Mercurial > games > semicongine
view src/semicongine/renderer.nim @ 762:4f991bc3613a
fix: wrong flag value, dummy
author | Sam <sam@basx.dev> |
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date | Tue, 27 Jun 2023 00:01:36 +0700 |
parents | 0b5566fc214d |
children | c73224f9d38f |
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import std/options import std/tables import std/strformat import std/strutils import std/logging import ./core import ./vulkan/buffer import ./vulkan/device import ./vulkan/drawable import ./vulkan/pipeline import ./vulkan/physicaldevice import ./vulkan/renderpass import ./vulkan/swapchain import ./vulkan/descriptor import ./vulkan/image import ./scene import ./mesh type SceneData = object drawables*: OrderedTable[Mesh, Drawable] vertexBuffers*: Table[MemoryPerformanceHint, Buffer] indexBuffer*: Buffer uniformBuffers*: Table[VkPipeline, seq[Buffer]] # one per frame-in-flight textures*: Table[string, seq[VulkanTexture]] # per frame-in-flight attributeLocation*: Table[string, MemoryPerformanceHint] attributeBindingNumber*: Table[string, int] transformAttribute: string # name of attribute that is used for per-instance mesh transformation entityTransformationCache: Table[Mesh, Mat4] # remembers last transformation, avoid to send GPU-updates if no changes descriptorPool*: DescriptorPool descriptorSets*: Table[VkPipeline, seq[DescriptorSet]] Renderer* = object device: Device surfaceFormat: VkSurfaceFormatKHR renderPass: RenderPass swapchain: Swapchain scenedata: Table[Scene, SceneData] proc initRenderer*(device: Device, renderPass: RenderPass): Renderer = assert device.vk.valid assert renderPass.vk.valid result.device = device result.renderPass = renderPass result.surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() # use last renderpass as output for swapchain let swapchain = device.createSwapchain(result.renderPass.vk, result.surfaceFormat, device.firstGraphicsQueue().get().family) if not swapchain.isSome: raise newException(Exception, "Unable to create swapchain") result.swapchain = swapchain.get() proc setupDrawableBuffers*(renderer: var Renderer, scene: Scene, inputs: seq[ShaderAttribute], samplers: seq[ShaderAttribute], transformAttribute="transform") = assert not (scene in renderer.scenedata) const VERTEX_ATTRIB_ALIGNMENT = 4 # used for buffer alignment var data = SceneData() # when mesh transformation are handled through the scenegraph-transformation, set it up here if transformattribute != "": var hasTransformAttribute = false for input in inputs: if input.name == transformattribute: assert input.perInstance == true, $input assert getDataType[Mat4]() == input.thetype hasTransformAttribute = true assert hasTransformAttribute data.transformAttribute = transformAttribute # find all meshes, populate missing attribute values for shader var allMeshes: seq[Mesh] for mesh in allComponentsOfType[Mesh](scene.root): allMeshes.add mesh for inputAttr in inputs: if not mesh.hasDataFor(inputAttr.name): mesh.initData(inputAttr) assert mesh.dataType(inputAttr.name) == inputAttr.thetype, &"mesh attribute {inputAttr.name} has type {mesh.dataType(inputAttr.name)} but shader expects {inputAttr.thetype}" # create index buffer if necessary var indicesBufferSize = 0'u64 for mesh in allMeshes: if mesh.indexType != MeshIndexType.None: let indexAlignment = case mesh.indexType of MeshIndexType.None: 0'u64 of Tiny: 1'u64 of Small: 2'u64 of Big: 4'u64 # index value alignment required by Vulkan if indicesBufferSize mod indexAlignment != 0: indicesBufferSize += indexAlignment - (indicesBufferSize mod indexAlignment) indicesBufferSize += mesh.indexDataSize if indicesBufferSize > 0: data.indexBuffer = renderer.device.createBuffer( size=indicesBufferSize, usage=[VK_BUFFER_USAGE_INDEX_BUFFER_BIT], requireMappable=false, preferVRAM=true, ) # create vertex buffers and calculcate offsets # trying to use one buffer per memory type var perLocationOffsets: Table[MemoryPerformanceHint, uint64] perLocationSizes: Table[MemoryPerformanceHint, uint64] bindingNumber = 0 for hint in MemoryPerformanceHint: perLocationOffsets[hint] = 0 perLocationSizes[hint] = 0 for attribute in inputs: data.attributeLocation[attribute.name] = attribute.memoryPerformanceHint data.attributeBindingNumber[attribute.name] = bindingNumber inc bindingNumber # setup one buffer per attribute-location-type for mesh in allMeshes: # align size to VERTEX_ATTRIB_ALIGNMENT bytes (the important thing is the correct alignment of the offsets, bu # we need to expand the buffer size as well, therefore considering alignment already here as well if perLocationSizes[attribute.memoryPerformanceHint] mod VERTEX_ATTRIB_ALIGNMENT != 0: perLocationSizes[attribute.memoryPerformanceHint] += VERTEX_ATTRIB_ALIGNMENT - (perLocationSizes[attribute.memoryPerformanceHint] mod VERTEX_ATTRIB_ALIGNMENT) perLocationSizes[attribute.memoryPerformanceHint] += mesh.dataSize(attribute.name) for memoryPerformanceHint, bufferSize in perLocationSizes.pairs: if bufferSize > 0: data.vertexBuffers[memoryPerformanceHint] = renderer.device.createBuffer( size=bufferSize, usage=[VK_BUFFER_USAGE_VERTEX_BUFFER_BIT], requireMappable=memoryPerformanceHint==PreferFastWrite, preferVRAM=true, ) # fill vertex buffers var indexBufferOffset = 0'u64 for mesh in allMeshes: var offsets: seq[(string, MemoryPerformanceHint, uint64)] for attribute in inputs: offsets.add (attribute.name, attribute.memoryPerformanceHint, perLocationOffsets[attribute.memoryPerformanceHint]) var (pdata, size) = mesh.getRawData(attribute.name) if pdata != nil: # no data data.vertexBuffers[attribute.memoryPerformanceHint].setData(pdata, size, perLocationOffsets[attribute.memoryPerformanceHint]) perLocationOffsets[attribute.memoryPerformanceHint] += size if perLocationOffsets[attribute.memoryPerformanceHint] mod VERTEX_ATTRIB_ALIGNMENT != 0: perLocationOffsets[attribute.memoryPerformanceHint] += VERTEX_ATTRIB_ALIGNMENT - (perLocationOffsets[attribute.memoryPerformanceHint] mod VERTEX_ATTRIB_ALIGNMENT) let indexed = mesh.indexType != MeshIndexType.None var drawable = Drawable( elementCount: if indexed: mesh.indicesCount else: mesh.vertexCount, bufferOffsets: offsets, instanceCount: mesh.instanceCount, indexed: indexed, ) if indexed: let indexAlignment = case mesh.indexType of MeshIndexType.None: 0'u64 of Tiny: 1'u64 of Small: 2'u64 of Big: 4'u64 # index value alignment required by Vulkan if indexBufferOffset mod indexAlignment != 0: indexBufferOffset += indexAlignment - (indexBufferOffset mod indexAlignment) drawable.indexBufferOffset = indexBufferOffset drawable.indexType = mesh.indexType var (pdata, size) = mesh.getRawIndexData() data.indexBuffer.setData(pdata, size, indexBufferOffset) indexBufferOffset += size data.drawables[mesh] = drawable for material in scene.getMaterials(): for textureName, texture in material.textures.pairs: if not data.textures.hasKey(textureName): data.textures[textureName] = @[] data.textures[textureName].add renderer.device.uploadTexture(texture) # setup uniforms and samplers for subpass_i in 0 ..< renderer.renderPass.subpasses.len: for pipeline in renderer.renderPass.subpasses[subpass_i].pipelines.mitems: var uniformBufferSize = 0'u64 for uniform in pipeline.uniforms: uniformBufferSize += uniform.size if uniformBufferSize > 0: data.uniformBuffers[pipeline.vk] = newSeq[Buffer]() for frame_i in 0 ..< renderer.swapchain.inFlightFrames: data.uniformBuffers[pipeline.vk].add renderer.device.createBuffer( size=uniformBufferSize, usage=[VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT], requireMappable=true, preferVRAM=true, ) var poolsizes = @[(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uint32(renderer.swapchain.inFlightFrames))] if samplers.len > 0: var samplercount = 0'u32 for sampler in samplers: samplercount += (if sampler.arrayCount == 0: 1'u32 else: sampler.arrayCount) poolsizes.add (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, uint32(renderer.swapchain.inFlightFrames) * samplercount) data.descriptorPool = renderer.device.createDescriptorSetPool(poolsizes) data.descriptorSets[pipeline.vk] = pipeline.setupDescriptors( data.descriptorPool, data.uniformBuffers.getOrDefault(pipeline.vk, @[]), data.textures, inFlightFrames=renderer.swapchain.inFlightFrames ) for frame_i in 0 ..< renderer.swapchain.inFlightFrames: data.descriptorSets[pipeline.vk][frame_i].writeDescriptorSet() renderer.scenedata[scene] = data proc refreshMeshAttributeData(sceneData: var SceneData, mesh: Mesh, attribute: string) = debug &"Refreshing data on mesh {mesh} for {attribute}" # ignore attributes that are not used in this shader if not (attribute in sceneData.attributeLocation): return var (pdata, size) = mesh.getRawData(attribute) let memoryPerformanceHint = sceneData.attributeLocation[attribute] let bindingNumber = sceneData.attributeBindingNumber[attribute] sceneData.vertexBuffers[memoryPerformanceHint].setData(pdata, size, sceneData.drawables[mesh].bufferOffsets[bindingNumber][2]) proc updateMeshData*(renderer: var Renderer, scene: Scene) = assert scene in renderer.scenedata for mesh in allComponentsOfType[Mesh](scene.root): # if mesh transformation attribute is enabled, update the model matrix if renderer.scenedata[scene].transformAttribute != "": let transform = mesh.entity.getModelTransform() if not (mesh in renderer.scenedata[scene].entityTransformationCache) or renderer.scenedata[scene].entityTransformationCache[mesh] != transform or mesh.areInstanceTransformsDirty : var updatedTransform = newSeq[Mat4](int(mesh.instanceCount)) for i in 0 ..< mesh.instanceCount: updatedTransform[i] = transform * mesh.getInstanceTransform(i) mesh.updateInstanceData(renderer.scenedata[scene].transformAttribute, updatedTransform) renderer.scenedata[scene].entityTransformationCache[mesh] = transform # update any changed mesh attributes for attribute in mesh.availableAttributes(): if mesh.hasDataChanged(attribute): renderer.scenedata[scene].refreshMeshAttributeData(mesh, attribute) var m = mesh m.clearDataChanged() proc updateAnimations*(renderer: var Renderer, scene: var Scene, dt: float32) = for animation in allComponentsOfType[EntityAnimation](scene.root): animation.update(dt) proc updateUniformData*(renderer: var Renderer, scene: var Scene) = assert scene in renderer.scenedata for i in 0 ..< renderer.renderPass.subpasses.len: for pipeline in renderer.renderPass.subpasses[i].pipelines.mitems: if renderer.scenedata[scene].uniformBuffers.hasKey(pipeline.vk) and renderer.scenedata[scene].uniformBuffers[pipeline.vk].len != 0: assert renderer.scenedata[scene].uniformBuffers[pipeline.vk][renderer.swapchain.currentInFlight].vk.valid var offset = 0'u64 for uniform in pipeline.uniforms: if not scene.shaderGlobals.hasKey(uniform.name): raise newException(Exception, &"Uniform '{uniform.name}' not found in scene shaderGlobals") if uniform.thetype != scene.shaderGlobals[uniform.name].thetype: raise newException(Exception, &"Uniform '{uniform.name}' has wrong type {uniform.thetype}, required is {scene.shaderGlobals[uniform.name].thetype}") let (pdata, size) = scene.shaderGlobals[uniform.name].getRawData() renderer.scenedata[scene].uniformBuffers[pipeline.vk][renderer.swapchain.currentInFlight].setData(pdata, size, offset) offset += size proc render*(renderer: var Renderer, scene: var Scene) = assert scene in renderer.scenedata var commandBufferResult = renderer.swapchain.nextFrame() commandBuffer: VkCommandBuffer if not commandBufferResult.isSome: let res = renderer.swapchain.recreate() if res.isSome: var oldSwapchain = renderer.swapchain renderer.swapchain = res.get() checkVkResult renderer.device.vk.vkDeviceWaitIdle() oldSwapchain.destroy() return commandBuffer = commandBufferResult.get() commandBuffer.beginRenderCommands(renderer.renderPass, renderer.swapchain.currentFramebuffer()) for i in 0 ..< renderer.renderPass.subpasses.len: for pipeline in renderer.renderPass.subpasses[i].pipelines.mitems: commandBuffer.vkCmdBindPipeline(renderer.renderPass.subpasses[i].pipelineBindPoint, pipeline.vk) commandBuffer.vkCmdBindDescriptorSets(renderer.renderPass.subpasses[i].pipelineBindPoint, pipeline.layout, 0, 1, addr(renderer.scenedata[scene].descriptorSets[pipeline.vk][renderer.swapchain.currentInFlight].vk), 0, nil) debug "Scene buffers:" for (location, buffer) in renderer.scenedata[scene].vertexBuffers.pairs: debug " ", location, ": ", buffer debug " Index buffer: ", renderer.scenedata[scene].indexBuffer for drawable in renderer.scenedata[scene].drawables.values: commandBuffer.draw(drawable, vertexBuffers=renderer.scenedata[scene].vertexBuffers, indexBuffer=renderer.scenedata[scene].indexBuffer) if i < renderer.renderPass.subpasses.len - 1: commandBuffer.vkCmdNextSubpass(VK_SUBPASS_CONTENTS_INLINE) commandBuffer.endRenderCommands() if not renderer.swapchain.swap(): let res = renderer.swapchain.recreate() if res.isSome: var oldSwapchain = renderer.swapchain renderer.swapchain = res.get() checkVkResult renderer.device.vk.vkDeviceWaitIdle() oldSwapchain.destroy() func framesRendered*(renderer: Renderer): uint64 = renderer.swapchain.framesRendered func valid*(renderer: Renderer): bool = renderer.device.vk.valid proc destroy*(renderer: var Renderer) = for data in renderer.scenedata.mvalues: for buffer in data.vertexBuffers.mvalues: assert buffer.vk.valid buffer.destroy() if data.indexBuffer.vk.valid: assert data.indexBuffer.vk.valid data.indexBuffer.destroy() for pipelineUniforms in data.uniformBuffers.mvalues: for buffer in pipelineUniforms.mitems: assert buffer.vk.valid buffer.destroy() for textures in data.textures.mvalues: for texture in textures.mitems: texture.destroy() data.descriptorPool.destroy() renderer.renderPass.destroy() renderer.swapchain.destroy()