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