gpu/shaders: ensure dynamically uniform barriers when malloc fails

GPU APIs require that barrier() calls are dynamically uniform, that is
for every barrier in the code, every shader invocation in a workgroup
must all call it, or all not call it.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-04-11 16:34:33 +02:00
parent f930e3f3d7
commit ee519351f7
9 changed files with 564 additions and 580 deletions
+3 -6
View File
@@ -87,10 +87,6 @@ SubdivResult estimate_subdiv(vec2 p0, vec2 p1, vec2 p2, float sqrt_tol) {
}
void main() {
if (mem_error != NO_ERROR) {
return;
}
uint element_ix = gl_GlobalInvocationID.x;
PathSegRef ref = PathSegRef(conf.pathseg_alloc.offset + element_ix * PathSeg_size);
@@ -98,6 +94,7 @@ void main() {
if (element_ix < conf.n_pathseg) {
tag = PathSeg_tag(conf.pathseg_alloc, ref);
}
bool mem_ok = mem_error == NO_ERROR;
switch (tag.tag) {
case PathSeg_Cubic:
PathCubic cubic = PathSeg_Cubic_read(conf.pathseg_alloc, ref);
@@ -135,7 +132,7 @@ void main() {
bool is_stroke = fill_mode_from_flags(tag.flags) == MODE_STROKE;
uint path_ix = cubic.path_ix;
Path path = Path_read(conf.tile_alloc, PathRef(conf.tile_alloc.offset + path_ix * Path_size));
Alloc path_alloc = new_alloc(path.tiles.offset, (path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size);
Alloc path_alloc = new_alloc(path.tiles.offset, (path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size, mem_ok);
ivec4 bbox = ivec4(path.bbox);
vec2 p0 = cubic.p0;
qp0 = cubic.p0;
@@ -195,7 +192,7 @@ void main() {
uint n_tile_alloc = uint((x1 - x0) * (y1 - y0));
// Consider using subgroups to aggregate atomic add.
MallocResult tile_alloc = malloc(n_tile_alloc * TileSeg_size);
if (tile_alloc.failed) {
if (tile_alloc.failed || !mem_ok) {
return;
}
uint tile_offset = tile_alloc.alloc.offset;