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This commit is contained in:
2026-07-02 03:14:09 +02:00
parent a7c1fd6ee3
commit 23c3731f06
2 changed files with 79 additions and 40 deletions
+8 -2
View File
@@ -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| {
@@ -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;