tweak renderer API

This commit is contained in:
Alessandro Mauri 2025-06-10 23:02:44 +02:00
parent 177e52b0d0
commit 2014c67bfd
10 changed files with 424 additions and 247 deletions

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@ -1,3 +1,3 @@
test_renderer: test_renderer.c3 src/renderer.c3 resources/shaders/source/* test_renderer: test_renderer.c3 src/renderer.c3 resources/shaders/source/*
scripts/compile_shaders.sh scripts/compile_shaders.sh
c3c compile -g -O0 test_renderer.c3 src/renderer.c3 --libdir lib --lib sdl3 c3c compile -g -O0 test_renderer.c3 src/renderer.c3 --libdir lib --lib sdl3 --lib ugui

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@ -0,0 +1,21 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(set = 2, binding = 0) uniform sampler2D tx;
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 fragColor;
void main()
{
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 real_uv = uv / fts;
vec4 opacity = texture(tx, real_uv);
fragColor = vec4(color.rgb, color.a*opacity.r);
}

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@ -0,0 +1,35 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(set = 2, binding = 0) uniform sampler2D tx;
const float PX_RANGE = 4.0f;
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 fragColor;
float screen_px_range(vec2 uv) {
vec2 unit_range = vec2(PX_RANGE)/vec2(textureSize(tx, 0));
vec2 texel_size = vec2(1.0)/fwidth(uv);
return max(0.5*dot(unit_range, texel_size), 1.0);
}
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 real_uv = uv / fts;
vec3 msd = texture(tx, real_uv).rgb;
float sd = median(msd.r, msd.g, msd.b);
float distance = screen_px_range(real_uv)*(sd - 0.5);
float opacity = clamp(distance + 0.5, 0.0, 1.0);
fragColor = color * opacity;
}

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@ -1,5 +1,9 @@
#version 450 #version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in vec4 color; layout(location = 0) in vec4 color;
layout(location = 1) in vec2 local_position; layout(location = 1) in vec2 local_position;
layout(location = 2) in vec2 global_position; layout(location = 2) in vec2 global_position;

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@ -2,7 +2,6 @@
layout(set = 1, binding = 0) uniform Viewport { layout(set = 1, binding = 0) uniform Viewport {
ivec2 view; ivec2 view;
ivec2 off;
}; };
layout(location = 0) in ivec2 position; layout(location = 0) in ivec2 position;
@ -16,17 +15,12 @@ layout(location = 3) out float radius;
void main() void main()
{ {
// per vertex shift
vec2 shift;
shift.x = float(off.x) / view.x;
shift.y = -(float(off.y) / view.y);
// vertex position // vertex position
vec2 pos; vec2 pos;
pos.x = float(position.x)*2.0 / view.x - 1.0; pos.x = float(position.x)*2.0 / view.x - 1.0;
pos.y = -(float(position.y)*2.0 / view.y - 1.0); pos.y = -(float(position.y)*2.0 / view.y - 1.0);
gl_Position = vec4(pos+shift, 0.0, 1.0); gl_Position = vec4(pos, 0.0, 1.0);
local_position = vec2(sign(uv)); local_position = vec2(sign(uv));
global_position = gl_Position.xy; global_position = gl_Position.xy;

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@ -1,5 +1,9 @@
#version 450 #version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in vec2 uv; layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor; layout(location = 0) out vec4 fragColor;

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@ -2,7 +2,6 @@
layout(set = 1, binding = 0) uniform Viewport { layout(set = 1, binding = 0) uniform Viewport {
ivec2 view; ivec2 view;
ivec2 not_needed;
}; };
layout(location = 0) in ivec2 position; layout(location = 0) in ivec2 position;
@ -10,6 +9,7 @@ layout(location = 1) in ivec2 in_uv;
layout(location = 2) in ivec4 color; layout(location = 2) in ivec4 color;
layout(location = 0) out vec2 out_uv; layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec4 out_color;
void main() void main()
{ {
@ -19,4 +19,5 @@ void main()
gl_Position = vec4(pos, 0.0, 1.0); gl_Position = vec4(pos, 0.0, 1.0);
out_uv = vec2(float(in_uv.x), float(in_uv.y)); out_uv = vec2(float(in_uv.x), float(in_uv.y));
out_color = vec4(color) / 255.0;
} }

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resources/tux_inv.qoi Normal file

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@ -1,35 +1,57 @@
module idlist{Type};
// extends the List type to search elements that have a type.id property
// TODO: check that type has an id
import std::collections::list;
alias IdList = List{Type};
macro Type* IdList.get_from_name(&self, String name)
{
return self.get_from_id(name.hash());
}
macro Type* IdList.get_from_id(&self, id)
{
foreach(&s: self) {
if (s.id == id) {
return s;
}
}
return null;
}
module sdlrenderer::ren; module sdlrenderer::ren;
// 2D renderer for ugui, based on SDL3 using the new GPU API // 2D renderer for ugui, based on SDL3 using the new GPU API
// TODO: use unreachable() instead of the combo eprintfn();exit(1); since it does the same thing
// but also adds a helpful stack trace
import std::io; import std::io;
import std::core::mem; import std::core::mem;
import sdl3::sdl; import sdl3::sdl;
import libc; import idlist;
import std::collections::list; import ugui;
struct Shader { struct Shader {
sdl::GPUShader* frag; sdl::GPUShader* frag;
sdl::GPUShader* vert; sdl::GPUShader* vert;
uint id; ugui::Id id;
} }
struct Pipeline { struct Pipeline {
sdl::GPUGraphicsPipeline* pipeline; sdl::GPUGraphicsPipeline* pipeline;
uint id; ugui::Id id;
} }
struct Texture { struct Texture {
sdl::GPUTexture* texture; sdl::GPUTexture* texture;
sdl::GPUSampler* sampler; sdl::GPUSampler* sampler;
ushort width, height; ushort width, height;
uint id; ugui::Id id;
} }
// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH // The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
const int MAX_QUAD_BATCH = 128; const int MAX_QUAD_BATCH = 256;
struct QuadBuffer { struct QuadBuffer {
sdl::GPUBuffer* vert_buf; sdl::GPUBuffer* vert_buf;
sdl::GPUBuffer* idx_buf; sdl::GPUBuffer* idx_buf;
@ -38,17 +60,24 @@ struct QuadBuffer {
int off; // the offset to draw from int off; // the offset to draw from
} }
alias ShaderList = List{Shader}; alias ShaderList = IdList{Shader};
alias PipelineList = List{Pipeline}; alias PipelineList = IdList{Pipeline};
alias TextureList = List{Texture}; alias TextureList = IdList{Texture};
struct Renderer { struct Renderer {
sdl::Window* win; sdl::Window* win;
sdl::GPUDevice* gpu; sdl::GPUDevice* gpu;
sdl::GPURenderPass* render_pass;
sdl::GPUTexture* swapchain_texture;
sdl::GPUCommandBuffer* render_cmdbuf;
QuadBuffer quad_buffer; QuadBuffer quad_buffer;
ShaderList shaders; ShaderList shaders;
PipelineList pipelines; PipelineList pipelines;
TextureList textures; TextureList textures;
Id sprite_atlas_id;
Id font_atlas_id;
} }
// how each vertex is represented in the gpu // how each vertex is represented in the gpu
@ -77,9 +106,13 @@ struct Quad @packed {
} }
} }
struct ViewsizeUniform @align(16) {
int w, h;
}
const int DEBUG = 1; const int DEBUG = 1;
fn void Renderer.init(&self, ZString title) fn void Renderer.init(&self, ZString title, uint width, uint height)
{ {
// set wayland hint automagically // set wayland hint automagically
$if DEBUG == 0: $if DEBUG == 0:
@ -96,13 +129,11 @@ $if DEBUG == 0:
sdl::set_hint(sdl::HINT_VIDEO_DRIVER, "wayland"); sdl::set_hint(sdl::HINT_VIDEO_DRIVER, "wayland");
} }
$else $else
// in debug mode set the video driver to X11 because renderdoc/ // in debug mode set the video driver to X11 because renderdoc
// doesn't support debugging in wayland yet. // doesn't support debugging in wayland yet.
sdl::set_hint(sdl::HINT_VIDEO_DRIVER, "x11"); sdl::set_hint(sdl::HINT_VIDEO_DRIVER, "x11");
$endif
sdl::set_hint(sdl::HINT_RENDER_GPU_DEBUG, "1"); sdl::set_hint(sdl::HINT_RENDER_GPU_DEBUG, "1");
$endif
// init subsystems // init subsystems
if (!sdl::init(INIT_VIDEO)) { if (!sdl::init(INIT_VIDEO)) {
@ -110,7 +141,7 @@ $endif
} }
// create the window // create the window
self.win = sdl::create_window(title, 640, 480, WINDOW_RESIZABLE|WINDOW_VULKAN); self.win = sdl::create_window(title, width, height, WINDOW_RESIZABLE|WINDOW_VULKAN);
if (self.win == null) { if (self.win == null) {
unreachable("sdl error: %s", sdl::get_error()); unreachable("sdl error: %s", sdl::get_error());
} }
@ -164,6 +195,19 @@ fn void Renderer.free(&self)
sdl::quit(); sdl::quit();
} }
fn void Renderer.resize_window(&self, uint width, uint height)
{
sdl::set_window_size(self.win, width, height);
}
fn void Renderer.get_window_size(&self, int* width, int* height)
{
sdl::get_window_size_in_pixels(self.win, width, height);
}
// Both the vertex shader and fragment shader have an implicit uniform buffer at binding 0 that
// contains the viewport size. It is populated automatically at every begin_render() call
fn void Renderer.load_spirv_shader_from_mem(&self, String name, char[] vert_code, char[] frag_code, uint textures, uint uniforms) fn void Renderer.load_spirv_shader_from_mem(&self, String name, char[] vert_code, char[] frag_code, uint textures, uint uniforms)
{ {
Shader s; Shader s;
@ -183,7 +227,7 @@ fn void Renderer.load_spirv_shader_from_mem(&self, String name, char[] vert_code
.format = GPU_SHADERFORMAT_SPIRV, .format = GPU_SHADERFORMAT_SPIRV,
.stage = GPU_SHADERSTAGE_VERTEX, .stage = GPU_SHADERSTAGE_VERTEX,
.num_samplers = 0, .num_samplers = 0,
.num_uniform_buffers = uniforms, .num_uniform_buffers = 1+uniforms,
.num_storage_buffers = 0, .num_storage_buffers = 0,
.num_storage_textures = 0 .num_storage_textures = 0
}; };
@ -204,7 +248,7 @@ fn void Renderer.load_spirv_shader_from_mem(&self, String name, char[] vert_code
.format = GPU_SHADERFORMAT_SPIRV, .format = GPU_SHADERFORMAT_SPIRV,
.stage = GPU_SHADERSTAGE_FRAGMENT, .stage = GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = textures, .num_samplers = textures,
.num_uniform_buffers = 0, .num_uniform_buffers = 1,
.num_storage_buffers = 0, .num_storage_buffers = 0,
.num_storage_textures = 0 .num_storage_textures = 0
}; };
@ -241,40 +285,6 @@ fn void Renderer.load_spirv_shader_from_file(&self, String name, String vert_pat
self.load_spirv_shader_from_mem(name, vert_code, frag_code, textures, uniforms); self.load_spirv_shader_from_mem(name, vert_code, frag_code, textures, uniforms);
} }
fn Shader* ShaderList.get_from_name(&self, String name)
{
uint id = name.hash();
foreach(&s: self) {
if (s.id == id) {
return s;
}
}
return null;
}
fn Pipeline* PipelineList.get_from_name(&self, String name)
{
uint id = name.hash();
foreach(&p: self) {
if (p.id == id) {
return p;
}
}
return null;
}
fn Texture* TextureList.get_from_name(&self, String name)
{
uint id = name.hash();
foreach(&t: self) {
if (t.id == id) {
return t;
}
}
return null;
}
// this describes what we want to draw, since for drawing different things we have to change // this describes what we want to draw, since for drawing different things we have to change
// the GPUPrimitiveType and GPURasterizerState for the pipeline. // the GPUPrimitiveType and GPURasterizerState for the pipeline.
enum PipelineType : (GPUPrimitiveType primitive_type, GPURasterizerState raster_state) { enum PipelineType : (GPUPrimitiveType primitive_type, GPURasterizerState raster_state) {
@ -380,12 +390,29 @@ enum TextureType : (GPUTextureFormat format) {
JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UNORM JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UNORM
} }
macro void Renderer.new_texture(&self, name_or_id, TextureType type, char[] pixels, uint width, uint height)
{
$switch $typeof(name_or_id):
$case usz: return self.new_texture_by_id(id, type, pixels, width, height);
$case String: return self.new_texture_by_id(name_or_id.hash(), type, pixels, width, height);
$default: unreachable("texture must have a name (String) or an id (usz)");
$endswitch
}
macro void Renderer.update_texture(&self, name_or_id, char[] pixels, uint width, uint height, uint x = 0, uint y = 0)
{
$switch $typeof(name_or_id):
$case usz: return self.update_texture_by_id(name_or_id, pixels, width, height, x, y);
$case String: return self.update_texture_by_id(name_or_id.hash(), pixels, width, height, x, y);
$default: unreachable("texture must have a name (String) or an id (usz)");
$endswitch
}
// create a new gpu texture from a pixel buffer, the format has to be specified // create a new gpu texture from a pixel buffer, the format has to be specified
// the new texture s given an id and pushed into a texture list // the new texture s given an id and pushed into a texture list
fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels, uint width, uint height) fn void Renderer.new_texture_by_id(&self, Id id, TextureType type, char[] pixels, uint width, uint height)
{ {
uint id = name.hash();
// the texture description // the texture description
GPUTextureCreateInfo tci = { GPUTextureCreateInfo tci = {
.type = GPU_TEXTURETYPE_2D, .type = GPU_TEXTURETYPE_2D,
@ -401,7 +428,7 @@ fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels
GPUTexture* texture = sdl::create_gpu_texture(self.gpu, &tci); GPUTexture* texture = sdl::create_gpu_texture(self.gpu, &tci);
if (texture == null) { if (texture == null) {
unreachable("failed to create texture (name: %s, type: %s): %s", name, type.nameof, sdl::get_error()); unreachable("failed to create texture (id: %s, type: %s): %s", id, type.nameof, sdl::get_error());
} }
// the sampler description, how the texture should be sampled // the sampler description, how the texture should be sampled
@ -417,7 +444,7 @@ fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels
GPUSampler* sampler = sdl::create_gpu_sampler(self.gpu, &sci); GPUSampler* sampler = sdl::create_gpu_sampler(self.gpu, &sci);
if (sampler == null) { if (sampler == null) {
unreachable("failed to create sampler (texture name: %s, type: %s): %s", name, type.nameof, sdl::get_error()); unreachable("failed to create sampler (texture id: %s, type: %s): %s", id, type.nameof, sdl::get_error());
} }
Texture t = { Texture t = {
@ -428,20 +455,20 @@ fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels
self.textures.push(t); self.textures.push(t);
// upload the texture data // upload the texture data
self.update_texture(name, pixels, width, height); self.update_texture_by_id(id, pixels, width, height, 0, 0);
} }
fn void Renderer.update_texture(&self, String name, char[] pixels, uint width, uint height, uint x = 0, uint y = 0) fn void Renderer.update_texture_by_id(&self, Id id, char[] pixels, uint width, uint height, uint x, uint y)
{ {
Texture* t = self.textures.get_from_name(name); Texture* t = self.textures.get_from_id(id);
if (t == null || t.texture == null) { if (t == null || t.texture == null) {
unreachable("failed updating texture: no texture named %s", name); unreachable("failed updating texture: no texture with id %s", id);
} }
GPUTexture* texture = t.texture; GPUTexture* texture = t.texture;
// FIXME: do a better job at validating the copy // FIXME: do a better job at validating the copy
if (x > t.width || y > t.height) { if (x > t.width || y > t.height) {
unreachable("failed updating texture: attempting to copy outside of the texture region", name); unreachable("failed updating texture: attempting to copy outside of the texture region");
} }
// upload image data // upload image data
@ -484,28 +511,9 @@ fn void Renderer.update_texture(&self, String name, char[] pixels, uint width, u
} }
fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v) { fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v)
if (self.quad_buffer.count >= MAX_QUAD_BATCH) { {
return false; Quad quad;
}
// upload the quad data to the gpu
if (self.quad_buffer.initialized == false) {
unreachable("quad buffer not initialized");
}
GPUTransferBuffer* buf = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
);
if (buf == null) {
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
}
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, buf, false);
if (quad == null) {
unreachable("failed to map gpu transfer buffer: %s", sdl::get_error());
}
/* v1 v4 /* v1 v4
* +-------------+ * +-------------+
* | _/| * | _/|
@ -531,64 +539,13 @@ fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u,
quad.indices.i5 = 2; // v3 quad.indices.i5 = 2; // v3
quad.indices.i6 = 3; // v4 quad.indices.i6 = 3; // v4
sdl::unmap_gpu_transfer_buffer(self.gpu, buf); return self.upload_quad(&quad);
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
QuadBuffer* qb = &self.quad_buffer;
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.vertices.offsetof},
&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = qb.count * Quad.vertices.sizeof, .size = Quad.vertices.sizeof},
false
);
// upload indices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.indices.offsetof},
&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = qb.count * Quad.indices.sizeof, .size = Quad.indices.sizeof},
false
);
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, buf);
//sdl::wait_for_gpu_idle(self.gpu);
qb.count++;
return true;
} }
// Push a quad into the quad buffer, return true on success and false on failure // 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) fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color, ushort radius = 0)
{ {
if (self.quad_buffer.count >= MAX_QUAD_BATCH) { Quad quad;
return false;
}
// upload the quad data to the gpu
if (self.quad_buffer.initialized == false) {
unreachable("quad buffer not initialized");
}
GPUTransferBuffer* buf = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
);
if (buf == null) {
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
}
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, buf, false);
if (quad == null) {
unreachable("failed to map gpu transfer buffer: %s", sdl::get_error());
}
/* v1 v4 /* v1 v4
* +-------------+ * +-------------+
* | _/| * | _/|
@ -617,6 +574,34 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
quad.indices.i5 = 2; // v3 quad.indices.i5 = 2; // v3
quad.indices.i6 = 3; // v4 quad.indices.i6 = 3; // v4
return self.upload_quad(&quad);
}
fn bool Renderer.upload_quad(&self, Quad* source_quad)
{
if (self.quad_buffer.count >= MAX_QUAD_BATCH || source_quad == null) {
return false;
}
// upload the quad data to the gpu
if (self.quad_buffer.initialized == false) {
unreachable("quad buffer not initialized");
}
GPUTransferBuffer* buf = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
);
if (buf == null) {
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
}
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, buf, false);
if (quad == null) {
unreachable("failed to map gpu transfer buffer: %s", sdl::get_error());
}
*quad = *source_quad;
sdl::unmap_gpu_transfer_buffer(self.gpu, buf); sdl::unmap_gpu_transfer_buffer(self.gpu, buf);
GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu); GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu);
@ -653,18 +638,18 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
// draw all quads in the quad buffer, since uniforms are per-drawcall it makes no sense // draw all quads in the quad buffer, since uniforms are per-drawcall it makes no sense
// to draw them one a the time // to draw them one a the time
fn void Renderer.draw_quads(&self, GPURenderPass* pass) fn void Renderer.draw_quads(&self)
{ {
QuadBuffer* qb = &self.quad_buffer; QuadBuffer* qb = &self.quad_buffer;
if (qb.off == qb.count) return; if (qb.off == qb.count) return;
sdl::bind_gpu_vertex_buffers(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 = qb.off*Quad.vertices.sizeof}}, 1);
sdl::bind_gpu_index_buffer(pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = qb.off*Quad.indices.sizeof}, GPU_INDEXELEMENTSIZE_16BIT); sdl::bind_gpu_index_buffer(self.render_pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = qb.off*Quad.indices.sizeof}, GPU_INDEXELEMENTSIZE_16BIT);
// we need instancing to not do this // we need instancing to not do this
for (int i = 0; i < qb.count - qb.off; i++) { for (int i = 0; i < qb.count - qb.off; i++) {
sdl::draw_gpu_indexed_primitives(pass, 6, 1, i*6, i*4, 0); sdl::draw_gpu_indexed_primitives(self.render_pass, 6, 1, i*6, i*4, 0);
} }
qb.off = qb.count; qb.off = qb.count;
@ -677,9 +662,107 @@ fn void Renderer.reset_quads(&self)
} }
// TODO: fn Renderer.draw_sprite, same as draw_quad but also bind the texture fn void Renderer.begin_render(&self, bool clear_screen)
// TODO: fn Renderer.begin_render {
// TODO: fn Renderer.end_render self.render_cmdbuf = sdl::acquire_gpu_command_buffer(self.gpu);
sdl::wait_and_acquire_gpu_swapchain_texture(self.render_cmdbuf, self.win, &self.swapchain_texture, null, null);
// push the window size as a uniform
// TODO: maybe make this configurable and/or add more things
ViewsizeUniform v;
self.get_window_size(&v.w, &v.h);
sdl::push_gpu_vertex_uniform_data(self.render_cmdbuf, 0, &v, ViewsizeUniform.sizeof);
sdl::push_gpu_fragment_uniform_data(self.render_cmdbuf, 0, &v, ViewsizeUniform.sizeof);
if (clear_screen) {
GPURenderPass* pass = sdl::begin_gpu_render_pass(self.render_cmdbuf,
&&(GPUColorTargetInfo){
.texture = self.swapchain_texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = {.r = 1.0, .g = 0.0, .b = 1.0, .a = 1.0},
.load_op = GPU_LOADOP_CLEAR, // clear the screen at the start of the render pass
.store_op = GPU_STOREOP_STORE,
.resolve_texture = null,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false
},
1,
null // huh
);
if (pass == null) {
unreachable("render pass creation went wrong: %s", sdl::get_error());
}
sdl::end_gpu_render_pass(pass);
}
}
fn void Renderer.end_render(&self)
{
sdl::submit_gpu_command_buffer(self.render_cmdbuf);
self.reset_quads();
}
fn void Renderer.start_render_pass(&self, String pipeline_name)
{
self.render_pass = sdl::begin_gpu_render_pass(self.render_cmdbuf,
&&(GPUColorTargetInfo){
.texture = self.swapchain_texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = {.r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0},
.load_op = GPU_LOADOP_DONT_CARE,
.store_op = GPU_STOREOP_STORE,
.resolve_texture = null,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false
},
1,
null // huh
);
if (self.render_pass == null) {
unreachable("render pass creation went wrong: %s", sdl::get_error());
}
sdl::GPUGraphicsPipeline* p;
p = self.pipelines.get_from_name(pipeline_name).pipeline;
if (p == null) {
unreachable("no pipeline");
}
sdl::bind_gpu_graphics_pipeline(self.render_pass, p);
}
fn void Renderer.end_render_pass(&self)
{
sdl::end_gpu_render_pass(self.render_pass);
}
fn void Renderer.bind_texture(&self, String texture_name)
{
ren::Texture* tx = self.textures.get_from_name(texture_name);
sdl::bind_gpu_fragment_samplers(self.render_pass, 0,
(GPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
);
}
fn void Renderer.set_scissor(&self, uint x, uint y, uint w, uint h)
{
sdl::set_gpu_scissor(self.render_pass, &&(sdl::Rect){x,y,w,h});
}
fn void Renderer.reset_scissor(&self)
{
int w, h;
sdl::get_window_size(self.win, &w, &h);
self.set_scissor(0, 0, w, h);
}
/// === NOTES === /// === NOTES ===
/* 1. The uniform data is per-render pass. So you can do: /* 1. The uniform data is per-render pass. So you can do:
@ -700,3 +783,88 @@ fn void Renderer.reset_quads(&self)
* render pass. So I cannot override an element in the buffer * render pass. So I cannot override an element in the buffer
* before submitting the command buffer. * before submitting the command buffer.
*/ */
/// === END NOTES ===
fn void Renderer.render_ugui(&self, CmdQueue* queue)
{
io::printn("---------------------------------------");
Cmd* last_command;
for (Cmd* cmd; (cmd = queue.dequeue() ?? null) != null;) {
if (last_command == null || last_command.type != cmd.type) {
self.end_command(last_command);
self.begin_command(cmd);
}
switch (cmd.type) {
case CMD_RECT:
CmdRect r = cmd.rect;
self.push_quad(r.rect.x, r.rect.y, r.rect.w, r.rect.h, r.color.to_uint(), r.radius);
io::printn(r);
case CMD_SPRITE:
// TODO: support hue in sprite
CmdSprite s = cmd.sprite;
self.push_sprite(s.rect.x, s.rect.y, s.rect.w, s.rect.h, s.texture_rect.x, s.texture_rect.y);
case CMD_UPDATE_ATLAS:
// TODO: verify the correct type
CmdUpdateAtlas u = cmd.update_atlas;
char[] pixels = u.raw_buffer[..u.width*u.height*u.bpp];
self.update_texture(u.id, pixels, u.width, u.height);
case CMD_SCISSOR: break; // FIXME: ugui sends a scissor event before any rect event, this cannot be done and needs different handling
ugui::Rect s = cmd.scissor.rect;
self.set_scissor(s.x, s.y, s.w, s.h);
default: unreachable("unknown command: %s", cmd.type);
}
last_command = cmd;
}
self.end_command(last_command);
}
fn void Renderer.begin_command(&self, Cmd* cmd)
{
if (cmd == null) return;
switch (cmd.type) {
case CMD_RECT:
self.start_render_pass("UGUI_PIPELINE_RECT");
case CMD_SPRITE:
// TODO: support multiple sprite and font atlases
CmdSprite s = cmd.sprite;
String pipeline;
String texture;
if (s.texture_id == self.sprite_atlas_id) {
switch (s.type) {
case SPRITE_NORMAL: pipeline = "UGUI_PIPELINE_SPRITE";
case SPRITE_SDF: pipeline = "UGUI_PIPELINE_SPRITE_SDF";
case SPRITE_MSDF: pipeline = "UGUI_PIPELINE_SPRITE_MSDF";
case SPRITE_ANIMATED: unreachable("animated sprtes are unsupported for now");
default: unreachable("unknown sprite type %s", s.type);
}
texture = "icons";
} else if (s.texture_id == self.font_atlas_id) {
pipeline = "UGUI_PIPELINE_FONT";
texture = "font1";
}
self.start_render_pass(pipeline);
self.bind_texture(texture);
case CMD_UPDATE_ATLAS: break;
case CMD_SCISSOR: break;
default: unreachable("unknown command: %s", cmd.type);
}
}
fn void Renderer.end_command(&self, Cmd* cmd)
{
if (cmd == null) return;
switch (cmd.type) {
case CMD_RECT: nextcase;
case CMD_SPRITE:
self.draw_quads();
self.end_render_pass();
case CMD_UPDATE_ATLAS: break;
case CMD_SCISSOR: break;
default: unreachable("unknown command: %s", cmd.type);
}
}

View File

@ -5,18 +5,23 @@ import sdl3::sdl;
import std::compression::qoi; import std::compression::qoi;
import std::core::mem::allocator; import std::core::mem::allocator;
struct Viewsize @align(16) { char[*] shader_rect_vert = $embed("resources/shaders/compiled/rect.vert.spv");
int w, h; char[*] shader_rect_frag = $embed("resources/shaders/compiled/rect.frag.spv");
int ox, oy;
} char[*] shader_sprite_vert = $embed("resources/shaders/compiled/sprite.vert.spv");
char[*] shader_sprite_frag = $embed("resources/shaders/compiled/sprite.frag.spv");
const uint WINDOW_WIDTH = 640;
const uint WINDOW_HEIGHT = 480;
fn int main() fn int main()
{ {
ren::Renderer ren; ren::Renderer ren;
ren.init("test window"); ren.init("test window", WINDOW_WIDTH, WINDOW_HEIGHT);
// TODO: these could be the same function // TODO: these could be the same function
ren.load_spirv_shader_from_file("rect shader", "resources/shaders/compiled/rect.vert.spv", "resources/shaders/compiled/rect.frag.spv", 0, 1); ren.load_spirv_shader_from_mem("rect shader", &shader_rect_vert, &shader_rect_frag, 0, 0);
ren.create_pipeline("rect shader", RECT); ren.create_pipeline("rect shader", RECT);
// load the tux qoi image // load the tux qoi image
@ -25,41 +30,30 @@ fn int main()
// and put it in a texture // and put it in a texture
ren.new_texture("tux", FULL_COLOR, img_pixels, img_desc.width, img_desc.height); ren.new_texture("tux", FULL_COLOR, img_pixels, img_desc.width, img_desc.height);
// create a new pipeline to use the texture // create a new pipeline to use the texture
ren.load_spirv_shader_from_file("sprite shader", "resources/shaders/compiled/sprite.vert.spv", "resources/shaders/compiled/sprite.frag.spv", 1, 1); ren.load_spirv_shader_from_mem("sprite shader", &shader_sprite_vert, &shader_sprite_frag, 1, 0);
ren.create_pipeline("sprite shader", SPRITE); ren.create_pipeline("sprite shader", SPRITE);
for (int i = 0; i < 20; i++) {
GPUCommandBuffer* cmdbuf = sdl::acquire_gpu_command_buffer(ren.gpu);
GPUTexture* swapchain_texture;
sdl::wait_and_acquire_gpu_swapchain_texture(cmdbuf, ren.win, &swapchain_texture, null, null);
GPURenderPass* pass; sdl::Event e;
GPUGraphicsPipeline* p; bool quit = false;
Viewsize v = {.w = 640, .h = 480}; for (usz i = 0; !quit; i++) {
if (sdl::poll_event(&e)) {
if (e.type == EVENT_QUIT) {
quit = true;
}
}
if (i == 300) {
io::printn("ciao!");
img_pixels = qoi::read(allocator::temp(), "resources/tux_inv.qoi", &img_desc)!!;
ren.update_texture("tux", img_pixels, img_desc.width, img_desc.height);
}
ren.begin_render(true);
// Colored Rectangles Render Pass // Colored Rectangles Render Pass
// FIXME: if doing damage tracking DO NOT clear the screen ren.start_render_pass("rect shader");
pass = sdl::begin_gpu_render_pass(cmdbuf,
&&(GPUColorTargetInfo){
.texture = swapchain_texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = {.r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0},
.load_op = GPU_LOADOP_CLEAR, // clear the screen at the start of the render pass
.store_op = GPU_STOREOP_STORE,
.resolve_texture = null,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false
},
1,
null // huh
);
if (pass == null) {
unreachable("render pass creation went wrong: %s", sdl::get_error());
}
// rect 1 // rect 1
ren.push_quad(100,100,100,100,0xff00ff00, 20); ren.push_quad(100,100,100,100,0xff00ff00, 20);
@ -68,75 +62,31 @@ fn int main()
// rect 3 // rect 3
ren.push_quad(200,300,50,50,0xffff0000); ren.push_quad(200,300,50,50,0xffff0000);
p = ren.pipelines.get_from_name("rect shader").pipeline; //ren.set_scissor(0,50,200,300);
if (p == null) {
unreachable("no pipeline");
}
sdl::bind_gpu_graphics_pipeline(pass, p); ren.draw_quads();
v.ox = 10*i; ren.end_render_pass();
v.oy = 10*i;
sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
ren.draw_quads(pass);
sdl::end_gpu_render_pass(pass);
// End Rectangle Render Pass // End Rectangle Render Pass
// Textured Rectangles Render Pass // Textured Rectangles Render Pass
pass = sdl::begin_gpu_render_pass(cmdbuf, ren.start_render_pass("sprite shader");
&&(GPUColorTargetInfo){
.texture = swapchain_texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = {.r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0},
.load_op = GPU_LOADOP_DONT_CARE, // clear the screen at the start of the render pass
.store_op = GPU_STOREOP_STORE,
.resolve_texture = null,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false
},
1,
null // huh
);
if (pass == null) {
unreachable("render pass creation went wrong: %s", sdl::get_error());
}
p = ren.pipelines.get_from_name("sprite shader").pipeline;
if (p == null) {
unreachable("no pipeline");
}
sdl::bind_gpu_graphics_pipeline(pass, p);
// in this case it is not an offset but the texture size in pixels
v.ox = 54;
v.oy = 64;
sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
// bind the pipeline's sampler // bind the pipeline's sampler
ren::Texture* tx = ren.textures.get_from_name("tux"); ren.bind_texture("tux");
sdl::bind_gpu_fragment_samplers(pass, 0,
(GPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
);
// tux // tux
ren.push_sprite(300, 0, 54, 64, 0, 0); ren.push_sprite(300, 0, 54, 64, 0, 0);
ren.draw_quads(pass); ren.reset_scissor();
sdl::end_gpu_render_pass(pass); ren.draw_quads();
ren.end_render_pass();
// End Textured Rectangle Render Pass // End Textured Rectangle Render Pass
sdl::submit_gpu_command_buffer(cmdbuf); ren.end_render();
ren.reset_quads();
thread::sleep_ms(250);
} }
ren.free(); ren.free();