lovr/src/modules/graphics/graphics.c

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#include "graphics/graphics.h"
#include "data/blob.h"
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#include "data/image.h"
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#include "math/math.h"
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#include "core/gpu.h"
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#include "core/maf.h"
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#include "core/spv.h"
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#include "core/os.h"
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#include "util.h"
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#include <math.h>
#include <stdlib.h>
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#include <string.h>
#ifdef LOVR_USE_GLSLANG
#include "glslang_c_interface.h"
#include "resource_limits_c.h"
#endif
uint32_t os_vk_create_surface(void* instance, void** surface);
const char** os_vk_get_instance_extensions(uint32_t* count);
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#define MAX_FRAME_MEMORY (1 << 30)
struct Buffer {
uint32_t ref;
uint32_t size;
gpu_buffer* gpu;
BufferInfo info;
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char* pointer;
};
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struct Texture {
uint32_t ref;
gpu_texture* gpu;
gpu_texture* renderView;
TextureInfo info;
};
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struct Sampler {
uint32_t ref;
gpu_sampler* gpu;
SamplerInfo info;
};
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typedef struct {
uint32_t hash;
uint32_t offset;
FieldType type;
} ShaderConstant;
typedef struct {
uint32_t hash;
uint32_t binding;
uint32_t stageMask;
gpu_slot_type type;
} ShaderResource;
struct Shader {
uint32_t ref;
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Shader* parent;
gpu_shader* gpu;
ShaderInfo info;
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uint32_t layout;
uint32_t computePipeline;
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uint32_t attributeMask;
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uint32_t bufferMask;
uint32_t textureMask;
uint32_t samplerMask;
uint32_t storageMask;
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uint32_t constantSize;
uint32_t constantCount;
uint32_t resourceCount;
ShaderConstant* constants;
ShaderResource* resources;
uint32_t flagCount;
uint32_t overrideCount;
gpu_shader_flag* flags;
uint32_t* flagLookup;
};
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typedef struct {
float color[4];
Shader* shader;
gpu_pipeline_info info;
bool dirty;
} Pipeline;
struct Pass {
uint32_t ref;
PassInfo info;
gpu_stream* stream;
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float* transform;
float transforms[16][16];
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uint32_t transformIndex;
Pipeline* pipeline;
Pipeline pipelines[4];
uint32_t pipelineIndex;
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gpu_binding bindings[32];
uint32_t bindingMask;
bool bindingsDirty;
};
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typedef struct {
void* next;
gpu_bundle_pool* gpu;
gpu_bundle* bundles;
uint32_t cursor;
uint32_t tick;
} BundlePool;
typedef struct {
uint64_t hash;
gpu_layout* gpu;
BundlePool* head;
BundlePool* tail;
} Layout;
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typedef struct {
gpu_texture* texture;
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uint32_t hash;
uint32_t tick;
} Attachment;
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typedef struct {
char* memory;
uint32_t cursor;
uint32_t length;
} Allocator;
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static struct {
bool initialized;
bool active;
uint32_t tick;
Pass* transfers;
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gpu_device_info device;
gpu_features features;
gpu_limits limits;
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float background[4];
Texture* window;
Attachment attachments[16];
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Buffer* defaultBuffer;
Texture* defaultTexture;
Sampler* defaultSampler;
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map_t pipelineLookup;
arr_t(gpu_pipeline*) pipelines;
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arr_t(Layout) layouts;
uint32_t builtinLayout;
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Allocator allocator;
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} state;
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// Helpers
static void* tempAlloc(size_t size);
static void beginFrame(void);
static gpu_stream* getTransfers(void);
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static uint32_t getLayout(gpu_slot* slots, uint32_t count);
static gpu_texture* getAttachment(uint32_t size[2], uint32_t layers, TextureFormat format, bool srgb, uint32_t samples);
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static size_t measureTexture(TextureFormat format, uint16_t w, uint16_t h, uint16_t d);
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static uint32_t findShaderSlot(Shader* shader, const char* name, size_t length);
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static void checkShaderFeatures(uint32_t* features, uint32_t count);
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static void onMessage(void* context, const char* message, bool severe);
// Entry
bool lovrGraphicsInit(bool debug, bool vsync) {
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if (state.initialized) return false;
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glslang_initialize_process();
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float16Init();
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gpu_config config = {
.debug = debug,
.callback = onMessage,
.engineName = "LOVR",
.engineVersion = { LOVR_VERSION_MAJOR, LOVR_VERSION_MINOR, LOVR_VERSION_PATCH },
.device = &state.device,
.features = &state.features,
.limits = &state.limits
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};
#ifdef LOVR_VK
if (os_window_is_open()) {
config.vk.getInstanceExtensions = os_vk_get_instance_extensions;
config.vk.createSurface = os_vk_create_surface;
config.vk.surface = true;
config.vk.vsync = vsync;
}
#endif
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if (!gpu_init(&config)) {
lovrThrow("Failed to initialize GPU");
}
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map_init(&state.pipelineLookup, 64);
arr_init(&state.pipelines, realloc);
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arr_init(&state.layouts, realloc);
gpu_slot builtins[] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER_DYNAMIC, GPU_STAGE_ALL },
{ 1, GPU_SLOT_UNIFORM_BUFFER_DYNAMIC, GPU_STAGE_ALL },
{ 2, GPU_SLOT_SAMPLER, GPU_STAGE_ALL }
};
state.builtinLayout = getLayout(builtins, COUNTOF(builtins));
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// Temporary frame memory uses a large 1GB virtual memory allocation, committing pages as needed
state.allocator.length = 1 << 14;
state.allocator.memory = os_vm_init(MAX_FRAME_MEMORY);
os_vm_commit(state.allocator.memory, state.allocator.length);
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BufferInfo defaultBufferInfo = {
.length = 4096,
.stride = 1,
.label = "Default Buffer"
};
TextureInfo defaultTextureInfo = {
.type = TEXTURE_2D,
.usage = TEXTURE_SAMPLE | TEXTURE_TRANSFER,
.format = FORMAT_RGBA8,
.width = 4,
.height = 4,
.depth = 1,
.mipmaps = 1,
.samples = 1,
.srgb = true,
.label = "Default Texture"
};
SamplerInfo defaultSamplerInfo = {
.min = FILTER_LINEAR,
.mag = FILTER_LINEAR,
.mip = FILTER_LINEAR,
.wrap = { WRAP_REPEAT, WRAP_REPEAT, WRAP_REPEAT }
};
void* zeros;
state.defaultBuffer = lovrBufferCreate(&defaultBufferInfo, &zeros);
state.defaultTexture = lovrTextureCreate(&defaultTextureInfo);
state.defaultSampler = lovrSamplerCreate(&defaultSamplerInfo);
gpu_stream* transfers = getTransfers();
float white[4] = { 1.f, 1.f, 1.f, 1.f };
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gpu_clear_texture(transfers, state.defaultTexture->gpu, white, 0, ~0u, 0, ~0u);
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if (!zeros) {
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
zeros = gpu_map(scratchpad, defaultBufferInfo.length, 4, GPU_MAP_WRITE);
gpu_copy_buffers(transfers, scratchpad, state.defaultBuffer->gpu, 0, 0, defaultBufferInfo.length);
}
memset(zeros, 0, defaultBufferInfo.length);
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state.initialized = true;
return true;
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}
void lovrGraphicsDestroy() {
if (!state.initialized) return;
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lovrRelease(state.defaultBuffer, lovrBufferDestroy);
lovrRelease(state.defaultTexture, lovrTextureDestroy);
lovrRelease(state.defaultSampler, lovrSamplerDestroy);
for (uint32_t i = 0; i < COUNTOF(state.attachments); i++) {
if (state.attachments[i].texture) {
gpu_texture_destroy(state.attachments[i].texture);
free(state.attachments[i].texture);
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}
}
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for (uint32_t i = 0; i < state.pipelines.length; i++) {
gpu_pipeline_destroy(state.pipelines.data[i]);
free(state.pipelines.data[i]);
}
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for (uint32_t i = 0; i < state.layouts.length; i++) {
gpu_layout_destroy(state.layouts.data[i].gpu);
free(state.layouts.data[i].gpu);
}
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map_free(&state.pipelineLookup);
arr_free(&state.pipelines);
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arr_free(&state.layouts);
lovrRelease(state.window, lovrTextureDestroy);
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gpu_destroy();
glslang_finalize_process();
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os_vm_free(state.allocator.memory, MAX_FRAME_MEMORY);
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memset(&state, 0, sizeof(state));
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}
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void lovrGraphicsGetDevice(GraphicsDevice* device) {
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device->deviceId = state.device.deviceId;
device->vendorId = state.device.vendorId;
device->name = state.device.deviceName;
device->renderer = state.device.renderer;
device->subgroupSize = state.device.subgroupSize;
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device->discrete = state.device.discrete;
}
void lovrGraphicsGetFeatures(GraphicsFeatures* features) {
features->textureBC = state.features.textureBC;
features->textureASTC = state.features.textureASTC;
features->wireframe = state.features.wireframe;
features->depthClamp = state.features.depthClamp;
features->indirectDrawFirstInstance = state.features.indirectDrawFirstInstance;
features->float64 = state.features.float64;
features->int64 = state.features.int64;
features->int16 = state.features.int16;
}
void lovrGraphicsGetLimits(GraphicsLimits* limits) {
limits->textureSize2D = state.limits.textureSize2D;
limits->textureSize3D = state.limits.textureSize3D;
limits->textureSizeCube = state.limits.textureSizeCube;
limits->textureLayers = state.limits.textureLayers;
limits->renderSize[0] = state.limits.renderSize[0];
limits->renderSize[1] = state.limits.renderSize[1];
limits->renderSize[2] = state.limits.renderSize[2];
limits->uniformBufferRange = state.limits.uniformBufferRange;
limits->storageBufferRange = state.limits.storageBufferRange;
limits->uniformBufferAlign = state.limits.uniformBufferAlign;
limits->storageBufferAlign = state.limits.storageBufferAlign;
limits->vertexAttributes = state.limits.vertexAttributes;
limits->vertexBufferStride = state.limits.vertexBufferStride;
limits->vertexShaderOutputs = state.limits.vertexShaderOutputs;
limits->clipDistances = state.limits.clipDistances;
limits->cullDistances = state.limits.cullDistances;
limits->clipAndCullDistances = state.limits.clipAndCullDistances;
memcpy(limits->computeDispatchCount, state.limits.computeDispatchCount, 3 * sizeof(uint32_t));
memcpy(limits->computeWorkgroupSize, state.limits.computeWorkgroupSize, 3 * sizeof(uint32_t));
limits->computeWorkgroupVolume = state.limits.computeWorkgroupVolume;
limits->computeSharedMemory = state.limits.computeSharedMemory;
limits->shaderConstantSize = state.limits.pushConstantSize;
limits->indirectDrawCount = state.limits.indirectDrawCount;
limits->instances = state.limits.instances;
limits->anisotropy = state.limits.anisotropy;
limits->pointSize = state.limits.pointSize;
}
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bool lovrGraphicsIsFormatSupported(uint32_t format, uint32_t features) {
uint8_t supports = state.features.formats[format];
if (!features) return supports;
if ((features & TEXTURE_FEATURE_SAMPLE) && !(supports & GPU_FEATURE_SAMPLE)) return false;
if ((features & TEXTURE_FEATURE_FILTER) && !(supports & GPU_FEATURE_FILTER)) return false;
if ((features & TEXTURE_FEATURE_RENDER) && !(supports & GPU_FEATURE_RENDER)) return false;
if ((features & TEXTURE_FEATURE_BLEND) && !(supports & GPU_FEATURE_BLEND)) return false;
if ((features & TEXTURE_FEATURE_STORAGE) && !(supports & GPU_FEATURE_STORAGE)) return false;
if ((features & TEXTURE_FEATURE_ATOMIC) && !(supports & GPU_FEATURE_ATOMIC)) return false;
if ((features & TEXTURE_FEATURE_BLIT_SRC) && !(supports & GPU_FEATURE_BLIT_SRC)) return false;
if ((features & TEXTURE_FEATURE_BLIT_DST) && !(supports & GPU_FEATURE_BLIT_DST)) return false;
return true;
}
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void lovrGraphicsGetBackground(float background[4]) {
background[0] = lovrMathLinearToGamma(state.background[0]);
background[1] = lovrMathLinearToGamma(state.background[1]);
background[2] = lovrMathLinearToGamma(state.background[2]);
background[3] = state.background[3];
}
void lovrGraphicsSetBackground(float background[4]) {
state.background[0] = lovrMathGammaToLinear(background[0]);
state.background[1] = lovrMathGammaToLinear(background[1]);
state.background[2] = lovrMathGammaToLinear(background[2]);
state.background[3] = background[3];
}
void lovrGraphicsSubmit(Pass** passes, uint32_t count) {
if (!state.active) {
return;
}
if (state.window) {
state.window->gpu = state.window->renderView = NULL;
}
// Allocate a few extra stream handles for any internal passes we sneak in
gpu_stream** streams = tempAlloc((count + 3) * sizeof(gpu_stream*));
uint32_t extraPassCount = 0;
if (state.transfers) {
streams[extraPassCount++] = state.transfers->stream;
}
for (uint32_t i = 0; i < count; i++) {
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for (uint32_t j = 0; j <= passes[i]->pipelineIndex; j++) {
lovrRelease(passes[i]->pipelines[j].shader, lovrShaderDestroy);
passes[i]->pipelines[j].shader = NULL;
}
streams[extraPassCount + i] = passes[i]->stream;
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if (passes[i]->info.type == PASS_RENDER) {
gpu_render_end(passes[i]->stream);
}
}
for (uint32_t i = 0; i < extraPassCount + count; i++) {
gpu_stream_end(streams[i]);
}
gpu_submit(streams, extraPassCount + count);
state.transfers = NULL;
state.active = false;
}
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void lovrGraphicsWait() {
gpu_wait();
}
// Buffer
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Buffer* lovrGraphicsGetBuffer(BufferInfo* info, void** data) {
uint32_t size = info->length * info->stride;
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lovrCheck(size > 0, "Buffer size can not be zero");
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lovrCheck(size <= 1 << 30, "Max buffer size is 1GB");
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Buffer* buffer = tempAlloc(sizeof(Buffer) + gpu_sizeof_buffer());
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buffer->ref = 1;
buffer->size = size;
buffer->gpu = (gpu_buffer*) (buffer + 1);
buffer->info = *info;
buffer->pointer = gpu_map(buffer->gpu, size, state.limits.uniformBufferAlign, GPU_MAP_WRITE);
if (data) {
*data = buffer->pointer;
}
return buffer;
}
Buffer* lovrBufferCreate(BufferInfo* info, void** data) {
uint32_t size = info->length * info->stride;
lovrCheck(size > 0, "Buffer size can not be zero");
lovrCheck(size <= 1 << 30, "Max buffer size is 1GB");
Buffer* buffer = calloc(1, sizeof(Buffer) + gpu_sizeof_buffer());
lovrAssert(buffer, "Out of memory");
buffer->ref = 1;
buffer->size = size;
buffer->gpu = (gpu_buffer*) (buffer + 1);
buffer->info = *info;
gpu_buffer_init(buffer->gpu, &(gpu_buffer_info) {
.size = buffer->size,
.label = info->label,
.pointer = data
});
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if (data && *data == NULL) {
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gpu_stream* transfers = getTransfers();
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
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*data = gpu_map(scratchpad, size, 4, GPU_MAP_WRITE);
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gpu_copy_buffers(transfers, scratchpad, buffer->gpu, 0, 0, size);
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}
return buffer;
}
void lovrBufferDestroy(void* ref) {
Buffer* buffer = ref;
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if (lovrBufferIsTemporary(buffer)) return;
gpu_buffer_destroy(buffer->gpu);
free(buffer);
}
const BufferInfo* lovrBufferGetInfo(Buffer* buffer) {
return &buffer->info;
}
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bool lovrBufferIsTemporary(Buffer* buffer) {
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return buffer->pointer != NULL;
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}
void* lovrBufferMap(Buffer* buffer, uint32_t offset, uint32_t size) {
if (size == ~0u) {
size = buffer->size - offset;
}
lovrCheck(offset + size <= buffer->size, "Buffer write range [%d,%d] exceeds buffer size", offset, offset + size);
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if (lovrBufferIsTemporary(buffer)) {
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return buffer->pointer + offset;
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}
gpu_stream* transfers = getTransfers();
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
void* data = gpu_map(scratchpad, size, 4, GPU_MAP_WRITE);
gpu_copy_buffers(transfers, scratchpad, buffer->gpu, 0, offset, size);
return data;
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}
void lovrBufferClear(Buffer* buffer, uint32_t offset, uint32_t size) {
lovrCheck(size % 4 == 0, "Buffer clear size must be a multiple of 4");
lovrCheck(offset % 4 == 0, "Buffer clear offset must be a multiple of 4");
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lovrCheck(offset + size <= buffer->size, "Tried to clear past the end of the Buffer");
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if (lovrBufferIsTemporary(buffer)) {
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memset(buffer->pointer + offset, 0, size);
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} else {
gpu_stream* transfers = getTransfers();
gpu_clear_buffer(transfers, buffer->gpu, offset, size);
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}
}
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// Texture
Texture* lovrGraphicsGetWindowTexture() {
if (!state.window) {
state.window = malloc(sizeof(Texture));
lovrAssert(state.window, "Out of memory");
int width, height;
os_window_get_fbsize(&width, &height);
state.window->ref = 1;
state.window->gpu = NULL;
state.window->renderView = NULL;
state.window->info = (TextureInfo) {
.type = TEXTURE_2D,
.format = GPU_FORMAT_SURFACE,
.width = width,
.height = height,
.depth = 1,
.mipmaps = 1,
.samples = 1,
.usage = TEXTURE_RENDER,
.srgb = true
};
}
if (!state.window->gpu) {
beginFrame();
state.window->gpu = gpu_surface_acquire();
state.window->renderView = state.window->gpu;
}
return state.window;
}
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Texture* lovrTextureCreate(TextureInfo* info) {
uint32_t limits[] = {
[TEXTURE_2D] = state.limits.textureSize2D,
[TEXTURE_3D] = state.limits.textureSize3D,
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[TEXTURE_CUBE] = state.limits.textureSizeCube,
[TEXTURE_ARRAY] = state.limits.textureSize2D
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};
uint32_t limit = limits[info->type];
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uint32_t mipmapCap = log2(MAX(MAX(info->width, info->height), (info->type == TEXTURE_3D ? info->depth : 1))) + 1;
uint32_t mipmaps = CLAMP(info->mipmaps, 1, mipmapCap);
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uint8_t supports = state.features.formats[info->format];
lovrCheck(info->width > 0, "Texture width must be greater than zero");
lovrCheck(info->height > 0, "Texture height must be greater than zero");
lovrCheck(info->depth > 0, "Texture depth must be greater than zero");
lovrCheck(info->width <= limit, "Texture %s exceeds the limit for this texture type (%d)", "width", limit);
lovrCheck(info->height <= limit, "Texture %s exceeds the limit for this texture type (%d)", "height", limit);
lovrCheck(info->depth <= limit || info->type != TEXTURE_3D, "Texture %s exceeds the limit for this texture type (%d)", "depth", limit);
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lovrCheck(info->depth <= state.limits.textureLayers || info->type != TEXTURE_ARRAY, "Texture %s exceeds the limit for this texture type (%d)", "depth", limit);
lovrCheck(info->depth == 1 || info->type != TEXTURE_2D, "2D textures must have a depth of 1");
lovrCheck(info->depth == 6 || info->type != TEXTURE_CUBE, "Cubemaps must have a depth of 6");
lovrCheck(info->width == info->height || info->type != TEXTURE_CUBE, "Cubemaps must be square");
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lovrCheck(measureTexture(info->format, info->width, info->height, info->depth) < 1 << 30, "Memory for a Texture can not exceed 1GB"); // TODO mip?
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lovrCheck(info->samples == 1 || info->samples == 4, "Currently, Texture multisample count must be 1 or 4");
lovrCheck(info->samples == 1 || info->type != TEXTURE_CUBE, "Cubemaps can not be multisampled");
lovrCheck(info->samples == 1 || info->type != TEXTURE_3D, "Volume textures can not be multisampled");
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lovrCheck(info->samples == 1 || ~info->usage & TEXTURE_STORAGE, "Currently, Textures with the 'storage' flag can not be multisampled");
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lovrCheck(info->samples == 1 || mipmaps == 1, "Multisampled textures can only have 1 mipmap");
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lovrCheck(~info->usage & TEXTURE_SAMPLE || (supports & GPU_FEATURE_SAMPLE), "GPU does not support the 'sample' flag for this format");
lovrCheck(~info->usage & TEXTURE_RENDER || (supports & GPU_FEATURE_RENDER), "GPU does not support the 'render' flag for this format");
lovrCheck(~info->usage & TEXTURE_STORAGE || (supports & GPU_FEATURE_STORAGE), "GPU does not support the 'storage' flag for this format");
lovrCheck(~info->usage & TEXTURE_RENDER || info->width <= state.limits.renderSize[0], "Texture has 'render' flag but its size exceeds the renderSize limit");
lovrCheck(~info->usage & TEXTURE_RENDER || info->height <= state.limits.renderSize[1], "Texture has 'render' flag but its size exceeds the renderSize limit");
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lovrCheck(mipmaps <= mipmapCap, "Texture has more than the max number of mipmap levels for its size (%d)", mipmapCap);
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lovrCheck((info->format < FORMAT_BC1 || info->format > FORMAT_BC7) || state.features.textureBC, "%s textures are not supported on this GPU", "BC");
lovrCheck(info->format < FORMAT_ASTC_4x4 || state.features.textureASTC, "%s textures are not supported on this GPU", "ASTC");
Texture* texture = calloc(1, sizeof(Texture) + gpu_sizeof_texture());
lovrAssert(texture, "Out of memory");
texture->ref = 1;
texture->gpu = (gpu_texture*) (texture + 1);
texture->info = *info;
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texture->info.mipmaps = mipmaps;
uint32_t levelCount = 0;
uint32_t levelOffsets[16];
uint32_t levelSizes[16];
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gpu_buffer* scratchpad = NULL;
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if (info->imageCount > 0) {
levelCount = lovrImageGetLevelCount(info->images[0]);
lovrCheck(info->type != TEXTURE_3D || levelCount == 1, "Images used to initialize 3D textures can not have mipmaps");
uint32_t total = 0;
for (uint32_t level = 0; level < levelCount; level++) {
levelOffsets[level] = total;
uint32_t width = MAX(info->width >> level, 1);
uint32_t height = MAX(info->height >> level, 1);
levelSizes[level] = measureTexture(info->format, width, height, info->depth);
total += levelSizes[level];
}
scratchpad = tempAlloc(gpu_sizeof_buffer());
char* data = gpu_map(scratchpad, total, 64, GPU_MAP_WRITE);
for (uint32_t level = 0; level < levelCount; level++) {
for (uint32_t layer = 0; layer < info->depth; layer++) {
Image* image = info->imageCount == 1 ? info->images[0] : info->images[layer];
uint32_t slice = info->imageCount == 1 ? layer : 0;
uint32_t size = lovrImageGetLayerSize(image, level);
lovrCheck(size == levelSizes[level], "Texture/Image size mismatch!");
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void* pixels = lovrImageGetLayerData(image, level, slice);
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memcpy(data, pixels, size);
data += size;
}
}
}
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gpu_texture_init(texture->gpu, &(gpu_texture_info) {
.type = (gpu_texture_type) info->type,
.format = (gpu_texture_format) info->format,
.size = { info->width, info->height, info->depth },
.mipmaps = texture->info.mipmaps,
.samples = MAX(info->samples, 1),
.usage =
((info->usage & TEXTURE_SAMPLE) ? GPU_TEXTURE_SAMPLE : 0) |
((info->usage & TEXTURE_RENDER) ? GPU_TEXTURE_RENDER : 0) |
((info->usage & TEXTURE_STORAGE) ? GPU_TEXTURE_STORAGE : 0) |
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((info->usage & TEXTURE_TRANSFER) ? GPU_TEXTURE_COPY_SRC | GPU_TEXTURE_COPY_DST : 0),
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.srgb = info->srgb,
.handle = info->handle,
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.label = info->label,
.upload = {
.stream = getTransfers(),
.buffer = scratchpad,
.levelCount = levelCount,
.levelOffsets = levelOffsets,
.generateMipmaps = levelCount < mipmaps
}
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});
// Automatically create a renderable view for renderable non-volume textures
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if ((info->usage & TEXTURE_RENDER) && info->type != TEXTURE_3D && info->depth <= state.limits.renderSize[2]) {
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if (info->mipmaps == 1) {
texture->renderView = texture->gpu;
} else {
gpu_texture_view_info view = {
.source = texture->gpu,
.type = GPU_TEXTURE_ARRAY,
.layerCount = info->depth,
.levelCount = 1
};
texture->renderView = malloc(gpu_sizeof_texture());
lovrAssert(texture->renderView, "Out of memory");
lovrAssert(gpu_texture_init_view(texture->renderView, &view), "Failed to create texture view");
}
}
return texture;
}
Texture* lovrTextureCreateView(TextureViewInfo* view) {
const TextureInfo* info = &view->parent->info;
uint32_t maxDepth = info->type == TEXTURE_3D ? MAX(info->depth >> view->levelIndex, 1) : info->depth;
lovrCheck(!info->parent, "Can't nest texture views");
lovrCheck(view->type != TEXTURE_3D, "Texture views may not be volume textures");
lovrCheck(view->layerCount > 0, "Texture view must have at least one layer");
lovrCheck(view->levelCount > 0, "Texture view must have at least one mipmap");
lovrCheck(view->layerIndex + view->layerCount <= maxDepth, "Texture view layer range exceeds depth of parent texture");
lovrCheck(view->levelIndex + view->levelCount <= info->mipmaps, "Texture view mipmap range exceeds mipmap count of parent texture");
lovrCheck(view->layerCount == 1 || view->type != TEXTURE_2D, "2D texture can only have a single layer");
lovrCheck(view->levelCount == 1 || info->type != TEXTURE_3D, "Views of volume textures may only have a single mipmap level");
lovrCheck(view->layerCount == 6 || view->type != TEXTURE_CUBE, "Cubemaps can only have a six layers");
Texture* texture = calloc(1, sizeof(Texture) + gpu_sizeof_texture());
lovrAssert(texture, "Out of memory");
texture->ref = 1;
texture->gpu = (gpu_texture*) (texture + 1);
texture->info = *info;
texture->info.parent = view->parent;
texture->info.mipmaps = view->levelCount;
texture->info.width = MAX(info->width >> view->levelIndex, 1);
texture->info.height = MAX(info->height >> view->levelIndex, 1);
texture->info.depth = view->layerCount;
gpu_texture_init_view(texture->gpu, &(gpu_texture_view_info) {
.source = view->parent->gpu,
.type = (gpu_texture_type) view->type,
.layerIndex = view->layerIndex,
.layerCount = view->layerCount,
.levelIndex = view->levelIndex,
.levelCount = view->levelCount
});
if (view->levelCount == 1 && view->type != TEXTURE_3D && view->layerCount <= 6) {
texture->renderView = texture->gpu;
}
lovrRetain(view->parent);
return texture;
}
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void lovrTextureDestroy(void* ref) {
Texture* texture = ref;
if (texture != state.window) {
lovrRelease(texture->info.parent, lovrTextureDestroy);
if (texture->renderView && texture->renderView != texture->gpu) gpu_texture_destroy(texture->renderView);
if (texture->gpu) gpu_texture_destroy(texture->gpu);
}
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free(texture);
}
const TextureInfo* lovrTextureGetInfo(Texture* texture) {
return &texture->info;
}
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// Sampler
Sampler* lovrSamplerCreate(SamplerInfo* info) {
lovrCheck(info->range[1] < 0.f || info->range[1] >= info->range[0], "Invalid Sampler mipmap range");
lovrCheck(info->anisotropy <= state.limits.anisotropy, "Sampler anisotropy (%f) exceeds anisotropy limit (%f)", info->anisotropy, state.limits.anisotropy);
Sampler* sampler = calloc(1, sizeof(Sampler) + gpu_sizeof_sampler());
lovrAssert(sampler, "Out of memory");
sampler->ref = 1;
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sampler->gpu = (gpu_sampler*) (sampler + 1);
sampler->info = *info;
gpu_sampler_info gpu = {
.min = (gpu_filter) info->min,
.mag = (gpu_filter) info->mag,
.mip = (gpu_filter) info->mip,
.wrap[0] = (gpu_wrap) info->wrap[0],
.wrap[1] = (gpu_wrap) info->wrap[1],
.wrap[2] = (gpu_wrap) info->wrap[2],
.compare = (gpu_compare_mode) info->compare,
.anisotropy = MIN(info->anisotropy, state.limits.anisotropy),
.lodClamp = { info->range[0], info->range[1] }
};
gpu_sampler_init(sampler->gpu, &gpu);
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return sampler;
}
void lovrSamplerDestroy(void* ref) {
Sampler* sampler = ref;
gpu_sampler_destroy(sampler->gpu);
free(sampler);
}
const SamplerInfo* lovrSamplerGetInfo(Sampler* sampler) {
return &sampler->info;
}
// Shader
Blob* lovrGraphicsCompileShader(ShaderStage stage, Blob* source) {
uint32_t spirv = 0x07230203;
if (source->size % 4 == 0 && source->size >= 4 && !memcmp(source->data, &spirv, 4)) {
return lovrRetain(source), source;
}
#ifdef LOVR_USE_GLSLANG
const glslang_stage_t stages[] = {
[STAGE_VERTEX] = GLSLANG_STAGE_VERTEX,
[STAGE_FRAGMENT] = GLSLANG_STAGE_FRAGMENT,
[STAGE_COMPUTE] = GLSLANG_STAGE_COMPUTE
};
const glslang_resource_t* resource = glslang_default_resource();
glslang_input_t input = {
.language = GLSLANG_SOURCE_GLSL,
.stage = stages[stage],
.client = GLSLANG_CLIENT_VULKAN,
.client_version = GLSLANG_TARGET_VULKAN_1_1,
.target_language = GLSLANG_TARGET_SPV,
.target_language_version = GLSLANG_TARGET_SPV_1_3,
.code = source->data,
.length = source->size,
.default_version = 460,
.default_profile = GLSLANG_NO_PROFILE,
.resource = resource
};
glslang_shader_t* shader = glslang_shader_create(&input);
if (!glslang_shader_preprocess(shader, &input)) {
lovrLog(LOG_INFO, "Could not preprocess shader: %s", glslang_shader_get_info_log(shader));
return NULL;
}
if (!glslang_shader_parse(shader, &input)) {
lovrLog(LOG_INFO, "Could not parse shader: %s", glslang_shader_get_info_log(shader));
return NULL;
}
glslang_program_t* program = glslang_program_create();
glslang_program_add_shader(program, shader);
if (!glslang_program_link(program, 0)) {
lovrLog(LOG_INFO, "Could not link shader: %s", glslang_program_get_info_log(program));
return NULL;
}
glslang_program_SPIRV_generate(program, stages[stage]);
void* words = glslang_program_SPIRV_get_ptr(program);
size_t size = glslang_program_SPIRV_get_size(program) * 4;
void* data = malloc(size);
lovrAssert(data, "Out of memory");
memcpy(data, words, size);
Blob* blob = lovrBlobCreate(data, size, "SPIRV");
glslang_program_delete(program);
glslang_shader_delete(shader);
return blob;
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#else
return NULL;
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#endif
}
static void lovrShaderInit(Shader* shader) {
// Shaders store the full list of their flags so clones can override them, but they are reordered
// to put overridden (active) ones first, so a contiguous list can be used to create pipelines
for (uint32_t i = 0; i < shader->info.flagCount; i++) {
ShaderFlag* flag = &shader->info.flags[i];
uint32_t hash = flag->name ? (uint32_t) hash64(flag->name, strlen(flag->name)) : 0;
for (uint32_t j = 0; j < shader->flagCount; j++) {
if (hash ? (hash != shader->flagLookup[j]) : (flag->id != shader->flags[j].id)) continue;
uint32_t index = shader->overrideCount++;
if (index != j) {
gpu_shader_flag temp = shader->flags[index];
shader->flags[index] = shader->flags[j];
shader->flags[j] = temp;
uint32_t tempHash = shader->flagLookup[index];
shader->flagLookup[index] = shader->flagLookup[j];
shader->flagLookup[j] = tempHash;
}
shader->flags[index].value = flag->value;
}
}
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if (shader->info.type == SHADER_COMPUTE) {
gpu_compute_pipeline_info pipelineInfo = {
.shader = shader->gpu,
.flags = shader->flags,
.flagCount = shader->overrideCount
};
gpu_pipeline* pipeline = malloc(gpu_sizeof_pipeline());
lovrAssert(pipeline, "Out of memory");
gpu_pipeline_init_compute(pipeline, &pipelineInfo);
shader->computePipeline = state.pipelines.length;
arr_push(&state.pipelines, pipeline);
}
}
Shader* lovrShaderCreate(ShaderInfo* info) {
Shader* shader = calloc(1, sizeof(Shader) + gpu_sizeof_shader());
lovrAssert(shader, "Out of memory");
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uint32_t stageCount = info->type == SHADER_GRAPHICS ? 2 : 1;
uint32_t firstStage = info->type == SHADER_GRAPHICS ? GPU_STAGE_VERTEX : GPU_STAGE_COMPUTE;
uint32_t userSet = info->type == SHADER_GRAPHICS ? 2 : 0;
spv_result result;
spv_info spv[2] = { 0 };
for (uint32_t i = 0; i < stageCount; i++) {
result = spv_parse(info->stages[i]->data, info->stages[i]->size, &spv[i]);
lovrCheck(result == SPV_OK, "Failed to load Shader: %s\n", spv_result_to_string(result));
spv[i].features = tempAlloc(spv[i].featureCount * sizeof(uint32_t));
spv[i].specConstants = tempAlloc(spv[i].specConstantCount * sizeof(spv_spec_constant));
spv[i].pushConstants = tempAlloc(spv[i].pushConstantCount * sizeof(spv_push_constant));
spv[i].resources = tempAlloc(spv[i].resourceCount * sizeof(spv_resource));
result = spv_parse(info->stages[i]->data, info->stages[i]->size, &spv[i]);
lovrCheck(result == SPV_OK, "Failed to load Shader: %s\n", spv_result_to_string(result));
checkShaderFeatures(spv[i].features, spv[i].featureCount);
}
uint32_t constantStage = spv[0].pushConstantSize > spv[1].pushConstantSize ? 0 : 1;
uint32_t maxFlags = spv[0].specConstantCount + spv[1].specConstantCount;
shader->attributeMask = spv[0].inputLocationMask;
shader->constantSize = MAX(spv[0].pushConstantSize, spv[1].pushConstantSize);
shader->constants = malloc(spv[constantStage].pushConstantCount * sizeof(ShaderConstant));
shader->resources = malloc((spv[0].resourceCount + spv[1].resourceCount) * sizeof(ShaderResource));
gpu_slot* slots = tempAlloc((spv[0].resourceCount + spv[1].resourceCount) * sizeof(gpu_slot));
shader->flags = malloc(maxFlags * sizeof(gpu_shader_flag));
shader->flagLookup = malloc(maxFlags * sizeof(uint32_t));
lovrAssert(shader->constants && shader->resources && shader->flags && shader->flagLookup, "Out of memory");
// Push constants
for (uint32_t i = 0; i < spv[constantStage].pushConstantCount; i++) {
static const FieldType constantTypes[] = {
[SPV_B32] = FIELD_U32,
[SPV_I32] = FIELD_I32,
[SPV_I32x2] = FIELD_I32x2,
[SPV_I32x3] = FIELD_I32x3,
[SPV_I32x4] = FIELD_I32x4,
[SPV_U32] = FIELD_U32,
[SPV_U32x2] = FIELD_U32x2,
[SPV_U32x3] = FIELD_U32x3,
[SPV_U32x4] = FIELD_U32x4,
[SPV_F32] = FIELD_F32,
[SPV_F32x2] = FIELD_F32x2,
[SPV_F32x3] = FIELD_F32x3,
[SPV_F32x4] = FIELD_F32x4,
[SPV_MAT2] = FIELD_MAT2,
[SPV_MAT3] = FIELD_MAT3,
[SPV_MAT4] = FIELD_MAT4
};
spv_push_constant* constant = &spv[constantStage].pushConstants[i];
shader->constants[i] = (ShaderConstant) {
.hash = (uint32_t) hash64(constant->name, strlen(constant->name)),
.offset = constant->offset,
.type = constantTypes[constant->type]
};
}
// Resources
for (uint32_t s = 0; s < stageCount; s++) {
for (uint32_t i = 0; i < spv[s].resourceCount; i++) {
spv_resource* resource = &spv[s].resources[i];
if (resource->set != userSet) {
continue;
}
static const gpu_slot_type resourceTypes[] = {
[SPV_UNIFORM_BUFFER] = GPU_SLOT_UNIFORM_BUFFER,
[SPV_STORAGE_BUFFER] = GPU_SLOT_STORAGE_BUFFER,
[SPV_SAMPLED_TEXTURE] = GPU_SLOT_SAMPLED_TEXTURE,
[SPV_STORAGE_TEXTURE] = GPU_SLOT_STORAGE_TEXTURE,
[SPV_SAMPLER] = GPU_SLOT_SAMPLER
};
uint32_t hash = (uint32_t) hash64(resource->name, strlen(resource->name));
uint32_t stage = s == 0 ? firstStage : GPU_STAGE_FRAGMENT;
bool append = true;
if (s > 0) {
for (uint32_t j = 0; j < shader->resourceCount; j++) {
ShaderResource* other = &shader->resources[j];
if (other->binding == resource->binding) {
lovrCheck(other->type == resourceTypes[resource->type], "Shader variable (%d) does not use a consistent type", resource->binding);
shader->resources[j].stageMask |= stage;
append = false;
break;
}
}
}
if (!append) {
continue;
}
uint32_t index = shader->resourceCount++;
slots[index] = (gpu_slot) {
.number = resource->binding,
.type = resourceTypes[resource->type],
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.stages = stage
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};
shader->resources[index] = (ShaderResource) {
.hash = hash,
.binding = resource->binding,
.stageMask = stage,
.type = resourceTypes[resource->type]
};
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bool buffer = resource->type == SPV_UNIFORM_BUFFER || resource->type == SPV_STORAGE_BUFFER;
bool texture = resource->type == SPV_SAMPLED_TEXTURE || resource->type == SPV_STORAGE_TEXTURE;
bool sampler = resource->type == SPV_SAMPLER;
bool storage = resource->type == SPV_STORAGE_BUFFER || resource->type == SPV_STORAGE_TEXTURE;
shader->bufferMask |= (buffer << resource->binding);
shader->textureMask |= (texture << resource->binding);
shader->samplerMask |= (sampler << resource->binding);
shader->storageMask |= (storage << resource->binding);
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}
}
// Specialization constants
for (uint32_t s = 0; s < stageCount; s++) {
for (uint32_t i = 0; i < spv[s].specConstantCount; i++) {
spv_spec_constant* constant = &spv[s].specConstants[i];
bool append = true;
if (s > 0) {
for (uint32_t j = 0; j < spv[0].specConstantCount; j++) {
spv_spec_constant* other = &spv[0].specConstants[j];
if (other->id == constant->id) {
lovrCheck(other->type == constant->type, "Shader flag (%d) does not use a consistent type", constant->id);
lovrCheck(!strcmp(constant->name, other->name), "Shader flag (%d) does not use a consistent name", constant->id);
append = false;
break;
}
}
}
if (!append) {
break;
}
static const gpu_flag_type flagTypes[] = {
[SPV_B32] = GPU_FLAG_B32,
[SPV_I32] = GPU_FLAG_I32,
[SPV_U32] = GPU_FLAG_U32,
[SPV_F32] = GPU_FLAG_F32
};
uint32_t index = shader->flagCount++;
shader->flagLookup[index] = (uint32_t) hash64(constant->name, strlen(constant->name));
shader->flags[index] = (gpu_shader_flag) {
.id = constant->id,
.type = flagTypes[constant->type]
};
}
}
shader->ref = 1;
shader->gpu = (gpu_shader*) (shader + 1);
shader->info = *info;
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shader->layout = getLayout(slots, shader->resourceCount);
gpu_shader_info gpu = {
.stages[0] = { info->stages[0]->data, info->stages[0]->size },
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.stages[1] = { info->stages[1]->data, info->stages[1]->size },
.pushConstantSize = shader->constantSize,
.label = info->label
};
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if (info->type == SHADER_GRAPHICS) {
gpu.layouts[0] = state.layouts.data[state.builtinLayout].gpu;
}
gpu.layouts[userSet] = shader->resourceCount > 0 ? state.layouts.data[shader->layout].gpu : NULL;
gpu_shader_init(shader->gpu, &gpu);
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lovrShaderInit(shader);
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return shader;
}
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Shader* lovrShaderClone(Shader* parent, ShaderFlag* flags, uint32_t count) {
Shader* shader = calloc(1, sizeof(Shader) + gpu_sizeof_shader());
lovrAssert(shader, "Out of memory");
shader->ref = 1;
lovrRetain(parent);
shader->parent = parent;
shader->gpu = parent->gpu;
shader->info = parent->info;
shader->info.flags = flags;
shader->info.flagCount = count;
shader->layout = parent->layout;
shader->attributeMask = parent->attributeMask;
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shader->bufferMask = parent->bufferMask;
shader->textureMask = parent->textureMask;
shader->samplerMask = parent->samplerMask;
shader->storageMask = parent->storageMask;
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shader->constantSize = parent->constantSize;
shader->constantCount = parent->constantCount;
shader->resourceCount = parent->resourceCount;
shader->flagCount = parent->flagCount;
shader->constants = parent->constants;
shader->resources = parent->resources;
shader->flags = malloc(shader->flagCount * sizeof(gpu_shader_flag));
shader->flagLookup = malloc(shader->flagCount * sizeof(uint32_t));
lovrAssert(shader->flags && shader->flagLookup, "Out of memory");
memcpy(shader->flags, parent->flags, shader->flagCount * sizeof(gpu_shader_flag));
memcpy(shader->flagLookup, parent->flagLookup, shader->flagCount * sizeof(uint32_t));
lovrShaderInit(shader);
return shader;
}
void lovrShaderDestroy(void* ref) {
Shader* shader = ref;
gpu_shader_destroy(shader->gpu);
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lovrRelease(shader->parent, lovrShaderDestroy);
free(shader);
}
const ShaderInfo* lovrShaderGetInfo(Shader* shader) {
return &shader->info;
}
// Pass
Pass* lovrGraphicsGetPass(PassInfo* info) {
beginFrame();
Pass* pass = tempAlloc(sizeof(Pass));
pass->ref = 1;
pass->info = *info;
pass->stream = gpu_stream_begin(info->label);
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if (info->type == PASS_RENDER) {
Canvas* canvas = &info->canvas;
const TextureInfo* main = canvas->textures[0] ? &canvas->textures[0]->info : &canvas->depth.texture->info;
lovrCheck(canvas->textures[0] || canvas->depth.texture, "Render pass must have at least one color or depth texture");
lovrCheck(main->width <= state.limits.renderSize[0], "Render pass width (%d) exceeds the renderSize limit of this GPU (%d)", main->width, state.limits.renderSize[0]);
lovrCheck(main->height <= state.limits.renderSize[1], "Render pass height (%d) exceeds the renderSize limit of this GPU (%d)", main->height, state.limits.renderSize[1]);
lovrCheck(main->depth <= state.limits.renderSize[2], "Render pass view count (%d) exceeds the renderSize limit of this GPU (%d)", main->depth, state.limits.renderSize[2]);
lovrCheck(canvas->samples == 1 || canvas->samples == 4, "Currently, render pass sample count must be 1 or 4");
uint32_t colorTextureCount = 0;
for (uint32_t i = 0; i < COUNTOF(canvas->textures) && canvas->textures[i]; i++, colorTextureCount++) {
const TextureInfo* texture = &canvas->textures[i]->info;
bool renderable = texture->format == GPU_FORMAT_SURFACE || (state.features.formats[texture->format] & GPU_FEATURE_RENDER);
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lovrCheck(renderable, "This GPU does not support rendering to the texture format used by Canvas texture #%d", i + 1);
lovrCheck(texture->usage & TEXTURE_RENDER, "Texture must be created with the 'render' flag to render to it");
lovrCheck(texture->width == main->width, "Render pass texture sizes must match");
lovrCheck(texture->height == main->height, "Render pass texture sizes must match");
lovrCheck(texture->depth == main->depth, "Render pass texture sizes must match");
lovrCheck(texture->samples == main->samples, "Render pass texture sample counts must match");
}
if (canvas->depth.texture || canvas->depth.format) {
TextureFormat format = canvas->depth.texture ? canvas->depth.texture->info.format : canvas->depth.format;
bool renderable = state.features.formats[format] & GPU_FEATURE_RENDER;
lovrCheck(format == FORMAT_D16 || format == FORMAT_D24S8 || format == FORMAT_D32F, "Depth buffer must use a depth format");
lovrCheck(renderable, "This GPU does not support depth buffers with this texture format");
if (canvas->depth.texture) {
const TextureInfo* texture = &canvas->depth.texture->info;
lovrCheck(texture->usage & TEXTURE_RENDER, "Texture must be created with the 'render' flag to render to it");
lovrCheck(texture->width == main->width, "Render pass texture sizes must match");
lovrCheck(texture->height == main->height, "Render pass texture sizes must match");
lovrCheck(texture->depth == main->depth, "Render pass texture sizes must match");
lovrCheck(texture->samples == main->samples, "Currently, depth buffer sample count must match the main render pass sample count");
}
}
gpu_canvas target = {
.size = { main->width, main->height }
};
for (uint32_t i = 0; i < colorTextureCount; i++) {
if (main->samples == 1 && canvas->samples > 1) {
TextureFormat format = canvas->textures[i]->info.format;
bool srgb = canvas->textures[i]->info.srgb;
target.color[i].texture = getAttachment(target.size, main->depth, format, srgb, canvas->samples);
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target.color[i].resolve = canvas->textures[i]->renderView;
} else {
target.color[i].texture = canvas->textures[i]->renderView;
}
target.color[i].load = (gpu_load_op) canvas->loads[i];
target.color[i].save = GPU_SAVE_OP_SAVE;
target.color[i].clear[0] = lovrMathGammaToLinear(canvas->clears[i][0]);
target.color[i].clear[1] = lovrMathGammaToLinear(canvas->clears[i][1]);
target.color[i].clear[2] = lovrMathGammaToLinear(canvas->clears[i][2]);
target.color[i].clear[3] = canvas->clears[i][2];
}
if (canvas->depth.texture) {
target.depth.texture = canvas->depth.texture->renderView;
} else {
target.depth.texture = getAttachment(target.size, main->depth, canvas->depth.format, false, canvas->samples);
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}
target.depth.load = target.depth.stencilLoad = (gpu_load_op) canvas->depth.load;
target.depth.save = canvas->depth.texture ? GPU_SAVE_OP_SAVE : GPU_SAVE_OP_DISCARD;
target.depth.clear.depth = canvas->depth.clear;
gpu_render_begin(pass->stream, &target);
}
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pass->transform = pass->transforms[0];
pass->pipeline = &pass->pipelines[0];
return pass;
}
void lovrPassDestroy(void* ref) {
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Pass* pass = ref;
for (uint32_t i = 0; i <= pass->pipelineIndex; i++) {
lovrRelease(pass->pipelines[i].shader, lovrShaderDestroy);
pass->pipelines[i].shader = NULL;
}
}
const PassInfo* lovrPassGetInfo(Pass* pass) {
return &pass->info;
}
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void lovrPassPush(Pass* pass, StackType stack) {
if (stack == STACK_TRANSFORM) {
pass->transform = pass->transforms[++pass->transformIndex];
lovrCheck(pass->transformIndex < COUNTOF(pass->transforms), "Transform stack overflow (more pushes than pops?)");
mat4_init(pass->transforms[pass->transformIndex], pass->transforms[pass->transformIndex - 1]);
}
}
void lovrPassPop(Pass* pass, StackType stack) {
if (stack == STACK_TRANSFORM) {
pass->transform = pass->transforms[--pass->transformIndex];
lovrCheck(pass->transformIndex < COUNTOF(pass->transforms), "Transform stack underflow (more pops than pushes?)");
}
}
void lovrPassOrigin(Pass* pass) {
mat4_identity(pass->transform);
}
void lovrPassTranslate(Pass* pass, vec3 translation) {
mat4_translate(pass->transform, translation[0], translation[1], translation[2]);
}
void lovrPassRotate(Pass* pass, quat rotation) {
mat4_rotateQuat(pass->transform, rotation);
}
void lovrPassScale(Pass* pass, vec3 scale) {
mat4_scale(pass->transform, scale[0], scale[1], scale[2]);
}
void lovrPassTransform(Pass* pass, mat4 transform) {
mat4_mul(pass->transform, transform);
}
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void lovrPassSetAlphaToCoverage(Pass* pass, bool enabled) {
pass->pipeline->dirty |= enabled != pass->pipeline->info.multisample.alphaToCoverage;
pass->pipeline->info.multisample.alphaToCoverage = enabled;
}
void lovrPassSetBlendMode(Pass* pass, BlendMode mode, BlendAlphaMode alphaMode) {
if (mode == BLEND_NONE) {
pass->pipeline->dirty |= pass->pipeline->info.color[0].blend.enabled;
memset(&pass->pipeline->info.color[0].blend, 0, sizeof(gpu_blend_state));
return;
}
gpu_blend_state* blend = &pass->pipeline->info.color[0].blend;
switch (mode) {
case BLEND_ALPHA:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE_MINUS_SRC_ALPHA;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ONE_MINUS_SRC_ALPHA;
blend->alpha.op = GPU_BLEND_ADD;
break;
case BLEND_ADD:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_ZERO;
blend->alpha.dst = GPU_BLEND_ONE;
blend->alpha.op = GPU_BLEND_ADD;
break;
case BLEND_SUBTRACT:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE;
blend->color.op = GPU_BLEND_RSUB;
blend->alpha.src = GPU_BLEND_ZERO;
blend->alpha.dst = GPU_BLEND_ONE;
blend->alpha.op = GPU_BLEND_RSUB;
break;
case BLEND_MULTIPLY:
blend->color.src = GPU_BLEND_DST_COLOR;
blend->color.dst = GPU_BLEND_ZERO;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_DST_COLOR;
blend->alpha.dst = GPU_BLEND_ZERO;
blend->alpha.op = GPU_BLEND_ADD;
break;
case BLEND_LIGHTEN:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ZERO;
blend->color.op = GPU_BLEND_MAX;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ZERO;
blend->alpha.op = GPU_BLEND_MAX;
break;
case BLEND_DARKEN:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ZERO;
blend->color.op = GPU_BLEND_MIN;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ZERO;
blend->alpha.op = GPU_BLEND_MIN;
break;
case BLEND_SCREEN:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE_MINUS_SRC_COLOR;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ONE_MINUS_SRC_COLOR;
blend->alpha.op = GPU_BLEND_ADD;
break;
default: lovrUnreachable();
};
if (alphaMode == BLEND_PREMULTIPLIED && mode != BLEND_MULTIPLY) {
blend->color.src = GPU_BLEND_ONE;
}
blend->enabled = true;
pass->pipeline->dirty = true;
}
void lovrPassSetColor(Pass* pass, float color[4]) {
pass->pipeline->color[0] = lovrMathGammaToLinear(color[0]);
pass->pipeline->color[1] = lovrMathGammaToLinear(color[1]);
pass->pipeline->color[2] = lovrMathGammaToLinear(color[2]);
pass->pipeline->color[3] = color[3];
}
void lovrPassSetColorWrite(Pass* pass, bool r, bool g, bool b, bool a) {
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uint8_t mask = (r << 0) | (g << 1) | (b << 2) | (a << 3);
pass->pipeline->dirty |= pass->pipeline->info.color[0].mask != mask;
pass->pipeline->info.color[0].mask = mask;
}
void lovrPassSetCullMode(Pass* pass, CullMode mode) {
pass->pipeline->dirty |= pass->pipeline->info.rasterizer.cullMode != (gpu_cull_mode) mode;
pass->pipeline->info.rasterizer.cullMode = (gpu_cull_mode) mode;
}
void lovrPassSetDepthTest(Pass* pass, CompareMode test) {
pass->pipeline->dirty |= pass->pipeline->info.depth.test != (gpu_compare_mode) test;
pass->pipeline->info.depth.test = (gpu_compare_mode) test;
}
void lovrPassSetDepthWrite(Pass* pass, bool write) {
pass->pipeline->dirty |= pass->pipeline->info.depth.write != write;
pass->pipeline->info.depth.write = write;
}
void lovrPassSetDepthOffset(Pass* pass, float offset, float sloped) {
pass->pipeline->info.rasterizer.depthOffset = offset;
pass->pipeline->info.rasterizer.depthOffsetSloped = sloped;
pass->pipeline->dirty = true;
}
void lovrPassSetDepthClamp(Pass* pass, bool clamp) {
if (state.features.depthClamp) {
pass->pipeline->dirty |= pass->pipeline->info.rasterizer.depthClamp != clamp;
pass->pipeline->info.rasterizer.depthClamp = clamp;
}
}
void lovrPassSetShader(Pass* pass, Shader* shader) {
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Shader* previous = pass->pipeline->shader;
if (shader == previous) return;
// Clear any bindings for resources that share the same slot but have different types
if (previous) {
for (uint32_t i = 0, j = 0; i < previous->resourceCount && j < shader->resourceCount;) {
if (previous->resources[i].binding < shader->resources[j].binding) {
i++;
} else if (previous->resources[i].binding > shader->resources[j].binding) {
j++;
} else {
if (previous->resources[i].type != shader->resources[j].type) {
pass->bindingMask &= ~(1 << shader->resources[j].binding);
}
i++;
j++;
}
}
}
uint32_t shaderSlots = (shader->bufferMask | shader->textureMask | shader->samplerMask);
uint32_t missingResources = shaderSlots & ~pass->bindingMask;
// Assign default bindings to any slots used by the shader that are missing resources
if (missingResources) {
for (uint32_t i = 0; i < 32; i++) { // TODO biterationtrinsics
uint32_t bit = (1u << i);
if (~missingResources & bit) {
continue;
}
pass->bindings[i].number = i;
pass->bindings[i].type = shader->resources[i].type;
if (shader->bufferMask & bit) {
pass->bindings[i].buffer = (gpu_buffer_binding) { state.defaultBuffer->gpu, 0, 4096 };
} else if (shader->textureMask & bit) {
pass->bindings[i].texture = state.defaultTexture->gpu;
} else if (shader->samplerMask & bit) {
pass->bindings[i].sampler = state.defaultSampler->gpu;
}
pass->bindingMask |= bit;
}
pass->bindingsDirty = true;
}
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lovrRetain(shader);
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lovrRelease(previous, lovrShaderDestroy);
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pass->pipeline->shader = shader;
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pass->pipeline->info.shader = shader->gpu;
pass->pipeline->info.flags = shader->flags;
pass->pipeline->info.flagCount = shader->overrideCount;
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pass->pipeline->dirty = true;
}
void lovrPassSetStencilTest(Pass* pass, CompareMode test, uint8_t value, uint8_t mask) {
bool hasReplace = false;
hasReplace |= pass->pipeline->info.stencil.failOp == GPU_STENCIL_REPLACE;
hasReplace |= pass->pipeline->info.stencil.depthFailOp == GPU_STENCIL_REPLACE;
hasReplace |= pass->pipeline->info.stencil.passOp == GPU_STENCIL_REPLACE;
if (hasReplace && test != COMPARE_NONE) {
lovrCheck(value == pass->pipeline->info.stencil.value, "When stencil write is 'replace' and stencil test is active, their values must match");
}
switch (test) { // (Reversed compare mode)
case COMPARE_NONE: default: pass->pipeline->info.stencil.test = GPU_COMPARE_NONE; break;
case COMPARE_EQUAL: pass->pipeline->info.stencil.test = GPU_COMPARE_EQUAL; break;
case COMPARE_NEQUAL: pass->pipeline->info.stencil.test = GPU_COMPARE_NEQUAL; break;
case COMPARE_LESS: pass->pipeline->info.stencil.test = GPU_COMPARE_GREATER; break;
case COMPARE_LEQUAL: pass->pipeline->info.stencil.test = GPU_COMPARE_GEQUAL; break;
case COMPARE_GREATER: pass->pipeline->info.stencil.test = GPU_COMPARE_LESS; break;
case COMPARE_GEQUAL: pass->pipeline->info.stencil.test = GPU_COMPARE_LEQUAL; break;
}
pass->pipeline->info.stencil.testMask = mask;
if (test != COMPARE_NONE) pass->pipeline->info.stencil.value = value;
pass->pipeline->dirty = true;
}
void lovrPassSetStencilWrite(Pass* pass, StencilAction actions[3], uint8_t value, uint8_t mask) {
bool hasReplace = actions[0] == STENCIL_REPLACE || actions[1] == STENCIL_REPLACE || actions[2] == STENCIL_REPLACE;
if (hasReplace && pass->pipeline->info.stencil.test != GPU_COMPARE_NONE) {
lovrCheck(value == pass->pipeline->info.stencil.value, "When stencil write is 'replace' and stencil test is active, their values must match");
}
pass->pipeline->info.stencil.failOp = (gpu_stencil_op) actions[0];
pass->pipeline->info.stencil.depthFailOp = (gpu_stencil_op) actions[1];
pass->pipeline->info.stencil.passOp = (gpu_stencil_op) actions[2];
pass->pipeline->info.stencil.writeMask = mask;
if (hasReplace) pass->pipeline->info.stencil.value = value;
pass->pipeline->dirty = true;
}
void lovrPassSetWinding(Pass* pass, Winding winding) {
pass->pipeline->dirty |= pass->pipeline->info.rasterizer.winding != (gpu_winding) winding;
pass->pipeline->info.rasterizer.winding = (gpu_winding) winding;
}
void lovrPassSetWireframe(Pass* pass, bool wireframe) {
if (state.features.wireframe) {
pass->pipeline->dirty |= pass->pipeline->info.rasterizer.wireframe != (gpu_winding) wireframe;
pass->pipeline->info.rasterizer.wireframe = wireframe;
}
}
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void lovrPassSendBuffer(Pass* pass, const char* name, size_t length, uint32_t slot, Buffer* buffer, uint32_t offset, uint32_t extent) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
slot = name ? findShaderSlot(shader, name, length) : slot;
lovrCheck(shader->bufferMask & (1 << slot), "Trying to send a Buffer to slot %d, but the active Shader doesn't have a Buffer in that slot");
lovrCheck(offset < buffer->size, "Buffer offset is past the end of the Buffer");
uint32_t limit;
if (shader->storageMask & (1 << slot)) {
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lovrCheck(!lovrBufferIsTemporary(buffer), "Temporary buffers can not be sent to storage buffer variables", slot + 1);
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lovrCheck((offset & (state.limits.storageBufferAlign - 1)) == 0, "Storage buffer offset (%d) is not aligned to storageBufferAlign limit (%d)", offset, state.limits.storageBufferAlign);
limit = state.limits.storageBufferRange;
} else {
lovrCheck((offset & (state.limits.uniformBufferAlign - 1)) == 0, "Uniform buffer offset (%d) is not aligned to uniformBufferAlign limit (%d)", offset, state.limits.uniformBufferAlign);
limit = state.limits.uniformBufferRange;
}
if (extent == 0) {
extent = MIN(buffer->size - offset, limit);
} else {
lovrCheck(offset + extent <= buffer->size, "Buffer range goes past the end of the Buffer");
lovrCheck(extent <= limit, "Buffer range exceeds storageBufferRange/uniformBufferRange limit");
}
pass->bindings[slot].buffer.object = buffer->gpu;
pass->bindings[slot].buffer.offset = offset;
pass->bindings[slot].buffer.extent = extent;
pass->bindingMask |= (1 << slot);
pass->bindingsDirty = true;
}
void lovrPassSendTexture(Pass* pass, const char* name, size_t length, uint32_t slot, Texture* texture) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
slot = name ? findShaderSlot(shader, name, length) : slot;
lovrCheck(shader->textureMask & (1 << slot), "Trying to send a Texture to slot %d, but the active Shader doesn't have a Texture in that slot");
if (shader->storageMask & (1 << slot)) {
lovrCheck(texture->info.usage & TEXTURE_STORAGE, "Textures must be created with the 'storage' flag to send them to image variables in shaders");
} else {
lovrCheck(texture->info.usage & TEXTURE_SAMPLE, "Textures must be created with the 'sample' flag to send them to sampler variables in shaders");
}
pass->bindings[slot].texture = texture->gpu;
pass->bindingMask |= (1 << slot);
pass->bindingsDirty = true;
}
void lovrPassSendSampler(Pass* pass, const char* name, size_t length, uint32_t slot, Sampler* sampler) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
slot = name ? findShaderSlot(shader, name, length) : slot;
lovrCheck(shader->samplerMask & (1 << slot), "Trying to send a Sampler to slot %d, but the active Shader doesn't have a Sampler in that slot");
pass->bindings[slot].sampler = sampler->gpu;
pass->bindingMask |= (1 << slot);
pass->bindingsDirty = true;
}
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void lovrPassClearBuffer(Pass* pass, Buffer* buffer, uint32_t offset, uint32_t extent) {
if (extent == 0) return;
if (extent == ~0u) extent = buffer->size - offset;
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!lovrBufferIsTemporary(buffer), "Temporary buffers can not be cleared");
lovrCheck(offset % 4 == 0, "Buffer clear offset must be a multiple of 4");
lovrCheck(extent % 4 == 0, "Buffer clear extent must be a multiple of 4");
lovrCheck(offset + extent <= buffer->size, "Buffer clear range goes past the end of the Buffer");
gpu_clear_buffer(pass->stream, buffer->gpu, offset, extent);
}
void lovrPassClearTexture(Pass* pass, Texture* texture, float value[4], uint32_t layer, uint32_t layerCount, uint32_t level, uint32_t levelCount) {
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!texture->info.parent, "Texture views can not be cleared");
lovrCheck(texture->info.type == TEXTURE_3D || layer + layerCount <= texture->info.depth, "Texture clear range exceeds texture layer count");
lovrCheck(level + levelCount <= texture->info.mipmaps, "Texture clear range exceeds texture mipmap count");
gpu_clear_texture(pass->stream, texture->gpu, value, layer, layerCount, level, levelCount);
}
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// Helpers
static void* tempAlloc(size_t size) {
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while (state.allocator.cursor + size > state.allocator.length) {
lovrAssert(state.allocator.length << 1 <= MAX_FRAME_MEMORY, "Out of memory");
os_vm_commit(state.allocator.memory + state.allocator.length, state.allocator.length);
state.allocator.length <<= 1;
}
uint32_t cursor = ALIGN(state.allocator.cursor, 8);
state.allocator.cursor = cursor + size;
return state.allocator.memory + cursor;
}
static void beginFrame(void) {
if (state.active) {
return;
}
state.active = true;
state.tick = gpu_begin();
}
static gpu_stream* getTransfers(void) {
if (!state.transfers) {
state.transfers = lovrGraphicsGetPass(&(PassInfo) {
.type = PASS_TRANSFER,
.label = "Internal Transfers"
});
}
return state.transfers->stream;
}
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static uint32_t getLayout(gpu_slot* slots, uint32_t count) {
uint64_t hash = hash64(slots, count * sizeof(gpu_slot));
uint32_t index;
for (uint32_t index = 0; index < state.layouts.length; index++) {
if (state.layouts.data[index].hash == hash) {
return index;
}
}
gpu_layout_info info = {
.slots = slots,
.count = count
};
gpu_layout* handle = malloc(gpu_sizeof_layout());
lovrAssert(handle, "Out of memory");
gpu_layout_init(handle, &info);
Layout layout = {
.hash = hash,
.gpu = handle
};
index = state.layouts.length;
arr_push(&state.layouts, layout);
return index;
}
static gpu_texture* getAttachment(uint32_t size[2], uint32_t layers, TextureFormat format, bool srgb, uint32_t samples) {
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uint16_t key[] = { size[0], size[1], layers, format, srgb, samples };
uint32_t hash = hash64(key, sizeof(key));
Attachment* attachment = state.attachments;
for (uint32_t i = 0; i < COUNTOF(state.attachments) && attachment->texture; i++, attachment++) {
if (attachment->hash == hash && attachment->tick != state.tick) {
attachment->tick = state.tick;
return attachment->texture;
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}
}
// Otherwise, create new texture, add to an empty slot, evicting oldest if needed
gpu_texture_info info = {
.type = GPU_TEXTURE_ARRAY,
.format = (gpu_texture_format) format,
.size[0] = size[0],
.size[1] = size[1],
.size[2] = layers,
.mipmaps = 1,
.samples = samples,
.usage = GPU_TEXTURE_RENDER | GPU_TEXTURE_TRANSIENT,
.upload.stream = getTransfers(),
.srgb = srgb
};
uint32_t oldest = ~0u;
for (uint32_t i = 0; i < COUNTOF(state.attachments); i++) {
if (!state.attachments[i].texture) {
attachment = &state.attachments[i];
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break;
} else if (state.attachments[i].tick < oldest) {
attachment = &state.attachments[i];
oldest = attachment->tick;
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}
}
if (!attachment->texture) {
attachment->texture = calloc(1, gpu_sizeof_texture());
lovrAssert(attachment->texture, "Out of memory");
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} else {
gpu_texture_destroy(attachment->texture);
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}
lovrAssert(gpu_texture_init(attachment->texture, &info), "Failed to create scratch texture");
attachment->hash = hash;
attachment->tick = state.tick;
return attachment->texture;
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}
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// Returns number of bytes of a 3D texture region of a given format
static size_t measureTexture(TextureFormat format, uint16_t w, uint16_t h, uint16_t d) {
switch (format) {
case FORMAT_R8: return w * h * d;
case FORMAT_RG8:
case FORMAT_R16:
case FORMAT_R16F:
case FORMAT_RGB565:
case FORMAT_RGB5A1:
case FORMAT_D16: return w * h * d * 2;
case FORMAT_RGBA8:
case FORMAT_RG16:
case FORMAT_RG16F:
case FORMAT_R32F:
case FORMAT_RG11B10F:
case FORMAT_RGB10A2:
case FORMAT_D24S8:
case FORMAT_D32F: return w * h * d * 4;
case FORMAT_RGBA16:
case FORMAT_RGBA16F:
case FORMAT_RG32F: return w * h * d * 8;
case FORMAT_RGBA32F: return w * h * d * 16;
case FORMAT_BC1:
case FORMAT_BC2:
case FORMAT_BC3:
case FORMAT_BC4U:
case FORMAT_BC4S:
case FORMAT_BC5U:
case FORMAT_BC5S:
case FORMAT_BC6UF:
case FORMAT_BC6SF:
case FORMAT_BC7:
case FORMAT_ASTC_4x4: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
case FORMAT_ASTC_5x4: return ((w + 4) / 5) * ((h + 3) / 4) * d * 16;
case FORMAT_ASTC_5x5: return ((w + 4) / 5) * ((h + 4) / 5) * d * 16;
case FORMAT_ASTC_6x5: return ((w + 5) / 6) * ((h + 4) / 5) * d * 16;
case FORMAT_ASTC_6x6: return ((w + 5) / 6) * ((h + 5) / 6) * d * 16;
case FORMAT_ASTC_8x5: return ((w + 7) / 8) * ((h + 4) / 5) * d * 16;
case FORMAT_ASTC_8x6: return ((w + 7) / 8) * ((h + 5) / 6) * d * 16;
case FORMAT_ASTC_8x8: return ((w + 7) / 8) * ((h + 7) / 8) * d * 16;
case FORMAT_ASTC_10x5: return ((w + 9) / 10) * ((h + 4) / 5) * d * 16;
case FORMAT_ASTC_10x6: return ((w + 9) / 10) * ((h + 5) / 6) * d * 16;
case FORMAT_ASTC_10x8: return ((w + 9) / 10) * ((h + 7) / 8) * d * 16;
case FORMAT_ASTC_10x10: return ((w + 9) / 10) * ((h + 9) / 10) * d * 16;
case FORMAT_ASTC_12x10: return ((w + 11) / 12) * ((h + 9) / 10) * d * 16;
case FORMAT_ASTC_12x12: return ((w + 11) / 12) * ((h + 11) / 12) * d * 16;
default: lovrUnreachable();
}
}
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uint32_t findShaderSlot(Shader* shader, const char* name, size_t length) {
uint32_t hash = (uint32_t) hash64(name, length);
for (uint32_t i = 0; i < shader->resourceCount; i++) {
if (shader->resources[i].hash == hash) {
return shader->resources[i].binding;
}
}
lovrThrow("Shader has no variable named '%s'", name);
}
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// Only an explicit set of SPIR-V capabilities are allowed
// Some capabilities require a GPU feature to be supported
// Some common unsupported capabilities are checked directly, to provide better error messages
static void checkShaderFeatures(uint32_t* features, uint32_t count) {
for (uint32_t i = 0; i < count; i++) {
switch (features[i]) {
case 0: break; // Matrix
case 1: break; // Shader
case 2: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "geometry shading");
case 3: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "tessellation shading");
case 5: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "linkage");
case 9: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "half floats");
case 10: lovrCheck(state.features.float64, "GPU does not support shader feature #%d: %s", features[i], "64 bit floats"); break;
case 11: lovrCheck(state.features.int64, "GPU does not support shader feature #%d: %s", features[i], "64 bit integers"); break;
case 12: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "64 bit atomics");
case 22: lovrCheck(state.features.int16, "GPU does not support shader feature #%d: %s", features[i], "16 bit integers"); break;
case 23: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "tessellation shading");
case 24: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "geometry shading");
case 25: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "extended image gather");
case 27: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multisample storage textures");
case 32: lovrCheck(state.limits.clipDistances > 0, "GPU does not support shader feature #%d: %s", features[i], "clip distance"); break;
case 33: lovrCheck(state.limits.cullDistances > 0, "GPU does not support shader feature #%d: %s", features[i], "cull distance"); break;
case 34: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "cubemap array textures");
case 35: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "sample rate shading");
case 36: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "rectangle textures");
case 37: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "rectangle textures");
case 39: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "8 bit integers");
case 40: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "input attachments");
case 41: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "sparse residency");
case 42: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "min LOD");
case 43: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "1D textures");
case 44: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "1D textures");
case 45: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "cubemap array textures");
case 46: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "texel buffers");
case 47: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "texel buffers");
case 48: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multisampled storage textures");
case 49: break; // StorageImageExtendedFormats (?)
case 50: break; // ImageQuery
case 51: break; // DerivativeControl
case 52: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "sample rate shading");
case 53: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "transform feedback");
case 54: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "geometry shading");
case 55: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "autoformat storage textures");
case 56: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "autoformat storage textures");
case 57: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multiviewport");
case 69: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "layered rendering");
case 70: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multiviewport");
case 4427: break; // ShaderDrawParameters
case 4437: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multigpu");
case 4439: lovrCheck(state.limits.renderSize[2] > 1, "GPU does not support shader feature #%d: %s", features[i], "multiview"); break;
case 5301: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5306: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5307: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5308: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5309: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
default: lovrThrow("Shader uses unknown feature #%d", features[i]);
}
}
}
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static void onMessage(void* context, const char* message, bool severe) {
if (severe) {
lovrLog(LOG_ERROR, "GPU", message);
} else {
lovrLog(LOG_DEBUG, "GPU", message);
}
}