""" Advanced Graphics Pipeline for Virtual GPU Integrated with Helium VGPU Pipeline Stages: Rasterization, Clipping, Blending, Depth/Stencil Testing """ import numpy as np from helium.core.pipeline import VGPUPipeline from helium.core.memory import MemoryPool class VGPURasterizer: def __init__(self, vgpu_pipeline, memory_pool): self.pipeline = vgpu_pipeline self.memory_pool = memory_pool self.stream_id = self.pipeline.create_stream() def rasterize(self, vertices, indices, viewport, width, height): # Allocate vertex and index buffers in VGPU memory vertex_addr = self.memory_pool.allocate_tensor( shape=(len(vertices), 3), dtype=np.float32, stream_id=self.stream_id ) index_addr = self.memory_pool.allocate_tensor( shape=(len(indices),), dtype=np.int32, stream_id=self.stream_id ) # Use VGPU for triangle setup and rasterization fragments = self.pipeline.execute_kernel( "rasterize_triangles", inputs={ "vertices": vertex_addr, "indices": index_addr, "viewport": viewport, "dimensions": (width, height) }, stream_id=self.stream_id ) fragments = [] for y in range(min_y, max_y+1): for x in range(min_x, max_x+1): bc = self.barycentric(tri, (x, y)) if all(b >= 0 for b in bc): z = sum(bc[i]*tri[i][2] for i in range(3)) fragments.append((x, y, z, bc, tri_idx)) return fragments def barycentric(self, tri, p): # Compute barycentric coordinates for point p in triangle tri a, b, c = tri denom = ((b[1] - c[1])*(a[0] - c[0]) + (c[0] - b[0])*(a[1] - c[1])) if denom == 0: return (-1, -1, -1) w0 = ((b[1] - c[1])*(p[0] - c[0]) + (c[0] - b[0])*(p[1] - c[1])) / denom w1 = ((c[1] - a[1])*(p[0] - c[0]) + (a[0] - c[0])*(p[1] - c[1])) / denom w2 = 1 - w0 - w1 return (w0, w1, w2) def in_viewport(self, v, viewport): x, y, _ = v x0, y0, x1, y1 = viewport return x0 <= x <= x1 and y0 <= y <= y1 class Clipper: def clip(self, triangles, clip_rect): # For demo: trivial reject if all verts outside clipped = [] for tri in triangles: if any(self.in_clip(v, clip_rect) for v in tri): clipped.append(tri) return clipped def in_clip(self, v, clip_rect): x, y, _ = v x0, y0, x1, y1 = clip_rect return x0 <= x <= x1 and y0 <= y <= y1 class Blender: def blend(self, src_color, dst_color, mode='alpha', alpha=1.0): if mode == 'alpha': return alpha * src_color + (1 - alpha) * dst_color elif mode == 'add': return np.clip(src_color + dst_color, 0, 1) elif mode == 'multiply': return src_color * dst_color else: return src_color class DepthStencil: def __init__(self, width, height): self.depth = np.full((height, width), np.inf, dtype=np.float32) self.stencil = np.zeros((height, width), dtype=np.uint8) def test(self, x, y, z, stencil_ref=1): # Depth test: less if z < self.depth[y, x]: self.depth[y, x] = z self.stencil[y, x] = stencil_ref return True return False def clear(self, depth_val=np.inf, stencil_val=0): self.depth.fill(depth_val) self.stencil.fill(stencil_val) from .texture_buffer_manager import Texture, Buffer, Framebuffer class GraphicsPipeline: def __init__(self, width, height, num_framebuffers=1, channels=4): self.rasterizer = Rasterizer() self.clipper = Clipper() self.blender = Blender() self.depth_stencil = DepthStencil(width, height) self.framebuffer = Framebuffer(width, height, num_targets=num_framebuffers, channels=channels) self.textures = {} self.buffers = {} self.active_texture = None self.active_vertex_buffer = None self.active_index_buffer = None def upload_texture(self, name, img): h, w, c = img.shape tex = Texture(w, h, c, img.dtype) tex.upload(img) self.textures[name] = tex def bind_texture(self, name): self.active_texture = self.textures[name] def sample_texture(self, u, v): if self.active_texture is not None: return self.active_texture.sample(u, v) return None def upload_vertex_buffer(self, name, data): self.buffers[name] = Buffer(data) def bind_vertex_buffer(self, name): self.active_vertex_buffer = self.buffers[name] def upload_index_buffer(self, name, data): self.buffers[name] = Buffer(data) def bind_index_buffer(self, name): self.active_index_buffer = self.buffers[name] def bind_framebuffer(self, idx=0): self.framebuffer.bind(idx) def clear_framebuffer(self, color=0): self.framebuffer.clear(color) def run(self, viewport, clip_rect, blend_mode='alpha', alpha=1.0, shader_program=None): # Use bound vertex/index buffers vertices = self.active_vertex_buffer.get() indices = self.active_index_buffer.get() width, height = self.framebuffer.width, self.framebuffer.height # 1. Rasterization fragments = self.rasterizer.rasterize(vertices, indices, viewport, width, height) # 2. Clipping (fragments outside clip_rect) x0, y0, x1, y1 = clip_rect fragments = [f for f in fragments if x0 <= f[0] <= x1 and y0 <= f[1] <= y1] # 3. Depth/Stencil Test and Fragment Processing for frag in fragments: x, y, z, bary, tri_idx = frag if not (0 <= x < width and 0 <= y < height): continue if not self.depth_stencil.test(x, y, z): continue # 4. Fragment shading (with texture sampling if needed) if shader_program is not None: color = shader_program.run_fragment(bary, tri_idx, vertices, self.active_texture) else: color = np.ones(4) # Default white # 5. Blending prev = self.framebuffer.read(x, y) out = self.blender.blend(color, prev, mode=blend_mode, alpha=alpha) self.framebuffer.write(x, y, out) return self.framebuffer.targets