Merge branch 'c3-instanced' into c3

This commit is contained in:
Alessandro Mauri 2025-06-15 20:54:57 +02:00
commit 0223536ac8
8 changed files with 185 additions and 234 deletions

View File

@ -68,7 +68,7 @@ const Rect DIV_FILL = { .x = 0, .y = 0, .w = 0, .h = 0 };
const uint STACK_STEP = 10;
const uint MAX_ELEMS = 128;
const uint MAX_CMDS = 256;
const uint MAX_CMDS = 2048;
const uint ROOT_ID = 1;
const uint TEXT_MAX = 64;
@ -197,7 +197,7 @@ fn void? Ctx.init(&ctx)
ctx.cache.init()!;
defer catch { (void)ctx.cache.free(); }
ctx.cmd_queue.init(MAX_ELEMENTS)!;
ctx.cmd_queue.init(MAX_CMDS)!;
defer catch { (void)ctx.cmd_queue.free(); }
ctx.active_div = 0;

View File

@ -13,7 +13,7 @@ layout(location = 0) out vec4 fragColor;
void main()
{
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 fts = vec2(ts);
vec2 real_uv = uv / fts;
vec4 opacity = texture(tx, real_uv);

View File

@ -24,7 +24,7 @@ float median(float r, float g, float b) {
void main() {
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 fts = vec2(ts);
vec2 real_uv = uv / fts;
vec3 msd = texture(tx, real_uv).rgb;

View File

@ -4,56 +4,24 @@ layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in vec4 color;
layout(location = 1) in vec2 local_position;
layout(location = 2) in vec2 global_position;
layout(location = 3) in float radius;
layout(location = 0) in vec4 in_color;
layout(location = 1) in vec4 in_quad_size; // x,y, w,h
layout(location = 2) in float in_radius;
layout(location = 0) out vec4 fragColor;
// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
float sdf_rr(vec2 p, vec2 center, vec2 half_size, float radius) {
// Translate fragment position to rectangle's coordinate system
p -= center;
// Adjust for rounded corners: shrink the rectangle by the radius
float sdf_rr(vec2 p, vec2 half_size, float radius) {
vec2 q = abs(p) - half_size + radius;
// Combine distance components:
// - max(q, 0.0) handles regions outside the rounded corners
// - min(max(q.x, q.y), 0.0) handles regions inside the rectangle
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
void main()
{
// local_position are normalized coordinates in the rectangle, passed from the
// vertex shader
/*
* Window
* +-----------------------+
* | (1,1) |
* | +----------x |
* | | | |
* | | | |
* | | Rect | |
* | | | |
* | | | |
* | x----------+ |
* | (-1,-1) |
* | |
* +-----------------------+
*/
vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5;
vec2 half_size = in_quad_size.zw * 0.5;
float distance = sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
float alpha = 1.0 - smoothstep(0.0, 1.0, distance);
vec2 dx = dFdx(local_position);
vec2 dy = dFdy(local_position);
// Conversion from normalized coordinates to pixels
vec2 norm_to_px = 1.0 / vec2(length(dx), length(dy));
vec2 centerpoint = global_position - local_position * norm_to_px;
// the half size of the rectangle is also norm_to_px
vec2 half_size = 1.0 * norm_to_px;
float distance = sdf_rr(global_position, centerpoint, half_size, radius);
float alpha = 1.0 - smoothstep(0.0, 1.0, max(distance, 0.0));
fragColor = vec4(color.rgb, color.a * alpha);
fragColor = vec4(in_color.rgb, in_color.a * alpha);
}

View File

@ -5,26 +5,25 @@ layout(set = 1, binding = 0) uniform Viewport {
};
layout(location = 0) in ivec2 position;
layout(location = 1) in ivec2 uv;
layout(location = 2) in ivec4 color;
layout(location = 1) in ivec4 attr; // quad x,y,w,h
layout(location = 2) in ivec2 uv; // x,y in the texture
layout(location = 3) in ivec4 color;
layout(location = 0) out vec4 col;
layout(location = 1) out vec2 local_position;
layout(location = 2) out vec2 global_position;
layout(location = 3) out float radius;
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec4 out_quad_size;
layout(location = 2) out float out_radius;
void main()
{
// vertex position
vec2 pos;
pos.x = float(position.x)*2.0 / view.x - 1.0;
pos.y = -(float(position.y)*2.0 / view.y - 1.0);
ivec2 px_pos = attr.xy + position.xy * attr.zw;
vec2 clip_pos;
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
gl_Position = vec4(clip_pos, 0.0, 1.0);
local_position = vec2(sign(uv));
global_position = gl_Position.xy;
radius = abs(float(uv.x));
col = vec4(color) / 255.0;
out_color = vec4(color) / 255.0;
out_quad_size = vec4(attr);
out_radius = float(abs(uv.x));
}

View File

@ -12,7 +12,7 @@ layout(set = 2, binding = 0) uniform sampler2D tx;
void main()
{
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 fts = vec2(ts);
vec2 real_uv = uv / fts;
fragColor = texture(tx, real_uv);
}

View File

@ -5,19 +5,24 @@ layout(set = 1, binding = 0) uniform Viewport {
};
layout(location = 0) in ivec2 position;
layout(location = 1) in ivec2 in_uv;
layout(location = 2) in ivec4 color;
layout(location = 1) in ivec4 attr; // quad x,y,w,h
layout(location = 2) in ivec2 in_uv;
layout(location = 3) in ivec4 color;
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec4 out_color;
void main()
{
vec2 pos;
pos.x = float(position.x)*2.0 / view.x - 1.0;
pos.y = -(float(position.y)*2.0 / view.y - 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
// vertex position
ivec2 px_pos = attr.xy + position.xy * attr.zw;
vec2 clip_pos;
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
out_uv = vec2(float(in_uv.x), float(in_uv.y));
gl_Position = vec4(clip_pos, 0.0, 1.0);
vec2 px_uv = in_uv.xy + position.xy * attr.zw;
out_uv = vec2(px_uv);
out_color = vec4(color) / 255.0;
}

View File

@ -53,18 +53,13 @@ struct Texture {
// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
const int MAX_QUAD_BATCH = 2048;
struct QuadBuffer {
sdl::GPUBuffer* vert_buf; // GPU vertex buffer
sdl::GPUBuffer* idx_buf; // GPU index buffer
sdl::GPUBuffer* ind_buf; // GPU indirect render commands buffer
sdl::GPUBuffer* vert_buf; // on-gpu vertex buffer
sdl::GPUBuffer* idx_buf; // on-gpu index buffer
sdl::GPUBuffer* attr_buf; // on-gpu quad attribute buffer
// driver-side transfer buffers
sdl::GPUTransferBuffer* vertex_ts;
sdl::GPUTransferBuffer* index_ts;
sdl::GPUTransferBuffer* indirect_ts;
// driver-side transfer buffer mappings
Vertex[] vertex_ts_mapped;
short[] index_ts_mapped;
sdl::GPUIndexedIndirectDrawCommand* indirect_ts_mapped;
sdl::GPUTransferBuffer* attr_ts;
QuadAttributes[] attr_ts_mapped;
int count;
int off; // the offset to draw from
@ -94,24 +89,24 @@ struct Renderer {
uint scissor_x, scissor_y, scissor_w, scissor_h;
}
// how each vertex is represented in the gpu
struct Vertex @packed {
struct pos {
// How each vertex is represented in the gpu
struct Vertex {
short x, y;
}
// Attributes of each quad instance
struct QuadAttributes {
struct pos {
short x, y, w, h;
}
struct uv {
short u, v;
}
struct col { // FIXME: this is shit
union {
char r, g, b, a;
char[4] arr;
uint u;
}
}
uint color;
}
struct Quad @packed {
// A single quad
struct Quad {
struct vertices {
Vertex v1,v2,v3,v4;
}
@ -180,60 +175,102 @@ $endif
// ==========================
QuadBuffer* qb = &self.quad_buffer;
// since instanced rendering is used, on the gpu there is only one mesh, a single quad.
// create the vertex and index buffer on the gpu
qb.vert_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = Quad.vertices.sizeof * MAX_QUAD_BATCH}
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = Quad.vertices.sizeof}
);
if (qb.vert_buf == null) {
unreachable("failed to initialize quad buffer (vertex): %s", sdl::get_error());
}
qb.idx_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_INDEX, .size = Quad.indices.sizeof * MAX_QUAD_BATCH}
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_INDEX, .size = Quad.indices.sizeof}
);
if (qb.idx_buf == null) {
unreachable("failed to initialize quad buffer (index): %s", sdl::get_error());
}
qb.ind_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_INDIRECT, .size = GPUIndexedIndirectDrawCommand.sizeof * MAX_QUAD_BATCH}
qb.attr_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = QuadAttributes.sizeof * MAX_QUAD_BATCH}
);
if (qb.ind_buf == null) {
unreachable("failed to initialize quad buffer (indirect commands): %s", sdl::get_error());
if (qb.attr_buf == null) {
unreachable("failed to initialize quad buffer (index): %s", sdl::get_error());
}
// allocate the transfer buffers for the vertices and indices
qb.vertex_ts = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.vertices.sizeof * MAX_QUAD_BATCH}
// upload the quad mesh
GPUTransferBuffer *ts = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
);
if (qb.vertex_ts == null) {
unreachable("failed to create gpu vertex transfer buffer: %s", sdl::get_error());
if (ts == null) {
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
}
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, ts, false);
qb.index_ts = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.indices.sizeof * MAX_QUAD_BATCH}
/* v1 v4
* +-------------+
* | _/|
* | _/ |
* | 1 _/ |
* | _/ |
* | _/ |
* | _/ 2 |
* |/ |
* +-------------+
* v2 v3
*/
quad.vertices.v1 = {.x = 0, .y = 0};
quad.vertices.v2 = {.x = 0, .y = 1};
quad.vertices.v3 = {.x = 1, .y = 1};
quad.vertices.v4 = {.x = 1, .y = 0};
// triangle 1 indices
quad.indices.i1 = 0; // v1
quad.indices.i2 = 1; // v2
quad.indices.i3 = 3; // v4
// triangle 2 indices
quad.indices.i4 = 1; // v2
quad.indices.i5 = 2; // v3
quad.indices.i6 = 3; // v4
sdl::unmap_gpu_transfer_buffer(self.gpu, ts);
GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu);
if (cmd == null) {
unreachable("failed to upload quad at acquiring command buffer: %s", sdl::get_error());
}
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
// upload vertices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = ts, .offset = Quad.vertices.offsetof},
&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = 0, .size = Quad.vertices.sizeof},
false
);
if (qb.index_ts == null) {
unreachable("failed to create gpu index transfer buffer: %s", sdl::get_error());
}
qb.indirect_ts = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){
.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = GPUIndexedIndirectDrawCommand.sizeof * MAX_QUAD_BATCH
}
// upload indices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = ts, .offset = Quad.indices.offsetof},
&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = 0, .size = Quad.indices.sizeof},
false
);
if (qb.indirect_ts == null) {
unreachable("failed to create gpu indirect command transfer buffer: %s", sdl::get_error());
sdl::end_gpu_copy_pass(cpy);
if (!sdl::submit_gpu_command_buffer(cmd)) {
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
}
sdl::release_gpu_transfer_buffer(self.gpu, ts);
// map the transfer buffers
qb.vertex_ts_mapped = ((Vertex*)sdl::map_gpu_transfer_buffer(self.gpu, qb.vertex_ts, false))[:MAX_QUAD_BATCH];
qb.index_ts_mapped = ((short*)sdl::map_gpu_transfer_buffer(self.gpu, qb.index_ts, false))[:MAX_QUAD_BATCH];
qb.indirect_ts_mapped = ((GPUIndexedIndirectDrawCommand*)sdl::map_gpu_transfer_buffer(self.gpu, qb.indirect_ts, false))[:MAX_QUAD_BATCH];
if (qb.vertex_ts_mapped.ptr == null || qb.index_ts_mapped.ptr == null || qb.indirect_ts_mapped == null) {
// create and map the quad attributes transfer buffer
qb.attr_ts = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = QuadAttributes.sizeof * MAX_QUAD_BATCH}
);
if (qb.attr_ts == null) {
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
}
qb.attr_ts_mapped = ((QuadAttributes*)sdl::map_gpu_transfer_buffer(self.gpu, qb.attr_ts, false))[:MAX_QUAD_BATCH];
if (qb.attr_ts_mapped.ptr == null) {
unreachable("failed to map vertex or index buffers: %s", sdl::get_error());
}
@ -379,35 +416,47 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
// is represented by two floats, the color as 32 bit rgba and the uv also as intgers.
.vertex_input_state = {
// the description of each vertex buffer, for now I use only one buffer
.vertex_buffer_descriptions = (GPUVertexBufferDescription[]){{
.vertex_buffer_descriptions = (GPUVertexBufferDescription[]){
{ // first slot, per-vertex attributes
.slot = 0,
.pitch = Vertex.sizeof,
.input_rate = GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
}},
.num_vertex_buffers = 1,
// the description of each vertex, each vertex has three properties
},
{ // second slot, per-instance attributes
.slot = 1,
.pitch = QuadAttributes.sizeof,
.input_rate = GPU_VERTEXINPUTRATE_INSTANCE,
}
},
.num_vertex_buffers = 2,
// the description of each vertex
.vertex_attributes = (GPUVertexAttribute[]){
{ // at location zero there is the position of the vertex
.location = 0,
.buffer_slot = 0, // only one buffer so always slot zero
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
.offset = Vertex.pos.offsetof,
.buffer_slot = 0, // buffer slot zero so per-vertex
.format = GPU_VERTEXELEMENTFORMAT_SHORT2, // x,y
.offset = 0,
},
{ // at location one there are the uv coordinates
{ // at location one there is the per-quad position
.location = 1,
.buffer_slot = 0,
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
.offset = Vertex.uv.offsetof,
.buffer_slot = 1, // buffer slot one so per-instance
.format = GPU_VERTEXELEMENTFORMAT_SHORT4, // x,y,w,h
.offset = QuadAttributes.pos.offsetof,
},
{ // at location two there is the color
{ // at location two there are the per-quad uv coordinates
.location = 2,
.buffer_slot = 0,
.format = GPU_VERTEXELEMENTFORMAT_UBYTE4, // 4x8bit unsigned rgba format
.offset = Vertex.col.offsetof,
.buffer_slot = 1,
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
.offset = QuadAttributes.uv.offsetof,
},
{ // at location three there is the quad color
.location = 3,
.buffer_slot = 1,
.format = GPU_VERTEXELEMENTFORMAT_UBYTE4,
.offset = QuadAttributes.color.offsetof,
}
},
.num_vertex_attributes = 3,
.num_vertex_attributes = 4,
},
// the pipeline's primitive type and rasterizer state differs based on what needs to
// be drawn
@ -580,75 +629,32 @@ fn void Renderer.update_texture_by_id(&self, Id id, char[] pixels, uint width, u
fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v, uint color = 0xffffffff)
{
Quad quad;
/* v1 v4
* +-------------+
* | _/|
* | _/ |
* | 1 _/ |
* | _/ |
* | _/ |
* | _/ 2 |
* |/ |
* +-------------+
* v2 v3
*/
quad.vertices.v1 = {.pos = {.x = x, .y = y}, .uv = {.u = u, .v = v}, .col.u = color};
quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .uv = {.u = u, .v = v+h}, .col.u = color};
quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .uv = {.u = u+w, .v = v+h}, .col.u = color};
quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .uv = {.u = u+w, .v = v}, .col.u = color};
// triangle 1 indices
quad.indices.i1 = 0; // v1
quad.indices.i2 = 1; // v2
quad.indices.i3 = 3; // v4
// triangle 2 indices
quad.indices.i4 = 1; // v2
quad.indices.i5 = 2; // v3
quad.indices.i6 = 3; // v4
QuadAttributes qa = {
.pos = {.x = x, .y = y, .w = w, .h = h},
.uv = {.u = u, .v = v},
.color = color
};
return self.upload_quad(&quad);
return self.upload_quad(qa);
}
// Push a quad into the quad buffer, return true on success and false on failure
fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color, ushort radius = 0)
{
Quad quad;
/* v1 v4
* +-------------+
* | _/|
* | _/ |
* | 1 _/ |
* | _/ |
* | _/ |
* | _/ 2 |
* |/ |
* +-------------+
* v2 v3
*/
// the wanted radius is pushed into the uv coordinates, the vertex shader then extracts the absolute value
// and passes it to the fragment shader, then it uses the sign to give the fragment shader local coordinates
// into the quad.
quad.vertices.v1 = {.pos = {.x = x, .y = y}, .uv = {.u = -radius, .v = +radius}, .col.u = color};
quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .uv = {.u = -radius, .v = -radius}, .col.u = color};
quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .uv = {.u = +radius, .v = -radius}, .col.u = color};
quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .uv = {.u = +radius, .v = +radius}, .col.u = color};
// triangle 1 indices
quad.indices.i1 = 0; // v1
quad.indices.i2 = 1; // v2
quad.indices.i3 = 3; // v4
// triangle 2 indices
quad.indices.i4 = 1; // v2
quad.indices.i5 = 2; // v3
quad.indices.i6 = 3; // v4
QuadAttributes qa = {
.pos = {.x = x, .y = y, .w = w, .h = h},
.uv = {.u = radius, .v = radius},
.color = color
};
return self.upload_quad(&quad);
return self.upload_quad(qa);
}
// this does not upload a quad, but it simply copies the quad data to the correct transfer buffers.
// Data transfer to the GPU only happens in draw_quads() to save time
fn bool Renderer.upload_quad(&self, Quad* source_quad)
fn bool Renderer.upload_quad(&self, QuadAttributes qa)
{
if (self.quad_buffer.count >= MAX_QUAD_BATCH || source_quad == null) {
if (self.quad_buffer.count >= MAX_QUAD_BATCH) {
return false;
}
QuadBuffer* qb = &self.quad_buffer;
@ -658,19 +664,7 @@ fn bool Renderer.upload_quad(&self, Quad* source_quad)
unreachable("quad buffer not initialized");
}
qb.vertex_ts_mapped[qb.count*4 + 0] = source_quad.vertices.v1;
qb.vertex_ts_mapped[qb.count*4 + 1] = source_quad.vertices.v2;
qb.vertex_ts_mapped[qb.count*4 + 2] = source_quad.vertices.v3;
qb.vertex_ts_mapped[qb.count*4 + 3] = source_quad.vertices.v4;
qb.index_ts_mapped[qb.count*6 + 0] = source_quad.indices.i1;
qb.index_ts_mapped[qb.count*6 + 1] = source_quad.indices.i2;
qb.index_ts_mapped[qb.count*6 + 2] = source_quad.indices.i3;
qb.index_ts_mapped[qb.count*6 + 3] = source_quad.indices.i4;
qb.index_ts_mapped[qb.count*6 + 4] = source_quad.indices.i5;
qb.index_ts_mapped[qb.count*6 + 5] = source_quad.indices.i6;
qb.indirect_ts_mapped[qb.count] = {6, 1, qb.count*6, qb.count*4, 0};
qb.attr_ts_mapped[qb.count] = qa;
qb.count++;
@ -692,22 +686,10 @@ fn void Renderer.draw_quads(&self)
}
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
// upload vertices
// upload quad attributes
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = qb.vertex_ts, .offset = qb.off * Quad.vertices.sizeof},
&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = qb.off * Quad.vertices.sizeof, .size = Quad.vertices.sizeof * (long)(qb.count - qb.off)},
false
);
// upload indices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = qb.index_ts, .offset = qb.off * Quad.indices.sizeof},
&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = qb.off * Quad.indices.sizeof, .size = Quad.indices.sizeof * (long)(qb.count - qb.off)},
false
);
// upload commands
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = qb.indirect_ts, .offset = qb.off * GPUIndexedIndirectDrawCommand.sizeof},
&&(GPUBufferRegion){.buffer = qb.ind_buf, .offset = qb.off * GPUIndexedIndirectDrawCommand.sizeof, .size = GPUIndexedIndirectDrawCommand.sizeof * (long)(qb.count - qb.off)},
&&(GPUTransferBufferLocation){.transfer_buffer = qb.attr_ts, .offset = QuadAttributes.sizeof * qb.off},
&&(GPUBufferRegion){.buffer = qb.attr_buf, .offset = QuadAttributes.sizeof * qb.off, .size = QuadAttributes.sizeof * (long)(qb.count - qb.off)},
false
);
@ -716,17 +698,14 @@ fn void Renderer.draw_quads(&self)
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
}
//sdl::bind_gpu_vertex_buffers(self.render_pass, 0, (GPUBufferBinding[]){{.buffer = qb.vert_buf, .offset = qb.off*Quad.vertices.sizeof}}, 1);
sdl::bind_gpu_vertex_buffers(self.render_pass, 0, (GPUBufferBinding[]){{.buffer = qb.vert_buf, .offset = 0}}, 1);
//sdl::bind_gpu_index_buffer(self.render_pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = qb.off*Quad.indices.sizeof}, GPU_INDEXELEMENTSIZE_16BIT);
sdl::bind_gpu_vertex_buffers(self.render_pass, 0,
(GPUBufferBinding[]){
{.buffer = qb.vert_buf, .offset = 0},
{.buffer = qb.attr_buf, .offset = 0},
}, 2);
sdl::bind_gpu_index_buffer(self.render_pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = 0}, GPU_INDEXELEMENTSIZE_16BIT);
//// we need instancing to not do this
//for (int i = 0; i < qb.count - qb.off; i++) {
// sdl::draw_gpu_indexed_primitives(self.render_pass, 6, 1, i*6, i*4, 0);
//}
sdl::draw_gpu_indexed_primitives_indirect(self.render_pass, qb.ind_buf, qb.off * GPUIndexedIndirectDrawCommand.sizeof, qb.count - qb.off);
sdl::draw_gpu_indexed_primitives(self.render_pass, 6, qb.count-qb.off, 0, 0, qb.off);
qb.off = qb.count;
}