A lot of work

* moved all ugui code to lib/ugui.c3l and made it a library/module
* started work on a sdl3 renderer, with shaders etc
* added the new sdl3.c3l library as a dependency
* makefile is for the renderer
This commit is contained in:
Alessandro Mauri 2025-06-01 16:44:31 +02:00
parent 2380c7693c
commit 712ce50631
32 changed files with 838 additions and 1 deletions

2
.gitignore vendored
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build/*
**/.ccls-cache
perf.data*
*.rdc
test_renderer

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Makefile Normal file
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test_renderer: test_renderer.c3 src/renderer.c3 resources/shaders/source/*
scripts/compile_shaders.sh
c3c compile-run -g -O0 test_renderer.c3 src/renderer.c3 --libdir ../sdl3.c3l --lib sdl3

0
lib/ugui.c3l/LICENSE Normal file
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1
lib/ugui.c3l/README.md Normal file
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Welcome to the ugui library.

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{
"provides" : "ugui",
"sources" : [ "src/**" ],
"targets" : {
"linux-x64" : {
"link-args" : [],
"dependencies" : ["schrift", "grapheme", "mqoi"],
"linked-libraries" : []
}
}
}

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"langrev": "1",
"warnings": ["no-unused"],
"dependency-search-paths": ["lib", "../../Programs/Source/c3-vendor/libraries", "../sdl3.c3l"],
"dependencies": ["raylib55", "schrift", "grapheme", "mqoi", "sdl3"],
"dependencies": ["raylib55", "sdl3", "ugui"],
"features": [],
"authors": ["Alessandro Mauri <ale@shitposting.expert>"],
"version": "0.1.0",

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#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// texture uv coordinate in texture space
in vec2 uv;
uniform sampler2DRect ts;
const vec3 textcolor = vec3(1.0, 1.0, 1.0);
void main()
{
//gl_FragColor = vec4(1.0f,0.0f,0.0f,1.0f);
gl_FragColor = vec4(textcolor, texture(ts, uv));
}

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#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// both position and and uv are in pixels, they where converted to floats when
// passed to the shader
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 txcoord;
out vec2 uv;
void main()
{
vec2 v = vec2(float(viewsize.x), float(viewsize.y));
// vec2 p = vec2(position.x*2.0f/v.x - 1.0f, position.y*2.0f/v.y - 1.0f);
vec2 p = vec2(position.x*2.0/v.x - 1.0, 1.0 - position.y*2.0/v.y);
vec4 pos = vec4(p.x, p.y, 0.0f, 1.0f);
gl_Position = pos;
// since the texture is a GL_TEXTURE_RECTANGLE the coordintes do not need to
// be normalized
uv = vec2(txcoord.x, txcoord.y);
}

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#version 450
layout(location = 0) in vec4 col;
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = col;
}

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#version 450
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
ivec2 off;
};
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in ivec4 color;
layout(location = 0) out vec4 col;
void main()
{
//vec2 shift = vec2(0);
vec2 shift;
shift.x = float(off.x) / view.x;
shift.y = -(float(off.y) / view.y);
vec2 pos = position + shift;
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
col = vec4(color) / 255.0;
}

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scripts/compile_shaders.sh Executable file
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#!/bin/sh
source_directory="./resources/shaders/source"
compiled_directory="./resources/shaders/compiled"
#vulkan_version="1.0"
mkdir -p "$compiled_directory"
rm -f "$compiled_directory"/*
echo "Compiling from $source_directory -> $compiled_directory"
for file in "$source_directory"/*; do
[ -f "$file" ] || continue # Skip non-files
filename=$(basename "$file")
# Extract filename parts using POSIX parameter expansion
shader_language="${filename##*.}"
stage_part="${filename%.*}" # Remove extension
base_name="${stage_part%.*}" # Remove stage
stage="${stage_part#"$base_name"}"
stage="${stage#.}" # Remove leading dot
# Skip if not in base.stage.glsl format
[ "$shader_language" = "glsl" ] && [ -n "$base_name" ] && [ -n "$stage" ] || continue
# Handle HLSL rejection
if [ "$shader_language" != "glsl" ]; then
echo "Error: Only GLSL shaders are supported" >&2
exit 1
fi
# Compile based on shader stage
case "$stage" in
frag|vert)
echo "$stage $filename > $base_name.$stage.spv"
glslc -O0 -g -fshader-stage="$stage" "$file" -o "$compiled_directory/$base_name.$stage.spv"
;;
esac
done
tree "$compiled_directory"

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src/renderer.c3 Normal file
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module sdlrenderer::ren;
// 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::core::mem;
import sdl3::sdl;
import libc;
import std::collections::list;
struct Shader {
sdl::GPUShader* frag;
sdl::GPUShader* vert;
uint id;
}
struct Pipeline {
sdl::GPUGraphicsPipeline* pipeline;
uint id;
}
struct Texture {
sdl::GPUTexture* texture;
sdl::GPUSampler* sampler;
ushort width, height;
uint id;
}
// gpu buffer that contains a single quad
struct QuadBuffer {
sdl::GPUBuffer* vert_buf;
sdl::GPUBuffer* idx_buf;
bool initialized;
}
alias ShaderList = List{Shader};
alias PipelineList = List{Pipeline};
alias TextureList = List{Texture};
struct Renderer {
sdl::Window* win;
sdl::GPUDevice* gpu;
QuadBuffer quad_buffer;
ShaderList shaders;
PipelineList pipelines;
TextureList textures;
}
// how each vertex is represented in the gpu
struct Vertex @packed {
struct pos {
float x, y;
}
struct uv {
float u, v;
}
struct col { // FIXME: this is shit
union {
char r, g, b, a;
char[4] arr;
uint u;
}
}
}
struct Quad @packed {
struct vertices {
Vertex v1,v2,v3,v4;
}
struct indices {
short i1,i2,i3,i4,i5,i6;
}
}
const int DEBUG = 1;
fn void Renderer.init(&self, ZString title)
{
// set wayland hint automagically
$if DEBUG == 0:
bool has_wayland = false;
for (int i = 0; i < sdl::get_num_video_drivers(); i++) {
ZString driver = sdl::get_video_driver(i);
if (driver.str_view() == "wayland") {
has_wayland = true;
break;
}
}
if (has_wayland) {
sdl::set_hint(sdl::HINT_VIDEO_DRIVER, "wayland");
}
$else
sdl::set_hint(sdl::HINT_VIDEO_DRIVER, "x11");
$endif
sdl::set_hint(sdl::HINT_RENDER_GPU_DEBUG, "1");
// init subsystems
if (!sdl::init(INIT_VIDEO)) {
io::eprintfn("sdl error: %s", sdl::get_error());
libc::exit(1);
}
// create the window
self.win = sdl::create_window(title, 640, 480, WINDOW_RESIZABLE|WINDOW_VULKAN);
if (self.win == null) {
io::eprintfn("sdl error: %s", sdl::get_error());
libc::exit(1);
}
// get the gpu device handle
self.gpu = sdl::create_gpu_device(GPU_SHADERFORMAT_SPIRV, true, "vulkan");
if (self.gpu == null) {
io::eprintfn("failed to create gpu device: %s", sdl::get_error());
libc::exit(1);
}
if (!sdl::claim_window_for_gpu_device(self.gpu, self.win)) {
io::eprintfn("failed to claim window for use with gpu: %s", sdl::get_error());
libc::exit(1);
}
// initialize the quad buffer
self.quad_buffer.vert_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = Quad.vertices.sizeof}
);
if (self.quad_buffer.vert_buf == null) {
io::eprintfn("failed to initialize quad buffer (vertex): %s", sdl::get_error());
libc::exit(1);
}
self.quad_buffer.idx_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_INDEX, .size = Quad.indices.sizeof}
);
if (self.quad_buffer.idx_buf == null) {
io::eprintfn("failed to initialize quad buffer (index): %s", sdl::get_error());
libc::exit(1);
}
self.quad_buffer.initialized = true;
}
fn void Renderer.free(&self)
{
foreach (&s: self.shaders) {
sdl::release_gpu_shader(self.gpu, s.frag);
sdl::release_gpu_shader(self.gpu, s.vert);
}
self.shaders.free();
foreach (&p: self.pipelines) {
sdl::release_gpu_graphics_pipeline(self.gpu, p.pipeline);
}
self.pipelines.free();
sdl::release_window_from_gpu_device(self.gpu, self.win);
sdl::destroy_gpu_device(self.gpu);
sdl::destroy_window(self.win);
sdl::quit();
}
fn void Renderer.load_spirv_shader_from_mem(&self, String name, char[] vert_code, char[] frag_code, uint textures, uint uniforms)
{
Shader s;
s.id = name.hash();
if (vert_code.len == 0 || frag_code.len == 0) {
unreachable("vertex shader and fragment shader cannot be empty");
}
if (vert_code.len > 0) {
// FIXME: these should be passed by parameter and/or automatically determined by parsing
// the shader code
GPUShaderCreateInfo shader_info = {
.code = vert_code.ptr,
.code_size = vert_code.len,
.entrypoint = "main",
.format = GPU_SHADERFORMAT_SPIRV,
.stage = GPU_SHADERSTAGE_VERTEX,
.num_samplers = 0,
.num_uniform_buffers = uniforms,
.num_storage_buffers = 0,
.num_storage_textures = 0
};
s.vert = sdl::create_gpu_shader(self.gpu, &shader_info);
if (s.vert == null) {
io::eprintfn("failed to create gpu vertex shader: %s", sdl::get_error());
libc::exit(1);
}
}
if (frag_code.len > 0) {
// FIXME: these should be passed by parameter and/or automatically determined by parsing
// the shader code
GPUShaderCreateInfo shader_info = {
.code = frag_code.ptr,
.code_size = frag_code.len,
.entrypoint = "main",
.format = GPU_SHADERFORMAT_SPIRV,
.stage = GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = textures,
.num_uniform_buffers = 0,
.num_storage_buffers = 0,
.num_storage_textures = 0
};
s.frag = sdl::create_gpu_shader(self.gpu, &shader_info);
if (s.frag == null) {
io::eprintfn("failed to create gpu fragment shader: %s", sdl::get_error());
libc::exit(1);
}
}
// push the shader into the list
self.shaders.push(s);
}
fn void Renderer.load_spirv_shader_from_file(&self, String name, String vert_path, String frag_path, uint textures, uint uniforms)
{
if (vert_path == "" || frag_path == "") {
unreachable("need both a vertex shader and fragment shader path");
}
char[] vert_code;
char[] frag_code;
// create vertex shader
if (vert_path != "") {
vert_code = mem::new_array(char, file::get_size(vert_path)!!+1);
file::load_buffer(vert_path, vert_code)!!;
}
// create fragment shader
if (frag_path != "") {
frag_code = mem::new_array(char, file::get_size(frag_path)!!+1);
file::load_buffer(frag_path, frag_code)!!;
}
self.load_spirv_shader_from_mem(name, vert_code, frag_code, textures, uniforms);
if (vert_code.ptr) mem::free(vert_code);
if (frag_code.ptr) mem::free(frag_code);
}
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
// the GPUPrimitiveType and GPURasterizerState for the pipeline.
enum PipelineType : (GPUPrimitiveType primitive_type, GPURasterizerState raster_state) {
RECT = {GPU_PRIMITIVETYPE_TRIANGLELIST, {.fill_mode = GPU_FILLMODE_FILL, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}},
SPRITE = {GPU_PRIMITIVETYPE_TRIANGLELIST, {.fill_mode = GPU_FILLMODE_FILL, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}},
LINE = {GPU_PRIMITIVETYPE_LINELIST, {.fill_mode = GPU_FILLMODE_LINE, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}},
}
// create a graphics pipeline to draw to the window using a set of vertex/fragment shaders
// the pipeline is pushed into the renderer's pipeline list and it will have the same id as
// the shader set.
fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
{
Shader *s = self.shaders.get_from_name(shader_name);
if (s == null) {
io::eprintfn("error in creating pipeline: no shader named %s", shader_name);
libc::exit(1);
}
GPUGraphicsPipelineCreateInfo ci = {
.vertex_shader = s.vert,
.fragment_shader = s.frag,
// This structure specifies how the vertex buffer looks in memory, what it contains
// and what is passed where to the gpu. Each vertex has three attributes, position,
// color and uv coordinates. Since this is a 2D pixel-based renderer the position
// 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[]){{
.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
.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_FLOAT2,
.offset = Vertex.pos.offsetof,
},
{ // at location one there are the uv coordinates
.location = 1,
.buffer_slot = 0,
.format = GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = Vertex.uv.offsetof,
},
{ // at location two there is the color
.location = 2,
.buffer_slot = 0,
.format = GPU_VERTEXELEMENTFORMAT_UBYTE4, // 4x8bit unsigned rgba format
.offset = Vertex.col.offsetof,
}
},
.num_vertex_attributes = 3,
},
// the pipeline's primitive type and rasterizer state differs based on what needs to
// be drawn
.primitive_type = type.primitive_type,
.rasterizer_state = type.raster_state,
.multisample_state = {}, // no multisampling, all zeroes
.depth_stencil_state = {}, // no stencil test, all zeroes
.target_info = { // the target (texture) description
.color_target_descriptions = (GPUColorTargetDescription[]){{
// rendering happens to the window, so get it's format
.format = sdl::get_gpu_swapchain_texture_format(self.gpu, self.win),
.blend_state = {
// alpha blending on everything
// https://en.wikipedia.org/wiki/Alpha_compositing
.src_color_blendfactor = GPU_BLENDFACTOR_SRC_ALPHA,
.dst_color_blendfactor = GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.color_blend_op = GPU_BLENDOP_ADD,
.src_alpha_blendfactor = GPU_BLENDFACTOR_SRC_ALPHA,
.dst_alpha_blendfactor = GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.alpha_blend_op = GPU_BLENDOP_ADD,
.enable_blend = true,
// color write mask is not enabled so all rgba channels are written to
},
}},
.num_color_targets = 1,
.depth_stencil_format = {}, // FIXME: no stencil, no depth buffering
.has_depth_stencil_target = false,
},
};
// create the pipeline and add it to the pipeline list
Pipeline p = {
.id = s.id,
.pipeline = sdl::create_gpu_graphics_pipeline(self.gpu, &ci),
};
if (p.pipeline == null) {
io::eprintfn("failed to create pipeline (shaders: %s, type: %s): %s", shader_name, type.nameof, sdl::get_error());
libc::exit(1);
}
self.pipelines.push(p);
}
enum TextureType : (GPUTextureFormat format) {
FULL_COLOR = GPU_TEXTUREFORMAT_R8G8B8A8_UINT,
JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UINT
}
// 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
fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels, ushort width, ushort height)
{
uint id = name.hash();
// the texture description
GPUTextureCreateInfo tci = {
.type = GPU_TEXTURETYPE_2D,
.format = type.format,
// all textures are used with samplers, which means read-only textures that contain data to be sampled
.usage = GPU_TEXTUREUSAGE_SAMPLER,
.width = width,
.height = height,
.layer_count_or_depth = 1,
.num_levels = 0, // no mip maps
// .sample_count not used since the texture is not a render target
};
GPUTexture* texture = sdl::create_gpu_texture(self.gpu, &tci);
if (texture == null) {
io::eprintfn("failed to create texture (name: %s, type: %s): %s", name, type.nameof, sdl::get_error());
libc::exit(1);
}
// the sampler description, how the texture should be sampled
GPUSamplerCreateInfo sci = {
.min_filter = GPU_FILTER_LINEAR, // linear interpolation for textures
.mag_filter = GPU_FILTER_LINEAR,
.mipmap_mode = GPU_SAMPLERMIPMAPMODE_NEAREST,
.address_mode_u = GPU_SAMPLERADDRESSMODE_REPEAT, // tiling textures
.address_mode_v = GPU_SAMPLERADDRESSMODE_REPEAT,
.address_mode_w = GPU_SAMPLERADDRESSMODE_REPEAT,
// everything else is not used and not needed
};
GPUSampler* sampler = sdl::create_gpu_sampler(self.gpu, &sci);
if (sampler == null) {
io::eprintfn("failed to create sampler (texture name: %s, type: %s): %s", name, type.nameof, sdl::get_error());
libc::exit(1);
}
Texture t = {
.id = id,
.texture = texture,
.sampler = sampler,
};
self.textures.push(t);
// upload the texture data
self.update_texture(name, pixels, width, height);
}
fn void Renderer.update_texture(&self, String name, char[] pixels, ushort width, ushort height, ushort x = 0, ushort y = 0)
{
Texture* t = self.textures.get_from_name(name);
if (t == null || t.texture == null) {
io::eprintf("failed updating texture: no texture named %s", name);
libc::exit(1);
}
GPUTexture* texture = t.texture;
// FIXME: do a better job at validating the copy
if (x > t.width || y > t.height) {
io::eprintf("failed updating texture: attempting to copy outside of the texture region", name);
libc::exit(1);
}
// upload image data
GPUCommandBuffer* cmdbuf = sdl::acquire_gpu_command_buffer(self.gpu);
if (cmdbuf == null) {
io::eprintfn("failed to upload texture data at acquiring command buffer: %s", sdl::get_error());
libc::exit(1);
}
GPUCopyPass* copypass = sdl::begin_gpu_copy_pass(cmdbuf);
if (copypass == null) {
io::eprintfn("failed to upload texture data at beginning copy pass: %s", sdl::get_error());
libc::exit(1);
}
GPUTransferBuffer* buf = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = pixels.len}
);
if (buf == null) {
io::eprintfn("failed to upload texture data at creating the transfer buffer: %s", sdl::get_error());
libc::exit(1);
}
char* gpu_mem = (char*)sdl::map_gpu_transfer_buffer(self.gpu, buf, false);
if (gpu_mem == null) {
io::eprintfn("failed to upload texture data at mapping the transfer buffer: %s", sdl::get_error());
libc::exit(1);
}
// copy the data to the driver's memory
gpu_mem[:pixels.len] = pixels[..];
sdl::unmap_gpu_transfer_buffer(self.gpu, buf);
// upload the data to gpu memory
sdl::upload_to_gpu_texture(copypass,
&&(GPUTextureTransferInfo){.transfer_buffer = buf, .offset = 0},
&&(GPUTextureRegion){.texture = texture, .x = x, .y = y, .w = width, .h = height, .d = 1},
false
);
sdl::end_gpu_copy_pass(copypass);
if (!sdl::submit_gpu_command_buffer(cmdbuf)) {
io::eprintfn("failed to upload texture data at command buffer submission: %s", sdl::get_error());
libc::exit(1);
}
sdl::release_gpu_transfer_buffer(self.gpu, buf);
}
macro void Vertex.norm(&p, float w, float h)
{
p.pos.x = p.pos.x * 2.0 / w - 1.0;
p.pos.y = -(p.pos.y * 2.0 / h - 1.0);
}
// an highly inefficient way to draw a single quad, no batching, per-quad upload
fn void Renderer.draw_rect(&self, short x, short y, short w, short h, uint color, String shader_name)
{
// upload the quad data to the gpu
if (self.quad_buffer.initialized == false) {
io::eprintfn("quad buffer not initialized");
libc::exit(1);
}
GPUTransferBuffer* buf = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
);
if (buf == null) {
io::eprintfn("failed to create gpu transfer buffer: %s", sdl::get_error());
libc::exit(1);
}
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, buf, false);
if (quad == null) {
io::eprintfn("failed to map gpu transfer buffer: %s", sdl::get_error());
libc::exit(1);
}
/* v1 v4
* +-------------+
* | _/|
* | _/ |
* | 1 _/ |
* | _/ |
* | _/ |
* | _/ 2 |
* |/ |
* +-------------+
* v2 v3
*/
quad.vertices.v1 = {.pos = {.x = x, .y = y}, .col.u = color};
quad.vertices.v2 = {.pos = {.x = x, .y = (float)y+h}, .col.u = color};
quad.vertices.v3 = {.pos = {.x = (float)x+w, .y = (float)y+h}, .col.u = color};
quad.vertices.v4 = {.pos = {.x = (float)x+w, .y = y}, .col.u = color};
quad.vertices.v1.norm(640.0, 480.0);
quad.vertices.v2.norm(640.0, 480.0);
quad.vertices.v3.norm(640.0, 480.0);
quad.vertices.v4.norm(640.0, 480.0);
// triangle 1
quad.indices.i1 = 0; // v1
quad.indices.i2 = 1; // v2
quad.indices.i3 = 3; // v4
// triangle 2
quad.indices.i4 = 1; // v2
quad.indices.i5 = 2; // v3
quad.indices.i6 = 3; // v4
sdl::unmap_gpu_transfer_buffer(self.gpu, buf);
GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu);
if (cmd == null) {
io::eprintfn("failed to upload quad at acquiring command buffer: %s", sdl::get_error());
libc::exit(1);
}
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
// upload vertices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.vertices.offsetof},
&&(GPUBufferRegion){.buffer = self.quad_buffer.vert_buf, .offset = 0, .size = Quad.vertices.sizeof},
false
);
// upload indices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.indices.offsetof},
&&(GPUBufferRegion){.buffer = self.quad_buffer.idx_buf, .offset = 0, .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);
/*
// now finally draw the quad
// if we are not in a render pass then we can't render shit
if (self.render_cmd == null) {
unreachable("start rendering first before trying to render a quad");
}
// FIXME: this could be done at the start of rendering
GPUTexture* t;
if (!sdl::wait_and_acquire_gpu_swapchain_texture(self.render_cmd, self.win, &t, null, null)) {
unreachable("failed to acquire swapchain texture: %s", sdl::get_error());
}
// TODO: begin render pass
Pipeline* p = self.pipelines.get_from_name(shader_name);
if (p == null) {
unreachable("no pipeline named: %s", shader_name);
}
// bind the data
sdl::bind_gpu_graphics_pipeline(self.render_pass, pipeline);
sdl::bind_gpu_vertex_buffer(self.render_pass, 0,
&&(GPUBufferBinding){.buffer = self.quad_buffer.vert_buf, .offset = 0}, 1
);
sdl::bind_gpu_index_buffer(self.render_pass, 0,
&&(GPUBufferBinding){.buffer = self.quad_buffer.idx_buf, .offset = 0}, 1
);
sdl::draw_gpu_indexed_primitives(self.render_pass, 6, 1, 0, 0, 0);
*/
}
// TODO: fn Renderer.draw_quad, it has to use a vertex buffer and an index buffer
// TODO: fn Renderer.draw_sprite, same as draw_quad but also bind the texture
// TODO: fn Renderer.begin_render
// TODO: fn Renderer.end_render

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test_renderer.c3 Normal file
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import sdlrenderer::ren;
import std::io;
import std::thread;
import sdl3::sdl;
struct Viewsize @align(16) {
int w, h;
int ox, oy;
}
fn int main()
{
ren::Renderer ren;
ren.init("test window");
ren.load_spirv_shader_from_file("rect shader", "resources/shaders/compiled/rect.vert.spv", "resources/shaders/compiled/rect.frag.spv", 0, 1);
ren.create_pipeline("rect shader", RECT);
for (int i = 0; i < 10; i++) {
ren.draw_rect(100,100,100,100,0xff00ff00,"");
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);
// FIXME: if doing damage tracking DO NOT clear the screen
GPURenderPass* 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());
}
GPUGraphicsPipeline* p = ren.pipelines.get_from_name("rect shader").pipeline;
if (p == null) {
unreachable("no pipeline");
}
sdl::bind_gpu_graphics_pipeline(pass, p);
sdl::bind_gpu_vertex_buffers(pass, 0, (GPUBufferBinding[]){{.buffer = ren.quad_buffer.vert_buf, .offset = 0}}, 1);
sdl::bind_gpu_index_buffer(pass, &&(GPUBufferBinding){.buffer = ren.quad_buffer.idx_buf, .offset = 0}, GPU_INDEXELEMENTSIZE_16BIT);
Viewsize v = {.w = 640, .h = 480};
v.ox = 50*i;
v.oy = 50*i;
sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
sdl::draw_gpu_indexed_primitives(pass, 6, 1, 0, 0, 0);
sdl::end_gpu_render_pass(pass);
sdl::submit_gpu_command_buffer(cmdbuf);
thread::sleep_ms(250);
}
ren.free();
return 0;
}