Merge pull request #11690 from degasus/asciiart
Shaders: Reintroduce the old Ascii-Art shader.
This commit is contained in:
commit
d62838a2f4
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/*
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[configuration]
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[OptionBool]
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GUIName = Use target window resolution
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OptionName = USE_WINDOW_RES
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DefaultValue = true
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[OptionBool]
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GUIName = Debug: Calculate only one character per subgroup
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OptionName = DEBUG_ONLY_ONE_CHAR
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DefaultValue = false
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[/configuration]
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*/
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const uint MAX_CHARS = 96u; // max 96, must be a multiple of 32
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const bool HAVE_FULL_FEATURE_FALLBACK = true;
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const uint UNROLL_FALLBACK = 4;
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const uint UNROLL_SIMD = 3; // max MAX_CHARS / 32
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// #undef SUPPORTS_SUBGROUP_REDUCTION
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#ifdef API_VULKAN
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// By default, subgroupBroadcast only supports compile time constants as index.
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// However we need an uniform instead. This is always supported in OpenGL,
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// but in Vulkan only in SPIR-V >= 1.5.
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// So fall back to subgroupShuffle on Vulkan instead.
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#define subgroupBroadcast subgroupShuffle
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#endif
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/*
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The header-only font
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We have 96 (ASCII) characters, each of them is 12 pixels high and 8 pixels wide.
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To store the boolean value per pixel, 96 bits per character is needed.
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So three 32 bit integers are used per character.
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This takes in total roughly 1 kB of constant buffer.
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The first character must be all-one for the optimized implementation below.
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*/
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const uint char_width = 8;
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const uint char_height = 12;
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const uint char_count = 96;
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const uint char_pixels = char_width * char_height;
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const float2 char_dim = float2(char_width, char_height);
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const uint rasters[char_count][(char_pixels + 31) / 32] = {
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{0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF}, {0x18181818, 0x00181818, 0x00181800},
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{0x6c6c6c6c, 0x00000000, 0x00000000}, {0x66660000, 0xff6666ff, 0x00006666},
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{0x1bff7e18, 0xd8f87e1f, 0x00187eff}, {0x6edb1b0e, 0x760c1830, 0x0070d8db},
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{0x3333361c, 0x1b0e0e1b, 0x00fe63f3}, {0x18383070, 0x00000000, 0x00000000},
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{0x0c0c1830, 0x0c0c0c0c, 0x0030180c}, {0x3030180c, 0x30303030, 0x000c1830},
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{0x5a990000, 0x5a3cff3c, 0x00000099}, {0x18180000, 0x18ffff18, 0x00001818},
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{0x00000000, 0x38000000, 0x000c1838}, {0x00000000, 0x00ffff00, 0x00000000},
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{0x00000000, 0x00000000, 0x00001c1c}, {0x6060c0c0, 0x18183030, 0x06060c0c},
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{0xe3c3663c, 0xc7cfdbf3, 0x003c66c3}, {0x181e1c18, 0x18181818, 0x007e1818},
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{0x60c0e77e, 0x060c1830, 0x00ff0303}, {0xc0c0e77e, 0xc0e07ee0, 0x007ee7c0},
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{0x363c3830, 0x3030ff33, 0x00303030}, {0x030303ff, 0xc0e07f03, 0x007ee7c0},
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{0x0303e77e, 0xc3e37f03, 0x007ee7c3}, {0xc0c0c0ff, 0x0c183060, 0x000c0c0c},
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{0xc3c3e77e, 0xc3e77ee7, 0x007ee7c3}, {0xc3c3e77e, 0xc0c0fee7, 0x007ee7c0},
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{0x00000000, 0x00001c1c, 0x00001c1c}, {0x38000000, 0x38000038, 0x000c1838},
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{0x0c183060, 0x0c060306, 0x00603018}, {0x00000000, 0xff00ffff, 0x000000ff},
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{0x30180c06, 0x3060c060, 0x00060c18}, {0xc0c3c37e, 0x18183060, 0x00180000},
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{0x7e000000, 0xdbcbbbc3, 0x00fc06f3}, {0xc3663c18, 0xc3ffc3c3, 0x00c3c3c3},
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{0xc3c3e37f, 0xc3e37fe3, 0x007fe3c3}, {0x0303e77e, 0x03030303, 0x007ee703},
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{0xc3e3733f, 0xc3c3c3c3, 0x003f73e3}, {0x030303ff, 0x03033f03, 0x00ff0303},
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{0x030303ff, 0x0303033f, 0x00030303}, {0x0303e77e, 0xc3f30303, 0x007ee7c3},
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{0xc3c3c3c3, 0xc3c3ffc3, 0x00c3c3c3}, {0x1818187e, 0x18181818, 0x007e1818},
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{0x60606060, 0x60606060, 0x003e7763}, {0x1b3363c3, 0x1b0f070f, 0x00c36333},
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{0x03030303, 0x03030303, 0x00ff0303}, {0xffffe7c3, 0xc3c3c3db, 0x00c3c3c3},
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{0xcfcfc7c7, 0xf3fbdbdf, 0x00e3e3f3}, {0xc3c3e77e, 0xc3c3c3c3, 0x007ee7c3},
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{0xc3c3e37f, 0x03037fe3, 0x00030303}, {0xc3c3663c, 0xdbc3c3c3, 0x00fc76fb},
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{0xc3c3e37f, 0x1b0f7fe3, 0x00c36333}, {0x0303e77e, 0xc0e07e07, 0x007ee7c0},
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{0x181818ff, 0x18181818, 0x00181818}, {0xc3c3c3c3, 0xc3c3c3c3, 0x007ee7c3},
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{0xc3c3c3c3, 0x6666c3c3, 0x00183c3c}, {0xc3c3c3c3, 0xffdbdbc3, 0x00c3e7ff},
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{0x3c6666c3, 0x3c3c183c, 0x00c36666}, {0x3c6666c3, 0x1818183c, 0x00181818},
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{0x60c0c0ff, 0x060c7e30, 0x00ff0303}, {0x0c0c0c3c, 0x0c0c0c0c, 0x003c0c0c},
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{0x0c0c0606, 0x30301818, 0xc0c06060}, {0x3030303c, 0x30303030, 0x003c3030},
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{0xc3663c18, 0x00000000, 0x00000000}, {0x00000000, 0x00000000, 0xff000000},
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{0x181c0c0e, 0x00000000, 0x00000000}, {0x00000000, 0xfec0c37e, 0x00fec3c3},
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{0x03030303, 0xc3c37f03, 0x007fc3c3}, {0x00000000, 0x0303c37e, 0x007ec303},
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{0xc0c0c0c0, 0xc3c3fec0, 0x00fec3c3}, {0x00000000, 0x7fc3c37e, 0x00fe0303},
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{0x0c0ccc78, 0x0c0c3f0c, 0x000c0c0c}, {0x00000000, 0xc3c3c37e, 0xc3c0c0fe},
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{0x03030303, 0xc3c3c37f, 0x00c3c3c3}, {0x00001800, 0x18181818, 0x00181818},
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{0x00003000, 0x30303030, 0x36303030}, {0x03030303, 0x0f1b3363, 0x0063331f},
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{0x1818181e, 0x18181818, 0x007e1818}, {0x00000000, 0xdbdbdb7f, 0x00dbdbdb},
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{0x00000000, 0x6363633f, 0x00636363}, {0x00000000, 0x6363633e, 0x003e6363},
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{0x00000000, 0xc3c3c37f, 0x03037fc3}, {0x00000000, 0xc3c3c3fe, 0xc0c0fec3},
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{0x00000000, 0x0303077f, 0x00030303}, {0x00000000, 0x7e0303fe, 0x007fc0c0},
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{0x0c0c0c00, 0x0c0c0c3f, 0x00386c0c}, {0x00000000, 0x63636363, 0x007e6363},
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{0x00000000, 0x6666c3c3, 0x00183c3c}, {0x00000000, 0xdbc3c3c3, 0x00c3e7ff},
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{0x00000000, 0x183c66c3, 0x00c3663c}, {0x00000000, 0x3c6666c3, 0x06060c18},
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{0x00000000, 0x183060ff, 0x00ff060c}, {0x181818f0, 0x181c0f1c, 0x00f01818},
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{0x18181818, 0x18181818, 0x18181818}, {0x1818180f, 0x1838f038, 0x000f1818},
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{0x06000000, 0x0060f18f, 0x00000000}, {0x00000000, 0x00000000, 0x00000000}};
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// Precalculated sum of all pixels per character
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const uint raster_active_pixels[char_count] = {
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96, 18, 16, 40, 56, 42, 46, 10, 22, 22, 32, 28, 10, 16, 6, 24,
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52, 29, 36, 44, 35, 42, 50, 28, 58, 51, 12, 16, 22, 32, 22, 26,
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41, 46, 57, 38, 52, 38, 32, 46, 48, 30, 31, 43, 28, 56, 64, 52,
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42, 52, 52, 44, 28, 48, 42, 58, 42, 32, 38, 26, 24, 26, 14, 8,
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10, 34, 40, 26, 40, 32, 30, 33, 39, 16, 20, 37, 28, 43, 30, 30,
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34, 34, 20, 28, 27, 30, 26, 36, 26, 24, 26, 30, 24, 30, 14, 0};
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// Get one sample of the font: (pixel index, character index)
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float SampleFont(uint2 pos) {
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return (rasters[pos.y][pos.x / 32] >> (pos.x % 32)) & uint(1);
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}
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// Get one sample of the framebuffer: (character position in screen space, pixel index)
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float3 SampleTex(uint2 char_pos, uint pixel) {
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float2 inv_resoltion = OptionEnabled(USE_WINDOW_RES) ? GetInvWindowResolution() : GetInvResolution();
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float2 tex_pos = char_pos * char_dim + float2(pixel % char_width, pixel / char_width) + 0.5;
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return SampleLocation(tex_pos * inv_resoltion).xyz;
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}
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struct CharResults {
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float3 fg; // font color
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float3 bg; // background color
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float err; // MSE of this configuration
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uint c; // character index
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};
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// Calculate the font and background color and the MSE for a given character
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CharResults CalcCharRes(uint c, float3 t, float3 ft) {
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CharResults o;
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o.c = c;
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// Inputs:
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// tt: sum of all texture samples squared
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// t: sum of all texture samples
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// ff: sum of all font samples squared
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// f: sum of all font samples
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// ft: sum of all font samples * texture samples
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// The font is either 1.0 or 0.0, so ff == f
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// As the font is constant, this is pre-calculated
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float f = raster_active_pixels[c];
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float ff = f;
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// The calculation isn't stable if the font is all-one. Return max err
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// instead.
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if (f == char_pixels) {
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o.err = char_pixels * char_pixels;
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return o;
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}
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// tt is only used as constant offset for the error, define it as zero
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float3 tt = float3(0.0, 0.0, 0.0);
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// The next lines are a bit harder, hf :-)
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// The idea is to find the perfect char with the perfect background color
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// and the perfect font color. As this is an equation with three unknowns,
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// we can't just try all chars and color combinations.
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// As criterion how "perfect" the selection is, we compare the "mean
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// squared error" of the resulted colors of all chars. So, now the big
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// issue: how to calculate the MSE without knowing the two colors ...
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// In the next steps, "a" is the font color, "b" is the background color,
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// "f" is the font value at this pixel, "t" is the texture value
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// So the square error of one pixel is:
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// e = ( t - a⋅f - b⋅(1-f) ) ^ 2
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// In longer:
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// e = a^2⋅f^2 - 2⋅a⋅b⋅f^2 + 2⋅a⋅b⋅f - 2⋅a⋅f⋅t + b^2⋅f^2 - 2⋅b^2⋅f + b^2 +
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// 2⋅b⋅f⋅t - 2⋅b⋅t + t^2
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// The sum of all errors is: (as shortcut, ff,f,ft,t,tt are now the sums
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// like declared above, sum(1) is the count of pixels) sum(e) = a^2⋅ff -
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// 2⋅a^2⋅ff + 2⋅a⋅b⋅f - 2⋅a⋅ft + b^2⋅ff - 2⋅b^2⋅f + b^2⋅sum(1) + 2⋅b⋅ft -
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// 2⋅b⋅t + tt
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// tt is only used as a constant offset, so its value has no effect on a,b or
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// on the relative error. So it can be completely dropped.
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// To find the minimum, we have to derive this by "a" and "b":
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// d/da sum(e) = 2⋅a⋅ff + 2⋅b⋅f - 2⋅b⋅ff - 2⋅ft
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// d/db sum(e) = 2⋅a⋅f - 2⋅a⋅ff - 4⋅b⋅f + 2⋅b⋅ff + 2⋅b⋅sum(1) + 2⋅ft - 2⋅t
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// So, both equations must be zero at minimum and there is only one
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// solution.
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float3 a = (ft * (f - float(char_pixels)) + t * (f - ff)) / (f * f - ff * float(char_pixels));
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float3 b = (ft * f - t * ff) / (f * f - ff * float(char_pixels));
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float3 e = a * a * ff + 2.0 * a * b * (f - ff) - 2.0 * a * ft +
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b * b * (-2.0 * f + ff + float(char_pixels)) + 2.0 * b * ft -
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2.0 * b * t + tt;
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o.err = dot(e, float3(1.0, 1.0, 1.0));
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o.fg = a;
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o.bg = b;
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o.c = c;
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return o;
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}
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// Get the color of the pixel of this invocation based on the character details
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float3 GetFinalPixel(CharResults char_out) {
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float2 resolution = OptionEnabled(USE_WINDOW_RES) ? GetWindowResolution() : GetResolution();
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uint2 char_pos = uint2(floor(GetCoordinates() * resolution / char_dim));
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uint2 pixel_offset = uint2(floor(GetCoordinates() * resolution) - char_pos * char_dim);
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float font = SampleFont(int2(pixel_offset.x + char_width * pixel_offset.y, char_out.c));
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return char_out.fg * font + char_out.bg * (1.0 - font);
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}
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/*
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This shader performs some kind of brute force evaluation, which character fits best.
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for c in characters:
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for p in pixels:
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ft += font(c,p) * texture(p)
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res = CalcCharRes(ft)
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min(res.err)
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Terrible in performance, only for reference.
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*/
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CharResults CalcCharTrivial(uint2 char_pos) {
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float3 t;
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CharResults char_out;
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char_out.err = char_pixels * char_pixels;
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for (uint c = 0; c < MAX_CHARS; c += 1) {
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float3 ft = float3(0.0, 0.0, 0.0);
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for (uint pixel = 0; pixel < char_pixels; pixel += 1) {
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float3 tex = SampleTex(char_pos, pixel);
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float font = SampleFont(uint2(pixel, c));
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ft += font * tex;
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}
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if (c == 0) t = ft;
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CharResults res = CalcCharRes(c, t, ft);
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if (res.err < char_out.err)
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char_out = res;
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}
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return char_out;
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}
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/*
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However for better performance, some characters are tested at once. This saves some expensive texture() calls.
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Also split the loop over the pixels in groups of 32 for only fetching the uint32 of the font once.
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*/
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CharResults CalcCharFallback(uint2 char_pos) {
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float3 t;
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CharResults char_out;
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char_out.err = char_pixels * char_pixels;
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for (uint c = 0; c < MAX_CHARS; c += UNROLL_FALLBACK) {
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// Declare ft
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float3 ft[UNROLL_FALLBACK];
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for (uint i = 0; i < UNROLL_FALLBACK; i++)
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ft[i] = float3(0.0, 0.0, 0.0);
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// Split `for p : pixels` in groups of 32. This makes accessing the texture (bit in uint32) easier.
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for (uint pixel = 0; pixel < char_pixels; pixel += 32) {
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uint font_i[UNROLL_FALLBACK];
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for (uint i = 0; i < UNROLL_FALLBACK; i++)
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font_i[i] = rasters[c + i][pixel / 32];
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for (uint pixel_offset = 0; pixel_offset < 32; pixel_offset += 1) {
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float3 tex = SampleTex(char_pos, pixel + pixel_offset);
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// Inner kernel of `ft += font * tex`. Most time is spend in here.
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for (uint i = 0; i < UNROLL_FALLBACK; i++) {
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float font = (font_i[i] >> pixel_offset) & uint(1);
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ft[i] += font * tex;
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}
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}
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}
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if (c == 0) {
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// First char has font := 1, so t = ft. Cache this value for the next iterations.
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t = ft[0];
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}
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// Check if this character fits better than the last one.
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for (uint i = 0; i < UNROLL_FALLBACK; i++) {
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CharResults res = CalcCharRes(c + i, t, ft[i]);
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if (res.err < char_out.err)
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char_out = res;
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}
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}
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return char_out;
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}
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/*
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SIMD optimized version with subgroup intrinsics
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- distribute all characters over the lanes and check for them in parallel
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- distribute the uniform texture access and broadcast each back to each lane
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*/
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CharResults CalcCharSIMD(uint2 char_pos, uint simd_width) {
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// Font color, bg color, character, error -- of character with minimum error
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CharResults char_out;
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char_out.err = char_pixels * char_pixels;
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float3 t;
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#ifdef SUPPORTS_SUBGROUP_REDUCTION
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// Hack: Work in hard-codeded fixed SIMD mode
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if (gl_SubgroupInvocationID < simd_width) {
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// Loop over all characters
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for (uint c = 0; c < MAX_CHARS; c += UNROLL_SIMD * simd_width) {
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// registers for "sum of font * texture"
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float3 ft[UNROLL_SIMD];
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for (uint i = 0; i < UNROLL_SIMD; i++)
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ft[i] = float3(0.0, 0.0, 0.0);
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for (uint pixel = 0; pixel < char_pixels; pixel += 32) {
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// Preload the font uint32 for the next 32 pixels
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uint font_i[UNROLL_SIMD];
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for (uint i = 0; i < UNROLL_SIMD; i++)
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font_i[i] = rasters[c + UNROLL_SIMD*gl_SubgroupInvocationID + i][pixel / 32];
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for (uint pixel_offset = 0; pixel_offset < 32; pixel_offset += simd_width) {
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// Copy one full WRAP of textures into registers and shuffle them around
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// for later usage. This avoids one memory transaction per tested pixel
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// & character.
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float3 tex_simd = SampleTex(char_pos, pixel + pixel_offset + gl_SubgroupInvocationID);
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for (uint k = 0; k < simd_width; k += 1) {
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float3 tex = subgroupBroadcast(tex_simd, k);
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// Note: As pixel iterates based on power-of-two gl_SubgroupSize, the
|
||||
// const memory access to rasters is CSE'd and the inner loop
|
||||
// after unrolling only contains: testing one bit + shuffle +
|
||||
// conditional add
|
||||
for (uint i = 0; i < UNROLL_SIMD; i++) {
|
||||
float font = (font_i[i] >> (k + pixel_offset % 32)) & uint(1);
|
||||
ft[i] += font * tex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (c == 0) {
|
||||
// font[0] is a hardcoded 1 font, so t = ft
|
||||
t = subgroupBroadcast(ft[0], 0);
|
||||
}
|
||||
|
||||
for (uint i = 0; i < UNROLL_SIMD; i++) {
|
||||
CharResults res = CalcCharRes(c + UNROLL_SIMD*gl_SubgroupInvocationID + i, t, ft[i]);
|
||||
if (res.err < char_out.err)
|
||||
char_out = res;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Broadcast to get the best character of all threads
|
||||
float err_min = subgroupMin(char_out.err);
|
||||
uint smallest = subgroupBallotFindLSB(subgroupBallot(err_min == char_out.err));
|
||||
char_out.fg = subgroupBroadcast(char_out.fg, smallest);
|
||||
char_out.bg = subgroupBroadcast(char_out.bg, smallest);
|
||||
char_out.c = subgroupBroadcast(char_out.c, smallest);
|
||||
char_out.err = err_min;
|
||||
|
||||
#endif
|
||||
return char_out;
|
||||
}
|
||||
|
||||
bool supportsSIMD(uint simd_width) {
|
||||
#ifdef SUPPORTS_SUBGROUP_REDUCTION
|
||||
const uint mask = simd_width == 32u ? 0xFFFFFFFFu : (1u << simd_width) - 1;
|
||||
return (subgroupBallot(true)[0] & mask) == mask;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Calculate the character position of this pixel
|
||||
float2 resolution = OptionEnabled(USE_WINDOW_RES) ? GetWindowResolution() : GetResolution();
|
||||
uint2 char_pos_self = uint2(floor(GetCoordinates() * resolution / char_dim));
|
||||
|
||||
float3 color_out;
|
||||
|
||||
#ifdef SUPPORTS_SUBGROUP_REDUCTION
|
||||
if (supportsSIMD(8)) {
|
||||
// Loop over all character positions covered by this wave
|
||||
bool pixel_active = !gl_HelperInvocation;
|
||||
CharResults char_out;
|
||||
while (true) {
|
||||
|
||||
// Fetch the next active character position
|
||||
uint4 active_lanes = subgroupBallot(pixel_active);
|
||||
if (active_lanes == uint4(0, 0, 0, 0)) {
|
||||
break;
|
||||
}
|
||||
uint2 char_pos = subgroupBroadcast(char_pos_self, subgroupBallotFindLSB(active_lanes));
|
||||
|
||||
// And calculate everything for this character position
|
||||
if (supportsSIMD(32)) {
|
||||
char_out = CalcCharSIMD(char_pos, 32);
|
||||
} else if (supportsSIMD(16)) {
|
||||
char_out = CalcCharSIMD(char_pos, 16);
|
||||
} else if (supportsSIMD(8)) {
|
||||
char_out = CalcCharSIMD(char_pos, 8);
|
||||
}
|
||||
|
||||
// Draw the character on screen
|
||||
if (char_pos == char_pos_self) {
|
||||
color_out = GetFinalPixel(char_out);
|
||||
pixel_active = false;
|
||||
}
|
||||
if (OptionEnabled(DEBUG_ONLY_ONE_CHAR)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else
|
||||
#endif
|
||||
if (HAVE_FULL_FEATURE_FALLBACK) {
|
||||
color_out = GetFinalPixel(CalcCharFallback(char_pos_self));
|
||||
} else {
|
||||
color_out = Sample().xyz;
|
||||
}
|
||||
|
||||
SetOutput(float4(color_out, 1.0));
|
||||
}
|
|
@ -79,6 +79,7 @@ static const char SUBGROUP_HELPER_HEADER[] = R"(
|
|||
#extension GL_KHR_shader_subgroup_basic : enable
|
||||
#extension GL_KHR_shader_subgroup_arithmetic : enable
|
||||
#extension GL_KHR_shader_subgroup_ballot : enable
|
||||
#extension GL_KHR_shader_subgroup_shuffle : enable
|
||||
|
||||
#define SUPPORTS_SUBGROUP_REDUCTION 1
|
||||
#define IS_HELPER_INVOCATION gl_HelperInvocation
|
||||
|
|
|
@ -981,9 +981,11 @@ void VulkanContext::PopulateShaderSubgroupSupport()
|
|||
|
||||
// We require basic ops (for gl_SubgroupInvocationID), ballot (for subgroupBallot,
|
||||
// subgroupBallotFindLSB), and arithmetic (for subgroupMin/subgroupMax).
|
||||
constexpr VkSubgroupFeatureFlags required_operations = VK_SUBGROUP_FEATURE_BASIC_BIT |
|
||||
VK_SUBGROUP_FEATURE_ARITHMETIC_BIT |
|
||||
VK_SUBGROUP_FEATURE_BALLOT_BIT;
|
||||
// Shuffle is enabled as a workaround until SPIR-V >= 1.5 is enabled with broadcast(uniform)
|
||||
// support.
|
||||
constexpr VkSubgroupFeatureFlags required_operations =
|
||||
VK_SUBGROUP_FEATURE_BASIC_BIT | VK_SUBGROUP_FEATURE_ARITHMETIC_BIT |
|
||||
VK_SUBGROUP_FEATURE_BALLOT_BIT | VK_SUBGROUP_FEATURE_SHUFFLE_BIT;
|
||||
m_supports_shader_subgroup_operations =
|
||||
(subgroup_properties.supportedOperations & required_operations) == required_operations &&
|
||||
subgroup_properties.supportedStages & VK_SHADER_STAGE_FRAGMENT_BIT &&
|
||||
|
|
Loading…
Reference in New Issue