Mercurial > games > semicongine
view src/semicongine/renderer.nim @ 809:fe5aced90cb2
did: a ton of small improvments
author | Sam <sam@basx.dev> |
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date | Sun, 17 Sep 2023 21:09:38 +0700 |
parents | 4ba8e610b9e8 |
children | 7df73da85181 |
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import std/options import std/tables import std/strformat import std/sequtils import std/logging import ./core import ./vulkan/buffer import ./vulkan/device import ./vulkan/drawable import ./vulkan/physicaldevice import ./vulkan/pipeline import ./vulkan/renderpass import ./vulkan/swapchain import ./vulkan/shader import ./vulkan/descriptor import ./vulkan/image import ./scene import ./mesh const TRANSFORMATTRIBUTE = "transform" const VERTEX_ATTRIB_ALIGNMENT = 4 # used for buffer alignment type SceneData = ref object drawables*: seq[tuple[drawable: Drawable, mesh: Mesh]] 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] vertexBufferOffsets*: Table[(Mesh, string), int] descriptorPools*: Table[VkPipeline, DescriptorPool] descriptorSets*: Table[VkPipeline, seq[DescriptorSet]] materials: seq[Material] Renderer* = object device: Device surfaceFormat: VkSurfaceFormatKHR renderPass: RenderPass swapchain: Swapchain scenedata: Table[Scene, SceneData] emptyTexture: VulkanTexture func usesMaterial(scene: Scene, materialName: string): bool = return scene.meshes.anyIt(it.material.name == materialName) proc initRenderer*(device: Device, shaders: Table[string, ShaderConfiguration], clearColor=Vec4f([0.8'f32, 0.8'f32, 0.8'f32, 1'f32])): Renderer = assert device.vk.valid result.device = device result.renderPass = device.simpleForwardRenderPass(shaders, clearColor=clearColor) 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() result.emptyTexture = device.uploadTexture(EMPTYTEXTURE) func inputs(renderer: Renderer, scene: Scene): seq[ShaderAttribute] = var found: Table[string, ShaderAttribute] for i in 0 ..< renderer.renderPass.subpasses.len: for materialName, pipeline in renderer.renderPass.subpasses[i].pipelines.pairs: if scene.usesMaterial(materialName): for input in pipeline.inputs: if found.contains(input.name): assert input.name == found[input.name].name, &"{input.name}: {input.name} != {found[input.name].name}" assert input.theType == found[input.name].theType, &"{input.name}: {input.theType} != {found[input.name].theType}" assert input.arrayCount == found[input.name].arrayCount, &"{input.name}: {input.arrayCount} != {found[input.name].arrayCount}" assert input.memoryPerformanceHint == found[input.name].memoryPerformanceHint, &"{input.name}: {input.memoryPerformanceHint} != {found[input.name].memoryPerformanceHint}" else: result.add input found[input.name] = input func samplers(renderer: Renderer, scene: Scene): seq[ShaderAttribute] = for i in 0 ..< renderer.renderPass.subpasses.len: for materialName, pipeline in renderer.renderPass.subpasses[i].pipelines.pairs: if scene.usesMaterial(materialName): result.add pipeline.samplers func materialCompatibleWithPipeline(scene: Scene, material: Material, pipeline: Pipeline): (bool, string) = for uniform in pipeline.uniforms: if scene.shaderGlobals.contains(uniform.name): if scene.shaderGlobals[uniform.name].theType != uniform.theType: return (true, &"shader uniform needs type {uniform.theType} but scene global is of type {scene.shaderGlobals[uniform.name].theType}") else: var foundMatch = true for name, constant in material.constants.pairs: if name == uniform.name and constant.theType == uniform.theType: foundMatch = true break if not foundMatch: return (true, &"shader uniform '{uniform.name}' was not found in scene globals or scene materials") for sampler in pipeline.samplers: if scene.shaderGlobals.contains(sampler.name): if scene.shaderGlobals[sampler.name].theType != sampler.theType: return (true, &"shader sampler '{sampler.name}' needs type {sampler.theType} but scene global is of type {scene.shaderGlobals[sampler.name].theType}") else: var foundMatch = true for name, value in material.textures: if name == sampler.name: foundMatch = true break if not foundMatch: return (true, &"Required texture for shader sampler '{sampler.name}' was not found in scene materials") return (false, "") func meshCompatibleWithPipeline(scene: Scene, mesh: Mesh, pipeline: Pipeline): (bool, string) = for input in pipeline.inputs: if input.name == TRANSFORMATTRIBUTE: # will be populated automatically continue if not (input.name in mesh[].attributes): return (true, &"Shader input '{input.name}' is not available for mesh '{mesh}'") if input.theType != mesh[].attributeType(input.name): return (true, &"Shader input '{input.name}' expects type {input.theType}, but mesh '{mesh}' has {mesh[].attributeType(input.name)}") if not input.perInstance and not mesh[].vertexAttributes.contains(input.name): return (true, &"Shader input '{input.name}' expected to be vertex attribute, but mesh has no such vertex attribute (available are: {mesh[].vertexAttributes})") if input.perInstance and not mesh[].instanceAttributes.contains(input.name): return (true, &"Shader input '{input.name}' expected to be per instance attribute, but mesh has no such instance attribute (available are: {mesh[].instanceAttributes})") return materialCompatibleWithPipeline(scene, mesh.material, pipeline) func checkSceneIntegrity(renderer: Renderer, scene: Scene) = if scene.meshes.len == 0: return var foundRenderableObject = false var shaderTypes: seq[string] for i in 0 ..< renderer.renderPass.subpasses.len: for materialName, pipeline in renderer.renderPass.subpasses[i].pipelines.pairs: shaderTypes.add materialName for mesh in scene.meshes: if mesh.material.name == materialName: foundRenderableObject = true let (error, message) = scene.meshCompatibleWithPipeline(mesh, pipeline) if error: raise newException(Exception, &"Mesh '{mesh}' not compatible with assigned pipeline ({materialName}) because: {message}") if not foundRenderableObject: var materialTypes: seq[string] for mesh in scene.meshes: if not materialTypes.contains(mesh.material.name): materialTypes.add mesh.material.name raise newException(Exception, &"Scene '{scene.name}' has been added but materials are not compatible with any registered shader: Materials in scene: {materialTypes}, registered shader-materialtypes: {shaderTypes}") proc setupDrawableBuffers*(renderer: var Renderer, scene: var Scene) = assert not (scene in renderer.scenedata) renderer.checkSceneIntegrity(scene) let inputs = renderer.inputs(scene) samplers = renderer.samplers(scene) var scenedata = SceneData() for mesh in scene.meshes: if not scenedata.materials.contains(mesh.material): scenedata.materials.add mesh.material for textureName, texture in mesh.material.textures.pairs: if scene.shaderGlobals.contains(textureName) and scene.shaderGlobals[textureName].theType == Sampler2D: warn &"Ignoring material texture '{textureName}' as scene-global textures with the same name have been defined" else: if not scenedata.textures.hasKey(textureName): scenedata.textures[textureName] = @[] scenedata.textures[textureName].add renderer.device.uploadTexture(texture) for name, value in scene.shaderGlobals.pairs: if value.theType == Sampler2D: assert not scenedata.textures.contains(name) # should be handled by the above code scenedata.textures[name] = @[] for texture in getValues[Texture](value)[]: scenedata.textures[name].add renderer.device.uploadTexture(texture) # find all meshes, populate missing attribute values for shader for mesh in scene.meshes.mitems: for inputAttr in inputs: if inputAttr.name == TRANSFORMATTRIBUTE: mesh[].initInstanceAttribute(inputAttr.name, inputAttr.thetype) elif not mesh[].attributes.contains(inputAttr.name): warn(&"Mesh is missing data for shader attribute {inputAttr.name}, auto-filling with empty values") if inputAttr.perInstance: mesh[].initInstanceAttribute(inputAttr.name, inputAttr.thetype) else: mesh[].initVertexAttribute(inputAttr.name, inputAttr.thetype) assert mesh[].attributeType(inputAttr.name) == inputAttr.thetype, &"mesh attribute {inputAttr.name} has type {mesh[].attributeType(inputAttr.name)} but shader expects {inputAttr.thetype}" # create index buffer if necessary var indicesBufferSize = 0 for mesh in scene.meshes: if mesh[].indexType != MeshIndexType.None: let indexAlignment = case mesh[].indexType of MeshIndexType.None: 0 of Tiny: 1 of Small: 2 of Big: 4 # index value alignment required by Vulkan if indicesBufferSize mod indexAlignment != 0: indicesBufferSize += indexAlignment - (indicesBufferSize mod indexAlignment) indicesBufferSize += mesh[].indexSize if indicesBufferSize > 0: scenedata.indexBuffer = renderer.device.createBuffer( size=indicesBufferSize, usage=[VK_BUFFER_USAGE_INDEX_BUFFER_BIT], requireMappable=false, preferVRAM=true, ) # calculcate offsets for attributes in vertex buffers # trying to use one buffer per memory type var perLocationSizes: Table[MemoryPerformanceHint, int] for hint in MemoryPerformanceHint: perLocationSizes[hint] = 0 for attribute in inputs: scenedata.attributeLocation[attribute.name] = attribute.memoryPerformanceHint # setup one buffer per attribute-location-type for mesh in scene.meshes: # align size to VERTEX_ATTRIB_ALIGNMENT bytes (the important thing is the correct alignment of the offsets, but # 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[].attributeSize(attribute.name) # create vertex buffers for memoryPerformanceHint, bufferSize in perLocationSizes.pairs: if bufferSize > 0: scenedata.vertexBuffers[memoryPerformanceHint] = renderer.device.createBuffer( size=bufferSize, usage=[VK_BUFFER_USAGE_VERTEX_BUFFER_BIT], requireMappable=memoryPerformanceHint==PreferFastWrite, preferVRAM=true, ) # calculate offset of each attribute for all meshes var perLocationOffsets: Table[MemoryPerformanceHint, int] var indexBufferOffset = 0 for hint in MemoryPerformanceHint: perLocationOffsets[hint] = 0 for mesh in scene.meshes: for attribute in inputs: scenedata.vertexBufferOffsets[(mesh, attribute.name)] = perLocationOffsets[attribute.memoryPerformanceHint] let size = mesh[].getRawData(attribute.name)[1] 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) # fill offsets per pipeline (as sequence corresponds to shader input binding) var offsets: Table[VkPipeline, seq[(string, MemoryPerformanceHint, int)]] for subpass_i in 0 ..< renderer.renderPass.subpasses.len: for materialName, pipeline in renderer.renderPass.subpasses[subpass_i].pipelines.pairs: if scene.usesMaterial(materialName): offsets[pipeline.vk] = newSeq[(string, MemoryPerformanceHint, int)]() for attribute in pipeline.inputs: offsets[pipeline.vk].add (attribute.name, attribute.memoryPerformanceHint, scenedata.vertexBufferOffsets[(mesh, attribute.name)]) # create drawables 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 of Tiny: 1 of Small: 2 of Big: 4 # 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() scenedata.indexBuffer.setData(pdata, size, indexBufferOffset) indexBufferOffset += size scenedata.drawables.add (drawable, mesh) # setup uniforms and samplers for subpass_i in 0 ..< renderer.renderPass.subpasses.len: for materialName, pipeline in renderer.renderPass.subpasses[subpass_i].pipelines.pairs: if scene.usesMaterial(materialName): var uniformBufferSize = 0 for uniform in pipeline.uniforms: uniformBufferSize += uniform.size if uniformBufferSize > 0: scenedata.uniformBuffers[pipeline.vk] = newSeq[Buffer]() for frame_i in 0 ..< renderer.swapchain.inFlightFrames: scenedata.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, renderer.swapchain.inFlightFrames)] if samplers.len > 0: var samplercount = 0 for sampler in samplers: samplercount += (if sampler.arrayCount == 0: 1 else: sampler.arrayCount) poolsizes.add (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, renderer.swapchain.inFlightFrames * samplercount * 2) scenedata.descriptorPools[pipeline.vk] = renderer.device.createDescriptorSetPool(poolsizes) scenedata.descriptorSets[pipeline.vk] = pipeline.setupDescriptors( scenedata.descriptorPools[pipeline.vk], scenedata.uniformBuffers.getOrDefault(pipeline.vk, @[]), scenedata.textures, inFlightFrames=renderer.swapchain.inFlightFrames, emptyTexture=renderer.emptyTexture, ) for frame_i in 0 ..< renderer.swapchain.inFlightFrames: scenedata.descriptorSets[pipeline.vk][frame_i].writeDescriptorSet() renderer.scenedata[scene] = scenedata proc refreshMeshAttributeData(renderer: Renderer, scene: var Scene, drawable: Drawable, 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 renderer.scenedata[scene].attributeLocation): return let (pdata, size) = mesh[].getRawData(attribute) let memoryPerformanceHint = renderer.scenedata[scene].attributeLocation[attribute] renderer.scenedata[scene].vertexBuffers[memoryPerformanceHint].setData(pdata, size, renderer.scenedata[scene].vertexBufferOffsets[(mesh, attribute)]) proc updateMeshData*(renderer: var Renderer, scene: var Scene, forceAll=false) = assert scene in renderer.scenedata for (drawable, mesh) in renderer.scenedata[scene].drawables.mitems: if mesh[].attributes.contains(TRANSFORMATTRIBUTE): mesh[].updateInstanceTransforms(TRANSFORMATTRIBUTE) let attrs = (if forceAll: mesh[].attributes else: mesh[].dirtyAttributes) for attribute in attrs: renderer.refreshMeshAttributeData(scene, drawable, mesh, attribute) debug &"Update mesh attribute {attribute}" mesh[].clearDirtyAttributes() proc updateUniformData*(renderer: var Renderer, scene: var Scene, forceAll=false) = assert scene in renderer.scenedata # TODO: maybe check for dirty materials too, but atm we copy materials into the # renderers scenedata, so they will are immutable after initialization, would # need to allow updates of materials too in order to make sense let dirty = scene.dirtyShaderGlobals if not forceAll and dirty.len == 0: return if forceAll: debug "Update uniforms because 'forceAll' was given" else: debug &"Update uniforms because of dirty scene globals: {dirty}" # loop over all used shaders/pipelines for i in 0 ..< renderer.renderPass.subpasses.len: for materialName, pipeline in renderer.renderPass.subpasses[i].pipelines.pairs: if ( scene.usesMaterial(materialName) and 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 if forceAll: for buffer in renderer.scenedata[scene].uniformBuffers[pipeline.vk]: assert buffer.vk.valid var offset = 0 # loop over all uniforms of the shader-pipeline for uniform in pipeline.uniforms: var foundValue = false var value: DataList if scene.shaderGlobals.hasKey(uniform.name): assert scene.shaderGlobals[uniform.name].thetype == uniform.thetype value = scene.shaderGlobals[uniform.name] foundValue = true else: for mat in renderer.scenedata[scene].materials: for name, materialConstant in mat.constants.pairs: if uniform.name == name: value = materialConstant foundValue = true break if foundValue: break if not foundValue: raise newException(Exception, &"Uniform '{uniform.name}' not found in scene shaderGlobals or materials") debug &" update uniform {uniform.name} with value: {value}" let (pdata, size) = value.getRawData() if dirty.contains(uniform.name) or forceAll: # only update if necessary # TODO: technically we would only need to update the uniform buffer of the current # frameInFlight, but we don't track for which frame the shaderglobals are no longer dirty # therefore we have to update the uniform values in all buffers, of all inFlightframes (usually 2) for buffer in renderer.scenedata[scene].uniformBuffers[pipeline.vk]: buffer.setData(pdata, size, offset) offset += size scene.clearDirtyShaderGlobals() proc render*(renderer: var Renderer, scene: 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()) debug "Scene buffers:" for (location, buffer) in renderer.scenedata[scene].vertexBuffers.pairs: debug " ", location, ": ", buffer debug " Index buffer: ", renderer.scenedata[scene].indexBuffer for i in 0 ..< renderer.renderPass.subpasses.len: for materialName, pipeline in renderer.renderPass.subpasses[i].pipelines.pairs: if scene.usesMaterial(materialName): debug &"Start pipeline for '{materialName}'" 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) for (drawable, mesh) in renderer.scenedata[scene].drawables.filterIt(it[1].visible and it[1].material.name == materialName): drawable.draw(commandBuffer, vertexBuffers=renderer.scenedata[scene].vertexBuffers, indexBuffer=renderer.scenedata[scene].indexBuffer, pipeline.vk) 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 scenedata in renderer.scenedata.mvalues: for buffer in scenedata.vertexBuffers.mvalues: assert buffer.vk.valid buffer.destroy() if scenedata.indexBuffer.vk.valid: assert scenedata.indexBuffer.vk.valid scenedata.indexBuffer.destroy() for pipelineUniforms in scenedata.uniformBuffers.mvalues: for buffer in pipelineUniforms.mitems: assert buffer.vk.valid buffer.destroy() for textures in scenedata.textures.mvalues: for texture in textures.mitems: texture.destroy() for descriptorPool in scenedata.descriptorPools.mvalues: descriptorPool.destroy() renderer.emptyTexture.destroy() renderer.renderPass.destroy() renderer.swapchain.destroy()