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// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// The binning stage
#import config
#import drawtag
#import bbox
#import bump
@group(0) @binding(0)
var<uniform> config: Config;
@group(0) @binding(1)
var<storage> draw_monoids: array<DrawMonoid>;
@group(0) @binding(2)
var<storage> path_bbox_buf: array<PathBbox>;
@group(0) @binding(3)
var<storage> clip_bbox_buf: array<vec4<f32>>;
@group(0) @binding(4)
var<storage, read_write> intersected_bbox: array<vec4<f32>>;
@group(0) @binding(5)
var<storage, read_write> bump: BumpAllocators;
@group(0) @binding(6)
var<storage, read_write> bin_data: array<u32>;
// TODO: put in common place
struct BinHeader {
element_count: u32,
chunk_offset: u32,
}
@group(0) @binding(7)
var<storage, read_write> bin_header: array<BinHeader>;
// conversion factors from coordinates to bin
let SX = 0.00390625;
let SY = 0.00390625;
//let SX = 1.0 / f32(N_TILE_X * TILE_WIDTH);
//let SY = 1.0 / f32(N_TILE_Y * TILE_HEIGHT);
let WG_SIZE = 256u;
let N_SLICE = 8u;
//let N_SLICE = WG_SIZE / 32u;
let N_SUBSLICE = 4u;
var<workgroup> sh_bitmaps: array<array<atomic<u32>, N_TILE>, N_SLICE>;
// store count values packed two u16's to a u32
var<workgroup> sh_count: array<array<u32, N_TILE>, N_SUBSLICE>;
var<workgroup> sh_chunk_offset: array<u32, N_TILE>;
@compute @workgroup_size(256)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(local_invocation_id) local_id: vec3<u32>,
@builtin(workgroup_id) wg_id: vec3<u32>,
) {
for (var i = 0u; i < N_SLICE; i += 1u) {
atomicStore(&sh_bitmaps[i][local_id.x], 0u);
}
workgroupBarrier();
// Read inputs and determine coverage of bins
let element_ix = global_id.x;
var x0 = 0;
var y0 = 0;
var x1 = 0;
var y1 = 0;
if element_ix < config.n_drawobj {
let draw_monoid = draw_monoids[element_ix];
var clip_bbox = vec4(-1e9, -1e9, 1e9, 1e9);
if draw_monoid.clip_ix > 0u {
clip_bbox = clip_bbox_buf[draw_monoid.clip_ix - 1u];
}
// For clip elements, clip_box is the bbox of the clip path,
// intersected with enclosing clips.
// For other elements, it is the bbox of the enclosing clips.
// TODO check this is true
let path_bbox = path_bbox_buf[draw_monoid.path_ix];
let pb = vec4<f32>(vec4(path_bbox.x0, path_bbox.y0, path_bbox.x1, path_bbox.y1));
let bbox_raw = bbox_intersect(clip_bbox, pb);
// TODO(naga): clunky expression a workaround for broken lhs swizzle
let bbox = vec4(bbox_raw.xy, max(bbox_raw.xy, bbox_raw.zw));
intersected_bbox[element_ix] = bbox;
x0 = i32(floor(bbox.x * SX));
y0 = i32(floor(bbox.y * SY));
x1 = i32(ceil(bbox.z * SX));
y1 = i32(ceil(bbox.w * SY));
}
let width_in_bins = i32((config.width_in_tiles + N_TILE_X - 1u) / N_TILE_X);
let height_in_bins = i32((config.height_in_tiles + N_TILE_Y - 1u) / N_TILE_Y);
x0 = clamp(x0, 0, width_in_bins);
y0 = clamp(y0, 0, height_in_bins);
x1 = clamp(x1, 0, width_in_bins);
y1 = clamp(y1, 0, height_in_bins);
if x0 == x1 {
y1 = y0;
}
var x = x0;
var y = y0;
let my_slice = local_id.x / 32u;
let my_mask = 1u << (local_id.x & 31u);
while y < y1 {
atomicOr(&sh_bitmaps[my_slice][y * width_in_bins + x], my_mask);
x += 1;
if x == x1 {
x = x0;
y += 1;
}
}
workgroupBarrier();
// Allocate output segments
var element_count = 0u;
for (var i = 0u; i < N_SUBSLICE; i += 1u) {
element_count += countOneBits(atomicLoad(&sh_bitmaps[i * 2u][local_id.x]));
let element_count_lo = element_count;
element_count += countOneBits(atomicLoad(&sh_bitmaps[i * 2u + 1u][local_id.x]));
let element_count_hi = element_count;
let element_count_packed = element_count_lo | (element_count_hi << 16u);
sh_count[i][local_id.x] = element_count_packed;
}
// element_count is the number of draw objects covering this thread's bin
var chunk_offset = atomicAdd(&bump.binning, element_count);
if chunk_offset + element_count > config.binning_size {
chunk_offset = 0u;
atomicOr(&bump.failed, STAGE_BINNING);
}
sh_chunk_offset[local_id.x] = chunk_offset;
bin_header[global_id.x].element_count = element_count;
bin_header[global_id.x].chunk_offset = chunk_offset;
workgroupBarrier();
// loop over bbox of bins touched by this draw object
x = x0;
y = y0;
while y < y1 {
let bin_ix = y * width_in_bins + x;
let out_mask = atomicLoad(&sh_bitmaps[my_slice][bin_ix]);
// I think this predicate will always be true...
if (out_mask & my_mask) != 0u {
var idx = countOneBits(out_mask & (my_mask - 1u));
if my_slice > 0u {
let count_ix = my_slice - 1u;
let count_packed = sh_count[count_ix / 2u][bin_ix];
idx += (count_packed >> (16u * (count_ix & 1u))) & 0xffffu;
}
let offset = config.bin_data_start + sh_chunk_offset[bin_ix];
bin_data[offset + idx] = element_ix;
}
x += 1;
if x == x1 {
x = x0;
y += 1;
}
}
}