Mercurial > games > semicongine
changeset 788:2d8a92171c9e
add: make same attribute for different shaders work correctly, yipie!
author | Sam <sam@basx.dev> |
---|---|
date | Fri, 25 Aug 2023 01:09:23 +0700 |
parents | 670ca93a358b |
children | fca6f069d59e |
files | src/semicongine/engine.nim src/semicongine/renderer.nim src/semicongine/vulkan/drawable.nim tests/test_vulkan_wrapper.nim |
diffstat | 4 files changed, 32 insertions(+), 27 deletions(-) [+] |
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--- a/src/semicongine/engine.nim Fri Aug 25 00:29:51 2023 +0700 +++ b/src/semicongine/engine.nim Fri Aug 25 01:09:23 2023 +0700 @@ -110,6 +110,7 @@ proc addScene*(engine: var Engine, scene: var Scene) = assert engine.renderer.isSome engine.renderer.get.setupDrawableBuffers(scene) + engine.renderer.get.updateMeshData(scene, forceAll=true) proc renderScene*(engine: var Engine, scene: var Scene) = assert engine.state == Running
--- a/src/semicongine/renderer.nim Fri Aug 25 00:29:51 2023 +0700 +++ b/src/semicongine/renderer.nim Fri Aug 25 01:09:23 2023 +0700 @@ -31,7 +31,7 @@ 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] + vertexBufferOffsets*: Table[(int, string), int] descriptorPools*: Table[VkPipeline, DescriptorPool] descriptorSets*: Table[VkPipeline, seq[DescriptorSet]] materials: seq[Material] @@ -135,19 +135,13 @@ preferVRAM=true, ) - # create vertex buffers and calculcate offsets + # calculcate offsets for attributes in vertex buffers # trying to use one buffer per memory type - var - perLocationOffsets: Table[MemoryPerformanceHint, int] - perLocationSizes: Table[MemoryPerformanceHint, int] - bindingNumber = 0 + var perLocationSizes: Table[MemoryPerformanceHint, int] for hint in MemoryPerformanceHint: - perLocationOffsets[hint] = 0 perLocationSizes[hint] = 0 for attribute in inputs: scenedata.attributeLocation[attribute.name] = attribute.memoryPerformanceHint - scenedata.attributeBindingNumber[attribute.name] = bindingNumber - inc bindingNumber # 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 @@ -155,6 +149,8 @@ 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( @@ -164,18 +160,26 @@ preferVRAM=true, ) - # fill vertex buffers + # calculate offset of each attribute of all meshes + var perLocationOffsets: Table[MemoryPerformanceHint, int] var indexBufferOffset = 0 + for hint in MemoryPerformanceHint: + perLocationOffsets[hint] = 0 for (meshIndex, mesh) in enumerate(scene.meshes): - var offsets: seq[(string, MemoryPerformanceHint, int)] 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 - scenedata.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) + scenedata.vertexBufferOffsets[(meshIndex, 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 (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 materialType, pipeline in renderer.renderPass.subpasses[subpass_i].pipelines.pairs: + offsets[pipeline.vk] = newSeq[(string, MemoryPerformanceHint, int)]() + for attribute in pipeline.inputs: + offsets[pipeline.vk].add (attribute.name, attribute.memoryPerformanceHint, scenedata.vertexBufferOffsets[(meshIndex, attribute.name)]) let indexed = mesh.indexType != MeshIndexType.None var drawable = Drawable( @@ -245,16 +249,16 @@ return var (pdata, size) = scene.meshes[meshIndex].getRawData(attribute) let memoryPerformanceHint = renderer.scenedata[scene].attributeLocation[attribute] - let bindingNumber = renderer.scenedata[scene].attributeBindingNumber[attribute] - renderer.scenedata[scene].vertexBuffers[memoryPerformanceHint].setData(pdata, size, drawable.bufferOffsets[bindingNumber][2]) + renderer.scenedata[scene].vertexBuffers[memoryPerformanceHint].setData(pdata, size, renderer.scenedata[scene].vertexBufferOffsets[(meshIndex, attribute)]) -proc updateMeshData*(renderer: var Renderer, scene: var Scene) = +proc updateMeshData*(renderer: var Renderer, scene: var Scene, forceAll=false) = assert scene in renderer.scenedata for (drawable, meshIndex) in renderer.scenedata[scene].drawables.mitems: if scene.meshes[meshIndex].attributes.contains(TRANSFORMATTRIBUTE): scene.meshes[meshIndex].updateInstanceTransforms(TRANSFORMATTRIBUTE) - for attribute in scene.meshes[meshIndex].dirtyAttributes: + let attrs = (if forceAll: scene.meshes[meshIndex].attributes else: scene.meshes[meshIndex].dirtyAttributes) + for attribute in attrs: renderer.refreshMeshAttributeData(scene, drawable, meshIndex, attribute) debug &"Update mesh attribute {attribute}" scene.meshes[meshIndex].clearDirtyAttributes() @@ -310,7 +314,7 @@ for (drawable, meshIndex) in renderer.scenedata[scene].drawables: if scene.meshes[meshIndex].material != nil and scene.meshes[meshIndex].material.materialType == materialType: - drawable.draw(commandBuffer, vertexBuffers=renderer.scenedata[scene].vertexBuffers, indexBuffer=renderer.scenedata[scene].indexBuffer) + 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)
--- a/src/semicongine/vulkan/drawable.nim Fri Aug 25 00:29:51 2023 +0700 +++ b/src/semicongine/vulkan/drawable.nim Fri Aug 25 01:09:23 2023 +0700 @@ -8,7 +8,7 @@ type Drawable* = object elementCount*: int # number of vertices or indices - bufferOffsets*: seq[(string, MemoryPerformanceHint, int)] # list of buffers and list of offset for each attribute in that buffer + bufferOffsets*: Table[VkPipeline, seq[(string, MemoryPerformanceHint, int)]] # list of buffers and list of offset for each attribute in that buffer instanceCount*: int # number of instance case indexed*: bool of true: @@ -23,13 +23,13 @@ else: &"Drawable(elementCount: {drawable.elementCount}, instanceCount: {drawable.instanceCount}, bufferOffsets: {drawable.bufferOffsets})" -proc draw*(drawable: Drawable, commandBuffer: VkCommandBuffer, vertexBuffers: Table[MemoryPerformanceHint, Buffer], indexBuffer: Buffer) = +proc draw*(drawable: Drawable, commandBuffer: VkCommandBuffer, vertexBuffers: Table[MemoryPerformanceHint, Buffer], indexBuffer: Buffer, pipeline: VkPipeline) = debug "Draw ", drawable var buffers: seq[VkBuffer] var offsets: seq[VkDeviceSize] - for (name, performanceHint, offset) in drawable.bufferOffsets: + for (name, performanceHint, offset) in drawable.bufferOffsets[pipeline]: buffers.add vertexBuffers[performanceHint].vk offsets.add VkDeviceSize(offset)
--- a/tests/test_vulkan_wrapper.nim Fri Aug 25 00:29:51 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Fri Aug 25 01:09:23 2023 +0700 @@ -189,7 +189,7 @@ outputs=[attr[Vec4f]("color")], uniforms=[attr[Vec4f]("color")], vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color;""", - fragmentCode="color = vec4(0, 0, 1, 1);", + fragmentCode="color = outcolor;", ) engine.initRenderer({ "my_material": shaderConfiguration1,