Add spirv reflection to figure out push constant ranges, add support for bindless textures and a global persistent descriptor set

This commit is contained in:
sergeypdev 2024-12-15 18:45:32 +04:00
parent 815f4b3970
commit baf3e2fee8
14 changed files with 817 additions and 237 deletions

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@ -8,8 +8,11 @@ struct View
mat4 world_to_view; mat4 world_to_view;
}; };
layout(binding = 0, std430, row_major) uniform GlobalUniform { layout(set = 0, binding = 0, std430, row_major) uniform GlobalUniform {
View view; View view;
} Global; } Global;
layout(set = 0, binding = 1) uniform sampler global_samplers[];
layout(set = 0, binding = 2) uniform texture2D global_textures2d[];
#endif // GLOBAL_GLSL #endif // GLOBAL_GLSL

1
assets/shaders/out.spv.d Normal file
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@ -0,0 +1 @@
out.spv: post_process.glsl

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@ -19,6 +19,15 @@ vec3 colors[3] = vec3[](
layout(location = 0) out vec3 VertexColor; layout(location = 0) out vec3 VertexColor;
layout(push_constant) uniform constants {
vec3 my_vec;
float my_float;
mat4x4 my_mat;
uint tex_index1;
uint tex_index2;
uint tex_index3;
} PushConstants;
void main() { void main() {
VertexColor = colors[gl_VertexIndex]; VertexColor = colors[gl_VertexIndex];

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@ -282,12 +282,12 @@ fn buildAssetCompiler(b: *Build, optimize: std.builtin.OptimizeMode, assets_mod:
.skip_tests = true, .skip_tests = true,
}); });
const zalgebra_dep = b.dependency("zalgebra", .{}); const zalgebra_dep = b.dependency("zalgebra", .{});
const spirv_cross_dep = b.dependency("spirv-cross", .{ const spirv_reflect_dep = b.dependency("SPIRV-Reflect", .{
.target = b.host, .target = b.host,
.optimize = optimize, .optimize = optimize,
}); });
const assimp_lib = assimp_dep.artifact("assimp"); const assimp_lib = assimp_dep.artifact("assimp");
const spirv_cross_lib = spirv_cross_dep.artifact("spirv-cross"); const spirv_reflect_lib = spirv_reflect_dep.artifact("spirv-reflect");
const assetc = b.addExecutable(.{ const assetc = b.addExecutable(.{
.name = "assetc", .name = "assetc",
@ -317,7 +317,7 @@ fn buildAssetCompiler(b: *Build, optimize: std.builtin.OptimizeMode, assets_mod:
assetc.root_module.addImport("assets", assets_mod); assetc.root_module.addImport("assets", assets_mod);
assetc.linkLibrary(assimp_lib); assetc.linkLibrary(assimp_lib);
assetc.linkLibrary(spirv_cross_lib); assetc.linkLibrary(spirv_reflect_lib);
assetc.linkLibC(); assetc.linkLibC();
assetc.linkLibCpp(); assetc.linkLibCpp();

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@ -51,6 +51,10 @@
.url = "https://github.com/hexops/spirv-cross/tarball/872bd405fece4bf6388abdea916356e26cb8fed9", .url = "https://github.com/hexops/spirv-cross/tarball/872bd405fece4bf6388abdea916356e26cb8fed9",
.hash = "12207bebf82eef06f4f80a7e54c91e4402c0055d04167fdbcf1f350846a350266976", .hash = "12207bebf82eef06f4f80a7e54c91e4402c0055d04167fdbcf1f350846a350266976",
}, },
.@"SPIRV-Reflect" = .{
.url = "https://github.com/sergeypdev/SPIRV-Reflect/tarball/bb3e8b8d5dee32b65e1d16598c526415470fc863",
.hash = "122048fdee255a7ac992068d5ded4bfa88927ddc8af12a5068c69198153a60dbe779",
},
}, },
.paths = .{ .paths = .{
// This makes *all* files, recursively, included in this package. It is generally // This makes *all* files, recursively, included in this package. It is generally

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@ -29,7 +29,7 @@ const sdl = @import("sdl.zig");
const tracy = @import("tracy"); const tracy = @import("tracy");
const vk = @import("vk"); const vk = @import("vk");
const GraphicsContext = @import("GraphicsContext.zig"); const GraphicsContext = @import("GraphicsContext.zig");
const ShaderManager = @import("ShaderManager.zig"); const DescriptorManager = @import("DescriptorManager.zig");
pub const AssetId = assets.AssetId; pub const AssetId = assets.AssetId;
pub const Handle = assets.Handle; pub const Handle = assets.Handle;
@ -60,7 +60,7 @@ asset_watcher: AssetWatcher = undefined,
vertex_heap: VertexBufferHeap, vertex_heap: VertexBufferHeap,
gc: *GraphicsContext, gc: *GraphicsContext,
shaderman: *ShaderManager, descriptorman: *DescriptorManager,
const AssetWatcher = struct { const AssetWatcher = struct {
assetman: *AssetManager, assetman: *AssetManager,
@ -150,7 +150,7 @@ const AssetWatcher = struct {
} }
}; };
pub fn init(allocator: std.mem.Allocator, frame_arena: std.mem.Allocator, gc: *GraphicsContext, shaderman: *ShaderManager) AssetManager { pub fn init(allocator: std.mem.Allocator, frame_arena: std.mem.Allocator, gc: *GraphicsContext, descriptorman: *DescriptorManager) AssetManager {
var buf: [std.fs.MAX_PATH_BYTES]u8 = undefined; var buf: [std.fs.MAX_PATH_BYTES]u8 = undefined;
const exe_dir_path = std.fs.selfExeDirPath(&buf) catch @panic("can't find self exe dir path"); const exe_dir_path = std.fs.selfExeDirPath(&buf) catch @panic("can't find self exe dir path");
const exe_dir = std.fs.openDirAbsolute(exe_dir_path, .{}) catch @panic("can't open self exe dir path"); const exe_dir = std.fs.openDirAbsolute(exe_dir_path, .{}) catch @panic("can't open self exe dir path");
@ -161,7 +161,7 @@ pub fn init(allocator: std.mem.Allocator, frame_arena: std.mem.Allocator, gc: *G
.exe_dir = exe_dir, .exe_dir = exe_dir,
.vertex_heap = VertexBufferHeap.init(allocator) catch @panic("OOM"), .vertex_heap = VertexBufferHeap.init(allocator) catch @panic("OOM"),
.gc = gc, .gc = gc,
.shaderman = shaderman, .descriptorman = descriptorman,
}; };
} }
@ -320,16 +320,62 @@ pub fn loadShaderProgram(self: *AssetManager, handle: Handle.ShaderProgram) Load
}; };
} }
fn getPushConstantRanges(program: formats.ShaderProgram, buffer: []vk.PushConstantRange) []vk.PushConstantRange {
var len: usize = 0;
switch (program) {
.graphics => {
std.debug.assert(buffer.len >= 2);
if (program.graphics.vertex.push_constant_range.size > 0) {
buffer[len] = vk.PushConstantRange{
.offset = program.graphics.vertex.push_constant_range.offset,
.size = program.graphics.vertex.push_constant_range.size,
.stage_flags = .{ .vertex_bit = true },
};
len += 1;
}
if (program.graphics.fragment.push_constant_range.size > 0) {
buffer[len] = vk.PushConstantRange{
.offset = program.graphics.fragment.push_constant_range.offset,
.size = program.graphics.fragment.push_constant_range.size,
.stage_flags = .{ .fragment_bit = true },
};
len += 1;
}
},
.compute => {
std.debug.assert(buffer.len >= 1);
if (program.compute.compute.push_constant_range.size > 0) {
buffer[len] = vk.PushConstantRange{
.offset = program.compute.compute.push_constant_range.offset,
.size = program.graphics.vertex.push_constant_range.size,
.stage_flags = .{ .compute_bit = true },
};
len += 1;
}
},
}
return buffer[0..len];
}
fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram { fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
const data = try self.loadFile(self.frame_arena, asset_manifest.getPath(id), SHADER_MAX_BYTES); const data = try self.loadFile(self.frame_arena, asset_manifest.getPath(id), SHADER_MAX_BYTES);
var serializer = formats.Serializer{ .write = false, .endian = formats.native_endian, .stream = .{ .buffer = std.io.fixedBufferStream(data.bytes) } }; var serializer = formats.Serializer{ .write = false, .endian = formats.native_endian, .stream = .{ .buffer = std.io.fixedBufferStream(data.bytes) } };
var program: formats.ShaderProgram = undefined; var program: formats.ShaderProgram = undefined;
try program.serialize(&serializer); try program.serialize(&serializer);
var push_constant_ranges_buf: [2]vk.PushConstantRange = undefined;
const push_constant_ranges = getPushConstantRanges(program, &push_constant_ranges_buf);
// TODO: parse from shaders or something // TODO: parse from shaders or something
const pipeline_layout = try self.gc.device.createPipelineLayout(&.{ const pipeline_layout = try self.gc.device.createPipelineLayout(&.{
.p_set_layouts = &.{self.shaderman.descriptor_set_layouts.global}, .p_set_layouts = &.{self.descriptorman.descriptor_set_layouts.global},
.set_layout_count = 1, .set_layout_count = 1,
.push_constant_range_count = @intCast(push_constant_ranges.len),
.p_push_constant_ranges = push_constant_ranges.ptr,
}, null); }, null);
const pipeline = blk: { const pipeline = blk: {
@ -349,6 +395,9 @@ fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
const dynamic_states = [_]vk.DynamicState{ const dynamic_states = [_]vk.DynamicState{
.viewport_with_count, .viewport_with_count,
.scissor_with_count, .scissor_with_count,
.depth_compare_op,
.depth_test_enable,
.depth_write_enable,
}; };
var pipelines = [1]vk.Pipeline{.null_handle}; var pipelines = [1]vk.Pipeline{.null_handle};
@ -356,7 +405,7 @@ fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
vk.GraphicsPipelineCreateInfo{ vk.GraphicsPipelineCreateInfo{
.p_next = &vk.PipelineRenderingCreateInfo{ .p_next = &vk.PipelineRenderingCreateInfo{
.color_attachment_count = 1, .color_attachment_count = 1,
.p_color_attachment_formats = &[_]vk.Format{.r8g8b8a8_unorm}, .p_color_attachment_formats = &[_]vk.Format{.r16g16b16a16_sfloat},
.depth_attachment_format = .d24_unorm_s8_uint, .depth_attachment_format = .d24_unorm_s8_uint,
.stencil_attachment_format = .d24_unorm_s8_uint, .stencil_attachment_format = .d24_unorm_s8_uint,
.view_mask = 0, .view_mask = 0,
@ -382,15 +431,17 @@ fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
.p_viewport_state = &vk.PipelineViewportStateCreateInfo{}, .p_viewport_state = &vk.PipelineViewportStateCreateInfo{},
.layout = pipeline_layout, .layout = pipeline_layout,
.p_depth_stencil_state = &vk.PipelineDepthStencilStateCreateInfo{ .p_depth_stencil_state = &vk.PipelineDepthStencilStateCreateInfo{
.depth_test_enable = vk.TRUE, // Dynamic States
.depth_write_enable = vk.TRUE, .depth_test_enable = vk.FALSE,
.depth_compare_op = .greater, .depth_write_enable = vk.FALSE,
.depth_bounds_test_enable = vk.TRUE, .depth_compare_op = .never,
// ~Dynamic States
.depth_bounds_test_enable = vk.FALSE,
.stencil_test_enable = vk.FALSE, .stencil_test_enable = vk.FALSE,
.front = std.mem.zeroes(vk.StencilOpState), .front = std.mem.zeroes(vk.StencilOpState),
.back = std.mem.zeroes(vk.StencilOpState), .back = std.mem.zeroes(vk.StencilOpState),
.min_depth_bounds = 0.0, .min_depth_bounds = 0.0,
.max_depth_bounds = 1.0, .max_depth_bounds = 0.0,
}, },
.p_dynamic_state = &vk.PipelineDynamicStateCreateInfo{ .p_dynamic_state = &vk.PipelineDynamicStateCreateInfo{
.dynamic_state_count = @intCast(dynamic_states.len), .dynamic_state_count = @intCast(dynamic_states.len),

230
src/DescriptorManager.zig Normal file
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@ -0,0 +1,230 @@
const std = @import("std");
const vk = @import("vk");
const GraphicsContext = @import("GraphicsContext.zig");
pub const DescriptorManager = @This();
pub const MAX_SAMPLERS = 128;
pub const MAX_TEXTURES = 1024;
pub const DescriptorSets = struct {
const Global = struct {
pub const Bindings = enum(u32) {
GlobalUniform = 0,
GlobalSamplers = 1,
GlobalTextures2D = 2,
pub fn value(self: Bindings) u32 {
return @intFromEnum(self);
}
};
};
};
pub const DescriptorSetLayouts = struct {
global: vk.DescriptorSetLayout = .null_handle,
};
pub const DescriptorHandle = struct {
index: u32 = 0,
generation: u32 = 0,
};
pub fn DescriptorT(comptime T: type) type {
return struct {
const Self = @This();
handle: DescriptorHandle = .{},
value: T = std.mem.zeroes(T),
next: ?*Self = null,
pub fn index(self: *const Self) u32 {
return self.handle.index;
}
};
}
pub const SampledImageDescriptorData = struct {
view: vk.ImageView,
layout: vk.ImageLayout,
};
pub const SampledImageDescriptor = DescriptorT(SampledImageDescriptorData);
pub fn DescriptorArray(comptime T: type, comptime MAX_RESOURCES: usize) type {
return struct {
const Self = @This();
pub const Resource = DescriptorT(T);
resources: [MAX_RESOURCES]Resource = [_]Resource{.{}} ** MAX_RESOURCES,
first_free: ?*Resource = null,
last_index: u32 = 1, // index of the last allocated image
resources_to_update: std.PackedIntArray(u1, MAX_RESOURCES) = undefined,
resources_to_update_count: u32 = 0,
pub fn init(self: *Self, default_value: T) void {
self.* = .{};
self.resources_to_update.setAll(0);
self.resources[0].value = default_value;
}
pub fn alloc(self: *Self, value: T) *Resource {
if (self.first_free) |image| {
self.first_free = image.next;
image.value = value;
image.handle.generation += 1;
image.next = null;
self.addUpdate(image.handle.index);
return image;
} else {
const image = &self.resources[self.last_index];
image.* = Resource{
.handle = .{ .index = self.last_index, .generation = 1 },
.value = value,
};
self.addUpdate(image.handle.index);
self.last_index += 1;
return image;
}
}
pub fn get(self: *Self, handle: DescriptorHandle) *Resource {
if (handle.index == 0) {
// Invalid handle
return &self.resources[0];
}
const image = &self.resources[handle.index];
if (image.handle.generation != handle.generation) {
return &self.resources[0];
}
return image;
}
pub fn free(self: *Self, handle: DescriptorHandle) void {
const image = self.get(handle);
if (image.handle.index != 0) {
image.handle.generation += 1;
image.next = self.first_free;
self.first_free = image;
self.addUpdate(image.handle.index);
}
}
pub const UpdatedResourceIterator = struct {
array: *Self,
offset: u32 = 0,
pub fn next(self: *UpdatedResourceIterator) ?*Resource {
for (self.offset..MAX_RESOURCES) |i| {
if (self.array.resources_to_update.get(i) == 1) {
self.offset = @intCast(i + 1);
return &self.array.resources[i];
}
}
return null;
}
};
pub fn iterator(self: *Self) UpdatedResourceIterator {
return UpdatedResourceIterator{ .array = self };
}
pub fn resetUpdates(self: *Self) void {
self.resources_to_update.setAll(0);
self.resources_to_update_count = 0;
}
fn addUpdate(self: *Self, index: u32) void {
if (self.resources_to_update.get(index) == 0) {
self.resources_to_update.set(index, 1);
self.resources_to_update_count += 1;
}
}
};
}
gc: *GraphicsContext,
descriptor_set_layouts: DescriptorSetLayouts = .{},
image_descriptor_array_2d: DescriptorArray(SampledImageDescriptorData, 1024) = .{},
pub fn init(gc: *GraphicsContext) !DescriptorManager {
var self = DescriptorManager{
.gc = gc,
};
self.image_descriptor_array_2d.init(.{ .view = .null_handle, .layout = .undefined });
// Global Descriptor Set Layout
{
const descriptor_set_layout_bindings = [_]vk.DescriptorSetLayoutBinding{
vk.DescriptorSetLayoutBinding{
.binding = DescriptorSets.Global.Bindings.GlobalUniform.value(),
.descriptor_type = .uniform_buffer,
.descriptor_count = 1,
.stage_flags = vk.ShaderStageFlags.fromInt(0x7FFFFFFF), // SHADER_STAGE_ALL
},
vk.DescriptorSetLayoutBinding{
.binding = DescriptorSets.Global.Bindings.GlobalSamplers.value(),
.descriptor_type = .sampler,
.descriptor_count = MAX_SAMPLERS,
.stage_flags = vk.ShaderStageFlags.fromInt(0x7FFFFFFF), // SHADER_STAGE_ALL
},
vk.DescriptorSetLayoutBinding{
.binding = DescriptorSets.Global.Bindings.GlobalTextures2D.value(),
.descriptor_type = .sampled_image,
.descriptor_count = MAX_TEXTURES,
.stage_flags = vk.ShaderStageFlags.fromInt(0x7FFFFFFF), // SHADER_STAGE_ALL
},
};
const flags = [_]vk.DescriptorBindingFlags{
.{ .update_after_bind_bit = true, .update_unused_while_pending_bit = true },
.{ .partially_bound_bit = true, .update_after_bind_bit = true, .update_unused_while_pending_bit = true },
.{ .partially_bound_bit = true, .update_after_bind_bit = true, .update_unused_while_pending_bit = true },
};
self.descriptor_set_layouts.global = try self.gc.device.createDescriptorSetLayout(&.{
.p_next = &vk.DescriptorSetLayoutBindingFlagsCreateInfo{
.binding_count = flags.len,
.p_binding_flags = &flags,
},
.flags = .{ .update_after_bind_pool_bit = true },
.p_bindings = &descriptor_set_layout_bindings,
.binding_count = descriptor_set_layout_bindings.len,
}, null);
}
// Post Process Pass Descriptor Set Layout
// {
// const descriptor_set_layout_bindings = [_]vk.DescriptorSetLayoutBinding{
// vk.DescriptorSetLayoutBinding{
// .binding = DescriptorSets.Passes.PostProcess.Bindings.ScreenSampler.value(),
// .descriptor_type = .sampler,
// .descriptor_count = 1,
// .stage_flags = vk.ShaderStageFlags.fromInt(0x7FFFFFFF), // SHADER_STAGE_ALL
// },
// vk.DescriptorSetLayoutBinding{
// .binding = DescriptorSets.Passes.PostProcess.Bindings.ScreenTexture.value(),
// .descriptor_type = .sampled_image,
// .descriptor_count = 1,
// .stage_flags = vk.ShaderStageFlags.fromInt(0x7FFFFFFF), // SHADER_STAGE_ALL
// },
// };
// self.descriptor_set_layouts.passes.post_process = try self.gc.device.createDescriptorSetLayout(&.{
// .flags = .{
// .push_descriptor_bit_khr = true,
// },
// .p_bindings = &descriptor_set_layout_bindings,
// .binding_count = descriptor_set_layout_bindings.len,
// }, null);
// }
return self;
}

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@ -207,6 +207,7 @@ pub const ImageSyncState = struct {
.req = req, .req = req,
.layout = layout, .layout = layout,
}; };
self.layout = layout;
} }
return result; return result;
@ -215,6 +216,7 @@ pub const ImageSyncState = struct {
pub const Image = struct { pub const Image = struct {
handle: vk.Image = .null_handle, handle: vk.Image = .null_handle,
view: vk.ImageView = .null_handle,
mip_count: u32 = 0, mip_count: u32 = 0,
layer_count: u32 = 0, layer_count: u32 = 0,
format: vk.Format = .undefined, format: vk.Format = .undefined,
@ -270,8 +272,7 @@ pub const Image = struct {
pub const Buffer = struct { pub const Buffer = struct {
gc: *GraphicsContext, gc: *GraphicsContext,
handle: vk.Buffer, handle: vk.Buffer,
allocation: vma.Allocation, size: u64,
allocation_info: vma.c.VmaAllocationInfo,
sync_state: SyncState = .{}, sync_state: SyncState = .{},
@ -287,7 +288,7 @@ pub const Buffer = struct {
.dst_stage_mask = req.dst_stage_mask, .dst_stage_mask = req.dst_stage_mask,
.dst_access_mask = req.dst_access_mask, .dst_access_mask = req.dst_access_mask,
.offset = 0, .offset = 0,
.size = self.allocation_info.size, .size = self.size,
.src_queue_family_index = vk.QUEUE_FAMILY_IGNORED, .src_queue_family_index = vk.QUEUE_FAMILY_IGNORED,
.dst_queue_family_index = vk.QUEUE_FAMILY_IGNORED, .dst_queue_family_index = vk.QUEUE_FAMILY_IGNORED,
}, },
@ -295,20 +296,6 @@ pub const Buffer = struct {
}); });
} }
} }
pub fn flush(self: *Buffer, offset: vk.DeviceSize, size: vk.DeviceSize) !void {
try vma.flushAllocation(self.gc.vma_allocator, self.allocation, offset, size);
}
pub fn getAllocationMemoryProperties(self: *Buffer) vk.MemoryPropertyFlags {
var mem_prop_flags = vk.MemoryPropertyFlags{};
vma.getAllocationMemoryProperties(self.gc.vma_allocator, self.allocation, &mem_prop_flags);
return mem_prop_flags;
}
pub fn deinit(self: *const Buffer, gc: *GraphicsContext) void {
vma.destroyBuffer(gc.vma_allocator, self.handle, self.allocation);
}
}; };
pub fn init(self: *GraphicsContext, allocator: std.mem.Allocator, window: *c.SDL_Window) !void { pub fn init(self: *GraphicsContext, allocator: std.mem.Allocator, window: *c.SDL_Window) !void {
@ -362,6 +349,15 @@ pub fn init(self: *GraphicsContext, allocator: std.mem.Allocator, window: *c.SDL
const physical_devices = try self.instance.enumeratePhysicalDevicesAlloc(fba.allocator()); const physical_devices = try self.instance.enumeratePhysicalDevicesAlloc(fba.allocator());
self.device_info = try selectPhysicalDevice(self.instance, self.surface, physical_devices); self.device_info = try selectPhysicalDevice(self.instance, self.surface, physical_devices);
std.debug.print("Selected Physical Device: {s}\n", .{@as([]u8, @alignCast(&self.device_info.properties.device_name))}); std.debug.print("Selected Physical Device: {s}\n", .{@as([]u8, @alignCast(&self.device_info.properties.device_name))});
// Required for bindless texturing
std.debug.assert(self.device_info.features.descriptor_indexing_features.runtime_descriptor_array == vk.TRUE);
std.debug.assert(self.device_info.features.descriptor_indexing_features.descriptor_binding_partially_bound == vk.TRUE);
std.debug.assert(self.device_info.features.descriptor_indexing_features.descriptor_binding_sampled_image_update_after_bind == vk.TRUE);
std.debug.assert(self.device_info.features.descriptor_indexing_features.descriptor_binding_update_unused_while_pending == vk.TRUE);
std.debug.assert(self.device_info.features.descriptor_indexing_features.descriptor_binding_variable_descriptor_count == vk.TRUE);
std.debug.assert(self.device_info.features.descriptor_indexing_features.descriptor_binding_uniform_buffer_update_after_bind == vk.TRUE);
const queue_config = try selectQueues(self.instance, self.device_info.physical_device); const queue_config = try selectQueues(self.instance, self.device_info.physical_device);
self.memory_config = try selectMemoryPools(self.instance, self.device_info.physical_device); self.memory_config = try selectMemoryPools(self.instance, self.device_info.physical_device);
@ -375,13 +371,19 @@ pub fn init(self: *GraphicsContext, allocator: std.mem.Allocator, window: *c.SDL
const device_create_config = vk.DeviceCreateInfo{ const device_create_config = vk.DeviceCreateInfo{
.p_queue_create_infos = &queue_config.queue_create_info, .p_queue_create_infos = &queue_config.queue_create_info,
.queue_create_info_count = queue_config.queue_count, .queue_create_info_count = queue_config.queue_count,
.p_enabled_features = &self.device_info.features, .p_enabled_features = &self.device_info.features.features,
.pp_enabled_layer_names = @ptrCast((&vk_layers).ptr), .pp_enabled_layer_names = @ptrCast((&vk_layers).ptr),
.enabled_layer_count = @intCast(vk_layers.len), .enabled_layer_count = @intCast(vk_layers.len),
.pp_enabled_extension_names = @ptrCast((&device_extensions).ptr), .pp_enabled_extension_names = @ptrCast((&device_extensions).ptr),
.enabled_extension_count = @intCast(device_extensions.len), .enabled_extension_count = @intCast(device_extensions.len),
.p_next = &vk.PhysicalDeviceVulkan12Features{ .p_next = &vk.PhysicalDeviceVulkan12Features{
.buffer_device_address = vk.TRUE, .buffer_device_address = vk.TRUE,
.runtime_descriptor_array = vk.TRUE,
.descriptor_binding_partially_bound = vk.TRUE,
.descriptor_binding_sampled_image_update_after_bind = vk.TRUE,
.descriptor_binding_update_unused_while_pending = vk.TRUE,
.descriptor_binding_variable_descriptor_count = vk.TRUE,
.descriptor_binding_uniform_buffer_update_after_bind = vk.TRUE,
.p_next = &vulkan13_device_features, .p_next = &vulkan13_device_features,
}, },
}; };
@ -609,18 +611,34 @@ pub const QueueInstance = struct {
} }
}; };
pub const PhysicalDeviceFeatures = struct {
features: vk.PhysicalDeviceFeatures,
descriptor_indexing_features: vk.PhysicalDeviceDescriptorIndexingFeatures,
};
const SelectedPhysicalDevice = struct { const SelectedPhysicalDevice = struct {
physical_device: vk.PhysicalDevice, physical_device: vk.PhysicalDevice,
properties: vk.PhysicalDeviceProperties, properties: vk.PhysicalDeviceProperties,
features: vk.PhysicalDeviceFeatures, features: PhysicalDeviceFeatures,
surface_capabilities: vk.SurfaceCapabilitiesKHR, surface_capabilities: vk.SurfaceCapabilitiesKHR,
}; };
fn getDeviceFeatures(vki: Instance, physical_device: vk.PhysicalDevice) PhysicalDeviceFeatures {
var descriptor_indexing_features: vk.PhysicalDeviceDescriptorIndexingFeatures = .{};
var device_features: vk.PhysicalDeviceFeatures2 = .{ .p_next = &descriptor_indexing_features, .features = std.mem.zeroes(vk.PhysicalDeviceFeatures) };
vki.getPhysicalDeviceFeatures2(physical_device, &device_features);
return PhysicalDeviceFeatures{
.features = device_features.features,
.descriptor_indexing_features = descriptor_indexing_features,
};
}
fn selectPhysicalDevice(vki: Instance, surface: vk.SurfaceKHR, devices: []vk.PhysicalDevice) !SelectedPhysicalDevice { fn selectPhysicalDevice(vki: Instance, surface: vk.SurfaceKHR, devices: []vk.PhysicalDevice) !SelectedPhysicalDevice {
// TODO: select suitable physical device, allow overriding using some user config // TODO: select suitable physical device, allow overriding using some user config
for (devices) |device| { for (devices) |device| {
const props = vki.getPhysicalDeviceProperties(device); const props = vki.getPhysicalDeviceProperties(device);
const features = vki.getPhysicalDeviceFeatures(device); const features = getDeviceFeatures(vki, device);
const surface_caps = try vki.getPhysicalDeviceSurfaceCapabilitiesKHR(device, surface); const surface_caps = try vki.getPhysicalDeviceSurfaceCapabilitiesKHR(device, surface);
return SelectedPhysicalDevice{ return SelectedPhysicalDevice{
.physical_device = device, .physical_device = device,

View File

@ -1,7 +1,7 @@
const std = @import("std"); const std = @import("std");
const GraphicsContext = @import("GraphicsContext.zig"); const GraphicsContext = @import("GraphicsContext.zig");
const AssetManager = @import("AssetManager.zig"); const AssetManager = @import("AssetManager.zig");
const ShaderManager = @import("ShaderManager.zig"); const DescriptorManager = @import("DescriptorManager.zig");
const vk = @import("vk"); const vk = @import("vk");
const a = @import("asset_manifest"); const a = @import("asset_manifest");
const za = @import("zalgebra"); const za = @import("zalgebra");
@ -32,16 +32,23 @@ var default_camera: Camera = .{};
const MAX_FRAME_LAG = 3; const MAX_FRAME_LAG = 3;
const PER_FRAME_ARENA_SIZE = 64 * common.MB; const PER_FRAME_ARENA_SIZE = 64 * common.MB;
frame_allocator: std.mem.Allocator,
gc: *GraphicsContext, gc: *GraphicsContext,
shaderman: *ShaderManager, descriptorman: *DescriptorManager,
assetman: *AssetManager, assetman: *AssetManager,
command_pool: GraphicsContext.CommandPool, command_pool: GraphicsContext.CommandPool,
vulkan_frame_arena: VulkanPerFrameArena, vulkan_frame_arena: VulkanPerFrameArena,
camera: *Camera = &default_camera, camera: *Camera = &default_camera,
global_descriptor_pool: vk.DescriptorPool = .null_handle,
global_descriptor_set: vk.DescriptorSet = .null_handle,
frame: u32 = 0, frame: u32 = 0,
frame_data: [MAX_FRAME_LAG]FrameData = undefined, frame_data: [MAX_FRAME_LAG]FrameData = undefined,
// Global sampler to use for reading screen color in post processing
screen_color_sampler: vk.Sampler = .null_handle,
// Ring buffer/arena for per frame data // Ring buffer/arena for per frame data
pub const VulkanPerFrameArena = struct { pub const VulkanPerFrameArena = struct {
const Self = @This(); const Self = @This();
@ -92,6 +99,7 @@ pub const VulkanPerFrameArena = struct {
} }
}; };
memory_type_index: u32,
memory: vk.DeviceMemory, memory: vk.DeviceMemory,
size: u64, size: u64,
tail: u64 = 0, tail: u64 = 0,
@ -102,18 +110,7 @@ pub const VulkanPerFrameArena = struct {
// NOTE: bug in zig? Tried to use [MAX_FRAME_LAG]?u64 here, but optional checks pass even when value is null, wtf?? // NOTE: bug in zig? Tried to use [MAX_FRAME_LAG]?u64 here, but optional checks pass even when value is null, wtf??
frame_regions: [MAX_FRAME_LAG]?FrameRegion = [_]?FrameRegion{null} ** MAX_FRAME_LAG, frame_regions: [MAX_FRAME_LAG]?FrameRegion = [_]?FrameRegion{null} ** MAX_FRAME_LAG,
// Tracking allocated resources per frame, unfortunately have to wait for frame to finish before we can destroy them :( pub fn startFrame(self: *VulkanPerFrameArena, frame_index: u32) void {
buffers: [MAX_FRAME_LAG][1024]vk.Buffer = undefined,
buffer_counts: [MAX_FRAME_LAG]u16 = [_]u16{0} ** MAX_FRAME_LAG,
pub fn init(memory: vk.DeviceMemory, size: u64) Self {
return Self{
.memory = memory,
.size = size,
};
}
pub fn startFrame(self: *VulkanPerFrameArena, device: GraphicsContext.Device, frame_index: u32) void {
// TODO: tail pointer should be aligned to nonCoherentAtomSize to avoid accidentally flushing memory being used by previous frames // TODO: tail pointer should be aligned to nonCoherentAtomSize to avoid accidentally flushing memory being used by previous frames
// if we end up allocating right up until the previous frame's head // if we end up allocating right up until the previous frame's head
// Record start position of this frame // Record start position of this frame
@ -122,11 +119,6 @@ pub const VulkanPerFrameArena = struct {
} }
self.frame = frame_index; self.frame = frame_index;
self.frame_regions[self.frame] = FrameRegion.init(self.tail, self.tail); self.frame_regions[self.frame] = FrameRegion.init(self.tail, self.tail);
for (self.buffers[self.frame][0..self.buffer_counts[self.frame]]) |buf| {
device.destroyBuffer(buf, null);
}
self.buffer_counts[self.frame] = 0;
} }
// Caller guarantees that memory from given frame can be safely stomped, buffers destroyed etc. // Caller guarantees that memory from given frame can be safely stomped, buffers destroyed etc.
@ -201,7 +193,7 @@ pub const VulkanPerFrameArena = struct {
return offset; return offset;
} }
pub fn createBufferRaw(self: *Self, device: GraphicsContext.Device, usage: vk.BufferUsageFlags, size: u64, out_addr: *u64) !vk.Buffer { pub fn createBufferRaw(self: *Self, frame: *FrameData, device: GraphicsContext.Device, usage: vk.BufferUsageFlags, size: u64, out_addr: *u64) !vk.Buffer {
// NOTE: Allocating buffers just in time, hopefully vulkan impl is smart about allocation here and not doing new each time... // NOTE: Allocating buffers just in time, hopefully vulkan impl is smart about allocation here and not doing new each time...
const buffer = try device.createBuffer(&vk.BufferCreateInfo{ const buffer = try device.createBuffer(&vk.BufferCreateInfo{
.flags = .{}, .flags = .{},
@ -216,18 +208,35 @@ pub const VulkanPerFrameArena = struct {
try device.bindBufferMemory(buffer, self.memory, out_addr.*); try device.bindBufferMemory(buffer, self.memory, out_addr.*);
self.buffers[self.frame][self.buffer_counts[self.frame]] = buffer; frame.addBuffer(buffer);
self.buffer_counts[self.frame] += 1;
return buffer; return buffer;
} }
pub fn createImageRaw(self: *Self, frame: *FrameData, gc: *GraphicsContext, create_info: *const vk.ImageCreateInfo, out_addr: *u64) !vk.Image {
const image = try gc.device.createImage(create_info, null);
errdefer gc.device.destroyImage(image, null);
const mem_reqs = gc.getImageMemoryRequirements(image);
std.debug.assert(!mem_reqs.requires_dedicated);
std.debug.assert(mem_reqs.memory_type_bits & (@as(u32, 1) << @intCast(self.memory_type_index)) != 0);
out_addr.* = try self.allocate(mem_reqs.size, mem_reqs.alignment);
try gc.device.bindImageMemory(image, self.memory, out_addr.*);
frame.addImage(image);
return image;
}
pub fn reset(self: *Self) void { pub fn reset(self: *Self) void {
self.head = 0; self.head = 0;
} }
}; };
pub fn init(self: *Render2, gc: *GraphicsContext, shaderman: *ShaderManager, assetman: *AssetManager) !void { pub fn init(self: *Render2, frame_allocator: std.mem.Allocator, gc: *GraphicsContext, descriptorman: *DescriptorManager, assetman: *AssetManager) !void {
// Allocated in device local mem // Allocated in device local mem
const per_frame_upload_memory = try gc.device.allocateMemory(&.{ const per_frame_upload_memory = try gc.device.allocateMemory(&.{
.memory_type_index = gc.memory_config.gpu.type_index, .memory_type_index = gc.memory_config.gpu.type_index,
@ -235,79 +244,169 @@ pub fn init(self: *Render2, gc: *GraphicsContext, shaderman: *ShaderManager, ass
}, null); }, null);
self.* = Render2{ self.* = Render2{
.frame_allocator = frame_allocator,
.gc = gc, .gc = gc,
.shaderman = shaderman, .descriptorman = descriptorman,
.assetman = assetman, .assetman = assetman,
.command_pool = try gc.queues.graphics.createCommandPool(.{ .reset_command_buffer_bit = true }), .command_pool = try gc.queues.graphics.createCommandPool(.{ .reset_command_buffer_bit = true }),
.vulkan_frame_arena = VulkanPerFrameArena.init(per_frame_upload_memory, PER_FRAME_ARENA_SIZE), .vulkan_frame_arena = VulkanPerFrameArena{
.memory_type_index = gc.memory_config.gpu.type_index,
.memory = per_frame_upload_memory,
.size = PER_FRAME_ARENA_SIZE,
},
}; };
errdefer self.command_pool.deinit(); errdefer self.command_pool.deinit();
self.screen_color_sampler = try gc.device.createSampler(&.{
.flags = .{},
.mag_filter = .linear,
.min_filter = .linear,
.mipmap_mode = .nearest,
.address_mode_u = .clamp_to_edge,
.address_mode_v = .clamp_to_edge,
.address_mode_w = .clamp_to_edge,
.mip_lod_bias = 0,
.anisotropy_enable = vk.FALSE,
.max_anisotropy = 0,
.compare_enable = vk.FALSE,
.compare_op = .always,
.min_lod = 0,
.max_lod = vk.LOD_CLAMP_NONE,
.border_color = .int_transparent_black,
.unnormalized_coordinates = vk.FALSE,
}, null);
self.global_descriptor_pool = try gc.device.createDescriptorPool(
&vk.DescriptorPoolCreateInfo{
.flags = .{
.update_after_bind_bit = true,
},
.max_sets = 1,
.p_pool_sizes = &.{
vk.DescriptorPoolSize{
.type = .uniform_buffer,
.descriptor_count = 8,
},
vk.DescriptorPoolSize{
.type = .sampled_image,
.descriptor_count = 1024, // TODO: don't hardcode
},
vk.DescriptorPoolSize{
.type = .sampler,
.descriptor_count = 256, // TODO: dont hardcode
},
},
.pool_size_count = 3,
},
null,
);
var descriptor_set_buf = [_]vk.DescriptorSet{.null_handle};
try gc.device.allocateDescriptorSets(&.{
.descriptor_pool = self.global_descriptor_pool,
.descriptor_set_count = 1,
.p_set_layouts = &.{descriptorman.descriptor_set_layouts.global},
}, &descriptor_set_buf);
self.global_descriptor_set = descriptor_set_buf[0];
for (0..MAX_FRAME_LAG) |i| { for (0..MAX_FRAME_LAG) |i| {
self.frame_data[i] = try FrameData.init(gc, self.command_pool); self.frame_data[i] = try FrameData.init(gc, self.command_pool);
try self.maybeResizeFrameBuffer(&self.frame_data[i]);
} }
} }
fn maybeResizeFrameBuffer(self: *Render2, frame: *FrameData) !void { pub const MainRenderTarget = struct {
color: GraphicsContext.Image,
depth: GraphicsContext.Image,
color_descriptor: *DescriptorManager.SampledImageDescriptor,
};
fn allocateRenderTarget(self: *Render2) !MainRenderTarget {
const gc = self.gc; const gc = self.gc;
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) {
return;
}
if (frame.depth_buffer.handle != .null_handle) {
gc.device.destroyImage(frame.depth_buffer.handle, null);
gc.device.freeMemory(frame.depth_buffer_memory, null);
frame.depth_buffer = .{};
frame.depth_buffer_memory = .null_handle;
}
const swapchain_width = gc.swapchain_extent.width; const swapchain_width = gc.swapchain_extent.width;
const swapchain_height = gc.swapchain_extent.height; const swapchain_height = gc.swapchain_extent.height;
const depth_image = try gc.device.createImage(&.{ var color_img_address: u64 = 0;
var depth_img_address: u64 = 0;
const color_image = try self.createPerFrameImage(&.{
.image_type = .@"2d", .image_type = .@"2d",
.array_layers = 1, .array_layers = 1,
.extent = .{ .width = swapchain_width, .height = swapchain_height, .depth = 1 }, .extent = .{ .width = swapchain_width, .height = swapchain_height, .depth = 1 },
.mip_levels = 1, .mip_levels = 1,
.sharing_mode = .exclusive, .sharing_mode = .exclusive,
.tiling = .optimal, .tiling = .optimal,
.usage = .{ .depth_stencil_attachment_bit = true }, .usage = .{ .color_attachment_bit = true, .transfer_src_bit = true, .transfer_dst_bit = true, .sampled_bit = true },
.format = .r16g16b16a16_sfloat,
.samples = .{ .@"1_bit" = true },
.initial_layout = .undefined,
}, &color_img_address);
const color_image_view = try self.createPerFrameImageView(&vk.ImageViewCreateInfo{
.image = color_image,
.view_type = .@"2d",
.format = .r16g16b16a16_sfloat,
.components = .{ .r = .r, .g = .g, .b = .b, .a = .a },
.subresource_range = .{
.aspect_mask = .{ .color_bit = true },
.base_array_layer = 0,
.base_mip_level = 0,
.layer_count = 1,
.level_count = 1,
},
});
const depth_image = try self.createPerFrameImage(&.{
.image_type = .@"2d",
.array_layers = 1,
.extent = .{ .width = swapchain_width, .height = swapchain_height, .depth = 1 },
.mip_levels = 1,
.sharing_mode = .exclusive,
.tiling = .optimal,
.usage = .{ .depth_stencil_attachment_bit = true, .transfer_src_bit = true, .transfer_dst_bit = true, .sampled_bit = true },
.format = .d24_unorm_s8_uint, .format = .d24_unorm_s8_uint,
.samples = .{ .@"1_bit" = true }, .samples = .{ .@"1_bit" = true },
.initial_layout = .undefined, .initial_layout = .undefined,
}, null); }, &depth_img_address);
const depth_image_view = try self.createPerFrameImageView(&vk.ImageViewCreateInfo{
const mem_reqs = gc.getImageMemoryRequirements(depth_image); .image = depth_image,
std.debug.assert(mem_reqs.memory_type_bits & (@as(u32, 1) << @intCast(gc.memory_config.gpu.type_index)) != 0); .view_type = .@"2d",
// Nvidia apparently doesn't prefer dedicated allocation... Figure out what to do here
// std.debug.assert(mem_reqs.prefers_dedicated);
frame.depth_buffer_memory = try gc.device.allocateMemory(&.{
.p_next = @ptrCast(&vk.MemoryDedicatedAllocateInfo{
.image = depth_image,
}),
.allocation_size = mem_reqs.size,
.memory_type_index = gc.memory_config.gpu.type_index,
}, null);
try gc.device.bindImageMemory(depth_image, frame.depth_buffer_memory, 0);
frame.depth_buffer = GraphicsContext.Image{
.handle = depth_image,
.format = .d24_unorm_s8_uint, .format = .d24_unorm_s8_uint,
.layer_count = 1, .components = .{ .r = .r, .g = .g, .b = .b, .a = .a },
.mip_count = 1, .subresource_range = .{
.sync_state = .{ .aspect_mask = .{ .depth_bit = true, .stencil_bit = true },
.layout = .undefined, .base_array_layer = 0,
.base_mip_level = 0,
.layer_count = 1,
.level_count = 1,
}, },
});
return MainRenderTarget{
.color = GraphicsContext.Image{
.handle = color_image,
.view = color_image_view,
.format = .r16g16b16a16_sfloat,
.layer_count = 1,
.mip_count = 1,
.sync_state = .{},
},
.depth = GraphicsContext.Image{
.handle = depth_image,
.view = depth_image_view,
.format = .d24_unorm_s8_uint,
.layer_count = 1,
.mip_count = 1,
.sync_state = .{},
},
.color_descriptor = self.createPerFrameImageDescriptor(color_image_view, .read_only_optimal),
}; };
frame.depth_buffer_extent = .{ .width = swapchain_width, .height = swapchain_height };
} }
fn createPerFrameBuffer(self: *Render2, usage: vk.BufferUsageFlags, size: u64, out_addr: *u64) !vk.Buffer { fn createPerFrameBuffer(self: *Render2, usage: vk.BufferUsageFlags, size: u64, out_addr: *u64) !vk.Buffer {
while (true) { while (true) {
if (self.vulkan_frame_arena.createBufferRaw(self.gc.device, usage, size, out_addr)) |buffer| { if (self.vulkan_frame_arena.createBufferRaw(&self.frame_data[self.frame], self.gc.device, usage, size, out_addr)) |buffer| {
return buffer; return buffer;
} else |err| switch (err) { } else |err| switch (err) {
error.OverlapsPreviousFrame => { error.OverlapsPreviousFrame => {
@ -315,7 +414,7 @@ fn createPerFrameBuffer(self: *Render2, usage: vk.BufferUsageFlags, size: u64, o
std.debug.print("Vulkan Frame Allocator Overlapped frame {}, waiting for it to finish...", .{overlapped_frame}); std.debug.print("Vulkan Frame Allocator Overlapped frame {}, waiting for it to finish...", .{overlapped_frame});
try self.frame_data[overlapped_frame].waitForDrawAndReset(self.gc.device); try self.frame_data[overlapped_frame].waitForDrawAndReset(self);
self.vulkan_frame_arena.resetFrame(overlapped_frame); self.vulkan_frame_arena.resetFrame(overlapped_frame);
}, },
else => return err, else => return err,
@ -323,8 +422,35 @@ fn createPerFrameBuffer(self: *Render2, usage: vk.BufferUsageFlags, size: u64, o
} }
} }
fn frameAllocMemReqs(self: *Render2, mem_reqs: vk.MemoryRequirements) !u64 { fn createPerFrameImage(self: *Render2, create_info: *const vk.ImageCreateInfo, out_addr: *u64) !vk.Image {
return self.frameAlloc(mem_reqs.size, mem_reqs.alignment); while (true) {
if (self.vulkan_frame_arena.createImageRaw(&self.frame_data[self.frame], self.gc, create_info, out_addr)) |image| {
return image;
} else |err| switch (err) {
error.OverlapsPreviousFrame => {
const overlapped_frame = (self.frame + 1) % MAX_FRAME_LAG;
std.debug.print("Vulkan Frame Allocator Overlapped frame {}, waiting for it to finish...", .{overlapped_frame});
try self.frame_data[overlapped_frame].waitForDrawAndReset(self);
self.vulkan_frame_arena.resetFrame(overlapped_frame);
},
else => return err,
}
}
}
fn createPerFrameImageView(self: *Render2, create_info: *const vk.ImageViewCreateInfo) !vk.ImageView {
const view = try self.gc.device.createImageView(create_info, null);
self.frame_data[self.frame].addImageView(view);
return view;
}
fn createPerFrameImageDescriptor(self: *Render2, view: vk.ImageView, layout: vk.ImageLayout) *DescriptorManager.SampledImageDescriptor {
const result = self.descriptorman.image_descriptor_array_2d.alloc(.{ .view = view, .layout = layout });
self.frame_data[self.frame].addImageDescriptor(result.handle);
return result;
} }
pub fn draw(self: *Render2) !void { pub fn draw(self: *Render2) !void {
@ -332,12 +458,13 @@ pub fn draw(self: *Render2) !void {
const device = gc.device; const device = gc.device;
const frame = &self.frame_data[self.frame]; const frame = &self.frame_data[self.frame];
try frame.waitForDrawAndReset(gc.device); try frame.waitForDrawAndReset(self);
self.vulkan_frame_arena.resetFrame(self.frame); self.vulkan_frame_arena.resetFrame(self.frame);
self.vulkan_frame_arena.startFrame(gc.device, self.frame); self.vulkan_frame_arena.startFrame(self.frame);
var global_buffer_addr: u64 = 0; var global_buffer_addr: u64 = 0;
const global_uniform_buffer = try self.createPerFrameBuffer(.{ .uniform_buffer_bit = true, .transfer_dst_bit = true }, @sizeOf(GlobalUniform), &global_buffer_addr); const global_uniform_buffer_handle = try self.createPerFrameBuffer(.{ .uniform_buffer_bit = true, .transfer_dst_bit = true }, @sizeOf(GlobalUniform), &global_buffer_addr);
var global_uniform_buffer = GraphicsContext.Buffer{ .gc = gc, .handle = global_uniform_buffer_handle, .size = @sizeOf(GlobalUniform) };
const global_uniform = blk: { const global_uniform = blk: {
const view = self.camera.view_mat; const view = self.camera.view_mat;
@ -358,10 +485,10 @@ pub fn draw(self: *Render2) !void {
// Move this out into a separate func // Move this out into a separate func
const swapchain_image_index: u32 = try gc.acquireSwapchainImage(frame.acquire_swapchain_image); const swapchain_image_index: u32 = try gc.acquireSwapchainImage(frame.acquire_swapchain_image);
try self.maybeResizeFrameBuffer(frame); var main_render_target = try self.allocateRenderTarget();
const depth_image: *GraphicsContext.Image = &frame.depth_buffer;
const depth_image_view = try depth_image.createView(gc.device, .{ .depth_bit = true, .stencil_bit = true }); const color_image: *GraphicsContext.Image = &main_render_target.color;
defer gc.device.destroyImageView(depth_image_view, null); const depth_image: *GraphicsContext.Image = &main_render_target.depth;
var swapchain_image = GraphicsContext.Image{ .handle = gc.swapchain_images[swapchain_image_index], .mip_count = 1, .layer_count = 1, .format = .r8g8b8a8_unorm }; var swapchain_image = GraphicsContext.Image{ .handle = gc.swapchain_images[swapchain_image_index], .mip_count = 1, .layer_count = 1, .format = .r8g8b8a8_unorm };
const swapchain_image_view = try swapchain_image.createView(gc.device, .{ .color_bit = true }); const swapchain_image_view = try swapchain_image.createView(gc.device, .{ .color_bit = true });
@ -371,26 +498,12 @@ pub fn draw(self: *Render2) !void {
try cmds.beginCommandBuffer(&.{}); try cmds.beginCommandBuffer(&.{});
{ {
cmds.updateBuffer(global_uniform_buffer, 0, @sizeOf(GlobalUniform), &global_uniform); try global_uniform_buffer.sync(cmds, .{ .stage_mask = .{ .copy_bit = true }, .access_mask = .{ .transfer_write_bit = true } });
// Transition global uniform buffer cmds.updateBuffer(global_uniform_buffer.handle, 0, @sizeOf(GlobalUniform), &global_uniform);
cmds.pipelineBarrier2(&vk.DependencyInfo{ try global_uniform_buffer.sync(cmds, .{ .stage_mask = .{ .vertex_shader_bit = true }, .access_mask = .{ .shader_read_bit = true } });
.buffer_memory_barrier_count = 1,
.p_buffer_memory_barriers = &.{ const global_descriptor_set = self.global_descriptor_set;
vk.BufferMemoryBarrier2{
.buffer = global_uniform_buffer,
.src_stage_mask = .{ .copy_bit = true },
.src_access_mask = .{ .transfer_write_bit = true },
.dst_stage_mask = .{ .vertex_shader_bit = true },
.dst_access_mask = .{ .shader_read_bit = true },
.offset = 0,
.size = @sizeOf(GlobalUniform),
.src_queue_family_index = vk.QUEUE_FAMILY_IGNORED,
.dst_queue_family_index = vk.QUEUE_FAMILY_IGNORED,
},
},
});
const global_descriptor_set = try frame.allocateDescriptorSet(device, self.shaderman.descriptor_set_layouts.global);
device.updateDescriptorSets(1, &.{ device.updateDescriptorSets(1, &.{
vk.WriteDescriptorSet{ vk.WriteDescriptorSet{
.dst_set = global_descriptor_set, .dst_set = global_descriptor_set,
@ -400,7 +513,7 @@ pub fn draw(self: *Render2) !void {
.descriptor_count = 1, .descriptor_count = 1,
.p_buffer_info = &.{ .p_buffer_info = &.{
vk.DescriptorBufferInfo{ vk.DescriptorBufferInfo{
.buffer = global_uniform_buffer, .buffer = global_uniform_buffer.handle,
.offset = 0, .offset = 0,
.range = @sizeOf(GlobalUniform), .range = @sizeOf(GlobalUniform),
}, },
@ -410,13 +523,46 @@ pub fn draw(self: *Render2) !void {
}, },
}, 0, null); }, 0, null);
try swapchain_image.sync( // TODO: move this into descriptorman?
// Update image descriptors
{
var offset: u32 = 0;
var writes: []vk.WriteDescriptorSet = try self.frame_allocator.alloc(vk.WriteDescriptorSet, self.descriptorman.image_descriptor_array_2d.resources_to_update_count);
var iter = self.descriptorman.image_descriptor_array_2d.iterator();
while (iter.next()) |image| {
// TODO: merge WriteDescriptorSets by ranges maybe?
const write = &writes[offset];
write.* = .{
.dst_set = global_descriptor_set,
.dst_binding = 2,
.dst_array_element = image.handle.index,
.descriptor_type = .sampled_image,
.descriptor_count = 1,
.p_image_info = &[_]vk.DescriptorImageInfo{
vk.DescriptorImageInfo{
.image_layout = image.value.layout,
.image_view = image.value.view,
.sampler = .null_handle,
},
},
.p_buffer_info = &[_]vk.DescriptorBufferInfo{},
.p_texel_buffer_view = &[_]vk.BufferView{},
};
offset += 1;
}
self.descriptorman.image_descriptor_array_2d.resetUpdates();
device.updateDescriptorSets(@intCast(writes.len), writes.ptr, 0, null);
}
try color_image.sync(
cmds, cmds,
.{ .{
.stage_mask = .{ .color_attachment_output_bit = true }, .stage_mask = .{ .color_attachment_output_bit = true },
.access_mask = .{ .color_attachment_write_bit = true }, .access_mask = .{ .color_attachment_write_bit = true },
}, },
.attachment_optimal, .color_attachment_optimal,
.{ .color_bit = true }, .{ .color_bit = true },
); );
try depth_image.sync( try depth_image.sync(
@ -431,6 +577,8 @@ pub fn draw(self: *Render2) !void {
.depth_stencil_attachment_optimal, .depth_stencil_attachment_optimal,
.{ .depth_bit = true, .stencil_bit = true }, .{ .depth_bit = true, .stencil_bit = true },
); );
// Actual draws
{ {
cmds.beginRendering(&vk.RenderingInfo{ cmds.beginRendering(&vk.RenderingInfo{
.render_area = vk.Rect2D{ .offset = .{ .x = 0, .y = 0 }, .extent = gc.swapchain_extent }, .render_area = vk.Rect2D{ .offset = .{ .x = 0, .y = 0 }, .extent = gc.swapchain_extent },
@ -442,9 +590,9 @@ pub fn draw(self: *Render2) !void {
.clear_value = .{ .color = .{ .float_32 = .{ 0.8, 0.7, 0.6, 1.0 } } }, .clear_value = .{ .color = .{ .float_32 = .{ 0.8, 0.7, 0.6, 1.0 } } },
.load_op = .clear, .load_op = .clear,
.store_op = .store, .store_op = .store,
.image_layout = .attachment_optimal, .image_layout = .color_attachment_optimal,
.image_view = swapchain_image_view, .image_view = color_image.view,
.resolve_image_layout = .attachment_optimal, .resolve_image_layout = .color_attachment_optimal,
.resolve_mode = .{}, .resolve_mode = .{},
}, },
}, },
@ -453,7 +601,7 @@ pub fn draw(self: *Render2) !void {
.load_op = .clear, .load_op = .clear,
.store_op = .store, .store_op = .store,
.image_layout = .depth_stencil_attachment_optimal, .image_layout = .depth_stencil_attachment_optimal,
.image_view = depth_image_view, .image_view = depth_image.view,
.resolve_image_layout = .depth_stencil_attachment_optimal, .resolve_image_layout = .depth_stencil_attachment_optimal,
.resolve_mode = .{}, .resolve_mode = .{},
}, },
@ -462,13 +610,17 @@ pub fn draw(self: *Render2) !void {
.load_op = .clear, .load_op = .clear,
.store_op = .none, .store_op = .none,
.image_layout = .depth_stencil_attachment_optimal, .image_layout = .depth_stencil_attachment_optimal,
.image_view = depth_image_view, .image_view = depth_image.view,
.resolve_image_layout = .depth_stencil_attachment_optimal, .resolve_image_layout = .depth_stencil_attachment_optimal,
.resolve_mode = .{}, .resolve_mode = .{},
}, },
}); });
defer cmds.endRendering(); defer cmds.endRendering();
cmds.setDepthTestEnable(vk.TRUE);
cmds.setDepthWriteEnable(vk.TRUE);
cmds.setDepthCompareOp(.greater);
const triangle = self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.triangle); const triangle = self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.triangle);
cmds.bindPipeline(.graphics, triangle.pipeline); cmds.bindPipeline(.graphics, triangle.pipeline);
@ -490,7 +642,39 @@ pub fn draw(self: *Render2) !void {
cmds.draw(3, 2, 0, 0); cmds.draw(3, 2, 0, 0);
} }
try swapchain_image.sync(cmds, .{}, .present_src_khr, .{ .color_bit = true }); try color_image.sync(cmds, .{ .stage_mask = .{ .blit_bit = true }, .access_mask = .{ .transfer_read_bit = true } }, .transfer_src_optimal, .{ .color_bit = true });
try swapchain_image.sync(cmds, .{ .stage_mask = .{ .blit_bit = true }, .access_mask = .{ .transfer_write_bit = true } }, .transfer_dst_optimal, .{ .color_bit = true });
cmds.blitImage(
color_image.handle,
color_image.sync_state.layout,
swapchain_image.handle,
swapchain_image.sync_state.layout,
1,
&.{vk.ImageBlit{
.src_subresource = vk.ImageSubresourceLayers{
.aspect_mask = .{ .color_bit = true },
.mip_level = 0,
.base_array_layer = 0,
.layer_count = 1,
},
.src_offsets = .{
vk.Offset3D{ .x = 0, .y = 0, .z = 0 },
vk.Offset3D{ .x = @intCast(gc.swapchain_extent.width), .y = @intCast(gc.swapchain_extent.height), .z = 1 },
},
.dst_subresource = vk.ImageSubresourceLayers{
.aspect_mask = .{ .color_bit = true },
.mip_level = 0,
.base_array_layer = 0,
.layer_count = 1,
},
.dst_offsets = .{
vk.Offset3D{ .x = 0, .y = 0, .z = 0 },
vk.Offset3D{ .x = @intCast(gc.swapchain_extent.width), .y = @intCast(gc.swapchain_extent.height), .z = 1 },
},
}},
.nearest,
);
try swapchain_image.sync(cmds, .{ .stage_mask = .{}, .access_mask = .{} }, .present_src_khr, .{ .color_bit = true });
} }
try cmds.endCommandBuffer(); try cmds.endCommandBuffer();
@ -538,10 +722,19 @@ const FrameData = struct {
draw_fence: vk.Fence, draw_fence: vk.Fence,
command_buffer: GraphicsContext.CommandBuffer, command_buffer: GraphicsContext.CommandBuffer,
descriptor_pool: vk.DescriptorPool = .null_handle,
depth_buffer_extent: vk.Extent2D = .{ .width = 0, .height = 0 }, // Store references to per frame allocated objects here, they will be cleaned up after frame finished rendering
depth_buffer_memory: vk.DeviceMemory = .null_handle, buffers: [1024]vk.Buffer = undefined,
depth_buffer: GraphicsContext.Image = .{}, buffer_count: u32 = 0,
images: [1024]vk.Image = undefined,
image_count: u32 = 0,
image_views: [1024]vk.ImageView = undefined,
image_view_count: u32 = 0,
image_descriptors: [1024]DescriptorManager.DescriptorHandle = undefined,
image_descriptor_count: u32 = 0,
pub fn init(gc: *GraphicsContext, command_pool: GraphicsContext.CommandPool) !FrameData { pub fn init(gc: *GraphicsContext, command_pool: GraphicsContext.CommandPool) !FrameData {
return FrameData{ return FrameData{
@ -550,38 +743,88 @@ const FrameData = struct {
.draw_fence = try gc.device.createFence(&.{ .flags = .{ .signaled_bit = true } }, null), .draw_fence = try gc.device.createFence(&.{ .flags = .{ .signaled_bit = true } }, null),
.command_buffer = try command_pool.allocateCommandBuffer(), .command_buffer = try command_pool.allocateCommandBuffer(),
.descriptor_pool = try gc.device.createDescriptorPool(&vk.DescriptorPoolCreateInfo{
.max_sets = 1024,
.p_pool_sizes = &.{
vk.DescriptorPoolSize{
.type = .uniform_buffer,
.descriptor_count = 8,
},
},
.pool_size_count = 1,
}, null),
// TODO: maybe cache memory requirements?
}; };
} }
pub fn allocateDescriptorSet(self: *FrameData, device: GraphicsContext.Device, layout: vk.DescriptorSetLayout) !vk.DescriptorSet { pub fn addBuffer(self: *FrameData, buffer: vk.Buffer) void {
var result: [1]vk.DescriptorSet = .{.null_handle}; self.buffers[self.buffer_count] = buffer;
try device.allocateDescriptorSets(&vk.DescriptorSetAllocateInfo{ self.buffer_count += 1;
.descriptor_pool = self.descriptor_pool,
.descriptor_set_count = 1,
.p_set_layouts = &.{layout},
}, &result);
return result[0];
} }
pub fn waitForDrawAndReset(self: *FrameData, device: GraphicsContext.Device) !void { pub fn addImage(self: *FrameData, image: vk.Image) void {
self.images[self.image_count] = image;
self.image_count += 1;
}
pub fn addImageView(self: *FrameData, view: vk.ImageView) void {
self.image_views[self.image_view_count] = view;
self.image_view_count += 1;
}
pub fn addImageDescriptor(self: *FrameData, descriptor: DescriptorManager.DescriptorHandle) void {
self.image_descriptors[self.image_descriptor_count] = descriptor;
self.image_descriptor_count += 1;
}
pub fn waitForDrawAndReset(self: *FrameData, render: *Render2) !void {
const device = render.gc.device;
_ = try device.waitForFences(1, &.{self.draw_fence}, vk.TRUE, std.math.maxInt(u64)); _ = try device.waitForFences(1, &.{self.draw_fence}, vk.TRUE, std.math.maxInt(u64));
try device.resetFences(1, &.{self.draw_fence}); try device.resetFences(1, &.{self.draw_fence});
try self.command_buffer.resetCommandBuffer(.{ .release_resources_bit = true }); try self.command_buffer.resetCommandBuffer(.{ .release_resources_bit = true });
try device.resetDescriptorPool(self.descriptor_pool, .{}); for (self.image_descriptors[0..self.image_descriptor_count]) |desc| {
render.descriptorman.image_descriptor_array_2d.free(desc);
}
self.image_descriptor_count = 0;
// TODO: move this into descriptorman?
// Update image descriptors
{
var offset: u32 = 0;
var writes: []vk.WriteDescriptorSet = try render.frame_allocator.alloc(vk.WriteDescriptorSet, render.descriptorman.image_descriptor_array_2d.resources_to_update_count);
var iter = render.descriptorman.image_descriptor_array_2d.iterator();
while (iter.next()) |image| {
// TODO: merge WriteDescriptorSets by ranges maybe?
const write = &writes[offset];
write.* = .{
.dst_set = render.global_descriptor_set,
.dst_binding = 2,
.dst_array_element = image.handle.index,
.descriptor_type = .sampled_image,
.descriptor_count = 1,
.p_image_info = &[_]vk.DescriptorImageInfo{
vk.DescriptorImageInfo{
.image_layout = image.value.layout,
.image_view = image.value.view,
.sampler = .null_handle,
},
},
.p_buffer_info = &[_]vk.DescriptorBufferInfo{},
.p_texel_buffer_view = &[_]vk.BufferView{},
};
offset += 1;
}
render.descriptorman.image_descriptor_array_2d.resetUpdates();
device.updateDescriptorSets(@intCast(writes.len), writes.ptr, 0, null);
}
for (self.buffers[0..self.buffer_count]) |buf| {
device.destroyBuffer(buf, null);
}
self.buffer_count = 0;
for (self.image_views[0..self.image_view_count]) |view| {
device.destroyImageView(view, null);
}
self.image_view_count = 0;
for (self.images[0..self.image_count]) |img| {
device.destroyImage(img, null);
}
self.image_count = 0;
} }
}; };

View File

@ -1,48 +0,0 @@
const std = @import("std");
const vk = @import("vk");
const GraphicsContext = @import("GraphicsContext.zig");
pub const ShaderManager = @This();
pub const DescriptorSets = struct {
const Global = struct {
pub const UBO = enum(u32) {
GlobalUniform = 0,
pub fn value(self: UBO) u32 {
return @intFromEnum(self);
}
};
};
};
pub const DescriptorSetLayouts = struct {
global: vk.DescriptorSetLayout = .null_handle,
};
gc: *GraphicsContext,
descriptor_set_layouts: DescriptorSetLayouts = .{},
pub fn init(gc: *GraphicsContext) !ShaderManager {
var self = ShaderManager{
.gc = gc,
};
// Global Descriptor Set Layout
{
const descriptor_set_layout_bindings = [_]vk.DescriptorSetLayoutBinding{
vk.DescriptorSetLayoutBinding{
.descriptor_type = .uniform_buffer,
.binding = DescriptorSets.Global.UBO.GlobalUniform.value(),
.descriptor_count = 1,
.stage_flags = vk.ShaderStageFlags.fromInt(0x7FFFFFFF), // SHADER_STAGE_ALL
},
};
self.descriptor_set_layouts.global = try self.gc.device.createDescriptorSetLayout(&.{
.p_bindings = &descriptor_set_layout_bindings,
.binding_count = descriptor_set_layout_bindings.len,
}, null);
}
return self;
}

View File

@ -123,8 +123,21 @@ pub fn writeMesh(writer: anytype, value: Mesh, endian: std.builtin.Endian) !void
pub const ShaderProgramPipelineType = enum(u8) { graphics, compute }; pub const ShaderProgramPipelineType = enum(u8) { graphics, compute };
pub const ShaderProgram = union(ShaderProgramPipelineType) { pub const ShaderProgram = union(ShaderProgramPipelineType) {
pub const PushConstantRange = struct {
offset: u32,
size: u32,
};
pub const ShaderStage = struct { pub const ShaderStage = struct {
source: []u8, source: []u8,
push_constant_range: PushConstantRange,
pub fn serialize(self: *ShaderStage, serializer: *Serializer) !void {
try serializer.skipAlign(4);
try serializer.serializeByteSlice(&self.source);
try serializer.serializeInt(u32, &self.push_constant_range.offset);
try serializer.serializeInt(u32, &self.push_constant_range.size);
}
}; };
pub const GraphicsPipeline = struct { pub const GraphicsPipeline = struct {
@ -153,17 +166,15 @@ pub const ShaderProgram = union(ShaderProgramPipelineType) {
if (!serializer.write) { if (!serializer.write) {
self.* = .{ .graphics = undefined }; self.* = .{ .graphics = undefined };
} }
try serializer.skipAlign(4);
try serializer.serializeByteSlice(&self.graphics.vertex.source); try self.graphics.vertex.serialize(serializer);
try serializer.skipAlign(4); try self.graphics.fragment.serialize(serializer);
try serializer.serializeByteSlice(&self.graphics.fragment.source);
}, },
.compute => { .compute => {
if (!serializer.write) { if (!serializer.write) {
self.* = .{ .compute = undefined }; self.* = .{ .compute = undefined };
} }
try serializer.skipAlign(4); try self.compute.compute.serialize(serializer);
try serializer.serializeByteSlice(&self.compute.compute.source);
}, },
} }
} }

View File

@ -4,7 +4,7 @@ const InitMemory = globals.InitMemory;
const GameMemory = globals.GameMemory; const GameMemory = globals.GameMemory;
const c = @import("sdl.zig"); const c = @import("sdl.zig");
// const gl = @import("gl.zig"); // const gl = @import("gl.zig");
const ShaderManager = @import("ShaderManager.zig"); const DescriptorManager = @import("DescriptorManager.zig");
const AssetManager = @import("AssetManager.zig"); const AssetManager = @import("AssetManager.zig");
const Render = @import("Render.zig"); const Render = @import("Render.zig");
const Render2 = @import("Render2.zig"); const Render2 = @import("Render2.zig");
@ -175,12 +175,12 @@ export fn game_init(global_allocator: *std.mem.Allocator) void {
globals.g_mem.* = .{ globals.g_mem.* = .{
.global_allocator = global_allocator.*, .global_allocator = global_allocator.*,
.frame_fba = std.heap.FixedBufferAllocator.init(frame_arena_buffer), .frame_fba = std.heap.FixedBufferAllocator.init(frame_arena_buffer),
.shaderman = ShaderManager.init(&globals.g_init.gc) catch @panic("ShaderManager.init"), .descriptorman = DescriptorManager.init(&globals.g_init.gc) catch @panic("DescriptorManager.init"),
.assetman = AssetManager.init(global_allocator.*, globals.g_mem.frame_fba.allocator(), &globals.g_init.gc, &globals.g_mem.shaderman), .assetman = AssetManager.init(global_allocator.*, globals.g_mem.frame_fba.allocator(), &globals.g_init.gc, &globals.g_mem.descriptorman),
// .render = Render.init(global_allocator.*, globals.g_mem.frame_fba.allocator(), &globals.g_mem.assetman), // .render = Render.init(global_allocator.*, globals.g_mem.frame_fba.allocator(), &globals.g_mem.assetman),
.world = .{ .frame_arena = globals.g_mem.frame_fba.allocator() }, .world = .{ .frame_arena = globals.g_mem.frame_fba.allocator() },
}; };
globals.g_mem.render2.init(&globals.g_init.gc, &globals.g_mem.shaderman, &globals.g_mem.assetman) catch @panic("OOM"); globals.g_mem.render2.init(globals.g_mem.frame_fba.allocator(), &globals.g_init.gc, &globals.g_mem.descriptorman, &globals.g_mem.assetman) catch @panic("OOM");
globals.g_mem.render2.camera = &globals.g_mem.free_cam.camera; globals.g_mem.render2.camera = &globals.g_mem.free_cam.camera;
std.log.debug("actual ptr: {}, correct ptr {}", .{ globals.g_mem.assetman.frame_arena.ptr, globals.g_mem.frame_fba.allocator().ptr }); std.log.debug("actual ptr: {}, correct ptr {}", .{ globals.g_mem.assetman.frame_arena.ptr, globals.g_mem.frame_fba.allocator().ptr });
globals.g_assetman = &globals.g_mem.assetman; globals.g_assetman = &globals.g_mem.assetman;

View File

@ -3,7 +3,7 @@ const c = @import("sdl.zig");
const Render = @import("Render.zig"); const Render = @import("Render.zig");
const Render2 = @import("Render2.zig"); const Render2 = @import("Render2.zig");
const AssetManager = @import("AssetManager.zig"); const AssetManager = @import("AssetManager.zig");
const ShaderManager = @import("ShaderManager.zig"); const DescriptorManager = @import("DescriptorManager.zig");
const World = @import("entity.zig").World; const World = @import("entity.zig").World;
const GraphicsContext = @import("GraphicsContext.zig"); const GraphicsContext = @import("GraphicsContext.zig");
@ -36,7 +36,7 @@ pub const InitMemory = struct {
pub const GameMemory = struct { pub const GameMemory = struct {
global_allocator: std.mem.Allocator, global_allocator: std.mem.Allocator,
frame_fba: std.heap.FixedBufferAllocator, frame_fba: std.heap.FixedBufferAllocator,
shaderman: ShaderManager, descriptorman: DescriptorManager,
assetman: AssetManager, assetman: AssetManager,
render: Render = undefined, render: Render = undefined,
render2: Render2 = undefined, render2: Render2 = undefined,
@ -69,7 +69,7 @@ pub const FreeLookCamera = struct {
pub fn update(self: *FreeLookCamera, dt: f32, move: Vec3, look: Vec2) void { pub fn update(self: *FreeLookCamera, dt: f32, move: Vec3, look: Vec2) void {
self.yaw += look.x(); self.yaw += look.x();
self.pitch += look.y(); self.pitch -= look.y();
// First rotate pitch, then yaw // First rotate pitch, then yaw
const rot = Mat4.fromRotation(self.pitch, Vec3.right()).mul(Mat4.fromRotation(self.yaw, Vec3.up())); const rot = Mat4.fromRotation(self.pitch, Vec3.right()).mul(Mat4.fromRotation(self.yaw, Vec3.up()));

View File

@ -21,6 +21,8 @@ const c = @cImport({
@cInclude("stb_image.h"); @cInclude("stb_image.h");
@cInclude("ispc_texcomp.h"); @cInclude("ispc_texcomp.h");
@cInclude("spirv_reflect.h");
}); });
const ASSET_MAX_BYTES = 1024 * 1024 * 1024; const ASSET_MAX_BYTES = 1024 * 1024 * 1024;
@ -583,14 +585,24 @@ fn readFileContents(allocator: std.mem.Allocator, path: []const u8) ![]u8 {
}; };
} }
const PushConstantRange = struct {
offset: u32 = 0,
size: u32 = 0,
};
const ProcessedShader = struct {
spirv: []u8,
push_constant_range: PushConstantRange = .{},
};
// Returns spirv binary source // Returns spirv binary source
// Caller owns memory // Caller owns memory
fn processShader(allocator: std.mem.Allocator, flags: []const []const u8, input: []const u8, maybe_dep_file: ?[]const u8) ![]u8 { fn processShader(allocator: std.mem.Allocator, flags: []const []const u8, input: []const u8, maybe_dep_file: ?[]const u8) !ProcessedShader {
// const old_depfile_contents = if (maybe_dep_file) |dep| try readFileContents(allocator, dep) else try allocator.alloc(u8, 0); // const old_depfile_contents = if (maybe_dep_file) |dep| try readFileContents(allocator, dep) else try allocator.alloc(u8, 0);
// defer allocator.free(old_depfile_contents); // defer allocator.free(old_depfile_contents);
// TODO: make sure output is stdout // TODO: make sure output is stdout
const result = try std.process.Child.run(.{ const compile_result = try std.process.Child.run(.{
.allocator = allocator, .allocator = allocator,
.argv = try std.mem.concat(allocator, []const u8, &.{ .argv = try std.mem.concat(allocator, []const u8, &.{
&.{ "glslc", "--target-env=vulkan1.3", "-std=460core", "-g", "-o", "-" }, &.{ "glslc", "--target-env=vulkan1.3", "-std=460core", "-g", "-o", "-" },
@ -599,13 +611,13 @@ fn processShader(allocator: std.mem.Allocator, flags: []const []const u8, input:
&.{input}, &.{input},
}), }),
}); });
defer allocator.free(result.stderr); defer allocator.free(compile_result.stderr);
errdefer allocator.free(result.stdout); errdefer allocator.free(compile_result.stdout);
switch (result.term) { switch (compile_result.term) {
.Exited => |status| { .Exited => |status| {
if (status != 0) { if (status != 0) {
std.log.debug("Shader compilation failed with status {}:\n{s}\n", .{ result.term.Exited, result.stderr }); std.log.debug("Shader compilation failed with status {}:\n{s}\n", .{ compile_result.term.Exited, compile_result.stderr });
return error.ShaderCompileError; return error.ShaderCompileError;
} }
}, },
@ -614,6 +626,21 @@ fn processShader(allocator: std.mem.Allocator, flags: []const []const u8, input:
}, },
} }
var result = ProcessedShader{ .spirv = compile_result.stdout };
{
var shader_module: c.SpvReflectShaderModule = std.mem.zeroes(c.SpvReflectShaderModule);
try spvReflectTry(c.spvReflectCreateShaderModule(compile_result.stdout.len, compile_result.stdout.ptr, &shader_module));
defer c.spvReflectDestroyShaderModule(&shader_module);
if (shader_module.push_constant_blocks != null) {
// Assuming single push constant block per stage, this is what glslc enforces
std.debug.assert(shader_module.push_constant_block_count == 1);
const block = shader_module.push_constant_blocks[0];
result.push_constant_range = .{ .offset = block.offset, .size = block.size };
}
}
// NOTE: Dep file is technically incorrect, but zig build system doesn't care, it will collect all dependencies after colon // NOTE: Dep file is technically incorrect, but zig build system doesn't care, it will collect all dependencies after colon
// even if they are not for the same file it's processing // even if they are not for the same file it's processing
@ -625,7 +652,35 @@ fn processShader(allocator: std.mem.Allocator, flags: []const []const u8, input:
// try file.writeAll(old_depfile_contents); // try file.writeAll(old_depfile_contents);
// } // }
return result.stdout; return result;
}
fn spvReflectTry(result: c.SpvReflectResult) !void {
switch (result) {
c.SPV_REFLECT_RESULT_SUCCESS => {},
c.SPV_REFLECT_RESULT_NOT_READY => return error.SPV_REFLECT_RESULT_NOT_READY,
c.SPV_REFLECT_RESULT_ERROR_PARSE_FAILED => return error.SPV_REFLECT_RESULT_ERROR_PARSE_FAILED,
c.SPV_REFLECT_RESULT_ERROR_ALLOC_FAILED => return error.SPV_REFLECT_RESULT_ERROR_ALLOC_FAILED,
c.SPV_REFLECT_RESULT_ERROR_RANGE_EXCEEDED => return error.SPV_REFLECT_RESULT_ERROR_RANGE_EXCEEDED,
c.SPV_REFLECT_RESULT_ERROR_NULL_POINTER => return error.SPV_REFLECT_RESULT_ERROR_NULL_POINTER,
c.SPV_REFLECT_RESULT_ERROR_INTERNAL_ERROR => return error.SPV_REFLECT_RESULT_ERROR_INTERNAL_ERROR,
c.SPV_REFLECT_RESULT_ERROR_COUNT_MISMATCH => return error.SPV_REFLECT_RESULT_ERROR_COUNT_MISMATCH,
c.SPV_REFLECT_RESULT_ERROR_ELEMENT_NOT_FOUND => return error.SPV_REFLECT_RESULT_ERROR_ELEMENT_NOT_FOUND,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_CODE_SIZE => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_CODE_SIZE,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_MAGIC_NUMBER => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_MAGIC_NUMBER,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_UNEXPECTED_EOF => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_UNEXPECTED_EOF,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_ID_REFERENCE => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_ID_REFERENCE,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_SET_NUMBER_OVERFLOW => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_SET_NUMBER_OVERFLOW,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_STORAGE_CLASS => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_STORAGE_CLASS,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_RECURSION => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_RECURSION,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_INSTRUCTION => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_INSTRUCTION,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_UNEXPECTED_BLOCK_DATA => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_UNEXPECTED_BLOCK_DATA,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_BLOCK_MEMBER_REFERENCE => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_BLOCK_MEMBER_REFERENCE,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_ENTRY_POINT => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_ENTRY_POINT,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_EXECUTION_MODE => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_INVALID_EXECUTION_MODE,
c.SPV_REFLECT_RESULT_ERROR_SPIRV_MAX_RECURSIVE_EXCEEDED => return error.SPV_REFLECT_RESULT_ERROR_SPIRV_MAX_RECURSIVE_EXCEEDED,
else => unreachable,
}
} }
fn processShaderProgram(allocator: std.mem.Allocator, input: []const u8, output_dir: std.fs.Dir, dep_file: ?[]const u8, asset_list_writer: anytype) !void { fn processShaderProgram(allocator: std.mem.Allocator, input: []const u8, output_dir: std.fs.Dir, dep_file: ?[]const u8, asset_list_writer: anytype) !void {
@ -668,16 +723,18 @@ fn processShaderProgram(allocator: std.mem.Allocator, input: []const u8, output_
const shader_source_path = try std.fs.path.resolve(allocator, &.{ input_dir, stage }); const shader_source_path = try std.fs.path.resolve(allocator, &.{ input_dir, stage });
const relative_path = try std.fs.path.relative(allocator, try std.fs.cwd().realpathAlloc(allocator, "."), shader_source_path); const relative_path = try std.fs.path.relative(allocator, try std.fs.cwd().realpathAlloc(allocator, "."), shader_source_path);
const shader_source = try processShader(allocator, &.{ "-DVERTEX_SHADER=1", "-fshader-stage=vert" }, relative_path, dep_file); const shader = try processShader(allocator, &.{ "-DVERTEX_SHADER=1", "-fshader-stage=vert" }, relative_path, dep_file);
result.graphics.vertex.source = shader_source; result.graphics.vertex.source = shader.spirv;
result.graphics.vertex.push_constant_range = .{ .offset = shader.push_constant_range.offset, .size = shader.push_constant_range.size };
} }
{ {
const stage = program.value.fragment.?; const stage = program.value.fragment.?;
const shader_source_path = try std.fs.path.resolve(allocator, &.{ input_dir, stage }); const shader_source_path = try std.fs.path.resolve(allocator, &.{ input_dir, stage });
const relative_path = try std.fs.path.relative(allocator, try std.fs.cwd().realpathAlloc(allocator, "."), shader_source_path); const relative_path = try std.fs.path.relative(allocator, try std.fs.cwd().realpathAlloc(allocator, "."), shader_source_path);
const shader_source = try processShader(allocator, &.{ "-DFRAGMENT_SHADER=1", "-fshader-stage=frag" }, relative_path, dep_file); const shader = try processShader(allocator, &.{ "-DFRAGMENT_SHADER=1", "-fshader-stage=frag" }, relative_path, dep_file);
result.graphics.fragment.source = shader_source; result.graphics.fragment.source = shader.spirv;
result.graphics.fragment.push_constant_range = .{ .offset = shader.push_constant_range.offset, .size = shader.push_constant_range.size };
} }
} else if (program.value.compute != null) { } else if (program.value.compute != null) {
result = .{ .compute = undefined }; result = .{ .compute = undefined };
@ -686,8 +743,9 @@ fn processShaderProgram(allocator: std.mem.Allocator, input: []const u8, output_
const shader_source_path = try std.fs.path.resolve(allocator, &.{ input_dir, stage }); const shader_source_path = try std.fs.path.resolve(allocator, &.{ input_dir, stage });
const relative_path = try std.fs.path.relative(allocator, try std.fs.cwd().realpathAlloc(allocator, "."), shader_source_path); const relative_path = try std.fs.path.relative(allocator, try std.fs.cwd().realpathAlloc(allocator, "."), shader_source_path);
const shader_source = try processShader(allocator, &.{ "-DCOMPUTE_SHADER=1", "-fshader-stage=compute" }, relative_path, dep_file); const shader = try processShader(allocator, &.{ "-DCOMPUTE_SHADER=1", "-fshader-stage=compute" }, relative_path, dep_file);
result.compute.compute.source = shader_source; result.compute.compute.source = shader.spirv;
result.compute.compute.push_constant_range = .{ .offset = shader.push_constant_range.offset, .size = shader.push_constant_range.size };
} else { } else {
std.log.err("Provide vertex and fragment shaders for a graphics pipeline or a compute shader for a compute pipeline\n", .{}); std.log.err("Provide vertex and fragment shaders for a graphics pipeline or a compute shader for a compute pipeline\n", .{});
return error.InvalidPipelines; return error.InvalidPipelines;