mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-04 00:45:35 +00:00
gpu/shaders: use mediump precision for kernel4 colors, areas
Improves performance on Pixel 1. Add restrict qualifiers while we're here. Also sync with piet-gpu. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+38
-28
@@ -8,7 +8,9 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#ifdef ENABLE_IMAGE_INDICES
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#extension GL_EXT_nonuniform_qualifier : enable
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#endif
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#include "mem.h"
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#include "setup.h"
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@@ -20,45 +22,45 @@
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#define CHUNK_DY (TILE_HEIGHT_PX / CHUNK_Y)
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layout(local_size_x = CHUNK_DX, local_size_y = CHUNK_DY) in;
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layout(set = 0, binding = 1) readonly buffer ConfigBuf {
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layout(set = 0, binding = 1) restrict readonly buffer ConfigBuf {
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Config conf;
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};
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layout(rgba8, set = 0, binding = 2) uniform writeonly image2D image;
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layout(rgba8, set = 0, binding = 2) uniform restrict writeonly image2D image;
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#if GL_EXT_nonuniform_qualifier
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layout(rgba8, set = 0, binding = 3) uniform readonly image2D images[];
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#ifdef ENABLE_IMAGE_INDICES
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layout(rgba8, set = 0, binding = 3) uniform restrict readonly image2D images[];
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#else
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layout(rgba8, set = 0, binding = 3) uniform readonly image2D images[1];
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layout(rgba8, set = 0, binding = 3) uniform restrict readonly image2D images[1];
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#endif
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#include "ptcl.h"
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#include "tile.h"
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vec3 tosRGB(vec3 rgb) {
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mediump vec3 tosRGB(mediump vec3 rgb) {
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bvec3 cutoff = greaterThanEqual(rgb, vec3(0.0031308));
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vec3 below = vec3(12.92)*rgb;
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vec3 above = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
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mediump vec3 below = vec3(12.92)*rgb;
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mediump vec3 above = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
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return mix(below, above, cutoff);
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}
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vec3 fromsRGB(vec3 srgb) {
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mediump vec3 fromsRGB(mediump vec3 srgb) {
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// Formula from EXT_sRGB.
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bvec3 cutoff = greaterThanEqual(srgb, vec3(0.04045));
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vec3 below = srgb/vec3(12.92);
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vec3 above = pow((srgb + vec3(0.055))/vec3(1.055), vec3(2.4));
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mediump vec3 below = srgb/vec3(12.92);
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mediump vec3 above = pow((srgb + vec3(0.055))/vec3(1.055), vec3(2.4));
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return mix(below, above, cutoff);
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}
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// unpacksRGB unpacks a color in the sRGB color space to a vec4 in the linear color
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// space.
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vec4 unpacksRGB(uint srgba) {
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vec4 color = unpackUnorm4x8(srgba).wzyx;
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mediump vec4 unpacksRGB(uint srgba) {
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mediump vec4 color = unpackUnorm4x8(srgba).wzyx;
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return vec4(fromsRGB(color.rgb), color.a);
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}
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// packsRGB packs a color in the linear color space into its 8-bit sRGB equivalent.
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uint packsRGB(vec4 rgba) {
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uint packsRGB(mediump vec4 rgba) {
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rgba = vec4(tosRGB(rgba.rgb), rgba.a);
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return packUnorm4x8(rgba.wzyx);
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}
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@@ -67,14 +69,15 @@ uvec2 chunk_offset(uint i) {
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return uvec2(i % CHUNK_X * CHUNK_DX, i / CHUNK_X * CHUNK_DY);
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}
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vec4[CHUNK] fillImage(uvec2 xy, CmdImage cmd_img) {
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vec4 rgba[CHUNK];
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mediump vec4[CHUNK] fillImage(uvec2 xy, CmdImage cmd_img) {
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mediump vec4 rgba[CHUNK];
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for (uint i = 0; i < CHUNK; i++) {
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ivec2 uv = ivec2(xy + chunk_offset(i)) + cmd_img.offset;
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mediump vec4 fg_rgba;
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#ifdef ENABLE_IMAGE_INDICES
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vec4 fg_rgba = imageLoad(images[cmd_img.index], uv);
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fg_rgba = imageLoad(images[cmd_img.index], uv);
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#else
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vec4 fg_rgba = imageLoad(images[0], uv);
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fg_rgba = imageLoad(images[0], uv);
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#endif
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fg_rgba.rgb = fromsRGB(fg_rgba.rgb);
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rgba[i] = fg_rgba;
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@@ -93,17 +96,24 @@ void main() {
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uvec2 xy_uint = uvec2(gl_LocalInvocationID.x + TILE_WIDTH_PX * gl_WorkGroupID.x, gl_LocalInvocationID.y + TILE_HEIGHT_PX * gl_WorkGroupID.y);
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vec2 xy = vec2(xy_uint);
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vec4 rgba[CHUNK];
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mediump vec4 rgba[CHUNK];
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for (uint i = 0; i < CHUNK; i++) {
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rgba[i] = vec4(0.0);
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// TODO: remove this debug image support when the actual image method is plumbed.
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#ifdef DEBUG_IMAGES
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#ifdef ENABLE_IMAGE_INDICES
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if (xy_uint.x < 1024 && xy_uint.y < 1024) {
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rgba[i] = imageLoad(images[gl_WorkGroupID.x / 64], ivec2(xy_uint + chunk_offset(i))/4);
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}
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#else
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if (xy_uint.x < 1024 && xy_uint.y < 1024) {
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rgb[i] = imageLoad(images[0], ivec2(xy_uint + chunk_offset(i))/4).rgb;
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}
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#endif
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#endif
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}
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float area[CHUNK];
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mediump float area[CHUNK];
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uint clip_depth = 0;
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bool mem_ok = mem_error == NO_ERROR;
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while (mem_ok) {
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@@ -115,7 +125,7 @@ void main() {
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case Cmd_Stroke:
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// Calculate distance field from all the line segments in this tile.
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CmdStroke stroke = Cmd_Stroke_read(cmd_alloc, cmd_ref);
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float df[CHUNK];
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mediump float df[CHUNK];
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for (uint k = 0; k < CHUNK; k++) df[k] = 1e9;
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TileSegRef tile_seg_ref = TileSegRef(stroke.tile_ref);
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do {
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@@ -181,18 +191,18 @@ void main() {
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break;
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case Cmd_Color:
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CmdColor color = Cmd_Color_read(cmd_alloc, cmd_ref);
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vec4 fg = unpacksRGB(color.rgba_color);
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mediump vec4 fg = unpacksRGB(color.rgba_color);
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for (uint k = 0; k < CHUNK; k++) {
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vec4 fg_k = fg * area[k];
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mediump vec4 fg_k = fg * area[k];
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rgba[k] = rgba[k] * (1.0 - fg_k.a) + fg_k;
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}
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cmd_ref.offset += 4 + CmdColor_size;
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break;
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case Cmd_Image:
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CmdImage fill_img = Cmd_Image_read(cmd_alloc, cmd_ref);
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vec4 img[CHUNK] = fillImage(xy_uint, fill_img);
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mediump vec4 img[CHUNK] = fillImage(xy_uint, fill_img);
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for (uint k = 0; k < CHUNK; k++) {
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vec4 fg_k = img[k] * area[k];
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mediump vec4 fg_k = img[k] * area[k];
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rgba[k] = rgba[k] * (1.0 - fg_k.a) + fg_k;
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}
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cmd_ref.offset += 4 + CmdImage_size;
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@@ -203,7 +213,7 @@ void main() {
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for (uint k = 0; k < CHUNK; k++) {
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uvec2 offset = chunk_offset(k);
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uint srgb = packsRGB(vec4(rgba[k]));
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float alpha = clamp(abs(area[k]), 0.0, 1.0);
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mediump float alpha = clamp(abs(area[k]), 0.0, 1.0);
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write_mem(scratch_alloc, base_ix + 0 + CLIP_STATE_SIZE * (offset.x + offset.y * TILE_WIDTH_PX), srgb);
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write_mem(scratch_alloc, base_ix + 1 + CLIP_STATE_SIZE * (offset.x + offset.y * TILE_WIDTH_PX), floatBitsToUint(alpha));
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rgba[k] = vec4(0.0);
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@@ -219,8 +229,8 @@ void main() {
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uvec2 offset = chunk_offset(k);
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uint srgb = read_mem(scratch_alloc, base_ix + 0 + CLIP_STATE_SIZE * (offset.x + offset.y * TILE_WIDTH_PX));
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uint alpha = read_mem(scratch_alloc, base_ix + 1 + CLIP_STATE_SIZE * (offset.x + offset.y * TILE_WIDTH_PX));
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vec4 bg = unpacksRGB(srgb);
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vec4 fg = rgba[k] * area[k] * uintBitsToFloat(alpha);
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mediump vec4 bg = unpacksRGB(srgb);
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mediump vec4 fg = rgba[k] * area[k] * uintBitsToFloat(alpha);
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rgba[k] = bg * (1.0 - fg.a) + fg;
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}
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cmd_ref.offset += 4;
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