#include "graphics/graphics.h" #include "data/blob.h" #include "data/image.h" #include "math/math.h" #include "core/gpu.h" #include "core/maf.h" #include "core/os.h" #include "util.h" #include #include #include #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); #define MAX_FRAME_MEMORY (1 << 30) struct Buffer { uint32_t ref; uint32_t size; gpu_buffer* gpu; BufferInfo info; char* pointer; }; struct Texture { uint32_t ref; gpu_texture* gpu; gpu_texture* renderView; TextureInfo info; }; struct Sampler { uint32_t ref; gpu_sampler* gpu; SamplerInfo info; }; struct Shader { uint32_t ref; gpu_shader* gpu; ShaderInfo info; }; typedef struct { float color[4]; Shader* shader; gpu_pipeline_info info; bool dirty; } Pipeline; struct Pass { uint32_t ref; PassInfo info; gpu_stream* stream; float* transform; float transforms[16][16]; uint32_t transformIndex; Pipeline* pipeline; Pipeline pipelines[4]; uint32_t pipelineIndex; }; typedef struct { gpu_texture* texture; uint32_t hash; uint32_t tick; } Attachment; typedef struct { char* memory; uint32_t cursor; uint32_t length; } Allocator; static struct { bool initialized; bool active; uint32_t tick; Pass* transfers; gpu_device_info device; gpu_features features; gpu_limits limits; float background[4]; Texture* window; Attachment attachments[16]; Allocator allocator; } state; // Helpers static void* tempAlloc(size_t size); static void beginFrame(void); static gpu_stream* getTransfers(void); static gpu_texture* getAttachment(uint32_t size[2], uint32_t layers, TextureFormat format, bool srgb, uint32_t samples); static size_t measureTexture(TextureFormat format, uint16_t w, uint16_t h, uint16_t d); static void onMessage(void* context, const char* message, bool severe); // Entry bool lovrGraphicsInit(bool debug, bool vsync) { if (state.initialized) return false; glslang_initialize_process(); float16Init(); 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 }; #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 if (!gpu_init(&config)) { lovrThrow("Failed to initialize GPU"); } // 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); state.initialized = true; return true; } void lovrGraphicsDestroy() { if (!state.initialized) return; 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); } } lovrRelease(state.window, lovrTextureDestroy); gpu_destroy(); glslang_finalize_process(); os_vm_free(state.allocator.memory, MAX_FRAME_MEMORY); memset(&state, 0, sizeof(state)); } void lovrGraphicsGetDevice(GraphicsDevice* device) { 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; 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; } 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; } 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++) { streams[extraPassCount + i] = passes[i]->stream; 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; } void lovrGraphicsWait() { gpu_wait(); } // Buffer Buffer* lovrGraphicsGetBuffer(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 = tempAlloc(sizeof(Buffer) + gpu_sizeof_buffer()); 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 }); if (data && *data == NULL) { gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer()); *data = gpu_map(scratchpad, size, 4, GPU_MAP_WRITE); // TODO copy scratchpad to buffer } return buffer; } void lovrBufferDestroy(void* ref) { Buffer* buffer = ref; if (buffer->pointer) return; gpu_buffer_destroy(buffer->gpu); free(buffer); } const BufferInfo* lovrBufferGetInfo(Buffer* buffer) { return &buffer->info; } bool lovrBufferIsTemporary(Buffer* buffer) { return !!buffer->pointer; } 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); if (buffer->pointer) { return buffer->pointer + offset; } 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; } 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"); lovrCheck(offset + size <= buffer->size, "Tried to clear past the end of the Buffer"); if (buffer->pointer) { memset(buffer->pointer + offset, 0, size); } else { gpu_stream* transfers = getTransfers(); gpu_clear_buffer(transfers, buffer->gpu, offset, size); } } // 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; } Texture* lovrTextureCreate(TextureInfo* info) { uint32_t limits[] = { [TEXTURE_2D] = state.limits.textureSize2D, [TEXTURE_3D] = state.limits.textureSize3D, [TEXTURE_CUBE] = state.limits.textureSizeCube, [TEXTURE_ARRAY] = state.limits.textureSize2D }; uint32_t limit = limits[info->type]; 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); 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); 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"); lovrCheck(measureTexture(info->format, info->width, info->height, info->depth) < 1 << 30, "Memory for a Texture can not exceed 1GB"); // TODO mip? 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"); lovrCheck(info->samples == 1 || ~info->usage & TEXTURE_STORAGE, "Currently, Textures with the 'storage' flag can not be multisampled"); lovrCheck(info->samples == 1 || mipmaps == 1, "Multisampled textures can only have 1 mipmap"); 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"); lovrCheck(mipmaps <= mipmapCap, "Texture has more than the max number of mipmap levels for its size (%d)", mipmapCap); 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; texture->info.mipmaps = mipmaps; uint32_t levelCount = 0; uint32_t levelOffsets[16]; uint32_t levelSizes[16]; gpu_buffer* scratchpad = NULL; 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!"); void* pixels = lovrImageGetLayerData(image, level, slice); memcpy(data, pixels, size); data += size; } } } 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) | ((info->usage & TEXTURE_TRANSFER) ? GPU_TEXTURE_COPY_SRC | GPU_TEXTURE_COPY_DST : 0), .srgb = info->srgb, .handle = info->handle, .label = info->label, .upload = { .stream = getTransfers(), .buffer = scratchpad, .levelCount = levelCount, .levelOffsets = levelOffsets, .generateMipmaps = levelCount < mipmaps } }); // Automatically create a renderable view for renderable non-volume textures if ((info->usage & TEXTURE_RENDER) && info->type != TEXTURE_3D && info->depth <= state.limits.renderSize[2]) { 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; } 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); } free(texture); } const TextureInfo* lovrTextureGetInfo(Texture* texture) { return &texture->info; } // 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; 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); 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) { #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, .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; #endif return NULL; } Shader* lovrShaderCreate(ShaderInfo* info) { Shader* shader = calloc(1, sizeof(Shader) + gpu_sizeof_shader()); lovrAssert(shader, "Out of memory"); shader->ref = 1; shader->gpu = (gpu_shader*) (shader + 1); shader->info = *info; gpu_shader_info gpu = { .stages[0] = { info->stages[0]->data, info->stages[0]->size }, .stages[1] = { info->stages[1]->data, info->stages[1]->size } }; gpu_shader_init(shader->gpu, &gpu); return shader; } void lovrShaderDestroy(void* ref) { Shader* shader = ref; gpu_shader_destroy(shader->gpu); 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); 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); 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); 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); } 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); } return pass; } void lovrPassDestroy(void* ref) { // } const PassInfo* lovrPassGetInfo(Pass* pass) { return &pass->info; } 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); } 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 lovrPassSetColorMask(Pass* pass, bool r, bool g, bool b, bool a) { 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) { lovrRetain(shader); lovrRelease(pass->pipeline->shader, lovrShaderDestroy); pass->pipeline->shader = shader; pass->pipeline->info.shader = shader ? shader->gpu : NULL; 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; } } // Helpers static void* tempAlloc(size_t size) { 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; } static gpu_texture* getAttachment(uint32_t size[2], uint32_t layers, TextureFormat format, bool srgb, uint32_t samples) { 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; } } // 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]; break; } else if (state.attachments[i].tick < oldest) { attachment = &state.attachments[i]; oldest = attachment->tick; } } if (!attachment->texture) { attachment->texture = calloc(1, gpu_sizeof_texture()); lovrAssert(attachment->texture, "Out of memory"); } else { gpu_texture_destroy(attachment->texture); } lovrAssert(gpu_texture_init(attachment->texture, &info), "Failed to create scratch texture"); attachment->hash = hash; attachment->tick = state.tick; return attachment->texture; } // 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(); } } static void onMessage(void* context, const char* message, bool severe) { if (severe) { lovrLog(LOG_ERROR, "GPU", message); } else { lovrLog(LOG_DEBUG, "GPU", message); } }