Rework batch building into a streaming API

This commit is contained in:
Patrick Walton 2019-01-10 11:18:27 -08:00
parent adf49ab932
commit 455e807ee3
1 changed files with 76 additions and 76 deletions

View File

@ -39,12 +39,14 @@ use std::cmp::Ordering;
use std::fmt::{self, Debug, Formatter}; use std::fmt::{self, Debug, Formatter};
use std::fs::File; use std::fs::File;
use std::io::{self, BufWriter, Write}; use std::io::{self, BufWriter, Write};
use std::iter;
use std::mem; use std::mem;
use std::ops::{Add, Mul, Sub}; use std::ops::{Add, Mul, Sub};
use std::path::PathBuf; use std::path::PathBuf;
use std::sync::atomic::{AtomicUsize, Ordering as AtomicOrdering}; use std::sync::atomic::{AtomicUsize, Ordering as AtomicOrdering};
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
use std::u16; use std::u16;
use std::u32;
use svgtypes::Color as SvgColor; use svgtypes::Color as SvgColor;
use usvg::{Node, NodeExt, NodeKind, Options as UsvgOptions, Paint as UsvgPaint}; use usvg::{Node, NodeExt, NodeKind, Options as UsvgOptions, Paint as UsvgPaint};
use usvg::{PathSegment as UsvgPathSegment, Rect as UsvgRect, Transform as UsvgTransform, Tree}; use usvg::{PathSegment as UsvgPathSegment, Rect as UsvgRect, Transform as UsvgTransform, Tree};
@ -60,6 +62,9 @@ const FLATTENING_TOLERANCE: f32 = 0.1;
const HAIRLINE_STROKE_WIDTH: f32 = 0.5; const HAIRLINE_STROKE_WIDTH: f32 = 0.5;
const MAX_FILLS_PER_BATCH: usize = 0x0002_0000;
const MAX_MASKS_PER_BATCH: u16 = 0xffff;
fn main() { fn main() {
let matches = let matches =
App::new("tile-svg").arg(Arg::with_name("runs").short("r") App::new("tile-svg").arg(Arg::with_name("runs").short("r")
@ -103,7 +108,7 @@ fn main() {
let (mut elapsed_object_build_time, mut elapsed_scene_build_time) = (0.0, 0.0); let (mut elapsed_object_build_time, mut elapsed_scene_build_time) = (0.0, 0.0);
let mut built_scene = BuiltScene::new(&scene.view_box, vec![]); let mut built_scene = BuiltScene::new(&scene.view_box);
for _ in 0..runs { for _ in 0..runs {
let z_buffer = ZBuffer::new(&scene.view_box); let z_buffer = ZBuffer::new(&scene.view_box);
@ -115,11 +120,13 @@ fn main() {
elapsed_object_build_time += duration_to_ms(&(Instant::now() - start_time)); elapsed_object_build_time += duration_to_ms(&(Instant::now() - start_time));
let start_time = Instant::now(); let start_time = Instant::now();
let built_shaders = scene.build_shaders(); built_scene = BuiltScene::new(&scene.view_box);
built_scene = BuiltScene::from_objects_and_shaders(&scene.view_box, built_scene.shaders = scene.build_shaders();
&built_objects, let mut scene_builder = SceneBuilder::new(built_objects, z_buffer, &scene.view_box);
built_shaders, built_scene.solid_tiles = scene_builder.build_solid_tiles();
&z_buffer); while let Some(batch) = scene_builder.build_batch() {
built_scene.batches.push(batch);
}
elapsed_scene_build_time += duration_to_ms(&(Instant::now() - start_time)); elapsed_scene_build_time += duration_to_ms(&(Instant::now() - start_time));
} }
@ -1127,65 +1134,71 @@ fn process_active_segment(contour: &Contour,
// Scene construction // Scene construction
impl BuiltScene { impl BuiltScene {
fn new(view_box: &Rect<f32>, shaders: Vec<ObjectShader>) -> BuiltScene { fn new(view_box: &Rect<f32>) -> BuiltScene {
BuiltScene { BuiltScene { view_box: *view_box, batches: vec![], solid_tiles: vec![], shaders: vec![] }
view_box: *view_box, }
batches: vec![], }
solid_tiles: vec![],
shaders,
tile_rect: round_rect_out_to_tile_bounds(view_box), fn scene_tile_index(tile_x: i16, tile_y: i16, tile_rect: Rect<i16>) -> u32 {
} (tile_y - tile_rect.origin.y) as u32 * tile_rect.size.width as u32 +
(tile_x - tile_rect.origin.x) as u32
}
struct SceneBuilder {
objects: Vec<BuiltObject>,
z_buffer: ZBuffer,
tile_rect: Rect<i16>,
current_object_index: usize,
}
impl SceneBuilder {
fn new(objects: Vec<BuiltObject>, z_buffer: ZBuffer, view_box: &Rect<f32>) -> SceneBuilder {
let tile_rect = round_rect_out_to_tile_bounds(view_box);
SceneBuilder { objects, z_buffer, tile_rect, current_object_index: 0 }
} }
// TODO(pcwalton): Turn this into a streaming batch model, for pipelining. fn build_solid_tiles(&self) -> Vec<SolidTileScenePrimitive> {
#[inline(never)] self.z_buffer.build_solid_tiles(&self.objects, &self.tile_rect)
fn from_objects_and_shaders(view_box: &Rect<f32>, }
objects: &[BuiltObject],
shaders: Vec<ObjectShader>,
z_buffer: &ZBuffer)
-> BuiltScene {
let mut scene = BuiltScene::new(view_box, shaders);
scene.add_batch();
// Initialize z-buffer, and fill solid tiles. fn build_batch(&mut self) -> Option<Batch> {
z_buffer.push_solid_tiles(&mut scene, objects); let mut batch = Batch::new();
// Build batches. let mut object_tile_index_to_batch_mask_tile_index = vec![];
let mut object_tile_index_to_scene_mask_tile_index = vec![]; while self.current_object_index < self.objects.len() {
for (object_index, object) in objects.iter().enumerate() { let object = &self.objects[self.current_object_index];
object_tile_index_to_scene_mask_tile_index.clear();
object_tile_index_to_scene_mask_tile_index.reserve(object.tiles.len()); if batch.fills.len() + object.fills.len() > MAX_FILLS_PER_BATCH {
break;
}
object_tile_index_to_batch_mask_tile_index.clear();
object_tile_index_to_batch_mask_tile_index.extend(
iter::repeat(u16::MAX).take(object.tiles.len()));
// Copy mask tiles. // Copy mask tiles.
for (tile_index, tile) in object.tiles.iter().enumerate() { for (tile_index, tile) in object.tiles.iter().enumerate() {
// Skip solid tiles, since we handled them above already. // Skip solid tiles, since we handled them above already.
if object.solid_tiles[tile_index] { if object.solid_tiles[tile_index] {
object_tile_index_to_scene_mask_tile_index.push(BLANK);
continue; continue;
} }
// Cull occluded tiles. // Cull occluded tiles.
let scene_tile_index = scene_tile_index(tile.tile_x, tile.tile_y, scene.tile_rect); let scene_tile_index = scene_tile_index(tile.tile_x, tile.tile_y, self.tile_rect);
if !z_buffer.test(scene_tile_index, object_index as u16) { if !self.z_buffer.test(scene_tile_index, self.current_object_index as u32) {
object_tile_index_to_scene_mask_tile_index.push(BLANK);
continue; continue;
} }
// Visible mask tile. // Visible mask tile.
let mut scene_mask_tile_index = scene.batches.last().unwrap().mask_tiles.len() as let batch_mask_tile_index = batch.mask_tiles.len() as u16;
u16; if batch_mask_tile_index == MAX_MASKS_PER_BATCH {
if scene_mask_tile_index == u16::MAX { break;
scene.add_batch();
scene_mask_tile_index = 0;
} }
object_tile_index_to_scene_mask_tile_index.push(SceneMaskTileIndex { object_tile_index_to_batch_mask_tile_index[tile_index] = batch_mask_tile_index;
batch_index: scene.batches.len() as u16 - 1,
mask_tile_index: scene_mask_tile_index,
});
scene.batches.last_mut().unwrap().mask_tiles.push(MaskTileBatchPrimitive { batch.mask_tiles.push(MaskTileBatchPrimitive {
tile: *tile, tile: *tile,
shader: object.shader, shader: object.shader,
}); });
@ -1194,42 +1207,26 @@ impl BuiltScene {
// Remap and copy fills, culling as necessary. // Remap and copy fills, culling as necessary.
for fill in &object.fills { for fill in &object.fills {
let object_tile_index = object.tile_coords_to_index(fill.tile_x, fill.tile_y); let object_tile_index = object.tile_coords_to_index(fill.tile_x, fill.tile_y);
let SceneMaskTileIndex { let mask_tile_index =
batch_index, object_tile_index_to_batch_mask_tile_index[object_tile_index as usize];
mask_tile_index, if mask_tile_index < u16::MAX {
} = object_tile_index_to_scene_mask_tile_index[object_tile_index as usize]; batch.fills.push(FillBatchPrimitive {
if batch_index < u16::MAX {
scene.batches[batch_index as usize].fills.push(FillBatchPrimitive {
px: fill.px, px: fill.px,
subpx: fill.subpx, subpx: fill.subpx,
mask_tile_index, mask_tile_index,
}); });
} }
} }
self.current_object_index += 1;
} }
return scene; if batch.is_empty() {
None
#[derive(Clone, Copy, Debug)] } else {
struct SceneMaskTileIndex { Some(batch)
batch_index: u16,
mask_tile_index: u16,
} }
const BLANK: SceneMaskTileIndex = SceneMaskTileIndex {
batch_index: 0,
mask_tile_index: 0,
};
} }
fn add_batch(&mut self) {
self.batches.push(Batch::new());
}
}
fn scene_tile_index(tile_x: i16, tile_y: i16, tile_rect: Rect<i16>) -> u32 {
(tile_y - tile_rect.origin.y) as u32 * tile_rect.size.width as u32 +
(tile_x - tile_rect.origin.x) as u32
} }
// Culling // Culling
@ -1249,7 +1246,7 @@ impl ZBuffer {
} }
} }
fn test(&self, scene_tile_index: u32, object_index: u16) -> bool { fn test(&self, scene_tile_index: u32, object_index: u32) -> bool {
let existing_depth = self.buffer[scene_tile_index as usize].load(AtomicOrdering::SeqCst); let existing_depth = self.buffer[scene_tile_index as usize].load(AtomicOrdering::SeqCst);
existing_depth < object_index as usize + 1 existing_depth < object_index as usize + 1
} }
@ -1271,8 +1268,9 @@ impl ZBuffer {
} }
} }
fn push_solid_tiles(&self, scene: &mut BuiltScene, objects: &[BuiltObject]) { fn build_solid_tiles(&self, objects: &[BuiltObject], tile_rect: &Rect<i16>)
let tile_rect = scene.tile_rect; -> Vec<SolidTileScenePrimitive> {
let mut solid_tiles = vec![];
for scene_tile_y in 0..tile_rect.size.height { for scene_tile_y in 0..tile_rect.size.height {
for scene_tile_x in 0..tile_rect.size.width { for scene_tile_x in 0..tile_rect.size.width {
let scene_tile_index = scene_tile_y as usize * tile_rect.size.width as usize + let scene_tile_index = scene_tile_y as usize * tile_rect.size.width as usize +
@ -1282,13 +1280,15 @@ impl ZBuffer {
continue continue
} }
let object_index = (depth - 1) as usize; let object_index = (depth - 1) as usize;
scene.solid_tiles.push(SolidTileScenePrimitive { solid_tiles.push(SolidTileScenePrimitive {
tile_x: scene_tile_x + tile_rect.origin.x, tile_x: scene_tile_x + tile_rect.origin.x,
tile_y: scene_tile_y + tile_rect.origin.y, tile_y: scene_tile_y + tile_rect.origin.y,
shader: objects[object_index].shader, shader: objects[object_index].shader,
}); });
} }
} }
solid_tiles
} }
} }
@ -1310,8 +1310,6 @@ struct BuiltScene {
batches: Vec<Batch>, batches: Vec<Batch>,
solid_tiles: Vec<SolidTileScenePrimitive>, solid_tiles: Vec<SolidTileScenePrimitive>,
shaders: Vec<ObjectShader>, shaders: Vec<ObjectShader>,
tile_rect: Rect<i16>,
} }
#[derive(Debug)] #[derive(Debug)]
@ -1640,6 +1638,8 @@ impl Batch {
fn new() -> Batch { fn new() -> Batch {
Batch { fills: vec![], mask_tiles: vec![] } Batch { fills: vec![], mask_tiles: vec![] }
} }
fn is_empty(&self) -> bool { self.mask_tiles.is_empty() }
} }
impl TileObjectPrimitive { impl TileObjectPrimitive {