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Copy pathrender.c
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610 lines (467 loc) · 21.3 KB
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#include "render.h"
#include "glyph.h"
#include "shader_compiler.h"
#include <game/interface.h>
void glfw_error_fun(i32 error_code, const char *error_message) {
printf("\033[1;31m[GLFW Error]\033[0m %s\n", error_message);
}
static inline const char *platform_name(i32 platform) {
switch (platform) {
case GLFW_PLATFORM_WAYLAND: return "Wayland"; break;
case GLFW_PLATFORM_X11: return "X11"; break;
case GLFW_PLATFORM_COCOA: return "Cocoa"; break;
case GLFW_PLATFORM_WIN32: return "Win32"; break;
default: return "Unknown";
}
}
i32 render_perform(void *args) {
ThreadData *const td = (ThreadData *)args;
mutex_t *lock = (mutex_t *)td->lock;
GameState *const state = (GameState *)td->state;
Renderable **renderables;
GlyphText *text_objects;
glfwSetErrorCallback(glfw_error_fun);
/* Compile (or load cached) shaders before bringing up the window so we fail fast. */
u32 unlit_generic_vert_size, unlit_generic_frag_size, text_vert_size, text_frag_size;
u8 *unlit_generic_vert = shader_load("unlit_generic.vert", SHADER_STAGE_VERTEX, &unlit_generic_vert_size);
u8 *unlit_generic_frag = shader_load("unlit_generic.frag", SHADER_STAGE_FRAGMENT, &unlit_generic_frag_size);
u8 *text_vert = shader_load("text.vert", SHADER_STAGE_VERTEX, &text_vert_size);
u8 *text_frag = shader_load("text.frag", SHADER_STAGE_FRAGMENT, &text_frag_size);
if (unlit_generic_vert == NULL || unlit_generic_frag == NULL || text_vert == NULL || text_frag == NULL) {
shader_free(unlit_generic_vert);
shader_free(unlit_generic_frag);
shader_free(text_vert);
shader_free(text_frag);
game_add_flag(state, GS_EXIT);
return 1;
}
#if !defined(_WIN32) && !defined(__APPLE__)
if (strcmp(state->preferred_platform, "x11") == 0)
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
else
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
#endif
if (!glfwInit()) {
game_add_flag(state, GS_EXIT);
return 1;
}
if (glfwVulkanSupported() == GLFW_TRUE) {
DEBUG_MESSAGE("Vulkan is supported\n");
} else {
DEBUG_MESSAGE("Vulkan is not supported\n");
glfwTerminate();
game_add_flag(state, GS_EXIT);
return 1;
}
printf("[GLFW] Selected platform: %s\n", platform_name(glfwGetPlatform()));
RenderState *const render_state = render_state_init();
if (game_is_debug(state))
render_state->debug = 1;
renderables = (Renderable **)calloc(MAX_RENDERABLES, sizeof(Renderable *));
text_objects = (GlyphText *)calloc(MAX_TEXT_OBJECTS, sizeof(GlyphText));
for (u32 i = 0; i < MAX_RENDERABLES; i++) {
renderables[i] = (Renderable *)calloc(1, sizeof(Renderable));
renderable_make_default(renderables[i]);
}
render_state_create_window(render_state);
geyser_init_vk(render_state);
/* Text buffer */
VkBuffer text_buffer;
VkDeviceMemory text_memory;
const VkBufferCreateInfo text_buffer_info = { GEYSER_BASIC_VK_STRUCT_INFO(VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO),
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
.size = util_mebibytes(8),
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.queueFamilyIndexCount = render_state->queue_family_indices_count,
.pQueueFamilyIndices = render_state->queue_family_indices };
vkCreateBuffer(render_state->device, &text_buffer_info, NULL, &text_buffer);
const VkMemoryAllocateInfo text_memory_allocation_info = {
GEYSER_MINIMAL_VK_STRUCT_INFO(VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO),
.allocationSize = util_mebibytes(8),
.memoryTypeIndex = geyser_get_memory_type_index(render_state, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
};
vkAllocateMemory(render_state->device, &text_memory_allocation_info, NULL, &text_memory);
vkBindBufferMemory(render_state->device, text_buffer, text_memory, 0);
/* Renderable instance buffer: per-renderable data for the single instanced
* draw, indexed by gl_InstanceIndex in the shader. */
VkBuffer renderable_buffer;
VkDeviceMemory renderable_memory;
const VkDeviceSize renderable_buffer_size = sizeof(GeyserRenderableData) * MAX_RENDERABLES;
const VkBufferCreateInfo renderable_buffer_info = { GEYSER_BASIC_VK_STRUCT_INFO(VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO),
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
.size = renderable_buffer_size,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.queueFamilyIndexCount = render_state->queue_family_indices_count,
.pQueueFamilyIndices = render_state->queue_family_indices };
vkCreateBuffer(render_state->device, &renderable_buffer_info, NULL, &renderable_buffer);
const VkMemoryAllocateInfo renderable_memory_allocation_info = {
GEYSER_MINIMAL_VK_STRUCT_INFO(VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO),
.allocationSize = renderable_buffer_size,
.memoryTypeIndex = geyser_get_memory_type_index(
render_state, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
)
};
vkAllocateMemory(render_state->device, &renderable_memory_allocation_info, NULL, &renderable_memory);
vkBindBufferMemory(render_state->device, renderable_buffer, renderable_memory, 0);
state->window = render_state->window;
geyser_cmd_begin_staging(render_state);
MemoryManager *mm = (MemoryManager *)calloc(1, sizeof(MemoryManager));
memory_create_manager(render_state, mm);
render_state->memory_manager = (RsMemoryManager *)mm;
geyser_create_backbuffer(render_state);
/* Normal rendering pipeline: all renderables are drawn in one instanced
* call, pulling per-instance data from a storage buffer and sampling from
* an array of textures. */
const VkDescriptorSetLayoutBinding descriptor_bindings[] = {
{ 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, NULL },
{ 1,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
GEYSER_RENDERABLE_TEXTURE_SLOTS,
VK_SHADER_STAGE_FRAGMENT_BIT,
NULL },
};
const VkPushConstantRange push_constant_range[] = {
{ VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(GeyserPushConstants) },
};
GeyserVertexInputDescription vertex_input_description = geyser_create_vertex_input_description();
VkDescriptorSetLayout *descriptor_set_layouts = (VkDescriptorSetLayout *)calloc(1, sizeof(VkDescriptorSetLayout));
geyser_create_descriptor_set_layout_binding(render_state, descriptor_bindings, 2, descriptor_set_layouts);
geyser_create_pipeline(
render_state,
descriptor_set_layouts,
1,
push_constant_range,
1,
unlit_generic_vert,
unlit_generic_vert_size,
unlit_generic_frag,
unlit_generic_frag_size,
&vertex_input_description,
(GeyserPipeline *)&render_state->pipeline
);
/* Text rendering pipeline */
const VkDescriptorSetLayoutBinding text_descriptor_bindings[] = {
{ 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, NULL },
{ 1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, NULL },
};
VkDescriptorSetLayout *text_descriptor_set_layouts =
(VkDescriptorSetLayout *)calloc(1, sizeof(VkDescriptorSetLayout));
geyser_create_descriptor_set_layout_binding(
render_state, text_descriptor_bindings, 2, &text_descriptor_set_layouts[0]
);
const VkPushConstantRange text_push_constant_range[] = {
{ VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(GeyserPushConstants) },
};
GeyserVertexInputDescription text_vertex_input_description = geyser_create_vertex_input_description();
geyser_create_pipeline(
render_state,
text_descriptor_set_layouts,
1,
text_push_constant_range,
1,
text_vert,
text_vert_size,
text_frag,
text_frag_size,
&text_vertex_input_description,
(GeyserPipeline *)&render_state->text_pipeline
);
shader_free(unlit_generic_vert);
shader_free(unlit_generic_frag);
shader_free(text_vert);
shader_free(text_frag);
/* One descriptor set per texture batch. A batch is a contiguous range of
* instances that together use at most GEYSER_RENDERABLE_TEXTURE_SLOTS unique
* textures; a typical frame fits in a single batch (= one draw call). */
VkDescriptorSet renderable_descriptor_sets[GEYSER_MAX_RENDERABLE_BATCHES];
{
VkDescriptorSetLayout batch_layouts[GEYSER_MAX_RENDERABLE_BATCHES];
for (u32 i = 0; i < GEYSER_MAX_RENDERABLE_BATCHES; i++)
batch_layouts[i] = descriptor_set_layouts[0];
const VkDescriptorSetAllocateInfo batch_allocate_info = {
GEYSER_MINIMAL_VK_STRUCT_INFO(VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO),
.descriptorPool = render_state->descriptor_pool,
.descriptorSetCount = GEYSER_MAX_RENDERABLE_BATCHES,
.pSetLayouts = batch_layouts
};
geyser_success_or_message(
vkAllocateDescriptorSets(render_state->device, &batch_allocate_info, renderable_descriptor_sets),
"Failed to allocate the renderable descriptor sets!"
);
const VkDescriptorBufferInfo renderable_buffer_descriptor_info = { .buffer = renderable_buffer,
.offset = 0,
.range = VK_WHOLE_SIZE };
for (u32 i = 0; i < GEYSER_MAX_RENDERABLE_BATCHES; i++) {
VkWriteDescriptorSet buffer_write;
memset(&buffer_write, 0, sizeof(buffer_write));
buffer_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
buffer_write.dstSet = renderable_descriptor_sets[i];
buffer_write.dstBinding = 0;
buffer_write.descriptorCount = 1;
buffer_write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
buffer_write.pBufferInfo = &renderable_buffer_descriptor_info;
vkUpdateDescriptorSets(render_state->device, 1, &buffer_write, 0, NULL);
}
}
GeyserRenderableData *renderable_data_handle;
geyser_success_or_message(
vkMapMemory(
render_state->device, renderable_memory, 0, renderable_buffer_size, 0, (void **)&renderable_data_handle
),
"Failed to map renderable instance memory!"
);
void *text_data_handle;
geyser_success_or_message(
vkMapMemory(render_state->device, text_memory, 0, sizeof(Glyph), 0, &text_data_handle), "Failed to map text memory!"
);
GeyserTexture text_texture;
Image text_texture_img;
const char *path = "assets/ui/font.png";
asset_load_image(&text_texture_img, path);
geyser_create_texture(
render_state, 0, vector_make2((f32)text_texture_img.width, (f32)text_texture_img.height), &text_texture
);
geyser_set_image_memory(render_state, &text_texture.base.base, &text_texture_img);
text_texture.copy = 0;
asset_unload_image(&text_texture_img);
VkDescriptorSet *text_descriptor_set = (VkDescriptorSet *)calloc(1, sizeof(VkDescriptorSet));
VkDescriptorSetAllocateInfo descriptor_allocate_info = { .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.pNext = NULL,
.descriptorPool = render_state->descriptor_pool,
.descriptorSetCount =
render_state->text_pipeline.descriptor_set_layouts_count,
.pSetLayouts =
render_state->text_pipeline.descriptor_set_layouts };
geyser_success_or_message(
vkAllocateDescriptorSets(render_state->device, &descriptor_allocate_info, text_descriptor_set),
"Failed to allocate the text descriptor sets!"
);
VkDescriptorBufferInfo descriptor_info;
VkDescriptorImageInfo descriptor_image_info;
VkWriteDescriptorSet descriptor_write;
descriptor_image_info.sampler = text_texture.sampler;
descriptor_image_info.imageView = text_texture.base.view;
descriptor_image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
descriptor_info.buffer = text_buffer;
descriptor_info.offset = 0;
descriptor_info.range = VK_WHOLE_SIZE;
memset(&descriptor_write, 0, sizeof(descriptor_write));
descriptor_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_write.dstSet = text_descriptor_set[0];
descriptor_write.dstBinding = 0;
descriptor_write.descriptorCount = 1;
descriptor_write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
descriptor_write.pBufferInfo = &descriptor_info;
vkUpdateDescriptorSets(render_state->device, 1, &descriptor_write, 0, NULL);
memset(&descriptor_write, 0, sizeof(descriptor_write));
descriptor_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_write.dstSet = text_descriptor_set[0];
descriptor_write.dstBinding = 1;
descriptor_write.descriptorCount = 1;
descriptor_write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptor_write.pImageInfo = &descriptor_image_info;
vkUpdateDescriptorSets(render_state->device, 1, &descriptor_write, 0, NULL);
geyser_cmd_end_staging(render_state);
i64 delay = state->fps_max != 0 ? 1000000 / state->fps_max : 0;
i64 start_time, end_time, gpu_start, gpu_end;
typedef struct RenderableBatch {
GeyserTexture *textures[GEYSER_RENDERABLE_TEXTURE_SLOTS];
u32 texture_count;
u32 first_instance;
u32 instance_count;
} RenderableBatch;
RenderableBatch batches[GEYSER_MAX_RENDERABLE_BATCHES];
render_state->init_time = platform_time();
/* Actual rendering loop */
while (!game_should_exit(state)) {
if (render_state_should_close(render_state)) {
game_add_flag(state, GS_EXIT);
break;
}
start_time = platform_time_usec();
#if defined(_WIN32) || defined(__APPLE__)
/* Windows polls on the render thread; macOS must poll on the main thread,
* which is the render thread here. Elsewhere the input thread polls. */
glfwPollEvents();
#endif
geyser_cmd_begin_staging(render_state);
game_adjust_renderables(state, lock, render_state, renderables, MAX_RENDERABLES, text_objects, MAX_TEXT_OBJECTS);
u32 total_glyphs = 0;
for (u32 i = 0; i < MAX_TEXT_OBJECTS; i++) {
if (text_objects[i].size == 0)
break;
if (total_glyphs + text_objects[i].size > GEYSER_MAX_GLYPHS) {
printf(
"Too many glyphs in scene (did you clear?): %u, max: %u\n",
total_glyphs + text_objects[i].size,
GEYSER_MAX_GLYPHS
);
break;
}
memcpy(
(u8 *)text_data_handle + sizeof(Glyph) * total_glyphs,
text_objects[i].glyphs,
sizeof(Glyph) * text_objects[i].size
);
total_glyphs += text_objects[i].size;
}
/* Write per-renderable instance data straight into the mapped storage
* buffer, grouping instances into texture batches as we go. Almost every
* frame this yields a single batch, and thus a single draw call. */
u32 batch_count = 0;
u32 total_instances = 0;
for (u32 i = 0; i < MAX_RENDERABLES; i++) {
Renderable *const r = renderables[i];
/* Since renderables are sorted in a way such that non-active come last, we can just stop once we spot one of
* these */
if (r->active == GS_FALSE)
break;
if (r->uv == NULL || r->vertices_count == 0 || r->texture == NULL)
continue;
renderable_interpolate(r);
GeyserRenderableData *const instance = &renderable_data_handle[total_instances];
instance->quaternion = quaternion_to_vec(r->rotation);
instance->position = r->position;
instance->color = r->color;
instance->scale = r->scale;
instance->uv_offset = r->uv_offset;
memcpy(instance->uvs, r->uv, sizeof(Vector2) * 6);
RenderableBatch *batch = batch_count > 0 ? &batches[batch_count - 1] : NULL;
i32 slot = -1;
if (batch != NULL) {
for (u32 j = 0; j < batch->texture_count; j++) {
if (batch->textures[j] == r->texture) {
slot = (i32)j;
break;
}
}
}
if (slot < 0) {
if (batch == NULL || batch->texture_count == GEYSER_RENDERABLE_TEXTURE_SLOTS) {
if (batch_count == GEYSER_MAX_RENDERABLE_BATCHES) {
printf("Too many unique renderable textures in scene, skipping the rest\n");
break;
}
batch = &batches[batch_count++];
batch->texture_count = 0;
batch->first_instance = total_instances;
batch->instance_count = 0;
}
slot = (i32)batch->texture_count;
batch->textures[batch->texture_count++] = r->texture;
}
instance->texture_index = slot;
batch->instance_count++;
total_instances++;
}
geyser_cmd_end_staging(render_state);
/* Point each batch's descriptor set at the textures it uses. The queue is
* idle between frames, so updating the sets here is safe. */
for (u32 b = 0; b < batch_count; b++) {
VkDescriptorImageInfo image_infos[GEYSER_RENDERABLE_TEXTURE_SLOTS];
for (u32 s = 0; s < GEYSER_RENDERABLE_TEXTURE_SLOTS; s++) {
/* Every array element must be a valid descriptor, so unused slots
* repeat the first texture. */
const GeyserTexture *tex = batches[b].textures[s < batches[b].texture_count ? s : 0];
image_infos[s].sampler = tex->sampler;
image_infos[s].imageView = tex->base.view;
image_infos[s].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
}
VkWriteDescriptorSet texture_write;
memset(&texture_write, 0, sizeof(texture_write));
texture_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
texture_write.dstSet = renderable_descriptor_sets[b];
texture_write.dstBinding = 1;
texture_write.descriptorCount = GEYSER_RENDERABLE_TEXTURE_SLOTS;
texture_write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
texture_write.pImageInfo = image_infos;
vkUpdateDescriptorSets(render_state->device, 1, &texture_write, 0, NULL);
}
render_state->rendering = 1;
geyser_cmd_begin_draw(render_state);
geyser_cmd_begin_renderpass(render_state);
/* Render game/world */
vkCmdBindPipeline(render_state->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, render_state->pipeline.pipeline);
geyser_cmd_set_viewport(render_state);
const GeyserPushConstants push_constants = { .camera = render_state->camera_transform };
vkCmdPushConstants(
render_state->command_buffer,
render_state->pipeline.pipeline_layout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(GeyserPushConstants),
&push_constants
);
for (u32 b = 0; b < batch_count; b++) {
vkCmdBindDescriptorSets(
render_state->command_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS,
render_state->pipeline.pipeline_layout,
0,
1,
&renderable_descriptor_sets[b],
0,
NULL
);
vkCmdDraw(render_state->command_buffer, 6, batches[b].instance_count, 0, batches[b].first_instance);
}
/* Render text */
vkCmdBindPipeline(
render_state->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, render_state->text_pipeline.pipeline
);
vkCmdBindDescriptorSets(
render_state->command_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS,
render_state->text_pipeline.pipeline_layout,
0,
1,
text_descriptor_set,
0,
NULL
);
vkCmdPushConstants(
render_state->command_buffer,
render_state->text_pipeline.pipeline_layout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(GeyserPushConstants),
&push_constants
);
vkCmdDraw(render_state->command_buffer, 6, total_glyphs, 0, 0);
gpu_start = platform_time_usec();
geyser_cmd_end_renderpass(render_state);
geyser_cmd_end_draw(render_state);
gpu_end = platform_time_usec();
render_state->rendering = 0;
render_state->current_frame++;
end_time = platform_time_usec();
if (game_is_verbose(state) && render_state->current_frame % 100 == 0) {
const i64 total_time = end_time - start_time;
const i64 gpu_time = gpu_end - gpu_start;
const i64 cpu_time = total_time - gpu_time;
printf(
"Frame times\nTotal: %liμs (%li FPS)\nCPU: %liμs (%li FPS)\nGPU: %liμs (%li FPS)\n",
total_time,
1000000 / total_time,
cpu_time,
1000000 / cpu_time,
gpu_time,
1000000 / gpu_time
);
}
if (state->fps_max > 0 && (end_time - start_time) < delay)
platform_usleep(delay - (end_time - start_time));
}
for (u32 i = 0; i < MAX_RENDERABLES; i++)
renderable_free(render_state, renderables[i]);
memory_destroy_manager(render_state, mm);
free(mm);
render_state->memory_manager = NULL;
vkUnmapMemory(render_state->device, text_memory);
vkUnmapMemory(render_state->device, renderable_memory);
free(renderables);
geyser_destroy_vk(render_state);
render_state_destroy(render_state);
glfwTerminate();
return 0;
}