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