS_STACK_CAPACITY = 4096; pub const InvocationResult = struct { outputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(zm.F32x4)]u8, @@ -119,8 +120,13 @@ pub fn shaderInvocation( const entry = try rt.getEntryPointByName(shader.entry); - const processed_inputs = allocator.alloc(bool, rt.results.len) catch return SpvRuntimeError.OutOfMemory; - defer allocator.free(processed_inputs); + var processed_inputs_stack: [PROCESSED_INPUTS_STACK_CAPACITY]bool = undefined; + const processed_inputs = if (rt.results.len <= processed_inputs_stack.len) + processed_inputs_stack[0..rt.results.len] + else + allocator.alloc(bool, rt.results.len) catch return SpvRuntimeError.OutOfMemory; + defer if (processed_inputs.ptr != &processed_inputs_stack) + allocator.free(processed_inputs); @memset(processed_inputs, false); for (0..spv.SPIRV_MAX_OUTPUT_LOCATIONS) |location| { diff --git a/src/software/device/rasterizer/edge_function.zig b/src/software/device/rasterizer/edge_function.zig index 836f37c..af15d07 100644 --- a/src/software/device/rasterizer/edge_function.zig +++ b/src/software/device/rasterizer/edge_function.zig @@ -40,6 +40,9 @@ const RunData = struct { fragment_uses_derivatives: bool, fragment_uses_sample_id: bool, fragment_uses_centroid: bool, + sample_count: usize, + depth_stencil_state: ?vk.PipelineDepthStencilStateCreateInfo, + depth_bias: ?Renderer.DepthBias, depth_bias_slope: f32, }; @@ -57,10 +60,10 @@ pub fn drawTriangle( ) VkError!void { const io = draw_call.renderer.device.interface.io(); - const min_x: i32 = @intFromFloat(@floor(@min(v0.position[0], v1.position[0], v2.position[0]))); - const max_x: i32 = @intFromFloat(@ceil(@max(v0.position[0], v1.position[0], v2.position[0]))); - const min_y: i32 = @intFromFloat(@floor(@min(v0.position[1], v1.position[1], v2.position[1]))); - const max_y: i32 = @intFromFloat(@ceil(@max(v0.position[1], v1.position[1], v2.position[1]))); + var min_x: i32 = @intFromFloat(@floor(@min(v0.position[0], v1.position[0], v2.position[0]))); + var max_x: i32 = @intFromFloat(@ceil(@max(v0.position[0], v1.position[0], v2.position[0]))); + var min_y: i32 = @intFromFloat(@floor(@min(v0.position[1], v1.position[1], v2.position[1]))); + var max_y: i32 = @intFromFloat(@ceil(@max(v0.position[1], v1.position[1], v2.position[1]))); const area = edgeFunction(v0.position, v1.position, v2.position); if (area == 0.0) @@ -77,6 +80,14 @@ pub fn drawTriangle( const depth_bias_slope = @max(@abs(dz_dx), @abs(dz_dy)); const pipeline = draw_call.renderer.state.pipeline orelse return; + const pipeline_data = pipeline.interface.mode.graphics; + if (!clipToRect(&min_x, &max_x, &min_y, &max_y, draw_call.scissor)) + return; + if (draw_call.renderer.render_area) |render_area| { + if (!clipToRect(&min_x, &max_x, &min_y, &max_y, render_area)) + return; + } + const fragment_stage = pipeline.stages.getPtr(.fragment); const fragment_uses_derivatives = if (fragment_stage) |stage| stage.module.module.reflection_infos.needs_derivatives @@ -98,6 +109,23 @@ pub fn drawTriangle( const runtimes_count = if (fragment_stage) |stage| stage.runtimes.len else 1; if (runtimes_count == 0) return; + const sample_count = pipeline_data.multisample.rasterization_samples.toInt(); + const depth_stencil_state = if (pipeline_data.depth_stencil) |state| common.resolveDepthStencilState(draw_call, state) else null; + const depth_bias: ?Renderer.DepthBias = if (pipeline_data.rasterization.depth_bias_enable == .true and depth_attachment_access != null) + if (pipeline_data.dynamic_state.depth_bias) + draw_call.renderer.dynamic_state.depth_bias orelse Renderer.DepthBias{ + .constant_factor = 0.0, + .clamp = 0.0, + .slope_factor = 0.0, + } + else + Renderer.DepthBias{ + .constant_factor = pipeline_data.rasterization.depth_bias_constant_factor, + .clamp = pipeline_data.rasterization.depth_bias_clamp, + .slope_factor = pipeline_data.rasterization.depth_bias_slope_factor, + } + else + null; const grid_size: usize = @intFromFloat(@ceil(@sqrt(@as(f32, @floatFromInt(runtimes_count))))); const width: usize = @intCast(max_x - min_x + 1); @@ -150,6 +178,9 @@ pub fn drawTriangle( .fragment_uses_derivatives = fragment_uses_derivatives, .fragment_uses_sample_id = fragment_uses_sample_id, .fragment_uses_centroid = fragment_uses_centroid, + .sample_count = sample_count, + .depth_stencil_state = depth_stencil_state, + .depth_bias = depth_bias, .depth_bias_slope = depth_bias_slope, }; @@ -160,6 +191,26 @@ pub fn drawTriangle( draw_call.rasterizer_wait_group.await(io) catch return VkError.DeviceLost; } +fn clipToRect(min_x: *i32, max_x: *i32, min_y: *i32, max_y: *i32, rect: vk.Rect2D) bool { + if (rect.extent.width == 0 or rect.extent.height == 0) + return false; + + const rect_min_x = rect.offset.x; + const rect_min_y = rect.offset.y; + const rect_max_x = clampI64ToI32(@as(i64, rect.offset.x) + @as(i64, @intCast(rect.extent.width)) - 1); + const rect_max_y = clampI64ToI32(@as(i64, rect.offset.y) + @as(i64, @intCast(rect.extent.height)) - 1); + + min_x.* = @max(min_x.*, rect_min_x); + min_y.* = @max(min_y.*, rect_min_y); + max_x.* = @min(max_x.*, rect_max_x); + max_y.* = @min(max_y.*, rect_max_y); + return min_x.* <= max_x.* and min_y.* <= max_y.*; +} + +fn clampI64ToI32(value: i64) i32 { + return @intCast(std.math.clamp(value, std.math.minInt(i32), std.math.maxInt(i32))); +} + inline fn edgeFunction(a: F32x4, b: F32x4, p: F32x4) f32 { return ((p[0] - a[0]) * (b[1] - a[1])) - ((p[1] - a[1]) * (b[0] - a[0])); } @@ -261,8 +312,6 @@ fn applyEarlyDepth(data: RunData, coverage_sample_mask: vk.SampleMask, x: i32, y return .{ .mask = coverage_sample_mask, .applied = false }; const depth = data.depth_attachment_access orelse return .{ .mask = coverage_sample_mask, .applied = false }; - const pipeline_data = data.draw_call.renderer.state.pipeline.?.interface.mode.graphics; - const depth_stencil_state = if (pipeline_data.depth_stencil) |state| common.resolveDepthStencilState(data.draw_call, state) else null; const io = data.draw_call.renderer.device.interface.io(); var passed_mask: vk.SampleMask = 0; @@ -274,7 +323,7 @@ fn applyEarlyDepth(data: RunData, coverage_sample_mask: vk.SampleMask, x: i32, y if ((coverage_sample_mask & bit) == 0) continue; - if (try common.depthTestSampleAndUpdate(io, depth, @intCast(x), @intCast(y), sample_index, z, depth_stencil_state)) + if (try common.depthTestSampleAndUpdate(io, depth, @intCast(x), @intCast(y), sample_index, z, data.depth_stencil_state)) passed_mask |= bit; } @@ -282,23 +331,8 @@ fn applyEarlyDepth(data: RunData, coverage_sample_mask: vk.SampleMask, x: i32, y } fn biasedDepth(data: RunData, z: f32) f32 { - const pipeline_data = data.draw_call.renderer.state.pipeline.?.interface.mode.graphics; - if (pipeline_data.rasterization.depth_bias_enable == .false) - return z; - const depth = data.depth_attachment_access orelse return z; - const bias_state: Renderer.DepthBias = if (pipeline_data.dynamic_state.depth_bias) - data.draw_call.renderer.dynamic_state.depth_bias orelse Renderer.DepthBias{ - .constant_factor = 0.0, - .clamp = 0.0, - .slope_factor = 0.0, - } - else - Renderer.DepthBias{ - .constant_factor = pipeline_data.rasterization.depth_bias_constant_factor, - .clamp = pipeline_data.rasterization.depth_bias_clamp, - .slope_factor = pipeline_data.rasterization.depth_bias_slope_factor, - }; + const bias_state = data.depth_bias orelse return z; const bias = bias_state.constant_factor * common.depthBiasConstantUnit(depth.format, z) + @@ -322,21 +356,20 @@ inline fn run(data: RunData) !void { while (y <= data.max_y) : (y += 1) { var x = data.min_x; while (x <= data.max_x) : (x += 1) { - if (!common.scissorContainsPixel(data.draw_call.scissor, x, y)) { - continue; - } - - const pipeline_data = data.draw_call.renderer.state.pipeline.?.interface.mode.graphics; - const sample_count = pipeline_data.multisample.rasterization_samples.toInt(); - const coverage_sample_mask = triangleCoverageMask(data, x, y, sample_count); - if (coverage_sample_mask == 0) - continue; - const p = zm.f32x4(@as(f32, @floatFromInt(x)) + 0.5, @as(f32, @floatFromInt(y)) + 0.5, 0.0, 1.0); const w0 = edgeFunction(data.v1.position, data.v2.position, p); const w1 = edgeFunction(data.v2.position, data.v0.position, p); const w2 = edgeFunction(data.v0.position, data.v1.position, p); + const coverage_sample_mask = if (data.sample_count == 1) blk: { + const inside = + edgeContainsPixel(data.v1.position, data.v2.position, w0, data.area) and + edgeContainsPixel(data.v2.position, data.v0.position, w1, data.area) and + edgeContainsPixel(data.v0.position, data.v1.position, w2, data.area); + break :blk if (inside) @as(vk.SampleMask, 1) else @as(vk.SampleMask, 0); + } else triangleCoverageMask(data, x, y, data.sample_count); + if (coverage_sample_mask == 0) + continue; const b0 = w0 / data.area; const b1 = w1 / data.area; @@ -344,12 +377,12 @@ inline fn run(data: RunData) !void { const z = (b0 * data.v0.position[2]) + (b1 * data.v1.position[2]) + (b2 * data.v2.position[2]); const depth_z = biasedDepth(data, z); const frag_w = (b0 / data.v0.position[3]) + (b1 / data.v1.position[3]) + (b2 / data.v2.position[3]); - const early_depth = try applyEarlyDepth(data, coverage_sample_mask, x, y, depth_z, sample_count); + const early_depth = try applyEarlyDepth(data, coverage_sample_mask, x, y, depth_z, data.sample_count); if (early_depth.mask == 0) continue; - const interpolation_barycentrics = if (sample_count > 1) blk: { - const sample_pos = firstCoveredSamplePosition(sample_count, early_depth.mask); + const interpolation_barycentrics = if (data.sample_count > 1) blk: { + const sample_pos = firstCoveredSamplePosition(data.sample_count, early_depth.mask); const centroid_p = zm.f32x4( @as(f32, @floatFromInt(x)) + sample_pos.x, @as(f32, @floatFromInt(y)) + sample_pos.y, @@ -374,8 +407,8 @@ inline fn run(data: RunData) !void { .depth = null, .sample_mask = null, }; - if (data.has_fragment_shader and data.fragment_uses_sample_id and sample_count > 1) { - for (0..sample_count) |sample_index| { + if (data.has_fragment_shader and data.fragment_uses_sample_id and data.sample_count > 1) { + for (0..data.sample_count) |sample_index| { if (sample_index >= @bitSizeOf(vk.SampleMask)) break;