""" 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)