#version 450 /* Copyright (c) 2020 Themaister * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #if SUBGROUP #extension GL_KHR_shader_subgroup_basic : require #extension GL_KHR_shader_subgroup_vote : require #extension GL_KHR_shader_subgroup_ballot : require #extension GL_KHR_shader_subgroup_arithmetic : require #endif #include "small_types.h" layout(local_size_x_id = 3, local_size_y_id = 4) in; #include "noise.h" #include "debug.h" #include "data_structures_buffers.h" #include "memory_interfacing.h" layout(set = 0, binding = 3, std430) readonly buffer ColorBuffer { mem_u8x4 elems[]; } color; layout(set = 0, binding = 3, std430) readonly buffer ColorRawBuffer { uint elems[]; } raw_color; layout(set = 0, binding = 4, std430) readonly buffer DepthBuffer { int elems[]; } depth; layout(set = 0, binding = 5, std430) readonly buffer ShadeAlpha { mem_u8 elems[]; } shade_alpha; layout(set = 0, binding = 6, std430) readonly buffer Coverage { mem_i8 elems[]; } coverage; layout(std430, set = 0, binding = 7) readonly buffer TileInstanceOffset { uint elems[]; } tile_instance_offsets; layout(push_constant, std430) uniform Registers { uint fb_addr_index; uint fb_depth_addr_index; uint fb_width; uint fb_height; uint group_mask; } registers; layout(constant_id = 5) const int MAX_PRIMITIVES = 256; layout(constant_id = 6) const int MAX_WIDTH = 1024; const int TILE_BINNING_STRIDE = MAX_PRIMITIVES / 32; const int MAX_TILES_X = MAX_WIDTH / int(gl_WorkGroupSize.x); // Overall architecture of the tiling is from RetroWarp. void main() { int x = int(gl_GlobalInvocationID.x); int y = int(gl_GlobalInvocationID.y); ivec2 tile = ivec2(gl_WorkGroupID.xy); int linear_tile = tile.x + tile.y * MAX_TILES_X; int linear_tile_base = linear_tile * TILE_BINNING_STRIDE; uint coarse_binned = tile_binning_coarse.elems[linear_tile] & registers.group_mask; if (coarse_binned == 0u) return; init_tile(gl_GlobalInvocationID.xy, registers.fb_width, registers.fb_height, registers.fb_addr_index, registers.fb_depth_addr_index); while (coarse_binned != 0u) { int mask_index = findLSB(coarse_binned); coarse_binned &= ~uint(1 << mask_index); uint tile_instance = tile_instance_offsets.elems[linear_tile_base + mask_index]; uint binned = tile_binning.elems[linear_tile_base + mask_index]; while (binned != 0u) { int i = findLSB(binned); binned &= ~uint(1 << i); uint primitive_index = uint(i + 32 * mask_index); uint index = tile_instance * (gl_WorkGroupSize.x * gl_WorkGroupSize.y) + gl_LocalInvocationIndex; int coverage = int(coverage.elems[index]); if (coverage >= 0) { if ((coverage & COVERAGE_FILL_BIT) != 0) { fill_color(derived_setup.elems[primitive_index].fill_color); } else if ((coverage & COVERAGE_COPY_BIT) != 0) { uint word = raw_color.elems[index]; copy_pipeline(word, primitive_index); } else { ShadedData shaded; shaded.combined = u8x4(color.elems[index]); shaded.z_dith = depth.elems[index]; shaded.shade_alpha = u8(shade_alpha.elems[index]); shaded.coverage_count = u8(coverage); depth_blend(x, y, primitive_index, shaded); } } tile_instance++; } } finish_tile(gl_GlobalInvocationID.xy, registers.fb_width, registers.fb_height, registers.fb_addr_index, registers.fb_depth_addr_index); }