Mercurial > games > semicongine
view semiconginev2/rendering.nim @ 1234:841e12f33c47
add: text & font rendering, not tested yet
author | sam <sam@basx.dev> |
---|---|
date | Sat, 20 Jul 2024 00:03:57 +0700 |
parents | 1cf698973dca |
children | 69489a678141 |
line wrap: on
line source
# in this file: # - const defintions for rendering # - custom pragma defintions for rendering # - type defintions for rendering # - some utils code that is used in mutiple rendering files # - inclusion of all rendering files # const definitions const INFLIGHTFRAMES* = 2'u32 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 const MAX_DESCRIPTORSETS = 4 const SURFACE_FORMAT* = VK_FORMAT_B8G8R8A8_SRGB const DEPTH_FORMAT* = VK_FORMAT_D32_SFLOAT # custom pragmas to classify shader attributes template VertexAttribute* {.pragma.} template InstanceAttribute* {.pragma.} template Pass* {.pragma.} template PassFlat* {.pragma.} template ShaderOutput* {.pragma.} template DescriptorSets* {.pragma.} # there is a big, bad global vulkan object # believe me, this makes everything much, much easier when defined(windows): include ./rendering/platform/windows when defined(linux): include ./rendering/platform/linux type VulkanGlobals* = object # populated through InitVulkan proc instance*: VkInstance device*: VkDevice physicalDevice*: VkPhysicalDevice surface: VkSurfaceKHR window: NativeWindow graphicsQueueFamily*: uint32 graphicsQueue*: VkQueue debugMessenger: VkDebugUtilsMessengerEXT # unclear as of yet anisotropy*: float32 = 0 # needs to be enable during device creation Renderpass* = ref object vk*: VkRenderPass samples*: VkSampleCountFlagBits depthBuffer*: bool Swapchain* = ref object # parameters to InitSwapchain, required for swapchain recreation renderPass*: RenderPass vSync: bool # populated through InitSwapchain proc vk: VkSwapchainKHR width*: uint32 height*: uint32 framebuffers: seq[VkFramebuffer] framebufferViews: seq[VkImageView] currentFramebufferIndex: uint32 commandBufferPool: VkCommandPool # depth buffer stuff, if enabled depthImage: VkImage depthImageView*: VkImageView depthMemory: VkDeviceMemory # MSAA stuff, if enabled msaaImage: VkImage msaaImageView*: VkImageView msaaMemory: VkDeviceMemory # frame-in-flight handling currentFiF: range[0 .. (INFLIGHTFRAMES - 1).int] queueFinishedFence*: array[INFLIGHTFRAMES.int, VkFence] imageAvailableSemaphore*: array[INFLIGHTFRAMES.int, VkSemaphore] renderFinishedSemaphore*: array[INFLIGHTFRAMES.int, VkSemaphore] commandBuffers: array[INFLIGHTFRAMES.int, VkCommandBuffer] oldSwapchain: Swapchain oldSwapchainCounter: int # swaps until old swapchain will be destroyed var vulkan*: VulkanGlobals var fullscreen: bool func currentFiF*(swapchain: Swapchain): int = swapchain.currentFiF type # type aliases 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] Gray = TVec1[uint8] RGBA = TVec4[uint8] PixelType = Gray | RGBA # shader related types DescriptorSet*[T: object] = object data*: T vk: array[INFLIGHTFRAMES.int, VkDescriptorSet] Pipeline*[TShader] = object vk: VkPipeline vertexShaderModule: VkShaderModule fragmentShaderModule: VkShaderModule layout: VkPipelineLayout descriptorSetLayouts*: array[MAX_DESCRIPTORSETS, VkDescriptorSetLayout] # memory/buffer related types 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 memoryOffset: uint64 memory: VkDeviceMemory Image*[T: PixelType] = object width*: uint32 height*: uint32 interpolation*: VkFilter = VK_FILTER_LINEAR data*: seq[T] vk*: VkImage imageview*: VkImageView sampler*: VkSampler isRenderTarget*: bool = false samples*: VkSampleCountFlagBits = VK_SAMPLE_COUNT_1_BIT GPUArray*[T: SupportedGPUType, TBuffer: static BufferType] = object data*: seq[T] buffer*: Buffer offset*: uint64 GPUValue*[T: object, TBuffer: static BufferType] = object data*: T buffer*: Buffer offset: uint64 GPUData = GPUArray | GPUValue RenderData* = object descriptorPool: VkDescriptorPool memory: array[VK_MAX_MEMORY_TYPES.int, seq[MemoryBlock]] buffers: array[BufferType, seq[Buffer]] images: seq[VkImage] imageViews: seq[VkImageView] samplers: seq[VkSampler] template ForDescriptorFields(shader: typed, fieldname, valuename, typename, countname, bindingNumber, body: untyped): untyped = var `bindingNumber` {.inject.} = 0'u32 for theFieldname, value in fieldPairs(shader): when typeof(value) is Image: 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 GPUValue: 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 Image: 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 GPUValue: block: const `fieldname` {.inject.} = theFieldname const `typename` {.inject.} = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER const `countname` {.inject.} = len(value).uint32 let `valuename` {.inject.} = value body `bindingNumber`.inc else: {.error: "Unsupported descriptor type: " & typetraits.name(typeof(value)).} else: {.error: "Unsupported descriptor type: " & typetraits.name(typeof(value)).} include ./rendering/vulkan_wrappers include ./rendering/renderpasses include ./rendering/swapchain include ./rendering/shaders include ./rendering/renderer proc debugCallback( messageSeverity: VkDebugUtilsMessageSeverityFlagBitsEXT, messageTypes: VkDebugUtilsMessageTypeFlagsEXT, pCallbackData: ptr VkDebugUtilsMessengerCallbackDataEXT, userData: pointer ): VkBool32 {.cdecl.} = const LOG_LEVEL_MAPPING = { VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT: lvlDebug, VK_DEBUG_UTILS_MESSAGE_SEVERITY_INFO_BIT_EXT: lvlInfo, VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT: lvlWarn, VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT: lvlError, }.toTable log LOG_LEVEL_MAPPING[messageSeverity], &"{toEnums messageTypes}: {pCallbackData.pMessage}" if messageSeverity == VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT: stderr.writeLine "-----------------------------------" stderr.write getStackTrace() stderr.writeLine LOG_LEVEL_MAPPING[messageSeverity], &"{toEnums messageTypes}: {pCallbackData.pMessage}" stderr.writeLine "-----------------------------------" let errorMsg = getStackTrace() & &"\n{toEnums messageTypes}: {pCallbackData.pMessage}" raise newException(Exception, errorMsg) return false proc InitVulkan*(appName: string = "semicongine app") = # instance creation # enagle all kind of debug stuff when not defined(release): let requiredExtensions = REQUIRED_PLATFORM_EXTENSIONS & @["VK_KHR_surface", "VK_EXT_debug_utils"] let layers: seq[string] = if hasValidationLayer(): @["VK_LAYER_KHRONOS_validation"] else: @[] 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") else: let requiredExtensions = REQUIRED_PLATFORM_EXTENSIONS & @["VK_KHR_surface"] let layers: seq[string] var layersC = allocCStringArray(layers) instanceExtensionsC = allocCStringArray(requiredExtensions) defer: deallocCStringArray(layersC) deallocCStringArray(instanceExtensionsC) var appinfo = VkApplicationInfo( sType: VK_STRUCTURE_TYPE_APPLICATION_INFO, pApplicationName: appName, pEngineName: "semicongine", apiVersion: VK_MAKE_API_VERSION(0, 1, 3, 0), ) createinfo = VkInstanceCreateInfo( sType: VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO, pApplicationInfo: addr(appinfo), enabledLayerCount: layers.len.uint32, ppEnabledLayerNames: layersC, enabledExtensionCount: requiredExtensions.len.uint32, ppEnabledExtensionNames: instanceExtensionsC ) checkVkResult vkCreateInstance(addr(createinfo), nil, addr(vulkan.instance)) loadVulkan(vulkan.instance) # load extensions # for extension in requiredExtensions: loadExtension(vulkan.instance, $extension) vulkan.window = CreateWindow(appName) vulkan.surface = CreateNativeSurface(vulkan.instance, vulkan.window) # logical device creation # TODO: allowing support for physical devices without hasUniformBufferStandardLayout # would require us to ship different shaders, so we don't support standard layout # if that will be added, check the function vulkan/shaders.nim:glslUniforms and update accordingly # let hasUniformBufferStandardLayout = "VK_KHR_uniform_buffer_standard_layout" in physicalDevice.getExtensions() # var deviceExtensions = @["VK_KHR_swapchain", "VK_KHR_uniform_buffer_standard_layout"] var deviceExtensions = @["VK_KHR_swapchain"] for extension in deviceExtensions: loadExtension(vulkan.instance, extension) when not defined(release): var debugMessengerCreateInfo = VkDebugUtilsMessengerCreateInfoEXT( sType: VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT, messageSeverity: VkDebugUtilsMessageSeverityFlagBitsEXT.items.toSeq.toBits, messageType: VkDebugUtilsMessageTypeFlagBitsEXT.items.toSeq.toBits, pfnUserCallback: debugCallback, pUserData: nil, ) checkVkResult vkCreateDebugUtilsMessengerEXT( vulkan.instance, addr(debugMessengerCreateInfo), nil, addr(vulkan.debugMessenger) ) # get physical device and graphics queue family vulkan.physicalDevice = GetBestPhysicalDevice(vulkan.instance) vulkan.graphicsQueueFamily = GetQueueFamily(vulkan.physicalDevice, VK_QUEUE_GRAPHICS_BIT) let priority = cfloat(1) queueInfo = VkDeviceQueueCreateInfo( sType: VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO, queueFamilyIndex: vulkan.graphicsQueueFamily, queueCount: 1, pQueuePriorities: addr(priority), ) deviceExtensionsC = allocCStringArray(deviceExtensions) defer: deallocCStringArray(deviceExtensionsC) var createDeviceInfo = VkDeviceCreateInfo( sType: VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO, queueCreateInfoCount: 1, pQueueCreateInfos: addr(queueInfo), enabledLayerCount: 0, ppEnabledLayerNames: nil, enabledExtensionCount: uint32(deviceExtensions.len), ppEnabledExtensionNames: deviceExtensionsC, pEnabledFeatures: nil, ) checkVkResult vkCreateDevice( physicalDevice = vulkan.physicalDevice, pCreateInfo = addr createDeviceInfo, pAllocator = nil, pDevice = addr vulkan.device ) vulkan.graphicsQueue = svkGetDeviceQueue(vulkan.device, vulkan.graphicsQueueFamily, VK_QUEUE_GRAPHICS_BIT) proc DestroyVulkan*() = vkDestroyDevice(vulkan.device, nil) vkDestroySurfaceKHR(vulkan.instance, vulkan.surface, nil) vkDestroyDebugUtilsMessengerEXT(vulkan.instance, vulkan.debugMessenger, nil) vkDestroyInstance(vulkan.instance, nil) proc ShowSystemCursor*() = vulkan.window.ShowSystemCursor() proc HideSystemCursor*() = vulkan.window.HideSystemCursor() proc Fullscreen*(): bool = fullscreen proc `Fullscreen=`*(enable: bool) = if enable != fullscreen: fullscreen = enable vulkan.window.Fullscreen(fullscreen) func GetAspectRatio*(swapchain: Swapchain): float32 = swapchain.width.float32 / swapchain.height.float32 proc MaxFramebufferSampleCount*(maxSamples = VK_SAMPLE_COUNT_8_BIT): VkSampleCountFlagBits = let limits = svkGetPhysicalDeviceProperties().limits let available = VkSampleCountFlags( limits.framebufferColorSampleCounts.uint32 and limits.framebufferDepthSampleCounts.uint32 ).toEnums return min(max(available), maxSamples) proc `[]`*(image: Image, x, y: uint32): auto = assert x < image.width, &"{x} < {image.width} is not true" assert y < image.height, &"{y} < {image.height} is not true" image.data[y * image.width + x] proc `[]=`*[T](image: var Image[T], x, y: uint32, value: T) = assert x < image.width assert y < image.height image.data[y * image.width + x] = value