// Interval evaluation stage for pixel rasterization
/// Per-state IO bindings
@group(1) @binding(0) var<storage, read> tiles_in: TileListInput;
@group(1) @binding(1) var<storage, read_write> subtiles_out: TileListOutput;
@group(1) @binding(2) var<storage, read_write> subtile_values: array<RawDistancePixel>;
/// Input tile size; one input tile maps to a 8x8 workgroup
const TILE_SIZE: u32 = 64;
const SUBTILE_SIZE: u32 = 8;
@compute @workgroup_size(8, 8)
fn interval_tiles_main(
@builtin(workgroup_id) workgroup_id: vec3u,
@builtin(num_workgroups) num_workgroups: vec3u,
@builtin(local_invocation_id) local_id: vec3u
) {
// We dispatch with workgroups only on the X axis
for (var i=workgroup_id.x; i < tiles_in.count; i += num_workgroups.x) {
interval_tile_worker(i, local_id.xy);
}
}
fn interval_tile_worker(
active_tile_index: u32,
local_id: vec2u
) {
// Convert to a size in tile units
let size_tiles = config.render_size / TILE_SIZE;
let size_subtiles = size_tiles * 8u;
// Get global tile position, in tile coordinates. The top bit indicates
// that the tile is filled.
let t = tiles_in.active_tiles[active_tile_index];
let tx = t % size_tiles.x;
let ty = (t / size_tiles.x) % size_tiles.y;
let tile_corner = vec2u(tx, ty);
// Subtile corner position
let subtile_corner = tile_corner * 8 + local_id;
let subtile_index_xy = subtile_corner.x + subtile_corner.y * size_subtiles.x;
// Subtile corner position, in voxels
let corner_pos = subtile_corner * SUBTILE_SIZE;
// Compute transformed interval regions (XY only)
let m_xy = interval_inputs(subtile_corner, SUBTILE_SIZE);
// Patch in the Z value from the render config
let m = array(m_xy[0], m_xy[1], build_imm(config.z));
// Do the actual interpreter work
var stack = Stack();
let tape_offset = get_tape_offset_for_level(corner_pos, TILE_SIZE);
var tape_start = tile_tape[tape_offset];
let out = run_tape(tape_start, m, &stack);
let v = out.value.v;
if v[1] < 0.0 && config.pixel_perfect == 0 {
// write a full distance pixel
subtile_values[subtile_index_xy] = distance_pixel_fill(1, true);
return;
} else if v[0] > 0.0 && config.pixel_perfect == 0 {
// write an empty distance pixel
subtile_values[subtile_index_xy] = distance_pixel_fill(1, false);
return;
}
// Push this subtile to the output list
let offset = atomicAdd(&subtiles_out.count, 1u);
let subtile_index_xyz = subtile_corner.x +
(subtile_corner.y * size_subtiles.x);
subtiles_out.active_tiles[offset] = subtile_index_xy;
let next = simplify_tape(out.pos, out.count, &stack);
if next != 0 {
tape_start = next;
}
let next_tape_offset = get_tape_offset_for_level(corner_pos, SUBTILE_SIZE);
tile_tape[next_tape_offset] = tape_start;
// We dispatch a maximum of [32768, 1, 1] and iterate in the shader
let count = offset + 1u;
let wg_dispatch_x = min(count, 32768u);
atomicMax(&subtiles_out.wg_size[0], wg_dispatch_x);
atomicMax(&subtiles_out.wg_size[1], 1u);
atomicMax(&subtiles_out.wg_size[2], 1u);
}
/// Allocates a new chunk, returning a past-the-end pointer
fn alloc(chunk_size: u32) -> u32 {
return atomicAdd(&config.tape_data_offset, chunk_size);
}
fn dealloc(chunk_size: u32) {
atomicSub(&config.tape_data_offset, chunk_size);
}