Mercurial > games > semicongine
view static_utils.nim @ 1188:427c11c0aeb1 compiletime-tests
add: missing file
author | sam <sam@basx.dev> |
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date | Sun, 07 Jul 2024 15:09:14 +0700 |
parents | b14861786b61 |
children | aceb7697d37c |
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import std/algorithm import std/os import std/enumerate import std/hashes import std/macros import std/strformat import std/strutils import std/sequtils import std/typetraits as tt import semicongine/core/utils import semicongine/core/vector import semicongine/core/matrix import semicongine/core/vulkanapi import ./vulkan_utils template VertexAttribute {.pragma.} template InstanceAttribute {.pragma.} template Pass {.pragma.} template PassFlat {.pragma.} template ShaderOutput {.pragma.} const INFLIGHTFRAMES = 2'u32 const MEMORY_ALIGNMENT = 65536'u64 # Align buffers inside memory along this alignment const BUFFER_ALIGNMENT = 64'u64 # align offsets inside buffers along this alignment const MEMORY_BLOCK_ALLOCATION_SIZE = 100_000_000'u64 # ca. 100mb per block, seems reasonable const BUFFER_ALLOCATION_SIZE = 9_000_000'u64 # ca. 9mb per block, seems reasonable, can put 10 buffers into one memory block # some globals that will (likely?) never change during the life time of the engine type SupportedGPUType = float32 | float64 | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64 | TVec2[int32] | TVec2[int64] | TVec3[int32] | TVec3[int64] | TVec4[int32] | TVec4[int64] | TVec2[uint32] | TVec2[uint64] | TVec3[uint32] | TVec3[uint64] | TVec4[uint32] | TVec4[uint64] | TVec2[float32] | TVec2[float64] | TVec3[float32] | TVec3[float64] | TVec4[float32] | TVec4[float64] | TMat2[float32] | TMat2[float64] | TMat23[float32] | TMat23[float64] | TMat32[float32] | TMat32[float64] | TMat3[float32] | TMat3[float64] | TMat34[float32] | TMat34[float64] | TMat43[float32] | TMat43[float64] | TMat4[float32] | TMat4[float64] TextureType = TVec1[uint8] | TVec2[uint8] | TVec3[uint8] | TVec4[uint8] ShaderObject[TShader] = object vertexShader: VkShaderModule fragmentShader: VkShaderModule IndexType = enum None, UInt8, UInt16, UInt32 MemoryBlock = object vk: VkDeviceMemory size: uint64 rawPointer: pointer # if not nil, this is mapped memory offsetNextFree: uint64 BufferType = enum VertexBuffer VertexBufferMapped IndexBuffer IndexBufferMapped UniformBuffer UniformBufferMapped Buffer = object vk: VkBuffer size: uint64 rawPointer: pointer # if not nil, buffer is using mapped memory offsetNextFree: uint64 Texture[T: TextureType] = object vk: VkImage imageview: VkImageView sampler: VkSampler # offset: uint64 # size: uint64 width: uint32 height: uint32 data: seq[T] GPUArray[T: SupportedGPUType, TBuffer: static BufferType] = object data: seq[T] buffer: Buffer offset: uint64 GPUValue[T: object|array, TBuffer: static BufferType] = object data: T buffer: Buffer offset: uint64 GPUData = GPUArray | GPUValue DescriptorSetType = enum GlobalSet MaterialSet DescriptorSet[T: object, sType: static DescriptorSetType] = object data: T vk: array[INFLIGHTFRAMES.int, VkDescriptorSet] Pipeline[TShader] = object vk: VkPipeline layout: VkPipelineLayout descriptorSetLayouts: array[DescriptorSetType, VkDescriptorSetLayout] RenderData = object descriptorPool: VkDescriptorPool memory: array[VK_MAX_MEMORY_TYPES.int, seq[MemoryBlock]] buffers: array[BufferType, seq[Buffer]] func depth(texture: Texture): int = default(elementType(texture.data)).len func pointerAddOffset[T: SomeInteger](p: pointer, offset: T): pointer = cast[pointer](cast[T](p) + offset) func usage(bType: BufferType): seq[VkBufferUsageFlagBits] = case bType: of VertexBuffer: @[VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_BUFFER_USAGE_TRANSFER_DST_BIT] of VertexBufferMapped: @[VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_BUFFER_USAGE_TRANSFER_DST_BIT] of IndexBuffer: @[VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_BUFFER_USAGE_TRANSFER_DST_BIT] of IndexBufferMapped: @[VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_BUFFER_USAGE_TRANSFER_DST_BIT] of UniformBuffer: @[VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_BUFFER_USAGE_TRANSFER_DST_BIT] of UniformBufferMapped: @[VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_BUFFER_USAGE_TRANSFER_DST_BIT] proc GetVkFormat(depth: int, usage: openArray[VkImageUsageFlagBits]): VkFormat = const DEPTH_FORMAT_MAP = [ 0: [VK_FORMAT_UNDEFINED, VK_FORMAT_UNDEFINED], 1: [VK_FORMAT_R8_SRGB, VK_FORMAT_R8_UNORM], 2: [VK_FORMAT_R8G8_SRGB, VK_FORMAT_R8G8_UNORM], 3: [VK_FORMAT_R8G8B8_SRGB, VK_FORMAT_R8G8B8_UNORM], 4: [VK_FORMAT_R8G8B8A8_SRGB, VK_FORMAT_R8G8B8A8_UNORM], ] var formatProperties = VkImageFormatProperties2(sType: VK_STRUCTURE_TYPE_IMAGE_FORMAT_PROPERTIES_2) for format in DEPTH_FORMAT_MAP[depth]: var formatInfo = VkPhysicalDeviceImageFormatInfo2( sType: VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_FORMAT_INFO_2, format: format, thetype: VK_IMAGE_TYPE_2D, tiling: VK_IMAGE_TILING_OPTIMAL, usage: usage.toBits, ) let formatCheck = vkGetPhysicalDeviceImageFormatProperties2( vulkan.physicalDevice, addr formatInfo, addr formatProperties, ) if formatCheck == VK_SUCCESS: # found suitable format return format elif formatCheck == VK_ERROR_FORMAT_NOT_SUPPORTED: # nope, try to find other format continue else: # raise error checkVkResult formatCheck assert false, "Unable to find format for textures" func alignedTo[T: SomeInteger](value: T, alignment: T): T = let remainder = value mod alignment if remainder == 0: return value else: return value + alignment - remainder func VkType[T: SupportedGPUType](value: T): VkFormat = when T is float32: VK_FORMAT_R32_SFLOAT elif T is float64: VK_FORMAT_R64_SFLOAT elif T is int8: VK_FORMAT_R8_SINT elif T is int16: VK_FORMAT_R16_SINT elif T is int32: VK_FORMAT_R32_SINT elif T is int64: VK_FORMAT_R64_SINT elif T is uint8: VK_FORMAT_R8_UINT elif T is uint16: VK_FORMAT_R16_UINT elif T is uint32: VK_FORMAT_R32_UINT elif T is uint64: VK_FORMAT_R64_UINT elif T is TVec2[int32]: VK_FORMAT_R32G32_SINT elif T is TVec2[int64]: VK_FORMAT_R64G64_SINT elif T is TVec3[int32]: VK_FORMAT_R32G32B32_SINT elif T is TVec3[int64]: VK_FORMAT_R64G64B64_SINT elif T is TVec4[int32]: VK_FORMAT_R32G32B32A32_SINT elif T is TVec4[int64]: VK_FORMAT_R64G64B64A64_SINT elif T is TVec2[uint32]: VK_FORMAT_R32G32_UINT elif T is TVec2[uint64]: VK_FORMAT_R64G64_UINT elif T is TVec3[uint32]: VK_FORMAT_R32G32B32_UINT elif T is TVec3[uint64]: VK_FORMAT_R64G64B64_UINT elif T is TVec4[uint32]: VK_FORMAT_R32G32B32A32_UINT elif T is TVec4[uint64]: VK_FORMAT_R64G64B64A64_UINT elif T is TVec2[float32]: VK_FORMAT_R32G32_SFLOAT elif T is TVec2[float64]: VK_FORMAT_R64G64_SFLOAT elif T is TVec3[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is TVec3[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is TVec4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT elif T is TVec4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT elif T is TMat2[float32]: VK_FORMAT_R32G32_SFLOAT elif T is TMat2[float64]: VK_FORMAT_R64G64_SFLOAT elif T is TMat23[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is TMat23[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is TMat32[float32]: VK_FORMAT_R32G32_SFLOAT elif T is TMat32[float64]: VK_FORMAT_R64G64_SFLOAT elif T is TMat3[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is TMat3[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is TMat34[float32]: VK_FORMAT_R32G32B32A32_SFLOAT elif T is TMat34[float64]: VK_FORMAT_R64G64B64A64_SFLOAT elif T is TMat43[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is TMat43[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is TMat4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT elif T is TMat4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT else: {.error: "Unsupported data type on GPU".} func GlslType[T: SupportedGPUType|Texture](value: T): string = when T is float32: "float" elif T is float64: "double" elif T is int8 or T is int16 or T is int32 or T is int64: "int" elif T is uint8 or T is uint16 or T is uint32 or T is uint64: "uint" elif T is TVec2[int32]: "ivec2" elif T is TVec2[int64]: "ivec2" elif T is TVec3[int32]: "ivec3" elif T is TVec3[int64]: "ivec3" elif T is TVec4[int32]: "ivec4" elif T is TVec4[int64]: "ivec4" elif T is TVec2[uint32]: "uvec2" elif T is TVec2[uint64]: "uvec2" elif T is TVec3[uint32]: "uvec3" elif T is TVec3[uint64]: "uvec3" elif T is TVec4[uint32]: "uvec4" elif T is TVec4[uint64]: "uvec4" elif T is TVec2[float32]: "vec2" elif T is TVec2[float64]: "dvec2" elif T is TVec3[float32]: "vec3" elif T is TVec3[float64]: "dvec3" elif T is TVec4[float32]: "vec4" elif T is TVec4[float64]: "dvec4" elif T is TMat2[float32]: "mat2" elif T is TMat2[float64]: "dmat2" elif T is TMat23[float32]: "mat23" elif T is TMat23[float64]: "dmat23" elif T is TMat32[float32]: "mat32" elif T is TMat32[float64]: "dmat32" elif T is TMat3[float32]: "mat3" elif T is TMat3[float64]: "dmat3" elif T is TMat34[float32]: "mat34" elif T is TMat34[float64]: "dmat34" elif T is TMat43[float32]: "mat43" elif T is TMat43[float64]: "dmat43" elif T is TMat4[float32]: "mat4" elif T is TMat4[float64]: "dmat4" elif T is Texture: "sampler2D" else: {.error: "Unsupported data type on GPU".} template ForVertexDataFields(shader: typed, fieldname, valuename, isinstancename, body: untyped): untyped = for theFieldname, value in fieldPairs(shader): when hasCustomPragma(value, VertexAttribute) or hasCustomPragma(value, InstanceAttribute): when not typeof(value) is seq: {.error: "field '" & theFieldname & "' needs to be a seq".} when not typeof(value) is SupportedGPUType: {.error: "field '" & theFieldname & "' is not a supported GPU type".} block: const `fieldname` {.inject.} = theFieldname let `valuename` {.inject.} = value const `isinstancename` {.inject.} = hasCustomPragma(value, InstanceAttribute) body template ForDescriptorFields(shader: typed, fieldname, valuename, typename, countname, bindingNumber, body: untyped): untyped = var `bindingNumber` {.inject.} = 1'u32 for theFieldname, value in fieldPairs(shader): when typeof(value) is Texture: block: const `fieldname` {.inject.} = theFieldname const `typename` {.inject.} = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER const `countname` {.inject.} = 1'u32 let `valuename` {.inject.} = value body `bindingNumber`.inc elif typeof(value) is object: block: const `fieldname` {.inject.} = theFieldname const `typename` {.inject.} = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER const `countname` {.inject.} = 1'u32 let `valuename` {.inject.} = value body `bindingNumber`.inc elif typeof(value) is array: when elementType(value) is Texture: block: const `fieldname` {.inject.} = theFieldname const `typename` {.inject.} = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER const `countname` {.inject.} = uint32(typeof(value).len) let `valuename` {.inject.} = value body `bindingNumber`.inc elif elementType(value) is object: block: const `fieldname` {.inject.} = theFieldname const `typename` {.inject.} = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER const `countname` {.inject.} = uint32(typeof(value).len) let `valuename` {.inject.} = value body `bindingNumber`.inc else: {.error: "Unsupported descriptor type: " & tt.name(typeof(value)).} func NumberOfVertexInputAttributeDescriptors[T: SupportedGPUType|Texture](value: T): uint32 = when T is TMat2[float32] or T is TMat2[float64] or T is TMat23[float32] or T is TMat23[float64]: 2 elif T is TMat32[float32] or T is TMat32[float64] or T is TMat3[float32] or T is TMat3[float64] or T is TMat34[float32] or T is TMat34[float64]: 3 elif T is TMat43[float32] or T is TMat43[float64] or T is TMat4[float32] or T is TMat4[float64]: 4 else: 1 func NLocationSlots[T: SupportedGPUType|Texture](value: T): uint32 = #[ single location: - any scalar - any 16-bit vector - any 32-bit vector - any 64-bit vector that has max. 2 components 16-bit scalar and vector types, and 32-bit scalar and vector types, and 64-bit scalar and 2-component vector types. two locations 64-bit three- and four-component vectors ]# when T is TVec3[int64] or T is TVec4[int64] or T is TVec3[uint64] or T is TVec4[uint64] or T is TVec3[float64] or T is TVec4[float64] or T is TMat23[float64] or T is TMat3[float64] or T is TMat34[float64] or T is TMat43[float64] or T is TMat4[float64]: return 2 else: return 1 template sType(descriptorSet: DescriptorSet): untyped = get(genericParams(typeof(descriptorSet)), 1) # template bufferType[T: SupportedGPUType, TBuffer: static BufferType](gpuArray: GPUArray[T, TBuffer]): untyped = # TBuffer # template bufferType[T: SupportedGPUType, TBuffer: static BufferType](gpuValue: GPUValue[T, TBuffer]): untyped = # TBuffer template bufferType(gpuData: GPUData): untyped = typeof(gpuData).TBuffer func NeedsMapping(bType: BufferType): bool = bType in [VertexBufferMapped, IndexBufferMapped, UniformBufferMapped] template NeedsMapping(gpuData: GPUData): untyped = gpuData.bufferType.NeedsMapping template size(gpuArray: GPUArray): uint64 = (gpuArray.data.len * sizeof(elementType(gpuArray.data))).uint64 template size(gpuValue: GPUValue): uint64 = sizeof(gpuValue.data).uint64 func size(texture: Texture): uint64 = texture.data.len.uint64 * sizeof(elementType(texture.data)).uint64 template rawPointer(gpuArray: GPUArray): pointer = addr(gpuArray.data[0]) template rawPointer(gpuValue: GPUValue): pointer = addr(gpuValue.data) proc GetPhysicalDevice(instance: VkInstance): VkPhysicalDevice = var nDevices: uint32 checkVkResult vkEnumeratePhysicalDevices(instance, addr(nDevices), nil) var devices = newSeq[VkPhysicalDevice](nDevices) checkVkResult vkEnumeratePhysicalDevices(instance, addr(nDevices), devices.ToCPointer) var score = 0'u32 for pDevice in devices: var props: VkPhysicalDeviceProperties # CANNOT use svkGetPhysicalDeviceProperties (not initialized yet) vkGetPhysicalDeviceProperties(pDevice, addr(props)) if props.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU and props.limits.maxImageDimension2D > score: score = props.limits.maxImageDimension2D result = pDevice if score == 0: for pDevice in devices: var props: VkPhysicalDeviceProperties # CANNOT use svkGetPhysicalDeviceProperties (not initialized yet) vkGetPhysicalDeviceProperties(pDevice, addr(props)) if props.deviceType == VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU and props.limits.maxImageDimension2D > score: score = props.limits.maxImageDimension2D result = pDevice assert score > 0, "Unable to find integrated or discrete GPU" proc IsMappable(memoryTypeIndex: uint32): bool = var physicalProperties: VkPhysicalDeviceMemoryProperties vkGetPhysicalDeviceMemoryProperties(vulkan.physicalDevice, addr(physicalProperties)) let flags = toEnums(physicalProperties.memoryTypes[memoryTypeIndex].propertyFlags) return VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT in flags proc GetQueueFamily(pDevice: VkPhysicalDevice, qType: VkQueueFlagBits): uint32 = var nQueuefamilies: uint32 vkGetPhysicalDeviceQueueFamilyProperties(pDevice, addr nQueuefamilies, nil) var queuFamilies = newSeq[VkQueueFamilyProperties](nQueuefamilies) vkGetPhysicalDeviceQueueFamilyProperties(pDevice, addr nQueuefamilies, queuFamilies.ToCPointer) for i in 0'u32 ..< nQueuefamilies: if qType in toEnums(queuFamilies[i].queueFlags): return i assert false, &"Queue of type {qType} not found" proc GetSurfaceFormat(): VkFormat = # EVERY windows driver and almost every linux driver should support this VK_FORMAT_B8G8R8A8_SRGB proc InitDescriptorSet( renderData: RenderData, layout: VkDescriptorSetLayout, descriptorSet: var DescriptorSet, ) = # santization checks for name, value in descriptorSet.data.fieldPairs: when typeof(value) is GPUValue: assert value.buffer.vk.Valid elif typeof(value) is Texture: assert value.vk.Valid assert value.imageview.Valid assert value.sampler.Valid # allocate var layouts = newSeqWith(descriptorSet.vk.len, layout) var allocInfo = VkDescriptorSetAllocateInfo( sType: VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO, descriptorPool: renderData.descriptorPool, descriptorSetCount: uint32(layouts.len), pSetLayouts: layouts.ToCPointer, ) checkVkResult vkAllocateDescriptorSets(vulkan.device, addr(allocInfo), descriptorSet.vk.ToCPointer) # allocate seq with high cap to prevent realocation while adding to set # (which invalidates pointers that are passed to the vulkan api call) var descriptorSetWrites = newSeqOfCap[VkWriteDescriptorSet](1024) var imageWrites = newSeqOfCap[VkDescriptorImageInfo](1024) var bufferWrites = newSeqOfCap[VkDescriptorBufferInfo](1024) ForDescriptorFields(descriptorSet.data, fieldName, fieldValue, descriptorType, descriptorCount, descriptorBindingNumber): for i in 0 ..< descriptorSet.vk.len: when typeof(fieldValue) is GPUValue: bufferWrites.add VkDescriptorBufferInfo( buffer: fieldValue.buffer.vk, offset: fieldValue.offset, range: fieldValue.size, ) descriptorSetWrites.add VkWriteDescriptorSet( sType: VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, dstSet: descriptorSet.vk[i], dstBinding: descriptorBindingNumber, dstArrayElement: 0, descriptorType: descriptorType, descriptorCount: descriptorCount, pImageInfo: nil, pBufferInfo: addr(bufferWrites[^1]), ) elif typeof(fieldValue) is Texture: imageWrites.add VkDescriptorImageInfo( sampler: fieldValue.sampler, imageView: fieldValue.imageView, imageLayout: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, ) descriptorSetWrites.add VkWriteDescriptorSet( sType: VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, dstSet: descriptorSet.vk[i], dstBinding: descriptorBindingNumber, dstArrayElement: 0, descriptorType: descriptorType, descriptorCount: descriptorCount, pImageInfo: addr(imageWrites[^1]), pBufferInfo: nil, ) elif typeof(fieldValue) is array: discard when elementType(fieldValue) is Texture: for textureIndex in 0 ..< descriptorCount: imageWrites.add VkDescriptorImageInfo( sampler: fieldValue[textureIndex].sampler, imageView: fieldValue[textureIndex].imageView, imageLayout: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, ) descriptorSetWrites.add VkWriteDescriptorSet( sType: VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, dstSet: descriptorSet.vk[i], dstBinding: descriptorBindingNumber, dstArrayElement: 0, descriptorType: descriptorType, descriptorCount: descriptorCount, pImageInfo: addr(imageWrites[^descriptorCount.int]), pBufferInfo: nil, ) else: {.error: "Unsupported descriptor type: " & tt.name(typeof(fieldValue)).} else: {.error: "Unsupported descriptor type: " & tt.name(typeof(fieldValue)).} vkUpdateDescriptorSets( device = vulkan.device, descriptorWriteCount = descriptorSetWrites.len.uint32, pDescriptorWrites = descriptorSetWrites.ToCPointer, descriptorCopyCount = 0, pDescriptorCopies = nil, ) converter toVkIndexType(indexType: IndexType): VkIndexType = case indexType: of None: VK_INDEX_TYPE_NONE_KHR of UInt8: VK_INDEX_TYPE_UINT8_EXT of UInt16: VK_INDEX_TYPE_UINT16 of UInt32: VK_INDEX_TYPE_UINT32 proc CreateRenderPass(format: VkFormat): VkRenderPass = var attachments = @[VkAttachmentDescription( format: format, samples: VK_SAMPLE_COUNT_1_BIT, loadOp: VK_ATTACHMENT_LOAD_OP_CLEAR, storeOp: VK_ATTACHMENT_STORE_OP_STORE, stencilLoadOp: VK_ATTACHMENT_LOAD_OP_DONT_CARE, stencilStoreOp: VK_ATTACHMENT_STORE_OP_DONT_CARE, initialLayout: VK_IMAGE_LAYOUT_UNDEFINED, finalLayout: VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, )] dependencies = @[VkSubpassDependency( srcSubpass: VK_SUBPASS_EXTERNAL, dstSubpass: 0, srcStageMask: toBits [VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT], srcAccessMask: toBits [VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT], dstStageMask: toBits [VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT], dstAccessMask: toBits [VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT], )] outputs = @[ VkAttachmentReference( attachment: 0, layout: VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, ) ] var subpassesList = [ VkSubpassDescription( flags: VkSubpassDescriptionFlags(0), pipelineBindPoint: VK_PIPELINE_BIND_POINT_GRAPHICS, inputAttachmentCount: 0, pInputAttachments: nil, colorAttachmentCount: uint32(outputs.len), pColorAttachments: outputs.ToCPointer, pResolveAttachments: nil, pDepthStencilAttachment: nil, preserveAttachmentCount: 0, pPreserveAttachments: nil, ) ] var createInfo = VkRenderPassCreateInfo( sType: VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, attachmentCount: uint32(attachments.len), pAttachments: attachments.ToCPointer, subpassCount: uint32(subpassesList.len), pSubpasses: subpassesList.ToCPointer, dependencyCount: uint32(dependencies.len), pDependencies: dependencies.ToCPointer, ) checkVkResult vulkan.device.vkCreateRenderPass(addr(createInfo), nil, addr(result)) proc compileGlslToSPIRV(stage: VkShaderStageFlagBits, shaderSource: string): seq[uint32] {.compileTime.} = func stage2string(stage: VkShaderStageFlagBits): string {.compileTime.} = case stage of VK_SHADER_STAGE_VERTEX_BIT: "vert" of VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT: "tesc" of VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT: "tese" of VK_SHADER_STAGE_GEOMETRY_BIT: "geom" of VK_SHADER_STAGE_FRAGMENT_BIT: "frag" of VK_SHADER_STAGE_COMPUTE_BIT: "comp" else: "" when defined(nimcheck): # will not run if nimcheck is running return result let stagename = stage2string(stage) shaderHash = hash(shaderSource) shaderfile = getTempDir() / &"shader_{shaderHash}.{stagename}" if not shaderfile.fileExists: echo "shader of type ", stage for i, line in enumerate(shaderSource.splitlines()): echo " ", i + 1, " ", line # var glslExe = currentSourcePath.parentDir.parentDir.parentDir / "tools" / "glslangValidator" var glslExe = currentSourcePath.parentDir / "tools" / "glslangValidator" when defined(windows): glslExe = glslExe & "." & ExeExt let command = &"{glslExe} --entry-point main -V --stdin -S {stagename} -o {shaderfile}" echo "run: ", command discard StaticExecChecked( command = command, input = shaderSource ) else: echo &"shaderfile {shaderfile} is up-to-date" when defined(mingw) and defined(linux): # required for crosscompilation, path separators get messed up let shaderbinary = staticRead shaderfile.replace("\\", "/") else: let shaderbinary = staticRead shaderfile var i = 0 while i < shaderbinary.len: result.add( (uint32(shaderbinary[i + 0]) shl 0) or (uint32(shaderbinary[i + 1]) shl 8) or (uint32(shaderbinary[i + 2]) shl 16) or (uint32(shaderbinary[i + 3]) shl 24) ) i += 4 proc generateShaderSource[TShader](shader: TShader): (string, string) {.compileTime.} = const GLSL_VERSION = "450" var vsInput: seq[string] var vsOutput: seq[string] var fsInput: seq[string] var fsOutput: seq[string] var uniforms: seq[string] var samplers: seq[string] var vsInputLocation = 0'u32 var passLocation = 0 var fsOutputLocation = 0 var descriptorSetCount = 0 for fieldname, value in fieldPairs(shader): # vertex shader inputs when hasCustomPragma(value, VertexAttribute) or hasCustomPragma(value, InstanceAttribute): assert typeof(value) is SupportedGPUType vsInput.add "layout(location = " & $vsInputLocation & ") in " & GlslType(value) & " " & fieldname & ";" for j in 0 ..< NumberOfVertexInputAttributeDescriptors(value): vsInputLocation += NLocationSlots(value) # intermediate values, passed between shaders elif hasCustomPragma(value, Pass) or hasCustomPragma(value, PassFlat): let flat = if hasCustomPragma(value, PassFlat): "flat " else: "" vsOutput.add "layout(location = " & $passLocation & ") " & flat & "out " & GlslType(value) & " " & fieldname & ";" fsInput.add "layout(location = " & $passLocation & ") " & flat & "in " & GlslType(value) & " " & fieldname & ";" passLocation.inc # fragment shader output elif hasCustomPragma(value, ShaderOutput): fsOutput.add &"layout(location = " & $fsOutputLocation & ") out " & GlslType(value) & " " & fieldname & ";" fsOutputLocation.inc # descriptor sets # need to consider 4 cases: uniform block, texture, uniform block array, texture array elif typeof(value) is DescriptorSet: assert descriptorSetCount <= DescriptorSetType.high.int, &"{tt.name(TShader)}: maximum {DescriptorSetType.high} allowed" var descriptorBinding = 0 for descriptorName, descriptorValue in fieldPairs(value.data): when typeof(descriptorValue) is Texture: samplers.add "layout(set=" & $descriptorSetCount & ", binding = " & $descriptorBinding & ") uniform " & GlslType(descriptorValue) & " " & descriptorName & ";" descriptorBinding.inc elif typeof(descriptorValue) is GPUValue: uniforms.add "layout(set=" & $descriptorSetCount & ", binding = " & $descriptorBinding & ") uniform T" & descriptorName & " {" when typeof(descriptorValue.data) is object: for blockFieldName, blockFieldValue in descriptorValue.data.fieldPairs(): assert typeof(blockFieldValue) is SupportedGPUType, "uniform block field '" & blockFieldName & "' is not a SupportedGPUType" uniforms.add " " & GlslType(blockFieldValue) & " " & blockFieldName & ";" uniforms.add "} " & descriptorName & ";" elif typeof(descriptorValue.data) is array: for blockFieldName, blockFieldValue in default(elementType(descriptorValue.data)).fieldPairs(): assert typeof(blockFieldValue) is SupportedGPUType, "uniform block field '" & blockFieldName & "' is not a SupportedGPUType" uniforms.add " " & GlslType(blockFieldValue) & " " & blockFieldName & ";" uniforms.add "} " & descriptorName & "[" & $descriptorValue.data.len & "];" descriptorBinding.inc elif typeof(descriptorValue) is array: when elementType(descriptorValue) is Texture: let arrayDecl = "[" & $typeof(descriptorValue).len & "]" samplers.add "layout(set=" & $descriptorSetCount & ", binding = " & $descriptorBinding & ") uniform " & GlslType(default(elementType(descriptorValue))) & " " & descriptorName & "" & arrayDecl & ";" descriptorBinding.inc else: {.error: "Unsupported shader descriptor field " & descriptorName.} descriptorSetCount.inc elif fieldname in ["vertexCode", "fragmentCode"]: discard else: {.error: "Unsupported shader field '" & tt.name(TShader) & "." & fieldname & "' of type " & tt.name(typeof(value)).} result[0] = (@[&"#version {GLSL_VERSION}", "#extension GL_EXT_scalar_block_layout : require", ""] & vsInput & uniforms & samplers & vsOutput & @[shader.vertexCode]).join("\n") result[1] = (@[&"#version {GLSL_VERSION}", "#extension GL_EXT_scalar_block_layout : require", ""] & fsInput & uniforms & samplers & fsOutput & @[shader.fragmentCode]).join("\n") proc CompileShader[TShader](shader: static TShader): ShaderObject[TShader] = const (vertexShaderSource, fragmentShaderSource) = generateShaderSource(shader) let vertexBinary = compileGlslToSPIRV(VK_SHADER_STAGE_VERTEX_BIT, vertexShaderSource) let fragmentBinary = compileGlslToSPIRV(VK_SHADER_STAGE_FRAGMENT_BIT, fragmentShaderSource) var createInfoVertex = VkShaderModuleCreateInfo( sType: VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, codeSize: csize_t(vertexBinary.len * sizeof(uint32)), pCode: vertexBinary.ToCPointer, ) checkVkResult vulkan.device.vkCreateShaderModule(addr(createInfoVertex), nil, addr(result.vertexShader)) var createInfoFragment = VkShaderModuleCreateInfo( sType: VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, codeSize: csize_t(fragmentBinary.len * sizeof(uint32)), pCode: fragmentBinary.ToCPointer, ) checkVkResult vulkan.device.vkCreateShaderModule(addr(createInfoFragment), nil, addr(result.fragmentShader)) proc CreatePipeline[TShader]( renderPass: VkRenderPass, shader: ShaderObject[TShader], topology: VkPrimitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, polygonMode: VkPolygonMode = VK_POLYGON_MODE_FILL, cullMode: VkCullModeFlagBits = VK_CULL_MODE_BACK_BIT, frontFace: VkFrontFace = VK_FRONT_FACE_CLOCKWISE, descriptorPoolLimit = 1024 ): Pipeline[TShader] = # create pipeline for theFieldname, value in fieldPairs(default(TShader)): when typeof(value) is DescriptorSet: var layoutbindings: seq[VkDescriptorSetLayoutBinding] ForDescriptorFields(value.data, fieldName, fieldValue, descriptorType, descriptorCount, descriptorBindingNumber): layoutbindings.add VkDescriptorSetLayoutBinding( binding: descriptorBindingNumber, descriptorType: descriptorType, descriptorCount: descriptorCount, stageFlags: VkShaderStageFlags(VK_SHADER_STAGE_ALL_GRAPHICS), pImmutableSamplers: nil, ) var layoutCreateInfo = VkDescriptorSetLayoutCreateInfo( sType: VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, bindingCount: layoutbindings.len.uint32, pBindings: layoutbindings.ToCPointer ) checkVkResult vkCreateDescriptorSetLayout( vulkan.device, addr(layoutCreateInfo), nil, addr(result.descriptorSetLayouts[value.sType]) ) let pipelineLayoutInfo = VkPipelineLayoutCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, setLayoutCount: result.descriptorSetLayouts.len.uint32, pSetLayouts: result.descriptorSetLayouts.ToCPointer, # pushConstantRangeCount: uint32(pushConstants.len), # pPushConstantRanges: pushConstants.ToCPointer, ) checkVkResult vkCreatePipelineLayout(vulkan.device, addr(pipelineLayoutInfo), nil, addr(result.layout)) let stages = [ VkPipelineShaderStageCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, stage: VK_SHADER_STAGE_VERTEX_BIT, module: shader.vertexShader, pName: "main", ), VkPipelineShaderStageCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, stage: VK_SHADER_STAGE_FRAGMENT_BIT, module: shader.fragmentShader, pName: "main", ), ] var bindings: seq[VkVertexInputBindingDescription] attributes: seq[VkVertexInputAttributeDescription] var inputBindingNumber = 0'u32 var location = 0'u32 ForVertexDataFields(default(TShader), fieldname, value, isInstanceAttr): bindings.add VkVertexInputBindingDescription( binding: inputBindingNumber, stride: sizeof(value).uint32, inputRate: if isInstanceAttr: VK_VERTEX_INPUT_RATE_INSTANCE else: VK_VERTEX_INPUT_RATE_VERTEX, ) # allows to submit larger data structures like Mat44, for most other types will be 1 let perDescriptorSize = sizeof(value).uint32 div NumberOfVertexInputAttributeDescriptors(value) for i in 0'u32 ..< NumberOfVertexInputAttributeDescriptors(value): attributes.add VkVertexInputAttributeDescription( binding: inputBindingNumber, location: location, format: VkType(value), offset: i * perDescriptorSize, ) location += NLocationSlots(value) inc inputBindingNumber let vertexInputInfo = VkPipelineVertexInputStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, vertexBindingDescriptionCount: uint32(bindings.len), pVertexBindingDescriptions: bindings.ToCPointer, vertexAttributeDescriptionCount: uint32(attributes.len), pVertexAttributeDescriptions: attributes.ToCPointer, ) inputAssembly = VkPipelineInputAssemblyStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, topology: topology, primitiveRestartEnable: false, ) viewportState = VkPipelineViewportStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO, viewportCount: 1, scissorCount: 1, ) rasterizer = VkPipelineRasterizationStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, depthClampEnable: VK_FALSE, rasterizerDiscardEnable: VK_FALSE, polygonMode: polygonMode, lineWidth: 1.0, cullMode: toBits [cullMode], frontFace: frontFace, depthBiasEnable: VK_FALSE, depthBiasConstantFactor: 0.0, depthBiasClamp: 0.0, depthBiasSlopeFactor: 0.0, ) multisampling = VkPipelineMultisampleStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, sampleShadingEnable: VK_FALSE, rasterizationSamples: VK_SAMPLE_COUNT_1_BIT, minSampleShading: 1.0, pSampleMask: nil, alphaToCoverageEnable: VK_FALSE, alphaToOneEnable: VK_FALSE, ) colorBlendAttachment = VkPipelineColorBlendAttachmentState( colorWriteMask: toBits [VK_COLOR_COMPONENT_R_BIT, VK_COLOR_COMPONENT_G_BIT, VK_COLOR_COMPONENT_B_BIT, VK_COLOR_COMPONENT_A_BIT], blendEnable: VK_TRUE, srcColorBlendFactor: VK_BLEND_FACTOR_SRC_ALPHA, dstColorBlendFactor: VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, colorBlendOp: VK_BLEND_OP_ADD, srcAlphaBlendFactor: VK_BLEND_FACTOR_ONE, dstAlphaBlendFactor: VK_BLEND_FACTOR_ZERO, alphaBlendOp: VK_BLEND_OP_ADD, ) colorBlending = VkPipelineColorBlendStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, logicOpEnable: false, attachmentCount: 1, pAttachments: addr(colorBlendAttachment), ) dynamicStates = [VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR] dynamicState = VkPipelineDynamicStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO, dynamicStateCount: dynamicStates.len.uint32, pDynamicStates: dynamicStates.ToCPointer, ) let createInfo = VkGraphicsPipelineCreateInfo( sType: VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, stageCount: 2, pStages: stages.ToCPointer, pVertexInputState: addr(vertexInputInfo), pInputAssemblyState: addr(inputAssembly), pViewportState: addr(viewportState), pRasterizationState: addr(rasterizer), pMultisampleState: addr(multisampling), pDepthStencilState: nil, pColorBlendState: addr(colorBlending), pDynamicState: addr(dynamicState), layout: result.layout, renderPass: renderPass, subpass: 0, basePipelineHandle: VkPipeline(0), basePipelineIndex: -1, ) checkVkResult vkCreateGraphicsPipelines( vulkan.device, VkPipelineCache(0), 1, addr(createInfo), nil, addr(result.vk) ) proc AllocateNewMemoryBlock(size: uint64, mType: uint32): MemoryBlock = result = MemoryBlock( vk: svkAllocateMemory(size, mType), size: size, rawPointer: nil, offsetNextFree: 0, ) if mType.IsMappable(): checkVkResult vkMapMemory( device = vulkan.device, memory = result.vk, offset = 0'u64, size = result.size, flags = VkMemoryMapFlags(0), ppData = addr(result.rawPointer) ) proc FlushAllMemory(renderData: RenderData) = var flushRegions = newSeq[VkMappedMemoryRange]() for memoryBlocks in renderData.memory: for memoryBlock in memoryBlocks: if memoryBlock.rawPointer != nil and memoryBlock.offsetNextFree > 0: flushRegions.add VkMappedMemoryRange( sType: VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE, memory: memoryBlock.vk, size: alignedTo(memoryBlock.offsetNextFree, svkGetPhysicalDeviceProperties().limits.nonCoherentAtomSize), ) if flushRegions.len > 0: checkVkResult vkFlushMappedMemoryRanges(vulkan.device, flushRegions.len.uint32, flushRegions.ToCPointer()) proc AllocateNewBuffer(renderData: var RenderData, size: uint64, bufferType: BufferType): Buffer = result = Buffer( vk: svkCreateBuffer(size, bufferType.usage), size: size, rawPointer: nil, offsetNextFree: 0, ) let memoryRequirements = svkGetBufferMemoryRequirements(result.vk) let memoryType = BestMemory(mappable = bufferType.NeedsMapping, filter = memoryRequirements.memoryTypes) # check if there is an existing allocated memory block that is large enough to be used var selectedBlockI = -1 for i in 0 ..< renderData.memory[memoryType].len: let memoryBlock = renderData.memory[memoryType][i] if memoryBlock.size - alignedTo(memoryBlock.offsetNextFree, memoryRequirements.alignment) >= memoryRequirements.size: selectedBlockI = i break # otherwise, allocate a new block of memory and use that if selectedBlockI < 0: selectedBlockI = renderData.memory[memoryType].len renderData.memory[memoryType].add AllocateNewMemoryBlock( size = max(memoryRequirements.size, MEMORY_BLOCK_ALLOCATION_SIZE), mType = memoryType ) let selectedBlock = renderData.memory[memoryType][selectedBlockI] renderData.memory[memoryType][selectedBlockI].offsetNextFree = alignedTo( selectedBlock.offsetNextFree, memoryRequirements.alignment, ) checkVkResult vkBindBufferMemory( vulkan.device, result.vk, selectedBlock.vk, selectedBlock.offsetNextFree, ) result.rawPointer = selectedBlock.rawPointer.pointerAddOffset(selectedBlock.offsetNextFree) renderData.memory[memoryType][selectedBlockI].offsetNextFree += memoryRequirements.size proc AssignBuffers[T](renderdata: var RenderData, data: var T) = for name, value in fieldPairs(data): when typeof(value) is GPUData: # find buffer that has space var selectedBufferI = -1 for i in 0 ..< renderData.buffers[value.bufferType].len: let buffer = renderData.buffers[value.bufferType][i] if buffer.size - alignedTo(buffer.offsetNextFree, BUFFER_ALIGNMENT) >= value.size: selectedBufferI = i # otherwise create new buffer if selectedBufferI < 0: selectedBufferI = renderdata.buffers[value.bufferType].len renderdata.buffers[value.bufferType].add renderdata.AllocateNewBuffer( size = max(value.size, BUFFER_ALLOCATION_SIZE), bufferType = value.bufferType, ) # assigne value let selectedBuffer = renderdata.buffers[value.bufferType][selectedBufferI] renderdata.buffers[value.bufferType][selectedBufferI].offsetNextFree = alignedTo( selectedBuffer.offsetNextFree, BUFFER_ALIGNMENT ) value.buffer = selectedBuffer value.offset = renderdata.buffers[value.bufferType][selectedBufferI].offsetNextFree renderdata.buffers[value.bufferType][selectedBufferI].offsetNextFree += value.size proc AssignBuffers(renderdata: var RenderData, descriptorSet: var DescriptorSet) = AssignBuffers(renderdata, descriptorSet.data) proc UpdateGPUBuffer(gpuData: GPUData) = if gpuData.size == 0: return when NeedsMapping(gpuData): copyMem(pointerAddOffset(gpuData.buffer.rawPointer, gpuData.offset), gpuData.rawPointer, gpuData.size) else: WithStagingBuffer((gpuData.buffer.vk, gpuData.offset), gpuData.size, stagingPtr): copyMem(stagingPtr, gpuData.rawPointer, gpuData.size) proc UpdateAllGPUBuffers[T](value: T) = for name, fieldvalue in value.fieldPairs(): when typeof(fieldvalue) is GPUData: UpdateGPUBuffer(fieldvalue) proc InitRenderData(descriptorPoolLimit = 1024'u32): RenderData = # allocate descriptor pools var poolSizes = [ VkDescriptorPoolSize(thetype: VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, descriptorCount: descriptorPoolLimit), VkDescriptorPoolSize(thetype: VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, descriptorCount: descriptorPoolLimit), ] var poolInfo = VkDescriptorPoolCreateInfo( sType: VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO, poolSizeCount: poolSizes.len.uint32, pPoolSizes: poolSizes.ToCPointer, maxSets: descriptorPoolLimit, ) checkVkResult vkCreateDescriptorPool(vulkan.device, addr(poolInfo), nil, addr(result.descriptorPool)) proc TransitionImageLayout(image: VkImage, oldLayout, newLayout: VkImageLayout) = var barrier = VkImageMemoryBarrier( sType: VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, oldLayout: oldLayout, newLayout: newLayout, srcQueueFamilyIndex: VK_QUEUE_FAMILY_IGNORED, dstQueueFamilyIndex: VK_QUEUE_FAMILY_IGNORED, image: image, subresourceRange: VkImageSubresourceRange( aspectMask: toBits [VK_IMAGE_ASPECT_COLOR_BIT], baseMipLevel: 0, levelCount: 1, baseArrayLayer: 0, layerCount: 1, ), ) srcStage: VkPipelineStageFlagBits dstStage: VkPipelineStageFlagBits if oldLayout == VK_IMAGE_LAYOUT_UNDEFINED and newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: srcStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT barrier.srcAccessMask = VkAccessFlags(0) dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT barrier.dstAccessMask = [VK_ACCESS_TRANSFER_WRITE_BIT].toBits elif oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL and newLayout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: srcStage = VK_PIPELINE_STAGE_TRANSFER_BIT barrier.srcAccessMask = [VK_ACCESS_TRANSFER_WRITE_BIT].toBits dstStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT barrier.dstAccessMask = [VK_ACCESS_SHADER_READ_BIT].toBits else: raise newException(Exception, "Unsupported layout transition!") WithSingleUseCommandBuffer(commandBuffer): vkCmdPipelineBarrier( commandBuffer, srcStageMask = [srcStage].toBits, dstStageMask = [dstStage].toBits, dependencyFlags = VkDependencyFlags(0), memoryBarrierCount = 0, pMemoryBarriers = nil, bufferMemoryBarrierCount = 0, pBufferMemoryBarriers = nil, imageMemoryBarrierCount = 1, pImageMemoryBarriers = addr(barrier), ) proc createImageView(image: VkImage, format: VkFormat): VkImageView = var createInfo = VkImageViewCreateInfo( sType: VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, image: image, viewType: VK_IMAGE_VIEW_TYPE_2D, format: format, components: VkComponentMapping( r: VK_COMPONENT_SWIZZLE_IDENTITY, g: VK_COMPONENT_SWIZZLE_IDENTITY, b: VK_COMPONENT_SWIZZLE_IDENTITY, a: VK_COMPONENT_SWIZZLE_IDENTITY, ), subresourceRange: VkImageSubresourceRange( aspectMask: VkImageAspectFlags(VK_IMAGE_ASPECT_COLOR_BIT), baseMipLevel: 0, levelCount: 1, baseArrayLayer: 0, layerCount: 1, ), ) checkVkResult vkCreateImageView(vulkan.device, addr(createInfo), nil, addr(result)) proc createSampler( magFilter = VK_FILTER_LINEAR, minFilter = VK_FILTER_LINEAR, addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT, addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT, ): VkSampler = let samplerInfo = VkSamplerCreateInfo( sType: VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, magFilter: magFilter, minFilter: minFilter, addressModeU: addressModeU, addressModeV: addressModeV, addressModeW: VK_SAMPLER_ADDRESS_MODE_REPEAT, anisotropyEnable: vulkan.anisotropy > 0, maxAnisotropy: vulkan.anisotropy, borderColor: VK_BORDER_COLOR_INT_OPAQUE_BLACK, unnormalizedCoordinates: VK_FALSE, compareEnable: VK_FALSE, compareOp: VK_COMPARE_OP_ALWAYS, mipmapMode: VK_SAMPLER_MIPMAP_MODE_LINEAR, mipLodBias: 0, minLod: 0, maxLod: 0, ) checkVkResult vkCreateSampler(vulkan.device, addr(samplerInfo), nil, addr(result)) proc createTextureImage(renderData: var RenderData, texture: var Texture) = assert texture.vk == VkImage(0) const usage = [VK_IMAGE_USAGE_TRANSFER_DST_BIT, VK_IMAGE_USAGE_SAMPLED_BIT] let format = GetVkFormat(texture.depth, usage = usage) texture.vk = svkCreate2DImage(texture.width, texture.height, format, usage) texture.sampler = createSampler() let memoryRequirements = texture.vk.svkGetImageMemoryRequirements() let memoryType = BestMemory(mappable = false, filter = memoryRequirements.memoryTypes) # check if there is an existing allocated memory block that is large enough to be used var selectedBlockI = -1 for i in 0 ..< renderData.memory[memoryType].len: let memoryBlock = renderData.memory[memoryType][i] if memoryBlock.size - alignedTo(memoryBlock.offsetNextFree, memoryRequirements.alignment) >= memoryRequirements.size: selectedBlockI = i break # otherwise, allocate a new block of memory and use that if selectedBlockI < 0: selectedBlockI = renderData.memory[memoryType].len renderData.memory[memoryType].add AllocateNewMemoryBlock( size = max(memoryRequirements.size, MEMORY_BLOCK_ALLOCATION_SIZE), mType = memoryType ) let selectedBlock = renderData.memory[memoryType][selectedBlockI] renderData.memory[memoryType][selectedBlockI].offsetNextFree = alignedTo( selectedBlock.offsetNextFree, memoryRequirements.alignment, ) checkVkResult vkBindImageMemory( vulkan.device, texture.vk, selectedBlock.vk, renderData.memory[memoryType][selectedBlockI].offsetNextFree, ) renderData.memory[memoryType][selectedBlockI].offsetNextFree += memoryRequirements.size # imageview can only be created after memory is bound texture.imageview = createImageView(texture.vk, format) # data transfer and layout transition TransitionImageLayout(texture.vk, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) WithStagingBuffer( (texture.vk, texture.width, texture.height), memoryRequirements.size, stagingPtr ): copyMem(stagingPtr, texture.data.ToCPointer, texture.size) TransitionImageLayout(texture.vk, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) proc UploadTextures(renderdata: var RenderData, descriptorSet: var DescriptorSet) = for name, value in fieldPairs(descriptorSet.data): when typeof(value) is Texture: echo "Upload texture '", name, "'" renderdata.createTextureImage(value) elif typeof(value) is array: when elementType(value) is Texture: echo "Upload texture ARRAY '", name, "'" for texture in value.mitems: renderdata.createTextureImage(texture) proc HasGPUValueField[T](name: static string): bool {.compileTime.} = for fieldname, value in default(T).fieldPairs(): when typeof(value) is GPUValue and fieldname == name: return true return false template WithGPUValueField(obj: object, name: static string, fieldvalue, body: untyped): untyped = # HasGPUValueField MUST be used to check if this is supported for fieldname, value in obj.fieldPairs(): when fieldname == name: block: let `fieldvalue` {.inject.} = value body proc Bind[T](pipeline: Pipeline[T], commandBuffer: VkCommandBuffer, currentFrameInFlight: int) = commandBuffer.vkCmdBindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.vk) #[ commandBuffer.vkCmdBindDescriptorSets( VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.layout, 0, 1, addr pipeline.descriptorSets[currentFrameInFlight], 0, nil, ) ]# proc AssertCompatible(TShader, TMesh, TInstance, TGlobals, TMaterial: typedesc) = var descriptorSetCount = 0 for shaderAttributeName, shaderAttribute in default(TShader).fieldPairs: var foundField = false # Vertex input data when hasCustomPragma(shaderAttribute, VertexAttribute): assert typeof(shaderAttribute) is SupportedGPUType for meshName, meshValue in default(TMesh).fieldPairs: when meshName == shaderAttributeName: assert meshValue is GPUArray, "Mesh attribute '" & meshName & "' must be of type 'GPUArray' but is of type " & tt.name(typeof(meshValue)) assert foundField == false, "Shader input '" & tt.name(TShader) & "." & shaderAttributeName & "' has been found more than once" assert elementType(meshValue.data) is typeof(shaderAttribute), "Shader input " & tt.name(TShader) & "." & shaderAttributeName & " is of type '" & tt.name(typeof(shaderAttribute)) & "' but mesh attribute is of type '" & tt.name(elementType(meshValue.data)) & "'" foundField = true assert foundField, "Shader input '" & tt.name(TShader) & "." & shaderAttributeName & ": " & tt.name(typeof(shaderAttribute)) & "' not found in '" & tt.name(TMesh) & "'" # Instance input data elif hasCustomPragma(shaderAttribute, InstanceAttribute): assert typeof(shaderAttribute) is SupportedGPUType for instanceName, instanceValue in default(TInstance).fieldPairs: when instanceName == shaderAttributeName: assert instanceValue is GPUArray, "Instance attribute '" & instanceName & "' must be of type 'GPUArray' but is of type " & tt.name(typeof(instanceName)) assert foundField == false, "Shader input '" & tt.name(TShader) & "." & shaderAttributeName & "' has been found more than once" assert elementType(instanceValue.data) is typeof(shaderAttribute), "Shader input " & tt.name(TShader) & "." & shaderAttributeName & " is of type '" & tt.name(typeof(shaderAttribute)) & "' but instance attribute is of type '" & tt.name(elementType(instanceValue.data)) & "'" foundField = true assert foundField, "Shader input '" & tt.name(TShader) & "." & shaderAttributeName & ": " & tt.name(typeof(shaderAttribute)) & "' not found in '" & tt.name(TInstance) & "'" # descriptors elif typeof(shaderAttribute) is DescriptorSet: assert descriptorSetCount <= DescriptorSetType.high.int, &"{tt.name(TShader)}: maximum {DescriptorSetType.high} allowed" descriptorSetCount.inc when shaderAttribute.sType == GlobalSet: assert shaderAttribute.sType == default(TGlobals).sType, "Shader has global descriptor set of type '" & $shaderAttribute.sType & "' but matching provided type is '" & $default(TGlobals).sType & "'" assert typeof(shaderAttribute) is TGlobals, "Shader has global descriptor set type '" & tt.name(get(genericParams(typeof(shaderAttribute)), 0)) & "' but provided type is " & tt.name(TGlobals) elif shaderAttribute.sType == MaterialSet: assert shaderAttribute.sType == default(TMaterial).sType, "Shader has material descriptor set of type '" & $shaderAttribute.sType & "' but matching provided type is '" & $default(TMaterial).sType & "'" assert typeof(shaderAttribute) is TMaterial, "Shader has materialdescriptor type '" & tt.name(get(genericParams(typeof(shaderAttribute)), 0)) & "' but provided type is " & tt.name(TMaterial) proc Render[TShader, TGlobals, TMaterial, TMesh, TInstance]( commandBuffer: VkCommandBuffer, pipeline: Pipeline[TShader], globalSet: TGlobals, materialSet: TMaterial, mesh: TMesh, instances: TInstance, ) = static: AssertCompatible(TShader, TMesh, TInstance, TGlobals, TMaterial) #[ if renderable.vertexBuffers.len > 0: commandBuffer.vkCmdBindVertexBuffers( firstBinding = 0'u32, bindingCount = uint32(renderable.vertexBuffers.len), pBuffers = renderable.vertexBuffers.ToCPointer(), pOffsets = renderable.bufferOffsets.ToCPointer() ) if renderable.indexType != None: commandBuffer.vkCmdBindIndexBuffer( renderable.indexBuffer, renderable.indexBufferOffset, renderable.indexType, ) commandBuffer.vkCmdDrawIndexed( indexCount = renderable.indexCount, instanceCount = renderable.instanceCount, firstIndex = 0, vertexOffset = 0, firstInstance = 0 ) else: commandBuffer.vkCmdDraw( vertexCount = renderable.vertexCount, instanceCount = renderable.instanceCount, firstVertex = 0, firstInstance = 0 ) ]# when isMainModule: import semicongine/platform/window import semicongine/vulkan/instance import semicongine/vulkan/device import semicongine/vulkan/physicaldevice import std/options type MeshA = object position: GPUArray[Vec3f, VertexBuffer] indices: GPUArray[uint16, IndexBuffer] InstanceA = object rotation: GPUArray[Vec4f, VertexBuffer] objPosition: GPUArray[Vec3f, VertexBuffer] MaterialA = object reflection: float32 baseColor: Vec3f UniformsA = object defaultTexture: Texture[TVec3[uint8]] defaultMaterial: GPUValue[MaterialA, UniformBuffer] materials: GPUValue[array[3, MaterialA], UniformBuffer] materialTextures: array[3, Texture[TVec3[uint8]]] ShaderSettings = object gamma: float32 GlobalsA = object fontAtlas: Texture[TVec3[uint8]] settings: GPUValue[ShaderSettings, UniformBuffer] ShaderA = object # vertex input position {.VertexAttribute.}: Vec3f objPosition {.InstanceAttribute.}: Vec3f rotation {.InstanceAttribute.}: Vec4f # intermediate test {.Pass.}: float32 test1 {.PassFlat.}: Vec3f # output color {.ShaderOutput.}: Vec4f # descriptor sets globals: DescriptorSet[GlobalsA, GlobalSet] uniforms: DescriptorSet[UniformsA, MaterialSet] # code vertexCode: string = "void main() {}" fragmentCode: string = "void main() {}" let w = CreateWindow("test2") putEnv("VK_LAYER_ENABLES", "VALIDATION_CHECK_ENABLE_VENDOR_SPECIFIC_AMD,VALIDATION_CHECK_ENABLE_VENDOR_SPECIFIC_NVIDIA,VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXTVK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT,VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT") # TODO: remove those ugly wrappers let theInstance = w.CreateInstance( vulkanVersion = VK_MAKE_API_VERSION(0, 1, 3, 0), instanceExtensions = @[], layers = @["VK_LAYER_KHRONOS_validation"], ) let dev = theInstance.CreateDevice( theInstance.GetPhysicalDevices().FilterBestGraphics(), enabledExtensions = @[], theInstance.GetPhysicalDevices().FilterBestGraphics().FilterForGraphicsPresentationQueues() ).vk let frameWidth = 100'u32 let frameHeight = 100'u32 # TODO: pack this stuff into a setup method and condense everything a bit let pDevice = theInstance.vk.GetPhysicalDevice() let qfi = pDevice.GetQueueFamily(VK_QUEUE_GRAPHICS_BIT) vulkan = VulkanGlobals( instance: theInstance.vk, device: dev, physicalDevice: pDevice, queueFamilyIndex: qfi, queue: svkGetDeviceQueue(dev, qfi, VK_QUEUE_GRAPHICS_BIT) ) var myMesh1 = MeshA( position: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, ), NewVec3f(0, 0, ), NewVec3f(0, 0, )]), ) var uniforms1 = DescriptorSet[UniformsA, MaterialSet]( data: UniformsA( defaultTexture: Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), materials: GPUValue[array[3, MaterialA], UniformBuffer](data: [ MaterialA(reflection: 0, baseColor: NewVec3f(1, 0, 0)), MaterialA(reflection: 0.1, baseColor: NewVec3f(0, 1, 0)), MaterialA(reflection: 0.5, baseColor: NewVec3f(0, 0, 1)), ]), materialTextures: [ Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), ] ) ) var instances1 = InstanceA( rotation: GPUArray[Vec4f, VertexBuffer](data: @[NewVec4f(1, 0, 0, 0.1), NewVec4f(0, 1, 0, 0.1)]), objPosition: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, 0), NewVec3f(1, 1, 1)]), ) var myGlobals = DescriptorSet[GlobalsA, GlobalSet]( data: GlobalsA( fontAtlas: Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), settings: GPUValue[ShaderSettings, UniformBuffer](data: ShaderSettings(gamma: 1.0)) ) ) # setup for rendering (TODO: swapchain & framebuffers) let renderpass = CreateRenderPass(GetSurfaceFormat()) # shaders const shader = ShaderA() let shaderObject = CompileShader(shader) var pipeline1 = CreatePipeline(renderPass = renderpass, shader = shaderObject) var renderdata = InitRenderData() # buffer assignment echo "Assigning buffers to GPUData fields" AssignBuffers(renderdata, myMesh1) AssignBuffers(renderdata, instances1) AssignBuffers(renderdata, myGlobals) AssignBuffers(renderdata, uniforms1) renderdata.UploadTextures(myGlobals) renderdata.UploadTextures(uniforms1) # copy everything to GPU echo "Copying all data to GPU memory" UpdateAllGPUBuffers(myMesh1) UpdateAllGPUBuffers(instances1) UpdateAllGPUBuffers(uniforms1) UpdateAllGPUBuffers(myGlobals) renderdata.FlushAllMemory() # descriptors echo "Writing descriptors" InitDescriptorSet(renderdata, pipeline1.descriptorSetLayouts[GlobalSet], myGlobals) InitDescriptorSet(renderdata, pipeline1.descriptorSetLayouts[MaterialSet], uniforms1) # command buffer var commandBufferPool: VkCommandPool createInfo = VkCommandPoolCreateInfo( sType: VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO, flags: toBits [VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT], queueFamilyIndex: vulkan.queueFamilyIndex, ) checkVkResult vkCreateCommandPool(vulkan.device, addr createInfo, nil, addr commandBufferPool) var cmdBuffers: array[INFLIGHTFRAMES.int, VkCommandBuffer] allocInfo = VkCommandBufferAllocateInfo( sType: VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO, commandPool: commandBufferPool, level: VK_COMMAND_BUFFER_LEVEL_PRIMARY, commandBufferCount: INFLIGHTFRAMES, ) checkVkResult vkAllocateCommandBuffers(vulkan.device, addr allocInfo, cmdBuffers.ToCPointer) # start command buffer block: let currentFramebuffer = VkFramebuffer(0) # TODO currentFrameInFlight = 1 cmd = cmdBuffers[currentFrameInFlight] beginInfo = VkCommandBufferBeginInfo( sType: VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, flags: VkCommandBufferUsageFlags(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT), ) checkVkResult cmd.vkResetCommandBuffer(VkCommandBufferResetFlags(0)) checkVkResult cmd.vkBeginCommandBuffer(addr(beginInfo)) # start renderpass block: var clearColors = [VkClearValue(color: VkClearColorValue(float32: [0, 0, 0, 0]))] renderPassInfo = VkRenderPassBeginInfo( sType: VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, renderPass: renderpass, framebuffer: currentFramebuffer, # TODO renderArea: VkRect2D( offset: VkOffset2D(x: 0, y: 0), extent: VkExtent2D(width: frameWidth, height: frameHeight), ), clearValueCount: uint32(clearColors.len), pClearValues: clearColors.ToCPointer(), ) viewport = VkViewport( x: 0.0, y: 0.0, width: frameWidth.float32, height: frameHeight.float32, minDepth: 0.0, maxDepth: 1.0, ) scissor = VkRect2D( offset: VkOffset2D(x: 0, y: 0), extent: VkExtent2D(width: frameWidth, height: frameHeight) ) vkCmdBeginRenderPass(cmd, addr(renderPassInfo), VK_SUBPASS_CONTENTS_INLINE) # setup viewport vkCmdSetViewport(cmd, firstViewport = 0, viewportCount = 1, addr(viewport)) vkCmdSetScissor(cmd, firstScissor = 0, scissorCount = 1, addr(scissor)) # bind pipeline, will be loop block: Bind(pipeline1, cmd, currentFrameInFlight = currentFrameInFlight) # render object, will be loop block: Render(cmd, pipeline1, myGlobals, uniforms1, myMesh1, instances1) vkCmdEndRenderPass(cmd) checkVkResult cmd.vkEndCommandBuffer()