INV / virtual_gpu_driver /src /graphics /advanced_rasterizer.py
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"""
Advanced rasterizer implementation with modern features
"""
from typing import List, Tuple, Dict, Optional
import numpy as np
class AdvancedRasterizer:
def __init__(self, driver):
self.driver = driver
self.tile_size = 16 # Tile size for tiled rendering
self.early_z = True # Enable early-Z testing
self.msaa_samples = 1 # MSAA sample count (1=disabled)
def configure(self,
tile_size: int = 16,
early_z: bool = True,
msaa_samples: int = 1):
"""Configure rasterizer settings"""
self.tile_size = tile_size
self.early_z = early_z
self.msaa_samples = msaa_samples
def setup_tiles(self, width: int, height: int) -> List[Tuple[int, int, int, int]]:
"""Split framebuffer into tiles for efficient rendering"""
tiles = []
for y in range(0, height, self.tile_size):
for x in range(0, width, self.tile_size):
tile_w = min(self.tile_size, width - x)
tile_h = min(self.tile_size, height - y)
tiles.append((x, y, tile_w, tile_h))
return tiles
def rasterize_triangle(
self,
v0: Tuple[float, float, float],
v1: Tuple[float, float, float],
v2: Tuple[float, float, float],
attributes: Dict[str, List[float]],
framebuffer_width: int,
framebuffer_height: int
) -> List[Dict]:
"""Rasterize a triangle with perspective-correct interpolation"""
# Convert to screen space
def to_screen(v):
x = (v[0] + 1) * framebuffer_width * 0.5
y = (v[1] + 1) * framebuffer_height * 0.5
return (x, y, v[2]) # Keep z for depth
v0 = to_screen(v0)
v1 = to_screen(v1)
v2 = to_screen(v2)
# Compute triangle bounds
min_x = max(0, int(min(v0[0], v1[0], v2[0])))
max_x = min(framebuffer_width - 1, int(max(v0[0], v1[0], v2[0])))
min_y = max(0, int(min(v0[1], v1[1], v2[1])))
max_y = min(framebuffer_height - 1, int(max(v0[1], v1[1], v2[1])))
# Get relevant tiles
tiles = []
tile_min_x = (min_x // self.tile_size) * self.tile_size
tile_min_y = (min_y // self.tile_size) * self.tile_size
tile_max_x = ((max_x + self.tile_size - 1) // self.tile_size) * self.tile_size
tile_max_y = ((max_y + self.tile_size - 1) // self.tile_size) * self.tile_size
for ty in range(tile_min_y, tile_max_y + 1, self.tile_size):
for tx in range(tile_min_x, tile_max_x + 1, self.tile_size):
tile_w = min(self.tile_size, framebuffer_width - tx)
tile_h = min(self.tile_size, framebuffer_height - ty)
tiles.append((tx, ty, tile_w, tile_h))
fragments = []
for tile_x, tile_y, tile_w, tile_h in tiles:
tile_fragments = self._rasterize_tile(
v0, v1, v2,
attributes,
tile_x, tile_y,
tile_w, tile_h
)
fragments.extend(tile_fragments)
return fragments
def _rasterize_tile(
self,
v0: Tuple[float, float, float],
v1: Tuple[float, float, float],
v2: Tuple[float, float, float],
attributes: Dict[str, List[float]],
tile_x: int,
tile_y: int,
tile_w: int,
tile_h: int
) -> List[Dict]:
"""Rasterize a triangle within a specific tile"""
fragments = []
# Edge functions
def edge_function(a, b, p):
return (p[0] - a[0]) * (b[1] - a[1]) - (p[1] - a[1]) * (b[0] - a[0])
# Triangle area
area = edge_function(v0, v1, v2)
if abs(area) < 1e-6:
return [] # Degenerate triangle
inv_area = 1.0 / area
# MSAA grid
if self.msaa_samples > 1:
sample_positions = [
(-0.375, -0.125), (0.375, -0.375),
(-0.125, 0.375), (0.125, 0.125)
][:self.msaa_samples]
else:
sample_positions = [(0.0, 0.0)]
# Rasterize tile
for y in range(tile_y, tile_y + tile_h):
for x in range(tile_x, tile_x + tile_w):
pixel_covered = False
sample_depths = []
sample_barycentrics = []
for sx, sy in sample_positions:
px = x + 0.5 + sx
py = y + 0.5 + sy
# Compute barycentric coordinates
w0 = edge_function(v1, v2, (px, py)) * inv_area
w1 = edge_function(v2, v0, (px, py)) * inv_area
w2 = edge_function(v0, v1, (px, py)) * inv_area
# Check if sample is inside triangle
if w0 >= 0 and w1 >= 0 and w2 >= 0:
pixel_covered = True
# Perspective-correct interpolation
z0, z1, z2 = v0[2], v1[2], v2[2]
w = 1.0 / (w0/z0 + w1/z1 + w2/z2)
correct_w0 = (w0/z0) * w
correct_w1 = (w1/z1) * w
correct_w2 = (w2/z2) * w
depth = correct_w0 * z0 + correct_w1 * z1 + correct_w2 * z2
sample_depths.append(depth)
sample_barycentrics.append((correct_w0, correct_w1, correct_w2))
if pixel_covered:
# Average depth and barycentrics for MSAA
final_depth = sum(sample_depths) / len(sample_depths)
final_bary = tuple(
sum(b[i] for b in sample_barycentrics) / len(sample_barycentrics)
for i in range(3)
)
# Interpolate vertex attributes
interpolated_attrs = {}
for attr_name, attr_values in attributes.items():
value = sum(
w * v for w, v in zip(final_bary, attr_values)
)
interpolated_attrs[attr_name] = value
fragment = {
"x": x,
"y": y,
"depth": final_depth,
"attributes": interpolated_attrs
}
fragments.append(fragment)
return fragments
def process_fragments(
self,
fragments: List[Dict],
shader_program: Dict,
chip_id: int = 0
) -> List[Dict]:
"""Process fragments using the fragment shader"""
if not fragments:
return []
# Group fragments into warps for efficient processing
warp_size = 32
processed_fragments = []
for i in range(0, len(fragments), warp_size):
warp_fragments = fragments[i:i + warp_size]
# Process fragments in parallel within warp
for fragment in warp_fragments:
# Early-Z test if enabled
if self.early_z and not self._depth_test(fragment):
continue
# Execute fragment shader
color = self._execute_fragment_shader(fragment, shader_program, chip_id)
processed_fragment = {
"x": fragment["x"],
"y": fragment["y"],
"depth": fragment["depth"],
"color": color
}
processed_fragments.append(processed_fragment)
return processed_fragments
def _depth_test(self, fragment: Dict) -> bool:
"""Perform depth testing"""
# In a real implementation, this would check against the depth buffer
return True
def _execute_fragment_shader(
self,
fragment: Dict,
shader_program: Dict,
chip_id: int
) -> Tuple[float, float, float, float]:
"""Execute fragment shader program"""
# Get shader instructions
instructions = shader_program.get('instructions', [])
# Initialize fragment color
color = [1.0, 1.0, 1.0, 1.0] # Default white
# Execute shader instructions
for instr in instructions:
op = instr.get('opcode')
args = instr.get('args', [])
if op == 'load_fragment_data':
continue
elif op == 'compute_color':
# Use fragment attributes for color computation
attrs = fragment['attributes']
if 'color' in attrs:
color = attrs['color']
else:
# Simple shading based on position and depth
x, y = fragment['x'], fragment['y']
depth = fragment['depth']
color = [
(x % 256) / 255.0,
(y % 256) / 255.0,
depth,
1.0
]
elif op == 'sample_texture':
if 'texcoord' in fragment['attributes'] and len(args) > 0:
tex_coord = fragment['attributes']['texcoord']
# Here we would sample from the texture
pass
elif op == 'compute_lighting':
if all(attr in fragment['attributes'] for attr in ['normal', 'position']):
normal = fragment['attributes']['normal']
position = fragment['attributes']['position']
# Here we would compute lighting
pass
return tuple(color)