Compare commits

13 Commits
Author SHA1 Message Date
octagonal 7c78085b61 starting compaction stuff 2026-09-16 20:49:44 +02:00
octagonal 5ed2f67324 adding sort that actually stops when finshed 2026-09-15 22:27:26 +02:00
octagonal 532580b9bd more occup 2026-09-15 13:39:56 +02:00
octagonal d1f76fe9f0 WTF 2026-09-13 23:06:00 +02:00
octagonal 59e3ed5f87 Faster coalescing 2026-09-13 15:48:27 +02:00
octagonal 9015ed85d6 slang fast 2026-09-12 16:16:21 +02:00
octagonal 3835a6fa78 lfs WITH files out of gitignore 2026-09-11 17:23:31 +02:00
octagonal a342643ab7 Test lfs 2026-09-11 17:17:22 +02:00
octagonal 54c5e91a7f Fix RT timer 2026-09-11 17:12:38 +02:00
octagonal f8087c3a2c feature: add a producer_interface struct to cleanly represent the $ interface 2026-09-05 21:06:38 +02:00
octagonal a241b7fd83 refactor: reorganising files 2026-09-05 16:01:31 +02:00
octagonal f8cfb69b21 Works 2026-09-05 15:39:19 +02:00
octagonal 7efb1a1404 10ms raytracing 2026-09-04 17:13:07 +02:00
28 changed files with 4010 additions and 4922 deletions
+3
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img.jpg filter=lfs diff=lfs merge=lfs -text
img_low.jpg filter=lfs diff=lfs merge=lfs -text
vxls_height.tif filter=lfs diff=lfs merge=lfs -text
+1
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@@ -1,6 +1,7 @@
/target
Cargo.lock
imgs.tar.gz
# Added by cargo
#
+2 -1
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@@ -14,10 +14,11 @@ env_logger = "0.11.11"
fastapprox = "0.3.1"
glam = "0.33.5"
image = "0.25.10"
indicatif = "0.18.6"
itertools = "0.15.0"
pollster = "1.0.1"
rand = "0.10.2"
rayon = "1.12.0"
tiff = "0.11.3"
wgpu = "30"
wgpu = {version = "30", features = ["spirv"]}
winit = "0.30.13"
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+4
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all: voxel.spv
%.spv: %.slang
slangc $< -O3 -fvk-use-entrypoint-name -target spirv -o $@
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[[vk::binding(0, 0)]]
RWStructuredBuffer<uint32_t> count_buffer;
[[vk::binding(0, 1)]]
RWStructuredBuffer<uint32_t> reduced_buffer;
[[vk::binding(1, 1)]]
RWStructuredBuffer<uint32_t> sum_buffer;
[[vk::binding(2, 1)]]
RWStructuredBuffer<uint32_t> compaction_buffer;
groupshared uint32_t local_data[256 * 2];
static uint32_t THREAD_WIDTH = 256;
static uint32_t DATA_WIDTH = THREAD_WIDTH * 2;
[numthreads(256, 1, 1)]
[shader("compute")]
void block_sum(
uint32_t3 workgroup_id: SV_GroupID,
uint32_t3 local_thread_id: SV_GroupThreadID,
uint32_t3 global_thread_id: SV_DispatchThreadID)
{
// Perform sum in current block
// Copy local_datainto LDS with predicate
let thread_index = global_thread_id.x;
let local_thread_index = local_thread_id.x;
let total = count_buffer.getCount();
if (thread_index * 2 < total)
{
local_data[local_thread_index * 2] = select(count_buffer[thread_index * 2] != 0, 1, 0);
}
else
{
local_data[local_thread_index * 2] = 0;
}
if (thread_index * 2 + 1 < total)
{
local_data[local_thread_index * 2 + 1] = select(count_buffer[thread_index * 2 + 1] != 0, 1, 0);
}
else
{
local_data[local_thread_index * 2 + 1] = 0;
}
GroupMemoryBarrierWithGroupSync();
var width : uint32_t = 2;
while (width <= DATA_WIDTH)
{
let dest_index = width * (thread_index + 1) - 1;
let get_index = dest_index - (width / 2);
// println!("{}, {}", get_index, dest_index);
if (dest_index < DATA_WIDTH)
{
local_data[dest_index] += local_data[get_index];
}
width *= 2;
GroupMemoryBarrierWithGroupSync();
}
local_data[DATA_WIDTH - 1] = 0;
while (width >= 2)
{
let dest_index = width * (thread_index + 1) - 1;
let get_index = dest_index - (width / 2);
// println!("{}, {}", get_index, dest_index);
if (dest_index < DATA_WIDTH)
{
let self_data = local_data[dest_index];
local_data[dest_index] += local_data[get_index];
local_data[get_index] = self_data;
}
width /= 2;
GroupMemoryBarrierWithGroupSync();
}
// Block now contains running local sum
// Dump back to sum buffer
sum_buffer[2 * thread_index] = local_data[2 * local_thread_index];
sum_buffer[2 * thread_index + 1] = local_data[2 * local_thread_index + 1];
// Write to reduced buffer
reduced_buffer[workgroup_id.x] = local_data[DATA_WIDTH - 1];
}
[numthreads(1, 1, 1)]
[shader("compute")]
void linear_reduced_sum(
uint32_t3 workgroup_id: SV_GroupID,
uint32_t3 local_thread_id: SV_GroupThreadID,
uint32_t3 global_thread_id: SV_DispatchThreadID)
{
let size = reduced_buffer.getCount();
// Perform exclusive sum
var running_sum : uint32_t = 0;
for (uint32_t i = 0; i < size; i++)
{
let value = reduced_buffer[i];
reduced_buffer[i] = running_sum;
running_sum += value;
}
}
[numthreads(256, 1, 1)]
[shader("compute")]
void uniform_add(
uint32_t3 workgroup_id: SV_GroupID,
uint32_t3 local_thread_id: SV_GroupThreadID,
uint32_t3 global_thread_id: SV_DispatchThreadID)
{
let thread_index = global_thread_id.x;
let local_thread_index = local_thread_id.x;
// Gather
let reduced_value = reduced_buffer[global_thread_id.x];
// Apply
sum_buffer[thread_index * 2] += reduced_value;
sum_buffer[thread_index * 2 + 1] += reduced_value;
}
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struct PushConstants
{
float4x4 view_proj;
float3 cam_pos;
uint32_t frame_timestamp;
uint32_t width;
uint32_t height;
uint32_t chunk_width;
uint32_t chunk_height;
uint32_t chunk_alt;
}
public struct VertexOutput
{
public float4 position : SV_Position;
[vk::location(0)]
public float3 world_position;
[vk::location(1)]
public nointerpolation uint32_t structure_id;
[vk::location(2)]
public float3 cam_position;
[vk::location(3)]
public float3 chunk_position;
}
[[vk::push_constant]]
uniform PushConstants constants;
[shader("vertex")]
VertexOutput chunk(
uint index: SV_VulkanVertexID,
[vk::location(0)] float3 chunk_position,
[vk::location(1)] uint id)
{
let cube_vertices : float3[8] =
float3[](
float3(0., 0., 0.),
float3(0., 0., 1.),
float3(1., 0., 1.),
float3(1., 0., 0.),
float3(0., 1., 0.),
float3(0., 1., 1.),
float3(1., 1., 1.),
float3(1., 1., 0.), );
// clang-format off
let cube_faces: int[24] = int[](
// Bottom face
1, 0, 2, 3,
// Top face
4, 5, 7, 6,
// Side faces
0, 1, 4, 5,
1, 2, 5, 6,
2, 3, 6, 7,
3, 0, 7, 4,
);
let quad_index = index / (3 * 2);
let triangle_index = index % (3 * 2);
let triangle_map: int[6] = int[](
0, 1, 2, 1, 3, 2
);
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
let output_vertex = mul(constants.view_proj, float4(vertex + chunk_position, 1.0f));
VertexOutput vertex_output;
vertex_output.position = output_vertex;
vertex_output.world_position = vertex + chunk_position;
vertex_output.structure_id = id;
vertex_output.cam_position = constants.cam_pos;
vertex_output.chunk_position = chunk_position;
return vertex_output;
}
struct StructurePointer
{
uint32_t value;
bool subdivided()
{
return (this.value & 0x80000000) != 0;
}
bool pointer_valid()
{
return (this.value & 0x40000000) != 0;
}
bool subdivided_valid()
{
return (this.value & 0xC0000000) == 0xC0000000;
}
uint32_t pointer()
{
return this.value & 0x3FFFFFFF;
}
}
struct ByteColor
{
uint32_t byte_color;
property uint32_t byte_r {
get {return byte_color & 0xFF;}
}
property uint32_t byte_g {
get {return (byte_color >> 8) & 0xFF;}
}
property uint32_t byte_b {
get {return (byte_color >> 16) & 0xFF;}
}
property uint32_t byte_a {
get {return byte_color >> 24;}
}
property float4 float_color {
get {return float4(
float(byte_r) / 255.,
float(byte_g) / 255.,
float(byte_b) / 255.,
float(byte_a) / 255.
); }
}
}
struct StructurePoolElement
{
uint32_t occupancy_low;
uint32_t occupancy_high;
StructurePointer pointers[64];
}
struct RequestBufferElement
{
Atomic<uint32_t> requests[64];
}
struct ColorPoolElement
{
ByteColor colors[64];
}
struct LocationPoolElement
{
uint32_t structure_id;
uint32_t structure_locator;
}
[[vk::binding(0, 0)]] RWStructuredBuffer<StructurePoolElement> structure_pool;
[[vk::binding(1, 0)]] RWStructuredBuffer<ColorPoolElement> color_pool;
[[vk::binding(2, 0)]] RWStructuredBuffer<LocationPoolElement> location_pool;
[[vk::binding(3, 0)]] RWStructuredBuffer<RequestBufferElement> request_buffer;
[[vk::binding(4, 0)]] RWStructuredBuffer<uint32_t> usage_buffer;
[[vk::binding(5, 0)]] RWStructuredBuffer<StructurePointer> structure_table_pointer;
[[vk::binding(6, 0)]] RWStructuredBuffer<Atomic<uint32_t>> structure_table_request_buffer;
uint32_t3 get_children_pos(float3 position, uint32_t scale_exp)
{
return (asuint(position) >> scale_exp) & 3;
}
uint32_t get_children_index(float3 position, uint32_t scale_exp)
{
// Get mantissa bits for this scale exp an retain bits for the specific children
uint32_t3 cell_position = (asuint(position) >> scale_exp) & 3;
return cell_position.x + cell_position.y * 4 + cell_position.z * 4 * 4;
}
uint64_t get_child_mask(uint32_t low, uint32_t high)
{
return ((uint64_t)high << 32) | (uint64_t)low;
}
float3 floor_scale(float3 position, uint32_t scale_exp)
{
uint32_t mask = ~0u << scale_exp;
return asfloat(asuint(position) & mask);
}
struct HitInformation
{
bool hit;
float3 hit_pos;
float4 color;
}
// struct NodeStack
// {
// uint32_t node_stack[5];
// }
groupshared uint32_t stack[256 * 5];
HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, uint32_t stack_index)
{
float fov_deg = 100. / 1920.;
float fov_rad = (float.getPi() * fov_deg) / 180.;
float cone_factor = tan(fov_rad / 2.) * 2; // Horizontal size of pixel
let st_pointer = structure_table_pointer[root_id];
if(!st_pointer.subdivided())
{
var hit: HitInformation;
hit.hit = false;
return hit;
}
if(!st_pointer.pointer_valid())
{
// Record request
structure_table_request_buffer[root_id].add(1);
var hit: HitInformation;
hit.hit = false;
return hit;
}
ray_origin += float3(1.);
ray_origin = clamp(ray_origin , float(1.), asfloat(0x3fffffff));
ray_origin = select(ray_direction > 0., asfloat(asuint(ray_origin) ^ 0x007fffff), ray_origin);
uint32_t child_mirror = 0;
if(ray_direction.x > 0.) {child_mirror |= 3;}
if(ray_direction.y > 0.) {child_mirror |= 3 << 2;}
if(ray_direction.z > 0.) {child_mirror |= 3 << 4;}
ray_direction = -abs(ray_direction);
float3 pos = ray_origin;
uint32_t scale_exp = 23 - 2;
uint32_t node_stack[5] =
{
0
};
uint32_t current_node_index = structure_table_pointer[root_id].pointer();
usage_buffer[current_node_index] = constants.frame_timestamp;
stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index;
//node_stack[10 - scale_exp / 2] = current_node_index;
[loop]
for(uint32_t iter = 0; iter < 500; iter ++)
{
uint32_t child_index = get_children_index(pos, scale_exp) ^ child_mirror;
StructurePointer current_node = structure_pool[current_node_index].pointers[child_index];
// Scale computations
let cone_size = (length(ray_origin - pos) + dist_offset) * cone_factor;
let exponent =
select(
cone_size == 0.,
0,
23 - (127 - (asuint(cone_size) >> 23))
);
while(
current_node.subdivided_valid() &&
scale_exp - 2 > exponent
)
{
scale_exp -= 2;
current_node_index = current_node.pointer();
stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index;
//node_stack[10 - scale_exp / 2] = current_node_index;
child_index = get_children_index(pos, scale_exp) ^ child_mirror;
current_node = structure_pool[current_node_index].pointers[child_index];
// Write usage
usage_buffer[current_node_index] = constants.frame_timestamp;
}
// Request subdiv
if(current_node.subdivided() && !current_node.pointer_valid())
{
request_buffer[current_node_index].requests[child_index].add(1);
}
if(color_pool[current_node_index].colors[child_index].byte_a != 0)
{
var hit: HitInformation;
hit.hit = true;
hit.hit_pos = pos - float3(1.);
hit.color = color_pool[current_node_index].colors[child_index].float_color;
return hit;
}
uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high);
uint32_t adv_scale_exp = scale_exp;
if(((occupancy >> (child_index & 0b101010)) & 0x00330033) == 0)
{
adv_scale_exp ++;
}
// Perform dda
// Compute correct exponent, and shift it into the exponent part of floatt
let child_pos : float3 = floor_scale(pos, adv_scale_exp);
// Intersection t
let inter_ts : float3 = (child_pos - ray_origin) / ray_direction;
float inter_t = min(inter_ts.x, min(inter_ts.y, inter_ts.z));
//return float4(inter_t);
// Perform dda step
//let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1);
let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1);
pos = min(ray_origin + ray_direction * inter_t, asfloat(neighbor_max));
// Find most common ancestor
uint32_t3 diffs = asuint(child_pos) ^ asuint(pos);
uint32_t diff = (diffs.x | diffs.y | diffs.z);
int32_t common_depth = (1 + (22 - firstbithigh(diff)) / 2) * 2;
if(common_depth <= 0)
{
break;
}
scale_exp = 23 - common_depth;
current_node_index = stack[stack_index * 5 + 10 - scale_exp / 2];
//current_node_index = node_stack[10 - scale_exp / 2];
}
var hit: HitInformation;
hit.hit = false;
return hit;
}
struct FragmentOutput
{
float depth : SV_Depth;
float4 color : SV_Target<0>;
}
/*
//[earlydepthstencil]
[shader("fragment")]
FragmentOutput fragment(VertexOutput vertex_out)
{
let ray_direction = normalize(vertex_out.world_position - vertex_out.cam_position);
let intersection_t = box_intersect(vertex_out.cam_position, ray_direction, vertex_out.chunk_position, vertex_out.chunk_position + float3(1.));
let local_ray_origin = max(intersection_t.x, 0.) * ray_direction + vertex_out.cam_position - vertex_out.chunk_position;
// Figure out intersection
let hit = ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, max(0., intersection_t.x));
let world_hit_pos = hit.hit_pos + vertex_out.chunk_position;
let clip = mul(constants.view_proj, float4(world_hit_pos, 1.));
let depth = clip.z / clip.w;
var frag_out : FragmentOutput;
frag_out.depth = depth;
frag_out.color = hit.color;
return frag_out;
}
*/
bool3 min_mask(float3 val)
{
let min_val = min(val.x, min(val.y, val.z));
return val == min_val;
}
[[vk::binding(0, 1)]]
[[format("rgba32f")]]
WTexture2D<float4> output_texture;
float3 get_ray_direction(uint32_t2 pixel_loc)
{
let ndc_loc_x = (float)pixel_loc.x / (float)constants.width * 2. - 1.;
let ndc_loc_y = 1. - (float)pixel_loc.y / (float)constants.height * 2.;
var world_loc = mul(constants.view_proj, float4(ndc_loc_x, ndc_loc_y, 1., 1.));
world_loc /= world_loc.w;
return normalize(world_loc.xyz - constants.cam_pos);
}
[shader("compute")]
[numthreads(16, 16, 1)]
void ray_march_compute(uint32_t3 location : SV_DispatchThreadID, uint32_t3 local_location: SV_GroupThreadID)
{
if(location.x >= constants.width || location.y >= constants.height)
{
return;
}
let stack_index = local_location.x + local_location.y * 16;
let ray_direction = get_ray_direction(location.xy);
var inter = box_intersect(constants.cam_pos, ray_direction, float3(0.), float3(constants.chunk_width, constants.chunk_alt, constants.chunk_height));
// Clear if out of box
if(inter.y <= inter.x || inter.y <= 0.)
{
output_texture.Store(location.xy, float4(0.));
return;
}
inter.x = max(0., inter.x);
// float3 position = constants.cam_pos + ray_direction * inter.x;
// int32_t3 current_voxel = clamp(
// int32_t3(floor(position)),
// int32_t3(0),
// int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1)
// );
// let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height;
// let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, length(position - constants.cam_pos), stack_index);
// if(hit.hit)
// {
// output_texture.Store(location.xy, float4(hit.color));
// }
let start_position = inter.x * ray_direction + constants.cam_pos;
// FVT
int32_t3 current_voxel = clamp(
int32_t3(floor(start_position)),
int32_t3(0),
int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1)
);
//int32_t3 offset = int32_t3(sign(ray_direction));
//float3 delta = abs(1. / ray_direction);
float3 t = select(ray_direction > 0., current_voxel + int32_t3(1) - start_position, start_position - current_voxel) / abs(ray_direction);
t += inter.x;
[loop]
while(true)
{
{
let off = t - abs(1. / ray_direction);
let t_adv = max(max(off.x, max(off.y, off.z)), 0.);
let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height;
let position = constants.cam_pos + ray_direction * t_adv;
let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, t_adv, stack_index);
if(hit.hit)
{
output_texture.Store(location.xy, hit.color);
return;
}
}
let min_mask = min_mask(t);
t += select(min_mask, abs(1. / ray_direction), float3(0.));
current_voxel += select(min_mask, int32_t3(sign(ray_direction)), int32_t3(0));
if(any(current_voxel < 0) || any(current_voxel >= int32_t3(constants.chunk_width, constants.chunk_alt, constants.chunk_height)))
{
output_texture.Store(location.xy, float4(0.));
return;
}
}
}
float2 box_intersect(float3 origin, float3 ray_direction, float3 box_min, float3 box_max)
{
let min_ts = (box_min - origin) / ray_direction;
let max_ts = (box_max - origin) / ray_direction;
let far_ts = max(min_ts, max_ts);
let near_ts = min(min_ts, max_ts);
let far_t = min(far_ts.x, min(far_ts.y, far_ts.z));
let near_t = max(near_ts.x, max(near_ts.y, near_ts.z));
return float2(near_t, far_t);
}
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struct VertexOutput
{
@builtin(position) postion: vec4<f32>,
@location(0) @interpolate(flat) chunk_index: u32,
@location(1) color: vec4<f32>,
@location(2) cam_pos: vec3<f32>,
@location(3) world_pos: vec3<f32>,
@location(4) @interpolate(flat) structure_id: u32,
@location(5) chunk_position: vec3<f32>
}
struct ChunkImmediate
{
view_proj: mat4x4<f32>,
cam_pos: vec3<f32>,
frame_timestamp: u32,
}
var<immediate> constants: ChunkImmediate;
//var<push_constant> constants: ChunkInfo;
struct CacheChunkObject
{
transform: mat4x4<f32>,
color: vec4<f32>,
id: u32,
pointer: u32
}
struct StructurePoolElement
{
pointers: array<u32, 64>
}
struct RequestBufferElement
{
requests: array<atomic<u32>, 64>
}
struct ColorPoolElement
{
colors: array<u32, 64>
}
struct LocationPoolElement
{
structure_id: u32,
structure_locator: u32
}
struct SortedRequestsElement
{
node: u32,
child: u32
}
fn unpack_color(color: u32) -> vec4<f32>
{
return vec4<f32>(
f32(color & 0xFF) / 255.,
f32((color >> 8) & 0xFF) / 255.,
f32((color >> 16) & 0xFF) / 255.,
f32((color >> 24) & 0xFF) / 255.
);
}
@group(0) @binding(0) var<storage, read_write> structure_pool: array<StructurePoolElement>;
@group(0) @binding(1) var<storage, read_write> color_pool: array<ColorPoolElement>;
@group(0) @binding(2) var<storage, read_write> location_pool: array<LocationPoolElement>;
@group(0) @binding(3) var<storage, read_write> request_buffer: array<RequestBufferElement>;
@group(0) @binding(4) var<storage, read_write> usage_buffer: array<atomic<u32>>;
@group(0) @binding(5) var<storage, read_write> structure_table_pointer: array<u32>;
@group(0) @binding(6) var<storage, read_write> structure_table_request_buffer: array<atomic<u32>>;
struct FragmentOutput {
@location(0) color: vec4<f32>,
@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
}
@vertex
fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @location(1) id: u32) -> @builtin(position) vec4<f32>
{
let cube_vertices = array<vec3<f32>, 8>(
vec3<f32>(0., 0., 0.),
vec3<f32>(0., 0., 1.),
vec3<f32>(1., 0., 1.),
vec3<f32>(1., 0., 0.),
vec3<f32>(0., 1., 0.),
vec3<f32>(0., 1., 1.),
vec3<f32>(1., 1., 1.),
vec3<f32>(1., 1., 0.),
);
let cube_faces = array<u32, 24>(
// Bottom face
1, 0, 2, 3,
// Top face
4, 5, 7, 6,
// Side faces
0, 1, 4, 5,
1, 2, 5, 6,
2, 3, 6, 7,
3, 0, 7, 4,
);
let quad_index = index / (3 * 2);
let triangle_index = index % (3 * 2);
let triangle_map = array<u32, 6>(
0, 1, 2, 1, 3, 2
);
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
let output_vertex = constants.view_proj * vec4<f32>(vertex + position, 1.0f);
return output_vertex;
}
struct StructureElement
{
children: array<u32, 64>
}
struct ColorElement
{
children: array<vec4<f32>, 64>
}
struct LocationElement
{
children: array<vec4<f32>, 64>
}
struct RequestElement
{
children: array<atomic<u32>, 64>
}
fn box_inter(pos: vec3<f32>, ray_dir: vec3<f32>, box_min: vec3<f32>, box_max: vec3<f32>) -> vec2<f32>
{
let box_min_t = (box_min - pos) / ray_dir;
let box_max_t = (box_max - pos) / ray_dir;
let near_ts = min(box_min_t, box_max_t);
let far_ts = max(box_min_t, box_max_t);
let far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
let near_t = max(max(near_ts.x, near_ts.y), near_ts.z);
return vec2(near_t, far_t);
}
fn sdf(voxel: vec3<i32>) -> bool
{
let len = length(vec3<f32>(voxel) - vec3(128)) / 128.;
return len <= 1.;
}
fn min_vec(x: vec3<f32>) -> f32
{
return min(x.x, min(x.y, x.z));
}
fn min_mask(x: vec3<f32>) -> vec3<bool>
{
let min = min(x.x, min(x.y, x.z));
return vec3<bool>(min == x.x, min == x.y, min == x.z);
}
fn node_subdivided(node: u32) -> bool
{
return ((node >> 31) & 1) != 0;
}
fn node_pointer_valid(node: u32) -> bool
{
return ((node >> 30) & 1) != 0;
}
fn node_pointer(node: u32) -> u32
{
return node & 0x3FFFFFFF;
}
fn voxel_from_wall(position: vec3<f32>, ray_dir: vec3<f32>) -> vec3<i32>
{
let integers = round(position);
let wall_mask = min_mask(abs(position - vec3<f32>(integers)));
let offsets = select(vec3<f32>(-0.5), vec3<f32>(0.5), ray_dir > vec3(0.));
return vec3<i32>(floor(position + select(vec3<f32>(0.), offsets, wall_mask)));
}
struct HitResult
{
color: vec4<f32>,
hit_pos: vec3<f32>
}
fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> HitResult
{
let max_depth = 5;
let dist_offset_voxel = dist_offset * f32(1 << u32(max_depth * 2));
let fovy_deg = 100. / 1920.;
let fovy_rad = (fovy_deg * 3.14) / 180.;
let cone_factor = tan(fovy_rad / 2.) * 2.;
let st_pointer = structure_table_pointer[root_id];
if (!node_subdivided(st_pointer))
{
discard;
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
return result;
}
if(!node_pointer_valid(st_pointer))
{
// Node is subdivided, but not valid
// Send request on structure table
atomicAdd(&structure_table_request_buffer[root_id], 1);
discard;
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
return result;
}
//var current_node = node_pointer(st_pointer);
var dfs_stack = array<u32, 6>(node_pointer(st_pointer), 0, 0, 0, 0, 0);
var current_depth = 0;
var current_node = dfs_stack[current_depth];
usage_buffer[current_node] = constants.frame_timestamp;
// Start location
//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
var node_shift = (max_depth - current_depth) * 2;
var child_size = 1 << u32(node_shift - 2);
var node_size = 1 << u32(node_shift);
var pos_origin = clamp(ray_origin * f32(1 << u32(max_depth * 2)), vec3(0.), vec3(f32(node_size) - 1.));
var voxel = vec3<i32>(pos_origin);
var far_t = 0.;
var inv_ray_dir = 1. / ray_dir;
var ray_positive = ray_dir > vec3(0.);
var step_dir = select(vec3(-1), vec3(1), ray_positive);
for(var iter = 0; iter < 400; iter ++)
{
// Shift into voxel position
node_shift = (max_depth - current_depth) * 2;
child_size = 1 << u32(node_shift - 2);
// Compute child position position from voxel position
var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
// Compute child index in pointers
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
// Candidate child pointer
var pointer = structure_pool[current_node].pointers[child_index];
// Descent loop
let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
while(node_subdivided(pointer) && node_pointer_valid(pointer) &&
f32(child_size / 4) >= min_child_size
)
{
// Descend
current_depth += 1;
// Try to descend again
node_shift = (max_depth - current_depth) * 2;
child_size = 1 << u32(node_shift - 2);
child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
current_node = node_pointer(pointer);
dfs_stack[current_depth] = current_node;
child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
pointer = structure_pool[current_node].pointers[child_index];
// Record usage in usage buffer
usage_buffer[current_node] = constants.frame_timestamp;
}
// If we could not descencd, request the child
if(node_subdivided(pointer) && !node_pointer_valid(pointer) &&
f32(child_size / 4) >= min_child_size)
{
// Record request
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_index], 1);
}
// Check color
let color = color_pool[current_node].colors[child_index];
if(((color >> 24) & 0xFF) != 0)
{
var result: HitResult;
result.color = unpack_color(color);
result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
return result;
}
// Advance
child_pos = voxel & vec3(i32(0xFFFFFFFF << u32(node_shift - 2)));
let far_wall = child_pos + select(vec3(0), vec3(child_size), ray_positive);
let far_wall_inter = (vec3<f32>(far_wall) - pos_origin) * inv_ray_dir;
far_t = min(min(far_wall_inter.x, far_wall_inter.y), far_wall_inter.z);
// Perform dda step on the children scale
let next_child = select(child_pos, child_pos + step_dir * vec3(child_size), vec3(far_t) == far_wall_inter);
let previous_voxel = voxel;
voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child, next_child + vec3(child_size) - vec3(1));
if any(voxel < vec3(0)) || any(voxel >= vec3(1 << u32((max_depth * 2))))
{
discard;
}
// We touched a voxel as if we explored blocks sized by the child size of the current node.
// But we might have exited the current node.
// If this is the case we have to walk back up the tree
// And then back down to the next node over
// As such we find the lowest ancestor that can contain both the privous voxel (in node) and the new voxel (out of node)
let bit_diffs = voxel ^ previous_voxel;
let bit_diffs_lowest = bit_diffs.x | bit_diffs.y | bit_diffs.z;
let common_depth = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
current_depth = common_depth;
current_node = dfs_stack[current_depth];
}
// Iter max color
var result: HitResult;
result.color = vec4(1., 0., 1., 1.);
result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
return result;
}
@fragment
fn fragment() -> @location(0) vec4<f32>
{
return vec4(1., 0., 0., 1.) ;
}
@early_depth_test(less_equal)
@fragment
fn _fragment(in: VertexOutput) -> FragmentOutput
{
//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
let ray_dir = normalize(in.world_pos - in.cam_pos);
let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
let depth = clip_pos.z / clip_pos.w;
var frag_out: FragmentOutput;
//frag_out.color = result.color;
frag_out.color = result.color;
frag_out.depth = depth;
return frag_out;
//return vec4<f32>(ray_origin, 1.);
//return frag_out;
//return vec4(interp.y / 10.);
}
/*
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
{
let st = structure_table_pointer[0];
let subdivided = ((st >> 31) & 1) != 0;
let pointer_valid = ((st >> 30) & 1) != 0;
// Request stuff
atomicAdd(&structure_table_request_buffer[0], 1);
if(subdivided && !pointer_valid)
{
return vec4(0., 1., 0., 1.);
}
return vec4(1., 0., 0., 1.);
}
*/
+41 -224
View File
@@ -216,14 +216,16 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
{
let max_depth = 5;
let dist_offset_voxel = dist_offset * f32(1 << u32(max_depth * 2));
let fovy_deg = 100.;
let cone_factor = tan((fovy_deg / 180.) * 3.14159) * 2.;
let fovy_deg = 100. / 1920.;
let fovy_rad = (fovy_deg * 3.14) / 180.;
let cone_factor = tan(fovy_rad / 2.) * 2.;
let st_pointer = structure_table_pointer[root_id];
if (!node_subdivided(st_pointer))
{
discard;
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
@@ -235,6 +237,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
// Send request on structure table
atomicAdd(&structure_table_request_buffer[root_id], 1);
discard;
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
@@ -242,57 +245,67 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
}
//var current_node = node_pointer(st_pointer);
// Record usage
var dfs_stack = array<u32, 6>(node_pointer(st_pointer), 0, 0, 0, 0, 0);
var current_depth = 0;
var current_node = dfs_stack[current_depth];
usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
usage_buffer[current_node] = constants.frame_timestamp;
// Start location
//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
var node_size = 1 << u32(((max_depth - current_depth) * 2));
var child_size = node_size / 4;
var node_shift = (max_depth - current_depth) * 2;
var child_size = 1 << u32(node_shift - 2);
var node_size = 1 << u32(node_shift);
var pos_origin = clamp(ray_origin * f32(1 << u32(max_depth * 2)), vec3(0.), vec3(f32(node_size) - 1.));
var voxel = vec3<i32>(pos_origin);
var far_t = 0.;
var inv_ray_dir = 1. / ray_dir;
var ray_positive = ray_dir > vec3(0.);
var step_dir = select(vec3(-1), vec3(1), ray_positive);
for(var iter = 0; iter < 400; iter ++)
{
// Compute child position
node_size = 1 << u32(((max_depth - current_depth) * 2));
child_size = node_size / 4;
var child_pos = (voxel / child_size) % 4;
var pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
node_shift = (max_depth - current_depth) * 2;
child_size = 1 << u32(node_shift - 2);
var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
var pointer = structure_pool[current_node].pointers[child_index];
let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
while(node_subdivided(pointer) &&
!((length(vec3<f32>(voxel) - pos_origin) + dist_offset) * cone_factor >= f32(node_size / 4))
f32(child_size / 4) >= min_child_size
)
{
if(!node_pointer_valid(pointer) && node_subdivided(pointer))
{
// Record request
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4], 1);
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_index], 1);
break;
}
// Descend
current_depth += 1;
node_size /= 4;
child_size /= 4;
child_pos = (voxel / child_size) % 4;
dfs_stack[current_depth] = node_pointer(pointer);
node_shift = (max_depth - current_depth) * 2;
child_size = 1 << u32(node_shift - 2);
child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
current_node = node_pointer(pointer);
dfs_stack[current_depth] = current_node;
child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
pointer = structure_pool[current_node].pointers[child_index];
// Record usage
usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
usage_buffer[current_node] = constants.frame_timestamp;
}
// Check color
let color = color_pool[dfs_stack[current_depth]].colors[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
let color = color_pool[current_node].colors[child_index];
if(((color >> 24) & 0xFF) != 0)
{
var result: HitResult;
@@ -302,13 +315,14 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
}
// Advance
child_pos = (voxel / child_size) * child_size;
let far_wall = child_pos + select(vec3(0), vec3(child_size), ray_dir > vec3(0.));
let far_wall_inter = (vec3<f32>(far_wall) - pos_origin) / ray_dir;
child_pos = voxel & vec3(i32(0xFFFFFFFF << u32(node_shift - 2)));
let far_wall = child_pos + select(vec3(0), vec3(child_size), ray_positive);
let far_wall_inter = (vec3<f32>(far_wall) - pos_origin) * inv_ray_dir;
far_t = min(min(far_wall_inter.x, far_wall_inter.y), far_wall_inter.z);
// Perform dda step on the children scale
let next_child = select(child_pos, child_pos + select(vec3(-1), vec3(1), ray_dir > vec3(0.)) * vec3(child_size), vec3(far_t) == far_wall_inter);
//let next_child = select(child_pos, child_pos + select(vec3(-1), vec3(1), ray_dir > vec3(0.)) * vec3(child_size), vec3(far_t) == far_wall_inter);
let next_child = select(child_pos, child_pos + step_dir * vec3(child_size), vec3(far_t) == far_wall_inter);
let previous_voxel = voxel;
voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child, next_child + vec3(child_size) - vec3(1));
@@ -331,7 +345,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
let common_depth = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
current_depth = common_depth;
//current_node = dfs_stack[current_depth];
current_node = dfs_stack[current_depth];
}
// Iter max color
@@ -341,204 +355,6 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
return result;
}
fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> vec4<f32>
{
let st_pointer = structure_table_pointer[root_id];
if (!node_subdivided(st_pointer))
{
return vec4(0., 1., 0., 1.);
}
if(!node_pointer_valid(st_pointer))
{
atomicAdd(&structure_table_request_buffer[root_id], 1);
return vec4(0., 1., 0., 1.);
}
let fovy_deg = 100.;
let fovy = 3.14159 * (fovy_deg / 180.);
let definition = 1920.;
let cone_fovy = fovy / definition;
let factor = 1.;
let cone_size_factor = 2. * tan(cone_fovy) * factor;
// Current depth of the node we are exploring
var current_depth = 0;
// Index of the current node's data
var current_node = u32(st_pointer & 0x3FFFFFFF);
usage_buffer[current_node] = constants.frame_timestamp;
var dfs_stack = array<u32, 6>(current_node, 0, 0, 0, 0, 0);
// Lut of the node_size per depth
var node_size_lut = array<i32, 6>(
4 * 4 * 4 * 4 * 4,
4 * 4 * 4 * 4,
4 * 4 * 4,
4 * 4,
4,
1,
);
let local_dist_offset = dist_offset * f32(node_size_lut[0]);
// Current node size
var node_size = node_size_lut[0]; // 128
// Size of a child of this node
var child_size = node_size / 4;
// Simple FVT
let t_off = abs(1. / ray_dir);
// Start location
let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
var pos_origin = clamp(ray_origin * f32(node_size), vec3(0.), vec3(f32(node_size) - 1.));
var voxel = vec3<i32>(pos_origin);
var last_voxel = voxel;
let wall_offset = select(vec3(0), vec3(1), ray_dir > vec3(0.));
let max_depth = u32(5);
var adaptive_depth = i32(max_depth);
var far_t = 0.;
let ray_dir_inv = 1. / ray_dir;
let fma_offset = - pos_origin * ray_dir_inv;
//let depth_limit = 3;
for(var iter = 0; iter < 400; iter ++)
{
// Our ray is currently touching a voxel.
// Descend to the lowest node that contains this voxel
// Position of the child we are in
var child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
// Current node has been used. report
usage_buffer[current_node] = constants.frame_timestamp;
while(
node_subdivided(structure_pool[current_node].pointers[child_index]) &&
(local_dist_offset + far_t) * cone_size_factor < f32(node_size_lut[current_depth])
)
{
if(!node_pointer_valid(structure_pool[current_node].pointers[child_index]))
{
atomicAdd(&request_buffer[current_node].requests[child_index], 1);
break;
}
// Child node is subdivided, we go in, save position in stack
current_node = node_pointer(structure_pool[current_node].pointers[child_index]);
usage_buffer[current_node] = constants.frame_timestamp;
current_depth += 1;
dfs_stack[current_depth] = current_node;
node_size = node_size_lut[current_depth];
child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
child_size = node_size / 4;
}
usage_buffer[current_node] = constants.frame_timestamp;
// At this point current_depth is the depth of the node that contains the voxel
// child_pos and child_index relate to the specific child of the node that contains this voxel
// It is guaranteed that the child is leave
// Check current leave's color
let color = unpack_color(color_pool[current_node].colors[child_index]);
if(color.w != 0.) // Not transparent
{
/*
let k = child_pos.x + child_pos.y + child_pos.z;
let w = voxel.x + voxel.y + voxel.z;
let x = select(0.5, 1., k % 2 == 0) * select(0.8, 1., w % 2 == 0);
var div = 1;
var overlay = 1.;
for(var i = 1; i <= 5; i++)
{
let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
overlay -= select(0., 1. / (f32(i) * 2.5), x);
div *= 4;
}
*/
return color;
//return overlay * color;
}
// Voxel and whole child containing it is empty
// Perform a step through the children of the node
let child_position = (voxel / child_size) * child_size;
let far_corner = child_position + wall_offset * child_size;
//let far_ts = (vec3<f32>(far_corner) - pos_origin) / ray_dir; // TODO: Turn into fma
let far_ts = fma(vec3<f32>(far_corner), ray_dir_inv, fma_offset);
far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
let next_child_min = select(child_position, child_position + voxel_dir * child_size, vec3(far_t) == far_ts);
let next_child_max = next_child_min + vec3(child_size) - vec3(1);
// The ray (far_t) is now touching the new child to explore
// Find out which actual voxel we are touching
let previous_voxel = voxel;
let float_voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child_min, next_child_max);
/*
voxel = vec3<i32>(
floor(
select(
float_voxel - vec3(0.5),
float_voxel + vec3(0.5),
ray_dir > vec3(0.)
))
);
*/
//voxel = vec3<i32>(round(float_voxel));
//voxel = voxel_from_wall(float_voxel, ray_dir);
//voxel = voxel_from_wall(float_voxel, ray_dir);
voxel = float_voxel;
if(any(voxel < vec3(0)) || any(voxel >= vec3(node_size_lut[0])))
{
//return vec4(f32(iter) / 100.);
discard;
}
// We touched a voxel as if we explored blocks sized by the child size of the current node.
// But we might have exited the current node.
// If this is the case we have to walk back up the tree
// And then back down to the next node over
// As such we find the lowest ancestor that can contain both the privous voxel (in node) and the new voxel (out of node)
let bit_diffs = voxel ^ previous_voxel;
let bit_diffs_lowest = bit_diffs.x | bit_diffs.y | bit_diffs.z;
let flb = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
let common_depth = flb;
current_depth = common_depth;
node_size = node_size_lut[current_depth];
child_size = node_size / 4;
current_node = dfs_stack[current_depth];
// Figure out current voxel position
//voxel = vec3<i32>(ray_origin + ray_dir * t);
}
return vec4<f32>(1., 0., 1., 1.);
}
@early_depth_test(less_equal)
@fragment
fn fragment(in: VertexOutput) -> FragmentOutput
@@ -549,10 +365,11 @@ fn fragment(in: VertexOutput) -> FragmentOutput
let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - ray_origin));
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
let depth = clip_pos.z / clip_pos.w;
var frag_out: FragmentOutput;
//frag_out.color = result.color;
frag_out.color = result.color;
frag_out.depth = depth;
return frag_out;
+15
View File
@@ -0,0 +1,15 @@
// Contains useful facilities to render data streamed in from the host
// Can produce a voxel given
// - Its depth
// - Its position within the chunk
// - The chunks position
pub trait ChunkVoxelProducer
{
fn produce_voxel(
&mut self,
depth: usize,
chunk_position: (usize, usize, usize),
voxel_position: (usize, usize, usize),
);
}
+303 -139
View File
@@ -1,63 +1,47 @@
#![feature(generic_const_exprs)]
#![feature(float_algebraic)]
use core::sync;
use std::cell::RefCell;
use std::collections::HashMap;
use std::fs::File;
use std::hash::Hash;
use std::rc::Rc;
use std::ops::Div;
use std::sync::Arc;
use std::sync::atomic::AtomicBool;
use std::sync::mpsc::sync_channel;
use bytemuck::Pod;
use bytemuck::Zeroable;
use bytemuck::cast_slice;
use crevice::std140::AsStd140;
use crevice::std430::AsStd430;
use egui::Color32;
use egui::Label;
use egui::emath::fast_midpoint;
use egui::mutex::Mutex;
use egui_plot::BarChart;
use glam::Mat4;
use glam::Vec3;
use glam::Vec4;
use itertools::Itertools;
use rand::random;
use rayon::iter::IndexedParallelIterator;
use rayon::iter::IntoParallelRefIterator;
use rayon::iter::ParallelIterator;
use wgpu::BindGroup;
use wgpu::BindGroupEntry;
use wgpu::BindGroupLayoutDescriptor;
use wgpu::BindGroupLayoutEntry;
use wgpu::BindGroupLayout;
use wgpu::Buffer;
use wgpu::BufferUsages;
use wgpu::DepthBiasState;
use wgpu::ComputePipeline;
use wgpu::Device;
use wgpu::Extent3d;
use wgpu::Features;
use wgpu::FragmentState;
use wgpu::InstanceDescriptor;
use wgpu::InstanceFlags;
use wgpu::MemoryBudgetThresholds;
use wgpu::NoopBackendOptions;
use wgpu::Operations;
use wgpu::PrimitiveState;
use wgpu::RenderPassDepthStencilAttachment;
use wgpu::Origin3d;
use wgpu::RenderPipeline;
use wgpu::RenderPipelineDescriptor;
use wgpu::ShaderModuleDescriptor;
use wgpu::ShaderStages;
use wgpu::StencilState;
use wgpu::Texture;
use wgpu::TextureUsages;
use wgpu::TextureView;
use wgpu::VertexState;
use wgpu::include_spirv;
use wgpu::include_wgsl;
use wgpu::util::BufferInitDescriptor;
use wgpu::util::DeviceExt;
use wgpu::util::DownloadBuffer;
use wgpu::util::StagingBelt;
use winit::application::ApplicationHandler;
use winit::event::DeviceEvent;
use winit::event::MouseScrollDelta;
@@ -73,32 +57,25 @@ use winit::window::WindowId;
use crate::camera::Camera;
use crate::egui_renderer::EguiRenderer;
use crate::producers::BallGenerator;
use crate::producers::ChunkedProducer;
use crate::producers::Producer;
use crate::producers::SineGenerator;
use crate::producers::TerrainGenerator;
use crate::voxel::cache::CacheNodeRequest;
use crate::voxel::cache::CacheResponse;
use crate::voxel::cache::ColorBytes;
use crate::voxel::cache::DestinationElement;
use crate::voxel::cache::LocationPoolElement;
use crate::voxel::cache::RequestBuffer;
use crate::voxel::cache::UsageBuffer;
use crate::voxel::cache::VoxelCache;
use crate::voxel::gpu::ExplicitNTreeNode;
use crate::voxel::pipeline::ChunkHandle;
use crate::voxel::pipeline::ChunkObject;
use crate::voxel::pipeline::VoxelPipeline;
use crate::voxel::sparse::Color;
use crate::voxel::sparse::NTree;
use crate::voxel::sparse::NTreeNodeLocator;
use crate::sparse_tree::NTreeNodeLocator;
use crate::voxel_cache::VoxelCache;
use crate::voxel_cache::data::CacheNodeRequest;
use crate::voxel_cache::data::CacheResponse;
use crate::voxel_cache::data::ColorBytes;
use crate::voxel_cache::data::DestinationElement;
use crate::voxel_cache::data::LocationPoolElement;
use crate::voxel_cache::data::StructurePoolElement;
use crate::voxel_cache::producer_interface::CacheProducerInterface;
use crate::voxel_cache::producer_interface::CacheRequest;
mod camera;
mod egui_renderer;
mod producers;
mod voxel;
//mod tree;
mod sparse_tree;
mod voxel_cache;
//
struct State
@@ -110,16 +87,22 @@ struct State
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface<'static>,
depth_buffer: (wgpu::Texture, wgpu::TextureView),
target_texture: (wgpu::Texture, wgpu::TextureView),
surface_format: wgpu::TextureFormat,
target_blitter: wgpu::util::TextureBlitter,
egui_renderer: EguiRenderer,
pipeline: RenderPipeline,
//pipeline: RenderPipeline,
pipeline: ComputePipeline,
surface_bg_layout: BindGroupLayout,
voxel_cache: Arc<Mutex<VoxelCache<4>>>,
cache_interface: Arc<CacheProducerInterface<4>>,
terrain_generator: Arc<TerrainGenerator<4>>,
chunk_pos_map: Arc<HashMap<u32, (usize, usize, usize)>>,
instance_buffer: Buffer,
instance_count: usize,
usage_vec: Arc<Mutex<Vec<usize>>>,
rm_time: Arc<Mutex<f32>>,
insertion_debounce: bool,
camera: Camera,
@@ -137,6 +120,12 @@ struct Immediates
view_proj: Mat4,
cam_pos: Vec3,
frame_timestamp: u32,
width: u32,
height: u32,
chunk_width: u32,
chunk_height: u32,
chunk_alt: u32,
}
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
@@ -157,6 +146,7 @@ impl State
backends: wgpu::Backends::VULKAN,
display: Some(Box::new(display)),
//flags: InstanceFlags::default() | InstanceFlags::debugging(),
flags: InstanceFlags::default(),
memory_budget_thresholds: MemoryBudgetThresholds::default(),
backend_options: Default::default(),
@@ -167,7 +157,12 @@ impl State
.unwrap();
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
required_features: Features::IMMEDIATES | Features::SHADER_EARLY_DEPTH_TEST,
required_features: Features::IMMEDIATES
| Features::SHADER_EARLY_DEPTH_TEST
| Features::TIMESTAMP_QUERY
| Features::SHADER_I16
| Features::SHADER_F16
| Features::SHADER_INT64,
required_limits: wgpu::Limits {
max_immediate_size: 112,
max_storage_buffers_per_shader_stage: 16,
@@ -187,8 +182,21 @@ impl State
let egui_renderer = EguiRenderer::new(&device, surface_format, &window);
let mut voxel_cache = VoxelCache::<4>::new(100_000, device.clone(), queue.clone());
let cache_interface = CacheProducerInterface::new(256, &device);
let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
// let terrain_generator = TerrainGenerator::<4>::new(
// 5,
// "./pointe_percee/height.tif",
// 0.2,
// "./pointe_percee/ortho.jpg",
// );
// let terrain_generator = TerrainGenerator::<4>::new(
// 5,
// "/home/albin/Documents/vxls_maps/lapiz/height.tif",
// 0.2,
// "/home/albin/Documents/vxls_maps/lapiz/ortho.jpg",
// );
let mut chunk_pos_map = HashMap::new();
let chunk_instances = (0..terrain_generator.chunk_width)
@@ -212,25 +220,85 @@ impl State
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance buffer"),
contents: bytemuck::cast_slice(chunk_instances.as_slice()),
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX | BufferUsages::STORAGE,
});
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Main shader module"),
source: wgpu::ShaderSource::Wgsl(
std::fs::read_to_string("shaders/voxel.wgsl")
.unwrap()
.into(),
),
});
// let shader_module = unsafe {
// device.create_shader_module_trusted(
// wgpu::ShaderModuleDescriptor {
// label: Some("Main shader module"),
// source: wgpu::ShaderSource::Wgsl(
// std::fs::read_to_string("shaders/voxel.wgsl")
// .unwrap()
// .into(),
// ),
// },
// wgpu::ShaderRuntimeChecks {
// bounds_checks: false,
// force_loop_bounding: false,
// ray_query_initialization_tracking: false,
// task_shader_dispatch_tracking: false,
// mesh_shader_primitive_indices_clamp: false,
// int_div_checks: false,
// },
// )
// };
//let shader_module = device.create_shader_module(include_wgsl!("../shaders/voxel.wgsl"));
let shader_module = unsafe {
device.create_shader_module_trusted(
wgpu::ShaderModuleDescriptor {
label: Some("../shaders/voxel.spv"),
source: wgpu::ShaderSource::SpirV(wgpu::__macro_helpers::Cow::Borrowed(
wgpu::include_spirv_source!("../shaders/voxel.spv"),
)),
},
wgpu::ShaderRuntimeChecks {
bounds_checks: false,
force_loop_bounding: false,
ray_query_initialization_tracking: false,
task_shader_dispatch_tracking: false,
mesh_shader_primitive_indices_clamp: false,
int_div_checks: false,
},
)
};
let surface_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("surface_bg_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: wgpu::TextureFormat::Rgba32Float,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Voxel pipeline layout"),
bind_group_layouts: &[Some(&voxel_cache.bind_group_layout())],
bind_group_layouts: &[
Some(&voxel_cache.bind_group_layout()),
Some(&surface_bind_group_layout),
],
immediate_size: size_of::<Immediates>() as u32,
});
let chunk_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Compute render"),
layout: Some(&pipeline_layout),
module: &shader_module,
entry_point: Some("ray_march_compute"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
cache: None,
});
/*
let chunk_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render pipeline"),
layout: Some(&pipeline_layout),
@@ -267,7 +335,7 @@ impl State
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::Less),
depth_compare: Some(wgpu::CompareFunction::LessEqual),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
@@ -285,6 +353,7 @@ impl State
multiview_mask: None,
cache: None,
});
*/
let state = State {
instance,
@@ -294,17 +363,24 @@ impl State
surface_format,
egui_renderer,
depth_buffer: Self::create_depth_buffer(&device, size.width, size.height),
target_texture: Self::create_target_texture(&device, size.width, size.height),
target_blitter: wgpu::util::TextureBlitterBuilder::new(&device, surface_format)
.sample_type(wgpu::FilterMode::Nearest)
.build(),
queue,
device,
surface_bg_layout: surface_bind_group_layout,
usage_vec: Arc::new(Mutex::new(vec![])),
pipeline: chunk_pipeline,
voxel_cache: Arc::new(Mutex::new(voxel_cache)),
cache_interface: cache_interface.into(),
insertion_debounce: false,
camera: Default::default(),
instance_buffer,
instance_count,
terrain_generator: Arc::new(terrain_generator),
chunk_pos_map: chunk_pos_map.into(),
rm_time: Arc::new(Mutex::new(0.)),
};
// Configure surface for the first time
@@ -313,6 +389,27 @@ impl State
state
}
fn create_target_texture(device: &Device, width: u32, height: u32) -> (Texture, TextureView)
{
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Target texture"),
size: Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba32Float,
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let texture_view = texture.create_view(&wgpu::wgt::TextureViewDescriptor::default());
(texture, texture_view)
}
fn get_window(&self) -> &Window
{
&self.window
@@ -388,6 +485,8 @@ impl State
self.configure_surface();
self.depth_buffer =
Self::create_depth_buffer(&self.device, new_size.width, new_size.height);
self.target_texture =
Self::create_target_texture(&self.device, new_size.width, new_size.height);
}
fn render(&mut self)
@@ -398,6 +497,7 @@ impl State
// Create texture view.
// NOTE: We must handle Timeout because the surface may be unavailable
// (e.g., when the window is occluded on macOS).
// ~~ Texture view creation ~~
let surface_texture = match self.surface.get_current_texture()
{
wgpu::CurrentSurfaceTexture::Success(texture) => texture,
@@ -434,9 +534,73 @@ impl State
..Default::default()
});
// Renders a GREEN screen
let mut encoder = self.device.create_command_encoder(&Default::default());
let surface_bg = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("surface_bg"),
layout: &self.surface_bg_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.target_texture.1),
}],
});
// ~~ Ray-marching timestamp query setup ~~
let timestamp_query = self.device.create_query_set(&wgpu::QuerySetDescriptor {
label: Some("timestamp_query_set"),
ty: wgpu::QueryType::Timestamp,
count: 2,
});
let timestamp_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("timestamp_buffer"),
size: (size_of::<u64>() * 2) as u64,
usage: BufferUsages::QUERY_RESOLVE | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
// ~~ Main render pass ~~
let mut encoder = self.device.create_command_encoder(&Default::default());
{
let mut renderpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("compute_render_pass"),
timestamp_writes: Some(wgpu::ComputePassTimestampWrites {
query_set: &timestamp_query,
beginning_of_pass_write_index: Some(0),
end_of_pass_write_index: Some(1),
}),
});
renderpass.set_pipeline(&self.pipeline);
renderpass.set_bind_group(0, Some(&self.voxel_cache.lock().bind_group()), &[]);
renderpass.set_bind_group(1, Some(&surface_bg), &[]);
let imm = [Immediates {
view_proj: self.camera.view_proj().inverse(),
cam_pos: self.camera.position,
frame_timestamp: self.voxel_cache.lock().current_timestamp(),
width: self.size.width,
height: self.size.height,
chunk_width: self.terrain_generator.chunk_width as u32,
chunk_height: self.terrain_generator.chunk_height as u32,
chunk_alt: self.terrain_generator.chunk_alt as u32,
}];
renderpass.set_immediates(0, unsafe { as_raw_bytes(&imm) });
renderpass.dispatch_workgroups(
self.size.width.div_ceil(16),
self.size.height.div_ceil(16),
1,
);
drop(renderpass);
encoder.resolve_query_set(&timestamp_query, 0..2, &timestamp_buffer, 0);
}
self.target_blitter.copy(
&self.device,
&mut encoder,
&self.target_texture.1,
&texture_view,
);
/*
{
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
@@ -445,7 +609,12 @@ impl State
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.,
g: 2. / 255.,
b: 15. / 255.,
a: 1.,
}),
store: wgpu::StoreOp::Store,
},
})],
@@ -457,7 +626,11 @@ impl State
}),
stencil_ops: None,
}),
timestamp_writes: None,
timestamp_writes: Some(wgpu::RenderPassTimestampWrites {
query_set: &timestamp_query,
beginning_of_pass_write_index: Some(0),
end_of_pass_write_index: Some(1),
}),
occlusion_query_set: None,
multiview_mask: None,
});
@@ -475,26 +648,12 @@ impl State
// End the renderpass.
drop(renderpass);
encoder.resolve_query_set(&timestamp_query, 0..2, &timestamp_buffer, 0);
}
*/
let requests = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("dummy_dumb_dinky_aaaahhh_buffer"),
size: 16 * 1024,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
if !self
.camera
.pressed_keyset
.contains(&winit::keyboard::KeyCode::KeyF)
{
self.voxel_cache
.lock()
.cache_post_render(&mut encoder, requests.clone());
}
// If you wanted to call any drawing commands, they would go here.
// ~~ EGUI Render pass ~~
{
self.egui_renderer.begin_frame(&self.window);
egui::Window::new("Window ! ").resizable(true).show(
@@ -511,6 +670,11 @@ impl State
.size(28.),
);
}
ui.label(format!(
"Ray-marching time: {}",
*self.rm_time.lock() / 1_000_000.
));
egui_plot::Plot::new("Plot").show(ui, |plot_ui| {
plot_ui.bar_chart(BarChart::new(
"histo",
@@ -541,7 +705,7 @@ impl State
);
}
// Report usage
// ~~ Build usage buffer histogram
let time_stamp = self.voxel_cache.lock().current_timestamp();
let cloned_usage_histogram = self.usage_vec.clone();
DownloadBuffer::read_buffer(
@@ -561,58 +725,75 @@ impl State
},
);
// Submit the command in the queue to execute
self.queue.submit([encoder.finish()]);
self.window.pre_present_notify();
self.queue.present(surface_texture);
// ~~ Do cache managment
if !self
.camera
.pressed_keyset
.contains(&winit::keyboard::KeyCode::KeyF)
&& self.insertion_debounce
{
self.insertion_debounce = false;
self.voxel_cache
.lock()
.cache_post_render(&mut encoder, &self.cache_interface);
}
// if (self
// .camera
// .pressed_keyset
// .contains(&winit::keyboard::KeyCode::KeyF))
// && !self.insertion_debounce
// {
// ~~ Submit command buffer ~~
self.queue.submit([encoder.finish()]);
self.window.pre_present_notify();
self.queue.present(surface_texture);
// ~~ Get Ray-marching timestamps, report time ~~
let cloned_rm_time = self.rm_time.clone();
let cloned_queue = self.queue.clone();
DownloadBuffer::read_buffer(
&self.device,
&self.queue,
&timestamp_buffer.slice(..),
move |buffer| {
let buffer_slice = buffer.unwrap();
let slice: &[u64] = cast_slice(&buffer_slice);
let time = (slice[1] - slice[0]) as f32 * cloned_queue.get_timestamp_period();
*cloned_rm_time.lock() = time;
},
);
// ~~ Do cache managment
if !self
.camera
.pressed_keyset
.contains(&winit::keyboard::KeyCode::KeyF)
{
self.insertion_debounce = true;
let request_count = self.voxel_cache.lock().total_request_count();
let request_count = self
.cache_interface
.total_request_count(&self.device, &self.queue);
let cloned_cache = self.voxel_cache.clone();
let cloned_device = self.device.clone();
let cloned_queue = self.queue.clone();
let cloned_generator = self.terrain_generator.clone();
let cloned_map = self.chunk_pos_map.clone();
let cloned_cache_interface = self.cache_interface.clone();
let (tx, rx) = sync_channel(1);
// ~~ Download request buffer, fullfill requests, writeback to cache ~~
DownloadBuffer::read_buffer(
&self.device.clone(),
&self.queue.clone(),
&requests.slice(0..),
&self.cache_interface.requests_buffer().slice(..),
move |buffer| {
if tx.try_send(()).is_err()
{
return;
}
let cache_node_requests: Vec<CacheNodeRequest> =
let cache_node_requests: Vec<CacheRequest> =
bytemuck::pod_collect_to_vec(&buffer.unwrap());
let generator = cloned_generator;
let gen_test = SineGenerator::<4>::new(5);
let mut structure_nodes = vec![];
let mut structure_nodes: Vec<StructurePoolElement<4>> = vec![];
let mut color_nodes: Vec<[ColorBytes; 64]> = vec![];
let mut location_nodes = vec![];
let mut destinations = vec![];
cache_node_requests
.par_iter()
@@ -624,7 +805,7 @@ impl State
let location;
let node;
if request.child_index == u32::MAX
if request.locator == 0
{
// Produce root node
node =
@@ -638,9 +819,8 @@ impl State
else
{
// Figure out depth of request
let locator = NTreeNodeLocator::<4>::from_usize(
request.structure_locator as usize,
);
let locator =
NTreeNodeLocator::<4>::from_usize(request.locator as usize);
let depth = locator.depth();
//let (x, y, z) = locator.node_location();
@@ -671,13 +851,13 @@ impl State
}
(
node.structure,
StructurePoolElement {
occupancy_low: 0,
occupancy_high: 0,
pointers: node.structure,
},
node.colors,
location,
DestinationElement {
node: request.node_index,
child: request.child_index,
},
)
})
.collect::<Vec<_>>()
@@ -686,46 +866,30 @@ impl State
structure_nodes.push(data.0);
color_nodes.push(std::array::from_fn(|i| data.1[i].into()));
location_nodes.push(data.2);
destinations.push(data.3);
});
if structure_nodes.len() != 0
{
let structre_node_buffer =
cloned_device.create_buffer_init(&BufferInitDescriptor {
label: None,
contents: unsafe { as_raw_bytes(structure_nodes.as_slice()) },
usage: BufferUsages::STORAGE,
});
let color_node_buffer =
cloned_device.create_buffer_init(&BufferInitDescriptor {
label: None,
contents: unsafe { as_raw_bytes(color_nodes.as_slice()) },
usage: BufferUsages::STORAGE,
});
let location_node_buffer =
cloned_device.create_buffer_init(&BufferInitDescriptor {
label: None,
contents: unsafe { as_raw_bytes(location_nodes.as_slice()) },
usage: BufferUsages::STORAGE,
});
let destinations_buffer =
cloned_device.create_buffer_init(&BufferInitDescriptor {
label: None,
contents: unsafe { as_raw_bytes(destinations.as_slice()) },
usage: BufferUsages::STORAGE,
});
cloned_queue.write_buffer(
cloned_cache_interface.structure_nodes_buffer(),
0,
unsafe { as_raw_bytes(structure_nodes.as_slice()) },
);
cloned_queue.write_buffer(
cloned_cache_interface.color_nodes_buffer(),
0,
unsafe { as_raw_bytes(&color_nodes.as_slice()) },
);
cloned_queue.write_buffer(
cloned_cache_interface.location_nodes_buffer(),
0,
unsafe { as_raw_bytes(&&location_nodes.as_slice()) },
);
let mut encoder = cloned_device.create_command_encoder(&Default::default());
cloned_cache.lock().cache_insert(
&mut encoder,
&CacheResponse {
structure_nodes: structre_node_buffer,
color_nodes: color_node_buffer,
locations: location_node_buffer,
parents: destinations_buffer,
},
);
cloned_cache
.lock()
.cache_insert(&mut encoder, &cloned_cache_interface);
cloned_queue.submit([encoder.finish()]);
}
},
+165 -25
View File
@@ -4,9 +4,9 @@ use std::path::Path;
use glam::Vec3;
use itertools::Itertools;
use crate::voxel::gpu::ExplicitNTreeNode;
use crate::voxel::gpu::StructurePointer;
use crate::voxel::sparse::Color;
use crate::sparse_tree::Color;
use crate::voxel_cache::data::ExplicitNTreeNode;
use crate::voxel_cache::data::StructurePointer;
pub struct BallGenerator<const N: usize>
{
@@ -15,7 +15,13 @@ pub struct BallGenerator<const N: usize>
pub fn map(x: f32, x_min: f32, x_max: f32, y_min: f32, y_max: f32) -> f32
{
((x - x_min) / (x_max - x_min)) * (y_max - y_min) + y_min
//((x - x_min) / (x_max - x_min)) * (y_max - y_min) + y_min
let input_range = x_max.algebraic_sub(x_min);
let output_range = y_max.algebraic_sub(y_min);
(x.algebraic_sub(x_min).algebraic_div(input_range))
.algebraic_mul(output_range)
.algebraic_add(y_min)
}
pub trait Producer<const N: usize>
@@ -240,6 +246,14 @@ where
heightmap: Vec<f32>,
colormap: Vec<u8>,
heightmap_low_width: usize,
heightmap_low_height: usize,
heightmap_low: Vec<(f32, f32)>,
colormap_low_width: usize,
colormap_low_height: usize,
colormap_mip: Vec<u8>,
pub chunk_width: usize,
pub chunk_height: usize,
pub chunk_alt: usize,
@@ -256,29 +270,50 @@ where
color_path: P,
) -> Self
{
println!("Starting terrain producer");
println!("Loading height map.");
let mut tiff_dec = tiff::decoder::Decoder::new(File::open(height_path).unwrap()).unwrap();
let (heightmap_width, heightmap_height) = tiff_dec.dimensions().unwrap();
let (heightmap_width, heightmap_height) =
(heightmap_width as usize, heightmap_height as usize);
let heightmap = match tiff_dec.read_image().unwrap()
let mut heightmap = match tiff_dec.read_image().unwrap()
{
tiff::decoder::DecodingResult::F32(vec) => vec,
_ => panic!("Unsupported format"),
};
println!("Loading color map.");
let mut color = image::ImageReader::open(color_path).unwrap();
color.no_limits();
let color = color.decode().unwrap();
let colormap = color.as_rgb8().unwrap().to_vec();
let mut colormap = color.as_rgb8().unwrap().to_vec();
println!("Converting color spaces");
colormap.iter_mut().for_each(|x| {
let normalized = map(*x as f32, 0., 255., 0., 1.);
let maped = normalized.powf(2.4);
*x = map(maped, 0., 1., 0., 255.) as u8;
});
let terrain_width = color.width() as usize;
let terrain_height = color.height() as usize;
let heightmap_min = heightmap.iter().copied().reduce(f32::min).unwrap();
println!("Computing heightmap min/max");
let heightmap_min = heightmap
.iter()
.copied()
.filter(|x| *x != -9999.)
.reduce(f32::min)
.unwrap();
let heightmap_max = heightmap.iter().copied().reduce(f32::max).unwrap();
heightmap
.iter_mut()
.filter(|x| **x == -9999.)
.for_each(|x| *x = heightmap_min);
// Decide size in chunks
let height_amplitude = heightmap_max - heightmap_min;
let chunk_size = N.pow(chunk_power as u32);
@@ -286,6 +321,65 @@ where
let chunk_height = terrain_height.div_ceil(chunk_size);
let chunk_alt = ((height_amplitude / height_factor) as usize).div_ceil(chunk_size);
// build the low heightmap
println!("Computing low res height/color maps");
let heightmap_low_width = heightmap_width / 8;
let heightmap_low_height = heightmap_height / 8;
let mut heightmap_low = vec![(0., 0.); heightmap_low_height * heightmap_low_width];
for y in 0..heightmap_low_height
{
for x in 0..heightmap_low_width
{
let mut min = heightmap_max;
let mut max = heightmap_min;
for sy in (y * 8)..(y * 8 + 8)
{
for sx in (x * 8)..(x * 8 + 8)
{
min = min.min(heightmap[sx + sy * heightmap_width]);
max = max.max(heightmap[sx + sy * heightmap_width]);
}
}
heightmap_low[x + y * heightmap_low_width] = (min, max);
}
}
// build the color map mip
let colormap_low_width = terrain_width / 8;
let colormap_low_height = terrain_height / 8;
let mut colormap_mip = vec![0u8; colormap_low_width * colormap_low_height * 3];
for y in 0..colormap_low_height
{
for x in 0..colormap_low_width
{
let mut r = 0u32;
let mut g = 0u32;
let mut b = 0u32;
for sy in (y * 8)..(y * 8 + 8)
{
for sx in (x * 8)..(x * 8 + 8)
{
r += colormap[(sx + sy * terrain_width) * 3] as u32;
g += colormap[(sx + sy * terrain_width) * 3 + 1] as u32;
b += colormap[(sx + sy * terrain_width) * 3 + 2] as u32;
}
}
colormap_mip[(x + y * colormap_low_width) * 3] =
((r as f32) / (8 * 8) as f32).clamp(0., 255.) as u8;
colormap_mip[(x + y * colormap_low_width) * 3 + 1] =
((g as f32) / (8 * 8) as f32).clamp(0., 255.) as u8;
colormap_mip[(x + y * colormap_low_width) * 3 + 2] =
((b as f32) / (8 * 8) as f32).clamp(0., 255.) as u8;
}
}
println!("Producer ready");
Self {
chunk_power,
heightmap_width,
@@ -297,6 +391,14 @@ where
heightmap,
colormap,
heightmap_low_width,
heightmap_low_height,
heightmap_low,
colormap_low_width,
colormap_low_height,
colormap_mip,
chunk_width,
chunk_height,
chunk_alt,
@@ -340,30 +442,68 @@ where
let mut sample_min = self.heightmap_max;
let mut color_avg = Color(0., 0., 0., 0.);
let mut count = 0;
for (x, z) in (0..child_size).cartesian_product(0..child_size)
if depth <= 2
{
let gvx = gcx + x;
let gvz = gcz + z;
if gvx < self.terrain_width && gvz < self.terrain_height
for (z, x) in (0..(child_size / 8)).cartesian_product(0..(child_size / 8))
{
// Height sample
let height_x = (gvx * self.heightmap_width) / self.terrain_width;
let height_z = (gvz * self.heightmap_height) / self.terrain_height;
let gvx = (gcx + x * 8) / 8;
let gvz = (gcz + z * 8) / 8;
if gvx < self.colormap_low_width && gvz < self.colormap_low_height
{
// Height sample
let height_x = (gvx * self.heightmap_low_width) / self.colormap_low_width;
let height_z = (gvz * self.heightmap_low_height) / self.colormap_low_height;
let sample = self.heightmap[height_x + height_z * self.heightmap_width];
sample_max = sample_max.max(sample);
sample_min = sample_min.min(sample);
let sample =
self.heightmap_low[height_x + height_z * self.heightmap_low_width];
sample_min = sample_min.min(sample.0);
sample_max = sample_max.max(sample.1);
let sample_color_r = self.colormap[(gvx + gvz * self.terrain_width) * 3];
let sample_color_g = self.colormap[(gvx + gvz * self.terrain_width) * 3 + 1];
let sample_color_b = self.colormap[(gvx + gvz * self.terrain_width) * 3 + 2];
let sample_color_r =
self.colormap_mip[(gvx + gvz * self.colormap_low_width) * 3];
let sample_color_g =
self.colormap_mip[(gvx + gvz * self.colormap_low_width) * 3 + 1];
let sample_color_b =
self.colormap_mip[(gvx + gvz * self.colormap_low_width) * 3 + 2];
color_avg.0 += map(sample_color_r as f32, 0., 256., 0., 1.);
color_avg.1 += map(sample_color_g as f32, 0., 256., 0., 1.);
color_avg.2 += map(sample_color_b as f32, 0., 256., 0., 1.);
count += 1;
color_avg.0 += map(sample_color_r as f32, 0., 256., 0., 1.);
color_avg.1 += map(sample_color_g as f32, 0., 256., 0., 1.);
color_avg.2 += map(sample_color_b as f32, 0., 256., 0., 1.);
count += 1;
}
//let gvy = gcy;
}
}
else
{
for (z, x) in (0..child_size).cartesian_product(0..child_size)
{
let gvx = gcx + x;
let gvz = gcz + z;
if gvx < self.terrain_width && gvz < self.terrain_height
{
// Height sample
let height_x = (gvx * self.heightmap_width) / self.terrain_width;
let height_z = (gvz * self.heightmap_height) / self.terrain_height;
let sample = self.heightmap[height_x + height_z * self.heightmap_width];
sample_max = sample_max.max(sample);
sample_min = sample_min.min(sample);
let sample_color_r = self.colormap[(gvx + gvz * self.terrain_width) * 3];
let sample_color_g =
self.colormap[(gvx + gvz * self.terrain_width) * 3 + 1];
let sample_color_b =
self.colormap[(gvx + gvz * self.terrain_width) * 3 + 2];
color_avg.0 += map(sample_color_r as f32, 0., 256., 0., 1.);
color_avg.1 += map(sample_color_g as f32, 0., 256., 0., 1.);
color_avg.2 += map(sample_color_b as f32, 0., 256., 0., 1.);
count += 1;
}
//let gvy = gcy;
}
//let gvy = gcy;
}
color_avg.0 /= count as f32;
+2 -2
View File
@@ -5,8 +5,8 @@ use bytemuck::Pod;
use bytemuck::Zeroable;
use itertools::Itertools;
use crate::voxel::gpu::ExplicitNTreeNode;
use crate::voxel::gpu::StructurePointer;
use crate::voxel_cache::data::ExplicitNTreeNode;
use crate::voxel_cache::data::StructurePointer;
#[derive(Debug, Clone, Copy, PartialEq, Pod, Zeroable)]
#[repr(C)]
-4
View File
@@ -1,4 +0,0 @@
pub mod cache;
pub mod gpu;
pub mod pipeline;
pub mod sparse;
-2038
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-27
View File
@@ -1,27 +0,0 @@
use bytemuck::Pod;
use bytemuck::Zeroable;
use crate::voxel::sparse::Color;
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(transparent)]
pub struct StructurePointer(pub u32);
impl StructurePointer
{
pub fn new(subdivided: bool, pointer_valid: bool, pointer: u32) -> Self
{
assert!(pointer >> 30 == 0);
StructurePointer((subdivided as u32) << 31 | (pointer_valid as u32) << 30 | pointer)
}
}
#[derive(Clone, Copy, Zeroable)]
#[repr(C)]
pub struct ExplicitNTreeNode<const N: usize>
where
[(); N * N * N]:,
{
pub structure: [StructurePointer; N * N * N],
pub colors: [Color; N * N * N],
}
-799
View File
@@ -1,799 +0,0 @@
use std::num::NonZero;
use bytemuck::cast_slice;
use crevice::std140::AsStd140;
use glam::Mat4;
use wgpu::BindGroup;
use wgpu::BindGroupDescriptor;
use wgpu::BindGroupEntry;
use wgpu::BindGroupLayout;
use wgpu::Buffer;
use wgpu::BufferUsages;
use wgpu::CommandEncoder;
use wgpu::CommandEncoderDescriptor;
use wgpu::ComputePass;
use wgpu::ComputePassDescriptor;
use wgpu::ComputePipeline;
use wgpu::Device;
use wgpu::Operations;
use wgpu::Queue;
use wgpu::RenderPipeline;
use wgpu::ShaderModuleDescriptor;
use wgpu::ShaderStages;
use wgpu::TextureFormat;
use wgpu::TextureView;
use wgpu::VertexBufferLayout;
use wgpu::util::StagingBelt;
use crate::as_raw_bytes;
use crate::camera::Camera;
use crate::voxel::cache::ColorPoolElement;
use crate::voxel::cache::LocationPoolElement;
use crate::voxel::cache::RequestBufferElement;
use crate::voxel::cache::StructurePoolElement;
use crate::voxel::gpu::StructurePointer;
use crate::voxel::sparse::Color;
// Represents a chunk to be rendered by the voxel pipeline
#[derive(Clone, Copy)]
#[repr(C)]
pub struct ChunkObject
{
// Chunk object transform
pub transform: Mat4,
// Chunk data
pub color: Color,
pub subdivided: bool,
// Producer specific data
pub id: u32,
}
#[derive(Clone, Copy)]
#[repr(C)]
pub struct CacheChunkObject
{
// Chunk object transform
transform: Mat4,
// Chunk data
color: Color,
// Producer specific data
id: u32,
// Pointer into cache
pointer: StructurePointer,
}
#[derive(Clone, Copy)]
pub struct ChunkHandle(usize);
pub struct CacheRequest
{
// Records how many rays requested a
// resource
count: u32,
}
pub struct VoxelPipeline<const N: usize>
where
[(); N * N * N]:,
{
chunk_allocations: Vec<bool>,
chunk_indices: Buffer,
chunk_staging: StagingBelt,
chunk_objects: Buffer,
chunk_requests: Buffer,
chunk_objects_bind_group_layout: BindGroupLayout,
ray_bind_group_layout: BindGroupLayout,
chunk_objects_bind_group: BindGroup,
chunk_requests_bind_group: BindGroup,
render_pipeline: RenderPipeline,
// Cache pools
structure_pool: Buffer,
color_pool: Buffer,
location_pool: Buffer,
// Cache interaction
request_buffer: Buffer,
usage_buffer: Buffer,
cache_bind_group: BindGroup,
device: Device,
queue: Queue,
// Cache keeping shaders
clear_chunk_request: ComputePipeline,
sort_requests: ComputePipeline,
}
#[derive(AsStd140)]
struct RenderPipelineImmediate
{
view_proj: Mat4,
}
impl<const N: usize> VoxelPipeline<N>
where
[(); N * N * N]:,
{
pub fn new(
cache_size: usize,
device: Device,
queue: Queue,
surface_format: TextureFormat,
) -> Self
{
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Main shader module"),
source: wgpu::ShaderSource::Wgsl(
std::fs::read_to_string("shaders/voxel.wgsl")
.unwrap()
.into(),
),
});
let cache_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Cache bind group layout"),
entries: &[
// Location pool
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Color pool
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Location pool
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Request buffer
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Usage buffer
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let chunk_objects_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Chunk objects bg"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let chunk_requests_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Ray bind group layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT | ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let request_buffer_sort_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Ray bind group layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Voxel pipeline layout"),
bind_group_layouts: &[
Some(&chunk_objects_bind_group_layout),
Some(&chunk_requests_bind_group_layout),
Some(&cache_bind_group_layout),
],
immediate_size: RenderPipelineImmediate::std140_size_static() as u32,
});
let chunk_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader_module,
entry_point: Some("chunk"),
compilation_options: Default::default(),
buffers: &[Some(VertexBufferLayout {
array_stride: size_of::<u32>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Uint32,
offset: 0,
shader_location: 0,
}],
})],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::LessEqual),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &shader_module,
entry_point: Some("fragment"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::default(),
})],
}),
multiview_mask: None,
cache: None,
});
let chunk_indices = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Chunk index buffer"),
size: size_of::<u32>() as u64,
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
mapped_at_creation: true,
});
chunk_indices.unmap();
let chunk_objects = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Chunk buffer"),
size: size_of::<CacheChunkObject>() as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let chunk_requests = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Chunk request buffer"),
size: size_of::<u32>() as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
// Pools
let structure_pool = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Structure pool"),
size: size_of::<StructurePoolElement<N>>() as u64 * cache_size as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let color_pool = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Color pool"),
size: size_of::<ColorPoolElement<N>>() as u64 * cache_size as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let location_pool = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Locatino pool"),
size: size_of::<LocationPoolElement>() as u64 * cache_size as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let request_buffer = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Request buffer"),
size: size_of::<RequestBufferElement<N>>() as u64 * cache_size as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let request_sort_buffer = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Request sort buffer"),
size: size_of::<u32>() as u64 * cache_size as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: true,
});
request_sort_buffer
.get_mapped_range_mut(0..)
.unwrap()
.copy_from_slice(cast_slice(
(0..cache_size as u32).collect::<Vec<_>>().as_slice(),
));
request_sort_buffer.unmap();
let usage_buffer = device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Usage buffer buffer"),
size: size_of::<u32>() as u64 * cache_size as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let cache_bind_group = device.create_bind_group(&BindGroupDescriptor {
label: Some("Cache bind group"),
layout: &cache_bind_group_layout,
entries: &[
// Structure pool
wgpu::BindGroupEntry {
binding: 0,
resource: structure_pool.as_entire_binding(),
},
// Color pool
wgpu::BindGroupEntry {
binding: 1,
resource: color_pool.as_entire_binding(),
},
// Location pool
wgpu::BindGroupEntry {
binding: 2,
resource: location_pool.as_entire_binding(),
},
// Request buffer
wgpu::BindGroupEntry {
binding: 3,
resource: request_buffer.as_entire_binding(),
},
// Usage buffer
wgpu::BindGroupEntry {
binding: 4,
resource: structure_pool.as_entire_binding(),
},
],
});
// Cache keeping shaders
let clear_chunk_request =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Clean chunk request"),
layout: Some(
&device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("clear chunk requests layout"),
bind_group_layouts: &[Some(&chunk_requests_bind_group_layout)],
immediate_size: 0,
}),
),
module: &device.create_shader_module(ShaderModuleDescriptor {
label: Some("clear_chunk_requests shader module"),
source: wgpu::ShaderSource::Wgsl(
"
@group(0) @binding(0) var<storage, read_write> chunk_requests: array<u32>;
@compute
@workgroup_size(16)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{
let index = global_invocation_id.x;
let total = arrayLength(&chunk_requests);
if(index < total)
{
chunk_requests[index] = 0;
}
}
"
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
// Sorting requests
let sort_requests_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Sort request bing group"),
layout: &request_buffer_sort_bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: request_sort_buffer.as_entire_binding(),
}],
});
let sort_requests =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Sort node request"),
layout: Some(
&device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Sort node requests"),
bind_group_layouts: &[Some(&cache_bind_group_layout), Some(&request_buffer_sort_bind_group_layout)],
immediate_size: 0,
}),
),
module: &device.create_shader_module(ShaderModuleDescriptor {
label: Some("clear_chunk_requests shader module"),
source: wgpu::ShaderSource::Wgsl(
"
struct RequestElement
{
children: array<atomic<u32>, 64>
}
@group(0) @binding(0) var<storage, read_write> structure_pool: array<u32>;
@group(0) @binding(1) var<storage, read_write> color_pool: array<u32>;
@group(0) @binding(2) var<storage, read_write> location_pool: array<u32>;
@group(0) @binding(3) var<storage, read_write> request_buffer: array<RequestElement>;
@group(0) @binding(4) var<storage, read_write> usage_buffer: array<u32>;
@group(1) @binding(0) var<storage, read_write> sort_indirection: array<u32>;
@compute
@workgroup_size(16)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{
let index = global_invocation_id.x;
let total = arrayLength(&chunk_requests);
// Odd pass
let a = index * 2 + 1;
let b = a + 1;
// Gather elements
let av = request_buffer[sort_indirection[a]];
let bv = request_buffer[sort_indirection[b]];
if b < total && av > bv
{
request_buffer[sort_indirection[a]] = bv;
request_buffer[sort_indirection[b]] = av;
}
storageBarrier();
// Even pass
a = index * 2;
b = a + 1;
// Gather elements
av = request_buffer[sort_indirection[a]];
bv = request_buffer[sort_indirection[b]];
if b < total && av > bv
{
request_buffer[sort_indirection[a]] = bv;
request_buffer[sort_indirection[b]] = av;
}
}
"
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
VoxelPipeline {
// Only one slot, no allocated chunks at the beginning
chunk_allocations: vec![false],
chunk_objects_bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Chunk objects bind group"),
layout: &chunk_objects_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: chunk_objects.as_entire_binding(),
}],
}),
chunk_requests_bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Ray bind group"),
layout: &chunk_requests_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: chunk_requests.as_entire_binding(),
}],
}),
chunk_objects,
chunk_requests,
chunk_indices,
structure_pool,
color_pool,
location_pool,
request_buffer,
usage_buffer,
cache_bind_group,
chunk_objects_bind_group_layout,
ray_bind_group_layout: chunk_requests_bind_group_layout,
chunk_staging: StagingBelt::new(device.clone(), size_of::<CacheChunkObject>() as u64),
render_pipeline: chunk_pipeline,
device,
queue,
clear_chunk_request,
sort_requests,
}
}
pub fn render(
&mut self,
encoder: &mut CommandEncoder,
texture_view: &TextureView,
depth_buffer_view: &TextureView,
camera: &Camera,
)
{
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: texture_view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: depth_buffer_view,
depth_ops: Some(Operations {
load: wgpu::LoadOp::Clear(1.),
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
renderpass.set_pipeline(&self.render_pipeline);
renderpass.set_bind_group(0, Some(&self.chunk_objects_bind_group), &[]);
renderpass.set_bind_group(1, Some(&self.chunk_requests_bind_group), &[]);
renderpass.set_bind_group(2, Some(&self.cache_bind_group), &[]);
renderpass.set_vertex_buffer(0, self.chunk_indices.slice(0..));
renderpass.set_immediates(
0,
RenderPipelineImmediate {
view_proj: camera.view_proj(),
}
.as_std140()
.as_bytes(),
);
renderpass.draw(
0..36,
0..(self.chunk_allocations.iter().filter(|x| **x).count() as u32),
);
// End the renderpass.
drop(renderpass);
let mut compute_pass = encoder.begin_compute_pass(&ComputePassDescriptor {
label: Some("cache keeping pass"),
timestamp_writes: None,
});
compute_pass.set_bind_group(0, Some(&self.chunk_requests_bind_group), &[]);
compute_pass.set_pipeline(&self.clear_chunk_request);
compute_pass.dispatch_workgroups(
self.chunk_allocations.len().next_multiple_of(16) as u32 / 16,
1,
1,
);
drop(compute_pass)
}
fn update_indices(&mut self)
{
let indices = self
.chunk_allocations
.iter()
.enumerate()
.filter(|(_, b)| **b)
.map(|(i, _)| i as u32)
.collect::<Vec<_>>();
self.chunk_indices = self.device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Chunk index buffer"),
size: size_of::<u32>() as u64 * indices.len() as u64,
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
mapped_at_creation: true,
});
// Copy chunk indices into new buffer
self.chunk_indices
.get_mapped_range_mut(0..(size_of::<u32>() as u64 * indices.len() as u64))
.unwrap()
.copy_from_slice(cast_slice(&indices));
self.chunk_indices.unmap();
}
pub fn remove_chunks(&mut self, handles: &[ChunkHandle])
{
for handle in handles.iter()
{
self.chunk_allocations[handle.0] = false;
}
self.update_indices();
}
pub fn push_new_chunks(&mut self, objects: &[ChunkObject]) -> Vec<ChunkHandle>
{
// Find room for new chunks
let mut destinations = vec![0; objects.len()];
let mut encoder = self
.device
.create_command_encoder(&CommandEncoderDescriptor {
label: Some("Chunk buffer writes"),
});
// count available space
let space = self.chunk_allocations.iter().filter(|x| !*x).count();
if space < objects.len()
{
// Allocate more space
// Get first bigger power of two
let necessary_space =
(objects.len() + self.chunk_allocations.len()).next_power_of_two();
dbg!(necessary_space);
self.chunk_allocations
.extend(vec![false; necessary_space - self.chunk_allocations.len()]);
// Make buffer bigger
let old_buffer = self.chunk_objects.clone();
self.chunk_objects = self.device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Chunk buffer"),
size: size_of::<ChunkObject>() as u64 * self.chunk_allocations.len() as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let old_chunk_requests = self.chunk_requests.clone();
self.chunk_requests = self.device.create_buffer(&wgpu::wgt::BufferDescriptor {
label: Some("Chunk request buffer"),
size: size_of::<u32>() as u64 * self.chunk_allocations.len() as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
self.chunk_objects_bind_group =
self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Chunk objects bind group"),
layout: &self.chunk_objects_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: self.chunk_objects.as_entire_binding(),
}],
});
self.chunk_requests_bind_group =
self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Ray bind group"),
layout: &self.ray_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: self.chunk_requests.as_entire_binding(),
}],
});
encoder.copy_buffer_to_buffer(
&old_chunk_requests,
0,
&self.chunk_requests,
0,
old_chunk_requests.size(),
);
encoder.copy_buffer_to_buffer(
&old_buffer,
0,
&self.chunk_objects,
0,
old_buffer.size(),
);
}
let mut dest_ptr = 0;
for (i, allocated) in self
.chunk_allocations
.iter_mut()
.enumerate()
.filter(|(_, allocated)| !**allocated)
.take(destinations.len())
{
if !*allocated
{
*allocated = true;
destinations[dest_ptr] = i;
dest_ptr += 1;
}
}
// Write each new chunk
for (destination, object) in destinations.iter().zip(objects.iter())
{
let cache_object = CacheChunkObject {
transform: object.transform,
id: object.id,
color: object.color,
pointer: StructurePointer::new(object.subdivided, false, 0),
};
let mut view = self.chunk_staging.write_buffer(
&mut encoder,
&self.chunk_objects,
*destination as u64 * size_of::<CacheChunkObject>() as u64,
NonZero::new(size_of::<CacheChunkObject>() as u64).unwrap(),
);
let temp_slice = [cache_object];
view.copy_from_slice(unsafe { as_raw_bytes(&temp_slice) });
}
self.update_indices();
self.chunk_staging.finish_and_recall_on_submit(&encoder);
self.queue.submit([encoder.finish()]);
destinations.iter().map(|d| ChunkHandle(*d)).collect()
}
}
+934
View File
@@ -0,0 +1,934 @@
use bytemuck::Zeroable;
use wgpu::{BindGroup, BindGroupLayout, Buffer, BufferUsages, CommandEncoder, ComputePipeline, Device, Queue, ShaderStages};
use crate::voxel_cache::{data::{CacheNodeRequest, CacheResponse, ColorPoolElement, LocationPoolElement, StructurePoolElement}, producer_interface::CacheProducerInterface, request_buffer::RequestBuffer, structure_table::StructureTable, usage_buffer::UsageBuffer};
pub mod request_buffer;
pub mod structure_table;
pub mod usage_buffer;
pub mod producer_interface;
pub mod indirect_buffer;
pub mod data;
pub struct VoxelCache<const N: usize>
{
size: usize,
device: Device,
queue: Queue,
structure_pool: Buffer,
color_pool: Buffer,
location_pool: Buffer,
pub structure_table: StructureTable,
request_buffer: RequestBuffer<N>,
voxel_cache_bind_group: BindGroup,
structure_table_bind_group_layout: BindGroupLayout,
voxel_cache_render_bind_group_layout: BindGroupLayout,
// Writing requests
request_write_pipeline: ComputePipeline,
// User response -> caching
caching_pipeline: ComputePipeline,
// Invalidation
invalidation_pipeline: ComputePipeline,
pub usage_buffer: UsageBuffer,
}
#[derive(Zeroable, bytemuck::Pod, Clone, Copy)]
#[repr(C)]
struct CachingPipelineImmediates
{
frame_timestamp: u32,
write_pointers: u32, // Boolean
}
unsafe fn as_raw_bytes<T: Sized>(slice: &[T]) -> &[u8]
{
let size = slice.len() * size_of::<T>();
unsafe { std::slice::from_raw_parts(slice.as_ptr() as *const u8, size) }
}
impl<const N: usize> VoxelCache<N>
where
[(); N * N * N]:,
{
pub fn new(cache_size: usize, device: Device, queue: Queue) -> Self
{
let structure_pool = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Structure pool"),
size: (size_of::<StructurePoolElement<N>>() * cache_size) as u64,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
});
let location_pool = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Location pool"),
size: (size_of::<LocationPoolElement>() * cache_size) as u64,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
});
let color_pool = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Color pool"),
size: (size_of::<ColorPoolElement<N>>() * cache_size) as u64,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
});
let request_buffer = RequestBuffer::new(cache_size, device.clone());
let usage_buffer = UsageBuffer::new(cache_size, device.clone());
let request_interface_bind_group_layout = CacheProducerInterface::<N>::request_side_bind_group_layout(&device);
// Rendering bing group layouts
let voxel_cache_render_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("voxel_cache_render_bind_group_layout"),
entries: &[
// Structure pool
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Color pool
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Location pool
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Request buffer
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Usage buffer
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Structure table stuff
// Structure table pointers
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Structure table request buffer
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let voxel_cache_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("voxel_cache_bind_group_layout"),
entries: &[
// Structure pool
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Color pool
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Location pool
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Sorted requests
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// LRU List
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Usage buffer
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// pools request count
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let voxel_cache_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("voxel_cache_bind_group"),
layout: &voxel_cache_bind_group_layout,
entries: &[
// Structure pool
wgpu::BindGroupEntry {
binding: 0,
resource: structure_pool.as_entire_binding(),
},
// Color pool
wgpu::BindGroupEntry {
binding: 1,
resource: color_pool.as_entire_binding(),
},
// Location pool
wgpu::BindGroupEntry {
binding: 2,
resource: location_pool.as_entire_binding(),
},
// Sorted requests
wgpu::BindGroupEntry {
binding: 3,
resource: request_buffer.sort_buffer().as_entire_binding(),
},
// LRU list
wgpu::BindGroupEntry {
binding: 4,
resource: usage_buffer.sort_buffer().as_entire_binding(),
},
// Usage buffer
wgpu::BindGroupEntry {
binding: 5,
resource: usage_buffer.usage_buffer().as_entire_binding(),
},
// Pools request count
wgpu::BindGroupEntry {
binding: 6,
resource: request_buffer.request_count_buffer().as_entire_binding(),
},
],
});
let structure_table_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("structure_table_bind_group_layout"),
entries: &[
// Pointer table
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Sorted requests
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Requests count
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let children_count = N*N*N;
let wgsl_bindings =
format!("
struct StructurePoolElement
{{
occupancy_low: atomic<u32>,
occupancy_high: atomic<u32>,
pointers: array<u32, {children_count}>
}}
struct ColorPoolElement
{{
colors: array<u32, {children_count}>
}}
struct LocationPoolElement
{{
structure_id: u32,
structure_locator: u32
}}
struct SortedRequestsElement
{{
node: u32,
child: u32
}}
@group(0) @binding(0) var<storage, read_write> structure_pool: array<StructurePoolElement>;
@group(0) @binding(1) var<storage, read_write> color_pool: array<ColorPoolElement>;
@group(0) @binding(2) var<storage, read_write> location_pool: array<LocationPoolElement>;
@group(0) @binding(3) var<storage, read> sorted_requests: array<SortedRequestsElement>;
@group(0) @binding(4) var<storage, read> lru_list: array<u32>;
@group(0) @binding(5) var<storage, read_write> usage_buffer: array<u32>;
@group(0) @binding(6) var<storage, read> pools_request_count: u32;
@group(1) @binding(0) var<storage, read_write> structure_table_pointers: array<u32>;
@group(1) @binding(1) var<storage, read_write> structure_table_sorted_requests: array<SortedRequestsElement>;
@group(1) @binding(2) var<storage, read_write> structure_table_request_count: u32;
");
let write_requests_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("write_requests_pipeline_layout"),
bind_group_layouts: &[
Some(&voxel_cache_bind_group_layout),
Some(&structure_table_bind_group_layout),
Some(&request_interface_bind_group_layout),
],
immediate_size: 0,
});
// The user bindgroup will be created on the fly
let write_requests =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("write_requests_pipeline"),
layout: Some(&write_requests_pipeline_layout),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("write_requests_pipeline_shader_module"),
source: wgpu::ShaderSource::Wgsl(
format!("
{wgsl_bindings}
struct CacheInterfaceRequest
{{
structure_id: u32,
locator: u32,
child_index: u32
}}
struct CacheInterfaceRequestWb
{{
node_index: u32,
child_index: u32
}}
@group(2) @binding(0) var<storage, read_write> requests: array<CacheInterfaceRequest>;
@group(2) @binding(1) var<storage, read_write> requests_wb: array<CacheInterfaceRequestWb>;
@group(2) @binding(2) var<storage, read_write> request_count: u32;
@group(2) @binding(3) var<storage, read> structure_nodes: array<StructurePoolElement>;
@group(2) @binding(4) var<storage, read> color_nodes: array<ColorPoolElement>;
@group(2) @binding(5) var<storage, read> locations: array<LocationPoolElement>;
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
// One shader invocation per invocation on both structure table domain
// and cache domain
var index = global_invocation_id.x;
let max_requests_count = min(arrayLength(&requests), arrayLength(&lru_list));
request_count = min(max_requests_count, pools_request_count + structure_table_request_count);
if(index >= request_count)
{{
return;
}}
if(index < structure_table_request_count)
{{
var request: CacheInterfaceRequest;
// Index in structure table IS structure id
request.structure_id = structure_table_sorted_requests[index].node;
request.locator = 0; // Root request -> locator 0
request.child_index = 0xFFFFFFFF; // child index u32::MAX ->
var request_wb: CacheInterfaceRequestWb;
request_wb.node_index = request.structure_id;
request_wb.child_index = 0xFFFFFFFF; // child index u32::MAX ->
// Structure table request
// Write request
requests[index] = request;
requests_wb[index] = request_wb;
return;
}}
let pool_index = index - structure_table_request_count;
// Request location comes from location pool
var request: CacheInterfaceRequest;
request.structure_id = location_pool[sorted_requests[pool_index].node].structure_id;
request.locator = location_pool[sorted_requests[pool_index].node].structure_locator;
request.child_index = sorted_requests[pool_index].child;
var request_wb: CacheInterfaceRequestWb;
request_wb.node_index = sorted_requests[pool_index].node;
request_wb.child_index = sorted_requests[pool_index].child;
// Write request
requests[index] = request;
requests_wb[index] = request_wb;
}}
"
)
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
// ~~~ Caching pipeline ~~~
// Pipeline that takes user fulling ~some~ requests
// and writes them to the cache based on the eviction list
let caching_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("caching_pipelien_layout"),
bind_group_layouts: &[
Some(&voxel_cache_bind_group_layout),
Some(&structure_table_bind_group_layout),
Some(&request_interface_bind_group_layout),
],
immediate_size: size_of::<CachingPipelineImmediates>() as u32, // Current frame timestamp
});
let children_count = N * N * N;
let caching_pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("caching_pipeline"),
layout: Some(&caching_pipeline_layout),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("caching_pipeline_shader_module"),
source: wgpu::ShaderSource::Wgsl(
format!("
struct DestinationElement
{{
node: u32,
child: u32
}}
struct CachingPipelineImmediates
{{
frame_timestamp: u32,
write_pointers: u32
}}
{wgsl_bindings}
var<immediate> parameters: CachingPipelineImmediates;
struct CacheInterfaceRequest
{{
structure_id: u32,
locator: u32,
child_index: u32
}}
struct CacheInterfaceRequestWb
{{
node_index: u32,
child_index: u32
}}
@group(2) @binding(0) var<storage, read_write> requests: array<CacheInterfaceRequest>;
@group(2) @binding(1) var<storage, read_write> requests_wb: array<CacheInterfaceRequestWb>;
@group(2) @binding(2) var<storage, read_write> request_count: u32;
@group(2) @binding(3) var<storage, read_write> structure_nodes: array<StructurePoolElement>;
@group(2) @binding(4) var<storage, read_write> color_nodes: array<ColorPoolElement>;
@group(2) @binding(5) var<storage, read_write> locations: array<LocationPoolElement>;
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
// Copy with indirection
let index = global_invocation_id.x;
let total = arrayLength(&structure_nodes);
let total_cache = arrayLength(&lru_list);
if(index >= total || index >= total_cache)
{{
return;
}}
let overwritten_element = lru_list[index];
if(parameters.write_pointers == 0 && usage_buffer[overwritten_element] != parameters.frame_timestamp)
{{
// Phase 1
// Copy into cache page
var occupancy_high = u32(0);
var occupancy_low = u32(0);
for(var i = 0; i < {children_count}; i++)
{{
structure_pool[overwritten_element].pointers[i] = select(u32(0), u32(1)<<31, structure_nodes[index].pointers[i] != 0);
let turn_on_bit =
select(
u32(0),
u32(u32(1) << u32(i % ({children_count} / 2))),
((color_nodes[index].colors[i] >> 24) != 0) ||
structure_nodes[index].pointers[i] != 0
);
if(i > {children_count} / 2)
{{
occupancy_high |= turn_on_bit;
}}else
{{
occupancy_low |= turn_on_bit;
}}
}}
atomicStore(&structure_pool[overwritten_element].occupancy_low, occupancy_low);
atomicStore(&structure_pool[overwritten_element].occupancy_high, occupancy_high);
color_pool[overwritten_element] = color_nodes[index];
location_pool[overwritten_element] = locations[index];
// Mark dirty/correct timestamp
usage_buffer[overwritten_element] = parameters.frame_timestamp + 1;
}}
if(parameters.write_pointers != 0 && usage_buffer[overwritten_element] != parameters.frame_timestamp)
{{
// Phase 2
// Point parent to new page
let new_pointer = (1 << 31) | (1 << 30) | overwritten_element;
if(requests_wb[index].child_index == 0xFFFFFFFF)
{{
structure_table_pointers[requests_wb[index].node_index] = new_pointer;
}}else if usage_buffer[requests_wb[index].node_index] != parameters.frame_timestamp + 1
{{
structure_pool[requests_wb[index].node_index].pointers[requests_wb[index].child_index] = new_pointer;
let turn_on_bit = u32(1 << (requests_wb[index].child_index % ({children_count} / 2)));
if(requests_wb[index].child_index > {children_count} / 2)
{{
//atomicOr(&structure_pool[requests_wb[index].node_index].occupancy_high, turn_on_bit);
}}else
{{
//atomicOr(&structure_pool[requests_wb[index].node_index].occupancy_low, turn_on_bit);
}}
}}
}}
}}
")
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
// ~~~ Invalidation pipeline ~~~
// Pipeline invalidates old nodes that points to ones
// that have been replaces base on timestamp information
let invalidation_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("invalidation_pipeline_layout"),
bind_group_layouts: &[
Some(&voxel_cache_bind_group_layout),
Some(&structure_table_bind_group_layout),
],
immediate_size: size_of::<u32>() as u32, // frame_timestamp
});
let invalidation_pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("invalidation_pipeline"),
layout: Some(&invalidation_pipeline_layout),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("invalidation_pipeline_shader_module"),
source: wgpu::ShaderSource::Wgsl(
format!("
{wgsl_bindings}
var<immediate> frame_timestamp: u32;
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
var index = global_invocation_id.x;
let total_pool = arrayLength(&structure_pool);
let total_table = arrayLength(&structure_table_pointers);
if index < total_pool
{{
for(var i = 0; i < {children_count}; i += 1)
{{
let structure_pointer = structure_pool[index].pointers[i];
let pointer = structure_pointer & 0x3FFFFFFF;
let pointer_subdiv = ((structure_pointer >> 31) & 1) != 0;
let pointed_timestamp = usage_buffer[pointer];
if(pointed_timestamp == frame_timestamp + 1) // Future
// timestamp
// -> new page
{{
// Invalidate
structure_pool[index].pointers[i] = select(u32(0), u32(1), pointer_subdiv) << 31;
}}
}}
return;
}}
index -= total_pool;
if index < total_table
{{
let structure_pointer = structure_table_pointers[index];
// Is pointer pointing to something valid
let pointer_valid = ((structure_pointer >> 30) & 1) != 0;
let pointer_subdiv = ((structure_pointer >> 31) & 1) != 0;
let pointer = structure_pointer & 0x3FFFFFFF;
let pointed_timestamp = usage_buffer[pointer];
if(pointed_timestamp == frame_timestamp + 1 && pointer_valid && pointer_subdiv) // Future
// timestamp
// -> new page
{{
// Invalidate
structure_table_pointers[index] &= select(u32(0), u32(1), pointer_subdiv) << 31;
}}
}}
}}
")
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
Self {
size: cache_size,
structure_table: StructureTable::new(device.clone(), queue.clone()),
queue,
device,
structure_pool,
color_pool,
location_pool,
request_buffer,
usage_buffer,
voxel_cache_bind_group,
structure_table_bind_group_layout,
voxel_cache_render_bind_group_layout,
// Write requests stage
request_write_pipeline: write_requests,
// Caching operation
caching_pipeline,
// Invalidation
invalidation_pipeline,
}
}
pub fn bind_group_layout(&self) -> BindGroupLayout
{
self.voxel_cache_render_bind_group_layout.clone()
}
pub fn bind_group(&self) -> BindGroup
{
self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("voxel_cache_render_bind_group"),
layout: &self.voxel_cache_render_bind_group_layout,
entries: &[
// Structure pool
wgpu::BindGroupEntry {
binding: 0,
resource: self.structure_pool.as_entire_binding(),
},
// Color pool
wgpu::BindGroupEntry {
binding: 1,
resource: self.color_pool.as_entire_binding(),
},
// Location pool
wgpu::BindGroupEntry {
binding: 2,
resource: self.location_pool.as_entire_binding(),
},
// Request buffer
wgpu::BindGroupEntry {
binding: 3,
resource: self.request_buffer.request_buffer().as_entire_binding(),
},
// Usage buffer
wgpu::BindGroupEntry {
binding: 4,
resource: self.usage_buffer.usage_buffer().as_entire_binding(),
},
// Structure table
// Structure table pointers
wgpu::BindGroupEntry {
binding: 5,
resource: self.structure_table.pointer_table.as_entire_binding(),
},
// Pools request count
wgpu::BindGroupEntry {
binding: 6,
resource: self.structure_table.request_buffer.request_buffer().as_entire_binding(),
},
],
})
}
fn structure_table_bind_group(&self) -> BindGroup
{
self.device.create_bind_group(&wgpu::BindGroupDescriptor
{
label: Some("structure_table_bind_group"),
layout: &self.structure_table_bind_group_layout,
entries:
&[
wgpu::BindGroupEntry
{
binding: 0,
resource: self.structure_table.pointer_table.as_entire_binding(),
},
wgpu::BindGroupEntry
{
binding: 1,
resource: self.structure_table.request_buffer.sort_buffer().as_entire_binding(),
},
wgpu::BindGroupEntry
{
binding: 2,
resource: self.structure_table.request_buffer.request_count_buffer().as_entire_binding(),
},
],
})
}
pub fn cache_post_render(&mut self, encoder: &mut CommandEncoder, request_interface: &CacheProducerInterface<N>)
{
// Sort requests, reset request buffers to count requests
self.usage_buffer.sort_usage(encoder);
self.request_buffer.sort_requests(encoder);
self.structure_table
.request_buffer_mut()
.sort_requests(encoder);
// Sorted requests are now in the group
let mut write_requests_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("write_requests_pass"),
timestamp_writes: None,
});
write_requests_pass.set_bind_group(0, Some(&self.voxel_cache_bind_group), &[]);
write_requests_pass.set_bind_group(1, Some(&self.structure_table_bind_group()), &[]);
write_requests_pass.set_bind_group(2, Some(&request_interface.request_side_bind_group), &[]);
write_requests_pass.set_pipeline(&self.request_write_pipeline);
// Compute necessary shader invocations
let shader_invocation_count = request_interface.size;
let workgroup_invocation_count = shader_invocation_count.div_ceil(64);
write_requests_pass.dispatch_workgroups(workgroup_invocation_count as u32, 1, 1);
drop(write_requests_pass);
self.request_buffer.reset_requests(encoder);
self.structure_table
.request_buffer_mut()
.reset_requests(encoder);
}
pub fn current_timestamp(&self) -> u32
{
self.usage_buffer.timestamp()
}
pub fn cache_insert(&mut self, encoder: &mut CommandEncoder, cache_interface: &CacheProducerInterface<N>)
{
// Each of the entry of the cache insertion, is matched with the usage list to evict
let mut cache_insertion_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("cache_insertion_pass"),
timestamp_writes: None,
});
// Copy insertions to evicted lru
// Point parents to children
let structure_table_bind_group = self.structure_table_bind_group();
// ~~~ Write data + Dirty flagging/timestamp update ~~~
{
cache_insertion_pass.set_pipeline(&self.caching_pipeline);
cache_insertion_pass.set_bind_group(0, Some(&self.voxel_cache_bind_group), &[]);
cache_insertion_pass.set_bind_group(1, Some(&structure_table_bind_group), &[]);
cache_insertion_pass.set_bind_group(2, Some(&cache_interface.request_side_bind_group), &[]);
cache_insertion_pass.set_immediates(
0,
bytemuck::bytes_of(&CachingPipelineImmediates {
frame_timestamp: self.usage_buffer.timestamp(),
write_pointers: 0, // false
}),
);
// Compute dispatch amounts
let shader_invocation_count = cache_interface.size;
let workgroup_invocations = shader_invocation_count.div_ceil(64);
cache_insertion_pass.dispatch_workgroups(workgroup_invocations as u32, 1, 1);
}
// ~~~ Invalidate pointers ~~~
{
cache_insertion_pass.set_pipeline(&self.invalidation_pipeline);
cache_insertion_pass.set_bind_group(2, None, &[]);
cache_insertion_pass
.set_immediates(0, bytemuck::bytes_of(&self.usage_buffer.timestamp()));
// Compute dispatch amounts
let shader_invocation_count = self.size + self.structure_table.allocation_table.len();
let workgroup_invocations = shader_invocation_count.div_ceil(64);
cache_insertion_pass.dispatch_workgroups(workgroup_invocations as u32, 1, 1);
}
// ~~~ Write new pointers ~~~
{
cache_insertion_pass.set_pipeline(&self.caching_pipeline);
cache_insertion_pass.set_bind_group(2, Some(&cache_interface.request_side_bind_group), &[]);
cache_insertion_pass.set_immediates(
0,
bytemuck::bytes_of(&CachingPipelineImmediates {
frame_timestamp: self.usage_buffer.timestamp(),
write_pointers: 1, // true
}),
);
// Compute dispatch amounts
let shader_invocation_count = cache_interface.size;
let workgroup_invocations = shader_invocation_count.div_ceil(64);
cache_insertion_pass.dispatch_workgroups(workgroup_invocations as u32, 1, 1);
}
}
pub fn next_frame(&mut self)
{
self.usage_buffer.next_frame();
}
}
+105
View File
@@ -0,0 +1,105 @@
use bytemuck::Pod;
use bytemuck::Zeroable;
use wgpu::Buffer;
use crate::sparse_tree::Color;
#[derive(Clone, Copy, Zeroable, Pod, Debug)]
#[repr(C)]
pub struct CacheNodeRequest
{
// Requested ressource
pub structure_id: u32,
pub structure_locator: u32,
// Write back info
pub node_index: u32,
pub child_index: u32,
}
pub struct RequestBufferElement<const N: usize>
where
[(); N * N * N]:,
{
request_count: [u32; N * N * N],
}
#[repr(C)]
pub struct StructurePoolElement<const N: usize>
where
[(); N * N * N]:,
{
pub occupancy_low: u32,
pub occupancy_high: u32,
pub pointers: [StructurePointer; N * N * N],
}
pub struct DestinationElement
{
pub node: u32,
pub child: u32,
}
pub struct ColorBytes(pub u8, pub u8, pub u8, pub u8);
impl From<Color> for ColorBytes
{
fn from(value: Color) -> Self
{
Self(
(value.0 * 255.) as u8,
(value.1 * 255.) as u8,
(value.2 * 255.) as u8,
(value.3 * 255.) as u8,
)
}
}
pub struct ColorPoolElement<const N: usize>
where
[(); N * N * N]:,
{
colors: [ColorBytes; N * N * N],
}
pub struct LocationPoolElement
{
pub structure_id: u32,
pub structure_locator: u32,
}
pub struct CacheResponse
{
// Each buffer contains the same amount of elements (structure of arrays style)
// Cache data to bring in
pub structure_nodes: Buffer,
pub color_nodes: Buffer,
pub locations: Buffer,
// Which nodes this extends : node_index + child_index
pub parents: Buffer,
}
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(transparent)]
pub struct StructurePointer(pub u32);
impl StructurePointer
{
pub fn new(subdivided: bool, pointer_valid: bool, pointer: u32) -> Self
{
assert!(pointer >> 30 == 0);
StructurePointer((subdivided as u32) << 31 | (pointer_valid as u32) << 30 | pointer)
}
}
#[derive(Clone, Copy, Zeroable)]
#[repr(C)]
pub struct ExplicitNTreeNode<const N: usize>
where
[(); N * N * N]:,
{
pub structure: [StructurePointer; N * N * N],
pub colors: [Color; N * N * N],
}
+44
View File
@@ -0,0 +1,44 @@
use wgpu::{Buffer, BufferUsages, Device, util::DeviceExt};
pub struct BufferCompactor
{
size: usize,
block_count: usize,
reduced_buffer: Buffer,
sum_buffer: Buffer,
compaction_buffer: Buffer,
}
impl BufferCompactor
{
const THREAD_COUNT: usize = 256;
pub fn new(device: &Device, size: usize) -> Self
{
let block_count = size.div_ceil(size);
let reduced_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("indirect_buffer_reduced"),
contents: bytemuck::cast_slice(vec![0; block_count].as_slice()),
usage: BufferUsages::STORAGE,
});
let sum_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("indirect_buffer_sum"),
contents: bytemuck::cast_slice(vec![0; size].as_slice()),
usage: BufferUsages::STORAGE,
});
let compaction_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("indirect_buffer_compaction"),
contents: bytemuck::cast_slice(vec![0; size].as_slice()),
usage: BufferUsages::STORAGE,
});
BufferCompactor {
size,
block_count,
reduced_buffer,
sum_buffer,
compaction_buffer,
}
}
}
+369
View File
@@ -0,0 +1,369 @@
// The cache emits requests, and receives answer to these requests
// The cache producer interface provides the necessary buffers to contains
// these, so that use applications can fullfill the requests
use bytemuck::Pod;
use bytemuck::Zeroable;
use wgpu::BindGroup;
use wgpu::BindGroupEntry;
use wgpu::BindGroupLayout;
use wgpu::BindGroupLayoutEntry;
use wgpu::Buffer;
use wgpu::BufferUsages;
use wgpu::CommandEncoder;
use wgpu::Device;
use wgpu::Queue;
use wgpu::util::DownloadBuffer;
use crate::voxel_cache::data::ColorPoolElement;
use crate::voxel_cache::data::LocationPoolElement;
use crate::voxel_cache::data::StructurePoolElement;
#[derive(Clone, Copy, Zeroable, Pod)]
#[repr(C)]
pub struct CacheRequest
{
pub structure_id: u32,
pub locator: u32,
pub child_index: u32,
}
pub(super) struct CacheRequestWbInfo
{
node_index: u32,
child_index: u32,
}
pub struct CacheProducerInterface<const N: usize>
where
[(); N * N * N]:,
{
// Request emissions
pub(super) size: usize,
// Contains the specific node being requested
pub(super) requests: Buffer,
// Contains how many request have effectively been emitted
pub(super) request_count: Buffer,
// Contains on which node the request was done
pub(super) requests_wb_info: Buffer,
// Request fullfillment
pub(super) structure_nodes: Buffer,
pub(super) color_nodes: Buffer,
pub(super) location_nodes: Buffer,
pub(super) request_side_bind_group_layout: BindGroupLayout,
pub(super) request_side_bind_group: BindGroup,
pub(super) producer_side_bind_group_layout: BindGroupLayout,
pub(super) producer_side_bind_group: BindGroup,
}
impl<const N: usize> CacheProducerInterface<N>
where
[(); N * N * N]:,
{
pub fn new(size: usize, device: &Device) -> Self
{
let requests = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cache_interface_request_buffer"),
size: (size_of::<CacheRequest>() * size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let requests_wb_info = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cache_interface_writeback_info"),
size: (size_of::<CacheRequestWbInfo>() * size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let structure_nodes = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cache_interface_structure_nodes"),
size: (size_of::<StructurePoolElement<N>>() * size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let color_nodes = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cache_interface_structure_nodes"),
size: (size_of::<ColorPoolElement<N>>() * size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let location_nodes = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cache_interface_structure_nodes"),
size: (size_of::<LocationPoolElement>() * size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let request_count = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cache_interface_request_count"),
size: (size_of::<u32>()) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let request_side_bind_group_layout = Self::request_side_bind_group_layout(device);
let producer_side_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("cache_interface_producer_side_bind_group_layout"),
entries: &[
// Reqests
BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Request count
BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Structure nodes
BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Color nodes
BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Location nodes
BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
// Bind groups
let request_side_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("cache_interface_request_side_bind_group"),
layout: &request_side_bind_group_layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: requests.as_entire_binding(),
},
BindGroupEntry {
binding: 1,
resource: requests_wb_info.as_entire_binding(),
},
BindGroupEntry {
binding: 2,
resource: request_count.as_entire_binding(),
},
BindGroupEntry {
binding: 3,
resource: structure_nodes.as_entire_binding(),
},
BindGroupEntry {
binding: 4,
resource: color_nodes.as_entire_binding(),
},
BindGroupEntry {
binding: 5,
resource: location_nodes.as_entire_binding(),
},
],
});
let producer_side_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("cache_interface_producer_side_bind_group"),
layout: &producer_side_bind_group_layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: requests.as_entire_binding(),
},
BindGroupEntry {
binding: 1,
resource: request_count.as_entire_binding(),
},
BindGroupEntry {
binding: 2,
resource: structure_nodes.as_entire_binding(),
},
BindGroupEntry {
binding: 3,
resource: color_nodes.as_entire_binding(),
},
BindGroupEntry {
binding: 4,
resource: location_nodes.as_entire_binding(),
},
],
});
Self {
size,
requests,
request_count,
requests_wb_info,
structure_nodes,
color_nodes,
location_nodes,
request_side_bind_group_layout,
request_side_bind_group,
producer_side_bind_group_layout,
producer_side_bind_group,
}
}
pub fn requests_buffer(&self) -> &Buffer
{
&self.requests
}
pub fn structure_nodes_buffer(&self) -> &Buffer
{
&self.structure_nodes
}
pub fn color_nodes_buffer(&self) -> &Buffer
{
&self.color_nodes
}
pub fn location_nodes_buffer(&self) -> &Buffer
{
&self.location_nodes
}
pub fn total_request_count(&self, device: &Device, queue: &Queue) -> u32
{
let (tx, rx) = std::sync::mpsc::sync_channel(1);
wgpu::util::DownloadBuffer::read_buffer(
device,
queue,
&self.request_count.slice(0..),
move |download_buffer| {
let vec = download_buffer.unwrap().to_vec();
let value = u32::from_ne_bytes(std::array::from_fn(|i| vec[i]));
let _ = tx.try_send(value);
},
);
loop
{
if let Ok(value) = rx.try_recv()
{
return value;
}
device.poll(wgpu::wgt::PollType::Poll).unwrap();
}
//panic!("Could not retrieve total request count.");
}
pub fn request_side_bind_group_layout(device: &Device) -> BindGroupLayout
{
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("cache_interface_request_side_bind_group_layout"),
entries: &[
// Reqests
BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Requests writeback
BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Request count
BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Structure nodes
BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Color nodes
BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Location nodes
BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
})
}
}
+641
View File
@@ -0,0 +1,641 @@
use bytemuck::bytes_of;
use wgpu::BindGroup;
use wgpu::BindGroupEntry;
use wgpu::Buffer;
use wgpu::BufferUsages;
use wgpu::CommandEncoder;
use wgpu::ComputePipeline;
use wgpu::Device;
use wgpu::ShaderStages;
use crate::voxel_cache::data::RequestBufferElement;
pub struct RequestBuffer<const N: usize>
{
pub cache_size: usize,
pub request_buffer: Buffer,
pub request_count_buffer: Buffer,
pub indirect_count_storage: Buffer,
pub element_sort_count_buffer: Buffer,
pub indirect_count: Buffer,
pub sort_buffer: Buffer,
pub reset_pipeline: ComputePipeline,
pub sort_pipeline: ComputePipeline,
pub bindgroup: BindGroup,
pub device: Device,
pub compaction_pipeline: ComputePipeline,
pub running_sum_pipeline: ComputePipeline,
}
impl<const N: usize> RequestBuffer<N>
where
[(); N * N * N]:,
{
pub fn new(cache_size: usize, device: Device) -> Self
{
let request_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(format!("request_buffer_{N}").as_str()),
size: (size_of::<RequestBufferElement<N>>() * cache_size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let request_count_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Request_count_buffer"),
size: size_of::<u32>() as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let indirect_count = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("indirect_count_buffer"),
usage: BufferUsages::INDIRECT | BufferUsages::COPY_DST,
size: size_of::<wgpu::util::DispatchIndirectArgs>() as u64,
mapped_at_creation: false,
});
let indirect_count_storage = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("indirect_count_storage_buffer"),
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
size: size_of::<wgpu::util::DispatchIndirectArgs>() as u64,
mapped_at_creation: false,
});
let element_sort_count_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("indirect_count_storage_buffer"),
usage: BufferUsages::STORAGE,
size: size_of::<u32>() as u64,
mapped_at_creation: false,
});
// One element number per child entry
// One number to identify node, one to identify sub child
let sort_buffer_count = cache_size * N * N * N;
let sort_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(format!("request_sort_buffer_{N}").as_str()),
size: (size_of::<(u32, u32)>() * sort_buffer_count) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
mapped_at_creation: true,
});
let init_data = (0..(cache_size as u32))
.flat_map(|i| (0..((N * N * N) as u32)).map(move |j| (i, j)))
.flat_map(|(i, j)| [i, j]) // Because bytemuck does not like tuples ...
.collect::<Vec<_>>();
sort_buffer
.get_mapped_range_mut(0..)
.unwrap()
.copy_from_slice(bytemuck::cast_slice(&init_data));
sort_buffer.unmap();
let bindgroup_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("request_sort_pipeline_bing_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("request_sort_pipeline_bindgroup"),
layout: &bindgroup_layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: request_buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 1,
resource: sort_buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 2,
resource: request_count_buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 3,
resource: indirect_count_storage.as_entire_binding(),
},
BindGroupEntry {
binding: 4,
resource: element_sort_count_buffer.as_entire_binding(),
},
],
});
let pipeline_layouts = &device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("request_buffer_pipeline_layout"),
bind_group_layouts: &[Some(&bindgroup_layout)],
immediate_size: size_of::<u32>() as u32,
});
let children_count = N * N * N;
let sort_pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Sort node request"),
layout: Some(pipeline_layouts),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("clear_chunk_requests shader module"),
source: wgpu::ShaderSource::Wgsl(
format!("
struct RequestElement
{{
children: array<u32, {children_count}>
}}
struct SortElement
{{
node: u32,
child: u32
}}
var<immediate> both_phase: u32;
@group(0) @binding(0) var<storage, read_write> request_buffer: array<RequestElement>;
@group(0) @binding(1) var<storage, read_write> sort_indirection: array<SortElement>;
@group(0) @binding(2) var<storage, read_write> request_count: u32;
@group(0) @binding(3) var<storage, read_write> indirect_count: vec3<u32>;
@group(0) @binding(4) var<storage, read_write> element_sort_count: u32;
fn big_fusion(index: u32, phase_size: u32) -> vec2<u32>
{{
// Find out in which block index this invocation pertains
let block_index = index / (phase_size / 2);
let element_index = index % (phase_size / 2);
let offset = block_index * phase_size;
let a = offset + element_index;
let b = offset + phase_size - 1 - element_index;
return vec2<u32>(a, b);
}}
fn small_fusion(index: u32, phase: u32, sub_phase: u32) -> vec2<u32>
{{
let phase_size = u32(1 << (phase - sub_phase + 1));
let block_index = index / (phase_size / 2);
let element_index = index % (phase_size / 2);
let offset = block_index * phase_size;
let a = offset + element_index;
let b = a + (phase_size / 2);
return vec2<u32>(a, b);
}}
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
let index = global_invocation_id.x;
let total = arrayLength(&sort_indirection);
let sub_phase = (both_phase >> 16) & 0xFFFF;
let phase = both_phase & 0xFFFF;
let phase_total_width = u32(1 << (phase + 1));
// Check if phase is last
if(phase == sub_phase)
{{
let next_phase_width = phase_total_width * 2;
if(next_phase_width >= (element_sort_count * 2) && phase_total_width >= (element_sort_count * 2))
{{
indirect_count = vec3<u32>(0);
}}
}}
if(phase == 0)
{{
let a = index * 2;
let b = a + 1;
sort_indirection[a].child = a % {children_count};
sort_indirection[b].child = b % {children_count};
}}
var swap_indices = vec2<u32>(0, 0);
if(sub_phase == 0)
{{
// Bitonic fusion
swap_indices = big_fusion(index, phase_total_width);
}}else
{{
swap_indices = small_fusion(index, phase, sub_phase);
}}
// Do swap
//if(swap_indices.y >= request_count_round_up)
if(swap_indices.y >= element_sort_count)
{{
// Suppose that swap_indices.y is -inf, dont swap
return;
}}
let av = request_buffer[sort_indirection[swap_indices.x].node].children[sort_indirection[swap_indices.x].child];
let bv = request_buffer[sort_indirection[swap_indices.y].node].children[sort_indirection[swap_indices.y].child];
if(bv > av)
{{
let temp = sort_indirection[swap_indices.x];
sort_indirection[swap_indices.x] = sort_indirection[swap_indices.y];
sort_indirection[swap_indices.y] = temp;
}}
}}
")
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
let running_sum_pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("running_sum_pipeline"),
layout: Some(pipeline_layouts),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("running_sum shader module"),
source: wgpu::ShaderSource::Wgsl(
format!("
struct RequestElement
{{
children: array<u32, {children_count}>
}}
struct SortElement
{{
node: u32,
child: u32
}}
var<immediate> phase: u32;
@group(0) @binding(0) var<storage, read_write> request_buffer: array<RequestElement>;
@group(0) @binding(1) var<storage, read_write> sort_indirection: array<SortElement>;
@group(0) @binding(2) var<storage, read_write> request_counts: atomic<u32>;
@group(0) @binding(3) var<storage, read_write> indirect_count: u32;
@group(0) @binding(4) var<storage, read_write> node_sort_count: u32;
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
let index = global_invocation_id.x;
let len = arrayLength(&request_buffer);
if(index > len) {{ return; }}
let sindex = index * {children_count};
if(phase == 0)
{{
var count = 0;
for(var i = 0; i < {children_count}; i++)
{{
count += select(0, 1, request_buffer[index].children[i] != 0);
}}
sort_indirection[sindex].child = select(u32(0), u32(1), count != 0);
if count != 0
{{
atomicAdd(&request_counts, 1);
}}
return;
}}
if(phase == 0xFFFFFFFF)
{{
// Double buffering bring back
sort_indirection[sindex].child = sort_indirection[sindex].node;
}}
// Phase is not zero, running sum part
let running_sum_phase = phase - 1;
let running_sum_offset = u32((1 << running_sum_phase) * {children_count});
var add = u32(0);
// Double buffering
if(running_sum_phase % 2 == 0)
{{
if(sindex >= running_sum_offset)
{{
add = sort_indirection[sindex - running_sum_offset].child;
}}
sort_indirection[sindex].node = sort_indirection[sindex].child + add;
}}
else
{{
if(sindex >= running_sum_offset)
{{
add = sort_indirection[sindex - running_sum_offset].node;
}}
sort_indirection[sindex].child = sort_indirection[sindex].node + add;
}}
}}
")
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
let compaction_pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("compaction_pipeline"),
layout: Some(pipeline_layouts),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("compaction shader module"),
source: wgpu::ShaderSource::Wgsl(
format!("
struct RequestElement
{{
children: array<u32, {children_count}>
}}
struct SortElement
{{
node: u32,
child: u32
}}
var<immediate> phase: u32;
@group(0) @binding(0) var<storage, read_write> request_buffer: array<RequestElement>;
@group(0) @binding(1) var<storage, read_write> sort_indirection: array<SortElement>;
@group(0) @binding(2) var<storage, read_write> request_counts: atomic<u32>;
@group(0) @binding(3) var<storage, read_write> indirect_count: vec3<u32>;
@group(0) @binding(4) var<storage, read_write> element_sort_count: u32;
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
let index = global_invocation_id.x;
let sindex = index * {children_count};
let len = arrayLength(&request_buffer);
element_sort_count = sort_indirection[(len - 1) * {children_count}].child * {children_count};
let invocation_count = (element_sort_count / 2) + select(u32(0), u32(1), element_sort_count % 2 != 0);
indirect_count = vec3(
(invocation_count / 64) + select(u32(0), u32(1), invocation_count % 64 != 0),
1, 1
);
let destination_index = sort_indirection[sindex].child - 1;
var count = u32(0);
for(var i = 0; i < {children_count}; i++)
{{
count += request_buffer[index].children[i];
}}
if(count != 0) // Keep ?
{{
for(var i = u32(0); i < u32({children_count}); i++)
{{
sort_indirection[destination_index * u32({children_count}) + i].node = index;
}}
}}
}}
")
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
let reset_pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("reset_node_requests"),
layout: Some(pipeline_layouts),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("clear_chunk_requests shader module"),
source: wgpu::ShaderSource::Wgsl(
format!("
struct RequestElement
{{
children: array<u32, {children_count}>
}}
@group(0) @binding(0) var<storage, read_write> request_buffer: array<RequestElement>;
@group(0) @binding(1) var<storage, read_write> _ignore: array<u32>;
@group(0) @binding(2) var<storage, read_write> request_count: u32;
@group(0) @binding(4) var<storage, read_write> node_sort_count: u32;
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
let index = global_invocation_id.x;
let total = arrayLength(&request_buffer);
if(index >= total)
{{ return; }}
if(index < total)
{{
for(var i = 0; i < {children_count}; i += 1)
{{
/*
if(request_buffer[index].children[i] != 0)
{{
atomicAdd(&request_count, 1);
}}
*/
request_buffer[index].children[i] = 0;
}}
request_count = 0;
}}
}}
")
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
Self {
cache_size,
request_buffer,
request_count_buffer,
indirect_count,
indirect_count_storage,
element_sort_count_buffer,
running_sum_pipeline,
sort_buffer,
sort_pipeline,
reset_pipeline,
compaction_pipeline,
bindgroup,
device,
}
}
pub fn request_buffer(&self) -> &Buffer
{
&self.request_buffer
}
pub fn request_count_buffer(&self) -> &Buffer
{
&self.request_count_buffer
}
pub fn sort_buffer(&self) -> &Buffer
{
&self.sort_buffer
}
pub fn reset_requests(&self, encoder: &mut CommandEncoder)
{
let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("request_buffer_reset_compute_pass"),
timestamp_writes: None,
});
compute_pass.set_bind_group(0, Some(&self.bindgroup), &[]);
compute_pass.set_pipeline(&self.reset_pipeline);
let shader_invocations = self.cache_size; // one invocation per element
let workgroup_invocations = shader_invocations.div_ceil(64);
compute_pass.dispatch_workgroups(workgroup_invocations as u32, 1, 1);
}
pub fn sort_requests(&self, encoder: &mut CommandEncoder)
{
let mut compaction_compute_pass =
encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("request_buffer_compaction_compute_pass"),
timestamp_writes: None,
});
compaction_compute_pass.set_bind_group(0, Some(&self.bindgroup), &[]);
let request_element_count = self.cache_size; // Each child slot is sorted
let workgroups_invocations = request_element_count.div_ceil(64);
// = Perform list compaction
// == Running sum
compaction_compute_pass.set_pipeline(&self.running_sum_pipeline);
// Phase 0: Put ones in correct location
compaction_compute_pass.set_immediates(0, bytes_of(&0));
compaction_compute_pass.dispatch_workgroups(workgroups_invocations as u32, 1, 1);
// Phase _: running sum
// Running sum phase
let running_sum_steps = request_element_count.next_power_of_two().ilog2();
for i in 1..=running_sum_steps
{
compaction_compute_pass.set_immediates(0, bytes_of(&i));
compaction_compute_pass.dispatch_workgroups(workgroups_invocations as u32, 1, 1);
}
if !running_sum_steps.is_multiple_of(2)
{
// Bring back double buffer
compaction_compute_pass.set_immediates(0, bytes_of(&0xFFFFFFFF_u32));
compaction_compute_pass.dispatch_workgroups(workgroups_invocations as u32, 1, 1);
}
// == Stream compaction
compaction_compute_pass.set_pipeline(&self.compaction_pipeline);
compaction_compute_pass.dispatch_workgroups(workgroups_invocations as u32, 1, 1);
drop(compaction_compute_pass);
// == Copy count into indirect buffer
// = Sort
// == Bitonic sort
let sort_element_count = self.cache_size * N * N * N;
let phases_upper_bound = sort_element_count.next_power_of_two().ilog2();
// Phase 0 dispatch all
for i in 0..=phases_upper_bound
{
encoder.copy_buffer_to_buffer(
&self.indirect_count_storage,
0,
&self.indirect_count,
0,
Some(size_of::<wgpu::util::DispatchIndirectArgs>() as u64),
);
let mut sort_compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some(format!("request_buffer_sort_compute_pass_{}", 0).as_str()),
timestamp_writes: None,
});
sort_compute_pass.set_bind_group(0, Some(&self.bindgroup), &[]);
sort_compute_pass.set_pipeline(&self.sort_pipeline);
for j in 0..=i
{
sort_compute_pass.set_immediates(0, bytemuck::bytes_of(&(i | (j << 16))));
sort_compute_pass.dispatch_workgroups_indirect(&self.indirect_count, 0);
}
drop(sort_compute_pass);
}
}
}
+129
View File
@@ -0,0 +1,129 @@
use std::num::NonZero;
use wgpu::Buffer;
use wgpu::BufferUsages;
use wgpu::CommandEncoder;
use wgpu::Device;
use wgpu::Queue;
use wgpu::util::StagingBelt;
use crate::voxel_cache::data::StructurePointer;
use crate::voxel_cache::request_buffer::RequestBuffer;
// Stores root pointers to the cache
pub struct StructureTable
{
pub(crate) device: Device,
pub(crate) queue: Queue,
pub(crate) allocation_table: Vec<bool>,
pub(crate) available_slots: usize,
pub(crate) pointer_table: Buffer,
pub(crate) request_buffer: RequestBuffer<1>,
pub(crate) write_staging: StagingBelt,
}
impl StructureTable
{
pub fn new(device: Device, queue: Queue) -> Self
{
let pointer_table = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("structure_table_pointer_table"),
size: size_of::<u32>() as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
StructureTable {
request_buffer: RequestBuffer::new(1, device.clone()),
write_staging: StagingBelt::new(device.clone(), size_of::<u32>() as u64),
device,
queue,
allocation_table: vec![false],
available_slots: 1,
pointer_table,
}
}
fn double_capacity(&mut self, encoder: &mut CommandEncoder)
{
self.available_slots += self.allocation_table.len();
self.allocation_table
.extend(vec![false; self.allocation_table.len()]);
// Copy buffers into bigger buffers
let pointer_table = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("structure_table_pointer_table"),
size: size_of::<u32>() as u64 * self.allocation_table.len() as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
encoder.copy_buffer_to_buffer(
&self.pointer_table,
0,
&pointer_table,
0,
self.pointer_table.size(),
);
self.pointer_table = pointer_table;
self.request_buffer = RequestBuffer::new(self.allocation_table.len(), self.device.clone());
}
pub fn request_buffer(&self) -> &RequestBuffer<1>
{
&self.request_buffer
}
pub fn request_buffer_mut(&mut self) -> &mut RequestBuffer<1>
{
&mut self.request_buffer
}
pub fn remove_structure(&mut self, structure_id: u32)
{
self.available_slots += 1;
self.allocation_table[structure_id as usize] = false;
}
// Returns a structure Id
pub fn allocate_structure(&mut self, subdivided: bool) -> u32
{
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("structure_table_resize_encoder"),
});
// Get first available element
if self.available_slots == 0
{
self.double_capacity(&mut encoder);
}
let (first_id, _) = self
.allocation_table
.iter()
.enumerate()
.filter(|(_, allocated)| !**allocated)
.next()
.unwrap();
self.allocation_table[first_id] = true;
self.available_slots -= 1;
// Write empty pointer to new pointer
self.write_staging
.write_buffer(
&mut encoder,
&self.pointer_table,
size_of::<u32>() as u64 * first_id as u64,
NonZero::new(size_of::<u32>() as u64).unwrap(),
)
.copy_from_slice(bytemuck::bytes_of(
&StructurePointer::new(subdivided, false, 0).0,
));
self.write_staging.finish_and_recall_on_submit(&encoder);
self.queue.submit([encoder.finish()]);
first_id as u32
}
}
+249
View File
@@ -0,0 +1,249 @@
use bytemuck::bytes_of;
use wgpu::BindGroup;
use wgpu::BindGroupEntry;
use wgpu::Buffer;
use wgpu::BufferUsages;
use wgpu::CommandEncoder;
use wgpu::ComputePipeline;
use wgpu::Device;
use wgpu::ShaderStages;
pub struct UsageBuffer
{
pub cache_size: usize,
pub current_timestamp: u32,
pub usage_buffer: Buffer,
pub sort_buffer: Buffer,
pub sort_pipeline: ComputePipeline,
pub bindgroup: BindGroup,
pub device: Device,
}
impl UsageBuffer
{
pub fn new(cache_size: usize, device: Device) -> Self
{
let initial_timestamp = 0;
let usage_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Usage buffer"),
size: (size_of::<u32>() * cache_size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST | BufferUsages::COPY_SRC,
mapped_at_creation: true,
});
let sort_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("usage_sort_buffer"),
size: (size_of::<u32>() * cache_size) as u64,
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
mapped_at_creation: true,
});
usage_buffer
.get_mapped_range_mut(0..)
.unwrap()
.copy_from_slice(bytemuck::cast_slice(
vec![initial_timestamp; cache_size].as_slice(),
));
usage_buffer.unmap();
sort_buffer
.get_mapped_range_mut(0..)
.unwrap()
.copy_from_slice(bytemuck::cast_slice(
&(0..(cache_size as u32)).collect::<Vec<_>>(),
));
sort_buffer.unmap();
let bindgroup_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("usage_sort_pipeline_bing_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("usage_sort_pipeline_bindgroup"),
layout: &bindgroup_layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: usage_buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 1,
resource: sort_buffer.as_entire_binding(),
},
],
});
let pipeline_layouts = &device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("usage_buffer_pipeline_layout"),
bind_group_layouts: &[Some(&bindgroup_layout)],
immediate_size: size_of::<u32>() as u32,
});
let sort_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Sort node request"),
layout: Some(pipeline_layouts),
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("clear_chunk_requests shader module"),
source: wgpu::ShaderSource::Wgsl(
"
@group(0) @binding(0) var<storage, read_write> usage_buffer: array<u32>;
@group(0) @binding(1) var<storage, read_write> sort_buffer: array<u32>;
var<immediate> both_phase: u32;
fn big_fusion(index: u32, phase_size: u32) -> vec2<u32>
{{
// Find out in which block index this invocation pertains
let block_index = index / (phase_size / 2);
let element_index = index % (phase_size / 2);
let offset = block_index * phase_size;
let a = offset + element_index;
let b = offset + phase_size - 1 - element_index;
return vec2<u32>(a, b);
}}
fn small_fusion(index: u32, phase: u32, sub_phase: u32) -> vec2<u32>
{{
let phase_size = u32(1 << (phase - sub_phase + 1));
let block_index = index / (phase_size / 2);
let element_index = index % (phase_size / 2);
let offset = block_index * phase_size;
let a = offset + element_index;
let b = a + (phase_size / 2);
return vec2<u32>(a, b);
}}
@compute
@workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_invocation_id: vec3<u32>
)
{{
let length = arrayLength(&sort_buffer);
let index = global_invocation_id.x;
let sub_phase = (both_phase >> 16) & 0xFFFF;
let phase = both_phase & 0xFFFF;
let phase_total_width = u32(1 << (phase + 1));
var swap_indices = vec2<u32>(0, 0);
if(sub_phase == 0)
{{
// Bitonic fusion
swap_indices = big_fusion(index, phase_total_width);
}}else
{{
swap_indices = small_fusion(index, phase, sub_phase);
}}
// Do swap
if(swap_indices.y >= length)
{{
// Suppose that swap_indices.y is -inf, dont swap
return;
}}
let av = usage_buffer[sort_buffer[swap_indices.x]];
let bv = usage_buffer[sort_buffer[swap_indices.y]];
if(bv < av)
{{
let temp = sort_buffer[swap_indices.x];
sort_buffer[swap_indices.x] = sort_buffer[swap_indices.y];
sort_buffer[swap_indices.y] = temp;
}}
}}
"
.into(),
),
}),
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
Self {
cache_size,
current_timestamp: initial_timestamp,
usage_buffer,
sort_buffer,
sort_pipeline,
bindgroup,
device,
}
}
pub fn timestamp(&self) -> u32
{
self.current_timestamp
}
pub fn next_frame(&mut self)
{
let (new_timestamp, _) = self.current_timestamp.overflowing_add(1);
self.current_timestamp = new_timestamp;
}
pub fn usage_buffer(&self) -> &Buffer
{
&self.usage_buffer
}
pub fn sort_buffer(&self) -> &Buffer
{
&self.sort_buffer
}
pub fn sort_usage(&self, encoder: &mut CommandEncoder)
{
let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("usage_buffer_sort_compute_pass"),
timestamp_writes: None,
});
compute_pass.set_bind_group(0, Some(&self.bindgroup), &[]);
compute_pass.set_pipeline(&self.sort_pipeline);
// Compute required shader invocations
let sort_steps = self.cache_size.next_power_of_two().ilog2(); // Each element is sorted
let shader_invocations = self.cache_size.div_ceil(2); // bitonic sorting :
// half as many shaders
// per element
let workgroup_invocations = shader_invocations.div_ceil(64);
for i in 0..=sort_steps
{
for j in 0..=i
{
compute_pass.set_immediates(0, bytes_of(&(j << 16 | i)));
compute_pass.dispatch_workgroups(workgroup_invocations as u32, 1, 1);
}
}
}
}
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