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9 changed files with 219 additions and 272 deletions

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@ -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 = 2048;
const uint MAX_CMDS = 256;
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_CMDS)!;
ctx.cmd_queue.init(MAX_ELEMENTS)!;
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(ts);
vec2 fts = vec2(float(ts.x), float(ts.y));
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(ts);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 real_uv = uv / fts;
vec3 msd = texture(tx, real_uv).rgb;

View File

@ -4,24 +4,56 @@ layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
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) 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) out vec4 fragColor;
// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
float sdf_rr(vec2 p, vec2 half_size, float radius) {
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
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()
{
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);
// local_position are normalized coordinates in the rectangle, passed from the
// vertex shader
/*
* Window
* +-----------------------+
* | (1,1) |
* | +----------x |
* | | | |
* | | | |
* | | Rect | |
* | | | |
* | | | |
* | x----------+ |
* | (-1,-1) |
* | |
* +-----------------------+
*/
fragColor = vec4(in_color.rgb, in_color.a * alpha);
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);
}

View File

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

View File

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

View File

@ -5,24 +5,19 @@ layout(set = 1, binding = 0) uniform Viewport {
};
layout(location = 0) in ivec2 position;
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 = 1) in ivec2 in_uv;
layout(location = 2) in ivec4 color;
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec4 out_color;
void main()
{
// 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);
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);
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_uv = vec2(float(in_uv.x), float(in_uv.y));
out_color = vec4(color) / 255.0;
}

View File

@ -61,7 +61,7 @@ fn int main(String[] args)
defer ui.free();
ren::Renderer ren;
ren.init("Ugui Test", 640, 480, false);
ren.init("Ugui Test", 640, 480);
defer ren.free();
ui.input_window_size(640, 480)!!;
@ -113,10 +113,8 @@ fn int main(String[] args)
isz frame;
double fps;
bool toggle = true;
time::Clock clock;
time::Clock fps_clock;
Times ui_times;
Times draw_times;
@ -128,7 +126,6 @@ fn int main(String[] args)
bool quit = false;
while (!quit) {
clock.mark();
fps_clock.mark();
// FIXME: modkeys input is broken
ugui::ModKeys mod;
@ -271,7 +268,6 @@ fn int main(String[] args)
ui.div_begin("fps", {0, ui.height-100, -300, 100})!!;
{
ui.layout_set_column()!!;
ui.text_unbounded("frame number", string::tformat("frame %d, fps = %.2f", frame, fps))!!;
ui.text_unbounded("draw times", string::tformat("ui avg: %s\ndraw avg: %s\nTOT: %s", uts.avg, dts.avg, uts.avg+dts.avg))!!;
ui.text_unbounded("ui text input", (String)ui.input.keyboard.text[..])!!;
};
@ -294,10 +290,6 @@ fn int main(String[] args)
draw_times.push(clock.mark());
//draw_times.print_stats();
/* End Drawing */
fps = 1.0 / fps_clock.mark().to_sec();
frame++;
}
return 0;

View File

@ -51,20 +51,14 @@ struct Texture {
}
// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
const int MAX_QUAD_BATCH = 2048;
const int MAX_QUAD_BATCH = 256;
struct QuadBuffer {
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
sdl::GPUTransferBuffer* attr_ts;
QuadAttributes[] attr_ts_mapped;
// how many quads are currently stored
int count;
sdl::GPUBuffer* vert_buf;
sdl::GPUBuffer* idx_buf;
sdl::GPUTransferBuffer* transfer_buffer;
bool initialized;
int count;
int off; // the offset to draw from
}
alias ShaderList = IdList{Shader};
@ -85,28 +79,26 @@ struct Renderer {
Id sprite_atlas_id;
Id font_atlas_id;
uint scissor_x, scissor_y, scissor_w, scissor_h;
}
// How each vertex is represented in the gpu
struct Vertex {
short x, y;
}
// Attributes of each quad instance
struct QuadAttributes {
// how each vertex is represented in the gpu
struct Vertex @packed {
struct pos {
short x, y, w, h;
short x, y;
}
struct uv {
short u, v;
}
uint color;
struct col { // FIXME: this is shit
union {
char r, g, b, a;
char[4] arr;
uint u;
}
}
}
// A single quad
struct Quad {
struct Quad @packed {
struct vertices {
Vertex v1,v2,v3,v4;
}
@ -122,7 +114,7 @@ struct ViewsizeUniform @align(16) {
const int DEBUG = 1;
const bool CYCLE = true;
fn void Renderer.init(&self, ZString title, uint width, uint height, bool vsync)
fn void Renderer.init(&self, ZString title, uint width, uint height)
{
// set wayland hint automagically
$if DEBUG == 0:
@ -167,115 +159,33 @@ $endif
}
// set swapchain parameters, like vsync
GPUPresentMode present_mode = vsync ? GPU_PRESENTMODE_VSYNC : GPU_PRESENTMODE_IMMEDIATE;
sdl::set_gpu_swapchain_parameters(self.gpu, self.win, GPU_SWAPCHAINCOMPOSITION_SDR, present_mode);
sdl::set_gpu_swapchain_parameters(self.gpu, self.win, GPU_SWAPCHAINCOMPOSITION_SDR, GPU_PRESENTMODE_IMMEDIATE);
//
// initialize the quad buffer
// ==========================
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}
self.quad_buffer.vert_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = Quad.vertices.sizeof * MAX_QUAD_BATCH}
);
if (qb.vert_buf == null) {
if (self.quad_buffer.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}
self.quad_buffer.idx_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_INDEX, .size = Quad.indices.sizeof * MAX_QUAD_BATCH}
);
if (qb.idx_buf == null) {
if (self.quad_buffer.idx_buf == null) {
unreachable("failed to initialize quad buffer (index): %s", sdl::get_error());
}
qb.attr_buf = sdl::create_gpu_buffer(self.gpu,
&&(GPUBufferCreateInfo){.usage = GPU_BUFFERUSAGE_VERTEX, .size = QuadAttributes.sizeof * MAX_QUAD_BATCH}
);
if (qb.attr_buf == null) {
unreachable("failed to initialize quad buffer (index): %s", sdl::get_error());
}
// upload the quad mesh
GPUTransferBuffer *ts = sdl::create_gpu_transfer_buffer(self.gpu,
self.quad_buffer.transfer_buffer = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
);
if (ts == null) {
if (self.quad_buffer.transfer_buffer == null) {
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
}
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, ts, false);
/* 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
);
// 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
);
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);
// 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());
}
qb.initialized = true;
self.quad_buffer.initialized = true;
}
fn void Renderer.free(&self)
@ -416,47 +326,35 @@ 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[]){
{ // first slot, per-vertex attributes
.slot = 0,
.pitch = Vertex.sizeof,
.input_rate = GPU_VERTEXINPUTRATE_VERTEX,
},
{ // 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_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, // buffer slot zero so per-vertex
.format = GPU_VERTEXELEMENTFORMAT_SHORT2, // x,y
.offset = 0,
},
{ // at location one there is the per-quad position
.location = 1,
.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 are the per-quad uv coordinates
.location = 2,
.buffer_slot = 1,
.buffer_slot = 0, // only one buffer so always slot zero
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
.offset = QuadAttributes.uv.offsetof,
.offset = Vertex.pos.offsetof,
},
{ // at location three there is the quad color
.location = 3,
.buffer_slot = 1,
.format = GPU_VERTEXELEMENTFORMAT_UBYTE4,
.offset = QuadAttributes.color.offsetof,
{ // at location one there are the uv coordinates
.location = 1,
.buffer_slot = 0,
.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
.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 = 4,
.num_vertex_attributes = 3,
},
// the pipeline's primitive type and rasterizer state differs based on what needs to
// be drawn
@ -629,31 +527,73 @@ 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)
{
QuadAttributes qa = {
.pos = {.x = x, .y = y, .w = w, .h = h},
.uv = {.u = u, .v = v},
.color = color
};
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
return self.map_quad(qa);
return self.upload_quad(&quad);
}
// 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)
{
QuadAttributes qa = {
.pos = {.x = x, .y = y, .w = w, .h = h},
.uv = {.u = radius, .v = radius},
.color = color
};
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
return self.map_quad(qa);
return self.upload_quad(&quad);
}
// 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.map_quad(&self, QuadAttributes qa)
fn bool Renderer.upload_quad(&self, Quad* source_quad)
{
if (self.quad_buffer.count >= MAX_QUAD_BATCH) {
if (self.quad_buffer.count >= MAX_QUAD_BATCH || source_quad == null) {
return false;
}
QuadBuffer* qb = &self.quad_buffer;
@ -663,16 +603,14 @@ fn bool Renderer.map_quad(&self, QuadAttributes qa)
unreachable("quad buffer not initialized");
}
qb.attr_ts_mapped[qb.count] = qa;
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, qb.transfer_buffer, CYCLE);
if (quad == null) {
unreachable("failed to map gpu transfer buffer: %s", sdl::get_error());
}
qb.count++;
*quad = *source_quad;
return true;
}
fn void Renderer.upload_quads(&self)
{
QuadBuffer* qb = &self.quad_buffer;
sdl::unmap_gpu_transfer_buffer(self.gpu, qb.transfer_buffer);
GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu);
if (cmd == null) {
@ -680,10 +618,16 @@ fn void Renderer.upload_quads(&self)
}
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
// upload quad attributes
// upload vertices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = qb.attr_ts, .offset = 0},
&&(GPUBufferRegion){.buffer = qb.attr_buf, .offset = 0, .size = QuadAttributes.sizeof * qb.count},
&&(GPUTransferBufferLocation){.transfer_buffer = qb.transfer_buffer, .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 = qb.transfer_buffer, .offset = Quad.indices.offsetof},
&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = qb.count * Quad.indices.sizeof, .size = Quad.indices.sizeof},
false
);
@ -691,32 +635,35 @@ fn void Renderer.upload_quads(&self)
if (!sdl::submit_gpu_command_buffer(cmd)) {
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
}
qb.count++;
return true;
}
// draw all quads in the quad buffer, since uniforms are per-drawcall it makes no sense
// to draw them one a the time
fn void Renderer.draw_quads(&self, uint off, uint count)
fn void Renderer.draw_quads(&self)
{
QuadBuffer* qb = &self.quad_buffer;
// too many quads to draw
if (off >= qb.count || count > qb.count - off) {
unreachable("too many quads, have %d, requested %d, offset %d", qb.count, count, off);
if (qb.off == qb.count) return;
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(self.render_pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = qb.off*Quad.indices.sizeof}, 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::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);
sdl::draw_gpu_indexed_primitives(self.render_pass, 6, count, 0, 0, off);
qb.off = qb.count;
}
fn void Renderer.reset_quads(&self)
{
self.quad_buffer.count = 0;
self.quad_buffer.off = 0;
}
@ -846,53 +793,35 @@ fn void Renderer.reset_scissor(&self)
fn void Renderer.render_ugui(&self, CmdQueue* queue)
{
// upload pass
foreach (&c : queue) {
if (c.type == CMD_RECT) {
CmdRect r = c.rect;
self.push_quad(r.rect.x, r.rect.y, r.rect.w, r.rect.h, r.color.to_uint(), r.radius);
} else if (c.type == CMD_SPRITE) {
CmdSprite s = c.sprite;
self.push_sprite(s.rect.x, s.rect.y, s.texture_rect.w, s.texture_rect.h, s.texture_rect.x, s.texture_rect.y, s.hue.to_uint());
}
}
self.upload_quads();
Cmd* last_command;
uint off;
uint count;
for (Cmd* cmd; (cmd = queue.dequeue() ?? null) != null;) {
if (last_command == null || last_command.type != cmd.type) {
self.end_command(last_command, off, count);
self.end_command(last_command);
self.begin_command(cmd);
off += count;
count = 0;
}
switch (cmd.type) {
case CMD_RECT: nextcase;
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);
case CMD_SPRITE:
count++;
// TODO: support hue in sprite
CmdSprite s = cmd.sprite;
self.push_sprite(s.rect.x, s.rect.y, s.texture_rect.w, s.texture_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:
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;
if (s.x == 0 && s.y == 0 && s.w == 0 && s.h == 0) {
self.get_window_size((int*)&s.w, (int*)&s.h);
}
self.scissor_x = s.x;
self.scissor_y = s.y;
self.scissor_w = s.w;
self.scissor_h = s.h;
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, off, count);
self.end_command(last_command);
}
fn void Renderer.begin_command(&self, Cmd* cmd)
@ -902,7 +831,6 @@ fn void Renderer.begin_command(&self, Cmd* cmd)
switch (cmd.type) {
case CMD_RECT:
self.start_render_pass("UGUI_PIPELINE_RECT");
self.set_scissor(self.scissor_x, self.scissor_y, self.scissor_w, self.scissor_h);
case CMD_SPRITE:
// TODO: support multiple sprite and font atlases
CmdSprite s = cmd.sprite;
@ -923,21 +851,20 @@ fn void Renderer.begin_command(&self, Cmd* cmd)
}
self.start_render_pass(pipeline);
self.bind_texture(texture);
self.set_scissor(self.scissor_x, self.scissor_y, self.scissor_w, self.scissor_h);
case CMD_UPDATE_ATLAS: break;
case CMD_SCISSOR: break;
default: unreachable("unknown command: %s", cmd.type);
}
}
fn void Renderer.end_command(&self, Cmd* cmd, uint off, uint count)
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(off, count);
self.draw_quads();
self.end_render_pass();
case CMD_UPDATE_ATLAS: break;
case CMD_SCISSOR: break;