Depth testing, two triangles!
This commit is contained in:
parent
44bd479bb1
commit
815f4b3970
@ -22,7 +22,7 @@ layout(location = 0) out vec3 VertexColor;
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void main() {
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VertexColor = colors[gl_VertexIndex];
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0) * Global.view.world_to_clip;
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gl_Position = vec4(positions[gl_VertexIndex] + vec2(gl_InstanceIndex, 0), gl_InstanceIndex, 1.0) * Global.view.world_to_clip;
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}
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#endif
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@ -354,6 +354,13 @@ fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
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var pipelines = [1]vk.Pipeline{.null_handle};
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_ = try self.gc.device.createGraphicsPipelines(self.gc.pipeline_cache, 1, &.{
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vk.GraphicsPipelineCreateInfo{
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.p_next = &vk.PipelineRenderingCreateInfo{
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.color_attachment_count = 1,
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.p_color_attachment_formats = &[_]vk.Format{.r8g8b8a8_unorm},
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.depth_attachment_format = .d24_unorm_s8_uint,
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.stencil_attachment_format = .d24_unorm_s8_uint,
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.view_mask = 0,
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},
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.base_pipeline_index = 0,
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.p_input_assembly_state = &vk.PipelineInputAssemblyStateCreateInfo{
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.primitive_restart_enable = vk.FALSE,
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@ -374,17 +381,17 @@ fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
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},
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.p_viewport_state = &vk.PipelineViewportStateCreateInfo{},
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.layout = pipeline_layout,
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// .p_depth_stencil_state = &vk.PipelineDepthStencilStateCreateInfo{
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// .depth_test_enable = true,
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// .depth_write_enable = true,
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// .depth_compare_op = .less,
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// .depth_bounds_test_enable = true,
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// .stencil_test_enable = false,
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// .front = std.mem.zeroes(vk.StencilOpState),
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// .back = std.mem.zeroes(vk.StencilOpState),
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// .min_depth_bounds = 0.0,
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// .max_depth_bounds = 1.0,
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// },
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.p_depth_stencil_state = &vk.PipelineDepthStencilStateCreateInfo{
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.depth_test_enable = vk.TRUE,
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.depth_write_enable = vk.TRUE,
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.depth_compare_op = .greater,
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.depth_bounds_test_enable = vk.TRUE,
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.stencil_test_enable = vk.FALSE,
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.front = std.mem.zeroes(vk.StencilOpState),
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.back = std.mem.zeroes(vk.StencilOpState),
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.min_depth_bounds = 0.0,
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.max_depth_bounds = 1.0,
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},
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.p_dynamic_state = &vk.PipelineDynamicStateCreateInfo{
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.dynamic_state_count = @intCast(dynamic_states.len),
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.p_dynamic_states = &dynamic_states,
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@ -399,7 +406,19 @@ fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
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.p_color_blend_state = &vk.PipelineColorBlendStateCreateInfo{
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.logic_op_enable = vk.FALSE,
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.logic_op = .copy,
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.attachment_count = 0,
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.attachment_count = 1,
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.p_attachments = &.{
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vk.PipelineColorBlendAttachmentState{
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.blend_enable = vk.FALSE,
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.src_color_blend_factor = .zero,
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.dst_color_blend_factor = .zero,
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.color_blend_op = .add,
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.src_alpha_blend_factor = .zero,
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.dst_alpha_blend_factor = .zero,
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.alpha_blend_op = .add,
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.color_write_mask = .{ .r_bit = true, .g_bit = true, .b_bit = true, .a_bit = true },
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},
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},
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.blend_constants = [4]f32{ 0.0, 0.0, 0.0, 0.0 },
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},
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.stage_count = 2,
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@ -214,14 +214,14 @@ pub const ImageSyncState = struct {
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};
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pub const Image = struct {
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handle: vk.Image,
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mip_count: u32,
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layer_count: u32,
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format: vk.Format,
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handle: vk.Image = .null_handle,
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mip_count: u32 = 0,
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layer_count: u32 = 0,
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format: vk.Format = .undefined,
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sync_state: ImageSyncState = .{},
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pub fn sync(self: *Image, cmds: CommandBuffer, masks: SyncBarrierMasks, layout: vk.ImageLayout) !void {
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pub fn sync(self: *Image, cmds: CommandBuffer, masks: SyncBarrierMasks, layout: vk.ImageLayout, aspect: vk.ImageAspectFlags) !void {
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const old_layout = self.sync_state.layout;
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if (self.sync_state.sync(masks, layout)) |req| {
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cmds.pipelineBarrier2(&vk.DependencyInfo{
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@ -238,7 +238,7 @@ pub const Image = struct {
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.src_queue_family_index = vk.QUEUE_FAMILY_IGNORED,
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.dst_queue_family_index = vk.QUEUE_FAMILY_IGNORED,
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.subresource_range = .{
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.aspect_mask = .{ .color_bit = true },
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.aspect_mask = aspect,
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.base_array_layer = 0,
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.base_mip_level = 0,
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.layer_count = self.layer_count,
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@ -485,6 +485,29 @@ pub fn acquireSwapchainImage(self: *GraphicsContext, acuire_semaphore: vk.Semaph
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return swapchain_img;
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}
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pub const MemoryRequirements = struct {
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size: u64 = 0,
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alignment: u64 = 0,
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memory_type_bits: u32 = 0,
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prefers_dedicated: bool = false,
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requires_dedicated: bool = false,
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};
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pub fn getImageMemoryRequirements(self: *GraphicsContext, image: vk.Image) MemoryRequirements {
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var result: MemoryRequirements = .{};
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var dedicated_reqs: vk.MemoryDedicatedRequirements = .{ .prefers_dedicated_allocation = vk.FALSE, .requires_dedicated_allocation = vk.FALSE };
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var mem_reqs: vk.MemoryRequirements2 = .{ .p_next = &dedicated_reqs, .memory_requirements = std.mem.zeroes(vk.MemoryRequirements) };
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self.device.getImageMemoryRequirements2(&.{ .image = image }, &mem_reqs);
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result.size = mem_reqs.memory_requirements.size;
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result.alignment = mem_reqs.memory_requirements.alignment;
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result.memory_type_bits = mem_reqs.memory_requirements.memory_type_bits;
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result.prefers_dedicated = dedicated_reqs.prefers_dedicated_allocation == vk.TRUE;
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result.requires_dedicated = dedicated_reqs.requires_dedicated_allocation == vk.TRUE;
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return result;
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}
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fn maybeResizeSwapchain(self: *GraphicsContext) !void {
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var width: c_int = 0;
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var height: c_int = 0;
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147
src/Render2.zig
147
src/Render2.zig
@ -243,12 +243,68 @@ pub fn init(self: *Render2, gc: *GraphicsContext, shaderman: *ShaderManager, ass
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};
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errdefer self.command_pool.deinit();
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// NOTE: TEST
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for (0..MAX_FRAME_LAG) |i| {
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self.frame_data[i] = try FrameData.init(gc, self.command_pool);
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try self.maybeResizeFrameBuffer(&self.frame_data[i]);
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}
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}
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fn maybeResizeFrameBuffer(self: *Render2, frame: *FrameData) !void {
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const gc = self.gc;
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if ((gc.swapchain_extent.width == frame.depth_buffer_extent.width or gc.swapchain_extent.height == frame.depth_buffer_extent.height) and frame.depth_buffer.handle != .null_handle) {
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return;
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}
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if (frame.depth_buffer.handle != .null_handle) {
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gc.device.destroyImage(frame.depth_buffer.handle, null);
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gc.device.freeMemory(frame.depth_buffer_memory, null);
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frame.depth_buffer = .{};
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frame.depth_buffer_memory = .null_handle;
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}
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const swapchain_width = gc.swapchain_extent.width;
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const swapchain_height = gc.swapchain_extent.height;
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const depth_image = try gc.device.createImage(&.{
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.image_type = .@"2d",
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.array_layers = 1,
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.extent = .{ .width = swapchain_width, .height = swapchain_height, .depth = 1 },
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.mip_levels = 1,
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.sharing_mode = .exclusive,
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.tiling = .optimal,
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.usage = .{ .depth_stencil_attachment_bit = true },
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.format = .d24_unorm_s8_uint,
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.samples = .{ .@"1_bit" = true },
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.initial_layout = .undefined,
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}, null);
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const mem_reqs = gc.getImageMemoryRequirements(depth_image);
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std.debug.assert(mem_reqs.memory_type_bits & (@as(u32, 1) << @intCast(gc.memory_config.gpu.type_index)) != 0);
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// Nvidia apparently doesn't prefer dedicated allocation... Figure out what to do here
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// std.debug.assert(mem_reqs.prefers_dedicated);
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frame.depth_buffer_memory = try gc.device.allocateMemory(&.{
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.p_next = @ptrCast(&vk.MemoryDedicatedAllocateInfo{
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.image = depth_image,
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}),
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.allocation_size = mem_reqs.size,
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.memory_type_index = gc.memory_config.gpu.type_index,
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}, null);
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try gc.device.bindImageMemory(depth_image, frame.depth_buffer_memory, 0);
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frame.depth_buffer = GraphicsContext.Image{
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.handle = depth_image,
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.format = .d24_unorm_s8_uint,
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.layer_count = 1,
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.mip_count = 1,
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.sync_state = .{
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.layout = .undefined,
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},
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};
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frame.depth_buffer_extent = .{ .width = swapchain_width, .height = swapchain_height };
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}
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fn createPerFrameBuffer(self: *Render2, usage: vk.BufferUsageFlags, size: u64, out_addr: *u64) !vk.Buffer {
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while (true) {
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if (self.vulkan_frame_arena.createBufferRaw(self.gc.device, usage, size, out_addr)) |buffer| {
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@ -272,20 +328,21 @@ fn frameAllocMemReqs(self: *Render2, mem_reqs: vk.MemoryRequirements) !u64 {
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}
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pub fn draw(self: *Render2) !void {
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const device = self.gc.device;
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const gc = self.gc;
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const device = gc.device;
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const frame = &self.frame_data[self.frame];
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try frame.waitForDrawAndReset(self.gc.device);
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try frame.waitForDrawAndReset(gc.device);
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self.vulkan_frame_arena.resetFrame(self.frame);
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self.vulkan_frame_arena.startFrame(self.gc.device, self.frame);
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self.vulkan_frame_arena.startFrame(gc.device, self.frame);
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var global_buffer_addr: u64 = 0;
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const global_uniform_buffer = try self.createPerFrameBuffer(.{ .uniform_buffer_bit = true, .transfer_dst_bit = true }, @sizeOf(GlobalUniform), &global_buffer_addr);
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const global_uniform = blk: {
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const view = self.camera.view_mat;
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// const fwidth: f32 = @floatFromInt(self.gc.swapchain_extent.width);
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// const fheight: f32 = @floatFromInt(self.gc.swapchain_extent.height);
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// const fwidth: f32 = @floatFromInt(gc.swapchain_extent.width);
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// const fheight: f32 = @floatFromInt(gc.swapchain_extent.height);
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const projection = self.camera.projection();
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const view_projection = projection.mul(view);
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@ -299,11 +356,16 @@ pub fn draw(self: *Render2) !void {
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};
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// Move this out into a separate func
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const swapchain_image_index: u32 = try self.gc.acquireSwapchainImage(frame.acquire_swapchain_image);
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const swapchain_image_index: u32 = try gc.acquireSwapchainImage(frame.acquire_swapchain_image);
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var current_image = GraphicsContext.Image{ .handle = self.gc.swapchain_images[swapchain_image_index], .mip_count = 1, .layer_count = 1, .format = .r8g8b8a8_unorm };
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const current_image_view = try current_image.createView(self.gc.device, .{ .color_bit = true });
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defer self.gc.device.destroyImageView(current_image_view, null);
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try self.maybeResizeFrameBuffer(frame);
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const depth_image: *GraphicsContext.Image = &frame.depth_buffer;
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const depth_image_view = try depth_image.createView(gc.device, .{ .depth_bit = true, .stencil_bit = true });
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defer gc.device.destroyImageView(depth_image_view, null);
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var swapchain_image = GraphicsContext.Image{ .handle = gc.swapchain_images[swapchain_image_index], .mip_count = 1, .layer_count = 1, .format = .r8g8b8a8_unorm };
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const swapchain_image_view = try swapchain_image.createView(gc.device, .{ .color_bit = true });
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defer gc.device.destroyImageView(swapchain_image_view, null);
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const cmds = frame.command_buffer;
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@ -348,10 +410,30 @@ pub fn draw(self: *Render2) !void {
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},
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}, 0, null);
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try current_image.sync(cmds, .{ .stage_mask = .{ .color_attachment_output_bit = true }, .access_mask = .{ .color_attachment_write_bit = true } }, .attachment_optimal);
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try swapchain_image.sync(
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cmds,
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.{
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.stage_mask = .{ .color_attachment_output_bit = true },
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.access_mask = .{ .color_attachment_write_bit = true },
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},
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.attachment_optimal,
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.{ .color_bit = true },
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);
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try depth_image.sync(
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cmds,
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.{
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.stage_mask = .{ .early_fragment_tests_bit = true, .late_fragment_tests_bit = true },
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.access_mask = .{
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.depth_stencil_attachment_write_bit = true,
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.depth_stencil_attachment_read_bit = true,
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},
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},
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.depth_stencil_attachment_optimal,
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.{ .depth_bit = true, .stencil_bit = true },
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);
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{
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cmds.beginRendering(&.{
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.render_area = vk.Rect2D{ .offset = .{ .x = 0, .y = 0 }, .extent = self.gc.swapchain_extent },
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cmds.beginRendering(&vk.RenderingInfo{
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.render_area = vk.Rect2D{ .offset = .{ .x = 0, .y = 0 }, .extent = gc.swapchain_extent },
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.layer_count = 1,
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.view_mask = 0,
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.color_attachment_count = 1,
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@ -361,11 +443,29 @@ pub fn draw(self: *Render2) !void {
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.load_op = .clear,
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.store_op = .store,
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.image_layout = .attachment_optimal,
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.image_view = current_image_view,
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.image_view = swapchain_image_view,
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.resolve_image_layout = .attachment_optimal,
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.resolve_mode = .{},
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},
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},
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.p_depth_attachment = &vk.RenderingAttachmentInfo{
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.clear_value = .{ .depth_stencil = .{ .depth = 0.0, .stencil = 0 } },
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.load_op = .clear,
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.store_op = .store,
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.image_layout = .depth_stencil_attachment_optimal,
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.image_view = depth_image_view,
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.resolve_image_layout = .depth_stencil_attachment_optimal,
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.resolve_mode = .{},
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},
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.p_stencil_attachment = &vk.RenderingAttachmentInfo{
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.clear_value = .{ .depth_stencil = .{ .depth = 0.0, .stencil = 0 } },
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.load_op = .clear,
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.store_op = .none,
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.image_layout = .depth_stencil_attachment_optimal,
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.image_view = depth_image_view,
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.resolve_image_layout = .depth_stencil_attachment_optimal,
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.resolve_mode = .{},
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},
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});
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defer cmds.endRendering();
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@ -377,24 +477,24 @@ pub fn draw(self: *Render2) !void {
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cmds.setViewportWithCount(1, &.{vk.Viewport{
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.x = 0,
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.y = 0,
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.width = @floatFromInt(self.gc.swapchain_extent.width),
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.height = @floatFromInt(self.gc.swapchain_extent.height),
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.width = @floatFromInt(gc.swapchain_extent.width),
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.height = @floatFromInt(gc.swapchain_extent.height),
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.min_depth = 0,
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.max_depth = 1,
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}});
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cmds.setScissorWithCount(1, &.{vk.Rect2D{
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.offset = .{ .x = 0, .y = 0 },
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.extent = self.gc.swapchain_extent,
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.extent = gc.swapchain_extent,
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}});
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cmds.draw(3, 1, 0, 0);
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cmds.draw(3, 2, 0, 0);
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}
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try current_image.sync(cmds, .{}, .present_src_khr);
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try swapchain_image.sync(cmds, .{}, .present_src_khr, .{ .color_bit = true });
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}
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try cmds.endCommandBuffer();
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try self.gc.queues.graphics.submit(
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try gc.queues.graphics.submit(
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&GraphicsContext.SubmitInfo{
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.wait_semaphores = &.{frame.acquire_swapchain_image},
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.wait_dst_stage_mask = &.{vk.PipelineStageFlags{}},
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@ -404,11 +504,11 @@ pub fn draw(self: *Render2) !void {
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frame.draw_fence,
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);
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_ = try self.gc.device.queuePresentKHR(self.gc.queues.graphics.handle, &.{
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_ = try gc.device.queuePresentKHR(gc.queues.graphics.handle, &.{
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.swapchain_count = 1,
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.wait_semaphore_count = 1,
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.p_wait_semaphores = &.{frame.draw_sema},
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.p_swapchains = &.{self.gc.swapchain},
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.p_swapchains = &.{gc.swapchain},
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.p_image_indices = &.{swapchain_image_index},
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});
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@ -439,6 +539,9 @@ const FrameData = struct {
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command_buffer: GraphicsContext.CommandBuffer,
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descriptor_pool: vk.DescriptorPool = .null_handle,
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depth_buffer_extent: vk.Extent2D = .{ .width = 0, .height = 0 },
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depth_buffer_memory: vk.DeviceMemory = .null_handle,
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depth_buffer: GraphicsContext.Image = .{},
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pub fn init(gc: *GraphicsContext, command_pool: GraphicsContext.CommandPool) !FrameData {
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return FrameData{
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