diff options
author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-09 23:32:33 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-09 23:32:33 +1000 |
commit | 3103f383751a12f8a0bdb22309704f1f826d204c (patch) | |
tree | 7da8febddfcc40b15de5d7fc3c9a5215d88c5cab /src/render | |
parent | d5f22a65ab12b289d80b035e45e6f1e9460b82d1 (diff) |
wip: some cleanup of ral
Diffstat (limited to 'src/render')
26 files changed, 4673 insertions, 0 deletions
diff --git a/src/render/backends/backend_test.c b/src/render/backends/backend_test.c new file mode 100644 index 0000000..6347e27 --- /dev/null +++ b/src/render/backends/backend_test.c @@ -0,0 +1 @@ +// #FUTURE
\ No newline at end of file diff --git a/src/render/backends/metal/README.md b/src/render/backends/metal/README.md new file mode 100644 index 0000000..f87f5c1 --- /dev/null +++ b/src/render/backends/metal/README.md @@ -0,0 +1 @@ +# TODO
\ No newline at end of file diff --git a/src/render/backends/metal/backend_metal.h b/src/render/backends/metal/backend_metal.h new file mode 100644 index 0000000..9561bb6 --- /dev/null +++ b/src/render/backends/metal/backend_metal.h @@ -0,0 +1,74 @@ +#pragma once +// #define CEL_REND_BACKEND_METAL +#if defined(CEL_REND_BACKEND_METAL) + +#include "defines.h" +#include "maths_types.h" +#ifdef __OBJC__ +#import <Foundation/Foundation.h> +#import <Metal/Metal.h> +#import <MetalKit/MetalKit.h> +#import <QuartzCore/CAMetalLayer.h> +#else +typedef void* id; +#endif + +typedef struct gpu_swapchain { + u32x2 dimensions; +#ifdef __OBJC__ + CAMetalLayer* swapchain; +#else + void* swapchain; +#endif +} gpu_swapchain; +typedef struct gpu_device { +/** @brief `device` gives us access to our GPU */ +#ifdef __OBJC__ + id<MTLDevice> id; +#else + void* id; +#endif +} gpu_device; +typedef struct gpu_pipeline_layout { + void* pad; +} gpu_pipeline_layout; +typedef struct gpu_pipeline { +#ifdef __OBJC__ + id<MTLRenderPipelineState> pipeline_state; +#else + void* pipeline_state; +#endif +} gpu_pipeline; +typedef struct gpu_renderpass { +#ifdef __OBJC__ + MTLRenderPassDescriptor* rpass_descriptor; +#else + void* rpass_descriptor; +#endif +} gpu_renderpass; +typedef struct gpu_cmd_encoder { +#ifdef __OBJC__ + id<MTLCommandBuffer> cmd_buffer; + id<MTLRenderCommandEncoder> render_encoder; +#else + void* cmd_buffer; + void* render_encoder; +#endif +} gpu_cmd_encoder; +typedef struct gpu_cmd_buffer { + void* pad; +} gpu_cmd_buffer; + +typedef struct gpu_buffer { +#ifdef __OBJC__ + id<MTLBuffer> id; +#else + void* id; +#endif + u64 size; +} gpu_buffer; +typedef struct gpu_texture { + void* pad; +} gpu_texture; + +#endif
\ No newline at end of file diff --git a/src/render/backends/metal/backend_metal.m b/src/render/backends/metal/backend_metal.m new file mode 100644 index 0000000..4787755 --- /dev/null +++ b/src/render/backends/metal/backend_metal.m @@ -0,0 +1,285 @@ +#include <assert.h> +// #define CEL_REND_BACKEND_METAL +#if defined(CEL_REND_BACKEND_METAL) +#include <stddef.h> +#include "ral_types.h" +#include "colours.h" +#include <stdlib.h> +#include "camera.h" +#include "defines.h" +#include "file.h" +#include "log.h" +#include "maths_types.h" +#include "ral.h" + +#define GLFW_INCLUDE_NONE +#define GLFW_EXPOSE_NATIVE_COCOA + +#include <GLFW/glfw3.h> +#include <GLFW/glfw3native.h> + +#import <Foundation/Foundation.h> +#import <Metal/Metal.h> +#import <MetalKit/MetalKit.h> +#import <QuartzCore/CAMetalLayer.h> +#include "backend_metal.h" + +// --- Handy macros +#define BUFFER_GET(h) (buffer_pool_get(&context.resource_pools->buffers, h)) +#define TEXTURE_GET(h) (texture_pool_get(&context.resource_pools->textures, h)) + +typedef struct metal_context { + GLFWwindow* window; + NSWindow* metal_window; + arena pool_arena; + + gpu_device* device; + gpu_swapchain* swapchain; + id<CAMetalDrawable> surface; + + id<MTLCommandQueue> command_queue; + gpu_cmd_encoder main_command_buf; + gpu_backend_pools gpu_pools; + struct resource_pools* resource_pools; +} metal_context; + +static metal_context context; + +struct GLFWwindow; + +bool gpu_backend_init(const char *window_name, struct GLFWwindow *window) { + INFO("loading Metal backend"); + + memset(&context, 0, sizeof(metal_context)); + context.window = window; + + size_t pool_buffer_size = 1024 * 1024; + context.pool_arena = arena_create(malloc(pool_buffer_size), pool_buffer_size); + + backend_pools_init(&context.pool_arena, &context.gpu_pools); + context.resource_pools = malloc(sizeof(struct resource_pools)); + resource_pools_init(&context.pool_arena, context.resource_pools); + + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + + glfwMakeContextCurrent(window); + // FIXME: glfwSetFramebufferSizeCallback(ren->window, framebuffer_size_callback); + + // get a NSWindow pointer from GLFWwindow + NSWindow *nswindow = glfwGetCocoaWindow(window); + context.metal_window = nswindow; + + // const id<MTLCommandQueue> queue = [gpu newCommandQueue]; + // CAMetalLayer *swapchain = [CAMetalLayer layer]; + // swapchain.device = gpu; + // swapchain.opaque = YES; + + // // set swapchain for the window + // nswindow.contentView.layer = swapchain; + // nswindow.contentView.wantsLayer = YES; + + // MTLClearColor color = MTLClearColorMake(0.7, 0.1, 0.2, 1.0); + + // // set all our state properties + // state->device = gpu; + // state->cmd_queue = queue; + // state->swapchain = swapchain; + // state->clear_color = color; + + // NSError *err = 0x0; // TEMPORARY + + // WARN("About to try loading metallib"); + // id<MTLLibrary> defaultLibrary = [state->device newLibraryWithFile: @"build/gfx.metallib" error:&err]; + // CASSERT(defaultLibrary); + // state->default_lib = defaultLibrary; + // if (!state->default_lib) { + // NSLog(@"Failed to load library"); + // exit(0); + // } + + // create_render_pipeline(state); + + return true; +} + +void gpu_backend_shutdown() {} + +bool gpu_device_create(gpu_device* out_device) { + TRACE("GPU Device creation"); + const id<MTLDevice> gpu = MTLCreateSystemDefaultDevice(); + out_device->id = gpu; + context.device = out_device; + + const id<MTLCommandQueue> queue = [gpu newCommandQueue]; + context.command_queue = queue; + + return true; +} +void gpu_device_destroy() {} + +// --- Render Pipeline +gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description) { + TRACE("GPU Graphics Pipeline creation"); + // Allocate + // gpu_pipeline_layout* layout = + // pipeline_layout_pool_alloc(&context.gpu_pools.pipeline_layouts, NULL); + gpu_pipeline* pipeline = pipeline_pool_alloc(&context.gpu_pools.pipelines, NULL); + + WARN("About to try loading metallib"); + assert(description.vs.is_combined_vert_frag); + // Ignore fragment shader data, as vert shader data contains both + NSError *err = 0x0; // TEMPORARY + NSString *myNSString = [NSString stringWithUTF8String:(char*)description.vs.filepath.buf]; + id<MTLLibrary> default_library = [context.device->id newLibraryWithFile:myNSString error:&err]; + assert(default_library); + + // setup vertex and fragment shaders + id<MTLFunction> ren_vert = [default_library newFunctionWithName:@"basic_vertex"]; + assert(ren_vert); + id<MTLFunction> ren_frag = [default_library newFunctionWithName:@"basic_fragment"]; + assert(ren_frag); + + // create pipeline descriptor + @autoreleasepool { + NSError *err = 0x0; + MTLRenderPipelineDescriptor *pld = [[MTLRenderPipelineDescriptor alloc] init]; + NSString *pipeline_name = [NSString stringWithUTF8String: description.debug_name]; + pld.label = pipeline_name; + pld.vertexFunction = ren_vert; + pld.fragmentFunction = ren_frag; + pld.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm; + pld.colorAttachments[0].blendingEnabled = YES; + + MTLDepthStencilDescriptor *depthStencilDescriptor = [MTLDepthStencilDescriptor new]; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionLess; + depthStencilDescriptor.depthWriteEnabled = YES; + pld.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8; + + id<MTLDepthStencilState> depth_descriptor = [context.device->id newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + // FIXME: state->depth_state = depth_descriptor; + + id<MTLRenderPipelineState> pipeline_state = [context.device->id newRenderPipelineStateWithDescriptor:pld error:&err]; + TRACE("created renderpipelinestate"); + pipeline->pipeline_state = pipeline_state; + + } + + return pipeline; +} +void gpu_pipeline_destroy(gpu_pipeline* pipeline) {} + +// --- Renderpass +gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description) { + gpu_renderpass* renderpass = renderpass_pool_alloc(&context.gpu_pools.renderpasses, NULL); + + // TODO: Configure based on description + // set up render pass + context.surface = [context.swapchain->swapchain nextDrawable]; + MTLRenderPassDescriptor *renderPassDescriptor = [[MTLRenderPassDescriptor alloc] init]; + MTLRenderPassColorAttachmentDescriptor *cd = renderPassDescriptor.colorAttachments[0]; + [cd setTexture:context.surface.texture]; + [cd setLoadAction:MTLLoadActionClear]; + MTLClearColor clearColor = MTLClearColorMake(0.1, 0.1, 0.0, 1.0); + [cd setClearColor:clearColor]; + [cd setStoreAction:MTLStoreActionStore]; + + renderpass->rpass_descriptor = renderPassDescriptor; + + return renderpass; +} + +void gpu_renderpass_destroy(gpu_renderpass* pass) {} + +// --- Swapchain +bool gpu_swapchain_create(gpu_swapchain* out_swapchain) { + TRACE("GPU Swapchain creation"); + CAMetalLayer *swapchain = [CAMetalLayer layer]; + swapchain.device = context.device->id; + swapchain.opaque = YES; + out_swapchain->swapchain = swapchain; + + // set swapchain for the window + context.metal_window.contentView.layer = swapchain; + context.metal_window.contentView.wantsLayer = YES; + + context.swapchain = out_swapchain; + return true; +} +void gpu_swapchain_destroy(gpu_swapchain* swapchain) {} + +// --- Command buffer +gpu_cmd_encoder gpu_cmd_encoder_create() { + id <MTLCommandBuffer> cmd_buffer = [context.command_queue commandBuffer]; + + return (gpu_cmd_encoder) { + .cmd_buffer = cmd_buffer + }; +} +void gpu_cmd_encoder_destroy(gpu_cmd_encoder* encoder) {} +void gpu_cmd_encoder_begin(gpu_cmd_encoder encoder) { /* no-op */ } +void gpu_cmd_encoder_begin_render(gpu_cmd_encoder* encoder, gpu_renderpass* renderpass) { + DEBUG("Create Render Command Encoder"); + id<MTLRenderCommandEncoder> render_encoder = [encoder->cmd_buffer renderCommandEncoderWithDescriptor:renderpass->rpass_descriptor]; + encoder->render_encoder = render_encoder; + // [encoder setDepthStencilState:state->depth_state]; +} +void gpu_cmd_encoder_end_render(gpu_cmd_encoder* encoder) {} +void gpu_cmd_encoder_begin_compute() {} +gpu_cmd_encoder* gpu_get_default_cmd_encoder() { + return &context.main_command_buf; +} + +/** @brief Finish recording and return a command buffer that can be submitted to a queue */ +gpu_cmd_buffer gpu_cmd_encoder_finish(gpu_cmd_encoder* encoder) {} + +void gpu_queue_submit(gpu_cmd_buffer* buffer) {} + +void encode_buffer_copy(gpu_cmd_encoder* encoder, buffer_handle src, u64 src_offset, + buffer_handle dst, u64 dst_offset, u64 copy_size); +void buffer_upload_bytes(buffer_handle gpu_buf, bytebuffer cpu_buf, u64 offset, u64 size); + +void copy_buffer_to_buffer_oneshot(buffer_handle src, u64 src_offset, buffer_handle dst, + u64 dst_offset, u64 copy_size); +void copy_buffer_to_image_oneshot(buffer_handle src, texture_handle dst); + +void encode_bind_pipeline(gpu_cmd_encoder* encoder, pipeline_kind kind, gpu_pipeline* pipeline) {} +void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* data) {} +void encode_set_default_settings(gpu_cmd_encoder* encoder) { + [encoder->render_encoder setCullMode:MTLCullModeBack]; +} +void encode_set_vertex_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) { + gpu_buffer* vertex_buf = BUFFER_GET(buf); + [encoder->render_encoder setVertexBuffer:vertex_buf->id offset:0 atIndex:0]; +} +void encode_set_index_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) {} +void encode_set_bind_group() {} +void encode_draw(gpu_cmd_encoder* encoder) {} +void encode_draw_indexed(gpu_cmd_encoder* encoder, u64 index_count) {} +void encode_clear_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) {} + +buffer_handle gpu_buffer_create(u64 size, gpu_buffer_type buf_type, gpu_buffer_flags flags, + const void* data) { + buffer_handle handle; + gpu_buffer* buffer = buffer_pool_alloc(&context.resource_pools->buffers, &handle); + buffer->size = size; + + id<MTLBuffer> mtl_vert_buf = [context.device->id newBufferWithBytes:data + length: size + options:MTLResourceStorageModeShared]; + return handle; +} +void gpu_buffer_destroy(buffer_handle buffer) {} +void gpu_buffer_upload(const void* data) {} + +texture_handle gpu_texture_create(texture_desc desc, bool create_view, const void* data) {} +void gpu_texture_destroy(texture_handle) {} +void gpu_texture_upload(texture_handle texture, const void* data) {} + +bool gpu_backend_begin_frame() { + context.main_command_buf.cmd_buffer = [context.command_queue commandBuffer]; + return true; + } +void gpu_backend_end_frame() {} +void gpu_temp_draw(size_t n_verts) {} + +#endif
\ No newline at end of file diff --git a/src/render/backends/opengl/README.md b/src/render/backends/opengl/README.md new file mode 100644 index 0000000..f87f5c1 --- /dev/null +++ b/src/render/backends/opengl/README.md @@ -0,0 +1 @@ +# TODO
\ No newline at end of file diff --git a/src/render/backends/opengl/backend_opengl.c b/src/render/backends/opengl/backend_opengl.c new file mode 100644 index 0000000..70e10d7 --- /dev/null +++ b/src/render/backends/opengl/backend_opengl.c @@ -0,0 +1,537 @@ +#include <stddef.h> +#include <stdio.h> +#include <string.h> +#include "builtin_materials.h" +#include "colours.h" +#include "maths.h" +#include "opengl_helpers.h" +#include "ral_types.h" +#define CEL_REND_BACKEND_OPENGL +#if defined(CEL_REND_BACKEND_OPENGL) +#include <assert.h> +#include <stdlib.h> + +#include "backend_opengl.h" +#include "defines.h" +#include "file.h" +#include "log.h" +#include "maths_types.h" +#include "ral.h" + +#include <glad/glad.h> +#include <glfw3.h> + +typedef struct opengl_context { + GLFWwindow* window; + arena pool_arena; + gpu_cmd_encoder command_buffer; + gpu_backend_pools gpu_pools; + struct resource_pools* resource_pools; +} opengl_context; + +static opengl_context context; + +struct GLFWwindow; + +bool gpu_backend_init(const char* window_name, struct GLFWwindow* window) { + INFO("loading OpenGL backend"); + + memset(&context, 0, sizeof(opengl_context)); + context.window = window; + + size_t pool_buffer_size = 1024 * 1024; + context.pool_arena = arena_create(malloc(pool_buffer_size), pool_buffer_size); + + backend_pools_init(&context.pool_arena, &context.gpu_pools); + context.resource_pools = malloc(sizeof(struct resource_pools)); + resource_pools_init(&context.pool_arena, context.resource_pools); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); + + // glad: load all opengl function pointers + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { + ERROR("Failed to initialise GLAD \n"); + return false; + } + + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + + return true; +} + +void gpu_backend_shutdown() {} + +bool gpu_device_create(gpu_device* out_device) { /* No-op in OpenGL */ } +void gpu_device_destroy() { /* No-op in OpenGL */ } + +// --- Render Pipeline +gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description) { + gpu_pipeline* pipeline = pipeline_pool_alloc(&context.gpu_pools.pipelines, NULL); + + // Create shader program + u32 shader_id = shader_create_separate(description.vs.filepath.buf, description.fs.filepath.buf); + pipeline->shader_id = shader_id; + + // Vertex format + pipeline->vertex_desc = description.vertex_desc; + + // Allocate uniform buffers if needed + u32 ubo_count = 0; + // printf("data layouts %d\n", description.data_layouts_count); + for (u32 layout_i = 0; layout_i < description.data_layouts_count; layout_i++) { + shader_data_layout sdl = description.data_layouts[layout_i].shader_data_get_layout(NULL); + TRACE("Got shader data layout %d's bindings! . found %d", layout_i, sdl.bindings_count); + + for (u32 binding_j = 0; binding_j < sdl.bindings_count; binding_j++) { + u32 binding_id = binding_j; + assert(binding_id < MAX_PIPELINE_UNIFORM_BUFFERS); + shader_binding binding = sdl.bindings[binding_j]; + if (binding.type == SHADER_BINDING_BYTES) { + static u32 s_binding_point = 0; + buffer_handle ubo_handle = + gpu_buffer_create(binding.data.bytes.size, CEL_BUFFER_UNIFORM, CEL_BUFFER_FLAG_GPU, + NULL); // no data right now + pipeline->uniform_bindings[ubo_count++] = ubo_handle; + gpu_buffer* ubo_buf = BUFFER_GET(ubo_handle); + + i32 blockIndex = glGetUniformBlockIndex(pipeline->shader_id, binding.label); + printf("Block index for %s: %d", binding.label, blockIndex); + if (blockIndex < 0) { + WARN("Couldn't retrieve block index for uniform block '%s'", binding.label); + } else { + // DEBUG("Retrived block index %d for %s", blockIndex, binding.label); + } + u32 blocksize; + glGetActiveUniformBlockiv(pipeline->shader_id, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, + &blocksize); + printf("\t with size %d bytes\n", blocksize); + + glBindBufferBase(GL_UNIFORM_BUFFER, s_binding_point, ubo_buf->id.ubo); + if (blockIndex != GL_INVALID_INDEX) { + glUniformBlockBinding(pipeline->shader_id, blockIndex, s_binding_point); + } + ubo_buf->ubo_binding_point = s_binding_point++; + ubo_buf->name = binding.label; + assert(s_binding_point < GL_MAX_UNIFORM_BUFFER_BINDINGS); + } + } + } + pipeline->uniform_count = ubo_count; + + pipeline->renderpass = description.renderpass; + pipeline->wireframe = description.wireframe; + + return pipeline; +} +void gpu_pipeline_destroy(gpu_pipeline* pipeline) {} + +// --- Renderpass +gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description) { + gpu_renderpass* renderpass = renderpass_pool_alloc(&context.gpu_pools.renderpasses, NULL); + memcpy(&renderpass->description, description, sizeof(gpu_renderpass_desc)); + bool default_framebuffer = description->default_framebuffer; + + if (!default_framebuffer) { + GLuint gl_fbo_id; + glGenFramebuffers(1, &gl_fbo_id); + renderpass->fbo = gl_fbo_id; + } else { + renderpass->fbo = OPENGL_DEFAULT_FRAMEBUFFER; + assert(!description->has_color_target); + assert(!description->has_depth_stencil); + } + glBindFramebuffer(GL_FRAMEBUFFER, renderpass->fbo); + + if (description->has_color_target && !default_framebuffer) { + gpu_texture* colour_attachment = TEXTURE_GET(description->color_target); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, + colour_attachment->id, 0); + } + if (description->has_depth_stencil && !default_framebuffer) { + gpu_texture* depth_attachment = TEXTURE_GET(description->depth_stencil); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_attachment->id, + 0); + } + + if (description->has_depth_stencil && !description->has_color_target) { + glDrawBuffer(GL_NONE); + glReadBuffer(GL_NONE); + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); // reset to default framebuffer + + return renderpass; +} +void gpu_renderpass_destroy(gpu_renderpass* pass) { glDeleteFramebuffers(1, &pass->fbo); } + +// --- Swapchain +bool gpu_swapchain_create(gpu_swapchain* out_swapchain) {} +void gpu_swapchain_destroy(gpu_swapchain* swapchain) {} + +// --- Command buffer +gpu_cmd_encoder gpu_cmd_encoder_create() { + gpu_cmd_encoder encoder = { 0 }; + return encoder; +} +void gpu_cmd_encoder_destroy(gpu_cmd_encoder* encoder) {} +void gpu_cmd_encoder_begin(gpu_cmd_encoder encoder) {} +void gpu_cmd_encoder_begin_render(gpu_cmd_encoder* encoder, gpu_renderpass* renderpass) { + // glViewport(0, 0, 1000, 1000); + glBindFramebuffer(GL_FRAMEBUFFER, renderpass->fbo); + rgba clear_colour = STONE_800; + glClearColor(clear_colour.r, clear_colour.g, clear_colour.b, 1.0f); + /* glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); */ + // FIXME: account for both + if (renderpass->description.has_depth_stencil) { + glClear(GL_DEPTH_BUFFER_BIT); + } else { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } +} +void gpu_cmd_encoder_end_render(gpu_cmd_encoder* encoder) { glBindFramebuffer(GL_FRAMEBUFFER, 0); } +void gpu_cmd_encoder_begin_compute() {} +gpu_cmd_encoder* gpu_get_default_cmd_encoder() { return &context.command_buffer; } + +/** @brief Finish recording and return a command buffer that can be submitted to a queue */ +gpu_cmd_buffer gpu_cmd_encoder_finish(gpu_cmd_encoder* encoder) {} + +void gpu_queue_submit(gpu_cmd_buffer* buffer) {} + +// --- Data copy commands +/** @brief Copy data from one buffer to another */ +void encode_buffer_copy(gpu_cmd_encoder* encoder, buffer_handle src, u64 src_offset, + buffer_handle dst, u64 dst_offset, u64 copy_size) {} +/** @brief Upload CPU-side data as array of bytes to a GPU buffer */ +void buffer_upload_bytes(buffer_handle gpu_buf, bytebuffer cpu_buf, u64 offset, u64 size) { + // TODO: finish implementing this + gpu_buffer* buf = BUFFER_GET(gpu_buf); +} + +/** @brief Copy data from buffer to buffer using a one time submit command buffer and a wait */ +void copy_buffer_to_buffer_oneshot(buffer_handle src, u64 src_offset, buffer_handle dst, + u64 dst_offset, u64 copy_size) {} +/** @brief Copy data from buffer to an image using a one time submit command buffer */ +void copy_buffer_to_image_oneshot(buffer_handle src, texture_handle dst) {} + +// --- Render commands +void encode_bind_pipeline(gpu_cmd_encoder* encoder, pipeline_kind kind, gpu_pipeline* pipeline) { + encoder->pipeline = pipeline; + + if (pipeline->wireframe) { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } else { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + + // In OpenGL binding a pipeline is more or less equivalent to just setting the shader + glUseProgram(pipeline->shader_id); +} +void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* data) { + shader_data_layout sdl = data->shader_data_get_layout(data->data); + // printf("Binding %s shader data\n", sdl.name); + + for (u32 i = 0; i < sdl.bindings_count; i++) { + shader_binding binding = sdl.bindings[i]; + /* print_shader_binding(binding); */ + + if (binding.type == SHADER_BINDING_BYTES) { + buffer_handle b; + gpu_buffer* ubo_buf; + bool found = false; + for (u32 i = 0; i < encoder->pipeline->uniform_count; i++) { + b = encoder->pipeline->uniform_bindings[i]; + ubo_buf = BUFFER_GET(b); + assert(ubo_buf->name != NULL); + if (strcmp(ubo_buf->name, binding.label) == 0) { + found = true; + break; + } + } + if (!found) { + ERROR("Couldnt find uniform buffer object!!"); + } + + i32 blockIndex = glGetUniformBlockIndex(encoder->pipeline->shader_id, binding.label); + if (blockIndex < 0) { + WARN("Couldn't retrieve block index for uniform block '%s'", binding.label); + } else { + // DEBUG("Retrived block index %d for %s", blockIndex, binding.label); + } + + glBindBuffer(GL_UNIFORM_BUFFER, ubo_buf->id.ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo_buf->size, binding.data.bytes.data); + + } else if (binding.type == SHADER_BINDING_TEXTURE) { + gpu_texture* tex = TEXTURE_GET(binding.data.texture.handle); + GLint tex_slot = glGetUniformLocation(encoder->pipeline->shader_id, binding.label); + // printf("%d slot \n", tex_slot); + if (tex_slot == GL_INVALID_VALUE || tex_slot < 0) { + WARN("Invalid binding label for texture %s - couldn't fetch texture slot uniform", + binding.label); + } + glUniform1i(tex_slot, i); + glActiveTexture(GL_TEXTURE0 + i); + glBindTexture(GL_TEXTURE_2D, tex->id); + } + } +} +void encode_set_default_settings(gpu_cmd_encoder* encoder) {} +void encode_set_vertex_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) { + gpu_buffer* buffer = BUFFER_GET(buf); + if (buffer->vao == 0) { // if no VAO for this vertex buffer, create it + INFO("Setting up VAO"); + buffer->vao = opengl_bindcreate_vao(buffer, encoder->pipeline->vertex_desc); + } + glBindVertexArray(buffer->vao); +} +void encode_set_index_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) { + gpu_buffer* buffer = BUFFER_GET(buf); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer->id.ibo); +} +void encode_draw(gpu_cmd_encoder* encoder, u64 count) { glDrawArrays(GL_TRIANGLES, 0, count); } +void encode_draw_indexed(gpu_cmd_encoder* encoder, u64 index_count) { + /* printf("Draw %ld indices\n", index_count); */ + glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_INT, 0); +} +void encode_clear_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) {} + +// --- Buffers +buffer_handle gpu_buffer_create(u64 size, gpu_buffer_type buf_type, gpu_buffer_flags flags, + const void* data) { + // "allocating" the cpu-side buffer struct + buffer_handle handle; + gpu_buffer* buffer = buffer_pool_alloc(&context.resource_pools->buffers, &handle); + buffer->size = size; + buffer->vao = 0; // When we create a new buffer, there will be no VAO. + + // Opengl buffer + GLuint gl_buffer_id; + glGenBuffers(1, &gl_buffer_id); + + GLenum gl_buf_type; + GLenum gl_buf_usage = GL_STATIC_DRAW; + + switch (buf_type) { + case CEL_BUFFER_UNIFORM: + DEBUG("Creating Uniform buffer"); + gl_buf_type = GL_UNIFORM_BUFFER; + /* gl_buf_usage = GL_DYNAMIC_DRAW; */ + buffer->id.ubo = gl_buffer_id; + break; + case CEL_BUFFER_DEFAULT: + case CEL_BUFFER_VERTEX: + DEBUG("Creating Vertex buffer"); + gl_buf_type = GL_ARRAY_BUFFER; + buffer->id.vbo = gl_buffer_id; + break; + case CEL_BUFFER_INDEX: + DEBUG("Creating Index buffer"); + gl_buf_type = GL_ELEMENT_ARRAY_BUFFER; + buffer->id.ibo = gl_buffer_id; + break; + default: + WARN("Unimplemented gpu_buffer_type provided %s", buffer_type_names[buf_type]); + break; + } + // bind buffer + glBindBuffer(gl_buf_type, gl_buffer_id); + + if (data) { + TRACE("Upload data (%d bytes) as part of buffer creation", size); + glBufferData(gl_buf_type, buffer->size, data, gl_buf_usage); + } else { + TRACE("Allocating but not uploading (%d bytes)", size); + glBufferData(gl_buf_type, buffer->size, NULL, gl_buf_usage); + } + + glBindBuffer(gl_buf_type, 0); + + return handle; +} + +void gpu_buffer_destroy(buffer_handle buffer) {} +void gpu_buffer_upload(const void* data) {} + +texture_handle gpu_texture_create(texture_desc desc, bool create_view, const void* data) { + // "allocating" the cpu-side struct + texture_handle handle; + gpu_texture* texture = texture_pool_alloc(&context.resource_pools->textures, &handle); + DEBUG("Allocated texture with handle %d", handle.raw); + + GLuint gl_texture_id; + glGenTextures(1, &gl_texture_id); + texture->id = gl_texture_id; + + glBindTexture(GL_TEXTURE_2D, gl_texture_id); + + GLint internal_format = + desc.format == CEL_TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_DEPTH_COMPONENT : GL_RGB; + GLenum format = desc.format == CEL_TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_DEPTH_COMPONENT : GL_RGBA; + GLenum data_type = desc.format == CEL_TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_FLOAT : GL_UNSIGNED_BYTE; + + if (desc.format == CEL_TEXTURE_FORMAT_DEPTH_DEFAULT) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + } else { + // set the texture wrapping parameters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, + GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + // set texture filtering parameters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + + if (data) { + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.extents.x, desc.extents.y, 0, format, + data_type, data); + glGenerateMipmap(GL_TEXTURE_2D); + } else { + WARN("No image data provided"); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.extents.x, desc.extents.y, 0, format, + data_type, NULL); + } + + glBindTexture(GL_TEXTURE_2D, 0); + + return handle; +} + +void gpu_texture_destroy(texture_handle) {} +void gpu_texture_upload(texture_handle texture, const void* data) {} + +// --- Vertex formats +bytebuffer vertices_as_bytebuffer(arena* a, vertex_format format, vertex_darray* vertices) {} + +// --- TEMP +bool gpu_backend_begin_frame() { + glClearColor(0.1f, 0.1f, 0.1f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + return true; +} +void gpu_backend_end_frame() { + // TODO: Reset all bindings + glfwSwapBuffers(context.window); +} +void gpu_temp_draw(size_t n_verts) {} + +u32 shader_create_separate(const char* vert_shader, const char* frag_shader) { + INFO("Load shaders at %s and %s", vert_shader, frag_shader); + int success; + char info_log[512]; + + u32 vertex = glCreateShader(GL_VERTEX_SHADER); + const char* vertex_shader_src = string_from_file(vert_shader); + if (vertex_shader_src == NULL) { + ERROR("EXIT: couldnt load shader"); + exit(-1); + } + glShaderSource(vertex, 1, &vertex_shader_src, NULL); + glCompileShader(vertex); + glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); + if (!success) { + glGetShaderInfoLog(vertex, 512, NULL, info_log); + printf("%s\n", info_log); + ERROR("EXIT: vertex shader compilation failed"); + exit(-1); + } + + // fragment shader + u32 fragment = glCreateShader(GL_FRAGMENT_SHADER); + const char* fragment_shader_src = string_from_file(frag_shader); + if (fragment_shader_src == NULL) { + ERROR("EXIT: couldnt load shader"); + exit(-1); + } + glShaderSource(fragment, 1, &fragment_shader_src, NULL); + glCompileShader(fragment); + glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); + if (!success) { + glGetShaderInfoLog(fragment, 512, NULL, info_log); + printf("%s\n", info_log); + ERROR("EXIT: fragment shader compilation failed"); + exit(-1); + } + + u32 shader_prog; + shader_prog = glCreateProgram(); + + glAttachShader(shader_prog, vertex); + glAttachShader(shader_prog, fragment); + glLinkProgram(shader_prog); + glDeleteShader(vertex); + glDeleteShader(fragment); + free((char*)vertex_shader_src); + free((char*)fragment_shader_src); + + return shader_prog; +} + +inline void uniform_vec3f(u32 program_id, const char* uniform_name, vec3* value) { + glUniform3fv(glGetUniformLocation(program_id, uniform_name), 1, &value->x); +} +inline void uniform_f32(u32 program_id, const char* uniform_name, f32 value) { + glUniform1f(glGetUniformLocation(program_id, uniform_name), value); +} +inline void uniform_i32(u32 program_id, const char* uniform_name, i32 value) { + glUniform1i(glGetUniformLocation(program_id, uniform_name), value); +} +inline void uniform_mat4f(u32 program_id, const char* uniform_name, mat4* value) { + glUniformMatrix4fv(glGetUniformLocation(program_id, uniform_name), 1, GL_FALSE, value->data); +} + +// void clear_screen(vec3 colour) { +// glClearColor(colour.x, colour.y, colour.z, 1.0f); +// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +// } + +// void texture_data_upload(texture *tex) { +// printf("Texture name %s\n", tex->name); +// TRACE("Upload texture data"); +// u32 texture_id; +// glGenTextures(1, &texture_id); +// glBindTexture(GL_TEXTURE_2D, texture_id); +// tex->texture_id = texture_id; + +// // set the texture wrapping parameters +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, +// GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method) +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); +// // set texture filtering parameters +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + +// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex->width, tex->height, 0, tex->channel_type, +// GL_UNSIGNED_BYTE, tex->image_data); +// glGenerateMipmap(GL_TEXTURE_2D); +// DEBUG("Freeing texture image data after uploading to GPU"); +// // stbi_image_free(tex->image_data); // data is on gpu now so we dont need it around +// } + +// void bind_texture(shader s, texture *tex, u32 slot) { +// // printf("bind texture slot %d with texture id %d \n", slot, tex->texture_id); +// glActiveTexture(GL_TEXTURE0 + slot); +// glBindTexture(GL_TEXTURE_2D, tex->texture_id); +// } + +// void bind_mesh_vertex_buffer(void *_backend, mesh *mesh) { glBindVertexArray(mesh->vao); } + +// static inline GLenum to_gl_prim_topology(enum cel_primitive_topology primitive) { +// switch (primitive) { +// case CEL_PRIMITIVE_TOPOLOGY_TRIANGLE: +// return GL_TRIANGLES; +// case CEL_PRIMITIVE_TOPOLOGY_POINT: +// case CEL_PRIMITIVE_TOPOLOGY_LINE: +// case CEL_PRIMITIVE_TOPOLOGY_LINE_STRIP: +// case CEL_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP: +// case CEL_PRIMITIVE_TOPOLOGY_COUNT: +// break; +// } +// } +#endif diff --git a/src/render/backends/opengl/backend_opengl.h b/src/render/backends/opengl/backend_opengl.h new file mode 100644 index 0000000..8b88cf8 --- /dev/null +++ b/src/render/backends/opengl/backend_opengl.h @@ -0,0 +1,68 @@ +#pragma once + +#ifdef CEL_REND_BACKEND_OPENGL + +#include "defines.h" +#include "maths_types.h" +#include "ral.h" +#include "ral_types.h" + +#define MAX_PIPELINE_UNIFORM_BUFFERS 32 + +#define OPENGL_DEFAULT_FRAMEBUFFER 0 + +typedef struct gpu_swapchain { + u32x2 dimensions; +} gpu_swapchain; +typedef struct gpu_device { +} gpu_device; +typedef struct gpu_pipeline_layout { + void *pad +} gpu_pipeline_layout; +typedef struct gpu_pipeline { + u32 shader_id; + gpu_renderpass* renderpass; + vertex_description vertex_desc; + buffer_handle uniform_bindings[MAX_PIPELINE_UNIFORM_BUFFERS]; + u32 uniform_count; + bool wireframe; +} gpu_pipeline; +typedef struct gpu_renderpass { + u32 fbo; + gpu_renderpass_desc description; +} gpu_renderpass; +typedef struct gpu_cmd_encoder { + gpu_pipeline *pipeline; +} gpu_cmd_encoder; // Recording +typedef struct gpu_cmd_buffer { + void *pad; +} gpu_cmd_buffer; // Ready for submission + +typedef struct gpu_buffer { + union { + u32 vbo; + u32 ibo; + u32 ubo; + } id; + union { + u32 vao; + u32 ubo_binding_point + }; // Optional + char* name; + u64 size; +} gpu_buffer; +typedef struct gpu_texture { + u32 id; + void* pad; +} gpu_texture; + +typedef struct opengl_support { +} opengl_support; + +u32 shader_create_separate(const char *vert_shader, const char *frag_shader); + +void uniform_vec3f(u32 program_id, const char *uniform_name, vec3 *value); +void uniform_f32(u32 program_id, const char *uniform_name, f32 value); +void uniform_i32(u32 program_id, const char *uniform_name, i32 value); +void uniform_mat4f(u32 program_id, const char *uniform_name, mat4 *value); +#endif diff --git a/src/render/backends/opengl/opengl_helpers.h b/src/render/backends/opengl/opengl_helpers.h new file mode 100644 index 0000000..41018cb --- /dev/null +++ b/src/render/backends/opengl/opengl_helpers.h @@ -0,0 +1,74 @@ +#if defined(CEL_REND_BACKEND_OPENGL) +#pragma once +#include "backend_opengl.h" +#include "log.h" +#include "ral.h" +#include "ral_types.h" + +#include <glad/glad.h> +#include <glfw3.h> +#include "ral_types.h" +typedef struct opengl_vertex_attr { + u32 count; + GLenum data_type; +} opengl_vertex_attr; + +static opengl_vertex_attr format_from_vertex_attr(vertex_attrib_type attr) { + switch (attr) { + case ATTR_F32: + return (opengl_vertex_attr){ .count = 1, .data_type = GL_FLOAT }; + case ATTR_U32: + return (opengl_vertex_attr){ .count = 1, .data_type = GL_UNSIGNED_INT }; + case ATTR_I32: + return (opengl_vertex_attr){ .count = 1, .data_type = GL_INT }; + case ATTR_F32x2: + return (opengl_vertex_attr){ .count = 2, .data_type = GL_FLOAT }; + case ATTR_U32x2: + // return VK_FORMAT_R32G32_UINT; + case ATTR_I32x2: + // return VK_FORMAT_R32G32_UINT; + case ATTR_F32x3: + return (opengl_vertex_attr){ .count = 3, .data_type = GL_FLOAT }; + case ATTR_U32x3: + // return VK_FORMAT_R32G32B32_UINT; + case ATTR_I32x3: + // return VK_FORMAT_R32G32B32_SINT; + case ATTR_F32x4: + return (opengl_vertex_attr){ .count = 4, .data_type = GL_FLOAT }; + case ATTR_U32x4: + // return VK_FORMAT_R32G32B32A32_UINT; + case ATTR_I32x4: + return (opengl_vertex_attr){ .count = 4, .data_type = GL_INT }; + } +} + +static u32 opengl_bindcreate_vao(gpu_buffer* buf, vertex_description desc) { + DEBUG("Vertex format name %s", desc.debug_label); + // 1. Bind the buffer + glBindBuffer(GL_ARRAY_BUFFER, buf->id.vbo); + // 2. Create new VAO + u32 vao; + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + // Attributes + u32 attr_count = desc.attributes_count; + printf("N attributes %d\n", attr_count); + u64 offset = 0; + size_t vertex_size = desc.use_full_vertex_size ? sizeof(vertex) : desc.stride; + for (u32 i = 0; i < desc.attributes_count; i++) { + opengl_vertex_attr format = format_from_vertex_attr(desc.attributes[i]); + glVertexAttribPointer(i, format.count, format.data_type, GL_FALSE, vertex_size, (void*)offset); + TRACE(" %d %d %d %d %d %s", i, format.count, format.data_type, vertex_size, offset, + desc.attr_names[i]); + glEnableVertexAttribArray(i); // nth index + size_t this_offset = vertex_attrib_size(desc.attributes[i]); + printf("offset total %lld this attr %ld\n", offset, this_offset); + offset += this_offset; + } + glBindBuffer(GL_ARRAY_BUFFER, 0); + + return vao; +} + +#endif diff --git a/src/render/backends/vulkan/README.md b/src/render/backends/vulkan/README.md new file mode 100644 index 0000000..220ed64 --- /dev/null +++ b/src/render/backends/vulkan/README.md @@ -0,0 +1 @@ +# Vulkan Backend Overview
\ No newline at end of file diff --git a/src/render/backends/vulkan/backend_vulkan.c b/src/render/backends/vulkan/backend_vulkan.c new file mode 100644 index 0000000..8801230 --- /dev/null +++ b/src/render/backends/vulkan/backend_vulkan.c @@ -0,0 +1,1705 @@ +#include "defines.h" +#if defined(CEL_REND_BACKEND_VULKAN) + +#define GLFW_INCLUDE_VULKAN +#include <glfw3.h> + +#include <assert.h> +#include <stddef.h> +#include <stdint.h> +#include <stdlib.h> +#include <string.h> +#include <vulkan/vk_platform.h> +#include <vulkan/vulkan.h> +#include <vulkan/vulkan_core.h> + +#include "backend_vulkan.h" +#include "buf.h" +#include "darray.h" +#include "maths_types.h" +#include "mem.h" +#include "ral_types.h" +#include "str.h" +#include "vulkan_helpers.h" + +#include "file.h" +#include "log.h" +#include "ral.h" +#include "utils.h" + +// TEMP +#define SCREEN_WIDTH 1000 +#define SCREEN_HEIGHT 1000 +#define VULKAN_QUEUES_COUNT 2 +#define MAX_DESCRIPTOR_SETS 10 + +const char* queue_names[VULKAN_QUEUES_COUNT] = { "GRAPHICS", "TRANSFER" }; + +KITC_DECL_TYPED_ARRAY(VkDescriptorSet) + +typedef struct vulkan_context { + VkInstance instance; + VkAllocationCallbacks* allocator; + VkSurfaceKHR surface; + vulkan_swapchain_support_info swapchain_support; + + arena temp_arena; + arena pool_arena; + gpu_device* device; + gpu_swapchain* swapchain; + u32 framebuffer_count; + VkFramebuffer* + swapchain_framebuffers; // TODO: Move this data into the swapchain as its own struct + + u32 current_img_index; + u32 current_frame; // super important + gpu_cmd_encoder main_cmd_bufs[MAX_FRAMES_IN_FLIGHT]; + VkSemaphore image_available_semaphores[MAX_FRAMES_IN_FLIGHT]; + VkSemaphore render_finished_semaphores[MAX_FRAMES_IN_FLIGHT]; + VkFence in_flight_fences[MAX_FRAMES_IN_FLIGHT]; + + // HACK + VkRenderPass main_renderpass; + + u32 screen_width; + u32 screen_height; + bool is_resizing; + GLFWwindow* window; + + // Storage + gpu_buffer buffers[1024]; + size_t buffer_count; + VkDescriptorSet_darray* free_set_queue; + struct resource_pools* resource_pools; + gpu_backend_pools gpu_pools; + + VkDebugUtilsMessengerEXT vk_debugger; +} vulkan_context; + +static vulkan_context context; + +// --- Function forward declarations + +void backend_pools_init(arena* a, gpu_backend_pools* backend_pools); + +/** @brief Enumerates and selects the most appropriate graphics device */ +bool select_physical_device(gpu_device* out_device); + +bool is_physical_device_suitable(VkPhysicalDevice device); + +queue_family_indices find_queue_families(VkPhysicalDevice device); + +bool create_logical_device(gpu_device* out_device); +void create_swapchain_framebuffers(); +void create_sync_objects(); +void create_descriptor_pools(); +size_t vertex_attrib_size(vertex_attrib_type attr); + +VkShaderModule create_shader_module(str8 spirv); + +/** @brief Helper function for creating array of all extensions we want */ +cstr_darray* get_all_extensions(); + +VkImage vulkan_image_create(u32x2 dimensions, VkImageType image_type, VkFormat format, + VkImageUsageFlags usage); +void vulkan_transition_image_layout(gpu_texture* texture, VkFormat format, VkImageLayout old_layout, + VkImageLayout new_layout); + +// --- Handy macros +#define BUFFER_GET(h) (buffer_pool_get(&context.resource_pools->buffers, h)) +#define TEXTURE_GET(h) (texture_pool_get(&context.resource_pools->textures, h)) + +bool gpu_backend_init(const char* window_name, GLFWwindow* window) { + memset(&context, 0, sizeof(vulkan_context)); + context.allocator = 0; // TODO: use an allocator + context.screen_width = SCREEN_WIDTH; + context.screen_height = SCREEN_HEIGHT; + context.window = window; + context.current_img_index = 0; + context.current_frame = 0; + context.free_set_queue = VkDescriptorSet_darray_new(100); + + // Create an allocator + size_t temp_arena_size = 1024 * 1024; + context.temp_arena = arena_create(malloc(temp_arena_size), temp_arena_size); + + size_t pool_buffer_size = 1024 * 1024; + context.pool_arena = arena_create(malloc(pool_buffer_size), pool_buffer_size); + + backend_pools_init(&context.pool_arena, &context.gpu_pools); + + // Setup Vulkan instance + VkApplicationInfo app_info = { VK_STRUCTURE_TYPE_APPLICATION_INFO }; + app_info.apiVersion = VK_API_VERSION_1_2; + app_info.pApplicationName = window_name; + app_info.applicationVersion = VK_MAKE_VERSION(1, 0, 0); + app_info.pEngineName = "Celeritas Engine"; + app_info.engineVersion = VK_MAKE_VERSION(1, 0, 0); + + VkInstanceCreateInfo create_info = { VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO }; + create_info.pApplicationInfo = &app_info; + + // Extensions + cstr_darray* required_extensions = cstr_darray_new(2); + // cstr_darray_push(required_extensions, VK_KHR_SURFACE_EXTENSION_NAME); + + uint32_t count; + const char** extensions = glfwGetRequiredInstanceExtensions(&count); + for (u32 i = 0; i < count; i++) { + cstr_darray_push(required_extensions, extensions[i]); + } + + cstr_darray_push(required_extensions, VK_EXT_DEBUG_UTILS_EXTENSION_NAME); + + DEBUG("Required extensions:"); + for (u32 i = 0; i < cstr_darray_len(required_extensions); i++) { + DEBUG(" %s", required_extensions->data[i]); + } + + create_info.enabledExtensionCount = cstr_darray_len(required_extensions); + create_info.ppEnabledExtensionNames = required_extensions->data; + + // TODO: Validation layers + create_info.enabledLayerCount = 0; + create_info.ppEnabledLayerNames = NULL; + + INFO("Validation layers enabled"); + cstr_darray* desired_validation_layers = cstr_darray_new(1); + cstr_darray_push(desired_validation_layers, "VK_LAYER_KHRONOS_validation"); + + u32 n_available_layers = 0; + VK_CHECK(vkEnumerateInstanceLayerProperties(&n_available_layers, 0)); + TRACE("%d available layers", n_available_layers); + VkLayerProperties* available_layers = + arena_alloc(&context.temp_arena, n_available_layers * sizeof(VkLayerProperties)); + VK_CHECK(vkEnumerateInstanceLayerProperties(&n_available_layers, available_layers)); + + for (int i = 0; i < cstr_darray_len(desired_validation_layers); i++) { + // look through layers to make sure we can find the ones we want + bool found = false; + for (int j = 0; j < n_available_layers; j++) { + if (str8_equals(str8_cstr_view(desired_validation_layers->data[i]), + str8_cstr_view(available_layers[j].layerName))) { + found = true; + TRACE("Found layer %s", desired_validation_layers->data[i]); + break; + } + } + + if (!found) { + FATAL("Required validation is missing %s", desired_validation_layers->data[i]); + return false; + } + } + INFO("All validation layers are present"); + create_info.enabledLayerCount = cstr_darray_len(desired_validation_layers); + create_info.ppEnabledLayerNames = desired_validation_layers->data; + + VkResult result = vkCreateInstance(&create_info, NULL, &context.instance); + if (result != VK_SUCCESS) { + ERROR("vkCreateInstance failed with result: %u", result); + return false; + } + TRACE("Vulkan Instance created"); + + DEBUG("Creating Vulkan debugger"); + u32 log_severity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT | + VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT; + VkDebugUtilsMessengerCreateInfoEXT debug_create_info = { + VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT + }; + debug_create_info.messageSeverity = log_severity; + debug_create_info.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | + VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT | + VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT; + debug_create_info.pfnUserCallback = vk_debug_callback; + + PFN_vkCreateDebugUtilsMessengerEXT func = + (PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(context.instance, + "vkCreateDebugUtilsMessengerEXT"); + assert(func); + VK_CHECK(func(context.instance, &debug_create_info, context.allocator, &context.vk_debugger)); + DEBUG("Vulkan Debugger created"); + + // Surface creation + VkSurfaceKHR surface; + VK_CHECK(glfwCreateWindowSurface(context.instance, window, NULL, &surface)); + context.surface = surface; + TRACE("Vulkan Surface created"); + + return true; +} + +void gpu_backend_shutdown() { + gpu_swapchain_destroy(context.swapchain); + + vkDestroySurfaceKHR(context.instance, context.surface, context.allocator); + vkDestroyInstance(context.instance, context.allocator); + arena_free_storage(&context.temp_arena); +} + +bool gpu_device_create(gpu_device* out_device) { + // First things first store this poitner from the renderer + context.device = out_device; + + arena_save savept = arena_savepoint(&context.temp_arena); + // Physical device + if (!select_physical_device(out_device)) { + return false; + } + TRACE("Physical device selected"); + + // Logical device & Queues + create_logical_device(out_device); + + // Create the command pool + VkCommandPoolCreateInfo pool_create_info = { VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO }; + pool_create_info.queueFamilyIndex = out_device->queue_family_indicies.graphics_family_index; + pool_create_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; + vkCreateCommandPool(out_device->logical_device, &pool_create_info, context.allocator, + &out_device->pool); + TRACE("Command Pool created"); + + // Synchronisation objects + create_sync_objects(); + TRACE("Synchronisation primitives created"); + + arena_rewind(savept); // Free any temp data + return true; +} + +bool gpu_swapchain_create(gpu_swapchain* out_swapchain) { + context.swapchain = out_swapchain; + + out_swapchain->swapchain_arena = arena_create(malloc(1024), 1024); + + vulkan_device_query_swapchain_support(context.device->physical_device, context.surface, + &context.swapchain_support); + vulkan_swapchain_support_info swapchain_support = context.swapchain_support; + + // TODO: custom swapchain extents VkExtent2D swapchain_extent = { width, height }; + + VkSurfaceFormatKHR image_format = choose_swapchain_format(&swapchain_support); + out_swapchain->image_format = image_format; + VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR; // guaranteed to be implemented + out_swapchain->present_mode = present_mode; + + u32 image_count = swapchain_support.capabilities.minImageCount + 1; + out_swapchain->image_count = image_count; + + VkSwapchainCreateInfoKHR swapchain_create_info = { VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR }; + swapchain_create_info.surface = context.surface; + swapchain_create_info.minImageCount = image_count; + swapchain_create_info.imageFormat = image_format.format; + swapchain_create_info.imageColorSpace = image_format.colorSpace; + swapchain_create_info.imageExtent = swapchain_support.capabilities.currentExtent; + swapchain_create_info.imageArrayLayers = 1; + swapchain_create_info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + swapchain_create_info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; + swapchain_create_info.queueFamilyIndexCount = 0; + swapchain_create_info.pQueueFamilyIndices = NULL; + + swapchain_create_info.preTransform = swapchain_support.capabilities.currentTransform; + swapchain_create_info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; + swapchain_create_info.presentMode = present_mode; + swapchain_create_info.clipped = VK_TRUE; + swapchain_create_info.oldSwapchain = VK_NULL_HANDLE; + + out_swapchain->extent = swapchain_support.capabilities.currentExtent; + + VK_CHECK(vkCreateSwapchainKHR(context.device->logical_device, &swapchain_create_info, + context.allocator, &out_swapchain->handle)); + TRACE("Vulkan Swapchain created"); + + // Retrieve Images + // out_swapchain->images = + // arena_alloc(&out_swapchain->swapchain_arena, image_count * sizeof(VkImage)); + out_swapchain->images = malloc(image_count * sizeof(VkImage)); + VK_CHECK(vkGetSwapchainImagesKHR(context.device->logical_device, out_swapchain->handle, + &image_count, out_swapchain->images)); + + // Create ImageViews + // TODO: Move this to a separate function + out_swapchain->image_views = malloc(image_count * sizeof(VkImageView)); + // arena_alloc(&out_swapchain->swapchain_arena, image_count * sizeof(VkImageView)); + for (u32 i = 0; i < image_count; i++) { + VkImageViewCreateInfo view_create_info = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO }; + view_create_info.image = out_swapchain->images[i]; + view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D; + view_create_info.format = image_format.format; + view_create_info.components.r = VK_COMPONENT_SWIZZLE_IDENTITY; + view_create_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY; + view_create_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY; + view_create_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY; + view_create_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + view_create_info.subresourceRange.baseMipLevel = 0; + view_create_info.subresourceRange.levelCount = 1; + view_create_info.subresourceRange.baseArrayLayer = 0; + view_create_info.subresourceRange.layerCount = 1; + vkCreateImageView(context.device->logical_device, &view_create_info, context.allocator, + &out_swapchain->image_views[i]); + } + + return true; +} + +void gpu_swapchain_destroy(gpu_swapchain* swapchain) { + // Destroy Framebuffers + DEBUG("Image count %d", swapchain->image_count); + for (u32 i = 0; i < swapchain->image_count; i++) { + DEBUG("Framebuffer handle %d", context.swapchain_framebuffers[i]); + vkDestroyFramebuffer(context.device->logical_device, context.swapchain_framebuffers[i], + context.allocator); + } + for (u32 i = 0; i < swapchain->image_count; i++) { + vkDestroyImageView(context.device->logical_device, swapchain->image_views[i], + context.allocator); + } + arena_free_all(&swapchain->swapchain_arena); + vkDestroySwapchainKHR(context.device->logical_device, swapchain->handle, context.allocator); + TRACE("Vulkan Swapchain destroyed"); +} + +static void recreate_swapchain(gpu_swapchain* swapchain) { + int width = 0, height = 0; + glfwGetFramebufferSize(context.window, &width, &height); + while (width == 0 || height == 0) { + glfwGetFramebufferSize(context.window, &width, &height); + glfwWaitEvents(); + } + DEBUG("Recreating swapchain..."); + vkDeviceWaitIdle(context.device->logical_device); + + gpu_swapchain_destroy(swapchain); + gpu_swapchain_create(swapchain); + create_swapchain_framebuffers(); +} + +VkFormat format_from_vertex_attr(vertex_attrib_type attr) { + switch (attr) { + case ATTR_F32: + return VK_FORMAT_R32_SFLOAT; + case ATTR_U32: + return VK_FORMAT_R32_UINT; + case ATTR_I32: + return VK_FORMAT_R32_SINT; + case ATTR_F32x2: + return VK_FORMAT_R32G32_SFLOAT; + case ATTR_U32x2: + return VK_FORMAT_R32G32_UINT; + case ATTR_I32x2: + return VK_FORMAT_R32G32_UINT; + case ATTR_F32x3: + return VK_FORMAT_R32G32B32_SFLOAT; + case ATTR_U32x3: + return VK_FORMAT_R32G32B32_UINT; + case ATTR_I32x3: + return VK_FORMAT_R32G32B32_SINT; + case ATTR_F32x4: + return VK_FORMAT_R32G32B32A32_SFLOAT; + case ATTR_U32x4: + return VK_FORMAT_R32G32B32A32_UINT; + case ATTR_I32x4: + return VK_FORMAT_R32G32B32A32_SINT; + } +} + +gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description) { + TRACE("GPU Graphics Pipeline creation"); + // Allocate + gpu_pipeline_layout* layout = + pipeline_layout_pool_alloc(&context.gpu_pools.pipeline_layouts, NULL); + gpu_pipeline* pipeline = pipeline_pool_alloc(&context.gpu_pools.pipelines, NULL); + + // Shaders + printf("Vertex shader: %s\n", description.vs.filepath.buf); + printf("Fragment shader: %s\n", description.fs.filepath.buf); + VkShaderModule vertex_shader = create_shader_module(description.vs.code); + VkShaderModule fragment_shader = create_shader_module(description.fs.code); + + // Vertex + VkPipelineShaderStageCreateInfo vert_shader_stage_info = { + VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO + }; + vert_shader_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT; + vert_shader_stage_info.module = vertex_shader; + vert_shader_stage_info.pName = "main"; + // Fragment + VkPipelineShaderStageCreateInfo frag_shader_stage_info = { + VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO + }; + frag_shader_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT; + frag_shader_stage_info.module = fragment_shader; + frag_shader_stage_info.pName = "main"; + + VkPipelineShaderStageCreateInfo shader_stages[2] = { vert_shader_stage_info, + frag_shader_stage_info }; + + // Attributes + u32 attr_count = description.vertex_desc.attributes_count; + printf("N attributes %d\n", attr_count); + VkVertexInputAttributeDescription attribute_descs[attr_count]; + memset(attribute_descs, 0, attr_count * sizeof(VkVertexInputAttributeDescription)); + u32 offset = 0; + for (u32 i = 0; i < description.vertex_desc.attributes_count; i++) { + attribute_descs[i].binding = 0; + attribute_descs[i].location = i; + attribute_descs[i].format = format_from_vertex_attr(description.vertex_desc.attributes[i]); + attribute_descs[i].offset = offset; + size_t this_offset = vertex_attrib_size(description.vertex_desc.attributes[i]); + printf("offset total %d this attr %ld\n", offset, this_offset); + printf("sizeof vertex %ld\n", sizeof(vertex)); + offset += this_offset; + } + + // Vertex input + // TODO: Generate this from descroiption now + VkVertexInputBindingDescription binding_desc; + binding_desc.binding = 0; + binding_desc.stride = description.vertex_desc.use_full_vertex_size + ? sizeof(vertex) + : description.vertex_desc.stride; + binding_desc.inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + VkPipelineVertexInputStateCreateInfo vertex_input_info = { + VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO + }; + vertex_input_info.vertexBindingDescriptionCount = 1; + vertex_input_info.pVertexBindingDescriptions = &binding_desc; + vertex_input_info.vertexAttributeDescriptionCount = + attr_count; // description.vertex_desc.attributes_count; + vertex_input_info.pVertexAttributeDescriptions = attribute_descs; + + // Input Assembly + VkPipelineInputAssemblyStateCreateInfo input_assembly = { + VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO + }; + input_assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + input_assembly.primitiveRestartEnable = VK_FALSE; + + // Viewport + VkViewport viewport = { .x = 0, + .y = 0, + .width = (f32)context.swapchain->extent.width, + .height = (f32)context.swapchain->extent.height, + .minDepth = 0.0, + .maxDepth = 1.0 }; + VkRect2D scissor = { .offset = { .x = 0, .y = 0 }, .extent = context.swapchain->extent }; + VkPipelineViewportStateCreateInfo viewport_state = { + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO + }; + viewport_state.viewportCount = 1; + // viewport_state.pViewports = &viewport; + viewport_state.scissorCount = 1; + // viewport_state.pScissors = &scissor; + + // Rasterizer + VkPipelineRasterizationStateCreateInfo rasterizer_create_info = { + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO + }; + rasterizer_create_info.depthClampEnable = VK_FALSE; + rasterizer_create_info.rasterizerDiscardEnable = VK_FALSE; + rasterizer_create_info.polygonMode = + description.wireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL; + rasterizer_create_info.lineWidth = 1.0f; + rasterizer_create_info.cullMode = VK_CULL_MODE_BACK_BIT; + rasterizer_create_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; + /* rasterizer_create_info.frontFace = VK_FRONT_FACE_CLOCKWISE; */ + rasterizer_create_info.depthBiasEnable = VK_FALSE; + rasterizer_create_info.depthBiasConstantFactor = 0.0; + rasterizer_create_info.depthBiasClamp = 0.0; + rasterizer_create_info.depthBiasSlopeFactor = 0.0; + + // Multisampling + VkPipelineMultisampleStateCreateInfo ms_create_info = { + VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO + }; + ms_create_info.sampleShadingEnable = VK_FALSE; + ms_create_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; + ms_create_info.minSampleShading = 1.0; + ms_create_info.pSampleMask = 0; + ms_create_info.alphaToCoverageEnable = VK_FALSE; + ms_create_info.alphaToOneEnable = VK_FALSE; + + // TODO: Depth and stencil testing + // VkPipelineDepthStencilStateCreateInfo depth_stencil = { + // VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO + // }; + // depth_stencil.depthTestEnable = description.depth_test ? VK_TRUE : VK_FALSE; + // depth_stencil.depthWriteEnable = description.depth_test ? VK_TRUE : VK_FALSE; + // depth_stencil.depthCompareOp = VK_COMPARE_OP_LESS; + // depth_stencil.depthBoundsTestEnable = VK_FALSE; + // depth_stencil.stencilTestEnable = VK_FALSE; + // depth_stencil.pNext = 0; + + // Blending + VkPipelineColorBlendAttachmentState color_blend_attachment_state; + color_blend_attachment_state.blendEnable = VK_FALSE; + color_blend_attachment_state.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_blend_attachment_state.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_blend_attachment_state.colorBlendOp = VK_BLEND_OP_ADD; + color_blend_attachment_state.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_blend_attachment_state.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_blend_attachment_state.alphaBlendOp = VK_BLEND_OP_ADD; + color_blend_attachment_state.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | + VK_COLOR_COMPONENT_G_BIT | + VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; + + VkPipelineColorBlendStateCreateInfo color_blend = { + VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO + }; + color_blend.logicOpEnable = VK_FALSE; + color_blend.logicOp = VK_LOGIC_OP_COPY; + color_blend.attachmentCount = 1; + color_blend.pAttachments = &color_blend_attachment_state; + +// Dynamic state +#define DYNAMIC_STATE_COUNT 2 + VkDynamicState dynamic_states[DYNAMIC_STATE_COUNT] = { + VK_DYNAMIC_STATE_VIEWPORT, + VK_DYNAMIC_STATE_SCISSOR, + }; + + VkPipelineDynamicStateCreateInfo dynamic_state = { + VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO + }; + dynamic_state.dynamicStateCount = DYNAMIC_STATE_COUNT; + dynamic_state.pDynamicStates = dynamic_states; + + // Descriptor Set layouts + + VkDescriptorSetLayout* desc_set_layouts = + malloc(description.data_layouts_count * sizeof(VkDescriptorSetLayout)); + pipeline->desc_set_layouts = desc_set_layouts; + pipeline->desc_set_layouts_count = description.data_layouts_count; + if (description.data_layouts_count > 0) { + pipeline->uniform_pointers = + malloc(description.data_layouts_count * sizeof(desc_set_uniform_buffer)); + } else { + pipeline->uniform_pointers = NULL; + } + + // assert(description.data_layouts_count == 1); + printf("data layouts %d\n", description.data_layouts_count); + for (u32 layout_i = 0; layout_i < description.data_layouts_count; layout_i++) { + shader_data_layout sdl = description.data_layouts[layout_i].shader_data_get_layout(NULL); + TRACE("Got shader data layout %d's bindings! . found %d", layout_i, sdl.bindings_count); + + VkDescriptorSetLayoutBinding desc_set_bindings[sdl.bindings_count]; + + // Bindings + assert(sdl.bindings_count == 2); + for (u32 binding_j = 0; binding_j < sdl.bindings_count; binding_j++) { + desc_set_bindings[binding_j].binding = binding_j; + desc_set_bindings[binding_j].descriptorCount = 1; + switch (sdl.bindings[binding_j].type) { + case SHADER_BINDING_BUFFER: + case SHADER_BINDING_BYTES: + desc_set_bindings[binding_j].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + desc_set_bindings[binding_j].stageFlags = + VK_SHADER_STAGE_VERTEX_BIT; // FIXME: dont hardcode + + u64 buffer_size = sdl.bindings[binding_j].data.bytes.size; + VkDeviceSize uniform_buf_size = buffer_size; + // TODO: Create backing buffer + + VkBuffer buffers[MAX_FRAMES_IN_FLIGHT]; + VkDeviceMemory uniform_buf_memorys[MAX_FRAMES_IN_FLIGHT]; + void* uniform_buf_mem_mappings[MAX_FRAMES_IN_FLIGHT]; + // void* s? + for (size_t frame_i = 0; frame_i < MAX_FRAMES_IN_FLIGHT; frame_i++) { + buffer_handle uniform_buf_handle = + gpu_buffer_create(buffer_size, CEL_BUFFER_UNIFORM, CEL_BUFFER_FLAG_CPU, NULL); + + gpu_buffer* created_gpu_buffer = + BUFFER_GET(uniform_buf_handle); // context.buffers[uniform_buf_handle.raw]; + buffers[frame_i] = created_gpu_buffer->handle; + uniform_buf_memorys[frame_i] = created_gpu_buffer->memory; + vkMapMemory(context.device->logical_device, uniform_buf_memorys[frame_i], 0, + uniform_buf_size, 0, &uniform_buf_mem_mappings[frame_i]); + // now we have a pointer in unifrom_buf_mem_mappings we can write to + } + + desc_set_uniform_buffer uniform_data; + memcpy(&uniform_data.buffers, &buffers, sizeof(buffers)); + memcpy(&uniform_data.uniform_buf_memorys, &uniform_buf_memorys, + sizeof(uniform_buf_memorys)); + memcpy(&uniform_data.uniform_buf_mem_mappings, &uniform_buf_mem_mappings, + sizeof(uniform_buf_mem_mappings)); + uniform_data.size = buffer_size; + + pipeline->uniform_pointers[binding_j] = uniform_data; + + break; + case SHADER_BINDING_TEXTURE: + desc_set_bindings[binding_j].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + desc_set_bindings[binding_j].stageFlags = + VK_SHADER_STAGE_FRAGMENT_BIT; // FIXME: dont hardcode + desc_set_bindings[binding_j].pImmutableSamplers = NULL; + + break; + default: + ERROR_EXIT("Unimplemented binding type!! in backend_vulkan"); + } + switch (sdl.bindings[binding_j].vis) { + case VISIBILITY_VERTEX: + desc_set_bindings[binding_j].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + break; + case VISIBILITY_FRAGMENT: + desc_set_bindings[binding_j].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + break; + case VISIBILITY_COMPUTE: + WARN("Compute is not implemented yet"); + break; + } + } + + VkDescriptorSetLayoutCreateInfo desc_set_layout_info = { + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO + }; + desc_set_layout_info.bindingCount = sdl.bindings_count; + desc_set_layout_info.pBindings = desc_set_bindings; + + VK_CHECK(vkCreateDescriptorSetLayout(context.device->logical_device, &desc_set_layout_info, + context.allocator, &desc_set_layouts[layout_i])); + } + printf("Descriptor set layouts\n"); + + // Layout + VkPipelineLayoutCreateInfo pipeline_layout_create_info = { + VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO + }; + pipeline_layout_create_info.setLayoutCount = description.data_layouts_count; + pipeline_layout_create_info.pSetLayouts = desc_set_layouts; + pipeline_layout_create_info.pushConstantRangeCount = 0; + pipeline_layout_create_info.pPushConstantRanges = NULL; + VK_CHECK(vkCreatePipelineLayout(context.device->logical_device, &pipeline_layout_create_info, + context.allocator, &layout->handle)); + pipeline->layout_handle = layout->handle; // keep a copy of the layout on the pipeline object + + VkGraphicsPipelineCreateInfo pipeline_create_info = { + VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO + }; + + pipeline_create_info.stageCount = 2; + pipeline_create_info.pStages = shader_stages; + pipeline_create_info.pVertexInputState = &vertex_input_info; + pipeline_create_info.pInputAssemblyState = &input_assembly; + + pipeline_create_info.pViewportState = &viewport_state; + pipeline_create_info.pRasterizationState = &rasterizer_create_info; + pipeline_create_info.pMultisampleState = &ms_create_info; + pipeline_create_info.pDepthStencilState = NULL; // &depth_stencil; + pipeline_create_info.pColorBlendState = &color_blend; + pipeline_create_info.pDynamicState = &dynamic_state; + pipeline_create_info.pTessellationState = 0; + + pipeline_create_info.layout = layout->handle; + + pipeline_create_info.renderPass = description.renderpass->handle; + pipeline_create_info.subpass = 0; + pipeline_create_info.basePipelineHandle = VK_NULL_HANDLE; + pipeline_create_info.basePipelineIndex = -1; + + printf("About to create graphics pipeline\n"); + + VkResult result = + vkCreateGraphicsPipelines(context.device->logical_device, VK_NULL_HANDLE, 1, + &pipeline_create_info, context.allocator, &pipeline->handle); + if (result != VK_SUCCESS) { + FATAL("graphics pipeline creation failed. its fked mate"); + ERROR_EXIT("Doomed"); + } + TRACE("Vulkan Graphics pipeline created"); + + // once the pipeline has been created we can destroy these + vkDestroyShaderModule(context.device->logical_device, vertex_shader, context.allocator); + vkDestroyShaderModule(context.device->logical_device, fragment_shader, context.allocator); + + // Framebuffers + create_swapchain_framebuffers(); + TRACE("Swapchain Framebuffers created"); + + for (u32 frame_i = 0; frame_i < MAX_FRAMES_IN_FLIGHT; frame_i++) { + context.main_cmd_bufs[frame_i] = gpu_cmd_encoder_create(); + } + TRACE("main Command Buffer created"); + + TRACE("Graphics pipeline created"); + return pipeline; +} + +void gpu_pipeline_destroy(gpu_pipeline* pipeline) { + vkDestroyPipeline(context.device->logical_device, pipeline->handle, context.allocator); + vkDestroyPipelineLayout(context.device->logical_device, pipeline->layout_handle, + context.allocator); +} + +gpu_cmd_encoder* gpu_get_default_cmd_encoder() { + return &context.main_cmd_bufs[context.current_frame]; +} + +gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description) { + gpu_renderpass* renderpass = renderpass_pool_alloc(&context.gpu_pools.renderpasses, NULL); + + // attachments + u32 attachment_desc_count = 2; + VkAttachmentDescription attachment_descriptions[2]; + + // Colour attachment + VkAttachmentDescription color_attachment; + color_attachment.format = context.swapchain->image_format.format; + color_attachment.samples = VK_SAMPLE_COUNT_1_BIT; + color_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + color_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + color_attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + color_attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + color_attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + color_attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + color_attachment.flags = 0; + + attachment_descriptions[0] = color_attachment; + + VkAttachmentReference color_attachment_reference; + color_attachment_reference.attachment = 0; + color_attachment_reference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + + // Depth attachment + u32x2 ext = { .x = context.swapchain_support.capabilities.currentExtent.width, + .y = context.swapchain_support.capabilities.currentExtent.height }; + texture_desc depth_desc = { .extents = ext, + .format = CEL_TEXTURE_FORMAT_DEPTH_DEFAULT, + .tex_type = CEL_TEXTURE_TYPE_2D }; + texture_handle depth_texture_handle = gpu_texture_create(depth_desc, true, NULL); + gpu_texture* depth = TEXTURE_GET(depth_texture_handle); + + VkAttachmentDescription depth_attachment; + depth_attachment.format = // TODO: context->device.depth_format; + depth_attachment.samples = VK_SAMPLE_COUNT_1_BIT; + depth_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + depth_attachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + depth_attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + depth_attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + depth_attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + depth_attachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + depth_attachment.flags = 0; + + attachment_descriptions[1] = depth_attachment; + + VkAttachmentReference depth_attachment_reference; + depth_attachment_reference.attachment = 1; + depth_attachment_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + + // main subpass + VkSubpassDescription subpass = { 0 }; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &color_attachment_reference; + + // sets everything up + // renderpass dependencies + VkSubpassDependency dependency; + dependency.srcSubpass = VK_SUBPASS_EXTERNAL; + dependency.dstSubpass = 0; + dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.srcAccessMask = 0; + dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.dstAccessMask = + VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + dependency.dependencyFlags = 0; + + // Finally, create the RenderPass + VkRenderPassCreateInfo render_pass_create_info = { VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO }; + render_pass_create_info.attachmentCount = 1; + render_pass_create_info.pAttachments = &color_attachment; + render_pass_create_info.subpassCount = 1; + render_pass_create_info.pSubpasses = &subpass; + render_pass_create_info.dependencyCount = 1; + render_pass_create_info.pDependencies = &dependency; + render_pass_create_info.flags = 0; + render_pass_create_info.pNext = 0; + + VK_CHECK(vkCreateRenderPass(context.device->logical_device, &render_pass_create_info, + context.allocator, &renderpass->handle)); + + // HACK + context.main_renderpass = renderpass->handle; + + return renderpass; +} + +gpu_cmd_encoder gpu_cmd_encoder_create() { + // gpu_cmd_encoder* encoder = malloc(sizeof(gpu_cmd_encoder)); // TODO: fix leaking mem + gpu_cmd_encoder encoder = { 0 }; + + VkCommandBufferAllocateInfo allocate_info = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO }; + allocate_info.commandPool = context.device->pool; + allocate_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + allocate_info.commandBufferCount = 1; + allocate_info.pNext = NULL; + + VK_CHECK(vkAllocateCommandBuffers(context.device->logical_device, &allocate_info, + &encoder.cmd_buffer);); + + VkDescriptorPoolSize pool_sizes[2]; + // Uniforms pool + pool_sizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + pool_sizes[0].descriptorCount = MAX_FRAMES_IN_FLIGHT * MAX_DESCRIPTOR_SETS; + // Samplers pool + pool_sizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + pool_sizes[1].descriptorCount = MAX_FRAMES_IN_FLIGHT * MAX_DESCRIPTOR_SETS; + + VkDescriptorPoolCreateInfo pool_info = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO }; + pool_info.poolSizeCount = 2; + pool_info.pPoolSizes = pool_sizes; + pool_info.maxSets = 100; + + VK_CHECK(vkCreateDescriptorPool(context.device->logical_device, &pool_info, context.allocator, + &encoder.descriptor_pool)); + + return encoder; +} +void gpu_cmd_encoder_destroy(gpu_cmd_encoder* encoder) { + vkFreeCommandBuffers(context.device->logical_device, context.device->pool, 1, + &encoder->cmd_buffer); +} + +void gpu_cmd_encoder_begin(gpu_cmd_encoder encoder) { + VK_CHECK(vkResetDescriptorPool(context.device->logical_device, encoder.descriptor_pool, 0)); + + VkCommandBufferBeginInfo begin_info = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO }; + VK_CHECK(vkBeginCommandBuffer(encoder.cmd_buffer, &begin_info)); +} + +void gpu_cmd_encoder_begin_render(gpu_cmd_encoder* encoder, gpu_renderpass* renderpass) { + VkRenderPassBeginInfo begin_info = { VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO }; + begin_info.renderPass = renderpass->handle; + /* printf("Current img: %d Current frame %d\n", context.current_img_index, context.current_frame); + */ + begin_info.framebuffer = context.swapchain_framebuffers[context.current_img_index]; + begin_info.renderArea.offset = (VkOffset2D){ 0, 0 }; + begin_info.renderArea.extent = context.swapchain->extent; + + // VkClearValue clear_values[2]; + VkClearValue clear_color = { { { 0.02f, 0.02f, 0.02f, 1.0f } } }; + // clear_values[1].depthStencil.depth = renderpass->depth; + // clear_values[1].depthStencil.stencil = renderpass->stencil; + + begin_info.clearValueCount = 1; + begin_info.pClearValues = &clear_color; + + vkCmdBeginRenderPass(encoder->cmd_buffer, &begin_info, VK_SUBPASS_CONTENTS_INLINE); + // command_buffer->state = COMMAND_BUFFER_STATE_IN_RENDER_PASS; +} + +void gpu_cmd_encoder_end_render(gpu_cmd_encoder* encoder) { + vkCmdEndRenderPass(encoder->cmd_buffer); +} + +gpu_cmd_buffer gpu_cmd_encoder_finish(gpu_cmd_encoder* encoder) { + vkEndCommandBuffer(encoder->cmd_buffer); + + // TEMP: submit + return (gpu_cmd_buffer){ .cmd_buffer = encoder->cmd_buffer }; +} + +// --- Binding +void encode_bind_pipeline(gpu_cmd_encoder* encoder, pipeline_kind kind, gpu_pipeline* pipeline) { + vkCmdBindPipeline(encoder->cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline->handle); + encoder->pipeline = pipeline; +} + +void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* data) { + arena tmp = arena_create(malloc(1024), 1024); + + assert(data->data != NULL); + + // Update the local buffer + desc_set_uniform_buffer ubo = encoder->pipeline->uniform_pointers[group]; + memcpy(ubo.uniform_buf_mem_mappings[context.current_frame], data->data, ubo.size); + + VkDescriptorSetAllocateInfo alloc_info = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO }; + alloc_info.descriptorPool = encoder->descriptor_pool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &encoder->pipeline->desc_set_layouts[group]; + + shader_data_layout sdl = data->shader_data_get_layout(data->data); + size_t binding_count = sdl.bindings_count; + assert(binding_count == 2); + + VkDescriptorSet sets[0]; + VK_CHECK(vkAllocateDescriptorSets(context.device->logical_device, &alloc_info, sets)); + // FIXME: hardcoded + VkDescriptorSet_darray_push(context.free_set_queue, sets[0]); + /* VkDescriptorSet_darray_push(context.free_set_queue, sets[1]); */ + + VkWriteDescriptorSet write_sets[binding_count]; + memset(&write_sets, 0, binding_count * sizeof(VkWriteDescriptorSet)); + + for (u32 i = 0; i < sdl.bindings_count; i++) { + shader_binding binding = sdl.bindings[i]; + + if (binding.type == SHADER_BINDING_BUFFER || binding.type == SHADER_BINDING_BYTES) { + VkDescriptorBufferInfo* buffer_info = arena_alloc(&tmp, sizeof(VkDescriptorBufferInfo)); + buffer_info->buffer = ubo.buffers[context.current_frame]; + buffer_info->offset = 0; + buffer_info->range = binding.data.bytes.size; + + write_sets[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_sets[i].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + write_sets[i].descriptorCount = 1; + write_sets[i].dstSet = sets[0]; + write_sets[i].dstBinding = i; + write_sets[i].dstArrayElement = 0; + write_sets[i].pBufferInfo = buffer_info; + } else if (binding.type == SHADER_BINDING_TEXTURE) { + gpu_texture* texture = TEXTURE_GET(binding.data.texture.handle); + VkDescriptorImageInfo* image_info = arena_alloc(&tmp, sizeof(VkDescriptorImageInfo)); + image_info->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + image_info->imageView = texture->view; + image_info->sampler = texture->sampler; + + write_sets[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_sets[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write_sets[i].descriptorCount = 1; + write_sets[i].dstSet = sets[0]; + write_sets[i].dstBinding = i; + write_sets[i].dstArrayElement = 0; + write_sets[i].pImageInfo = image_info; + } else { + WARN("Unknown binding"); + } + } + + // Update + vkUpdateDescriptorSets(context.device->logical_device, binding_count, write_sets, 0, NULL); + + // Bind + vkCmdBindDescriptorSets(encoder->cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, + encoder->pipeline->layout_handle, 0, 1, sets, 0, NULL); + + arena_free_storage(&tmp); +} + +void encode_set_vertex_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) { + gpu_buffer* buffer = BUFFER_GET(buf); // context.buffers[buf.raw]; + VkBuffer vbs[] = { buffer->handle }; + VkDeviceSize offsets[] = { 0 }; + vkCmdBindVertexBuffers(encoder->cmd_buffer, 0, 1, vbs, offsets); +} + +void encode_set_index_buffer(gpu_cmd_encoder* encoder, buffer_handle buf) { + gpu_buffer* buffer = BUFFER_GET(buf); // context.buffers[buf.raw]; + vkCmdBindIndexBuffer(encoder->cmd_buffer, buffer->handle, 0, VK_INDEX_TYPE_UINT32); +} + +// TEMP +void encode_set_default_settings(gpu_cmd_encoder* encoder) { + VkViewport viewport = { 0 }; + viewport.x = 0.0f; + viewport.y = 0.0f; + viewport.width = context.swapchain->extent.width; + viewport.height = context.swapchain->extent.height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(encoder->cmd_buffer, 0, 1, &viewport); + + VkRect2D scissor = { 0 }; + scissor.offset = (VkOffset2D){ 0, 0 }; + scissor.extent = context.swapchain->extent; + vkCmdSetScissor(encoder->cmd_buffer, 0, 1, &scissor); +} + +// --- Drawing + +bool gpu_backend_begin_frame() { + u32 current_frame = context.current_frame; + vkWaitForFences(context.device->logical_device, 1, &context.in_flight_fences[current_frame], + VK_TRUE, UINT64_MAX); + + u32 image_index; + VkResult result = vkAcquireNextImageKHR( + context.device->logical_device, context.swapchain->handle, UINT64_MAX, + context.image_available_semaphores[current_frame], VK_NULL_HANDLE, &image_index); + if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || context.is_resizing) { + ERROR("Acquire next image failure. recreate swapchain"); + context.is_resizing = false; + recreate_swapchain(context.swapchain); + return false; + } else if (result != VK_SUCCESS) { + ERROR_EXIT("failed to acquire swapchain image"); + } + + vkResetFences(context.device->logical_device, 1, &context.in_flight_fences[current_frame]); + + context.current_img_index = image_index; + VK_CHECK(vkResetCommandBuffer(context.main_cmd_bufs[current_frame].cmd_buffer, 0)); + return true; +} + +void gpu_temp_draw(size_t n_indices) { + gpu_cmd_encoder* encoder = gpu_get_default_cmd_encoder(); // &context.main_cmd_buf; + /* vkCmdDraw(encoder->cmd_buffer, n_verts, 1, 0, 0); */ + vkCmdDrawIndexed(encoder->cmd_buffer, n_indices, 1, 0, 0, 0); +} + +void gpu_backend_end_frame() { + VkPresentInfoKHR present_info = { VK_STRUCTURE_TYPE_PRESENT_INFO_KHR }; + present_info.waitSemaphoreCount = 1; + present_info.pWaitSemaphores = &context.render_finished_semaphores[context.current_frame]; + + VkSwapchainKHR swapchains[] = { context.swapchain->handle }; + present_info.swapchainCount = 1; + present_info.pSwapchains = swapchains; + present_info.pImageIndices = &context.current_img_index; + + VkResult result = vkQueuePresentKHR(context.device->present_queue, &present_info); + if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR) { + ERROR("Queue present error. recreate swapchain"); + recreate_swapchain(context.swapchain); + return; + } else if (result != VK_SUCCESS) { + ERROR_EXIT("failed to present swapchain image"); + } + context.current_frame = (context.current_frame + 1) % MAX_FRAMES_IN_FLIGHT; + + /* vkDeviceWaitIdle(context.device->logical_device); */ +} + +// TODO: Move into better order in file +void gpu_queue_submit(gpu_cmd_buffer* buffer) { + VkSubmitInfo submit_info = { VK_STRUCTURE_TYPE_SUBMIT_INFO }; + + // Specify semaphore to wait on + VkSemaphore wait_semaphores[] = { context.image_available_semaphores[context.current_frame] }; + VkPipelineStageFlags wait_stages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; + + submit_info.waitSemaphoreCount = 1; + submit_info.pWaitSemaphores = wait_semaphores; + submit_info.pWaitDstStageMask = wait_stages; + + // Specify semaphore to signal when finished executing buffer + VkSemaphore signal_semaphores[] = { context.render_finished_semaphores[context.current_frame] }; + submit_info.signalSemaphoreCount = 1; + submit_info.pSignalSemaphores = signal_semaphores; + + submit_info.commandBufferCount = 1; + submit_info.pCommandBuffers = &buffer->cmd_buffer; + + VK_CHECK(vkQueueSubmit(context.device->graphics_queue, 1, &submit_info, + context.in_flight_fences[context.current_frame])); +} + +inline void encode_draw_indexed(gpu_cmd_encoder* encoder, u64 index_count) { + vkCmdDrawIndexed(encoder->cmd_buffer, index_count, 1, 0, 0, 0); +} + +bool select_physical_device(gpu_device* out_device) { + u32 physical_device_count = 0; + VK_CHECK(vkEnumeratePhysicalDevices(context.instance, &physical_device_count, 0)); + if (physical_device_count == 0) { + FATAL("No devices that support vulkan were found"); + return false; + } + TRACE("Number of devices found %d", physical_device_count); + + VkPhysicalDevice* physical_devices = + arena_alloc(&context.temp_arena, physical_device_count * sizeof(VkPhysicalDevice)); + VK_CHECK(vkEnumeratePhysicalDevices(context.instance, &physical_device_count, physical_devices)); + + bool found = false; + for (u32 device_i = 0; device_i < physical_device_count; device_i++) { + if (is_physical_device_suitable(physical_devices[device_i])) { + out_device->physical_device = physical_devices[device_i]; + found = true; + break; + } + } + + if (!found) { + FATAL("Couldn't find a suitable physical device"); + return false; + } + + vkGetPhysicalDeviceProperties(out_device->physical_device, &out_device->properties); + vkGetPhysicalDeviceFeatures(out_device->physical_device, &out_device->features); + vkGetPhysicalDeviceMemoryProperties(out_device->physical_device, &out_device->memory); + + return true; +} + +bool is_physical_device_suitable(VkPhysicalDevice device) { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(device, &properties); + + VkPhysicalDeviceFeatures features; + vkGetPhysicalDeviceFeatures(device, &features); + + VkPhysicalDeviceMemoryProperties memory; + vkGetPhysicalDeviceMemoryProperties(device, &memory); + + // TODO: Check against these device properties + + queue_family_indices indices = find_queue_families(device); + + vulkan_device_query_swapchain_support(device, context.surface, &context.swapchain_support); + + return indices.has_graphics && indices.has_present && context.swapchain_support.mode_count > 0 && + context.swapchain_support.format_count > 0; +} + +queue_family_indices find_queue_families(VkPhysicalDevice device) { + queue_family_indices indices = { 0 }; + + u32 queue_family_count = 0; + vkGetPhysicalDeviceQueueFamilyProperties(device, &queue_family_count, 0); + + VkQueueFamilyProperties* queue_families = + arena_alloc(&context.temp_arena, queue_family_count * sizeof(VkQueueFamilyProperties)); + vkGetPhysicalDeviceQueueFamilyProperties(device, &queue_family_count, queue_families); + + for (u32 q_fam_i = 0; q_fam_i < queue_family_count; q_fam_i++) { + // Graphics queue + if (queue_families[q_fam_i].queueFlags & VK_QUEUE_GRAPHICS_BIT) { + indices.graphics_family_index = q_fam_i; + indices.has_graphics = true; + } + + VkBool32 present_support = false; + vkGetPhysicalDeviceSurfaceSupportKHR(device, q_fam_i, context.surface, &present_support); + if (present_support && !indices.has_present) { + indices.present_family_index = q_fam_i; + indices.has_present = true; + } + } + + return indices; +} + +bool create_logical_device(gpu_device* out_device) { + queue_family_indices indices = find_queue_families(out_device->physical_device); + INFO(" %s | %s | %s | %s | %s", bool_str(indices.has_graphics), bool_str(indices.has_present), + bool_str(indices.has_compute), bool_str(indices.has_transfer), + out_device->properties.deviceName); + TRACE("Graphics Family queue index: %d", indices.graphics_family_index); + TRACE("Present Family queue index: %d", indices.present_family_index); + TRACE("Compute Family queue index: %d", indices.compute_family_index); + TRACE("Transfer Family queue index: %d", indices.transfer_family_index); + + // Queues + f32 prio_one = 1.0; + VkDeviceQueueCreateInfo queue_create_infos[1] = { 0 }; + queue_create_infos[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_create_infos[0].queueFamilyIndex = indices.graphics_family_index; + queue_create_infos[0].queueCount = 1; + queue_create_infos[0].pQueuePriorities = &prio_one; + queue_create_infos[0].flags = 0; + queue_create_infos[0].pNext = 0; + + // queue_create_infos[1].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + // queue_create_infos[1].queueFamilyIndex = indices.present_family_index; + // queue_create_infos[1].queueCount = 1; + // queue_create_infos[1].pQueuePriorities = &prio_one; + // queue_create_infos[1].flags = 0; + // queue_create_infos[1].pNext = 0; + + // Features + VkPhysicalDeviceFeatures device_features = { 0 }; + device_features.samplerAnisotropy = VK_TRUE; // request anistrophy + + // Device itself + VkDeviceCreateInfo device_create_info = { VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO }; + device_create_info.queueCreateInfoCount = 1; + device_create_info.pQueueCreateInfos = queue_create_infos; + device_create_info.pEnabledFeatures = &device_features; + device_create_info.enabledExtensionCount = 1; + const char* extension_names = VK_KHR_SWAPCHAIN_EXTENSION_NAME; + device_create_info.ppEnabledExtensionNames = &extension_names; + + // deprecated + device_create_info.enabledLayerCount = 0; + device_create_info.ppEnabledLayerNames = 0; + + VkResult result = vkCreateDevice(context.device->physical_device, &device_create_info, + context.allocator, &context.device->logical_device); + if (result != VK_SUCCESS) { + printf("error creating logical device with status %u\n", result); + ERROR_EXIT("Unable to create vulkan logical device. Exiting.."); + } + TRACE("Logical device created"); + + context.device->queue_family_indicies = indices; + + // Retrieve queue handles + vkGetDeviceQueue(context.device->logical_device, indices.graphics_family_index, 0, + &context.device->graphics_queue); + vkGetDeviceQueue(context.device->logical_device, indices.present_family_index, 0, + &context.device->present_queue); + + return true; +} + +VkShaderModule create_shader_module(str8 spirv) { + VkShaderModuleCreateInfo create_info = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO }; + create_info.codeSize = spirv.len; + create_info.pCode = (uint32_t*)spirv.buf; + + VkShaderModule shader_module; + VK_CHECK(vkCreateShaderModule(context.device->logical_device, &create_info, context.allocator, + &shader_module)); + + return shader_module; +} + +void create_descriptor_pools() {} + +void create_swapchain_framebuffers() { + WARN("Recreating framebuffers..."); + u32 image_count = context.swapchain->image_count; + context.swapchain_framebuffers = + arena_alloc(&context.swapchain->swapchain_arena, image_count * sizeof(VkFramebuffer)); + for (u32 i = 0; i < image_count; i++) { + VkImageView attachments[1] = { context.swapchain->image_views[i] }; + + VkFramebufferCreateInfo framebuffer_create_info = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO }; + framebuffer_create_info.attachmentCount = 1; + framebuffer_create_info.pAttachments = attachments; + + framebuffer_create_info.renderPass = + context.main_renderpass; // TODO: description.renderpass->handle; + framebuffer_create_info.width = context.swapchain->extent.width; + framebuffer_create_info.height = context.swapchain->extent.height; + framebuffer_create_info.layers = 1; + + VK_CHECK(vkCreateFramebuffer(context.device->logical_device, &framebuffer_create_info, + context.allocator, &context.swapchain_framebuffers[i])); + } +} + +void create_sync_objects() { + VkSemaphoreCreateInfo semaphore_info = { VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO }; + VkFenceCreateInfo fence_info = { VK_STRUCTURE_TYPE_FENCE_CREATE_INFO }; + fence_info.flags = VK_FENCE_CREATE_SIGNALED_BIT; + + for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) { + VK_CHECK(vkCreateSemaphore(context.device->logical_device, &semaphore_info, context.allocator, + &context.image_available_semaphores[i]);); + VK_CHECK(vkCreateSemaphore(context.device->logical_device, &semaphore_info, context.allocator, + &context.render_finished_semaphores[i]);); + + VK_CHECK(vkCreateFence(context.device->logical_device, &fence_info, context.allocator, + &context.in_flight_fences[i])); + } +} + +static i32 find_memory_index(u32 type_filter, u32 property_flags) { + VkPhysicalDeviceMemoryProperties memory_properties; + vkGetPhysicalDeviceMemoryProperties(context.device->physical_device, &memory_properties); + + for (u32 i = 0; i < memory_properties.memoryTypeCount; ++i) { + // Check each memory type to see if its bit is set to 1. + if (type_filter & (1 << i) && + (memory_properties.memoryTypes[i].propertyFlags & property_flags) == property_flags) { + return i; + } + } + + WARN("Unable to find suitable memory type!"); + return -1; +} + +buffer_handle gpu_buffer_create(u64 size, gpu_buffer_type buf_type, gpu_buffer_flags flags, + const void* data) { + VkBufferCreateInfo buffer_info = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; + buffer_info.size = size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; + + switch (buf_type) { + case CEL_BUFFER_DEFAULT: + buffer_info.usage |= VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; + break; + case CEL_BUFFER_VERTEX: + buffer_info.usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT; + break; + case CEL_BUFFER_INDEX: + buffer_info.usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT; + break; + case CEL_BUFFER_UNIFORM: + buffer_info.usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; + break; + case CEL_BUFFER_COUNT: + WARN("Incorrect gpu_buffer_type provided. using default"); + break; + } + + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + + // "allocating" the cpu-side buffer struct + /* gpu_buffer buffer; */ + /* buffer.size = size; */ + buffer_handle handle; + gpu_buffer* buffer = buffer_pool_alloc(&context.resource_pools->buffers, &handle); + buffer->size = size; + + VK_CHECK(vkCreateBuffer(context.device->logical_device, &buffer_info, context.allocator, + &buffer->handle)); + + VkMemoryRequirements requirements; + vkGetBufferMemoryRequirements(context.device->logical_device, buffer->handle, &requirements); + + // Just make them always need all of them for now + i32 memory_index = + find_memory_index(requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | + VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); + + // Allocate the actual VRAM + VkMemoryAllocateInfo allocate_info = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO }; + allocate_info.allocationSize = requirements.size; + allocate_info.memoryTypeIndex = (u32)memory_index; + + vkAllocateMemory(context.device->logical_device, &allocate_info, context.allocator, + &buffer->memory); + vkBindBufferMemory(context.device->logical_device, buffer->handle, buffer->memory, 0); + + /* Now there are two options: + * 1. create CPU-accessible memory -> map memory -> memcpy -> unmap + * 2. use a staging buffer thats CPU-accessible and copy its contents to a + * GPU-only buffer + */ + + /* context.buffers[context.buffer_count] = buffer; */ + /* context.buffer_count++; */ + + if (data) { + TRACE("Upload data as part of buffer creation"); + if (flags & CEL_BUFFER_FLAG_CPU) { + // map memory -> copy data in -> unmap memory + buffer_upload_bytes(handle, (bytebuffer){ .buf = (u8*)data, .size = size }, 0, size); + } else if (flags & CEL_BUFFER_FLAG_GPU) { + TRACE("Uploading data to buffer using staging buffer"); + // Create a staging buffer + buffer_handle staging = gpu_buffer_create(size, buf_type, CEL_BUFFER_FLAG_CPU, NULL); + + // Copy data into it + buffer_upload_bytes(staging, (bytebuffer){ .buf = (u8*)data, .size = size }, 0, size); + + // Enqueue a copy from the staging buffer into the DEVICE_LOCAL buffer + gpu_cmd_encoder temp_encoder = gpu_cmd_encoder_create(); + gpu_cmd_encoder_begin(temp_encoder); + encode_buffer_copy(&temp_encoder, staging, 0, handle, 0, size); + gpu_cmd_buffer copy_cmd_buffer = gpu_cmd_encoder_finish(&temp_encoder); + + VkSubmitInfo submit_info = { VK_STRUCTURE_TYPE_SUBMIT_INFO }; + submit_info.commandBufferCount = 1; + submit_info.pCommandBuffers = &temp_encoder.cmd_buffer; + vkQueueSubmit(context.device->graphics_queue, 1, &submit_info, VK_NULL_HANDLE); + + // Cleanup + vkQueueWaitIdle(context.device->graphics_queue); + gpu_cmd_encoder_destroy(&temp_encoder); + gpu_buffer_destroy(staging); + } + } + + return handle; +} + +void gpu_buffer_destroy(buffer_handle buffer) { + gpu_buffer* b = buffer_pool_get(&context.resource_pools->buffers, buffer); + vkDestroyBuffer(context.device->logical_device, b->handle, context.allocator); + vkFreeMemory(context.device->logical_device, b->memory, context.allocator); + buffer_pool_dealloc(&context.resource_pools->buffers, buffer); +} + +// Upload data to a +void buffer_upload_bytes(buffer_handle gpu_buf, bytebuffer cpu_buf, u64 offset, u64 size) { + gpu_buffer* buffer = buffer_pool_get(&context.resource_pools->buffers, gpu_buf); + void* data_ptr; + vkMapMemory(context.device->logical_device, buffer->memory, 0, size, 0, &data_ptr); + DEBUG("Uploading %d bytes to buffer", size); + memcpy(data_ptr, cpu_buf.buf, size); + vkUnmapMemory(context.device->logical_device, buffer->memory); +} + +void encode_buffer_copy(gpu_cmd_encoder* encoder, buffer_handle src, u64 src_offset, + buffer_handle dst, u64 dst_offset, u64 copy_size) { + VkBufferCopy copy_region; + copy_region.srcOffset = src_offset; + copy_region.dstOffset = dst_offset; + copy_region.size = copy_size; + + gpu_buffer* src_buf = buffer_pool_get(&context.resource_pools->buffers, src); + gpu_buffer* dst_buf = buffer_pool_get(&context.resource_pools->buffers, dst); + vkCmdCopyBuffer(encoder->cmd_buffer, src_buf->handle, dst_buf->handle, 1, ©_region); +} + +// one-shot command buffers +VkCommandBuffer vulkan_command_buffer_create_oneshot() { + VkCommandBufferAllocateInfo alloc_info = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO }; + alloc_info.commandPool = context.device->pool; + alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + alloc_info.commandBufferCount = 1; + alloc_info.pNext = 0; + + VkCommandBuffer cmd_buffer; + vkAllocateCommandBuffers(context.device->logical_device, &alloc_info, &cmd_buffer); + + VkCommandBufferBeginInfo begin_info = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO }; + begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + + vkBeginCommandBuffer(cmd_buffer, &begin_info); + + return cmd_buffer; +} + +void vulkan_command_buffer_finish_oneshot(VkCommandBuffer cmd_buffer) { + VK_CHECK(vkEndCommandBuffer(cmd_buffer)); + + // submit to queue + VkSubmitInfo submit_info = { VK_STRUCTURE_TYPE_SUBMIT_INFO }; + submit_info.commandBufferCount = 1; + submit_info.pCommandBuffers = &cmd_buffer; + VK_CHECK(vkQueueSubmit(context.device->graphics_queue, 1, &submit_info, 0)); + VK_CHECK(vkQueueWaitIdle(context.device->graphics_queue)); + + vkFreeCommandBuffers(context.device->logical_device, context.device->pool, 1, &cmd_buffer); +} + +void copy_buffer_to_buffer_oneshot(buffer_handle src, u64 src_offset, buffer_handle dst, + u64 dst_offset, u64 copy_size) { + VkBufferCopy copy_region; + copy_region.srcOffset = src_offset; + copy_region.dstOffset = dst_offset; + copy_region.size = copy_size; + + gpu_buffer* src_buf = buffer_pool_get(&context.resource_pools->buffers, src); + gpu_buffer* dst_buf = buffer_pool_get(&context.resource_pools->buffers, dst); + VkCommandBuffer temp_cmd_buffer = vulkan_command_buffer_create_oneshot(); + vkCmdCopyBuffer(temp_cmd_buffer, src_buf->handle, dst_buf->handle, 1, ©_region); + vulkan_command_buffer_finish_oneshot(temp_cmd_buffer); +} + +void copy_buffer_to_image_oneshot(buffer_handle src, texture_handle dst) { + gpu_buffer* src_buf = buffer_pool_get(&context.resource_pools->buffers, src); + gpu_texture* dst_tex = texture_pool_get(&context.resource_pools->textures, dst); + + VkCommandBuffer temp_cmd_buffer = vulkan_command_buffer_create_oneshot(); + + VkBufferImageCopy region; + region.bufferOffset = 0; + region.bufferRowLength = 0; + region.bufferImageHeight = 0; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.mipLevel = 0; + region.imageSubresource.baseArrayLayer = 0; + region.imageSubresource.layerCount = 1; + printf("Image details width: %d height %d\n", dst_tex->desc.extents.x, dst_tex->desc.extents.y); + region.imageOffset.x = 0; + region.imageOffset.y = 0; + region.imageOffset.z = 0; + region.imageExtent.width = dst_tex->desc.extents.x; + region.imageExtent.height = dst_tex->desc.extents.y; + region.imageExtent.depth = 1; + + vkCmdCopyBufferToImage(temp_cmd_buffer, src_buf->handle, dst_tex->handle, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + vulkan_command_buffer_finish_oneshot(temp_cmd_buffer); +} + +VkImage vulkan_image_create(u32x2 dimensions, VkImageType image_type, VkFormat format, + VkImageUsageFlags usage) { + VkImage image; + + VkImageCreateInfo image_create_info = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO }; + image_create_info.imageType = VK_IMAGE_TYPE_2D; + image_create_info.extent.width = dimensions.x; + image_create_info.extent.height = dimensions.y; + image_create_info.extent.depth = 1; + image_create_info.mipLevels = 1; + image_create_info.arrayLayers = 1; + image_create_info.format = format; + image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL; + image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + image_create_info.usage = usage; // VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; + image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + image_create_info.samples = VK_SAMPLE_COUNT_1_BIT; + + VK_CHECK( + vkCreateImage(context.device->logical_device, &image_create_info, context.allocator, &image)); + + return image; +} + +texture_handle gpu_texture_create(texture_desc desc, bool create_view, const void* data) { + VkDeviceSize image_size = desc.extents.x * desc.extents.y * 4; + // FIXME: handle this properly + VkFormat format = desc.format == CEL_TEXTURE_FORMAT_8_8_8_8_RGBA_UNORM ? VK_FORMAT_R8G8B8A8_SRGB + : VK_FORMAT_D32_SFLOAT; + + VkImage image; // vulkan_image_create(desc.extents, VK_IMAGE_TYPE_2D, format, + // VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT); + VkDeviceMemory image_memory; + + VkImageCreateInfo image_create_info = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO }; + image_create_info.imageType = VK_IMAGE_TYPE_2D; + image_create_info.extent.width = desc.extents.x; + image_create_info.extent.height = desc.extents.y; + image_create_info.extent.depth = 1; + image_create_info.mipLevels = 1; + image_create_info.arrayLayers = 1; + image_create_info.format = format; + image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL; + image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + image_create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; + if (format == VK_FORMAT_D32_SFLOAT) { + image_create_info.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + } + image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + image_create_info.samples = VK_SAMPLE_COUNT_1_BIT; + + VK_CHECK( + vkCreateImage(context.device->logical_device, &image_create_info, context.allocator, &image)); + + VkMemoryRequirements memory_reqs; + vkGetImageMemoryRequirements(context.device->logical_device, image, &memory_reqs); + + VkMemoryAllocateInfo alloc_info = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO }; + alloc_info.allocationSize = memory_reqs.size; + alloc_info.memoryTypeIndex = + find_memory_index(memory_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); + vkAllocateMemory(context.device->logical_device, &alloc_info, context.allocator, &image_memory); + + vkBindImageMemory(context.device->logical_device, image, image_memory, 0); + + texture_handle handle; + gpu_texture* texture = texture_pool_alloc(&context.resource_pools->textures, &handle); + DEBUG("Allocated texture with handle %d", handle.raw); + texture->handle = image; + texture->debug_label = "Test Texture"; + texture->desc = desc; + texture->memory = image_memory; + texture->size = image_size; + + if (data) { + TRACE("Uploading pixel data to texture using staging buffer"); + // Create a staging buffer + buffer_handle staging = + gpu_buffer_create(image_size, CEL_BUFFER_DEFAULT, CEL_BUFFER_FLAG_CPU, NULL); + // Copy data into it + vulkan_transition_image_layout(texture, format, VK_IMAGE_LAYOUT_UNDEFINED, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); + buffer_upload_bytes(staging, (bytebuffer){ .buf = (u8*)data, .size = image_size }, 0, + image_size); + copy_buffer_to_image_oneshot(staging, handle); + vulkan_transition_image_layout(texture, format, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + gpu_buffer_destroy(staging); + } + + // Texture View + if (create_view) { + VkImageViewCreateInfo view_create_info = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO }; + view_create_info.image = image; + view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D; + view_create_info.format = format; + view_create_info.subresourceRange.aspectMask = + format == VK_FORMAT_D32_SFLOAT ? VK_IMAGE_ASPECT_DEPTH_BIT : VK_IMAGE_ASPECT_COLOR_BIT; + + view_create_info.subresourceRange.baseMipLevel = 0; + view_create_info.subresourceRange.levelCount = 1; + view_create_info.subresourceRange.baseArrayLayer = 0; + view_create_info.subresourceRange.layerCount = 1; + + VK_CHECK(vkCreateImageView(context.device->logical_device, &view_create_info, context.allocator, + &texture->view)); + } + + // Sampler + VkSamplerCreateInfo sampler_info = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO }; + sampler_info.magFilter = VK_FILTER_LINEAR; + sampler_info.minFilter = VK_FILTER_LINEAR; + sampler_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; + sampler_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; + sampler_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; + sampler_info.anisotropyEnable = VK_TRUE; + sampler_info.maxAnisotropy = 16; + sampler_info.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK; + sampler_info.unnormalizedCoordinates = VK_FALSE; + sampler_info.compareEnable = VK_FALSE; + sampler_info.compareOp = VK_COMPARE_OP_ALWAYS; + sampler_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + sampler_info.mipLodBias = 0.0; + sampler_info.minLod = 0.0; + sampler_info.maxLod = 0.0; + + VkResult res = vkCreateSampler(context.device->logical_device, &sampler_info, context.allocator, + &texture->sampler); + if (res != VK_SUCCESS) { + ERROR("Error creating texture sampler for image %s", texture->debug_label); + exit(1); + } + + return handle; +} + +void vulkan_transition_image_layout(gpu_texture* texture, VkFormat format, VkImageLayout old_layout, + VkImageLayout new_layout) { + VkCommandBuffer temp_cmd_buffer = vulkan_command_buffer_create_oneshot(); + + VkImageMemoryBarrier barrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER }; + barrier.oldLayout = old_layout; + barrier.newLayout = new_layout; + barrier.srcQueueFamilyIndex = context.device->queue_family_indicies.graphics_family_index; + barrier.dstQueueFamilyIndex = context.device->queue_family_indicies.graphics_family_index; + barrier.image = texture->handle; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.baseMipLevel = 0; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.baseArrayLayer = 0; + barrier.subresourceRange.layerCount = 1; + barrier.srcAccessMask = 0; // TODO + barrier.dstAccessMask = 0; // TODO + + VkPipelineStageFlags source_stage; + VkPipelineStageFlags dest_stage; + + if (old_layout == VK_IMAGE_LAYOUT_UNDEFINED && + new_layout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) { + barrier.srcAccessMask = 0; + barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + + source_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; + dest_stage = VK_PIPELINE_STAGE_TRANSFER_BIT; + + } else if (old_layout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL && + new_layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) { + barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + source_stage = VK_PIPELINE_STAGE_TRANSFER_BIT; + dest_stage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; + } else { + FATAL("Unsupported image layout transition"); + return; + } + + vkCmdPipelineBarrier(temp_cmd_buffer, source_stage, dest_stage, 0, 0, 0, 0, 0, 1, &barrier); + + vulkan_command_buffer_finish_oneshot(temp_cmd_buffer); +} + +/* TYPED_POOL(gpu_buffer, buffer); */ +/* TYPED_POOL(gpu_texture, texture); */ + +/* void resource_pools_init(arena* a, struct resource_pools* res_pools) { */ +/* buffer_pool buf_pool = buffer_pool_create(a, MAX_BUFFERS, sizeof(gpu_buffer)); */ +/* res_pools->buffers = buf_pool; */ +/* texture_pool tex_pool = texture_pool_create(a, MAX_TEXTURES, sizeof(gpu_texture)); */ +/* res_pools->textures = tex_pool; */ + +/* context.resource_pools = res_pools; */ +/* } */ + +#endif diff --git a/src/render/backends/vulkan/backend_vulkan.h b/src/render/backends/vulkan/backend_vulkan.h new file mode 100644 index 0000000..6ca0bb5 --- /dev/null +++ b/src/render/backends/vulkan/backend_vulkan.h @@ -0,0 +1,118 @@ +#pragma once +#include "defines.h" +#if defined(CEL_REND_BACKEND_VULKAN) +#include <vulkan/vk_platform.h> +#include <vulkan/vulkan.h> +#include <vulkan/vulkan_core.h> + +#include "mem.h" +#include "ral.h" +#include "ral_types.h" + +#define MAX_FRAMES_IN_FLIGHT 2 +#define GPU_SWAPCHAIN_IMG_COUNT 2 + +/* +Conventions: + - Place the 'handle' as the first field of a struct + - Vulkan specific data goes at the top, followed by our internal data +*/ + +typedef struct queue_family_indices { + u32 graphics_family_index; + u32 present_family_index; + u32 compute_family_index; + u32 transfer_family_index; + bool has_graphics; + bool has_present; + bool has_compute; + bool has_transfer; +} queue_family_indices; + +// typedef struct vulkan_framebuffer { +// } vulkan_framebuffer; + +typedef struct gpu_swapchain { + VkSwapchainKHR handle; + arena swapchain_arena; + VkExtent2D extent; + u32x2 dimensions; + VkSurfaceFormatKHR image_format; + VkPresentModeKHR present_mode; + u32 image_count; + VkImage* images; + VkImageView* image_views; +} gpu_swapchain; + +typedef struct gpu_device { + // In Vulkan we store both physical and logical device here + VkPhysicalDevice physical_device; + VkDevice logical_device; + VkPhysicalDeviceProperties properties; + VkPhysicalDeviceFeatures features; + VkPhysicalDeviceMemoryProperties memory; + queue_family_indices queue_family_indicies; + VkQueue graphics_queue; + VkQueue present_queue; + VkQueue compute_queue; + VkQueue transfer_queue; + VkCommandPool pool; +} gpu_device; + +typedef struct gpu_pipeline_layout { + VkPipelineLayout handle; +} gpu_pipeline_layout; + +typedef struct desc_set_uniform_buffer { + VkBuffer buffers[MAX_FRAMES_IN_FLIGHT]; + VkDeviceMemory uniform_buf_memorys[MAX_FRAMES_IN_FLIGHT]; + void* uniform_buf_mem_mappings[MAX_FRAMES_IN_FLIGHT]; + size_t size; +} desc_set_uniform_buffer; + +typedef struct gpu_pipeline { + VkPipeline handle; + VkPipelineLayout layout_handle; + + // Descriptor gubbins + shader_data data_layouts[MAX_SHADER_DATA_LAYOUTS]; + u32 data_layouts_count; + + VkDescriptorSetLayout* desc_set_layouts; + // Based on group, we know which data to load + desc_set_uniform_buffer* uniform_pointers; + u32 desc_set_layouts_count; + +} gpu_pipeline; + +typedef struct gpu_renderpass { + VkRenderPass handle; + // TODO: Where to store framebuffers? VkFramebuffer framebuffers[GPU_SWAPCHAIN_IMG_COUNT]; +} gpu_renderpass; + +typedef struct gpu_cmd_encoder { + VkCommandBuffer cmd_buffer; + VkDescriptorPool descriptor_pool; + gpu_pipeline* pipeline; +} gpu_cmd_encoder; + +typedef struct gpu_cmd_buffer { + VkCommandBuffer cmd_buffer; +} gpu_cmd_buffer; + +typedef struct gpu_buffer { + VkBuffer handle; + VkDeviceMemory memory; + u64 size; +} gpu_buffer; + +typedef struct gpu_texture { + VkImage handle; + VkDeviceMemory memory; + u64 size; + texture_desc desc; + VkImageView view; + VkSampler sampler; + char* debug_label; +} gpu_texture; +#endif
\ No newline at end of file diff --git a/src/render/backends/vulkan/vulkan_glossary.md b/src/render/backends/vulkan/vulkan_glossary.md new file mode 100644 index 0000000..4214f9d --- /dev/null +++ b/src/render/backends/vulkan/vulkan_glossary.md @@ -0,0 +1,18 @@ +# Vulkan Glossary + +*from https://vkguide.dev/docs/introduction/vulkan_execution/* + +- **VkInstance**: The Vulkan context, used to access drivers. +- **VkPhysicalDevice**: A GPU. Used to query physical GPU details, like features, capabilities, memory size, etc. +- **VkDevice**: The “logical” GPU context that you actually execute things on. +- **VkBuffer**: A chunk of GPU visible memory. +- **VkImage**: A texture you can write to and read from. +- **VkPipeline**: Holds the state of the gpu needed to draw. For example: shaders, rasterization options, depth settings. +- **VkRenderPass**: Holds information about the images you are rendering into. All drawing commands have to be done inside a renderpass. Only used in legacy vkguide. +- **VkFrameBuffer**: Holds the target images for a renderpass. Only used in legacy vkguide. +- **VkCommandBuffer**: Encodes GPU commands. All execution that is performed on the GPU itself (not in the driver) has to be encoded in a VkCommandBuffer. +- **VkQueue**: Execution “port” for commands. GPUs will have a set of queues with different properties. Some allow only graphics commands, others only allow memory commands, etc. Command buffers are executed by submitting them into a queue, which will copy the rendering commands onto the GPU for execution. +- **VkDescriptorSet**: Holds the binding information that connects shader inputs to data such as VkBuffer resources and VkImage textures. Think of it as a set of gpu-side pointers that you bind once. +- **VkSwapchainKHR**: Holds the images for the screen. It allows you to render things into a visible window. The KHR suffix shows that it comes from an extension, which in this case is VK_KHR_swapchain. +- **VkSemaphore**: Synchronizes GPU to GPU execution of commands. Used for syncing multiple command buffer submissions one after another. +- **VkFence**: Synchronizes GPU to CPU execution of commands. Used to know if a command buffer has finished being executed on the GPU. diff --git a/src/render/backends/vulkan_helpers.h b/src/render/backends/vulkan_helpers.h new file mode 100644 index 0000000..23666c6 --- /dev/null +++ b/src/render/backends/vulkan_helpers.h @@ -0,0 +1,199 @@ +#pragma once + +#include <assert.h> +#include <vulkan/vulkan.h> +#include <vulkan/vulkan_core.h> + +#include "darray.h" +#include "defines.h" +#include "log.h" +#include "str.h" + +#define VULKAN_PHYS_DEVICE_MAX_EXTENSION_NAMES 36 + +DECL_TYPED_ARRAY(const char*, cstr) + +static void plat_get_required_extension_names(cstr_darray* extensions) { +#ifdef CEL_PLATFORM_LINUX + cstr_darray_push(extensions, "VK_KHR_xcb_surface"); +#endif +} + +// TODO(omni): port to using internal assert functions +#define VK_CHECK(vulkan_expr) \ + do { \ + VkResult res = vulkan_expr; \ + if (res != VK_SUCCESS) { \ + ERROR_EXIT("Vulkan error: %u (%s:%d)", res, __FILE__, __LINE__); \ + } \ + } while (0) + +// TODO: typedef struct vk_debugger {} vk_debugger; + +typedef struct vulkan_physical_device_requirements { + bool graphics; + bool present; + bool compute; + bool transfer; + str8 device_ext_names[VULKAN_PHYS_DEVICE_MAX_EXTENSION_NAMES]; + size_t device_ext_name_count; + bool sampler_anistropy; + bool discrete_gpu; +} vulkan_physical_device_requirements; + +#define VULKAN_MAX_DEFAULT 32 + +typedef struct vulkan_swapchain_support_info { + VkSurfaceCapabilitiesKHR capabilities; + VkSurfaceFormatKHR formats[VULKAN_MAX_DEFAULT]; + u32 format_count; + VkPresentModeKHR present_modes[VULKAN_MAX_DEFAULT]; + u32 mode_count; +} vulkan_swapchain_support_info; + +VKAPI_ATTR VkBool32 VKAPI_CALL vk_debug_callback( + VkDebugUtilsMessageSeverityFlagBitsEXT severity, VkDebugUtilsMessageTypeFlagsEXT flags, + const VkDebugUtilsMessengerCallbackDataEXT* callback_data, void* user_data); + +static void vulkan_device_query_swapchain_support(VkPhysicalDevice device, VkSurfaceKHR surface, + vulkan_swapchain_support_info* out_support_info) { + // TODO: add VK_CHECK to these calls! + + // Surface capabilities + vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &out_support_info->capabilities); + + // Surface formats + vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &out_support_info->format_count, + 0); // Get number of formats + if (out_support_info->format_count > 0) { + vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &out_support_info->format_count, + out_support_info->formats); + } + + // Present Modes + vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &out_support_info->mode_count, + 0); // Get number of formats + if (out_support_info->mode_count > 0) { + vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &out_support_info->mode_count, + out_support_info->present_modes); + } +} + +static VkSurfaceFormatKHR choose_swapchain_format( + vulkan_swapchain_support_info* swapchain_support) { + assert(swapchain_support->format_count > 0); + // find a format + for (u32 i = 0; i < swapchain_support->format_count; i++) { + VkSurfaceFormatKHR format = swapchain_support->formats[i]; + if (format.format == VK_FORMAT_B8G8R8A8_SRGB && + format.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) { + return format; + } + } + return swapchain_support->formats[0]; +} + +// static bool physical_device_meets_requirements( +// VkPhysicalDevice device, VkSurfaceKHR surface, const VkPhysicalDeviceProperties* properties, +// const VkPhysicalDeviceFeatures* features, +// const vulkan_physical_device_requirements* requirements, +// vulkan_physical_device_queue_family_info* out_queue_info, +// vulkan_swapchain_support_info* out_swapchain_support) { +// // TODO: pass in an arena + +// out_queue_info->graphics_family_index = -1; +// out_queue_info->present_family_index = -1; +// out_queue_info->compute_family_index = -1; +// out_queue_info->transfer_family_index = -1; + +// if (requirements->discrete_gpu) { +// if (properties->deviceType != VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) { +// TRACE("Device is not a physical GPU. Skipping."); +// return false; +// } +// } + +// u32 queue_family_count = 0; +// vkGetPhysicalDeviceQueueFamilyProperties(device, &queue_family_count, 0); +// VkQueueFamilyProperties queue_families[queue_family_count]; +// vkGetPhysicalDeviceQueueFamilyProperties(device, &queue_family_count, queue_families); + +// INFO("Graphics | Present | Compute | Transfer | Name"); +// u8 min_transfer_score = 255; +// for (u32 i = 0; i < queue_family_count; i++) { +// u8 current_transfer_score = 0; + +// // Graphics queue +// if (queue_families[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) { +// out_queue_info->graphics_family_index = i; +// current_transfer_score++; +// } + +// // Compute queue +// if (queue_families[i].queueFlags & VK_QUEUE_COMPUTE_BIT) { +// out_queue_info->compute_family_index = i; +// current_transfer_score++; +// } + +// // Transfer queue +// if (queue_families[i].queueFlags & VK_QUEUE_TRANSFER_BIT) { +// // always take the lowest score transfer index +// if (current_transfer_score <= min_transfer_score) { +// min_transfer_score = current_transfer_score; +// out_queue_info->transfer_family_index = i; +// } +// } + +// // Present Queue +// VkBool32 supports_present = VK_FALSE; +// vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &supports_present); +// if (supports_present) { +// out_queue_info->present_family_index = i; +// } +// } + +// INFO(" %d | %d | %d | %d | %s", +// out_queue_info->graphics_family_index != -1, out_queue_info->present_family_index != -1, +// out_queue_info->compute_family_index != -1, out_queue_info->transfer_family_index != -1, +// properties->deviceName); +// TRACE("Graphics Family queue index: %d", out_queue_info->graphics_family_index); +// TRACE("Present Family queue index: %d", out_queue_info->present_family_index); +// TRACE("Compute Family queue index: %d", out_queue_info->compute_family_index); +// TRACE("Transfer Family queue index: %d", out_queue_info->transfer_family_index); + +// if ((!requirements->graphics || +// (requirements->graphics && out_queue_info->graphics_family_index != -1))) { +// INFO("Physical device meets our requirements! Proceed."); + +// vulkan_device_query_swapchain_support( +// device, surface, out_swapchain_support + +// // TODO: error handling i.e. format count = 0 or present mode = 0 + +// ); +// return true; +// } + +// return false; +// } + +VKAPI_ATTR VkBool32 VKAPI_CALL vk_debug_callback( + VkDebugUtilsMessageSeverityFlagBitsEXT severity, VkDebugUtilsMessageTypeFlagsEXT flags, + const VkDebugUtilsMessengerCallbackDataEXT* callback_data, void* user_data) { + switch (severity) { + default: + case VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT: + ERROR("%s", callback_data->pMessage); + break; + case VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT: + WARN("%s", callback_data->pMessage); + break; + case VK_DEBUG_UTILS_MESSAGE_SEVERITY_INFO_BIT_EXT: + INFO("%s", callback_data->pMessage); + break; + case VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT: + TRACE("%s", callback_data->pMessage); + break; + } + return VK_FALSE; +}
\ No newline at end of file diff --git a/src/render/bind_group_layouts.h b/src/render/bind_group_layouts.h new file mode 100644 index 0000000..246d1ef --- /dev/null +++ b/src/render/bind_group_layouts.h @@ -0,0 +1,30 @@ +/** + * @file bind_group_layouts.h + * @author your name (you@domain.com) + * @brief Common bindgroups (descriptor set layouts) + * @version 0.1 + * @date 2024-04-28 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once +#include "defines.h" +#include "maths_types.h" + +// Three major sets + +// 1. Scene / Global +typedef struct bg_globals { + mat4 view; + mat4 projection; + f32 total_time; + f32 delta_time; +} bg_globals; + +// 2. Material (once per object) + +// 3. Per draw call +typedef struct bg_model { + mat4 model; +} bg_model; diff --git a/src/render/builtin_materials.h b/src/render/builtin_materials.h new file mode 100644 index 0000000..f2db5f4 --- /dev/null +++ b/src/render/builtin_materials.h @@ -0,0 +1,154 @@ +/** + * @file builtin_materials.h + * @author your name (you@domain.com) + * @brief + * @version 0.1 + * @date 2024-06-15 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once + +#include <assert.h> +#include "defines.h" +#include "ral_types.h" + +// Currently supported materials +// - Blinn Phong (textured) +// - PBR (params) +// - PBR (textured) + +// Thoughts +// -------- +// +// A material and a shader are inextricably linked. The input data for a shader needs the material. +// However, a shader may require more than just a material? + +// --- Common uniform blocks + +/* In glsl code we call it 'MVP_Matrices' */ +typedef struct mvp_matrix_uniforms { + mat4 model; + mat4 view; + mat4 projection; +} mvp_matrix_uniforms; + +// --- PBR (params) + +typedef struct pbr_params_material_uniforms { + vec3 albedo; + f32 metallic; + f32 roughness; + f32 ao; + f32 pad[2]; +} pbr_params_material_uniforms; + +typedef struct pbr_point_light { + vec3 pos; + f32 pad; + vec3 color; + f32 pad2; +} pbr_point_light; + +typedef struct pbr_params_light_uniforms { + pbr_point_light pointLights[4]; + vec4 viewPos; +} pbr_params_light_uniforms; + +typedef struct pbr_params_bindgroup { + mvp_matrix_uniforms mvp_matrices; + pbr_params_material_uniforms material; + pbr_params_light_uniforms lights; +} pbr_params_bindgroup; + +static shader_data_layout pbr_params_shader_layout(void* data) { + pbr_params_bindgroup* d = (pbr_params_bindgroup*)data; + bool has_data = data != NULL; + + shader_binding b1 = { .label = "MVP_Matrices", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(mvp_matrix_uniforms) } } }; + + shader_binding b2 = { .label = "PBR_Params", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(pbr_params_material_uniforms) } } }; + + shader_binding b3 = { .label = "Scene_Lights", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(pbr_params_light_uniforms) } } }; + + if (has_data) { + // printf("Size %d \n", b3.data.bytes.size); + b1.data.bytes.data = &d->mvp_matrices; + b2.data.bytes.data = &d->material; + /* d->lights.viewPos = vec3(0, 1, 0); */ + b3.data.bytes.data = &d->lights; + // print_vec3(d->lights.viewPos); + } + + return (shader_data_layout){ .name = "pbr_params", .bindings = { b1, b2, b3 }, .bindings_count = 3 + + }; +} + +static void* shader_layout_get_binding(shader_data_layout* layout, u32 nth_binding) { + assert(nth_binding < layout->bindings_count); + return &layout->bindings[nth_binding].data; +} + +typedef struct pbr_textures { + texture_handle albedo_tex; + texture_handle metal_roughness_tex; + texture_handle ao_tex; + texture_handle normal_tex; +} pbr_textures; + +typedef struct pbr_textured_bindgroup { + mvp_matrix_uniforms mvp_matrices; + pbr_params_light_uniforms lights; + pbr_textures textures; +} pbr_textured_bindgroup; + +static shader_data_layout pbr_textured_shader_layout(void* data) { + pbr_textured_bindgroup* d = (pbr_textured_bindgroup*)data; + bool has_data = data != NULL; + + shader_binding b1 = { .label = "MVP_Matrices", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(mvp_matrix_uniforms) } } }; + + shader_binding b2 = { .label = "Scene_Lights", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(pbr_params_light_uniforms) } } }; + + shader_binding b3 = {.label = "albedoMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + shader_binding b4 = {.label = "metallicRoughnessMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + shader_binding b5 = {.label = "aoMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + shader_binding b6 = {.label = "normalMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + + if (has_data) { + b1.data.bytes.data = &d->mvp_matrices; + b2.data.bytes.data = &d->lights; + b3.data.texture.handle = d->textures.albedo_tex; + b4.data.texture.handle = d->textures.metal_roughness_tex; + b5.data.texture.handle = d->textures.ao_tex; + b6.data.texture.handle = d->textures.normal_tex; + } + + return (shader_data_layout){ .name = "pbr_params", .bindings = { b1, b2, b3, b4, b5, b6 }, .bindings_count = 6 + }; +} diff --git a/src/render/immediate.c b/src/render/immediate.c new file mode 100644 index 0000000..63a62b8 --- /dev/null +++ b/src/render/immediate.c @@ -0,0 +1,46 @@ +#include "immediate.h" +#include "glad/glad.h" +#include "maths.h" +#include "primitives.h" +#include "ral_types.h" +#include "render.h" +#include "render_types.h" + +typedef struct immdraw_system { + // primitive meshes (get reused for each draw call) + mesh plane; + mesh cube; + mesh sphere; + // command lists + +} immdraw_system; + +bool immdraw_system_init(immdraw_system* state) { + geometry_data plane_geometry = geo_create_plane(f32x2(1, 1)); + state->plane = mesh_create(&plane_geometry, true); + + geometry_data cube_geometry = geo_create_cuboid(f32x3(1, 1, 1)); + state->cube = mesh_create(&cube_geometry, true); + + geometry_data sphere_geometry = geo_create_uvsphere(1.0, 48, 48); + state->sphere = mesh_create(&sphere_geometry, true); + + return true; +} + +void immdraw_plane(vec3 pos, quat rotation, f32 u_scale, f32 v_scale, vec4 colour) {} + +void immdraw_system_render(immdraw_system* state) {} + +// void imm_draw_sphere(vec3 pos, f32 radius, vec4 colour) { +// // Create the vertices +// geometry_data geometry = geo_create_uvsphere(radius, 16, 16); +// geo_set_vertex_colours(&geometry, colour); + +// // Upload to GPU +// mat4 model = mat4_translation(pos); + +// // Set pipeline + +// // Draw +// }
\ No newline at end of file diff --git a/src/render/immediate.h b/src/render/immediate.h new file mode 100644 index 0000000..f4b1729 --- /dev/null +++ b/src/render/immediate.h @@ -0,0 +1,19 @@ +#pragma once + +#include "geometry.h" +#include "maths_types.h" + +typedef struct immdraw_system immdraw_system; + +bool immdraw_system_init(immdraw_system* state); +void immdraw_system_shutdown(immdraw_system* state); +void immdraw_system_render(immdraw_system* state); + +// 3. SIMA (simplified immediate mode api) / render.h +// - dont need to worry about uploading mesh data +// - very useful for debugging +void immdraw_plane(vec3 pos, quat rotation, f32 u_scale, f32 v_scale, vec4 colour); +void immdraw_cuboid(vec3 pos, quat rotation, f32x3 extents, vec4 colour); +void immdraw_sphere(vec3 pos, f32 radius, vec4 colour); + +void immdraw_camera_frustum(); diff --git a/src/render/ral.c b/src/render/ral.c new file mode 100644 index 0000000..9ca99ce --- /dev/null +++ b/src/render/ral.c @@ -0,0 +1,97 @@ +#include "ral.h" +#include "file.h" +#include "log.h" +#include "mem.h" +#include "str.h" + +#if defined(CEL_REND_BACKEND_VULKAN) +#include "backend_vulkan.h" +#elif defined(CEL_REND_BACKEND_METAL) +#include "backend_metal.h" +#elif defined(CEL_REND_BACKEND_OPENGL) +#include "backend_opengl.h" +#endif + +size_t vertex_attrib_size(vertex_attrib_type attr) { + switch (attr) { + case ATTR_F32: + case ATTR_U32: + case ATTR_I32: + return 4; + case ATTR_F32x2: + case ATTR_U32x2: + case ATTR_I32x2: + return 8; + case ATTR_F32x3: + case ATTR_U32x3: + case ATTR_I32x3: + return 12; + case ATTR_F32x4: + case ATTR_U32x4: + case ATTR_I32x4: + return 16; + break; + } +} + +void vertex_desc_add(vertex_description* builder, const char* name, vertex_attrib_type type) { + u32 i = builder->attributes_count; + + size_t size = vertex_attrib_size(type); + builder->attributes[i] = type; + builder->stride += size; + builder->attr_names[i] = name; + + builder->attributes_count++; +} + +vertex_description static_3d_vertex_description() { + vertex_description builder = { .debug_label = "Standard static 3d vertex format" }; + vertex_desc_add(&builder, "inPosition", ATTR_F32x3); + vertex_desc_add(&builder, "inNormal", ATTR_F32x3); + vertex_desc_add(&builder, "inTexCoords", ATTR_F32x2); + builder.use_full_vertex_size = true; + return builder; +} + +void backend_pools_init(arena* a, gpu_backend_pools* backend_pools) { + pipeline_layout_pool pipeline_layout_pool = + pipeline_layout_pool_create(a, MAX_PIPELINES, sizeof(gpu_pipeline_layout)); + backend_pools->pipeline_layouts = pipeline_layout_pool; + pipeline_pool pipeline_pool = pipeline_pool_create(a, MAX_PIPELINES, sizeof(gpu_pipeline)); + backend_pools->pipelines = pipeline_pool; + renderpass_pool rpass_pool = renderpass_pool_create(a, MAX_RENDERPASSES, sizeof(gpu_renderpass)); + backend_pools->renderpasses = rpass_pool; + + // context.gpu_pools; +} + +void resource_pools_init(arena* a, struct resource_pools* res_pools) { + buffer_pool buf_pool = buffer_pool_create(a, MAX_BUFFERS, sizeof(gpu_buffer)); + res_pools->buffers = buf_pool; + texture_pool tex_pool = texture_pool_create(a, MAX_TEXTURES, sizeof(gpu_texture)); + res_pools->textures = tex_pool; + + // context.resource_pools = res_pools; +} + +void print_shader_binding(shader_binding b) { + printf("Binding name: %s type %s vis %d stores data %d\n", b.label, + shader_binding_type_name[b.type], b.vis, b.stores_data); +} + +shader_desc shader_quick_load(const char* filepath) { + arena a = arena_create(malloc(1024 * 1024), 1024 * 1024); + str8 path = str8_cstr_view(filepath); + str8_opt shader = str8_from_file(&a, path); + if (!shader.has_value) { + ERROR_EXIT("Failed to load shaders from disk"); + } + + return (shader_desc){ + .debug_name = filepath, + .code = shader.contents, + .filepath = path, + .is_spirv = true, + }; +} diff --git a/src/render/ral.h b/src/render/ral.h new file mode 100644 index 0000000..792bb4e --- /dev/null +++ b/src/render/ral.h @@ -0,0 +1,198 @@ +/** + * @file ral.h + * @author your name (you@domain.com) + * @brief Render Abstraction Layer + * @details API that a graphics backend *must* implement + * @version 0.1 + * @date 2024-03-31 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once + +#include "buf.h" +#include "defines.h" +#include "mem.h" +#include "ral_types.h" +#include "str.h" + +// Unrelated forward declares +struct GLFWwindow; + +// Forward declare structs - these must be defined in the backend implementation +typedef struct gpu_swapchain gpu_swapchain; +typedef struct gpu_device gpu_device; +typedef struct gpu_pipeline_layout gpu_pipeline_layout; +typedef struct gpu_pipeline gpu_pipeline; +typedef struct gpu_renderpass gpu_renderpass; +typedef struct gpu_cmd_encoder gpu_cmd_encoder; // Recording +typedef struct gpu_cmd_buffer gpu_cmd_buffer; // Ready for submission +typedef struct gpu_buffer gpu_buffer; +typedef struct gpu_texture gpu_texture; + +// #define MAX_SHADER_DATA_LAYOUTS 5 +// #define MAX_BUFFERS 256 +// #define MAX_TEXTURES 256 +// #define MAX_PIPELINES 128 +// #define MAX_RENDERPASSES 128 + +// TYPED_POOL(gpu_buffer, buffer); +// TYPED_POOL(gpu_texture, texture); + +// TYPED_POOL(gpu_pipeline_layout, pipeline_layout); +// TYPED_POOL(gpu_pipeline, pipeline); +// TYPED_POOL(gpu_renderpass, renderpass); + +// // --- Handy macros +// #define BUFFER_GET(h) (buffer_pool_get(&context.resource_pools->buffers, h)) +// #define TEXTURE_GET(h) (texture_pool_get(&context.resource_pools->textures, h)) + +// --- Pools +// typedef struct gpu_backend_pools { +// pipeline_pool pipelines; +// pipeline_layout_pool pipeline_layouts; +// renderpass_pool renderpasses; +// } gpu_backend_pools; +// void backend_pools_init(arena* a, gpu_backend_pools* backend_pools); + +// struct resource_pools { +// buffer_pool buffers; +// texture_pool textures; +// }; +// void resource_pools_init(arena* a, struct resource_pools* res_pools); + +// --- Pipeline description +typedef enum pipeline_kind { + PIPELINE_GRAPHICS, + PIPELINE_COMPUTE, +} pipeline_kind; + +typedef struct shader_desc { + const char* debug_name; + str8 filepath; // Where it came from + str8 code; // Either GLSL or SPIRV bytecode + bool is_spirv; + bool is_combined_vert_frag; // Contains both vertex and fragment stages +} shader_desc; + +shader_desc shader_quick_load(const char* filepath); +/** @brief Hot reloads shaders for the given pipeline. Returns how long it took in milliseconds */ +u64 gpu_pipeline_reload_shaders(gpu_pipeline* pipeline); // TODO + +struct graphics_pipeline_desc { + const char* debug_name; + vertex_description vertex_desc; + shader_desc vs; /** @brief Vertex shader stage */ + shader_desc fs; /** @brief Fragment shader stage */ + + // Roughly equivalent to a descriptor set layout each. each layout can have multiple bindings + // examples: + // - uniform buffer reprensenting view projection matrix + // - texture for shadow map + shader_data data_layouts[MAX_SHADER_DATA_LAYOUTS]; + u32 data_layouts_count; + + // gpu_pipeline_layout* layout; + gpu_renderpass* renderpass; + + bool wireframe; + bool depth_test; +}; + +typedef struct gpu_renderpass_desc { + bool default_framebuffer; + bool has_color_target; + texture_handle color_target; // for now only support one + bool has_depth_stencil; + texture_handle depth_stencil; +} gpu_renderpass_desc; + +// --- Lifecycle functions +bool gpu_backend_init(const char* window_name, struct GLFWwindow* window); +void gpu_backend_shutdown(); +void resource_pools_init(arena* a, struct resource_pools* res_pools); + +bool gpu_device_create(gpu_device* out_device); +void gpu_device_destroy(); + +// --- Render Pipeline +gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description); +void gpu_pipeline_destroy(gpu_pipeline* pipeline); + +// --- Renderpass +gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description); +void gpu_renderpass_destroy(gpu_renderpass* pass); + +// --- Swapchain +bool gpu_swapchain_create(gpu_swapchain* out_swapchain); +void gpu_swapchain_destroy(gpu_swapchain* swapchain); + +// --- Command buffer +gpu_cmd_encoder gpu_cmd_encoder_create(); +void gpu_cmd_encoder_destroy(gpu_cmd_encoder* encoder); +void gpu_cmd_encoder_begin(gpu_cmd_encoder encoder); +void gpu_cmd_encoder_begin_render(gpu_cmd_encoder* encoder, gpu_renderpass* renderpass); +void gpu_cmd_encoder_end_render(gpu_cmd_encoder* encoder); +void gpu_cmd_encoder_begin_compute(); +gpu_cmd_encoder* gpu_get_default_cmd_encoder(); + +/** @brief Finish recording and return a command buffer that can be submitted to a queue */ +gpu_cmd_buffer gpu_cmd_encoder_finish(gpu_cmd_encoder* encoder); + +void gpu_queue_submit(gpu_cmd_buffer* buffer); + +// --- Data copy commands +/** @brief Copy data from one buffer to another */ +void encode_buffer_copy(gpu_cmd_encoder* encoder, buffer_handle src, u64 src_offset, + buffer_handle dst, u64 dst_offset, u64 copy_size); +/** @brief Upload CPU-side data as array of bytes to a GPU buffer */ +void buffer_upload_bytes(buffer_handle gpu_buf, bytebuffer cpu_buf, u64 offset, u64 size); + +/** @brief Copy data from buffer to buffer using a one time submit command buffer and a wait */ +void copy_buffer_to_buffer_oneshot(buffer_handle src, u64 src_offset, buffer_handle dst, + u64 dst_offset, u64 copy_size); +/** @brief Copy data from buffer to an image using a one time submit command buffer */ +void copy_buffer_to_image_oneshot(buffer_handle src, texture_handle dst); + +// --- Render commands +void encode_bind_pipeline(gpu_cmd_encoder* encoder, pipeline_kind kind, gpu_pipeline* pipeline); +void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* data); +void encode_set_default_settings(gpu_cmd_encoder* encoder); +void encode_set_vertex_buffer(gpu_cmd_encoder* encoder, buffer_handle buf); +void encode_set_index_buffer(gpu_cmd_encoder* encoder, buffer_handle buf); +void encode_set_bind_group(); // TODO +void encode_draw(gpu_cmd_encoder* encoder, u64 count); +void encode_draw_indexed(gpu_cmd_encoder* encoder, u64 index_count); +void encode_clear_buffer(gpu_cmd_encoder* encoder, buffer_handle buf); + +// --- Buffers +buffer_handle gpu_buffer_create(u64 size, gpu_buffer_type buf_type, gpu_buffer_flags flags, + const void* data); +void gpu_buffer_destroy(buffer_handle buffer); +void gpu_buffer_upload(const void* data); + +// Textures +/** @brief Create a new GPU texture resource. + * @param create_view creates a texture view (with same dimensions) at the same time + * @param data if not NULL then the data stored at the pointer will be uploaded to the GPU texture + * @note automatically creates a sampler for you */ +texture_handle gpu_texture_create(texture_desc desc, bool create_view, const void* data); +void gpu_texture_destroy(texture_handle); +void gpu_texture_upload(texture_handle texture, const void* data); + +// --- Vertex formats +bytebuffer vertices_as_bytebuffer(arena* a, vertex_format format, vertex_darray* vertices); + +void vertex_desc_add(vertex_description* builder, const char* name, vertex_attrib_type type); + +// --- TEMP +bool gpu_backend_begin_frame(); +void gpu_backend_end_frame(); +void gpu_temp_draw(size_t n_verts); + +// TODO: --- Compute + +// --- Helpers +vertex_description static_3d_vertex_description(); +size_t vertex_attrib_size(vertex_attrib_type attr); diff --git a/src/render/ral_types.h b/src/render/ral_types.h new file mode 100644 index 0000000..5f21846 --- /dev/null +++ b/src/render/ral_types.h @@ -0,0 +1,257 @@ +/** + * @file ral_types.h + * @author your name (you@domain.com) + * @brief Struct and enum definitions for RAL + * @version 0.1 + * @date 2024-04-27 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once + +#include "darray.h" +#include "defines.h" +#include "maths_types.h" + +#define MAX_VERTEX_ATTRIBUTES 16 + +/* #ifndef RENDERER_TYPED_HANDLES */ +CORE_DEFINE_HANDLE(buffer_handle); +CORE_DEFINE_HANDLE(texture_handle); +CORE_DEFINE_HANDLE(sampler_handle); +CORE_DEFINE_HANDLE(shader_handle); +CORE_DEFINE_HANDLE(pipeline_layout_handle); +CORE_DEFINE_HANDLE(pipeline_handle); +CORE_DEFINE_HANDLE(renderpass_handle); +#define ABSENT_MODEL_HANDLE 999999999 + +// gpu types +typedef enum gpu_primitive_topology { + CEL_PRIMITIVE_TOPOLOGY_POINT, + CEL_PRIMITIVE_TOPOLOGY_LINE, + CEL_PRIMITIVE_TOPOLOGY_LINE_STRIP, + CEL_PRIMITIVE_TOPOLOGY_TRIANGLE, + CEL_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, + CEL_PRIMITIVE_TOPOLOGY_COUNT +} cel_primitive_topology; + +typedef enum gpu_texture_type { + CEL_TEXTURE_TYPE_2D, + CEL_TEXTURE_TYPE_3D, + CEL_TEXTURE_TYPE_2D_ARRAY, + CEL_TEXTURE_TYPE_CUBE_MAP, + CEL_TEXTURE_TYPE_COUNT +} gpu_texture_type; + +typedef enum gpu_texture_format { + CEL_TEXTURE_FORMAT_8_8_8_8_RGBA_UNORM, + CEL_TEXTURE_FORMAT_DEPTH_DEFAULT, + CEL_TEXTURE_FORMAT_COUNT +} gpu_texture_format; + +/** @brief Texture Description - used by texture creation functions */ +typedef struct texture_desc { + gpu_texture_type tex_type; + gpu_texture_format format; + u32x2 extents; +} texture_desc; + +typedef enum gpu_buffer_type { + CEL_BUFFER_DEFAULT, // on Vulkan this would be a storage buffer? + CEL_BUFFER_VERTEX, + CEL_BUFFER_INDEX, + CEL_BUFFER_UNIFORM, + CEL_BUFFER_COUNT +} gpu_buffer_type; + +static const char* buffer_type_names[] = { + "RAL Buffer Default", "RAL Buffer Vertex", "RAL Buffer Index", + "RAL Buffer Uniform", "RAL Buffer Count", +}; + +typedef enum gpu_buffer_flag { + CEL_BUFFER_FLAG_CPU = 1 << 0, + CEL_BUFFER_FLAG_GPU = 1 << 1, + CEL_BUFFER_FLAG_STORAGE = 1 << 2, + CEL_BUFFER_FLAG_COUNT +} gpu_buffer_flag; +typedef u32 gpu_buffer_flags; + +typedef enum vertex_format { + VERTEX_STATIC_3D, + VERTEX_SPRITE, + VERTEX_SKINNED, + VERTEX_COLOURED_STATIC_3D, + VERTEX_RAW_POS_COLOUR, + VERTEX_COUNT +} vertex_format; + +typedef union vertex { + struct { + vec3 position; + vec3 normal; + vec2 tex_coords; + } static_3d; /** @brief standard vertex format for static geometry in 3D */ + + struct { + vec2 position; + vec4 colour; + vec2 tex_coords; + } sprite; /** @brief vertex format for 2D sprites or quads */ + + struct { + vec3 position; + vec4 colour; + vec2 tex_coords; + vec3 normal; + vec4i bone_ids; // Integer vector for bone IDs + vec4 bone_weights; // Weight of each bone's influence + } skinned_3d; /** @brief vertex format for skeletal (animated) geometry in 3D */ + + struct { + vec3 position; + vec2 tex_coords; + vec3 normal; + vec4 colour; + } coloured_static_3d; /** @brief vertex format used for debugging */ + + struct { + vec2 position; + vec3 colour; + } raw_pos_colour; +} vertex; + +#ifndef TYPED_VERTEX_ARRAY +KITC_DECL_TYPED_ARRAY(vertex) +KITC_DECL_TYPED_ARRAY(u32) +#define TYPED_VERTEX_ARRAY +#endif + +// TEMP +typedef struct custom_vertex { + vec2 pos; + vec3 color; +} custom_vertex; + +// Vertex attributes +/// @strip_prefix(ATTR_) +typedef enum vertex_attrib_type { + ATTR_F32, + ATTR_F32x2, + ATTR_F32x3, + ATTR_F32x4, + ATTR_U32, + ATTR_U32x2, + ATTR_U32x3, + ATTR_U32x4, + ATTR_I32, + ATTR_I32x2, + ATTR_I32x3, + ATTR_I32x4, +} vertex_attrib_type; + +typedef struct vertex_description { + char* debug_label; + const char* attr_names[MAX_VERTEX_ATTRIBUTES]; + vertex_attrib_type attributes[MAX_VERTEX_ATTRIBUTES]; + u32 attributes_count; + size_t stride; + bool use_full_vertex_size; +} vertex_description; + +// --- Shaders & Bindings + +typedef enum shader_visibility { + VISIBILITY_VERTEX = 1 << 0, + VISIBILITY_FRAGMENT = 1 << 1, + VISIBILITY_COMPUTE = 1 << 2, +} shader_visibility; + +/** @brief Describes the kind of binding a `shader_binding` is for. This changes how we create + * backing data for it. */ +typedef enum shader_binding_type { + /** + * @brief Binds a buffer to a shader + * @note Vulkan: Becomes a Storage Buffer + */ + SHADER_BINDING_BUFFER, + SHADER_BINDING_BUFFER_ARRAY, + SHADER_BINDING_TEXTURE, + SHADER_BINDING_TEXTURE_ARRAY, + SHADER_BINDING_SAMPLER, + /** + * @brief Binds raw data to a shader + * @note Vulkan: Becomes a Uniform Buffer + */ + SHADER_BINDING_BYTES, + // TODO: Acceleration Structure + SHADER_BINDING_COUNT +} shader_binding_type; + +static const char* shader_binding_type_name[] = { "BUFFER", "BUFFER ARRAY", "TEXTURE", + "TEXTURE ARRAY", "SAMPLER", "BYTES", + "COUNT" }; + +// pub trait ShaderBindable: Clone + Copy { +// fn bind_to(&self, context: &mut PipelineContext, index: u32); +// } + +typedef struct shader_binding { + const char* label; + shader_binding_type type; + shader_visibility vis; + bool stores_data; /** @brief if this is true then the shader binding has references to live data, + if false then its just being used to describe a layout and .data + should be zeroed */ + union { + struct { + buffer_handle handle; + } buffer; + struct { + void* data; + size_t size; + } bytes; + struct { + texture_handle handle; + } texture; + } data; /** @brief can store any kind of data that we can bind to a shader / descriptor set */ +} shader_binding; + +#define MAX_LAYOUT_BINDINGS 8 + +void print_shader_binding(shader_binding b); + +/** @brief A list of bindings that describe what data a shader / pipeline expects + @note This roughly correlates to a descriptor set layout in Vulkan +*/ +typedef struct shader_data_layout { + char* name; + shader_binding bindings[MAX_LAYOUT_BINDINGS]; + u32 bindings_count; +} shader_data_layout; + +typedef struct shader_data { + shader_data_layout (*shader_data_get_layout)(void* data); + void* data; +} shader_data; + +/* + Usage: + 1. When we create the pipeline, we must call a function that return a layout without .data + fields + 2. When binding +*/ + +typedef enum gpu_cull_mode { CULL_BACK_FACE, CULL_FRONT_FACE, CULL_COUNT } gpu_cull_mode; + +// ? How to tie together materials and shaders + +// Three registers +// 1. low level graphics api calls "ral" +// 2. higher level render calls +// 3. simplified immediate mode API + +// 3 - you don't need to know how the renderer works at all +// 2 - you need to know how the overall renderer is designed +// 1 - you need to understand graphics API specifics diff --git a/src/render/render.c b/src/render/render.c new file mode 100644 index 0000000..f52e2be --- /dev/null +++ b/src/render/render.c @@ -0,0 +1,287 @@ +#include <glfw3.h> +#include "maths_types.h" +#include "render_types.h" +#define STB_IMAGE_IMPLEMENTATION +#include <stb_image.h> + +#include "camera.h" +#include "file.h" +#include "log.h" +#include "mem.h" +#include "ral.h" +#include "ral_types.h" +#include "render.h" + +//---NEW +#include "static_pipeline.h" +//---END + +/** @brief Creates the pipelines built into Celeritas such as rendering static opaque geometry, + debug visualisations, immediate mode UI, etc */ +void default_pipelines_init(renderer* ren); + +bool renderer_init(renderer* ren) { + // INFO("Renderer init"); + + // NOTE: all platforms use GLFW at the moment but thats subject to change + glfwInit(); + +#if defined(CEL_REND_BACKEND_OPENGL) + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#elif defined(CEL_REND_BACKEND_VULKAN) + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); +#endif + + // glfw window creation + GLFWwindow* window = glfwCreateWindow(ren->config.scr_width, ren->config.scr_height, + ren->config.window_name, NULL, NULL); + if (window == NULL) { + // ERROR("Failed to create GLFW window\n"); + glfwTerminate(); + return false; + } + ren->window = window; + + glfwMakeContextCurrent(ren->window); + + DEBUG("Start gpu backend init"); + + if (!gpu_backend_init("Celeritas Engine - Vulkan", window)) { + FATAL("Couldnt load graphics api backend"); + return false; + } + gpu_device_create(&ren->device); // TODO: handle errors + gpu_swapchain_create(&ren->swapchain); + + DEBUG("Initialise GPU resource pools"); + arena pool_arena = arena_create(malloc(1024 * 1024), 1024 * 1024); + ren->resource_pools = arena_alloc(&pool_arena, sizeof(struct resource_pools)); + resource_pools_init(&pool_arena, ren->resource_pools); + + // Create default rendering pipeline + default_pipelines_init(ren); + + return true; +} +void renderer_shutdown(renderer* ren) { + gpu_swapchain_destroy(&ren->swapchain); + gpu_pipeline_destroy(&ren->static_opaque_pipeline); + gpu_backend_shutdown(); +} + +void default_pipelines_init(renderer* ren) { + // Static opaque geometry + arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); + + gpu_renderpass_desc pass_description = {}; + gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description); + + ren->default_renderpass = *renderpass; + + printf("Load shaders\n"); + str8 vert_path, frag_path; +#ifdef CEL_REND_BACKEND_OPENGL + vert_path = str8lit("assets/shaders/cube.vert"); + frag_path = str8lit("assets/shaders/cube.frag"); +#else + vert_path = str8lit("build/linux/x86_64/debug/cube.vert.spv"); + frag_path = str8lit("build/linux/x86_64/debug/cube.frag.spv"); +#endif + str8_opt vertex_shader = str8_from_file(&scratch, vert_path); + str8_opt fragment_shader = str8_from_file(&scratch, frag_path); + if (!vertex_shader.has_value || !fragment_shader.has_value) { + ERROR_EXIT("Failed to load shaders from disk") + } + if (!vertex_shader.has_value || !fragment_shader.has_value) { + ERROR_EXIT("Failed to load shaders from disk") + } + + // Vertex attributes + vertex_description vertex_input = { 0 }; + vertex_input.debug_label = "Standard Static 3D Vertex Format"; + vertex_desc_add(&vertex_input, "inPosition", ATTR_F32x3); + vertex_desc_add(&vertex_input, "inNormal", ATTR_F32x3); + vertex_desc_add(&vertex_input, "inTexCoords", ATTR_F32x2); + vertex_input.use_full_vertex_size = true; + + // Shader data bindings + shader_data mvp_uniforms_data = { .data = NULL, .shader_data_get_layout = &mvp_uniforms_layout }; + + struct graphics_pipeline_desc pipeline_description = { + .debug_name = "Basic Pipeline", + .vertex_desc = vertex_input, + .data_layouts = { mvp_uniforms_data }, + .data_layouts_count = 1, + .vs = { .debug_name = "Basic Vertex Shader", + .filepath = vert_path, + .code = vertex_shader.contents, + .is_spirv = true }, + .fs = { .debug_name = "Basic Fragment Shader", + .filepath = frag_path, + .code = fragment_shader.contents, + .is_spirv = true }, + .renderpass = renderpass, + .wireframe = false, + .depth_test = false + }; + gpu_pipeline* gfx_pipeline = gpu_graphics_pipeline_create(pipeline_description); + ren->static_opaque_pipeline = *gfx_pipeline; +} + +void render_frame_begin(renderer* ren) { + ren->frame_aborted = false; + if (!gpu_backend_begin_frame()) { + ren->frame_aborted = true; + WARN("Frame aborted"); + return; + } + gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder(); + // begin recording + gpu_cmd_encoder_begin(*enc); + gpu_cmd_encoder_begin_render(enc, &ren->default_renderpass); + encode_bind_pipeline(enc, PIPELINE_GRAPHICS, &ren->static_opaque_pipeline); + encode_set_default_settings(enc); +} +void render_frame_end(renderer* ren) { + if (ren->frame_aborted) { + return; + } + gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder(); + gpu_cmd_encoder_end_render(enc); + gpu_cmd_buffer buf = gpu_cmd_encoder_finish(enc); + gpu_queue_submit(&buf); + gpu_backend_end_frame(); +} +void render_frame_draw(renderer* ren) {} + +bool mesh_has_indices(mesh* m) { return m->geometry->has_indices; } + +/** + * + * @param Camera used for getting the view projection matric to draw the mesh with. + * If NULL use the last used camera */ +void draw_mesh(mesh* mesh, mat4* model, camera* cam) { // , mat4* view, mat4* proj) { + gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder(); + + encode_set_vertex_buffer(enc, mesh->vertex_buffer); + if (mesh_has_indices(mesh)) { + encode_set_index_buffer(enc, mesh->index_buffer); + } + + mat4 view, proj; + if (cam) { + camera_view_projection(cam, // FIXME: proper swapchain dimensions + 1000, 1000, &view, &proj); + + } else { + WARN("No camera set"); + } + mvp_uniforms mvp_data = { .model = *model, .view = view, .projection = proj }; + my_shader_bind_group shader_bind_data = { .mvp = mvp_data }; + shader_data mvp_uniforms_data = { .data = &shader_bind_data, + .shader_data_get_layout = &mvp_uniforms_layout }; + encode_bind_shader_data(enc, 0, &mvp_uniforms_data); + + encode_draw_indexed(enc, mesh->geometry->indices->len); +} + +void gfx_backend_draw_frame(renderer* ren, camera* camera, mat4 model, texture* tex) {} + +void geo_set_vertex_colours(geometry_data* geo, vec4 colour) {} + +// --- NEW + +mesh mesh_create(geometry_data* geometry, bool free_on_upload) { + mesh m = { 0 }; + + // Create and upload vertex buffer + size_t vert_bytes = geometry->vertices->len * sizeof(vertex); + INFO("Creating vertex buffer with size %d (%d x %d)", vert_bytes, geometry->vertices->len, + sizeof(vertex)); + m.vertex_buffer = gpu_buffer_create(vert_bytes, CEL_BUFFER_VERTEX, CEL_BUFFER_FLAG_GPU, + geometry->vertices->data); + + // Create and upload index buffer + size_t index_bytes = geometry->indices->len * sizeof(u32); + INFO("Creating index buffer with size %d (len: %d)", index_bytes, geometry->indices->len); + m.index_buffer = gpu_buffer_create(index_bytes, CEL_BUFFER_INDEX, CEL_BUFFER_FLAG_GPU, + geometry->indices->data); + + m.is_uploaded = true; + // m.has_indices = geometry->has_indices; + // m.index_count = geometry->indices.len; + m.geometry = geometry; + if (free_on_upload) { + geo_free_data(geometry); + } + + // TODO: materials? + + return m; +} + +// --- Textures + +texture_data texture_data_load(const char* path, bool invert_y) { + TRACE("Load texture %s", path); + + // load the file data + int width, height, num_channels; + stbi_set_flip_vertically_on_load(invert_y); + +#pragma GCC diagnostic ignored "-Wpointer-sign" + char* data = stbi_load(path, &width, &height, &num_channels, STBI_rgb_alpha); + if (data) { + DEBUG("loaded texture: %s", path); + } else { + WARN("failed to load texture"); + } + + unsigned int channel_type; + if (num_channels == 4) { + channel_type = GL_RGBA; + } else { + channel_type = GL_RGB; + } + texture_desc desc = { .extents = { width, height }, + .format = CEL_TEXTURE_FORMAT_8_8_8_8_RGBA_UNORM, + .tex_type = CEL_TEXTURE_TYPE_2D }; + + return (texture_data){ .description = desc, .image_data = data }; +} + +texture_handle texture_data_upload(texture_data data, bool free_on_upload) { + texture_handle handle = gpu_texture_create(data.description, true, data.image_data); + if (free_on_upload) { + TRACE("Freed stb_image data"); + stbi_image_free(data.image_data); + } + return handle; +} + +/** @brief load all of the texture for a PBR material and returns an unnamed material */ +material pbr_material_load(char* albedo_path, char* normal_path, bool metal_roughness_combined, + char* metallic_path, char* roughness_map, char* ao_map) { + material m = { 0 }; + m.kind = MAT_PBR; + + // For now we must have the required textures + assert(albedo_path); + assert(normal_path); + assert(metallic_path); + assert(metal_roughness_combined); + + m.mat_data.pbr.metal_roughness_combined = metal_roughness_combined; + texture_data tex_data; + tex_data = texture_data_load(albedo_path, false); + m.mat_data.pbr.albedo_map = texture_data_upload(tex_data, true); + tex_data = texture_data_load(normal_path, false); + m.mat_data.pbr.normal_map = texture_data_upload(tex_data, true); + tex_data = texture_data_load(metallic_path, false); + m.mat_data.pbr.metallic_map = texture_data_upload(tex_data, true); + + return m; +} diff --git a/src/render/render.h b/src/render/render.h new file mode 100644 index 0000000..19a8d1a --- /dev/null +++ b/src/render/render.h @@ -0,0 +1,96 @@ +/** + * @file render.h + * @author your name (you@domain.com) + * @brief Renderer frontend + * @version 0.1 + * @date 2024-03-21 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once + +#include "file.h" +#include "ral_types.h" +#include "render_types.h" + +/** @brief configuration passed to the renderer at init time */ +typedef struct renderer_config { + char window_name[256]; + u32 scr_width, scr_height; + vec3 clear_colour; /** colour that the screen gets cleared to every frame */ +} renderer_config; + +typedef struct renderer { + struct GLFWwindow* window; + void* backend_context; + renderer_config config; + gpu_device device; + gpu_swapchain swapchain; + gpu_renderpass default_renderpass; + gpu_pipeline static_opaque_pipeline; + bool frame_aborted; + struct resource_pools* resource_pools; +} renderer; + +bool renderer_init(renderer* ren); +void renderer_shutdown(renderer* ren); + +void render_frame_begin(renderer* ren); +void render_frame_update_globals(renderer* ren); +void render_frame_end(renderer* ren); +void render_frame_draw(renderer* ren); + +// ! TEMP +typedef struct camera camera; +void gfx_backend_draw_frame(renderer* ren, camera* camera, mat4 model, texture* tex); + +typedef struct render_ctx { + mat4 view; + mat4 projection; +} render_ctx; + +// frontend -- these can be called from say a loop in an example, or via FFI +texture_handle texture_create(const char* debug_name, texture_desc description, const u8* data); + +// Frontend Resources +texture_data texture_data_load(const char* path, bool invert_y); + +/** + * @brief + * + * @param data + * @param free_on_upload frees the CPU-side pixel data stored in `data` + * @return texture_handle + */ +texture_handle texture_data_upload(texture_data data, bool free_on_upload); + +/** @brief load all of the texture for a PBR material and returns an unnamed material */ +material pbr_material_load(char* albedo_path, char* normal_path, bool metal_roughness_combined, + char* metallic_path, char* roughness_map, char* ao_map); + +buffer_handle buffer_create(const char* debug_name, u64 size); +bool buffer_destroy(buffer_handle buffer); +sampler_handle sampler_create(); + +// models and meshes are implemented **in terms of the above** + +/** + * @brief Creates buffers and returns a struct that holds handles to our resources + * + * @param geometry + * @param free_on_upload frees the CPU-side vertex/index data stored in `geometry` when we + successfully upload that data to the GPU-side buffer + * @return mesh + */ +mesh mesh_create(geometry_data* geometry, bool free_on_upload); +void mesh_delete(mesh* mesh); // TODO + +void draw_mesh(mesh* mesh, mat4* model, camera* cam); + +model_handle model_load(const char* debug_name, const char* filepath); + +void geo_free_data(geometry_data* geo); +void geo_set_vertex_colours(geometry_data* geo, vec4 colour); + +vertex_description static_3d_vertex_description(); diff --git a/src/render/render_types.h b/src/render/render_types.h new file mode 100644 index 0000000..b25fa14 --- /dev/null +++ b/src/render/render_types.h @@ -0,0 +1,181 @@ +/** + * @file render_types.h + * @author your name (you@domain.com) + * @brief + * @version 0.1 + * @date 2024-04-27 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once + +#include "colours.h" +#include "defines.h" +#include "ral.h" +#include "ral_types.h" +#if defined(CEL_PLATFORM_WINDOWS) +// #include "backend_dx11.h" +#endif +#if defined(CEL_REND_BACKEND_VULKAN) +#include "backend_vulkan.h" +#elif defined(CEL_REND_BACKEND_METAL) +#include "backend_metal.h" +#elif defined(CEL_REND_BACKEND_OPENGL) +#include "backend_opengl.h" +#endif + +struct GLFWwindow; + +typedef struct geometry_data { + vertex_format format; + vertex_darray* vertices; // TODO: make it not a pointer + bool has_indices; + u32_darray* indices; + rgba colour; /** Optional: set vertex colours */ +} geometry_data; + +typedef struct u32_opt { + u32 value; + bool has_value; +} u32_opt; + +// 'Upload' a geometry_data (to GPU) -> get back a mesh +typedef struct mesh { + buffer_handle vertex_buffer; + buffer_handle index_buffer; + geometry_data* geometry; // NULL means it has been freed + u32_opt material_index; + bool is_uploaded; + bool is_latent; +} mesh; + +#ifndef TYPED_MESH_ARRAY +KITC_DECL_TYPED_ARRAY(mesh) +#define TYPED_MESH_ARRAY +#endif + +/* Hot reloading: +C side - reload_model(): + - load model from disk using existing loader + - remove from transform graph so it isnt tried to be drawn +*/ + +typedef struct texture { +} texture; + +typedef struct texture_data { + texture_desc description; + void* image_data; +} texture_data; + +typedef enum material_kind { + MAT_BLINN_PHONG, + MAT_PBR, + MAT_PBR_PARAMS, // uses float values to represent a surface uniformly + MAT_COUNT +} material_kind; +static const char* material_kind_names[] = { "Blinn Phong", "PBR (Textures)", "PBR (Params)", + "Count (This should be an error)" }; + +typedef struct blinn_phong_material { + char name[256]; + texture diffuse_texture; + char diffuse_tex_path[256]; + texture specular_texture; + char specular_tex_path[256]; + vec3 ambient_colour; + vec3 diffuse; + vec3 specular; + f32 spec_exponent; + bool is_loaded; + bool is_uploaded; +} blinn_phong_material; +// typedef blinn_phong_material material; + +typedef struct pbr_parameters { + vec3 albedo; + f32 metallic; + f32 roughness; + f32 ao; +} pbr_parameters; + +typedef struct pbr_material { + texture_handle albedo_map; + texture_handle normal_map; + bool metal_roughness_combined; + texture_handle metallic_map; + texture_handle roughness_map; + texture_handle ao_map; +} pbr_material; + +typedef struct material { + material_kind kind; + union { + blinn_phong_material blinn_phong; + pbr_parameters pbr_params; + pbr_material pbr; + } mat_data; + char* name; +} material; + +#ifndef TYPED_MATERIAL_ARRAY +KITC_DECL_TYPED_ARRAY(material) +#define TYPED_MATERIAL_ARRAY +#endif + +CORE_DEFINE_HANDLE(model_handle); + +typedef struct model { + str8 name; + mesh_darray* meshes; + material_darray* materials; +} model; + +TYPED_POOL(model, model) + +// FIXME: the default blinn-phong material. MUST be initialised with the function below +// FIXME: extern material DEFAULT_MATERIAL; +void default_material_init(); + +#ifndef TYPED_MODEL_ARRAY +KITC_DECL_TYPED_ARRAY(model) +#define TYPED_MODEL_ARRAY +#endif + +#ifndef TYPED_ANIMATION_CLIP_ARRAY +#include "animation.h" +KITC_DECL_TYPED_ARRAY(animation_clip) +#define TYPED_ANIMATION_CLIP_ARRAY +#endif + +/** @brief Describes all the data required for the renderer to start executing draws */ +typedef struct render_entity { + /* buffer_handle index_buffer; */ + /* u32 index_count; */ + /* u32 index_offset; */ + /* buffer_handle vertex_buffer; */ + model_handle model; + transform tf; +} render_entity; + +#ifndef TYPED_RENDER_ENTITY_ARRAY +KITC_DECL_TYPED_ARRAY(render_entity) +#define TYPED_RENDER_ENTITY_ARRAY +#endif + +// --- Lights +typedef struct point_light { + vec3 position; + f32 constant, linear, quadratic; + vec3 ambient; + vec3 diffuse; + vec3 specular; +} point_light; + +typedef struct directional_light { + vec3 direction; + vec3 ambient; + vec3 diffuse; + vec3 specular; +} directional_light; diff --git a/src/render/renderpasses.c b/src/render/renderpasses.c new file mode 100644 index 0000000..b93d487 --- /dev/null +++ b/src/render/renderpasses.c @@ -0,0 +1,140 @@ +/** + * @file renderpasses.c + * @author your name (you@domain.com) + * @brief + * @version 0.1 + * @date 2024-06-22 + * + * @copyright Copyright (c) 2024 + * + */ + +#include "renderpasses.h" +#include "file.h" +#include "log.h" +#include "maths_types.h" +#include "ral.h" +#include "ral_types.h" + +#define SHADOW_WIDTH 1000 +#define SHADOW_HEIGHT 1000 + +shader_data_layout debug_quad_layout(void* data) { + debug_quad_uniform* d = data; + bool has_data = data != NULL; + + shader_binding b1 = { .label = "depthMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + if (has_data) { + b1.data.texture.handle = d->depthMap; + } + return ( + shader_data_layout){ .name = "debug quad uniforms", .bindings = { b1 }, .bindings_count = 1 }; +} + +gpu_pipeline* debug_quad_pipeline_create() { + gpu_renderpass_desc rpass_desc = { .default_framebuffer = true }; + gpu_renderpass* rpass = gpu_renderpass_create(&rpass_desc); + shader_data shader_layout = { .data = NULL, .shader_data_get_layout = debug_quad_layout }; + struct graphics_pipeline_desc desc = { .debug_name = "Shadow maps debug quad", + .vertex_desc = static_3d_vertex_description(), + .data_layouts = { shader_layout }, + .data_layouts_count = 1, + .vs = shader_quick_load("assets/shaders/debug_quad.vert"), + .fs = shader_quick_load("assets/shaders/debug_quad.frag"), + .renderpass = rpass, + .wireframe = false }; + + return gpu_graphics_pipeline_create(desc); +} + +void ren_shadowmaps_init(ren_shadowmaps* storage) { + storage->rpass = shadowmaps_renderpass_create(); + storage->static_pipeline = shadowmaps_pipeline_create(storage->rpass); + storage->debug_quad = debug_quad_pipeline_create(); + storage->depth_tex = storage->rpass->description.depth_stencil; +} + +gpu_renderpass* shadowmaps_renderpass_create() { + // Create depthmap texture + u32x2 extents = u32x2(SHADOW_WIDTH, SHADOW_HEIGHT); + texture_desc depthmap_desc = { .extents = extents, + .format = CEL_TEXTURE_FORMAT_DEPTH_DEFAULT, + .tex_type = CEL_TEXTURE_TYPE_2D }; + texture_handle depthmap = gpu_texture_create(depthmap_desc, false, NULL); + + gpu_renderpass_desc shadows_desc = { .default_framebuffer = false, + .has_color_target = false, + .has_depth_stencil = true, + .depth_stencil = depthmap }; + return gpu_renderpass_create(&shadows_desc); +} + +// == shader bindings + +shader_data_layout model_uniform_layout(void* data) { + bool has_data = data != NULL; + + shader_binding b1 = { .label = "Model", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes.size = sizeof(model_uniform) } }; + if (has_data) { + b1.data.bytes.data = data; + } + return (shader_data_layout){ .name = "model_uniform", .bindings = { b1 }, .bindings_count = 1 }; +} +shader_data_layout lightspace_uniform_layout(void* data) { + bool has_data = data != NULL; + + shader_binding b1 = { .label = "LightSpace", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes.size = sizeof(lightspace_tf_uniform) } }; + if (has_data) { + b1.data.bytes.data = data; + } + return (shader_data_layout){ .name = "lightspace_tf_uniform", + .bindings = { b1 }, + .bindings_count = 1 }; +} + +// ================== + +gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass) { + arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); + + str8 vert_path = str8lit("assets/shaders/shadows.vert"); + str8 frag_path = str8lit("assets/shaders/shadows.frag"); + str8_opt vertex_shader = str8_from_file(&scratch, vert_path); + str8_opt fragment_shader = str8_from_file(&scratch, frag_path); + if (!vertex_shader.has_value || !fragment_shader.has_value) { + ERROR_EXIT("Failed to load shaders from disk"); + } + + // We'll have two data layouts. 1. for the light-space transform, and 2. for the model matrix + shader_data model_uniform = { .data = NULL, .shader_data_get_layout = &model_uniform_layout }; + shader_data lightspace_uniform = { .data = NULL, + .shader_data_get_layout = &lightspace_uniform_layout }; + + struct graphics_pipeline_desc desc = { .debug_name = "Shadowmap drawing pipeline", + .vertex_desc = static_3d_vertex_description(), + .data_layouts = { model_uniform, lightspace_uniform }, + .data_layouts_count = 2, + .vs = { .debug_name = "Shadows Vert shader", + .filepath = vert_path, + .code = vertex_shader.contents, + .is_spirv = true }, + .fs = { .debug_name = "Shadows Frag shader", + .filepath = frag_path, + .code = fragment_shader.contents, + .is_spirv = true }, + .renderpass = rpass }; + + arena_free_storage(&scratch); + return gpu_graphics_pipeline_create(desc); +} + +void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities, + size_t entity_count) {} diff --git a/src/render/renderpasses.h b/src/render/renderpasses.h new file mode 100644 index 0000000..5a5ffee --- /dev/null +++ b/src/render/renderpasses.h @@ -0,0 +1,56 @@ +/** + * @file renderpasses.h + * @author your name (you@domain.com) + * @brief Built-in renderpasses to the engine + * @version 0.1 + * @date 2024-04-28 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once +#include "ral.h" +#include "ral_types.h" +#include "render_types.h" + +// Shadowmap pass +// Blinn-phong pass +// Unlit pass +// Debug visualisations pass + +// Don't need to pass in *anything*. +gpu_renderpass* renderpass_blinn_phong_create(); +void renderpass_blinn_phong_execute(gpu_renderpass* pass, render_entity* entities, + size_t entity_count); + + +typedef struct ren_shadowmaps { + u32 width; + u32 height; + gpu_renderpass* rpass; + gpu_pipeline* static_pipeline; + gpu_pipeline* debug_quad; + texture_handle depth_tex; +} ren_shadowmaps; + +typedef struct model_uniform { + mat4 model; +} model_uniform; +typedef struct lightspace_tf_uniform { + mat4 lightSpaceMatrix; +} lightspace_tf_uniform; + +typedef struct debug_quad_uniform { + texture_handle depthMap; +} debug_quad_uniform; + +shader_data_layout model_uniform_layout(void* data); +shader_data_layout lightspace_uniform_layout(void* data); +shader_data_layout debug_quad_layout(void* data); + +void ren_shadowmaps_init(ren_shadowmaps* storage); + +gpu_renderpass* shadowmaps_renderpass_create(); +gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass); + +void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities, size_t entity_count); diff --git a/src/render/static_pipeline.h b/src/render/static_pipeline.h new file mode 100644 index 0000000..bf5bc42 --- /dev/null +++ b/src/render/static_pipeline.h @@ -0,0 +1,30 @@ +#pragma once +#include "defines.h" +#include "maths_types.h" +#include "ral.h" +#include "ral_types.h" +#include "render_types.h" + +typedef struct mvp_uniforms { + mat4 model; + mat4 view; + mat4 projection; +} mvp_uniforms; +typedef struct my_shader_bind_group { + mvp_uniforms mvp; +} my_shader_bind_group; + +static shader_data_layout mvp_uniforms_layout(void* data) { + my_shader_bind_group* d = (my_shader_bind_group*)data; + bool has_data = data != NULL; + + shader_binding b1 = { .label = "Matrices", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(mvp_uniforms) } } }; + + if (has_data) { + b1.data.bytes.data = &d->mvp; + } + return (shader_data_layout){ .name = "global_ubo", .bindings = { b1 }, .bindings_count = 1 }; +} |