Mercurial > games > semicongine
view static_utils.nim @ 1161:dbca0528c714 compiletime-tests
add: more stuff
author | sam <sam@basx.dev> |
---|---|
date | Wed, 19 Jun 2024 13:50:18 +0700 |
parents | 836dc1eda5e3 |
children | 46fae89cffb0 |
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import std/macros import std/strformat import std/typetraits import semicongine/core/utils import semicongine/core/imagetypes import semicongine/core/vector import semicongine/core/matrix import semicongine/core/vulkanapi import semicongine/vulkan/buffer template VertexAttribute* {.pragma.} template InstanceAttribute* {.pragma.} template DescriptorAttribute* {.pragma.} 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] 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 Mat2[float32]: VK_FORMAT_R32G32_SFLOAT elif T is Mat2[float64]: VK_FORMAT_R64G64_SFLOAT elif T is Mat23[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is Mat23[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is Mat32[float32]: VK_FORMAT_R32G32_SFLOAT elif T is Mat32[float64]: VK_FORMAT_R64G64_SFLOAT elif T is Mat3[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is Mat3[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is Mat34[float32]: VK_FORMAT_R32G32B32A32_SFLOAT elif T is Mat34[float64]: VK_FORMAT_R64G64B64A64_SFLOAT elif T is Mat43[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is Mat43[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is Mat4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT elif T is Mat4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT else: {.error: "Unsupported data type on GPU".} template getElementType(field: typed): untyped = when not (typeof(field) is seq or typeof(field) is array): {.error: "getElementType can only be used with seq or array".} genericParams(typeof(field)).get(0) template ForVertexDataFields*(inputData: typed, fieldname, valuename, isinstancename, body: untyped): untyped = for theFieldname, value in fieldPairs(inputData): 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: let `fieldname` {.inject.} = theFieldname let `valuename` {.inject.} = default(getElementType(value)) let `isinstancename` {.inject.} = value.isInstanceAttribute() body template ForDescriptorFields*(inputData: typed, fieldname, valuename, typename, countname, body: untyped): untyped = for theFieldname, value in fieldPairs(inputData): when hasCustomPragma(value, DescriptorAttribute): when not ( typeof(value) is SupportedGPUType or (typeof(value) is array and elementType(value) is SupportedGPUType) or typeof(value) is Texture ): {.error: "field '" & theFieldname & "' needs to be a SupportedGPUType or an array of SupportedGPUType".} block: let `fieldname` {.inject.} = theFieldname let `valuename` {.inject.} = default(getElementType(value)) # TODO let `typename` {.inject.} = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER let `typename` {.inject.} = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER when typeof(value) is array: let `countname` {.inject.} = genericParams(typeof(value)).get(0) else: let `countname` {.inject.} = 1 body func NumberOfVertexInputAttributeDescriptors[T: SupportedGPUType](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](value: T): uint32 = #[ single location: 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 typeof(value) is TVec3 and sizeof(getElementType(value)) == 8: return 2 elif typeof(value) is TVec4 and sizeof(getElementType(value)) == 8: return 2 else: return 1 type IndexType = enum None, UInt8, UInt16, UInt32 RenderBuffers = object deviceBuffers: seq[Buffer] # for fast reads hostVisibleBuffers: seq[Buffer] # for fast writes Renderable[TMesh, TInstance] = object vertexBuffers: seq[VkBuffer] bufferOffsets: seq[VkDeviceSize] instanceCount: uint32 case indexType: IndexType of None: vertexCount: uint32 else: indexBuffer: VkBuffer indexCount: uint32 indexBufferOffset: VkDeviceSize Pipeline[TShaderInputs] = object pipeline: VkPipeline layout: VkPipelineLayout descriptorSets: array[2, seq[VkDescriptorSet]] ShaderSet[TShaderInputs] = object vertexShader: VkShaderModule fragmentShader: VkShaderModule 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 CreatePipeline*[TShaderInputs]( device: VkDevice, renderPass: VkRenderPass, shaderSet: ShaderSet[TShaderInputs], 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, ): Pipeline[TShaderInputs] = # assumptions/limitations: # - we are only using vertex and fragment shaders (2 stages) # - we only support one subpass # CONTINUE HERE, WITH PIPELINE LAYOUT!!!! # Rely on TShaderInputs var layoutbindings: seq[VkDescriptorSetLayoutBinding] let descriptors = [ (VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), # more than 1 for arrays (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1), ] var descriptorBindingNumber = 0'u32 ForDescriptorFields(default(TShaderInputs), fieldname, value, descriptorCount): layoutbindings.add VkDescriptorSetLayoutBinding( binding: descriptorBindingNumber, descriptorType: descriptorType, descriptorCount: descriptorCount, stageFlags: VK_SHADER_STAGE_ALL_GRAPHICS, pImmutableSamplers: nil, ) inc descriptorBindingNumber var layoutCreateInfo = VkDescriptorSetLayoutCreateInfo( sType: VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, bindingCount: uint32(layoutbindings.len), pBindings: layoutbindings.ToCPointer ) var descriptorSetLayout: VkDescriptorSetLayout checkVkResult vkCreateDescriptorSetLayout(device.vk, addr(layoutCreateInfo), nil, addr(descriptorSetLayout)) let pipelineLayoutInfo = VkPipelineLayoutCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, setLayoutCount: 1, pSetLayouts: addr(descriptorSetLayout), # pushConstantRangeCount: uint32(pushConstants.len), # pPushConstantRanges: pushConstants.ToCPointer, ) checkVkResult vkCreatePipelineLayout(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: shaderSet.vertexShader, pName: "main", ), VkPipelineShaderStageCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, stage: VK_SHADER_STAGE_FRAGMENT_BIT, module: shaderSet.fragmentShader, pName: "main", ), ] let bindings: var seq[VkVertexInputBindingDescription] attributes: var seq[VkVertexInputAttributeDescription] var inputBindingNumber = 0'u32 var inputLocationNumber = 0'u32 ForVertexDataFields(default(TShaderInputs), 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, inputLocationNumber: inputLocationNumber, format: VkType(value), offset: i * perDescriptorSize, ) inputLocationNumber += 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: addr(stages), 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( device, VkPipelineCache(0), 1, addr(createInfo), nil, addr(result.pipeline) ) proc CreateRenderable[TMesh, TInstance]( mesh: TMesh, instance: TInstance, buffers: RenderBuffers, ): Renderable[TMesh, TInstance] = result.indexType = None proc Bind(pipeline: Pipeline, commandBuffer: VkCommandBuffer, currentFrameInFlight: int) = commandBuffer.vkCmdBindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.pipeline) commandBuffer.vkCmdBindDescriptorSets( VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.layout, 0, pipeline.descriptorSets[currentFrameInFlight].len, pipeline.descriptorSets[currentFrameInFlight], 0, nil, ) proc AssertCompatible(TShaderInputs, TMesh, TInstance, TGlobals: typedesc) = # assert seq-fields of TMesh|TInstance == seq-fields of TShaderInputs # assert normal fields of TMesh|Globals == normal fields of TShaderDescriptors for inputName, inputValue in default(TShaderInputs).fieldPairs: echo "checking shader input '" & inputName & "'" var foundField = false when hasCustomPragma(inputValue, VertexAttribute): echo " is vertex attribute" for meshName, meshValue in default(TMesh).fieldPairs: when meshName == inputName: assert foundField == false, "Shader input '" & TShaderInputs.name & "." & inputName & "' has been found more than once" assert getElementType(meshValue) is typeof(inputValue), "Shader input " & TShaderInputs.name & "." & inputName & " is of type '" & typeof(inputValue).name & "' but mesh attribute is of type '" & getElementType(meshValue).name & "'" foundField = true assert foundField, "Shader input '" & TShaderInputs.name & "." & inputName & ": " & typeof(inputValue).name & "' not found in '" & TMesh.name & "'" elif hasCustomPragma(inputValue, InstanceAttribute): echo " is instance attribute" for instanceName, instanceValue in default(TInstance).fieldPairs: when instanceName == inputName: assert foundField == false, "Shader input '" & TShaderInputs.name & "." & inputName & "' has been found more than once" assert getElementType(instanceValue) is typeof(inputValue), "Shader input " & TShaderInputs.name & "." & inputName & " is of type '" & typeof(inputValue).name & "' but instance attribute is of type '" & getElementType(instanceValue).name & "'" foundField = true assert foundField, "Shader input '" & TShaderInputs.name & "." & inputName & ": " & typeof(inputValue).name & "' not found in '" & TInstance.name & "'" elif hasCustomPragma(inputValue, DescriptorAttribute): echo " is descriptor attribute" for meshName, meshValue in default(TMesh).fieldPairs: when meshName == inputName: assert foundField == false, "Shader input '" & TShaderInputs.name & "." & inputName & "' has been found more than once" assert typeof(meshValue) is typeof(inputValue), "Shader input " & TShaderInputs.name & "." & inputName & " is of type '" & typeof(inputValue).name & "' but mesh attribute is of type '" & getElementType(meshValue).name & "'" foundField = true for globalName, globalValue in default(TGlobals).fieldPairs: when globalName == inputName: assert foundField == false, "Shader input '" & TShaderInputs.name & "." & inputName & "' has been found more than once" assert typeof(globalValue) is typeof(inputValue), "Shader input " & TShaderInputs.name & "." & inputName & " is of type '" & typeof(inputValue).name & "' but global attribute is of type '" & typeof(globalValue).name & "'" foundField = true assert foundField, "Shader input '" & TShaderInputs.name & "." & inputName & ": " & typeof(inputValue).name & "' not found in '" & TMesh.name & "|" & TGlobals.name & "'" echo " found" proc Render[TShaderInputs, TMesh, TInstance, TGlobals]( pipeline: Pipeline[TShaderInputs], renderable: Renderable[TMesh, TInstance], globals: TGlobals, commandBuffer: VkCommandBuffer, ) = static: AssertCompatible(TShaderInputs, TMesh, TInstance, TGlobals) 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: type MeshA = object position: seq[Vec3f] transparency: float InstanceA = object transform: seq[Mat4] position: seq[Vec3f] Globals = object color: Vec4f ShaderInputsA = object position {.VertexAttribute.}: Vec3f transform {.InstanceAttribute.}: Mat4 color {.DescriptorAttribute.}: Vec4f var p: Pipeline[ShaderInputsA] var r: Renderable[MeshA, InstanceA] var g: Globals var s: ShaderSet[ShaderInputsA] var p1 = CreatePipeline(device = VkDevice(0), renderPass = VkRenderPass(0), shaderSet = s) Render(p, r, g, VkCommandBuffer(0))