// VM interpreter for floating-point values, using voxel tiles
@group(1) @binding(0) var<storage, read> tiles_in: TileListInput;
/// Output array, as an image size (*not* rounded up)
@group(1) @binding(1) var<storage, read_write> result: array<RawDistancePixel>;
@compute @workgroup_size(8, 8)
fn pixel_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) {
pixel_tile_worker(i, local_id.xy);
}
}
fn pixel_tile_worker(
active_tile8_index: u32,
local_id: vec2u
) {
// Convert to a size in subtile units
let size8 = config.render_size / 8;
// Get global tile position, in tile8 coordinates
let t = tiles_in.active_tiles[active_tile8_index];
let tx = t % size8.x;
let ty = (t / size8.x) % size8.y;
let tile8_corner = vec2u(tx, ty);
// Subtile corner position, in voxels
let corner_pos = tile8_corner * 8 + local_id;
// Skip pixels outside of the (un-rounded) image bounds
if corner_pos.x >= config.image_size.x ||
corner_pos.y >= config.image_size.y
{
return;
}
let pixel_index_xy = corner_pos.x + corner_pos.y * config.image_size.x;
// Compute input values
let m_xy = transformed_inputs(
Value(f32(corner_pos.x)),
Value(f32(corner_pos.y)),
);
let m = array(m_xy[0], m_xy[1], build_imm(config.z));
// Do the actual interpreter work
let tape_offset = get_tape_offset_for_level(corner_pos, 8);
let tape_start = tile_tape[tape_offset];
var stack = Stack(); // dummy stack
let out = run_tape(tape_start, m, &stack);
result[pixel_index_xy] = distance_pixel_value(out.value.v);
}