lovr/src/modules/graphics/graphics.c

7986 lines
285 KiB
C

#include "graphics/graphics.h"
#include "data/blob.h"
#include "data/image.h"
#include "data/modelData.h"
#include "data/rasterizer.h"
#include "event/event.h"
#include "headset/headset.h"
#include "math/math.h"
#include "core/gpu.h"
#include "core/maf.h"
#include "core/spv.h"
#include "core/os.h"
#include "util.h"
#include "monkey.h"
#include "shaders.h"
#include <math.h>
#include <stdatomic.h>
#include <limits.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef LOVR_USE_GLSLANG
#include "glslang_c_interface.h"
#include "resource_limits_c.h"
#endif
#define MAX_PIPELINES 65536
#define MAX_TALLIES 256
#define TRANSFORM_STACK_SIZE 16
#define PIPELINE_STACK_SIZE 4
#define MAX_SHADER_RESOURCES 32
#define MAX_CUSTOM_ATTRIBUTES 10
#define LAYOUT_BUILTINS 0
#define LAYOUT_MATERIAL 1
#define LAYOUT_UNIFORMS 2
#define FLOAT_BITS(f) ((union { float f; uint32_t u; }) { f }).u
typedef struct {
void* next;
void* pointer;
gpu_buffer* handle;
uint32_t tick;
uint32_t size;
uint32_t ref;
} BufferBlock;
typedef struct {
BufferBlock* freelist;
BufferBlock* current;
uint32_t cursor;
} BufferAllocator;
typedef struct {
BufferBlock* block;
gpu_buffer* buffer;
uint32_t offset;
uint32_t extent;
void* pointer;
} BufferView;
typedef struct {
gpu_phase readPhase;
gpu_phase writePhase;
gpu_cache pendingReads;
gpu_cache pendingWrite;
uint32_t lastTransferRead;
uint32_t lastTransferWrite;
gpu_barrier* barrier;
} Sync;
struct Buffer {
uint32_t ref;
uint32_t base;
Sync sync;
gpu_buffer* gpu;
BufferBlock* block;
BufferInfo info;
};
struct Texture {
uint32_t ref;
bool xrAcquired;
Sync sync;
gpu_texture* gpu;
gpu_texture* renderView;
gpu_texture* storageView;
Material* material;
Texture* root;
uint32_t baseLayer;
uint32_t baseLevel;
TextureInfo info;
};
struct Sampler {
uint32_t ref;
gpu_sampler* gpu;
SamplerInfo info;
};
enum {
FLAG_VERTEX = (1 << 0),
FLAG_FRAGMENT = (1 << 1),
FLAG_COMPUTE = (1 << 2)
};
typedef struct {
uint32_t hash;
uint32_t binding;
gpu_slot_type type;
gpu_phase phase;
gpu_cache cache;
uint32_t fieldCount;
DataField* format;
} ShaderResource;
typedef struct {
uint32_t location;
uint32_t hash;
} ShaderAttribute;
struct Shader {
uint32_t ref;
Shader* parent;
gpu_shader* gpu;
gpu_pipeline* computePipeline;
ShaderInfo info;
size_t layout;
uint32_t workgroupSize[3];
bool hasCustomAttributes;
uint32_t attributeCount;
uint32_t resourceCount;
uint32_t bufferMask;
uint32_t textureMask;
uint32_t samplerMask;
uint32_t storageMask;
uint32_t uniformSize;
uint32_t uniformCount;
uint32_t stageMask;
ShaderAttribute* attributes;
ShaderResource* resources;
DataField* uniforms;
DataField* fields;
uint32_t flagCount;
uint32_t overrideCount;
gpu_shader_flag* flags;
uint32_t* flagLookup;
char* names;
};
struct Material {
uint32_t ref;
uint32_t next;
uint32_t tick;
uint16_t index;
uint16_t block;
gpu_bundle* bundle;
MaterialInfo info;
bool hasWritableTexture;
};
typedef struct {
uint32_t codepoint;
float advance;
uint16_t x, y;
uint16_t uv[4];
float box[4];
} Glyph;
struct Font {
uint32_t ref;
FontInfo info;
Material* material;
arr_t(Glyph) glyphs;
map_t glyphLookup;
map_t kerning;
float pixelDensity;
float lineSpacing;
uint32_t padding;
Texture* atlas;
uint32_t atlasWidth;
uint32_t atlasHeight;
uint32_t rowHeight;
uint32_t atlasX;
uint32_t atlasY;
};
struct Mesh {
uint32_t ref;
MeshStorage storage;
Buffer* vertexBuffer;
Buffer* indexBuffer;
uint32_t indexCount;
uint32_t dirtyVertices[2];
bool dirtyIndices;
void* vertices;
void* indices;
float bounds[6];
bool hasBounds;
DrawMode mode;
uint32_t drawStart;
uint32_t drawCount;
uint32_t baseVertex;
Material* material;
};
typedef struct {
float transform[12];
float color[4];
} DrawData;
typedef enum {
VERTEX_SHAPE,
VERTEX_POINT,
VERTEX_GLYPH,
VERTEX_MODEL,
VERTEX_EMPTY,
VERTEX_FORMAT_COUNT
} VertexFormat;
typedef struct {
uint64_t hash;
DrawMode mode;
DefaultShader shader;
Material* material;
float* transform;
float* bounds;
struct {
Buffer* buffer;
VertexFormat format;
uint32_t count;
void** pointer;
} vertex;
struct {
Buffer* buffer;
uint32_t count;
void** pointer;
} index;
uint32_t start;
uint32_t count;
uint32_t instances;
uint32_t baseVertex;
} DrawInfo;
typedef struct {
float position[3];
float rotation[4];
float scale[3];
} NodeTransform;
typedef struct {
uint32_t index;
uint32_t count;
uint32_t vertexIndex;
uint32_t vertexCount;
} BlendGroup;
struct Model {
uint32_t ref;
Model* parent;
ModelInfo info;
DrawInfo* draws;
Buffer* rawVertexBuffer;
Buffer* vertexBuffer;
Buffer* indexBuffer;
Buffer* blendBuffer;
Buffer* skinBuffer;
Mesh** meshes;
Texture** textures;
Material** materials;
NodeTransform* localTransforms;
float* globalTransforms;
float* boundingBoxes;
bool transformsDirty;
bool blendShapesDirty;
float* blendShapeWeights;
BlendGroup* blendGroups;
uint32_t blendGroupCount;
uint32_t lastVertexAnimation;
};
typedef enum {
READBACK_BUFFER,
READBACK_TEXTURE,
READBACK_TIMESTAMP
} ReadbackType;
typedef struct {
Pass* pass;
double cpuTime;
} TimingInfo;
struct Readback {
uint32_t ref;
uint32_t tick;
Readback* next;
BufferView view;
ReadbackType type;
union {
struct {
Buffer* buffer;
Blob* blob;
};
struct {
Texture* texture;
Image* image;
};
struct {
TimingInfo* times;
uint32_t count;
};
};
};
typedef struct {
float resolution[2];
float time;
} Globals;
typedef struct {
float viewMatrix[16];
float projection[16];
float viewProjection[16];
float inverseProjection[16];
} Camera;
typedef struct {
struct { float x, y, z; } position;
struct { float x, y, z; } normal;
struct { float u, v; } uv;
} ShapeVertex;
typedef struct {
struct { float x, y, z; } position;
uint32_t normal;
struct { float u, v; } uv;
struct { uint8_t r, g, b, a; } color;
uint32_t tangent;
} ModelVertex;
typedef struct {
struct { float x, y, z; } position;
struct { float x, y, z; } normal;
struct { float x, y, z; } tangent;
} BlendVertex;
enum {
SHAPE_PLANE,
SHAPE_BOX,
SHAPE_CIRCLE,
SHAPE_SPHERE,
SHAPE_CYLINDER,
SHAPE_CONE,
SHAPE_CAPSULE,
SHAPE_TORUS,
SHAPE_MONKEY
};
enum {
DIRTY_BINDINGS = (1 << 0),
DIRTY_UNIFORMS = (1 << 1),
DIRTY_CAMERA = (1 << 2),
NEEDS_VIEW_CULL = (1 << 3)
};
typedef struct {
char* memory;
size_t cursor;
size_t length;
size_t limit;
} Allocator;
typedef struct {
uint64_t hash;
uint32_t start;
uint32_t baseVertex;
uint32_t vertexBufferOffset;
gpu_buffer* vertexBuffer;
gpu_buffer* indexBuffer;
} CachedShape;
enum {
ACCESS_COMPUTE,
ACCESS_RENDER
};
typedef struct {
Sync* sync;
void* object;
gpu_phase phase;
gpu_cache cache;
} Access;
typedef struct {
void* prev;
void* next;
uint64_t count;
uint64_t textureMask;
uint64_t padding;
Access list[41];
} AccessBlock;
typedef struct {
Texture* texture;
LoadAction load;
float clear[4];
} ColorAttachment;
typedef struct {
Texture* texture;
TextureFormat format;
LoadAction load;
float clear;
} DepthAttachment;
typedef struct {
ColorAttachment color[4];
DepthAttachment depth;
uint32_t count;
uint32_t width;
uint32_t height;
uint32_t views;
uint32_t samples;
bool resolve;
} Canvas;
typedef struct {
bool dirty;
bool viewCull;
DrawMode mode;
float color[4];
Buffer* lastVertexBuffer;
VertexFormat lastVertexFormat;
gpu_pipeline_info info;
Material* material;
Shader* shader;
Font* font;
} Pipeline;
enum {
COMPUTE_INDIRECT = (1 << 0),
COMPUTE_BARRIER = (1 << 1)
};
typedef struct {
uint32_t flags;
Shader* shader;
gpu_bundle_info* bundleInfo;
gpu_bundle* bundle;
gpu_buffer* uniformBuffer;
uint32_t uniformOffset;
union {
struct {
uint32_t x;
uint32_t y;
uint32_t z;
};
struct {
gpu_buffer* buffer;
uint32_t offset;
} indirect;
};
} Compute;
enum {
DRAW_INDIRECT = (1 << 0),
DRAW_INDEX32 = (1 << 1),
DRAW_HAS_BOUNDS = (1 << 2)
};
typedef struct {
uint16_t flags;
uint16_t camera;
uint32_t tally;
Shader* shader;
Material* material;
gpu_pipeline_info* pipelineInfo;
gpu_bundle_info* bundleInfo;
gpu_pipeline* pipeline;
gpu_bundle* bundle;
gpu_buffer* vertexBuffer;
gpu_buffer* indexBuffer;
gpu_buffer* uniformBuffer;
uint32_t vertexBufferOffset;
uint32_t uniformOffset;
union {
struct {
uint32_t start;
uint32_t count;
uint32_t instances;
uint32_t baseVertex;
};
struct {
gpu_buffer* buffer;
uint32_t offset;
uint32_t count;
uint32_t stride; // Deprecated
} indirect;
};
float transform[16];
float color[4];
float bounds[6];
} Draw;
typedef struct {
gpu_tally* gpu;
Buffer* tempBuffer;
bool active;
uint32_t count;
uint32_t bufferOffset;
Buffer* buffer;
} Tally;
struct Pass {
uint32_t ref;
uint32_t flags;
gpu_pass* gpu;
Allocator allocator;
BufferAllocator buffers;
CachedShape geocache[16];
AccessBlock* access[2];
Tally tally;
Canvas canvas;
Camera* cameras;
uint32_t cameraCount;
float viewport[6];
uint32_t scissor[4];
Sampler* sampler;
float* transform;
Pipeline* pipeline;
uint32_t transformIndex;
uint32_t pipelineIndex;
gpu_binding* bindings;
void* uniforms;
uint32_t computeCount;
Compute* computes;
uint32_t drawCount;
uint32_t drawCapacity;
Draw* draws;
PassStats stats;
};
typedef struct {
Material* list;
BufferView view;
gpu_bundle_pool* bundlePool;
gpu_bundle* bundles;
uint32_t head;
uint32_t tail;
} MaterialBlock;
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;
typedef struct {
gpu_texture* texture;
uint32_t hash;
uint32_t tick;
} ScratchTexture;
static struct {
uint32_t ref;
bool active;
bool shouldPresent;
bool timingEnabled;
GraphicsConfig config;
gpu_device_info device;
gpu_features features;
gpu_limits limits;
gpu_stream* stream;
gpu_barrier barrier;
gpu_barrier transferBarrier;
gpu_tally* timestamps;
uint32_t timestampCount;
uint32_t tick;
float background[4];
TextureFormat depthFormat;
Texture* window;
Pass* windowPass;
Font* defaultFont;
Buffer* defaultBuffer;
Texture* defaultTexture;
Sampler* defaultSamplers[2];
Shader* defaultShaders[DEFAULT_SHADER_COUNT];
gpu_vertex_format vertexFormats[VERTEX_FORMAT_COUNT];
Readback* oldestReadback;
Readback* newestReadback;
Material* defaultMaterial;
size_t materialBlock;
arr_t(MaterialBlock) materialBlocks;
BufferAllocator bufferAllocators[4];
arr_t(ScratchTexture) scratchTextures;
map_t passLookup;
map_t pipelineLookup;
gpu_pipeline* pipelines;
uint32_t pipelineCount;
arr_t(Layout) layouts;
Allocator allocator;
} state;
// Helpers
static void* tempAlloc(Allocator* allocator, size_t size);
static size_t tempPush(Allocator* allocator);
static void tempPop(Allocator* allocator, size_t stack);
static gpu_pipeline* getPipeline(uint32_t index);
static BufferBlock* getBlock(gpu_buffer_type type, uint32_t size);
static void freeBlock(BufferAllocator* allocator, BufferBlock* block);
static BufferView allocateBuffer(BufferAllocator* allocator, gpu_buffer_type type, uint32_t size, size_t align);
static BufferView getBuffer(gpu_buffer_type type, uint32_t size, size_t align);
static int u64cmp(const void* a, const void* b);
static uint32_t lcm(uint32_t a, uint32_t b);
static void beginFrame(void);
static void flushTransfers(void);
static void processReadbacks(void);
static gpu_pass* getPass(Canvas* canvas);
static size_t getLayout(gpu_slot* slots, uint32_t count);
static gpu_bundle* getBundle(size_t layout, gpu_binding* bindings, uint32_t count);
static gpu_texture* getScratchTexture(gpu_stream* stream, Canvas* canvas, TextureFormat format, bool srgb);
static bool isDepthFormat(TextureFormat format);
static bool supportsSRGB(TextureFormat format);
static uint32_t measureTexture(TextureFormat format, uint32_t w, uint32_t h, uint32_t d);
static void checkTextureBounds(const TextureInfo* info, uint32_t offset[4], uint32_t extent[3]);
static void mipmapTexture(gpu_stream* stream, Texture* texture, uint32_t base, uint32_t count);
static ShaderResource* findShaderResource(Shader* shader, const char* name, size_t length);
static Access* getNextAccess(Pass* pass, int type, bool texture);
static void trackBuffer(Pass* pass, Buffer* buffer, gpu_phase phase, gpu_cache cache);
static void trackTexture(Pass* pass, Texture* texture, gpu_phase phase, gpu_cache cache);
static void trackMaterial(Pass* pass, Material* material);
static bool syncResource(Access* access, gpu_barrier* barrier);
static gpu_barrier syncTransfer(Sync* sync, gpu_phase phase, gpu_cache cache);
static void updateModelTransforms(Model* model, uint32_t nodeIndex, float* parent);
static void checkShaderFeatures(uint32_t* features, uint32_t count);
static void onResize(uint32_t width, uint32_t height);
static void onMessage(void* context, const char* message, bool severe);
// Entry
bool lovrGraphicsInit(GraphicsConfig* config) {
if (atomic_fetch_add(&state.ref, 1)) return false;
gpu_config gpu = {
.debug = config->debug,
.fnLog = onMessage,
.fnAlloc = lovrMalloc,
.fnFree = lovrFree,
.engineName = "LOVR",
.engineVersion = { LOVR_VERSION_MAJOR, LOVR_VERSION_MINOR, LOVR_VERSION_PATCH },
.device = &state.device,
.features = &state.features,
.limits = &state.limits,
#ifdef LOVR_VK
.vk.cacheData = config->cacheData,
.vk.cacheSize = config->cacheSize,
#endif
#if defined(LOVR_VK) && !defined(LOVR_DISABLE_HEADSET)
.vk.getPhysicalDevice = lovrHeadsetInterface ? lovrHeadsetInterface->getVulkanPhysicalDevice : NULL,
.vk.createInstance = lovrHeadsetInterface ? lovrHeadsetInterface->createVulkanInstance : NULL,
.vk.createDevice = lovrHeadsetInterface ? lovrHeadsetInterface->createVulkanDevice : NULL,
#endif
};
if (!gpu_init(&gpu)) {
lovrThrow("Failed to initialize GPU");
}
state.config = *config;
state.timingEnabled = config->debug;
// Temporary frame memory uses a large 1GB virtual memory allocation, committing pages as needed
state.allocator.length = 1 << 14;
state.allocator.limit = 1 << 30;
state.allocator.memory = os_vm_init(state.allocator.limit);
os_vm_commit(state.allocator.memory, state.allocator.length);
state.pipelines = os_vm_init(MAX_PIPELINES * gpu_sizeof_pipeline());
lovrAssert(state.pipelines, "Out of memory");
map_init(&state.passLookup, 4);
map_init(&state.pipelineLookup, 64);
arr_init(&state.layouts, realloc);
arr_init(&state.materialBlocks, realloc);
arr_init(&state.scratchTextures, realloc);
gpu_slot builtinSlots[] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER, GPU_STAGE_GRAPHICS }, // Globals
{ 1, GPU_SLOT_UNIFORM_BUFFER_DYNAMIC, GPU_STAGE_GRAPHICS }, // Cameras
{ 2, GPU_SLOT_UNIFORM_BUFFER_DYNAMIC, GPU_STAGE_GRAPHICS }, // DrawData
{ 3, GPU_SLOT_SAMPLER, GPU_STAGE_GRAPHICS } // Sampler
};
size_t builtinLayout = getLayout(builtinSlots, COUNTOF(builtinSlots));
if (builtinLayout != LAYOUT_BUILTINS) lovrUnreachable();
gpu_slot materialSlots[] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER, GPU_STAGE_GRAPHICS }, // Data
{ 1, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_GRAPHICS }, // Color
{ 2, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_GRAPHICS }, // Glow
{ 3, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_GRAPHICS }, // Occlusion
{ 4, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_GRAPHICS }, // Metalness
{ 5, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_GRAPHICS }, // Roughness
{ 6, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_GRAPHICS }, // Clearcoat
{ 7, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_GRAPHICS } // Normal
};
size_t materialLayout = getLayout(materialSlots, COUNTOF(materialSlots));
if (materialLayout != LAYOUT_MATERIAL) lovrUnreachable();
gpu_slot uniformSlots[] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER_DYNAMIC, GPU_STAGE_GRAPHICS | GPU_STAGE_COMPUTE }
};
size_t uniformLayout = getLayout(uniformSlots, COUNTOF(uniformSlots));
if (uniformLayout != LAYOUT_UNIFORMS) lovrUnreachable();
float data[] = { 0.f, 0.f, 0.f, 0.f, 1.f, 1.f, 1.f, 1.f };
state.defaultBuffer = lovrBufferCreate(&(BufferInfo) {
.size = sizeof(data),
.label = "Default Buffer"
}, NULL);
beginFrame();
BufferView view = getBuffer(GPU_BUFFER_UPLOAD, sizeof(data), 4);
memcpy(view.pointer, data, sizeof(data));
gpu_copy_buffers(state.stream, view.buffer, state.defaultBuffer->gpu, view.offset, state.defaultBuffer->base, sizeof(data));
Image* image = lovrImageCreateRaw(4, 4, FORMAT_RGBA8, false);
float white[4] = { 1.f, 1.f, 1.f, 1.f };
for (uint32_t y = 0; y < 4; y++) {
for (uint32_t x = 0; x < 4; x++) {
lovrImageSetPixel(image, x, y, white);
}
}
state.defaultTexture = lovrTextureCreate(&(TextureInfo) {
.type = TEXTURE_2D,
.usage = TEXTURE_SAMPLE,
.format = FORMAT_RGBA8,
.width = 4,
.height = 4,
.layers = 1,
.mipmaps = 1,
.srgb = false,
.imageCount = 1,
.images = &image,
.label = "Default Texture"
});
lovrRelease(image, lovrImageDestroy);
for (uint32_t i = 0; i < 2; i++) {
state.defaultSamplers[i] = lovrSamplerCreate(&(SamplerInfo) {
.min = i == 0 ? FILTER_NEAREST : FILTER_LINEAR,
.mag = i == 0 ? FILTER_NEAREST : FILTER_LINEAR,
.mip = i == 0 ? FILTER_NEAREST : FILTER_LINEAR,
.wrap = { WRAP_REPEAT, WRAP_REPEAT, WRAP_REPEAT },
.range = { 0.f, -1.f }
});
}
state.vertexFormats[VERTEX_SHAPE] = (gpu_vertex_format) {
.bufferCount = 2,
.attributeCount = 5,
.bufferStrides[0] = sizeof(ShapeVertex),
.attributes[0] = { 0, 10, offsetof(ShapeVertex, position), GPU_TYPE_F32x3 },
.attributes[1] = { 0, 11, offsetof(ShapeVertex, normal), GPU_TYPE_F32x3 },
.attributes[2] = { 0, 12, offsetof(ShapeVertex, uv), GPU_TYPE_F32x2 },
.attributes[3] = { 1, 13, 16, GPU_TYPE_F32x4 },
.attributes[4] = { 1, 14, 0, GPU_TYPE_F32x4 }
};
state.vertexFormats[VERTEX_POINT] = (gpu_vertex_format) {
.bufferCount = 2,
.attributeCount = 5,
.bufferStrides[0] = 12,
.attributes[0] = { 0, 10, 0, GPU_TYPE_F32x3 },
.attributes[1] = { 1, 11, 0, GPU_TYPE_F32x4 },
.attributes[2] = { 1, 12, 0, GPU_TYPE_F32x4 },
.attributes[3] = { 1, 13, 16, GPU_TYPE_F32x4 },
.attributes[4] = { 1, 14, 0, GPU_TYPE_F32x4 }
};
state.vertexFormats[VERTEX_GLYPH] = (gpu_vertex_format) {
.bufferCount = 2,
.attributeCount = 5,
.bufferStrides[0] = sizeof(GlyphVertex),
.attributes[0] = { 0, 10, offsetof(GlyphVertex, position), GPU_TYPE_F32x2 },
.attributes[1] = { 1, 11, 0, GPU_TYPE_F32x4 },
.attributes[2] = { 0, 12, offsetof(GlyphVertex, uv), GPU_TYPE_UN16x2 },
.attributes[3] = { 0, 13, offsetof(GlyphVertex, color), GPU_TYPE_UN8x4 },
.attributes[4] = { 1, 14, 0, GPU_TYPE_F32x4 }
};
state.vertexFormats[VERTEX_MODEL] = (gpu_vertex_format) {
.bufferCount = 2,
.attributeCount = 5,
.bufferStrides[0] = sizeof(ModelVertex),
.attributes[0] = { 0, 10, offsetof(ModelVertex, position), GPU_TYPE_F32x3 },
.attributes[1] = { 0, 11, offsetof(ModelVertex, normal), GPU_TYPE_SN10x3 },
.attributes[2] = { 0, 12, offsetof(ModelVertex, uv), GPU_TYPE_F32x2 },
.attributes[3] = { 0, 13, offsetof(ModelVertex, color), GPU_TYPE_UN8x4 },
.attributes[4] = { 0, 14, offsetof(ModelVertex, tangent), GPU_TYPE_SN10x3 }
};
state.vertexFormats[VERTEX_EMPTY] = (gpu_vertex_format) {
.bufferCount = 2,
.attributeCount = 5,
.attributes[0] = { 1, 10, 0, GPU_TYPE_F32x3 },
.attributes[1] = { 1, 11, 0, GPU_TYPE_F32x3 },
.attributes[2] = { 1, 12, 0, GPU_TYPE_F32x2 },
.attributes[3] = { 1, 13, 16, GPU_TYPE_F32x4 },
.attributes[4] = { 1, 14, 0, GPU_TYPE_F32x4 }
};
state.defaultMaterial = lovrMaterialCreate(&(MaterialInfo) {
.data.color = { 1.f, 1.f, 1.f, 1.f },
.data.uvScale = { 1.f, 1.f },
.data.metalness = 0.f,
.data.roughness = 1.f,
.data.normalScale = 1.f,
.texture = state.defaultTexture
});
float16Init();
#ifdef LOVR_USE_GLSLANG
glslang_initialize_process();
#endif
return true;
}
void lovrGraphicsDestroy(void) {
if (atomic_fetch_sub(&state.ref, 1) != 1) return;
#ifndef LOVR_DISABLE_HEADSET
// If there's an active headset session it needs to be stopped so it can clean up its Pass and
// swapchain textures before gpu_destroy is called. This is really hacky and should be solved
// with module-level refcounting in the future.
if (lovrHeadsetInterface && lovrHeadsetInterface->stop) {
lovrHeadsetInterface->stop();
}
#endif
Readback* readback = state.oldestReadback;
while (readback) {
Readback* next = readback->next;
lovrReadbackDestroy(readback);
readback = next;
}
if (state.timestamps) gpu_tally_destroy(state.timestamps);
lovrFree(state.timestamps);
lovrRelease(state.window, lovrTextureDestroy);
lovrRelease(state.windowPass, lovrPassDestroy);
lovrRelease(state.defaultFont, lovrFontDestroy);
lovrRelease(state.defaultBuffer, lovrBufferDestroy);
lovrRelease(state.defaultTexture, lovrTextureDestroy);
lovrRelease(state.defaultSamplers[0], lovrSamplerDestroy);
lovrRelease(state.defaultSamplers[1], lovrSamplerDestroy);
for (size_t i = 0; i < COUNTOF(state.defaultShaders); i++) {
lovrRelease(state.defaultShaders[i], lovrShaderDestroy);
}
lovrRelease(state.defaultMaterial, lovrMaterialDestroy);
for (size_t i = 0; i < state.materialBlocks.length; i++) {
MaterialBlock* block = &state.materialBlocks.data[i];
BufferBlock* current = state.bufferAllocators[GPU_BUFFER_STATIC].current;
if (block->view.block != current && atomic_fetch_sub(&block->view.block->ref, 1) == 1) {
freeBlock(&state.bufferAllocators[GPU_BUFFER_STATIC], block->view.block);
}
gpu_bundle_pool_destroy(block->bundlePool);
lovrFree(block->list);
lovrFree(block->bundlePool);
lovrFree(block->bundles);
}
arr_free(&state.materialBlocks);
for (size_t i = 0; i < state.scratchTextures.length; i++) {
gpu_texture_destroy(state.scratchTextures.data[i].texture);
lovrFree(state.scratchTextures.data[i].texture);
}
arr_free(&state.scratchTextures);
for (size_t i = 0; i < state.pipelineCount; i++) {
gpu_pipeline_destroy(getPipeline(i));
}
os_vm_free(state.pipelines, MAX_PIPELINES * gpu_sizeof_pipeline());
map_free(&state.pipelineLookup);
for (size_t i = 0; i < state.passLookup.size; i++) {
if (state.passLookup.values[i] != MAP_NIL) {
gpu_pass* pass = (gpu_pass*) (uintptr_t) state.passLookup.values[i];
gpu_pass_destroy(pass);
lovrFree(pass);
}
}
map_free(&state.passLookup);
for (size_t i = 0; i < COUNTOF(state.bufferAllocators); i++) {
BufferBlock* block = state.bufferAllocators[i].freelist;
while (block) {
gpu_buffer_destroy(block->handle);
BufferBlock* next = block->next;
lovrFree(block);
block = next;
}
BufferBlock* current = state.bufferAllocators[i].current;
if (current) {
gpu_buffer_destroy(current->handle);
lovrFree(current);
}
}
for (size_t i = 0; i < state.layouts.length; i++) {
BundlePool* pool = state.layouts.data[i].head;
while (pool) {
BundlePool* next = pool->next;
gpu_bundle_pool_destroy(pool->gpu);
lovrFree(pool->gpu);
lovrFree(pool->bundles);
lovrFree(pool);
pool = next;
}
gpu_layout_destroy(state.layouts.data[i].gpu);
lovrFree(state.layouts.data[i].gpu);
}
arr_free(&state.layouts);
gpu_destroy();
#ifdef LOVR_USE_GLSLANG
glslang_finalize_process();
#endif
os_vm_free(state.allocator.memory, state.allocator.limit);
memset(&state, 0, sizeof(state));
}
bool lovrGraphicsIsInitialized(void) {
return state.ref;
}
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->depthResolve = state.features.depthResolve;
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->uniformBuffersPerStage = MIN(state.limits.uniformBuffersPerStage - 3, MAX_SHADER_RESOURCES);
limits->storageBuffersPerStage = MIN(state.limits.storageBuffersPerStage, MAX_SHADER_RESOURCES);
limits->sampledTexturesPerStage = MIN(state.limits.sampledTexturesPerStage - 7, MAX_SHADER_RESOURCES);
limits->storageTexturesPerStage = MIN(state.limits.storageTexturesPerStage, MAX_SHADER_RESOURCES);
limits->samplersPerStage = MIN(state.limits.samplersPerStage - 1, MAX_SHADER_RESOURCES);
limits->resourcesPerShader = MAX_SHADER_RESOURCES;
limits->uniformBufferRange = state.limits.uniformBufferRange;
limits->storageBufferRange = state.limits.storageBufferRange;
limits->uniformBufferAlign = state.limits.uniformBufferAlign;
limits->storageBufferAlign = state.limits.storageBufferAlign;
limits->vertexAttributes = 10;
limits->vertexBufferStride = state.limits.vertexBufferStride;
limits->vertexShaderOutputs = 10;
limits->clipDistances = state.limits.clipDistances;
limits->cullDistances = state.limits.cullDistances;
limits->clipAndCullDistances = state.limits.clipAndCullDistances;
memcpy(limits->workgroupCount, state.limits.workgroupCount, 3 * sizeof(uint32_t));
memcpy(limits->workgroupSize, state.limits.workgroupSize, 3 * sizeof(uint32_t));
limits->totalWorkgroupSize = state.limits.totalWorkgroupSize;
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;
}
uint32_t lovrGraphicsGetFormatSupport(uint32_t format, uint32_t features) {
uint32_t support = 0;
for (uint32_t i = 0; i < 2; i++) {
uint8_t supports = state.features.formats[format][i];
if (features) {
support |=
(((~features & TEXTURE_FEATURE_SAMPLE) || (supports & GPU_FEATURE_SAMPLE)) &&
((~features & TEXTURE_FEATURE_RENDER) || (supports & GPU_FEATURE_RENDER)) &&
((~features & TEXTURE_FEATURE_STORAGE) || (supports & GPU_FEATURE_STORAGE)) &&
((~features & TEXTURE_FEATURE_BLIT) || (supports & GPU_FEATURE_BLIT))) << i;
} else {
support |= !!supports << i;
}
}
return support;
}
void lovrGraphicsGetShaderCache(void* data, size_t* size) {
gpu_pipeline_get_cache(data, size);
}
void lovrGraphicsGetBackgroundColor(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 lovrGraphicsSetBackgroundColor(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];
}
bool lovrGraphicsIsTimingEnabled(void) {
return state.timingEnabled;
}
void lovrGraphicsSetTimingEnabled(bool enable) {
state.timingEnabled = enable;
}
static void recordComputePass(Pass* pass, gpu_stream* stream) {
if (pass->computeCount == 0) {
return;
}
gpu_pipeline* pipeline = NULL;
gpu_bundle_info* bundleInfo = NULL;
gpu_bundle* uniformBundle = NULL;
gpu_buffer* uniformBuffer = NULL;
uint32_t uniformOffset = 0;
gpu_compute_begin(stream);
for (uint32_t i = 0; i < pass->computeCount; i++) {
Compute* compute = &pass->computes[i];
if (compute->shader->computePipeline != pipeline) {
gpu_bind_pipeline(stream, compute->shader->computePipeline, GPU_PIPELINE_COMPUTE);
pipeline = compute->shader->computePipeline;
}
if (compute->bundleInfo != bundleInfo) {
bundleInfo = compute->bundleInfo;
gpu_bundle* bundle = getBundle(compute->shader->layout, bundleInfo->bindings, bundleInfo->count);
gpu_bind_bundles(stream, compute->shader->gpu, &bundle, 0, 1, NULL, 0);
}
if (compute->uniformBuffer != uniformBuffer || compute->uniformOffset != uniformOffset) {
if (compute->uniformBuffer != uniformBuffer) {
uniformBundle = getBundle(LAYOUT_UNIFORMS, &(gpu_binding) {
.number = 0,
.type = GPU_SLOT_UNIFORM_BUFFER_DYNAMIC,
.buffer.object = compute->uniformBuffer,
.buffer.extent = compute->shader->uniformSize
}, 1);
}
gpu_bind_bundles(stream, compute->shader->gpu, &uniformBundle, 1, 1, &compute->uniformOffset, 1);
uniformBuffer = compute->uniformBuffer;
uniformOffset = compute->uniformOffset;
}
if (compute->flags & COMPUTE_INDIRECT) {
gpu_compute_indirect(stream, compute->indirect.buffer, compute->indirect.offset);
} else {
gpu_compute(stream, compute->x, compute->y, compute->z);
}
if ((compute->flags & COMPUTE_BARRIER) && i < pass->computeCount - 1) {
gpu_sync(stream, &(gpu_barrier) {
.prev = GPU_PHASE_SHADER_COMPUTE,
.next = GPU_PHASE_INDIRECT | GPU_PHASE_SHADER_COMPUTE,
.flush = GPU_CACHE_STORAGE_WRITE,
.clear = GPU_CACHE_INDIRECT | GPU_CACHE_UNIFORM | GPU_CACHE_TEXTURE | GPU_CACHE_STORAGE_READ
}, 1);
}
}
gpu_compute_end(stream);
}
static void recordRenderPass(Pass* pass, gpu_stream* stream) {
Canvas* canvas = &pass->canvas;
if (canvas->count == 0 && !canvas->depth.texture) {
return;
}
// Canvas
gpu_canvas target = { 0 };
Texture* texture = canvas->color[0].texture;
for (uint32_t i = 0; i < canvas->count; i++, texture = canvas->color[i].texture) {
target.color[i] = (gpu_color_attachment) {
.texture = canvas->resolve ? getScratchTexture(stream, canvas, texture->info.format, texture->info.srgb) : texture->renderView,
.resolve = canvas->resolve ? texture->renderView : NULL,
.clear[0] = canvas->color[i].clear[0],
.clear[1] = canvas->color[i].clear[1],
.clear[2] = canvas->color[i].clear[2],
.clear[3] = canvas->color[i].clear[3]
};
}
if ((texture = canvas->depth.texture) != NULL || canvas->depth.format) {
target.depth = (gpu_depth_attachment) {
.texture = canvas->resolve || !texture ? getScratchTexture(stream, canvas, canvas->depth.format, false) : texture->renderView,
.resolve = canvas->resolve && texture ? texture->renderView : NULL,
.clear = canvas->depth.clear
};
}
target.pass = pass->gpu;
target.width = canvas->width;
target.height = canvas->height;
// Cameras
Camera* camera = pass->cameras;
for (uint32_t c = 0; c < pass->cameraCount; c++) {
for (uint32_t v = 0; v < canvas->views; v++, camera++) {
mat4_init(camera->viewProjection, camera->projection);
mat4_init(camera->inverseProjection, camera->projection);
mat4_mul(camera->viewProjection, camera->viewMatrix);
mat4_invert(camera->inverseProjection);
}
}
// Frustum Culling
uint32_t activeDrawCount = 0;
uint16_t* activeDraws = tempAlloc(&state.allocator, pass->drawCount * sizeof(uint16_t));
if (pass->flags & NEEDS_VIEW_CULL) {
typedef struct { float planes[6][4]; } Frustum;
Frustum* frusta = tempAlloc(&state.allocator, canvas->views * sizeof(Frustum));
uint32_t drawIndex = 0;
for (uint32_t c = 0; c < pass->cameraCount; c++) {
for (uint32_t v = 0; v < canvas->views; v++) {
float* m = pass->cameras[c * canvas->views + v].viewProjection;
memcpy(frusta[v].planes, (float[6][4]) {
{ (m[3] + m[0]), (m[7] + m[4]), (m[11] + m[8]), (m[15] + m[12]) }, // Left
{ (m[3] - m[0]), (m[7] - m[4]), (m[11] - m[8]), (m[15] - m[12]) }, // Right
{ (m[3] + m[1]), (m[7] + m[5]), (m[11] + m[9]), (m[15] + m[13]) }, // Bottom
{ (m[3] - m[1]), (m[7] - m[5]), (m[11] - m[9]), (m[15] - m[13]) }, // Top
{ m[2], m[6], m[10], m[14] }, // Near
{ (m[3] - m[2]), (m[7] - m[6]), (m[11] - m[10]), (m[15] - m[14]) } // Far
}, sizeof(Frustum));
}
while (drawIndex < pass->drawCount) {
Draw* draw = &pass->draws[drawIndex];
if (draw->camera != c) {
break;
}
if (~draw->flags & DRAW_HAS_BOUNDS) {
activeDraws[activeDrawCount++] = drawIndex++;
continue;
}
float* center = draw->bounds + 0;
float* extent = draw->bounds + 3;
float corners[8][3] = {
{ center[0] - extent[0], center[1] - extent[1], center[2] - extent[2] },
{ center[0] - extent[0], center[1] - extent[1], center[2] + extent[2] },
{ center[0] - extent[0], center[1] + extent[1], center[2] - extent[2] },
{ center[0] - extent[0], center[1] + extent[1], center[2] + extent[2] },
{ center[0] + extent[0], center[1] - extent[1], center[2] - extent[2] },
{ center[0] + extent[0], center[1] - extent[1], center[2] + extent[2] },
{ center[0] + extent[0], center[1] + extent[1], center[2] - extent[2] },
{ center[0] + extent[0], center[1] + extent[1], center[2] + extent[2] }
};
for (uint32_t i = 0; i < COUNTOF(corners); i++) {
mat4_mulPoint(draw->transform, corners[i]);
}
uint32_t visible = canvas->views;
for (uint32_t v = 0; v < canvas->views; v++) {
for (uint32_t p = 0; p < 6; p++) {
bool inside = false;
for (uint32_t c = 0; c < COUNTOF(corners); c++) {
if (vec3_dot(corners[c], frusta[v].planes[p]) + frusta[v].planes[p][3] > 0.f) {
inside = true;
break;
}
}
if (!inside) {
visible--;
break;
}
}
}
if (visible) {
activeDraws[activeDrawCount++] = drawIndex;
}
drawIndex++;
}
}
} else {
for (uint32_t i = 0; i < pass->drawCount; i++) {
activeDraws[activeDrawCount++] = i;
}
}
pass->stats.drawsCulled = pass->drawCount - activeDrawCount;
if (activeDrawCount == 0) {
gpu_render_begin(stream, &target);
gpu_render_end(stream, &target);
return;
}
// Builtins
gpu_binding builtins[] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER, .buffer = { 0 } },
{ 1, GPU_SLOT_UNIFORM_BUFFER_DYNAMIC, .buffer = { 0 } },
{ 2, GPU_SLOT_UNIFORM_BUFFER_DYNAMIC, .buffer = { 0 } },
{ 3, GPU_SLOT_SAMPLER, .sampler = pass->sampler ? pass->sampler->gpu : state.defaultSamplers[FILTER_LINEAR]->gpu }
};
BufferView view;
size_t align = state.limits.uniformBufferAlign;
// Globals
view = getBuffer(GPU_BUFFER_STREAM, sizeof(Globals), align);
builtins[0].buffer = (gpu_buffer_binding) { view.buffer, view.offset, view.extent };
Globals* global = view.pointer;
global->resolution[0] = canvas->width;
global->resolution[1] = canvas->height;
global->time = lovrHeadsetInterface ? lovrHeadsetInterface->getDisplayTime() : os_get_time();
// Cameras
view = getBuffer(GPU_BUFFER_STREAM, pass->cameraCount * canvas->views * sizeof(Camera), align);
builtins[1].buffer = (gpu_buffer_binding) { view.buffer, view.offset, view.extent };
memcpy(view.pointer, pass->cameras, pass->cameraCount * canvas->views * sizeof(Camera));
// DrawData
uint32_t alignedDrawCount = activeDrawCount <= 256 ? activeDrawCount : ALIGN(activeDrawCount, 256);
view = getBuffer(GPU_BUFFER_STREAM, alignedDrawCount * sizeof(DrawData), align);
builtins[2].buffer = (gpu_buffer_binding) { view.buffer, view.offset, MIN(activeDrawCount, 256) * sizeof(DrawData) };
DrawData* data = view.pointer;
for (uint32_t i = 0; i < activeDrawCount; i++, data++) {
Draw* draw = &pass->draws[activeDraws[i]];
// transform is provided as 4x3 row-major matrix for packing reasons, need to transpose
data->transform[0] = draw->transform[0];
data->transform[1] = draw->transform[4];
data->transform[2] = draw->transform[8];
data->transform[3] = draw->transform[12];
data->transform[4] = draw->transform[1];
data->transform[5] = draw->transform[5];
data->transform[6] = draw->transform[9];
data->transform[7] = draw->transform[13];
data->transform[8] = draw->transform[2];
data->transform[9] = draw->transform[6];
data->transform[10] = draw->transform[10];
data->transform[11] = draw->transform[14];
data->color[0] = draw->color[0];
data->color[1] = draw->color[1];
data->color[2] = draw->color[2];
data->color[3] = draw->color[3];
}
gpu_bundle* builtinBundle = getBundle(LAYOUT_BUILTINS, builtins, COUNTOF(builtins));
// Pipelines
if (!pass->draws[pass->drawCount - 1].pipeline) {
uint32_t first = 0;
while (pass->draws[first].pipeline) {
first++; // TODO could binary search or cache
}
for (uint32_t i = first; i < pass->drawCount; i++) {
Draw* prev = &pass->draws[i - 1];
Draw* draw = &pass->draws[i];
if (i > 0 && draw->pipelineInfo == prev->pipelineInfo) {
draw->pipeline = prev->pipeline;
continue;
}
uint64_t hash = hash64(draw->pipelineInfo, sizeof(gpu_pipeline_info));
uint64_t index = map_get(&state.pipelineLookup, hash);
if (index == MAP_NIL) {
lovrAssert(state.pipelineCount < MAX_PIPELINES, "Too many pipelines!");
index = state.pipelineCount++;
os_vm_commit(state.pipelines, state.pipelineCount * gpu_sizeof_pipeline());
gpu_pipeline_init_graphics(getPipeline(index), draw->pipelineInfo);
map_set(&state.pipelineLookup, hash, index);
}
draw->pipeline = getPipeline(index);
}
}
// Bundles
Draw* prev = NULL;
for (uint32_t i = 0; i < activeDrawCount; i++) {
Draw* draw = &pass->draws[activeDraws[i]];
if (i > 0 && draw->bundleInfo == prev->bundleInfo) {
draw->bundle = prev->bundle;
continue;
}
if (draw->bundleInfo) {
draw->bundle = getBundle(draw->shader->layout, draw->bundleInfo->bindings, draw->bundleInfo->count);
} else {
draw->bundle = NULL;
}
prev = draw;
}
// Tally
if (pass->tally.active) {
lovrPassFinishTally(pass);
}
if (pass->tally.buffer && pass->tally.count > 0) {
if (!pass->tally.gpu) {
pass->tally.gpu = lovrMalloc(gpu_sizeof_tally());
gpu_tally_init(pass->tally.gpu, &(gpu_tally_info) {
.type = GPU_TALLY_PIXEL,
.count = MAX_TALLIES * state.limits.renderSize[2]
});
BufferInfo info = { .size = MAX_TALLIES * state.limits.renderSize[2] * sizeof(uint32_t) };
pass->tally.tempBuffer = lovrBufferCreate(&info, NULL);
}
gpu_clear_tally(stream, pass->tally.gpu, 0, pass->tally.count * canvas->views);
}
// Do the thing!
gpu_render_begin(stream, &target);
float defaultViewport[6] = { 0.f, 0.f, (float) canvas->width, (float) canvas->height, 0.f, 1.f };
uint32_t defaultScissor[4] = { 0, 0, canvas->width, canvas->height };
float* viewport = pass->viewport[2] == 0.f && pass->viewport[3] == 0.f ? defaultViewport : pass->viewport;
uint32_t* scissor = pass->scissor[2] == 0 && pass->scissor[3] == 0 ? defaultScissor : pass->scissor;
gpu_set_viewport(stream, viewport, viewport + 4);
gpu_set_scissor(stream, scissor);
uint16_t cameraIndex = 0xffff;
uint32_t tally = ~0u;
gpu_pipeline* pipeline = NULL;
gpu_bundle* bundle = NULL;
Material* material = NULL;
gpu_buffer* vertexBuffer = NULL;
uint32_t vertexBufferOffset = 0;
gpu_buffer* indexBuffer = NULL;
gpu_buffer* uniformBuffer = NULL;
uint32_t uniformOffset = 0;
gpu_bundle* uniformBundle = NULL;
gpu_bind_vertex_buffers(stream, &state.defaultBuffer->gpu, &state.defaultBuffer->base, 1, 1);
for (uint32_t i = 0; i < activeDrawCount; i++) {
Draw* draw = &pass->draws[activeDraws[i]];
if (pass->tally.buffer && draw->tally != tally) {
if (tally != ~0u) gpu_tally_finish(stream, pass->tally.gpu, tally * canvas->views);
if (draw->tally != ~0u) gpu_tally_begin(stream, pass->tally.gpu, draw->tally * canvas->views);
tally = draw->tally;
}
if (draw->pipeline != pipeline) {
gpu_bind_pipeline(stream, draw->pipeline, GPU_PIPELINE_GRAPHICS);
pipeline = draw->pipeline;
}
if ((i & 0xff) == 0 || draw->camera != cameraIndex) {
uint32_t dynamicOffsets[] = { draw->camera * canvas->views * sizeof(Camera), (i >> 8) * 256 * sizeof(DrawData) };
gpu_bind_bundles(stream, draw->shader->gpu, &builtinBundle, 0, 1, dynamicOffsets, COUNTOF(dynamicOffsets));
cameraIndex = draw->camera;
}
if (draw->material != material) {
gpu_bind_bundles(stream, draw->shader->gpu, &draw->material->bundle, 1, 1, NULL, 0);
material = draw->material;
}
if (draw->bundle && (draw->bundle != bundle)) {
gpu_bind_bundles(stream, draw->shader->gpu, &draw->bundle, 2, 1, NULL, 0);
bundle = draw->bundle;
}
if (draw->uniformBuffer != uniformBuffer || draw->uniformOffset != uniformOffset) {
if (draw->uniformBuffer != uniformBuffer) {
uniformBundle = getBundle(LAYOUT_UNIFORMS, &(gpu_binding) {
.number = 0,
.type = GPU_SLOT_UNIFORM_BUFFER_DYNAMIC,
.buffer.object = draw->uniformBuffer,
.buffer.extent = draw->shader->uniformSize
}, 1);
}
gpu_bind_bundles(stream, draw->shader->gpu, &uniformBundle, 3, 1, &draw->uniformOffset, 1);
uniformBuffer = draw->uniformBuffer;
uniformOffset = draw->uniformOffset;
}
if (draw->vertexBuffer && (draw->vertexBuffer != vertexBuffer || draw->vertexBufferOffset != vertexBufferOffset)) {
gpu_bind_vertex_buffers(stream, &draw->vertexBuffer, &draw->vertexBufferOffset, 0, 1);
vertexBuffer = draw->vertexBuffer;
vertexBufferOffset = draw->vertexBufferOffset;
}
if (draw->indexBuffer && draw->indexBuffer != indexBuffer) {
gpu_index_type indexType = (draw->flags & DRAW_INDEX32) ? GPU_INDEX_U32 : GPU_INDEX_U16;
gpu_bind_index_buffer(stream, draw->indexBuffer, 0, indexType);
indexBuffer = draw->indexBuffer;
}
uint32_t DrawID = i & 0xff;
gpu_push_constants(stream, draw->shader->gpu, &DrawID, sizeof(DrawID));
if (draw->flags & DRAW_INDIRECT) {
if (draw->indexBuffer) {
gpu_draw_indirect_indexed(stream, draw->indirect.buffer, draw->indirect.offset, draw->indirect.count, draw->indirect.stride);
} else {
gpu_draw_indirect(stream, draw->indirect.buffer, draw->indirect.offset, draw->indirect.count, draw->indirect.stride);
}
} else {
if (draw->indexBuffer) {
gpu_draw_indexed(stream, draw->count, draw->instances, draw->start, draw->baseVertex, 0);
} else {
gpu_draw(stream, draw->count, draw->instances, draw->start, 0);
}
}
}
if (tally != ~0u) {
gpu_tally_finish(stream, pass->tally.gpu, tally * canvas->views);
}
gpu_render_end(stream, &target);
// Automipmap
bool synchronized = false;
for (uint32_t t = 0; t < canvas->count; t++) {
if (canvas->color[t].texture->info.mipmaps > 1) {
if (!synchronized) {
synchronized = true;
gpu_sync(stream, &(gpu_barrier) {
.prev = GPU_PHASE_COLOR,
.next = GPU_PHASE_BLIT,
.flush = GPU_CACHE_COLOR_WRITE,
.clear = GPU_CACHE_TRANSFER_READ
}, 1);
}
mipmapTexture(stream, canvas->color[t].texture, 0, ~0u);
}
}
texture = canvas->depth.texture;
if (canvas->depth.texture && canvas->depth.texture->info.mipmaps > 1) {
gpu_sync(stream, &(gpu_barrier) {
.prev = GPU_PHASE_DEPTH_EARLY | GPU_PHASE_DEPTH_LATE,
.next = GPU_PHASE_BLIT,
.flush = GPU_CACHE_DEPTH_WRITE,
.clear = GPU_CACHE_TRANSFER_READ
}, 1);
mipmapTexture(stream, canvas->depth.texture, 0, ~0u);
}
// Tally copy
if (pass->tally.buffer && pass->tally.count > 0) {
Tally* tally = &pass->tally;
uint32_t count = MIN(tally->count, (tally->buffer->info.size - tally->bufferOffset) / 4);
Buffer* tempBuffer = pass->tally.tempBuffer;
gpu_copy_tally_buffer(stream, tally->gpu, tempBuffer->gpu, 0, tempBuffer->base, count * canvas->views);
gpu_barrier barrier = {
.prev = GPU_PHASE_COPY,
.next = GPU_PHASE_SHADER_COMPUTE,
.flush = GPU_CACHE_TRANSFER_WRITE,
.clear = GPU_CACHE_STORAGE_READ
};
Access access = {
.sync = &tally->buffer->sync,
.object = tally->buffer,
.phase = GPU_PHASE_SHADER_COMPUTE,
.cache = GPU_CACHE_STORAGE_WRITE
};
syncResource(&access, &barrier);
gpu_sync(stream, &barrier, 1);
gpu_binding bindings[] = {
{ 0, GPU_SLOT_STORAGE_BUFFER, .buffer = { tempBuffer->gpu, tempBuffer->base, count * canvas->views * sizeof(uint32_t) } },
{ 1, GPU_SLOT_STORAGE_BUFFER, .buffer = { tally->buffer->gpu, tally->buffer->base + tally->bufferOffset, count * sizeof(uint32_t) } }
};
Shader* shader = lovrGraphicsGetDefaultShader(SHADER_TALLY_MERGE);
gpu_bundle* bundle = getBundle(shader->layout, bindings, COUNTOF(bindings));
uint32_t constants[2] = { count, canvas->views };
gpu_compute_begin(stream);
gpu_bind_pipeline(stream, shader->computePipeline, GPU_PIPELINE_COMPUTE);
gpu_bind_bundles(stream, shader->gpu, &bundle, 0, 1, NULL, 0);
gpu_push_constants(stream, shader->gpu, constants, sizeof(constants));
gpu_compute(stream, (count + 31) / 32, 1, 1);
gpu_compute_end(stream);
}
}
static Readback* lovrReadbackCreateTimestamp(TimingInfo* passes, uint32_t count, BufferView view);
void lovrGraphicsSubmit(Pass** passes, uint32_t count) {
beginFrame();
bool xrCanvas = false;
uint32_t streamCount = 0;
uint32_t maxStreams = count + 3;
gpu_stream** streams = tempAlloc(&state.allocator, maxStreams * sizeof(gpu_stream*));
gpu_barrier* computeBarriers = tempAlloc(&state.allocator, count * sizeof(gpu_barrier));
gpu_barrier* renderBarriers = tempAlloc(&state.allocator, count * sizeof(gpu_barrier));
if (count > 0) {
memset(computeBarriers, 0, count * sizeof(gpu_barrier));
memset(renderBarriers, 0, count * sizeof(gpu_barrier));
}
if (state.transferBarrier.prev != 0 && state.transferBarrier.next != 0) {
gpu_stream* stream = streams[streamCount++] = gpu_stream_begin(NULL);
gpu_sync(stream, &state.transferBarrier, 1);
gpu_stream_end(stream);
}
streams[streamCount++] = state.stream;
// Synchronization
for (uint32_t i = 0; i < count; i++) {
Pass* pass = passes[i];
Canvas* canvas = &pass->canvas;
state.shouldPresent |= pass == state.windowPass;
// Compute
for (AccessBlock* block = pass->access[ACCESS_COMPUTE]; block != NULL; block = block->next) {
for (uint64_t j = 0; j < block->count; j++) {
Access* access = &block->list[j];
if (access->sync->barrier != &computeBarriers[i] && syncResource(access, access->sync->barrier)) {
access->sync->barrier = &computeBarriers[i];
}
}
}
// Color attachments
for (uint32_t t = 0; t < canvas->count; t++) {
if (canvas->color[t].texture == state.window) continue;
Texture* texture = canvas->color[t].texture;
Access access = {
.sync = &texture->root->sync,
.object = texture,
.phase = GPU_PHASE_COLOR,
.cache = GPU_CACHE_COLOR_WRITE | ((!canvas->resolve && canvas->color[t].load == LOAD_KEEP) ? GPU_CACHE_COLOR_READ : 0)
};
syncResource(&access, access.sync->barrier);
access.sync->barrier = &renderBarriers[i];
if (texture->info.mipmaps > 1) {
access.sync->writePhase = GPU_PHASE_BLIT;
access.sync->pendingWrite = GPU_CACHE_TRANSFER_WRITE;
}
if (texture->info.xr && !texture->xrAcquired) {
gpu_xr_acquire(state.stream, texture->gpu);
texture->xrAcquired = true;
xrCanvas = true;
}
}
// Depth attachment
if (canvas->depth.texture) {
Texture* texture = canvas->depth.texture;
Access access = {
.sync = &texture->root->sync,
.object = texture
};
if (canvas->resolve) {
access.phase = GPU_PHASE_COLOR; // Depth resolve operations act like color resolves w.r.t. sync
access.cache = GPU_CACHE_COLOR_WRITE;
} else {
access.phase = canvas->depth.load == LOAD_KEEP ? GPU_PHASE_DEPTH_EARLY : GPU_PHASE_DEPTH_LATE;
access.cache = GPU_CACHE_DEPTH_WRITE | (canvas->depth.load == LOAD_KEEP ? GPU_CACHE_DEPTH_READ : 0);
}
syncResource(&access, access.sync->barrier);
access.sync->barrier = &renderBarriers[i];
if (texture->info.mipmaps > 1) {
access.sync->writePhase = GPU_PHASE_BLIT;
access.sync->pendingWrite = GPU_CACHE_TRANSFER_WRITE;
}
if (texture->info.xr && !texture->xrAcquired) {
gpu_xr_acquire(state.stream, texture->gpu);
texture->xrAcquired = true;
xrCanvas = true;
}
}
// Render resources (all read-only)
for (AccessBlock* block = pass->access[ACCESS_RENDER]; block != NULL; block = block->next) {
for (uint64_t j = 0; j < block->count; j++) {
syncResource(&block->list[j], block->list[j].sync->barrier);
}
}
}
TimingInfo* times = NULL;
if (state.timingEnabled && count > 0) {
times = lovrMalloc(count * sizeof(TimingInfo));
for (uint32_t i = 0; i < count; i++) {
times[i].pass = passes[i];
lovrRetain(passes[i]);
}
uint32_t timestampCount = 2 * count;
if (timestampCount > state.timestampCount) {
if (state.timestamps) {
gpu_tally_destroy(state.timestamps);
} else {
state.timestamps = lovrMalloc(gpu_sizeof_tally());
}
gpu_tally_info info = {
.type = GPU_TALLY_TIME,
.count = timestampCount
};
gpu_tally_init(state.timestamps, &info);
state.timestampCount = timestampCount;
}
gpu_clear_tally(state.stream, state.timestamps, 0, timestampCount);
}
gpu_sync(state.stream, &state.barrier, 1);
gpu_stream_end(state.stream);
for (uint32_t i = 0; i < count; i++) {
gpu_stream* stream = streams[streamCount++] = gpu_stream_begin(NULL);
if (state.timingEnabled) {
times[i].cpuTime = os_get_time();
gpu_tally_mark(stream, state.timestamps, 2 * i + 0);
}
recordComputePass(passes[i], stream);
gpu_sync(stream, &computeBarriers[i], 1);
recordRenderPass(passes[i], stream);
gpu_sync(stream, &renderBarriers[i], 1);
if (state.timingEnabled) {
times[i].cpuTime = os_get_time() - times[i].cpuTime;
gpu_tally_mark(stream, state.timestamps, 2 * i + 1);
}
gpu_stream_end(stream);
}
if (xrCanvas || (state.timingEnabled && count > 0)) {
gpu_stream* stream = streams[streamCount++] = gpu_stream_begin(NULL);
// Timestamp Readback
if (state.timingEnabled) {
BufferView view = getBuffer(GPU_BUFFER_DOWNLOAD, 2 * count * sizeof(uint32_t), 4);
gpu_copy_tally_buffer(stream, state.timestamps, view.buffer, 0, view.offset, 2 * count);
Readback* readback = lovrReadbackCreateTimestamp(times, count, view);
lovrRelease(readback, lovrReadbackDestroy); // It gets freed when it completes
}
// OpenXR Swapchain Layout Transitions
for (uint32_t i = 0; i < count; i++) {
Canvas* canvas = &passes[i]->canvas;
for (uint32_t t = 0; t < canvas->count; t++) {
Texture* texture = canvas->color[t].texture;
if (texture->info.xr && texture->xrAcquired) {
gpu_xr_release(stream, texture->gpu);
texture->xrAcquired = false;
}
}
if (canvas->depth.texture) {
Texture* texture = canvas->depth.texture;
if (texture->info.xr && texture->xrAcquired) {
gpu_xr_release(stream, texture->gpu);
texture->xrAcquired = false;
}
}
}
gpu_stream_end(stream);
}
// Cleanup
for (uint32_t i = 0; i < count; i++) {
Canvas* canvas = &passes[i]->canvas;
// Reset barriers back to the default
for (uint32_t t = 0; t < canvas->count; t++) {
canvas->color[t].texture->sync.barrier = &state.barrier;
}
if (canvas->depth.texture) {
canvas->depth.texture->sync.barrier = &state.barrier;
}
for (uint32_t j = 0; j < COUNTOF(passes[i]->access); j++) {
for (AccessBlock* block = passes[i]->access[j]; block != NULL; block = block->next) {
for (uint32_t k = 0; k < block->count; k++) {
block->list[k].sync->barrier = &state.barrier;
}
}
}
// Mark the tick for any buffers that filled up, so we know when to recycle them
for (BufferBlock* block = passes[i]->buffers.freelist; block; block = block->next) {
block->tick = state.tick;
}
}
gpu_submit(streams, streamCount);
state.active = false;
state.stream = NULL;
}
void lovrGraphicsPresent(void) {
if (state.shouldPresent) {
state.window->gpu = NULL;
state.window->renderView = NULL;
state.shouldPresent = false;
gpu_surface_present();
}
}
void lovrGraphicsWait(void) {
if (state.active) {
lovrGraphicsSubmit(NULL, 0);
}
gpu_wait_idle();
processReadbacks();
}
// Buffer
uint32_t lovrGraphicsAlignFields(DataField* parent, DataLayout layout) {
static const struct { uint32_t size, scalarAlign, baseAlign; } table[] = {
[TYPE_I8x4] = { 4, 1, 4 },
[TYPE_U8x4] = { 4, 1, 4 },
[TYPE_SN8x4] = { 4, 1, 4 },
[TYPE_UN8x4] = { 4, 1, 4 },
[TYPE_SN10x3] = { 4, 4, 4 },
[TYPE_UN10x3] = { 4, 4, 4 },
[TYPE_I16] = { 2, 2, 2 },
[TYPE_I16x2] = { 4, 2, 4 },
[TYPE_I16x4] = { 8, 2, 8 },
[TYPE_U16] = { 2, 2, 2 },
[TYPE_U16x2] = { 4, 2, 4 },
[TYPE_U16x4] = { 8, 2, 8 },
[TYPE_SN16x2] = { 4, 2, 4 },
[TYPE_SN16x4] = { 8, 2, 8 },
[TYPE_UN16x2] = { 4, 2, 4 },
[TYPE_UN16x4] = { 8, 2, 8 },
[TYPE_I32] = { 4, 4, 4 },
[TYPE_I32x2] = { 8, 4, 8 },
[TYPE_I32x3] = { 12, 4, 16 },
[TYPE_I32x4] = { 16, 4, 16 },
[TYPE_U32] = { 4, 4, 4 },
[TYPE_U32x2] = { 8, 4, 8 },
[TYPE_U32x3] = { 12, 4, 16 },
[TYPE_U32x4] = { 16, 4, 16 },
[TYPE_F16x2] = { 4, 2, 4 },
[TYPE_F16x4] = { 8, 2, 8 },
[TYPE_F32] = { 4, 4, 4 },
[TYPE_F32x2] = { 8, 4, 8 },
[TYPE_F32x3] = { 12, 4, 16 },
[TYPE_F32x4] = { 16, 4, 16 },
[TYPE_MAT2] = { 16, 4, 8 },
[TYPE_MAT3] = { 48, 4, 16 },
[TYPE_MAT4] = { 64, 4, 16 },
[TYPE_INDEX16] = { 2, 2, 2 },
[TYPE_INDEX32] = { 4, 4, 4 }
};
uint32_t cursor = 0;
uint32_t extent = 0;
uint32_t align = 1;
for (uint32_t i = 0; i < parent->fieldCount; i++) {
DataField* field = &parent->fields[i];
uint32_t length = MAX(field->length, 1);
uint32_t subalign;
if (field->fieldCount > 0) {
subalign = lovrGraphicsAlignFields(field, layout);
} else {
subalign = layout == LAYOUT_PACKED ? table[field->type].scalarAlign : table[field->type].baseAlign;
if (field->length > 0) {
subalign = layout == LAYOUT_STD140 ? MAX(subalign, 16) : subalign;
field->stride = MAX(subalign, table[field->type].size);
} else {
field->stride = table[field->type].size;
}
}
if (field->offset == 0) {
field->offset = ALIGN(cursor, subalign);
cursor = field->offset + length * field->stride;
}
align = MAX(align, subalign);
extent = MAX(extent, field->offset + length * field->stride);
}
if (layout == LAYOUT_STD140) align = MAX(align, 16);
if (parent->stride == 0) parent->stride = ALIGN(extent, align);
return align;
}
Buffer* lovrBufferCreate(const BufferInfo* info, void** data) {
uint32_t fieldCount = info->format ? MAX(info->fieldCount, info->format->fieldCount + 1) : 0;
size_t charCount = 0;
for (uint32_t i = 0; i < fieldCount; i++) {
if (!info->format[i].name) continue;
charCount += strlen(info->format[i].name) + 1;
}
charCount = ALIGN(charCount, 8);
Buffer* buffer = lovrCalloc(sizeof(Buffer) + charCount + fieldCount * sizeof(DataField));
buffer->ref = 1;
buffer->info = *info;
buffer->info.fieldCount = fieldCount;
if (info->format) {
lovrCheck(info->format->length > 0, "Buffer length can not be zero");
char* names = (char*) buffer + sizeof(Buffer);
DataField* format = buffer->info.format = (DataField*) (names + charCount);
memcpy(format, info->format, fieldCount * sizeof(DataField));
// Copy names, hash names, fixup children pointers
for (uint32_t i = 0; i < fieldCount; i++) {
if (format[i].name) {
size_t length = strlen(format[i].name);
memcpy(names, format[i].name, length);
names[length] = '\0';
format[i].name = names;
format[i].hash = (uint32_t) hash64(format[i].name, length);
names += length + 1;
}
if (format[i].fields) {
format[i].fields = format + (format[i].fields - info->format);
}
}
// Root child pointer is optional, and if absent it implicitly points to next field
if (format->fieldCount > 0 && !format->fields) {
format->fields = format + 1;
}
// Size is optional, and can be computed from format
if (buffer->info.size == 0) {
buffer->info.size = format->stride * MAX(format->length, 1);
}
// Formats with array/struct fields have extra restrictions, cache it
for (uint32_t i = 0; i < format->fieldCount; i++) {
if (format->fields[i].fieldCount > 0 || format->fields[i].length > 0) {
buffer->info.complexFormat = true;
break;
}
}
}
lovrCheck(buffer->info.size > 0, "Buffer size can not be zero");
lovrCheck(buffer->info.size <= 1 << 30, "Max buffer size is 1GB");
size_t stride = buffer->info.format ? buffer->info.format->stride : 4;
size_t align = lcm(stride, MAX(state.limits.storageBufferAlign, state.limits.uniformBufferAlign));
BufferView view = getBuffer(GPU_BUFFER_STATIC, buffer->info.size, align);
buffer->gpu = view.buffer;
buffer->base = view.offset;
buffer->block = view.block;
atomic_fetch_add(&buffer->block->ref, 1);
if (data) {
if (view.pointer) {
*data = view.pointer;
} else {
beginFrame();
BufferView staging = getBuffer(GPU_BUFFER_UPLOAD, buffer->info.size, 4);
gpu_copy_buffers(state.stream, staging.buffer, buffer->gpu, staging.offset, buffer->base, buffer->info.size);
buffer->sync.writePhase = GPU_PHASE_COPY;
buffer->sync.pendingWrite = GPU_CACHE_TRANSFER_WRITE;
buffer->sync.lastTransferWrite = state.tick;
*data = staging.pointer;
}
}
buffer->sync.barrier = &state.barrier;
return buffer;
}
void lovrBufferDestroy(void* ref) {
Buffer* buffer = ref;
BufferAllocator* allocator = &state.bufferAllocators[GPU_BUFFER_STATIC];
if (buffer->block != allocator->current && atomic_fetch_sub(&buffer->block->ref, 1) == 1) {
freeBlock(allocator, buffer->block);
}
lovrFree(buffer);
}
const BufferInfo* lovrBufferGetInfo(Buffer* buffer) {
return &buffer->info;
}
void* lovrBufferGetData(Buffer* buffer, uint32_t offset, uint32_t extent) {
beginFrame();
if (extent == ~0u) extent = buffer->info.size - offset;
lovrCheck(offset + extent <= buffer->info.size, "Buffer read range goes past the end of the Buffer");
gpu_barrier barrier = syncTransfer(&buffer->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
gpu_sync(state.stream, &barrier, 1);
BufferView view = getBuffer(GPU_BUFFER_DOWNLOAD, extent, 4);
gpu_copy_buffers(state.stream, buffer->gpu, view.buffer, buffer->base + offset, view.offset, extent);
lovrGraphicsSubmit(NULL, 0);
lovrGraphicsWait();
return view.pointer;
}
void* lovrBufferSetData(Buffer* buffer, uint32_t offset, uint32_t extent) {
beginFrame();
if (extent == ~0u) extent = buffer->info.size - offset;
lovrCheck(offset + extent <= buffer->info.size, "Attempt to write past the end of the Buffer");
BufferView view = getBuffer(GPU_BUFFER_UPLOAD, extent, 4);
gpu_barrier barrier = syncTransfer(&buffer->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, &barrier, 1);
gpu_copy_buffers(state.stream, view.buffer, buffer->gpu, view.offset, buffer->base + offset, extent);
return view.pointer;
}
void lovrBufferCopy(Buffer* src, Buffer* dst, uint32_t srcOffset, uint32_t dstOffset, uint32_t extent) {
beginFrame();
lovrCheck(srcOffset + extent <= src->info.size, "Buffer copy range goes past the end of the source Buffer");
lovrCheck(dstOffset + extent <= dst->info.size, "Buffer copy range goes past the end of the destination Buffer");
lovrCheck(src != dst || (srcOffset >= dstOffset + extent || dstOffset >= srcOffset + extent), "Copying part of a Buffer to itself requires non-overlapping copy regions");
gpu_barrier barriers[2];
barriers[0] = syncTransfer(&src->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
barriers[1] = syncTransfer(&dst->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, barriers, 2);
gpu_copy_buffers(state.stream, src->gpu, dst->gpu, src->base + srcOffset, dst->base + dstOffset, extent);
}
void lovrBufferClear(Buffer* buffer, uint32_t offset, uint32_t extent, uint32_t value) {
if (extent == 0) return;
if (extent == ~0u) extent = buffer->info.size - offset;
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->info.size, "Buffer clear range goes past the end of the Buffer");
beginFrame();
gpu_barrier barrier = syncTransfer(&buffer->sync, GPU_PHASE_CLEAR, GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, &barrier, 1);
gpu_clear_buffer(state.stream, buffer->gpu, buffer->base + offset, extent, value);
}
// Texture
Texture* lovrGraphicsGetWindowTexture(void) {
if (!state.window && os_window_is_open()) {
uint32_t width, height;
os_window_get_size(&width, &height);
float density = os_window_get_pixel_density();
width *= density;
height *= density;
state.window = lovrCalloc(sizeof(Texture));
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,
.layers = 1,
.mipmaps = 1,
.usage = TEXTURE_RENDER,
.srgb = true
};
bool vsync = state.config.vsync;
#ifndef LOVR_DISABLE_HEADSET
if (lovrHeadsetInterface && lovrHeadsetInterface->driverType != DRIVER_SIMULATOR) {
vsync = false;
}
#endif
gpu_surface_info info = {
.width = width,
.height = height,
.vsync = vsync,
#if defined(_WIN32)
.win32.window = os_get_win32_window(),
.win32.instance = os_get_win32_instance()
#elif defined(__APPLE__)
.macos.layer = os_get_ca_metal_layer()
#elif defined(__linux__) && !defined(__ANDROID__)
.xcb.connection = os_get_xcb_connection(),
.xcb.window = os_get_xcb_window()
#endif
};
gpu_surface_init(&info);
os_on_resize(onResize);
state.depthFormat = state.config.stencil ? FORMAT_D32FS8 : FORMAT_D32F;
if (state.config.stencil && !lovrGraphicsGetFormatSupport(state.depthFormat, TEXTURE_FEATURE_RENDER)) {
state.depthFormat = FORMAT_D24S8; // Guaranteed to be supported if the other one isn't
}
}
if (state.window && !state.window->gpu) {
beginFrame();
state.window->gpu = gpu_surface_acquire();
state.window->renderView = state.window->gpu;
// Window texture may be unavailable during a resize
if (!state.window->gpu) {
return NULL;
}
}
return state.window;
}
Texture* lovrTextureCreate(const 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->layers : 1))) + 1;
uint32_t mipmaps = CLAMP(info->mipmaps, 1, mipmapCap);
bool srgb = supportsSRGB(info->format) && info->srgb;
uint8_t supports = state.features.formats[info->format][srgb];
uint8_t linearSupports = state.features.formats[info->format][false];
lovrCheck(info->width > 0, "Texture width must be greater than zero");
lovrCheck(info->height > 0, "Texture height must be greater than zero");
lovrCheck(info->layers > 0, "Texture layer count 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->layers <= limit || info->type != TEXTURE_3D, "Texture %s exceeds the limit for this texture type (%d)", "layer count", limit);
lovrCheck(info->layers <= state.limits.textureLayers || info->type == TEXTURE_3D, "Texture %s exceeds the limit for this texture type (%d)", "layer count", limit);
lovrCheck(info->layers == 1 || info->type != TEXTURE_2D, "2D textures must have a layer count of 1");
lovrCheck(info->layers % 6 == 0 || info->type != TEXTURE_CUBE, "Cubemap layer count must be a multiple of 6");
lovrCheck(info->width == info->height || info->type != TEXTURE_CUBE, "Cubemaps must be square");
lovrCheck(measureTexture(info->format, info->width, info->height, info->layers) < 1 << 30, "Memory for a Texture can not exceed 1GB"); // TODO mip?
lovrCheck(~info->usage & TEXTURE_SAMPLE || (supports & GPU_FEATURE_SAMPLE), "GPU does not support the 'sample' flag for this texture format/encoding");
lovrCheck(~info->usage & TEXTURE_RENDER || (supports & GPU_FEATURE_RENDER), "GPU does not support the 'render' flag for this texture format/encoding");
lovrCheck(~info->usage & TEXTURE_STORAGE || (linearSupports & GPU_FEATURE_STORAGE), "GPU does not support the 'storage' flag for this texture 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(~info->usage & TEXTURE_RENDER || info->type != TEXTURE_3D || !isDepthFormat(info->format), "3D depth textures can not have the 'render' flag");
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 = lovrCalloc(sizeof(Texture) + gpu_sizeof_texture());
texture->ref = 1;
texture->gpu = (gpu_texture*) (texture + 1);
texture->root = texture;
texture->info = *info;
texture->info.mipmaps = mipmaps;
texture->info.srgb = srgb;
uint32_t levelCount = 0;
uint32_t levelOffsets[16];
uint32_t levelSizes[16];
BufferView view = { 0 };
beginFrame();
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->layers);
total += levelSizes[level];
}
view = getBuffer(GPU_BUFFER_UPLOAD, total, 64);
char* data = view.pointer;
for (uint32_t level = 0; level < levelCount; level++) {
for (uint32_t layer = 0; layer < info->layers; layer++) {
Image* image = info->imageCount == 1 ? info->images[0] : info->images[layer];
uint32_t slice = info->imageCount == 1 ? layer : 0;
size_t size = lovrImageGetLayerSize(image, level);
lovrCheck(size == levelSizes[level] / info->layers, "Texture/Image size mismatch!");
void* pixels = lovrImageGetLayerData(image, level, slice);
memcpy(data, pixels, size);
data += size;
}
levelOffsets[level] += view.offset;
}
}
// Render targets with mipmaps get transfer usage for automipmapping
bool transfer = (info->usage & TEXTURE_TRANSFER) || ((info->usage & TEXTURE_RENDER) && texture->info.mipmaps > 1);
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->layers },
.mipmaps = texture->info.mipmaps,
.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) |
(transfer ? GPU_TEXTURE_COPY_SRC | GPU_TEXTURE_COPY_DST : 0),
.srgb = srgb,
.handle = info->handle,
.label = info->label,
.upload = {
.stream = state.stream,
.buffer = view.buffer,
.levelCount = levelCount,
.levelOffsets = levelOffsets,
.generateMipmaps = levelCount > 0 && levelCount < mipmaps
}
});
// Automatically create a renderable view for renderable non-volume textures
if ((info->usage & TEXTURE_RENDER) && info->type != TEXTURE_3D && info->layers <= 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,
.usage = GPU_TEXTURE_RENDER,
.srgb = srgb,
.layerCount = info->layers,
.levelCount = 1
};
texture->renderView = lovrMalloc(gpu_sizeof_texture());
gpu_texture_init_view(texture->renderView, &view);
}
}
// Make a linear view of sRGB textures for storage bindings
if (srgb && (info->usage & TEXTURE_STORAGE)) {
gpu_texture_view_info view = {
.source = texture->gpu,
.type = (gpu_texture_type) info->type,
.usage = GPU_TEXTURE_STORAGE,
.srgb = false
};
texture->storageView = lovrMalloc(gpu_sizeof_texture());
gpu_texture_init_view(texture->storageView, &view);
} else {
texture->storageView = texture->gpu;
}
// Sample-only textures are exempt from sync tracking to reduce overhead. Instead, they are
// manually synchronized with a single barrier after the upload stream.
if (info->usage == TEXTURE_SAMPLE) {
state.barrier.prev |= GPU_PHASE_COPY | GPU_PHASE_BLIT;
state.barrier.next |= GPU_PHASE_SHADER_VERTEX | GPU_PHASE_SHADER_FRAGMENT | GPU_PHASE_SHADER_COMPUTE;
state.barrier.flush |= GPU_CACHE_TRANSFER_WRITE;
state.barrier.clear |= GPU_CACHE_TEXTURE;
} else if (levelCount > 0) {
texture->sync.writePhase = GPU_PHASE_COPY | GPU_PHASE_BLIT;
texture->sync.pendingWrite = GPU_CACHE_TRANSFER_WRITE;
texture->sync.lastTransferWrite = state.tick;
}
texture->sync.barrier = &state.barrier;
return texture;
}
Texture* lovrTextureCreateView(Texture* parent, const TextureViewInfo* info) {
const TextureInfo* base = &parent->info;
uint32_t maxLayers = base->type == TEXTURE_3D ? MAX(base->layers >> info->levelIndex, 1) : base->layers;
lovrCheck(info->type != TEXTURE_3D, "Texture views can't be 3D textures");
lovrCheck(info->layerCount > 0, "Texture view must have at least one layer");
lovrCheck(info->levelCount > 0, "Texture view must have at least one mipmap");
lovrCheck(info->layerCount == ~0u || info->layerIndex + info->layerCount <= maxLayers, "Texture view layer range exceeds layer count of parent texture");
lovrCheck(info->levelCount == ~0u || info->levelIndex + info->levelCount <= base->mipmaps, "Texture view mipmap range exceeds mipmap count of parent texture");
lovrCheck(info->layerCount == 1 || info->type != TEXTURE_2D, "2D textures can only have a single layer");
lovrCheck(info->levelCount == 1 || base->type != TEXTURE_3D, "Views of volume textures may only have a single mipmap level");
lovrCheck(info->layerCount % 6 == 0 || info->type != TEXTURE_CUBE, "Cubemap layer count must be a multiple of 6");
Texture* texture = lovrCalloc(sizeof(Texture) + gpu_sizeof_texture());
texture->ref = 1;
texture->gpu = (gpu_texture*) (texture + 1);
texture->info = *base;
texture->root = parent->root;
texture->baseLayer = parent->baseLayer + info->layerIndex;
texture->baseLevel = parent->baseLevel + info->levelIndex;
texture->info.type = info->type;
texture->info.width = MAX(base->width >> info->levelIndex, 1);
texture->info.height = MAX(base->height >> info->levelIndex, 1);
texture->info.layers = info->layerCount == ~0u ? base->layers : info->layerCount;
texture->info.mipmaps = info->levelCount == ~0u ? base->mipmaps : info->levelCount;
if (base->usage & (TEXTURE_SAMPLE | TEXTURE_RENDER)) {
gpu_texture_init_view(texture->gpu, &(gpu_texture_view_info) {
.source = texture->root->gpu,
.type = (gpu_texture_type) info->type,
.usage = base->usage,
.srgb = base->srgb,
.layerIndex = texture->baseLayer,
.layerCount = info->layerCount,
.levelIndex = texture->baseLevel,
.levelCount = info->levelCount,
.label = info->label
});
} else {
texture->gpu = NULL;
}
if ((base->usage & TEXTURE_RENDER) && info->layerCount <= state.limits.renderSize[2]) {
if (info->levelCount == 1) {
texture->renderView = texture->gpu;
} else {
gpu_texture_view_info subview = {
.source = texture->root->gpu,
.type = GPU_TEXTURE_ARRAY,
.usage = GPU_TEXTURE_RENDER,
.layerIndex = texture->baseLayer,
.layerCount = info->layerCount,
.levelIndex = texture->baseLevel,
.levelCount = 1
};
texture->renderView = lovrMalloc(gpu_sizeof_texture());
gpu_texture_init_view(texture->renderView, &subview);
}
}
if ((base->usage & TEXTURE_STORAGE) && base->srgb) {
gpu_texture_view_info subview = {
.source = texture->root->gpu,
.type = (gpu_texture_type) base->type,
.usage = GPU_TEXTURE_STORAGE,
.srgb = false,
.layerIndex = texture->baseLayer,
.layerCount = info->layerCount,
.levelIndex = texture->baseLevel,
.levelCount = info->levelCount
};
texture->storageView = lovrMalloc(gpu_sizeof_texture());
gpu_texture_init_view(texture->storageView, &subview);
} else {
texture->storageView = texture->gpu;
}
lovrRetain(texture->root);
return texture;
}
void lovrTextureDestroy(void* ref) {
Texture* texture = ref;
if (texture != state.window) {
flushTransfers();
lovrRelease(texture->material, lovrMaterialDestroy);
if (texture->root != texture) lovrRelease(texture->root, lovrTextureDestroy);
if (texture->renderView && texture->renderView != texture->gpu) gpu_texture_destroy(texture->renderView);
if (texture->storageView && texture->storageView != texture->gpu) gpu_texture_destroy(texture->storageView);
if (texture->gpu) gpu_texture_destroy(texture->gpu);
}
lovrFree(texture);
}
const TextureInfo* lovrTextureGetInfo(Texture* texture) {
return &texture->info;
}
Texture* lovrTextureGetParent(Texture* texture) {
return texture->root == texture ? NULL : texture->root;
}
Image* lovrTextureGetPixels(Texture* texture, uint32_t offset[4], uint32_t extent[3]) {
beginFrame();
if (extent[0] == ~0u) extent[0] = texture->info.width - offset[0];
if (extent[1] == ~0u) extent[1] = texture->info.height - offset[1];
lovrCheck(extent[2] == 1, "Currently only a single layer can be read from a Texture");
lovrCheck(texture->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to read from it");
checkTextureBounds(&texture->info, offset, extent);
gpu_barrier barrier = syncTransfer(&texture->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
gpu_sync(state.stream, &barrier, 1);
uint32_t rootOffset[4] = { offset[0], offset[1], offset[2] + texture->baseLayer, offset[3] + texture->baseLevel };
BufferView view = getBuffer(GPU_BUFFER_DOWNLOAD, measureTexture(texture->info.format, extent[0], extent[1], 1), 64);
gpu_copy_texture_buffer(state.stream, texture->root->gpu, view.buffer, rootOffset, view.offset, extent);
lovrGraphicsSubmit(NULL, 0);
lovrGraphicsWait();
Image* image = lovrImageCreateRaw(extent[0], extent[1], texture->info.format, texture->info.srgb);
void* data = lovrImageGetLayerData(image, offset[3], offset[2]);
memcpy(data, view.pointer, view.extent);
return image;
}
void lovrTextureSetPixels(Texture* texture, Image* image, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]) {
beginFrame();
TextureFormat format = texture->info.format;
if (extent[0] == ~0u) extent[0] = MIN(texture->info.width - dstOffset[0], lovrImageGetWidth(image, srcOffset[3]) - srcOffset[0]);
if (extent[1] == ~0u) extent[1] = MIN(texture->info.height - dstOffset[1], lovrImageGetHeight(image, srcOffset[3]) - srcOffset[1]);
if (extent[2] == ~0u) extent[2] = MIN(texture->info.layers - dstOffset[2], lovrImageGetLayerCount(image) - srcOffset[2]);
lovrCheck(texture->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to copy to it");
lovrCheck(lovrImageGetFormat(image) == format, "Image and Texture formats must match");
lovrCheck(srcOffset[0] + extent[0] <= lovrImageGetWidth(image, srcOffset[3]), "Image copy region exceeds its %s", "width");
lovrCheck(srcOffset[1] + extent[1] <= lovrImageGetHeight(image, srcOffset[3]), "Image copy region exceeds its %s", "height");
lovrCheck(srcOffset[2] + extent[2] <= lovrImageGetLayerCount(image), "Image copy region exceeds its %s", "layer count");
lovrCheck(srcOffset[3] < lovrImageGetLevelCount(image), "Image copy region exceeds its %s", "mipmap count");
checkTextureBounds(&texture->info, dstOffset, extent);
uint32_t rowSize = measureTexture(format, extent[0], 1, 1);
uint32_t totalSize = measureTexture(format, extent[0], extent[1], 1) * extent[2];
uint32_t layerOffset = measureTexture(format, extent[0], srcOffset[1], 1);
layerOffset += measureTexture(format, srcOffset[0], 1, 1);
uint32_t pitch = measureTexture(format, lovrImageGetWidth(image, srcOffset[3]), 1, 1);
BufferView view = getBuffer(GPU_BUFFER_UPLOAD, totalSize, 64);
char* dst = view.pointer;
for (uint32_t z = 0; z < extent[2]; z++) {
const char* src = (char*) lovrImageGetLayerData(image, srcOffset[3], z) + layerOffset;
for (uint32_t y = 0; y < extent[1]; y++) {
memcpy(dst, src, rowSize);
dst += rowSize;
src += pitch;
}
}
gpu_barrier barrier = syncTransfer(&texture->root->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, &barrier, 1);
uint32_t rootOffset[4] = { dstOffset[0], dstOffset[1], dstOffset[2] + texture->baseLayer, dstOffset[3] + texture->baseLevel };
gpu_copy_buffer_texture(state.stream, view.buffer, texture->root->gpu, view.offset, rootOffset, extent);
}
void lovrTextureCopy(Texture* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]) {
beginFrame();
if (extent[0] == ~0u) extent[0] = MIN(src->info.width - srcOffset[0], dst->info.width - dstOffset[0]);
if (extent[1] == ~0u) extent[1] = MIN(src->info.height - srcOffset[1], dst->info.height - dstOffset[0]);
if (extent[2] == ~0u) extent[2] = MIN(src->info.layers - srcOffset[2], dst->info.layers - dstOffset[0]);
lovrCheck(src->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to copy %s it", "from");
lovrCheck(dst->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to copy %s it", "to");
lovrCheck(src->info.format == dst->info.format, "Copying between Textures requires them to have the same format");
checkTextureBounds(&src->info, srcOffset, extent);
checkTextureBounds(&dst->info, dstOffset, extent);
gpu_barrier barriers[2];
barriers[0] = syncTransfer(&src->root->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
barriers[1] = syncTransfer(&dst->root->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, barriers, 2);
uint32_t srcRootOffset[4] = { srcOffset[0], srcOffset[1], srcOffset[2] + src->baseLayer, srcOffset[3] + src->baseLevel };
uint32_t dstRootOffset[4] = { dstOffset[0], dstOffset[1], dstOffset[2] + dst->baseLayer, dstOffset[3] + dst->baseLevel };
gpu_copy_textures(state.stream, src->root->gpu, dst->root->gpu, srcRootOffset, dstRootOffset, extent);
}
void lovrTextureBlit(Texture* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t srcExtent[3], uint32_t dstExtent[3], FilterMode filter) {
beginFrame();
if (srcExtent[0] == ~0u) srcExtent[0] = src->info.width - srcOffset[0];
if (srcExtent[1] == ~0u) srcExtent[1] = src->info.height - srcOffset[1];
if (srcExtent[2] == ~0u) srcExtent[2] = src->info.layers - srcOffset[2];
if (dstExtent[0] == ~0u) dstExtent[0] = dst->info.width - dstOffset[0];
if (dstExtent[1] == ~0u) dstExtent[1] = dst->info.height - dstOffset[1];
if (dstExtent[2] == ~0u) dstExtent[2] = dst->info.layers - dstOffset[2];
uint32_t supports = state.features.formats[src->info.format][src->info.srgb];
lovrCheck(src->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to blit %s it", "from");
lovrCheck(dst->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to blit %s it", "to");
lovrCheck(supports & GPU_FEATURE_BLIT, "This GPU does not support blitting this texture format/encoding");
lovrCheck(src->info.format == dst->info.format && src->info.srgb == dst->info.srgb, "Texture formats must match to blit between them");
lovrCheck(((src->info.type == TEXTURE_3D) ^ (dst->info.type == TEXTURE_3D)) == false, "3D textures can only be blitted with other 3D textures");
lovrCheck(src->info.type == TEXTURE_3D || srcExtent[2] == dstExtent[2], "When blitting between non-3D textures, blit layer counts must match");
checkTextureBounds(&src->info, srcOffset, srcExtent);
checkTextureBounds(&dst->info, dstOffset, dstExtent);
gpu_barrier barriers[2];
barriers[0] = syncTransfer(&src->root->sync, GPU_PHASE_BLIT, GPU_CACHE_TRANSFER_READ);
barriers[1] = syncTransfer(&dst->root->sync, GPU_PHASE_BLIT, GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, barriers, 2);
uint32_t srcRootOffset[4] = { srcOffset[0], srcOffset[1], srcOffset[2] + src->baseLayer, srcOffset[3] + src->baseLevel };
uint32_t dstRootOffset[4] = { dstOffset[0], dstOffset[1], dstOffset[2] + dst->baseLayer, dstOffset[3] + dst->baseLevel };
gpu_blit(state.stream, src->root->gpu, dst->root->gpu, srcRootOffset, dstRootOffset, srcExtent, dstExtent, (gpu_filter) filter);
}
void lovrTextureClear(Texture* texture, float value[4], uint32_t layer, uint32_t layerCount, uint32_t level, uint32_t levelCount) {
beginFrame();
if (layerCount == ~0u) layerCount = texture->info.layers - layer;
if (levelCount == ~0u) levelCount = texture->info.mipmaps - level;
lovrCheck(texture->info.usage & TEXTURE_TRANSFER, "Texture must be created with 'transfer' usage to clear it");
lovrCheck(texture->info.type == TEXTURE_3D || layer + layerCount <= texture->info.layers, "Texture clear range exceeds texture layer count");
lovrCheck(level + levelCount <= texture->info.mipmaps, "Texture clear range exceeds texture mipmap count");
gpu_barrier barrier = syncTransfer(&texture->root->sync, GPU_PHASE_CLEAR, GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, &barrier, 1);
gpu_clear_texture(state.stream, texture->root->gpu, value, texture->baseLayer + layer, layerCount, texture->baseLevel + level, levelCount);
}
void lovrTextureGenerateMipmaps(Texture* texture, uint32_t base, uint32_t count) {
beginFrame();
if (count == ~0u) count = texture->info.mipmaps - (base + 1);
uint32_t supports = state.features.formats[texture->info.format][texture->info.srgb];
lovrCheck(texture->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to mipmap it");
lovrCheck(supports & GPU_FEATURE_BLIT, "This GPU does not support mipmapping this texture format/encoding");
lovrCheck(base + count < texture->info.mipmaps, "Trying to generate too many mipmaps");
gpu_barrier barrier = syncTransfer(&texture->root->sync, GPU_PHASE_BLIT, GPU_CACHE_TRANSFER_READ | GPU_CACHE_TRANSFER_WRITE);
gpu_sync(state.stream, &barrier, 1);
mipmapTexture(state.stream, texture, texture->baseLevel + base, count);
}
Material* lovrTextureToMaterial(Texture* texture) {
if (!texture->material) {
texture->material = lovrMaterialCreate(&(MaterialInfo) {
.data.color = { 1.f, 1.f, 1.f, 1.f },
.data.uvScale = { 1.f, 1.f },
.texture = texture
});
// Since the Material refcounts the Texture, this creates a cycle. Release the texture to make
// sure this is a weak relationship (the automaterial does not keep the texture refcounted).
lovrRelease(texture, lovrTextureDestroy);
texture->material->info.texture = NULL;
}
return texture->material;
}
// Sampler
Sampler* lovrGraphicsGetDefaultSampler(FilterMode mode) {
return state.defaultSamplers[mode];
}
Sampler* lovrSamplerCreate(const 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 = lovrCalloc(sizeof(Sampler) + gpu_sizeof_sampler());
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);
lovrFree(sampler);
}
const SamplerInfo* lovrSamplerGetInfo(Sampler* sampler) {
return &sampler->info;
}
// Shader
#ifdef LOVR_USE_GLSLANG
static glsl_include_result_t* includer(void* cb, const char* path, const char* includer, size_t depth) {
if (!strcmp(path, includer)) {
return NULL;
}
glsl_include_result_t* result = tempAlloc(&state.allocator, sizeof(*result));
lovrAssert(result, "Out of memory");
result->header_name = path;
result->header_data = ((ShaderIncluder*) cb)(path, &result->header_length);
if (!result->header_data) return NULL;
return result;
}
#endif
void lovrGraphicsCompileShader(ShaderSource* stages, ShaderSource* outputs, uint32_t stageCount, ShaderIncluder* io) {
#ifdef LOVR_USE_GLSLANG
const glslang_stage_t stageMap[] = {
[STAGE_VERTEX] = GLSLANG_STAGE_VERTEX,
[STAGE_FRAGMENT] = GLSLANG_STAGE_FRAGMENT,
[STAGE_COMPUTE] = GLSLANG_STAGE_COMPUTE
};
const char* stageNames[] = {
[STAGE_VERTEX] = "vertex",
[STAGE_FRAGMENT] = "fragment",
[STAGE_COMPUTE] = "compute"
};
const char* prefix = ""
"#version 460\n"
"#extension GL_EXT_multiview : require\n"
"#extension GL_EXT_samplerless_texture_functions : require\n"
"#extension GL_GOOGLE_include_directive : require\n";
glslang_program_t* program = NULL;
glslang_shader_t* shaders[2] = { 0 };
if (stageCount > COUNTOF(shaders)) {
lovrUnreachable();
}
for (uint32_t i = 0; i < stageCount; i++) {
ShaderSource* source = &stages[i];
// It's okay to pass precompiled SPIR-V here, and it will be returned unchanged. However, it's
// dangerous to mix SPIR-V and GLSL because then glslang won't perform cross-stage linking,
// which means that e.g. the default uniform block might be different for each stage. This
// isn't a problem when using the default shaders since they don't use uniforms.
uint32_t magic = 0x07230203;
if (source->size % 4 == 0 && source->size >= 4 && !memcmp(source->code, &magic, 4)) {
outputs[i] = stages[i];
continue;
} else if (!program) {
program = glslang_program_create();
}
const char* strings[] = {
prefix,
(const char*) etc_shaders_lovr_glsl,
"#line 1\n",
source->code
};
lovrCheck(source->size <= INT_MAX, "Shader is way too big");
int lengths[] = {
-1,
etc_shaders_lovr_glsl_len,
-1,
(int) source->size
};
const glslang_resource_t* resource = glslang_default_resource();
glslang_input_t input = {
.language = GLSLANG_SOURCE_GLSL,
.stage = stageMap[source->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,
.strings = strings,
.lengths = lengths,
.string_count = COUNTOF(strings),
.default_version = 460,
.default_profile = GLSLANG_NO_PROFILE,
.forward_compatible = true,
.resource = resource,
.callbacks.include_local = includer,
.callbacks_ctx = (void*) io
};
shaders[i] = glslang_shader_create(&input);
int options = 0;
options |= GLSLANG_SHADER_AUTO_MAP_BINDINGS;
options |= GLSLANG_SHADER_AUTO_MAP_LOCATIONS;
options |= GLSLANG_SHADER_VULKAN_RULES_RELAXED;
glslang_shader_set_options(shaders[i], options);
if (!glslang_shader_preprocess(shaders[i], &input)) {
lovrThrow("Could not preprocess %s shader:\n%s", stageNames[source->stage], glslang_shader_get_info_log(shaders[i]));
}
if (!glslang_shader_parse(shaders[i], &input)) {
lovrThrow("Could not parse %s shader:\n%s", stageNames[source->stage], glslang_shader_get_info_log(shaders[i]));
}
glslang_program_add_shader(program, shaders[i]);
}
// We might not need to do anything if all the inputs were already SPIR-V
if (!program) {
return;
}
if (!glslang_program_link(program, 0)) {
lovrThrow("Could not link shader:\n%s", glslang_program_get_info_log(program));
}
glslang_program_map_io(program);
glslang_spv_options_t spvOptions = { 0 };
if (state.config.debug && state.features.shaderDebug) {
spvOptions.generate_debug_info = true;
spvOptions.emit_nonsemantic_shader_debug_info = true;
spvOptions.emit_nonsemantic_shader_debug_source = true;
}
for (uint32_t i = 0; i < stageCount; i++) {
if (!shaders[i]) continue;
ShaderSource* source = &stages[i];
if (state.config.debug && state.features.shaderDebug) {
glslang_program_add_source_text(program, stageMap[source->stage], source->code, source->size);
}
glslang_program_SPIRV_generate_with_options(program, stageMap[source->stage], &spvOptions);
void* words = glslang_program_SPIRV_get_ptr(program);
size_t size = glslang_program_SPIRV_get_size(program) * 4;
void* data = lovrMalloc(size);
memcpy(data, words, size);
outputs[i].stage = source->stage;
outputs[i].code = data;
outputs[i].size = size;
glslang_shader_delete(shaders[i]);
}
glslang_program_delete(program);
#else
lovrThrow("Could not compile shader: No shader compiler available");
#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;
}
}
if (shader->info.type == SHADER_COMPUTE) {
gpu_compute_pipeline_info pipelineInfo = {
.shader = shader->gpu,
.flags = shader->flags,
.flagCount = shader->overrideCount
};
lovrAssert(state.pipelineCount < MAX_PIPELINES, "Too many pipelines!");
shader->computePipeline = getPipeline(state.pipelineCount++);
os_vm_commit(state.pipelines, state.pipelineCount * gpu_sizeof_pipeline());
gpu_pipeline_init_compute(shader->computePipeline, &pipelineInfo);
}
}
ShaderSource lovrGraphicsGetDefaultShaderSource(DefaultShader type, ShaderStage stage) {
const ShaderSource sources[][3] = {
[SHADER_UNLIT] = {
[STAGE_VERTEX] = { STAGE_VERTEX, lovr_shader_unlit_vert, sizeof(lovr_shader_unlit_vert) },
[STAGE_FRAGMENT] = { STAGE_FRAGMENT, lovr_shader_unlit_frag, sizeof(lovr_shader_unlit_frag) }
},
[SHADER_NORMAL] = {
[STAGE_VERTEX] = { STAGE_VERTEX, lovr_shader_unlit_vert, sizeof(lovr_shader_unlit_vert) },
[STAGE_FRAGMENT] = { STAGE_FRAGMENT, lovr_shader_normal_frag, sizeof(lovr_shader_normal_frag) }
},
[SHADER_FONT] = {
[STAGE_VERTEX] = { STAGE_VERTEX, lovr_shader_unlit_vert, sizeof(lovr_shader_unlit_vert) },
[STAGE_FRAGMENT] = { STAGE_FRAGMENT, lovr_shader_font_frag, sizeof(lovr_shader_font_frag) }
},
[SHADER_CUBEMAP] = {
[STAGE_VERTEX] = { STAGE_VERTEX, lovr_shader_cubemap_vert, sizeof(lovr_shader_cubemap_vert) },
[STAGE_FRAGMENT] = { STAGE_FRAGMENT, lovr_shader_cubemap_frag, sizeof(lovr_shader_cubemap_frag) }
},
[SHADER_EQUIRECT] = {
[STAGE_VERTEX] = { STAGE_VERTEX, lovr_shader_cubemap_vert, sizeof(lovr_shader_cubemap_vert) },
[STAGE_FRAGMENT] = { STAGE_FRAGMENT, lovr_shader_equirect_frag, sizeof(lovr_shader_equirect_frag) }
},
[SHADER_FILL_2D] = {
[STAGE_VERTEX] = { STAGE_VERTEX, lovr_shader_fill_vert, sizeof(lovr_shader_fill_vert) },
[STAGE_FRAGMENT] = { STAGE_FRAGMENT, lovr_shader_unlit_frag, sizeof(lovr_shader_unlit_frag) }
},
[SHADER_FILL_ARRAY] = {
[STAGE_VERTEX] = { STAGE_VERTEX, lovr_shader_fill_vert, sizeof(lovr_shader_fill_vert) },
[STAGE_FRAGMENT] = { STAGE_FRAGMENT, lovr_shader_fill_array_frag, sizeof(lovr_shader_fill_array_frag) }
},
[SHADER_ANIMATOR] = {
[STAGE_COMPUTE] = { STAGE_COMPUTE, lovr_shader_animator_comp, sizeof(lovr_shader_animator_comp) }
},
[SHADER_BLENDER] = {
[STAGE_COMPUTE] = { STAGE_COMPUTE, lovr_shader_blender_comp, sizeof(lovr_shader_blender_comp) }
},
[SHADER_TALLY_MERGE] = {
[STAGE_COMPUTE] = { STAGE_COMPUTE, lovr_shader_tallymerge_comp, sizeof(lovr_shader_tallymerge_comp) }
}
};
return sources[type][stage];
}
Shader* lovrGraphicsGetDefaultShader(DefaultShader type) {
if (state.defaultShaders[type]) {
return state.defaultShaders[type];
}
switch (type) {
case SHADER_ANIMATOR:
case SHADER_BLENDER:
case SHADER_TALLY_MERGE:
return state.defaultShaders[type] = lovrShaderCreate(&(ShaderInfo) {
.type = SHADER_COMPUTE,
.stages = (ShaderSource[1]) {
lovrGraphicsGetDefaultShaderSource(type, STAGE_COMPUTE)
},
.stageCount = 1,
.flags = &(ShaderFlag) { NULL, 0, state.device.subgroupSize },
.flagCount = 1,
.isDefault = true
});
default:
return state.defaultShaders[type] = lovrShaderCreate(&(ShaderInfo) {
.type = SHADER_GRAPHICS,
.stages = (ShaderSource[2]) {
lovrGraphicsGetDefaultShaderSource(type, STAGE_VERTEX),
lovrGraphicsGetDefaultShaderSource(type, STAGE_FRAGMENT)
},
.stageCount = 2,
.isDefault = true
});
}
}
Shader* lovrShaderCreate(const ShaderInfo* info) {
Shader* shader = lovrCalloc(sizeof(Shader) + gpu_sizeof_shader());
shader->ref = 1;
shader->gpu = (gpu_shader*) (shader + 1);
shader->info = *info;
// Validate stage combinations
for (uint32_t i = 0; i < info->stageCount; i++) {
shader->stageMask |= (1 << info->stages[i].stage);
}
if (info->type == SHADER_GRAPHICS) {
lovrCheck(shader->stageMask == (FLAG_VERTEX | FLAG_FRAGMENT), "Graphics shaders must have a vertex and a pixel stage");
} else if (info->type == SHADER_COMPUTE) {
lovrCheck(shader->stageMask == FLAG_COMPUTE, "Compute shaders can only have a compute stage");
}
size_t stack = tempPush(&state.allocator);
// Copy the source to temp memory (we perform edits on the SPIR-V and the input might be readonly)
void* source[2];
for (uint32_t i = 0; i < info->stageCount; i++) {
source[i] = tempAlloc(&state.allocator, info->stages[i].size);
memcpy(source[i], info->stages[i].code, info->stages[i].size);
}
// Parse SPIR-V
spv_result result;
spv_info spv[2] = { 0 };
uint32_t maxResources = 0;
uint32_t maxSpecConstants = 0;
uint32_t maxFields = 0;
uint32_t maxChars = 0;
for (uint32_t i = 0; i < info->stageCount; i++) {
result = spv_parse(source[i], info->stages[i].size, &spv[i]);
lovrCheck(result == SPV_OK, "Failed to load Shader: %s\n", spv_result_to_string(result));
lovrCheck(spv[i].version <= 0x00010300, "Invalid SPIR-V version (up to 1.3 is supported)");
spv[i].features = tempAlloc(&state.allocator, spv[i].featureCount * sizeof(uint32_t));
spv[i].specConstants = tempAlloc(&state.allocator, spv[i].specConstantCount * sizeof(spv_spec_constant));
spv[i].attributes = tempAlloc(&state.allocator, spv[i].attributeCount * sizeof(spv_attribute));
spv[i].resources = tempAlloc(&state.allocator, spv[i].resourceCount * sizeof(spv_resource));
spv[i].fields = tempAlloc(&state.allocator, spv[i].fieldCount * sizeof(spv_field));
memset(spv[i].fields, 0, spv[i].fieldCount * sizeof(spv_field));
result = spv_parse(source[i], 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);
maxResources += spv[i].resourceCount;
maxSpecConstants += spv[i].specConstantCount;
maxFields += spv[i].fieldCount;
for (uint32_t j = 0; j < spv[i].fieldCount; j++) {
spv_field* field = &spv[i].fields[j];
maxChars += field->name ? strlen(field->name) + 1 : 0;
}
}
// Allocate memory
shader->resources = lovrMalloc(maxResources * sizeof(ShaderResource));
shader->fields = lovrMalloc(maxFields * sizeof(DataField));
shader->names = lovrMalloc(maxChars);
shader->flags = lovrMalloc(maxSpecConstants * sizeof(gpu_shader_flag));
shader->flagLookup = lovrMalloc(maxSpecConstants * sizeof(uint32_t));
// Workgroup size
if (info->type == SHADER_COMPUTE) {
uint32_t* workgroupSize = spv[0].workgroupSize;
uint32_t totalWorkgroupSize = workgroupSize[0] * workgroupSize[1] * workgroupSize[2];
lovrCheck(workgroupSize[0] <= state.limits.workgroupSize[0], "Shader workgroup size exceeds the 'workgroupSize' limit");
lovrCheck(workgroupSize[1] <= state.limits.workgroupSize[1], "Shader workgroup size exceeds the 'workgroupSize' limit");
lovrCheck(workgroupSize[2] <= state.limits.workgroupSize[2], "Shader workgroup size exceeds the 'workgroupSize' limit");
lovrCheck(totalWorkgroupSize <= state.limits.totalWorkgroupSize, "Shader workgroup size exceeds the 'totalWorkgroupSize' limit");
memcpy(shader->workgroupSize, workgroupSize, 3 * sizeof(uint32_t));
}
// Vertex attributes
if (info->type == SHADER_GRAPHICS && spv[0].attributeCount > 0) {
shader->attributeCount = spv[0].attributeCount;
shader->attributes = lovrMalloc(shader->attributeCount * sizeof(ShaderAttribute));
for (uint32_t i = 0; i < shader->attributeCount; i++) {
shader->attributes[i].location = spv[0].attributes[i].location;
shader->attributes[i].hash = (uint32_t) hash64(spv[0].attributes[i].name, strlen(spv[0].attributes[i].name));
shader->hasCustomAttributes |= shader->attributes[i].location < 10;
}
}
uint32_t resourceSet = info->type == SHADER_COMPUTE ? 0 : 2;
uint32_t uniformSet = info->type == SHADER_COMPUTE ? 1 : 3;
// Resources
for (uint32_t s = 0, lastResourceCount = 0; s < info->stageCount; s++, lastResourceCount = shader->resourceCount) {
ShaderStage stage = info->stages[s].stage;
for (uint32_t i = 0; i < spv[s].resourceCount; i++) {
spv_resource* resource = &spv[s].resources[i];
// It's safe to cast away const because we are operating on a copy of the input
uint32_t* set = (uint32_t*) resource->set;
uint32_t* binding = (uint32_t*) resource->binding;
// glslang outputs gl_DefaultUniformBlock, there's also the Constants macro which defines a DefaultUniformBlock UBO
if (!strcmp(resource->name, "gl_DefaultUniformBlock") || !strcmp(resource->name, "DefaultUniformBlock")) {
spv_field* block = resource->bufferFields;
shader->uniformSize = block->elementSize;
shader->uniformCount = block->fieldCount;
shader->uniforms = shader->fields + ((s == 1 ? spv[0].fieldCount : 0) + (block->fields - spv[s].fields));
*set = uniformSet;
*binding = 0;
continue;
}
// Skip builtin resources
if (info->type == SHADER_GRAPHICS && ((*set == 0 && *binding <= LAST_BUILTIN_BINDING) || *set == 1)) {
continue;
}
static const gpu_slot_type types[] = {
[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
};
gpu_phase phases[] = {
[STAGE_VERTEX] = GPU_PHASE_SHADER_VERTEX,
[STAGE_FRAGMENT] = GPU_PHASE_SHADER_FRAGMENT,
[STAGE_COMPUTE] = GPU_PHASE_SHADER_COMPUTE
};
gpu_slot_type type = types[resource->type];
gpu_phase phase = phases[stage];
// Merge resources between shader stages, by name
bool merged = false;
uint32_t hash = (uint32_t) hash64(resource->name, strlen(resource->name));
for (uint32_t j = 0; j < lastResourceCount; j++) {
ShaderResource* other = &shader->resources[j];
if (other->hash == hash) {
lovrCheck(other->type == type, "Shader variable '%s' is declared in multiple shader stages with different types", resource->name);
*set = resourceSet;
*binding = shader->resources[j].binding;
shader->resources[j].phase |= phase;
merged = true;
break;
}
}
if (merged) {
continue;
}
uint32_t index = shader->resourceCount++;
lovrCheck(index < MAX_SHADER_RESOURCES, "Shader resource count exceeds resourcesPerShader limit (%d)", MAX_SHADER_RESOURCES);
lovrCheck(resource->type != SPV_COMBINED_TEXTURE_SAMPLER, "Shader variable '%s' is a%s, which is not supported%s", resource->name, " combined texture sampler", " (use e.g. texture2D instead of sampler2D)");
lovrCheck(resource->type != SPV_UNIFORM_TEXEL_BUFFER, "Shader variable '%s' is a%s, which is not supported%s", resource->name, " uniform texel buffer", "");
lovrCheck(resource->type != SPV_STORAGE_TEXEL_BUFFER, "Shader variable '%s' is a%s, which is not supported%s", resource->name, " storage texel buffer", "");
lovrCheck(resource->type != SPV_INPUT_ATTACHMENT, "Shader variable '%s' is a%s, which is not supported%s", resource->name, "n input attachment", "");
lovrCheck(resource->arraySize == 0, "Arrays of resources in shaders are not currently supported");
// Move resources into set #2 and give them auto-incremented binding numbers starting at zero
// Compute shaders don't need remapping since everything's in set #0 and there are no builtins
if (!info->isDefault && info->type == SHADER_GRAPHICS && *set == 0 && *binding > LAST_BUILTIN_BINDING) {
*set = resourceSet;
*binding = index;
}
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 << index);
shader->textureMask |= (texture << index);
shader->samplerMask |= (sampler << index);
shader->storageMask |= (storage << index);
gpu_cache cache;
if (storage) {
cache = info->type == SHADER_COMPUTE ? GPU_CACHE_STORAGE_WRITE : GPU_CACHE_STORAGE_READ;
} else {
cache = texture ? GPU_CACHE_TEXTURE : GPU_CACHE_UNIFORM;
}
shader->resources[index] = (ShaderResource) {
.hash = hash,
.binding = *binding,
.type = type,
.phase = phase,
.cache = cache
};
if (buffer && resource->bufferFields) {
spv_field* field = &resource->bufferFields[0];
// The following conversions take place, for convenience and to better match Buffer formats:
// - Struct containing either single struct or single array of structs gets unwrapped
// - Struct containing single array of non-structs gets converted to array of single-field structs
if (field->fieldCount == 1 && field->totalFieldCount > 1) {
field = &field->fields[0];
} else if (field->totalFieldCount == 1 && field->fields[0].arrayLength > 0) {
spv_field* child = &field->fields[0];
field->arrayLength = child->arrayLength;
field->arrayStride = child->arrayStride;
field->elementSize = child->elementSize;
field->type = child->type;
child->arrayLength = 0;
child->arrayStride = 0;
}
shader->resources[index].fieldCount = field->totalFieldCount + 1;
shader->resources[index].format = shader->fields + ((s == 1 ? spv[0].fieldCount : 0) + (field - spv[s].fields));
}
}
}
// Fields
char* name = shader->names;
for (uint32_t s = 0; s < info->stageCount; s++) {
for (uint32_t i = 0; i < spv[s].fieldCount; i++) {
static const DataType dataTypes[] = {
[SPV_B32] = TYPE_U32,
[SPV_I32] = TYPE_I32,
[SPV_I32x2] = TYPE_I32x2,
[SPV_I32x3] = TYPE_I32x3,
[SPV_I32x4] = TYPE_I32x4,
[SPV_U32] = TYPE_U32,
[SPV_U32x2] = TYPE_U32x2,
[SPV_U32x3] = TYPE_U32x3,
[SPV_U32x4] = TYPE_U32x4,
[SPV_F32] = TYPE_F32,
[SPV_F32x2] = TYPE_F32x2,
[SPV_F32x3] = TYPE_F32x3,
[SPV_F32x4] = TYPE_F32x4,
[SPV_MAT2x2] = TYPE_MAT2,
[SPV_MAT2x3] = ~0u,
[SPV_MAT2x4] = ~0u,
[SPV_MAT3x2] = ~0u,
[SPV_MAT3x3] = TYPE_MAT3,
[SPV_MAT3x4] = ~0u,
[SPV_MAT4x2] = ~0u,
[SPV_MAT4x3] = ~0u,
[SPV_MAT4x4] = TYPE_MAT4,
[SPV_STRUCT] = ~0u
};
spv_field* field = &spv[s].fields[i];
uint32_t base = s == 1 ? spv[0].fieldCount : 0;
shader->fields[base + i] = (DataField) {
.type = dataTypes[field->type],
.offset = field->offset,
.length = field->arrayLength,
.stride = field->arrayLength > 0 ? field->arrayStride : field->elementSize, // Use stride as element size for non-arrays
.fieldCount = field->fieldCount,
.fields = field->fields ? shader->fields + base + (field->fields - spv[s].fields) : NULL
};
if (field->name) {
size_t length = strlen(field->name);
memcpy(name, field->name, length);
shader->fields[base + i].hash = (uint32_t) hash64(name, length);
shader->fields[base + i].name = name;
name[length] = '\0';
name += length + 1;
}
}
}
// Specialization constants
for (uint32_t s = 0; s < info->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++;
// Flag names can start with flag_ which will be ignored for matching purposes
if (constant->name) {
size_t length = strlen(constant->name);
size_t offset = length > 5 && !memcmp(constant->name, "flag_", 5) ? 5 : 0;
shader->flagLookup[index] = (uint32_t) hash64(constant->name + offset, length - offset);
} else {
shader->flagLookup[index] = 0;
}
shader->flags[index] = (gpu_shader_flag) {
.id = constant->id,
.type = flagTypes[constant->type]
};
}
}
// Layout
gpu_slot* slots = tempAlloc(&state.allocator, shader->resourceCount * sizeof(gpu_slot));
for (uint32_t i = 0; i < shader->resourceCount; i++) {
ShaderResource* resource = &shader->resources[i];
slots[i] = (gpu_slot) {
.number = resource->binding,
.type = resource->type,
.stages =
((resource->phase & GPU_PHASE_SHADER_VERTEX) ? GPU_STAGE_VERTEX : 0) |
((resource->phase & GPU_PHASE_SHADER_FRAGMENT) ? GPU_STAGE_FRAGMENT : 0) |
((resource->phase & GPU_PHASE_SHADER_COMPUTE) ? GPU_STAGE_COMPUTE : 0)
};
}
shader->layout = getLayout(slots, shader->resourceCount);
gpu_shader_info gpu = {
.stageCount = info->stageCount,
.stages = tempAlloc(&state.allocator, info->stageCount * sizeof(gpu_shader_source)),
.label = info->label
};
for (uint32_t i = 0; i < info->stageCount; i++) {
const uint32_t stageMap[] = {
[STAGE_VERTEX] = GPU_STAGE_VERTEX,
[STAGE_FRAGMENT] = GPU_STAGE_FRAGMENT,
[STAGE_COMPUTE] = GPU_STAGE_COMPUTE
};
gpu.stages[i] = (gpu_shader_source) {
.stage = stageMap[info->stages[i].stage],
.code = source[i],
.length = info->stages[i].size
};
}
for (uint32_t i = 0; i < info->stageCount; i++) {
if (spv[i].pushConstants) {
gpu.pushConstantSize = MAX(gpu.pushConstantSize, spv[i].pushConstants->elementSize);
}
}
gpu_layout* resourceLayout = state.layouts.data[shader->layout].gpu;
gpu_layout* uniformsLayout = shader->uniformSize > 0 ? state.layouts.data[LAYOUT_UNIFORMS].gpu : NULL;
if (info->type == SHADER_GRAPHICS) {
gpu.layouts[0] = state.layouts.data[LAYOUT_BUILTINS].gpu;
gpu.layouts[1] = state.layouts.data[LAYOUT_MATERIAL].gpu;
gpu.layouts[2] = resourceLayout;
gpu.layouts[3] = uniformsLayout;
} else {
gpu.layouts[0] = resourceLayout;
gpu.layouts[1] = uniformsLayout;
}
gpu_shader_init(shader->gpu, &gpu);
lovrShaderInit(shader);
tempPop(&state.allocator, stack);
return shader;
}
Shader* lovrShaderClone(Shader* parent, ShaderFlag* flags, uint32_t count) {
Shader* shader = lovrCalloc(sizeof(Shader) + gpu_sizeof_shader());
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->stageMask = parent->stageMask;
shader->bufferMask = parent->bufferMask;
shader->textureMask = parent->textureMask;
shader->samplerMask = parent->samplerMask;
shader->storageMask = parent->storageMask;
shader->uniformSize = parent->uniformSize;
shader->uniformCount = parent->uniformCount;
shader->resourceCount = parent->resourceCount;
shader->flagCount = parent->flagCount;
shader->attributes = parent->attributes;
shader->resources = parent->resources;
shader->uniforms = parent->uniforms;
shader->fields = parent->fields;
shader->names = parent->names;
shader->flags = lovrMalloc(shader->flagCount * sizeof(gpu_shader_flag));
shader->flagLookup = lovrMalloc(shader->flagCount * sizeof(uint32_t));
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;
if (shader->parent) {
lovrRelease(shader->parent, lovrShaderDestroy);
} else {
gpu_shader_destroy(shader->gpu);
lovrFree(shader->attributes);
lovrFree(shader->resources);
lovrFree(shader->fields);
lovrFree(shader->names);
}
lovrFree(shader->flags);
lovrFree(shader->flagLookup);
lovrFree(shader);
}
const ShaderInfo* lovrShaderGetInfo(Shader* shader) {
return &shader->info;
}
bool lovrShaderHasStage(Shader* shader, ShaderStage stage) {
return shader->stageMask & (1 << stage);
}
bool lovrShaderHasAttribute(Shader* shader, const char* name, uint32_t location) {
if (name) {
uint32_t hash = (uint32_t) hash64(name, strlen(name));
for (uint32_t i = 0; i < shader->attributeCount; i++) {
if (shader->attributes[i].hash == hash) {
return true;
}
}
} else {
for (uint32_t i = 0; i < shader->attributeCount; i++) {
if (shader->attributes[i].location == location) {
return true;
}
}
}
return false;
}
void lovrShaderGetWorkgroupSize(Shader* shader, uint32_t size[3]) {
memcpy(size, shader->workgroupSize, 3 * sizeof(uint32_t));
}
const DataField* lovrShaderGetBufferFormat(Shader* shader, const char* name, uint32_t* fieldCount) {
uint32_t hash = (uint32_t) hash64(name, strlen(name));
ShaderResource* resource = shader->resources;
for (uint32_t i = 0; i < shader->resourceCount; i++, resource++) {
if (resource->hash == hash && (shader->bufferMask & (1u << resource->binding))) {
*fieldCount = resource->fieldCount;
return resource->format;
}
}
return NULL;
}
// Material
Material* lovrMaterialCreate(const MaterialInfo* info) {
MaterialBlock* block = state.materialBlocks.length > 0 ? &state.materialBlocks.data[state.materialBlock] : NULL;
const uint32_t MATERIALS_PER_BLOCK = 256;
if (!block || block->head == ~0u || !gpu_is_complete(block->list[block->head].tick)) {
bool found = false;
for (size_t i = 0; i < state.materialBlocks.length; i++) {
block = &state.materialBlocks.data[i];
if (block->head != ~0u && gpu_is_complete(block->list[block->head].tick)) {
state.materialBlock = i;
found = true;
break;
}
}
if (!found) {
arr_expand(&state.materialBlocks, 1);
lovrAssert(state.materialBlocks.length < UINT16_MAX, "Out of memory");
state.materialBlock = state.materialBlocks.length++;
block = &state.materialBlocks.data[state.materialBlock];
block->list = lovrMalloc(MATERIALS_PER_BLOCK * sizeof(Material));
block->bundlePool = lovrMalloc(gpu_sizeof_bundle_pool());
block->bundles = lovrMalloc(MATERIALS_PER_BLOCK * gpu_sizeof_bundle());
for (uint32_t i = 0; i < MATERIALS_PER_BLOCK; i++) {
block->list[i].next = i + 1;
block->list[i].tick = state.tick - 4;
block->list[i].block = (uint16_t) state.materialBlock;
block->list[i].index = i;
block->list[i].bundle = (gpu_bundle*) ((char*) block->bundles + i * gpu_sizeof_bundle());
block->list[i].hasWritableTexture = false;
}
block->list[MATERIALS_PER_BLOCK - 1].next = ~0u;
block->tail = MATERIALS_PER_BLOCK - 1;
block->head = 0;
size_t align = state.limits.uniformBufferAlign;
size_t bufferSize = MATERIALS_PER_BLOCK * ALIGN(sizeof(MaterialData), align);
block->view = getBuffer(GPU_BUFFER_STATIC, bufferSize, align);
atomic_fetch_add(&block->view.block->ref, 1);
gpu_bundle_pool_info poolInfo = {
.bundles = block->bundles,
.layout = state.layouts.data[LAYOUT_MATERIAL].gpu,
.count = MATERIALS_PER_BLOCK
};
gpu_bundle_pool_init(block->bundlePool, &poolInfo);
}
}
Material* material = &block->list[block->head];
block->head = material->next;
material->next = ~0u;
material->ref = 1;
material->info = *info;
MaterialData* data;
uint32_t stride = ALIGN(sizeof(MaterialData), state.limits.uniformBufferAlign);
if (block->view.pointer) {
data = (MaterialData*) ((char*) block->view.pointer + material->index * stride);
} else {
beginFrame();
BufferView staging = getBuffer(GPU_BUFFER_UPLOAD, sizeof(MaterialData), 4);
gpu_copy_buffers(state.stream, staging.buffer, block->view.buffer, staging.offset, block->view.offset + stride * material->index, sizeof(MaterialData));
state.barrier.prev |= GPU_PHASE_COPY;
state.barrier.next |= GPU_PHASE_SHADER_VERTEX | GPU_PHASE_SHADER_FRAGMENT;
state.barrier.flush |= GPU_CACHE_TRANSFER_WRITE;
state.barrier.clear |= GPU_CACHE_UNIFORM;
data = staging.pointer;
}
memcpy(data, info, sizeof(MaterialData));
gpu_buffer_binding buffer = {
.object = block->view.buffer,
.offset = block->view.offset + material->index * stride,
.extent = stride
};
gpu_binding bindings[8] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER, .buffer = buffer }
};
Texture* textures[] = {
info->texture,
info->glowTexture,
info->metalnessTexture,
info->roughnessTexture,
info->clearcoatTexture,
info->occlusionTexture,
info->normalTexture
};
for (uint32_t i = 0; i < COUNTOF(textures); i++) {
lovrRetain(textures[i]);
Texture* texture = textures[i] ? textures[i] : state.defaultTexture;
lovrCheck(i == 0 || texture->info.type == TEXTURE_2D, "Material textures must be 2D");
lovrCheck(texture->info.usage & TEXTURE_SAMPLE, "Textures must be created with the 'sample' usage to use them in Materials");
bindings[i + 1] = (gpu_binding) { i + 1, GPU_SLOT_SAMPLED_TEXTURE, .texture = texture->gpu };
material->hasWritableTexture |= texture->info.usage != TEXTURE_SAMPLE;
}
gpu_bundle_info bundleInfo = {
.layout = state.layouts.data[LAYOUT_MATERIAL].gpu,
.bindings = bindings,
.count = COUNTOF(bindings)
};
gpu_bundle_write(&material->bundle, &bundleInfo, 1);
return material;
}
void lovrMaterialDestroy(void* ref) {
Material* material = ref;
MaterialBlock* block = &state.materialBlocks.data[material->block];
material->tick = state.tick;
block->tail = material->index;
if (block->head == ~0u) block->head = block->tail;
lovrRelease(material->info.texture, lovrTextureDestroy);
lovrRelease(material->info.glowTexture, lovrTextureDestroy);
lovrRelease(material->info.metalnessTexture, lovrTextureDestroy);
lovrRelease(material->info.roughnessTexture, lovrTextureDestroy);
lovrRelease(material->info.clearcoatTexture, lovrTextureDestroy);
lovrRelease(material->info.occlusionTexture, lovrTextureDestroy);
lovrRelease(material->info.normalTexture, lovrTextureDestroy);
}
const MaterialInfo* lovrMaterialGetInfo(Material* material) {
return &material->info;
}
// Font
Font* lovrGraphicsGetDefaultFont(void) {
if (!state.defaultFont) {
Rasterizer* rasterizer = lovrRasterizerCreate(NULL, 32);
state.defaultFont = lovrFontCreate(&(FontInfo) {
.rasterizer = rasterizer,
.spread = 4.
});
lovrRelease(rasterizer, lovrRasterizerDestroy);
}
return state.defaultFont;
}
Font* lovrFontCreate(const FontInfo* info) {
Font* font = lovrCalloc(sizeof(Font));
font->ref = 1;
font->info = *info;
lovrRetain(info->rasterizer);
arr_init(&font->glyphs, realloc);
map_init(&font->glyphLookup, 36);
map_init(&font->kerning, 36);
font->pixelDensity = lovrRasterizerGetLeading(info->rasterizer);
font->lineSpacing = 1.f;
font->padding = (uint32_t) ceil(info->spread / 2.);
// Initial atlas size must be big enough to hold any of the glyphs
float box[4];
font->atlasWidth = 1;
font->atlasHeight = 1;
lovrRasterizerGetBoundingBox(info->rasterizer, box);
uint32_t maxWidth = (uint32_t) ceilf(box[2] - box[0]) + 2 * font->padding;
uint32_t maxHeight = (uint32_t) ceilf(box[3] - box[1]) + 2 * font->padding;
while (font->atlasWidth < 2 * maxWidth || font->atlasHeight < 2 * maxHeight) {
font->atlasWidth <<= 1;
font->atlasHeight <<= 1;
}
return font;
}
void lovrFontDestroy(void* ref) {
Font* font = ref;
lovrRelease(font->info.rasterizer, lovrRasterizerDestroy);
lovrRelease(font->material, lovrMaterialDestroy);
lovrRelease(font->atlas, lovrTextureDestroy);
arr_free(&font->glyphs);
map_free(&font->glyphLookup);
map_free(&font->kerning);
lovrFree(font);
}
const FontInfo* lovrFontGetInfo(Font* font) {
return &font->info;
}
float lovrFontGetPixelDensity(Font* font) {
return font->pixelDensity;
}
void lovrFontSetPixelDensity(Font* font, float pixelDensity) {
font->pixelDensity = pixelDensity;
}
float lovrFontGetLineSpacing(Font* font) {
return font->lineSpacing;
}
void lovrFontSetLineSpacing(Font* font, float spacing) {
font->lineSpacing = spacing;
}
static Glyph* lovrFontGetGlyph(Font* font, uint32_t codepoint, bool* resized) {
uint64_t hash = hash64(&codepoint, 4);
uint64_t index = map_get(&font->glyphLookup, hash);
if (index != MAP_NIL) {
if (resized) *resized = false;
return &font->glyphs.data[index];
}
arr_expand(&font->glyphs, 1);
map_set(&font->glyphLookup, hash, font->glyphs.length);
Glyph* glyph = &font->glyphs.data[font->glyphs.length++];
glyph->codepoint = codepoint;
glyph->advance = lovrRasterizerGetAdvance(font->info.rasterizer, codepoint);
if (lovrRasterizerIsGlyphEmpty(font->info.rasterizer, codepoint)) {
memset(glyph->box, 0, sizeof(glyph->box));
if (resized) *resized = false;
return glyph;
}
lovrRasterizerGetGlyphBoundingBox(font->info.rasterizer, codepoint, glyph->box);
float width = glyph->box[2] - glyph->box[0];
float height = glyph->box[3] - glyph->box[1];
uint32_t pixelWidth = 2 * font->padding + (uint32_t) ceilf(width);
uint32_t pixelHeight = 2 * font->padding + (uint32_t) ceilf(height);
// If the glyph exceeds the width, start a new row
if (font->atlasX + pixelWidth > font->atlasWidth) {
font->atlasX = font->atlasWidth == font->atlasHeight ? 0 : font->atlasWidth >> 1;
font->atlasY += font->rowHeight;
}
// If the glyph exceeds the height, expand the atlas
if (font->atlasY + pixelHeight > font->atlasHeight) {
if (font->atlasWidth == font->atlasHeight) {
font->atlasX = font->atlasWidth;
font->atlasY = 0;
font->atlasWidth <<= 1;
font->rowHeight = 0;
} else {
font->atlasX = 0;
font->atlasY = font->atlasHeight;
font->atlasHeight <<= 1;
font->rowHeight = 0;
}
}
glyph->x = font->atlasX + font->padding;
glyph->y = font->atlasY + font->padding;
glyph->uv[0] = (uint16_t) ((float) glyph->x / font->atlasWidth * 65535.f + .5f);
glyph->uv[1] = (uint16_t) ((float) (glyph->y + height) / font->atlasHeight * 65535.f + .5f);
glyph->uv[2] = (uint16_t) ((float) (glyph->x + width) / font->atlasWidth * 65535.f + .5f);
glyph->uv[3] = (uint16_t) ((float) glyph->y / font->atlasHeight * 65535.f + .5f);
font->atlasX += pixelWidth;
font->rowHeight = MAX(font->rowHeight, pixelHeight);
beginFrame();
// Atlas resize
if (!font->atlas || font->atlasWidth > font->atlas->info.width || font->atlasHeight > font->atlas->info.height) {
lovrCheck(font->atlasWidth <= 65536, "Font atlas is way too big!");
Texture* atlas = lovrTextureCreate(&(TextureInfo) {
.type = TEXTURE_2D,
.format = FORMAT_RGBA8,
.width = font->atlasWidth,
.height = font->atlasHeight,
.layers = 1,
.mipmaps = 1,
.usage = TEXTURE_SAMPLE | TEXTURE_TRANSFER,
.label = "Font Atlas"
});
float clear[4] = { 0.f, 0.f, 0.f, 0.f };
gpu_clear_texture(state.stream, atlas->gpu, clear, 0, ~0u, 0, ~0u);
// This barrier serves 2 purposes:
// - Ensure new atlas clear is finished/flushed before copying to it
// - Ensure any unsynchronized pending uploads to old atlas finish before copying to new atlas
gpu_barrier barrier;
barrier.prev = GPU_PHASE_COPY | GPU_PHASE_CLEAR;
barrier.next = GPU_PHASE_COPY;
barrier.flush = GPU_CACHE_TRANSFER_WRITE;
barrier.clear = GPU_CACHE_TRANSFER_READ | GPU_CACHE_TRANSFER_WRITE;
gpu_sync(state.stream, &barrier, 1);
if (font->atlas) {
uint32_t srcOffset[4] = { 0, 0, 0, 0 };
uint32_t dstOffset[4] = { 0, 0, 0, 0 };
uint32_t extent[3] = { font->atlas->info.width, font->atlas->info.height, 1 };
gpu_copy_textures(state.stream, font->atlas->gpu, atlas->gpu, srcOffset, dstOffset, extent);
lovrRelease(font->atlas, lovrTextureDestroy);
}
font->atlas = atlas;
// Material
lovrRelease(font->material, lovrMaterialDestroy);
font->material = lovrMaterialCreate(&(MaterialInfo) {
.data.color = { 1.f, 1.f, 1.f, 1.f },
.data.uvScale = { 1.f, 1.f },
.data.sdfRange = { font->info.spread / font->atlasWidth, font->info.spread / font->atlasHeight },
.texture = font->atlas
});
// Recompute all glyph uvs after atlas resize
for (size_t i = 0; i < font->glyphs.length; i++) {
Glyph* g = &font->glyphs.data[i];
if (g->box[2] - g->box[0] > 0.f) {
g->uv[0] = (uint16_t) ((float) g->x / font->atlasWidth * 65535.f + .5f);
g->uv[1] = (uint16_t) ((float) (g->y + g->box[3] - g->box[1]) / font->atlasHeight * 65535.f + .5f);
g->uv[2] = (uint16_t) ((float) (g->x + g->box[2] - g->box[0]) / font->atlasWidth * 65535.f + .5f);
g->uv[3] = (uint16_t) ((float) g->y / font->atlasHeight * 65535.f + .5f);
}
}
if (resized) *resized = true;
}
size_t stack = tempPush(&state.allocator);
float* pixels = tempAlloc(&state.allocator, pixelWidth * pixelHeight * 4 * sizeof(float));
lovrRasterizerGetPixels(font->info.rasterizer, glyph->codepoint, pixels, pixelWidth, pixelHeight, font->info.spread);
BufferView view = getBuffer(GPU_BUFFER_UPLOAD, pixelWidth * pixelHeight * 4 * sizeof(uint8_t), 64);
float* src = pixels;
uint8_t* dst = view.pointer;
for (uint32_t y = 0; y < pixelHeight; y++) {
for (uint32_t x = 0; x < pixelWidth; x++) {
for (uint32_t c = 0; c < 4; c++) {
float f = *src++; // CLAMP would evaluate this multiple times
*dst++ = (uint8_t) (CLAMP(f, 0.f, 1.f) * 255.f + .5f);
}
}
}
uint32_t dstOffset[4] = { glyph->x - font->padding, glyph->y - font->padding, 0, 0 };
uint32_t extent[3] = { pixelWidth, pixelHeight, 1 };
gpu_copy_buffer_texture(state.stream, view.buffer, font->atlas->gpu, view.offset, dstOffset, extent);
tempPop(&state.allocator, stack);
state.barrier.prev |= GPU_PHASE_COPY;
state.barrier.next |= GPU_PHASE_SHADER_FRAGMENT;
state.barrier.flush |= GPU_CACHE_TRANSFER_WRITE;
state.barrier.clear |= GPU_CACHE_TEXTURE;
return glyph;
}
float lovrFontGetKerning(Font* font, uint32_t first, uint32_t second) {
uint32_t codepoints[] = { first, second };
uint64_t hash = hash64(codepoints, sizeof(codepoints));
union { float f32; uint64_t u64; } kerning = { .u64 = map_get(&font->kerning, hash) };
if (kerning.u64 == MAP_NIL) {
kerning.f32 = lovrRasterizerGetKerning(font->info.rasterizer, first, second);
map_set(&font->kerning, hash, kerning.u64);
}
return kerning.f32;
}
float lovrFontGetWidth(Font* font, ColoredString* strings, uint32_t count) {
float x = 0.f;
float maxWidth = 0.f;
float space = lovrFontGetGlyph(font, ' ', NULL)->advance;
for (uint32_t i = 0; i < count; i++) {
size_t bytes;
uint32_t codepoint;
uint32_t previous = '\0';
const char* str = strings[i].string;
const char* end = strings[i].string + strings[i].length;
while ((bytes = utf8_decode(str, end, &codepoint)) > 0) {
if (codepoint == ' ' || codepoint == '\t') {
x += codepoint == '\t' ? space * 4.f : space;
previous = '\0';
str += bytes;
continue;
} else if (codepoint == '\n') {
maxWidth = MAX(maxWidth, x);
x = 0.f;
previous = '\0';
str += bytes;
continue;
} else if (codepoint == '\r') {
str += bytes;
continue;
}
Glyph* glyph = lovrFontGetGlyph(font, codepoint, NULL);
if (previous) x += lovrFontGetKerning(font, previous, codepoint);
previous = codepoint;
x += glyph->advance;
str += bytes;
}
}
return MAX(maxWidth, x) / font->pixelDensity;
}
void lovrFontGetLines(Font* font, ColoredString* strings, uint32_t count, float wrap, void (*callback)(void* context, const char* string, size_t length), void* context) {
size_t totalLength = 0;
for (uint32_t i = 0; i < count; i++) {
totalLength += strings[i].length;
}
beginFrame();
size_t stack = tempPush(&state.allocator);
char* string = tempAlloc(&state.allocator, totalLength + 1);
string[totalLength] = '\0';
size_t cursor = 0;
for (uint32_t i = 0; i < count; cursor += strings[i].length, i++) {
memcpy(string + cursor, strings[i].string, strings[i].length);
}
float x = 0.f;
float nextWordStartX = 0.f;
wrap *= font->pixelDensity;
size_t bytes;
uint32_t codepoint;
uint32_t previous = '\0';
const char* lineStart = string;
const char* wordStart = string;
const char* end = string + totalLength;
float space = lovrFontGetGlyph(font, ' ', NULL)->advance;
while ((bytes = utf8_decode(string, end, &codepoint)) > 0) {
if (codepoint == ' ' || codepoint == '\t') {
x += codepoint == '\t' ? space * 4.f : space;
nextWordStartX = x;
previous = '\0';
string += bytes;
wordStart = string;
continue;
} else if (codepoint == '\n') {
size_t length = string - lineStart;
while (string[length] == ' ' || string[length] == '\t') length--;
callback(context, lineStart, length);
nextWordStartX = 0.f;
x = 0.f;
previous = '\0';
string += bytes;
lineStart = string;
wordStart = string;
continue;
} else if (codepoint == '\r') {
string += bytes;
continue;
}
Glyph* glyph = lovrFontGetGlyph(font, codepoint, NULL);
// Keming
if (previous) x += lovrFontGetKerning(font, previous, codepoint);
previous = codepoint;
// Wrap
if (wordStart != lineStart && x + glyph->advance > wrap) {
size_t length = wordStart - lineStart;
while (string[length] == ' ' || string[length] == '\t') length--;
callback(context, lineStart, length);
lineStart = wordStart;
x -= nextWordStartX;
nextWordStartX = 0.f;
previous = '\0';
}
// Advance
x += glyph->advance;
string += bytes;
}
if (end - lineStart > 0) {
callback(context, lineStart, end - lineStart);
}
tempPop(&state.allocator, stack);
}
static void aline(GlyphVertex* vertices, uint32_t head, uint32_t tail, float width, HorizontalAlign align) {
if (align == ALIGN_LEFT) return;
float shift = align / 2.f * width;
for (uint32_t i = head; i < tail; i++) {
vertices[i].position.x -= shift;
}
}
void lovrFontGetVertices(Font* font, ColoredString* strings, uint32_t count, float wrap, HorizontalAlign halign, VerticalAlign valign, GlyphVertex* vertices, uint32_t* glyphCount, uint32_t* lineCount, Material** material, bool flip) {
uint32_t vertexCount = 0;
uint32_t lineStart = 0;
uint32_t wordStart = 0;
*glyphCount = 0;
*lineCount = 1;
float x = 0.f;
float y = 0.f;
float wordStartX = 0.f;
float prevWordEndX = 0.f;
float leading = lovrRasterizerGetLeading(font->info.rasterizer) * font->lineSpacing;
float space = lovrFontGetGlyph(font, ' ', NULL)->advance;
for (uint32_t i = 0; i < count; i++) {
size_t bytes;
uint32_t codepoint;
uint32_t previous = '\0';
const char* str = strings[i].string;
const char* end = strings[i].string + strings[i].length;
float rf = lovrMathGammaToLinear(strings[i].color[0]);
float gf = lovrMathGammaToLinear(strings[i].color[1]);
float bf = lovrMathGammaToLinear(strings[i].color[2]);
uint8_t r = (uint8_t) (CLAMP(rf, 0.f, 1.f) * 255.f);
uint8_t g = (uint8_t) (CLAMP(gf, 0.f, 1.f) * 255.f);
uint8_t b = (uint8_t) (CLAMP(bf, 0.f, 1.f) * 255.f);
uint8_t a = (uint8_t) (CLAMP(strings[i].color[3], 0.f, 1.f) * 255.f);
while ((bytes = utf8_decode(str, end, &codepoint)) > 0) {
if (codepoint == ' ' || codepoint == '\t') {
if (previous) prevWordEndX = x;
wordStart = vertexCount;
x += codepoint == '\t' ? space * 4.f : space;
wordStartX = x;
previous = '\0';
str += bytes;
continue;
} else if (codepoint == '\n') {
aline(vertices, lineStart, vertexCount, x, halign);
lineStart = vertexCount;
wordStart = vertexCount;
x = 0.f;
y -= leading;
wordStartX = 0.f;
prevWordEndX = 0.f;
(*lineCount)++;
previous = '\0';
str += bytes;
continue;
} else if (codepoint == '\r') {
str += bytes;
continue;
}
bool resized;
Glyph* glyph = lovrFontGetGlyph(font, codepoint, &resized);
if (resized) {
lovrFontGetVertices(font, strings, count, wrap, halign, valign, vertices, glyphCount, lineCount, material, flip);
return;
}
// Keming
if (previous) x += lovrFontGetKerning(font, previous, codepoint);
previous = codepoint;
// Wrap
if (wrap > 0.f && x + glyph->advance > wrap && wordStart != lineStart) {
float dx = wordStartX;
float dy = leading;
// Shift the vertices of the overflowing word down a line and back to the beginning
for (uint32_t v = wordStart; v < vertexCount; v++) {
vertices[v].position.x -= dx;
vertices[v].position.y += flip ? dy : -dy;
}
aline(vertices, lineStart, wordStart, prevWordEndX, halign);
lineStart = wordStart;
wordStartX = 0.f;
(*lineCount)++;
x -= dx;
y -= dy;
}
// Vertices
float* bb = glyph->box;
uint16_t* uv = glyph->uv;
if (flip) {
vertices[vertexCount++] = (GlyphVertex) { { x + bb[0], -(y + bb[1]) }, { uv[0], uv[3] }, { r, g, b, a } };
vertices[vertexCount++] = (GlyphVertex) { { x + bb[2], -(y + bb[1]) }, { uv[2], uv[3] }, { r, g, b, a } };
vertices[vertexCount++] = (GlyphVertex) { { x + bb[0], -(y + bb[3]) }, { uv[0], uv[1] }, { r, g, b, a } };
vertices[vertexCount++] = (GlyphVertex) { { x + bb[2], -(y + bb[3]) }, { uv[2], uv[1] }, { r, g, b, a } };
} else {
vertices[vertexCount++] = (GlyphVertex) { { x + bb[0], y + bb[3] }, { uv[0], uv[1] }, { r, g, b, a } };
vertices[vertexCount++] = (GlyphVertex) { { x + bb[2], y + bb[3] }, { uv[2], uv[1] }, { r, g, b, a } };
vertices[vertexCount++] = (GlyphVertex) { { x + bb[0], y + bb[1] }, { uv[0], uv[3] }, { r, g, b, a } };
vertices[vertexCount++] = (GlyphVertex) { { x + bb[2], y + bb[1] }, { uv[2], uv[3] }, { r, g, b, a } };
}
(*glyphCount)++;
// Advance
x += glyph->advance;
str += bytes;
}
}
// Align last line
aline(vertices, lineStart, vertexCount, x, halign);
*material = font->material;
}
// Mesh
Mesh* lovrMeshCreate(const MeshInfo* info, void** vertices) {
Buffer* buffer = info->vertexBuffer;
if (buffer) {
lovrCheck(buffer->info.format, "Mesh vertex buffer must have format information");
lovrCheck(!buffer->info.complexFormat, "Mesh vertex buffer must use a format without nested types or arrays");
lovrCheck(info->storage == MESH_GPU, "Mesh storage must be 'gpu' when created from a Buffer");
lovrRetain(buffer);
} else {
lovrCheck(info->vertexFormat->length > 0, "Mesh must have at least one vertex");
BufferInfo bufferInfo = { .format = info->vertexFormat };
buffer = lovrBufferCreate(&bufferInfo, info->storage == MESH_GPU ? vertices : NULL);
if (!vertices) lovrBufferClear(buffer, 0, ~0u, 0);
}
DataField* format = buffer->info.format;
lovrCheck(format->stride <= state.limits.vertexBufferStride, "Mesh vertex buffer stride exceeds the vertexBufferStride limit of this GPU");
lovrCheck(format->fieldCount <= state.limits.vertexAttributes, "Mesh attribute count exceeds the vertexAttributes limit of this GPU");
for (uint32_t i = 0; i < format->fieldCount; i++) {
const DataField* attribute = &format->fields[i];
lovrCheck(attribute->offset < 256, "Max Mesh attribute offset is 255"); // Limited by u8 gpu_attribute offset
lovrCheck(attribute->type < TYPE_MAT2 || attribute->type > TYPE_MAT4, "Currently, Mesh attributes can not use matrix types");
lovrCheck(attribute->type < TYPE_INDEX16 || attribute->type > TYPE_INDEX32, "Mesh attributes can not use index types");
}
Mesh* mesh = lovrCalloc(sizeof(Mesh));
mesh->ref = 1;
mesh->vertexBuffer = buffer;
mesh->storage = info->storage;
mesh->mode = DRAW_TRIANGLES;
if (info->vertexBuffer) {
lovrRetain(info->vertexBuffer);
} else if (mesh->storage == MESH_CPU) {
mesh->vertices = vertices ? lovrMalloc(buffer->info.size) : lovrCalloc(buffer->info.size);
if (vertices) {
*vertices = mesh->vertices;
mesh->dirtyVertices[0] = 0;
mesh->dirtyVertices[1] = format->length;
} else {
mesh->dirtyVertices[0] = ~0u;
mesh->dirtyVertices[1] = 0;
}
}
return mesh;
}
void lovrMeshDestroy(void* ref) {
Mesh* mesh = ref;
lovrRelease(mesh->vertexBuffer, lovrBufferDestroy);
lovrRelease(mesh->indexBuffer, lovrBufferDestroy);
lovrRelease(mesh->material, lovrMaterialDestroy);
lovrFree(mesh->vertices);
lovrFree(mesh->indices);
lovrFree(mesh);
}
const DataField* lovrMeshGetVertexFormat(Mesh* mesh) {
return mesh->vertexBuffer->info.format;
}
const DataField* lovrMeshGetIndexFormat(Mesh* mesh) {
return mesh->indexCount > 0 || !mesh->indexBuffer ? mesh->indexBuffer->info.format : NULL;
}
Buffer* lovrMeshGetVertexBuffer(Mesh* mesh) {
return mesh->storage == MESH_CPU ? NULL : mesh->vertexBuffer;
}
Buffer* lovrMeshGetIndexBuffer(Mesh* mesh) {
return mesh->storage == MESH_CPU ? NULL : mesh->indexBuffer;
}
void lovrMeshSetIndexBuffer(Mesh* mesh, Buffer* buffer) {
lovrCheck(mesh->storage == MESH_GPU, "Mesh can only use a Buffer for indices if it was created with 'gpu' storage mode");
DataField* format = buffer->info.format;
lovrCheck(format, "Mesh index buffer must have been created with a format");
DataType type = format[1].type;
if (format->fieldCount > 1 || (type != TYPE_U16 && type != TYPE_U32 && type != TYPE_INDEX16 && type != TYPE_INDEX32)) {
lovrThrow("Mesh index buffer must use the u16, u32, index16, or index32 type");
} else {
uint32_t stride = (type == TYPE_U16 || type == TYPE_INDEX16) ? 2 : 4;
lovrCheck(format->stride == stride && format[1].offset == 0, "Mesh index buffer must be tightly packed");
}
lovrRelease(mesh->indexBuffer, lovrBufferDestroy);
mesh->indexBuffer = buffer;
mesh->indexCount = format->length;
lovrRetain(buffer);
}
void* lovrMeshGetVertices(Mesh* mesh, uint32_t index, uint32_t count) {
const DataField* format = lovrMeshGetVertexFormat(mesh);
if (count == ~0u) count = format->length - index;
lovrCheck(index < format->length && count <= format->length - index, "Mesh vertex range [%d,%d] overflows mesh capacity", index + 1, index + 1 + count - 1);
if (mesh->storage == MESH_CPU) {
return (char*) mesh->vertices + index * format->stride;
} else {
return lovrBufferGetData(mesh->vertexBuffer, index * format->stride, count * format->stride);
}
}
void* lovrMeshSetVertices(Mesh* mesh, uint32_t index, uint32_t count) {
const DataField* format = lovrMeshGetVertexFormat(mesh);
if (count == ~0u) count = format->length - index;
lovrCheck(index < format->length && count <= format->length - index, "Mesh vertex range [%d,%d] overflows mesh capacity", index + 1, index + 1 + count - 1);
if (mesh->storage == MESH_CPU) {
mesh->dirtyVertices[0] = MIN(mesh->dirtyVertices[0], index);
mesh->dirtyVertices[1] = MAX(mesh->dirtyVertices[1], index + count);
return (char*) mesh->vertices + index * format->stride;
} else {
return lovrBufferSetData(mesh->vertexBuffer, index * format->stride, count * format->stride);
}
}
void* lovrMeshGetIndices(Mesh* mesh, uint32_t* count, DataType* type) {
if (mesh->indexCount == 0 || !mesh->indexBuffer) {
return NULL;
}
*count = mesh->indexCount;
*type = mesh->indexBuffer->info.format[1].type;
if (mesh->storage == MESH_CPU) {
return mesh->indices;
} else {
return lovrBufferGetData(mesh->indexBuffer, 0, mesh->indexCount * mesh->indexBuffer->info.format->stride);
}
}
void* lovrMeshSetIndices(Mesh* mesh, uint32_t count, DataType type) {
const DataField* format = mesh->indexBuffer ? mesh->indexBuffer->info.format : NULL;
mesh->indexCount = count;
mesh->dirtyIndices = true;
if (!mesh->indexBuffer || count > format->length || type != format[1].type) {
lovrRelease(mesh->indexBuffer, lovrBufferDestroy);
uint32_t stride = (type == TYPE_U16 || type == TYPE_INDEX16) ? 2 : 4;
DataField format[2] = {
{ .length = count, .stride = stride, .fieldCount = 1 },
{ .type = type }
};
BufferInfo info = { .format = format };
if (mesh->storage == MESH_CPU) {
mesh->indexBuffer = lovrBufferCreate(&info, NULL);
mesh->indices = realloc(mesh->indices, count * stride);
lovrAssert(mesh->indices, "Out of memory");
return mesh->indices;
} else {
void* data = NULL;
mesh->indexBuffer = lovrBufferCreate(&info, &data);
return data;
}
} else if (mesh->storage == MESH_CPU) {
return mesh->indices;
} else {
return lovrBufferSetData(mesh->indexBuffer, 0, count * format->stride);
}
}
static float* lovrMeshGetPositions(Mesh* mesh) {
if (mesh->storage == MESH_GPU) return NULL;
const DataField* format = lovrMeshGetVertexFormat(mesh);
uint32_t positionHash = (uint32_t) hash64("VertexPosition", strlen("VertexPosition"));
for (uint32_t i = 0; i < format->fieldCount; i++) {
const DataField* attribute = &format->fields[i];
if (attribute->type != TYPE_F32x3) continue;
if ((attribute->hash == LOCATION_POSITION || attribute->hash == positionHash)) {
return (float*) ((char*) mesh->vertices + attribute->offset);
}
}
return NULL;
}
void lovrMeshGetTriangles(Mesh* mesh, float** vertices, uint32_t** indices, uint32_t* vertexCount, uint32_t* indexCount) {
float* position = lovrMeshGetPositions(mesh);
lovrCheck(mesh->storage == MESH_CPU, "Mesh storage mode must be 'cpu'");
lovrCheck(mesh->mode == DRAW_TRIANGLES, "Mesh draw mode must be 'triangles'");
lovrCheck(position, "Mesh has no VertexPosition attribute with vec3 type");
const DataField* format = lovrMeshGetVertexFormat(mesh);
*vertices = lovrMalloc(format->length * 3 * sizeof(float));
for (uint32_t i = 0; i < format->length; i++) {
vec3_init(*vertices, position);
position = (float*) ((char*) position + format->stride);
*vertices += 3;
}
if (mesh->indexCount > 0) {
*indexCount = mesh->indexCount;
*indices = lovrMalloc(*indexCount * sizeof(uint32_t));
if (mesh->indexBuffer->info.format[1].type == TYPE_U16 || mesh->indexBuffer->info.format[1].type == TYPE_INDEX16) {
for (uint32_t i = 0; i < mesh->indexCount; i++) {
*indices[i] = (uint32_t) ((uint16_t*) mesh->indices)[i];
}
} else {
memcpy(*indices, mesh->indices, mesh->indexCount * sizeof(uint32_t));
}
} else {
*indexCount = format->length;
*indices = lovrMalloc(*indexCount * sizeof(uint32_t));
lovrCheck(format->length >= 3 && format->length % 3 == 0, "Mesh vertex count must be divisible by 3");
for (uint32_t i = 0; i < format->length; i++) {
**indices = i;
*indices += 1;
}
}
}
bool lovrMeshGetBoundingBox(Mesh* mesh, float box[6]) {
box[0] = mesh->bounds[0] - mesh->bounds[3];
box[1] = mesh->bounds[0] + mesh->bounds[3];
box[2] = mesh->bounds[1] - mesh->bounds[4];
box[3] = mesh->bounds[1] + mesh->bounds[4];
box[4] = mesh->bounds[2] - mesh->bounds[5];
box[5] = mesh->bounds[2] + mesh->bounds[5];
return mesh->hasBounds;
}
void lovrMeshSetBoundingBox(Mesh* mesh, float box[6]) {
if (box) {
mesh->bounds[0] = (box[0] + box[1]) / 2.f;
mesh->bounds[1] = (box[2] + box[3]) / 2.f;
mesh->bounds[2] = (box[4] + box[5]) / 2.f;
mesh->bounds[3] = (box[1] - box[0]) / 2.f;
mesh->bounds[4] = (box[3] - box[2]) / 2.f;
mesh->bounds[5] = (box[5] - box[4]) / 2.f;
mesh->hasBounds = true;
} else {
mesh->hasBounds = false;
}
}
bool lovrMeshComputeBoundingBox(Mesh* mesh) {
const DataField* format = lovrMeshGetVertexFormat(mesh);
float* position = lovrMeshGetPositions(mesh);
if (!position) {
return false;
}
float box[6] = { FLT_MAX, FLT_MIN, FLT_MAX, FLT_MIN, FLT_MAX, FLT_MIN };
for (uint32_t i = 0; i < format->length; i++, position = (float*) ((char*) position + format->stride)) {
box[0] = MIN(box[0], position[0]);
box[1] = MAX(box[1], position[0]);
box[2] = MIN(box[2], position[1]);
box[3] = MAX(box[3], position[1]);
box[4] = MIN(box[4], position[2]);
box[5] = MAX(box[5], position[2]);
}
lovrMeshSetBoundingBox(mesh, box);
return true;
}
DrawMode lovrMeshGetDrawMode(Mesh* mesh) {
return mesh->mode;
}
void lovrMeshSetDrawMode(Mesh* mesh, DrawMode mode) {
mesh->mode = mode;
}
void lovrMeshGetDrawRange(Mesh* mesh, uint32_t* start, uint32_t* count, uint32_t* offset) {
*start = mesh->drawStart;
*count = mesh->drawCount;
*offset = mesh->baseVertex;
}
void lovrMeshSetDrawRange(Mesh* mesh, uint32_t start, uint32_t count, uint32_t offset) {
uint32_t vertexCount = mesh->vertexBuffer->info.format->length;
uint32_t extent = mesh->indexCount > 0 ? mesh->indexCount : vertexCount;
lovrCheck(start < extent && count <= extent - start, "Invalid draw range [%d,%d]", start + 1, start + 1 + count);
lovrCheck(offset < vertexCount, "Mesh vertex offset must be less than the vertex count");
mesh->drawStart = start;
mesh->drawCount = count;
mesh->baseVertex = offset;
}
Material* lovrMeshGetMaterial(Mesh* mesh) {
return mesh->material;
}
void lovrMeshSetMaterial(Mesh* mesh, Material* material) {
lovrRelease(mesh->material, lovrMaterialDestroy);
mesh->material = material;
lovrRetain(material);
}
static void lovrMeshFlush(Mesh* mesh) {
if (mesh->storage == MESH_GPU) {
return;
}
if (mesh->dirtyVertices[1] > mesh->dirtyVertices[0]) {
uint32_t stride = mesh->vertexBuffer->info.format->stride;
uint32_t offset = mesh->dirtyVertices[0] * stride;
uint32_t extent = (mesh->dirtyVertices[1] - mesh->dirtyVertices[0]) * stride;
void* data = lovrBufferSetData(mesh->vertexBuffer, offset, extent);
memcpy(data, (char*) mesh->vertices + offset, extent);
mesh->dirtyVertices[0] = ~0u;
mesh->dirtyVertices[1] = 0;
}
if (mesh->dirtyIndices) {
uint32_t stride = mesh->indexBuffer->info.format->stride;
void* data = lovrBufferSetData(mesh->indexBuffer, 0, mesh->indexCount * stride);
memcpy(data, mesh->indices, mesh->indexCount * stride);
mesh->dirtyIndices = false;
}
}
// Model
Model* lovrModelCreate(const ModelInfo* info) {
ModelData* data = info->data;
Model* model = lovrCalloc(sizeof(Model));
model->ref = 1;
model->info = *info;
lovrRetain(info->data);
for (uint32_t i = 0; i < data->skinCount; i++) {
lovrCheck(data->skins[i].jointCount <= 256, "Currently, the max number of joints per skin is 256");
}
// Materials and Textures
if (info->materials) {
model->textures = lovrCalloc(data->imageCount * sizeof(Texture*));
model->materials = lovrMalloc(data->materialCount * sizeof(Material*));
for (uint32_t i = 0; i < data->materialCount; i++) {
MaterialInfo material;
ModelMaterial* properties = &data->materials[i];
memcpy(&material.data, properties, sizeof(MaterialData));
struct { uint32_t index; Texture** texture; } textures[] = {
{ properties->texture, &material.texture },
{ properties->glowTexture, &material.glowTexture },
{ properties->metalnessTexture, &material.metalnessTexture },
{ properties->roughnessTexture, &material.roughnessTexture },
{ properties->clearcoatTexture, &material.clearcoatTexture },
{ properties->occlusionTexture, &material.occlusionTexture },
{ properties->normalTexture, &material.normalTexture }
};
for (uint32_t t = 0; t < COUNTOF(textures); t++) {
uint32_t index = textures[t].index;
Texture** texture = textures[t].texture;
if (index == ~0u) {
*texture = NULL;
} else {
if (!model->textures[index]) {
model->textures[index] = lovrTextureCreate(&(TextureInfo) {
.type = TEXTURE_2D,
.usage = TEXTURE_SAMPLE,
.format = lovrImageGetFormat(data->images[index]),
.width = lovrImageGetWidth(data->images[index], 0),
.height = lovrImageGetHeight(data->images[index], 0),
.layers = 1,
.mipmaps = info->mipmaps || lovrImageGetLevelCount(data->images[index]) > 1 ? ~0u : 1,
.srgb = texture == &material.texture || texture == &material.glowTexture,
.images = &data->images[index],
.imageCount = 1
});
}
*texture = model->textures[index];
}
}
model->materials[i] = lovrMaterialCreate(&material);
}
}
// Buffers
char* vertexData = NULL;
char* indexData = NULL;
char* blendData = NULL;
char* skinData = NULL;
BufferInfo vertexBufferInfo = {
.format = (DataField[]) {
{ .length = data->vertexCount, .stride = sizeof(ModelVertex), .fieldCount = 5 },
{ .type = TYPE_F32x3, .offset = offsetof(ModelVertex, position), .hash = LOCATION_POSITION },
{ .type = TYPE_SN10x3, .offset = offsetof(ModelVertex, normal), .hash = LOCATION_NORMAL },
{ .type = TYPE_F32x2, .offset = offsetof(ModelVertex, uv), .hash = LOCATION_UV },
{ .type = TYPE_UN8x4, .offset = offsetof(ModelVertex, color), .hash = LOCATION_COLOR },
{ .type = TYPE_SN10x3, .offset = offsetof(ModelVertex, tangent), .hash = LOCATION_TANGENT }
}
};
if (data->vertexCount > 0) {
model->vertexBuffer = lovrBufferCreate(&vertexBufferInfo, (void**) &vertexData);
}
if (data->blendShapeVertexCount > 0) {
model->blendBuffer = lovrBufferCreate(&(BufferInfo) {
.format = (DataField[]) {
{ .length = data->blendShapeVertexCount, .stride = sizeof(BlendVertex), .fieldCount = 3 },
{ .type = TYPE_F32x3, .offset = offsetof(BlendVertex, position) },
{ .type = TYPE_F32x3, .offset = offsetof(BlendVertex, normal) },
{ .type = TYPE_F32x3, .offset = offsetof(BlendVertex, tangent) }
}
}, (void**) &blendData);
}
if (data->skinnedVertexCount > 0) {
model->skinBuffer = lovrBufferCreate(&(BufferInfo) {
.format = (DataField[]) {
{ .length = data->skinnedVertexCount, .stride = 8, .fieldCount = 2 },
{ .type = TYPE_UN8x4, .offset = 0 },
{ .type = TYPE_U8x4, .offset = 4 }
}
}, (void**) &skinData);
}
// Dynamic vertices are ones that are blended or skinned. They need a copy of the original vertex
if (data->dynamicVertexCount > 0) {
vertexBufferInfo.format->length = data->dynamicVertexCount;
model->rawVertexBuffer = lovrBufferCreate(&vertexBufferInfo, NULL);
beginFrame();
// The vertex buffer may already have a pending copy if its memory was not host-visible, need to
// wait for that to complete before copying to the raw vertex buffer
gpu_barrier barrier = syncTransfer(&model->vertexBuffer->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
gpu_sync(state.stream, &barrier, 1);
Buffer* src = model->vertexBuffer;
Buffer* dst = model->rawVertexBuffer;
gpu_copy_buffers(state.stream, src->gpu, dst->gpu, src->base, dst->base, data->dynamicVertexCount * sizeof(ModelVertex));
gpu_sync(state.stream, &(gpu_barrier) {
.prev = GPU_PHASE_COPY,
.next = GPU_PHASE_SHADER_COMPUTE,
.flush = GPU_CACHE_TRANSFER_WRITE,
.clear = GPU_CACHE_STORAGE_READ | GPU_CACHE_STORAGE_WRITE
}, 1);
}
uint32_t indexSize = data->indexType == U32 ? 4 : 2;
if (data->indexCount > 0) {
model->indexBuffer = lovrBufferCreate(&(BufferInfo) {
.format = (DataField[]) {
{ .length = data->indexCount, .stride = indexSize, .fieldCount = 1 },
{ .type = data->indexType == U32 ? TYPE_INDEX32 : TYPE_INDEX16 }
}
}, (void**) &indexData);
}
// Primitives are sorted to simplify animation:
// - Skinned primitives come first, ordered by skin
// - Primitives with blend shapes are next
// - Then "non-dynamic" primitives follow
// Within each section primitives are still sorted by their index.
size_t stack = tempPush(&state.allocator);
uint64_t* primitiveOrder = tempAlloc(&state.allocator, data->primitiveCount * sizeof(uint64_t));
uint32_t* baseVertex = tempAlloc(&state.allocator, data->primitiveCount * sizeof(uint32_t));
for (uint32_t i = 0; i < data->primitiveCount; i++) {
uint32_t hi = data->primitives[i].skin;
if (hi == ~0u && !!data->primitives[i].blendShapes) hi--;
primitiveOrder[i] = ((uint64_t) hi << 32) | i;
}
qsort(primitiveOrder, data->primitiveCount, sizeof(uint64_t), u64cmp);
// Draws
model->draws = lovrCalloc(data->primitiveCount * sizeof(DrawInfo));
model->boundingBoxes = lovrMalloc(data->primitiveCount * 6 * sizeof(float));
for (uint32_t i = 0, vertexCursor = 0, indexCursor = 0; i < data->primitiveCount; i++) {
ModelPrimitive* primitive = &data->primitives[primitiveOrder[i] & ~0u];
ModelAttribute* position = primitive->attributes[ATTR_POSITION];
DrawInfo* draw = &model->draws[primitiveOrder[i] & ~0u];
switch (primitive->mode) {
case DRAW_POINT_LIST: draw->mode = DRAW_POINTS; break;
case DRAW_LINE_LIST: draw->mode = DRAW_LINES; break;
case DRAW_TRIANGLE_LIST: draw->mode = DRAW_TRIANGLES; break;
default: lovrThrow("Model uses an unsupported draw mode (lineloop, linestrip, strip, fan)");
}
draw->material = !info->materials || primitive->material == ~0u ? NULL: model->materials[primitive->material];
draw->vertex.buffer = model->vertexBuffer;
if (primitive->indices) {
draw->index.buffer = model->indexBuffer;
draw->start = indexCursor;
draw->count = primitive->indices->count;
draw->baseVertex = vertexCursor;
indexCursor += draw->count;
} else {
draw->start = vertexCursor;
draw->count = position->count;
}
draw->bounds = model->boundingBoxes + i * 6;
draw->bounds[0] = (position->min[0] + position->max[0]) / 2.f;
draw->bounds[1] = (position->min[1] + position->max[1]) / 2.f;
draw->bounds[2] = (position->min[2] + position->max[2]) / 2.f;
draw->bounds[3] = (position->max[0] - position->min[0]) / 2.f;
draw->bounds[4] = (position->max[1] - position->min[1]) / 2.f;
draw->bounds[5] = (position->max[2] - position->min[2]) / 2.f;
baseVertex[i] = vertexCursor;
vertexCursor += position->count;
}
// Vertices
for (uint32_t i = 0; i < data->primitiveCount; i++) {
ModelPrimitive* primitive = &data->primitives[primitiveOrder[i] & ~0u];
ModelAttribute** attributes = primitive->attributes;
uint32_t count = attributes[ATTR_POSITION]->count;
size_t stride = sizeof(ModelVertex);
lovrModelDataCopyAttribute(data, attributes[ATTR_POSITION], vertexData + 0, F32, 3, false, count, stride, 0);
lovrModelDataCopyAttribute(data, attributes[ATTR_NORMAL], vertexData + 12, SN10x3, 1, false, count, stride, 0);
lovrModelDataCopyAttribute(data, attributes[ATTR_UV], vertexData + 16, F32, 2, false, count, stride, 0);
lovrModelDataCopyAttribute(data, attributes[ATTR_COLOR], vertexData + 24, U8, 4, true, count, stride, 255);
lovrModelDataCopyAttribute(data, attributes[ATTR_TANGENT], vertexData + 28, SN10x3, 1, false, count, stride, 0);
vertexData += count * stride;
if (data->skinnedVertexCount > 0 && primitive->skin != ~0u) {
lovrModelDataCopyAttribute(data, attributes[ATTR_JOINTS], skinData + 0, U8, 4, false, count, 8, 0);
lovrModelDataCopyAttribute(data, attributes[ATTR_WEIGHTS], skinData + 4, U8, 4, true, count, 8, 0);
skinData += count * 8;
}
if (primitive->indices) {
char* indices = data->buffers[primitive->indices->buffer].data + primitive->indices->offset;
memcpy(indexData, indices, primitive->indices->count * indexSize);
indexData += primitive->indices->count * indexSize;
}
}
// Blend shapes
if (data->blendShapeCount > 0) {
for (uint32_t i = 0; i < data->blendShapeCount; i++) {
if (i == 0 || data->blendShapes[i - 1].node != data->blendShapes[i].node) {
model->blendGroupCount++;
}
}
model->blendGroups = lovrMalloc(model->blendGroupCount * sizeof(BlendGroup));
model->blendShapeWeights = lovrMalloc(data->blendShapeCount * sizeof(float));
BlendGroup* group = model->blendGroups;
for (uint32_t i = 0; i < data->blendShapeCount; i++) {
ModelBlendShape* blendShape = &data->blendShapes[i];
ModelNode* node = &data->nodes[blendShape->node];
uint32_t groupVertexCount = 0;
for (uint32_t p = 0; p < node->primitiveCount; p++) {
ModelPrimitive* primitive = &data->primitives[node->primitiveIndex + p];
uint32_t vertexCount = primitive->attributes[ATTR_POSITION]->count;
size_t stride = sizeof(BlendVertex);
ModelBlendData* blendAttributes = &primitive->blendShapes[i - node->blendShapeIndex];
lovrModelDataCopyAttribute(data, blendAttributes->positions, blendData + offsetof(BlendVertex, position), F32, 3, false, vertexCount, stride, 0);
lovrModelDataCopyAttribute(data, blendAttributes->normals, blendData + offsetof(BlendVertex, normal), F32, 3, false, vertexCount, stride, 0);
lovrModelDataCopyAttribute(data, blendAttributes->tangents, blendData + offsetof(BlendVertex, tangent), F32, 3, false, vertexCount, stride, 0);
blendData += vertexCount * stride;
groupVertexCount += vertexCount;
}
if (i == 0 || blendShape[-1].node != blendShape[0].node) {
group->index = node->blendShapeIndex;
group->count = node->blendShapeCount;
group->vertexIndex = baseVertex[node->primitiveIndex];
group->vertexCount = groupVertexCount;
group++;
}
}
lovrModelResetBlendShapes(model);
}
// Transforms
model->localTransforms = lovrMalloc(sizeof(NodeTransform) * data->nodeCount);
model->globalTransforms = lovrMalloc(16 * sizeof(float) * data->nodeCount);
lovrModelResetNodeTransforms(model);
tempPop(&state.allocator, stack);
return model;
}
Model* lovrModelClone(Model* parent) {
ModelData* data = parent->info.data;
Model* model = lovrCalloc(sizeof(Model));
model->ref = 1;
model->parent = parent;
model->info = parent->info;
lovrRetain(parent);
model->textures = parent->textures;
model->materials = parent->materials;
model->rawVertexBuffer = parent->rawVertexBuffer;
model->indexBuffer = parent->indexBuffer;
model->blendBuffer = parent->blendBuffer;
model->skinBuffer = parent->skinBuffer;
model->blendGroups = parent->blendGroups;
model->blendGroupCount = parent->blendGroupCount;
if (parent->vertexBuffer) {
model->vertexBuffer = lovrBufferCreate(&parent->vertexBuffer->info, NULL);
beginFrame();
gpu_barrier barrier = syncTransfer(&parent->vertexBuffer->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
gpu_sync(state.stream, &barrier, 1);
Buffer* src = parent->vertexBuffer;
Buffer* dst = model->vertexBuffer;
gpu_copy_buffers(state.stream, src->gpu, dst->gpu, src->base, dst->base, parent->vertexBuffer->info.size);
gpu_sync(state.stream, &(gpu_barrier) {
.prev = GPU_PHASE_COPY,
.next = GPU_PHASE_SHADER_COMPUTE,
.flush = GPU_CACHE_TRANSFER_WRITE,
.clear = GPU_CACHE_STORAGE_READ | GPU_CACHE_STORAGE_WRITE
}, 1);
}
model->draws = lovrMalloc(data->primitiveCount * sizeof(DrawInfo));
for (uint32_t i = 0; i < data->primitiveCount; i++) {
model->draws[i] = parent->draws[i];
model->draws[i].vertex.buffer = model->vertexBuffer;
}
model->blendShapeWeights = lovrMalloc(data->blendShapeCount * sizeof(float));
lovrModelResetBlendShapes(model);
model->localTransforms = lovrMalloc(sizeof(NodeTransform) * data->nodeCount);
model->globalTransforms = lovrMalloc(16 * sizeof(float) * data->nodeCount);
lovrModelResetNodeTransforms(model);
return model;
}
void lovrModelDestroy(void* ref) {
Model* model = ref;
if (model->parent) {
lovrRelease(model->parent, lovrModelDestroy);
lovrRelease(model->vertexBuffer, lovrBufferDestroy);
lovrFree(model->localTransforms);
lovrFree(model->globalTransforms);
lovrFree(model->blendShapeWeights);
lovrFree(model->meshes);
lovrFree(model->draws);
lovrFree(model);
return;
}
ModelData* data = model->info.data;
if (model->info.materials) {
for (uint32_t i = 0; i < data->materialCount; i++) {
lovrRelease(model->materials[i], lovrMaterialDestroy);
}
for (uint32_t i = 0; i < data->imageCount; i++) {
lovrRelease(model->textures[i], lovrTextureDestroy);
}
lovrFree(model->materials);
lovrFree(model->textures);
}
lovrRelease(model->rawVertexBuffer, lovrBufferDestroy);
lovrRelease(model->vertexBuffer, lovrBufferDestroy);
lovrRelease(model->indexBuffer, lovrBufferDestroy);
lovrRelease(model->blendBuffer, lovrBufferDestroy);
lovrRelease(model->skinBuffer, lovrBufferDestroy);
lovrRelease(model->info.data, lovrModelDataDestroy);
lovrFree(model->localTransforms);
lovrFree(model->globalTransforms);
lovrFree(model->boundingBoxes);
lovrFree(model->blendShapeWeights);
lovrFree(model->blendGroups);
lovrFree(model->meshes);
lovrFree(model->draws);
lovrFree(model);
}
const ModelInfo* lovrModelGetInfo(Model* model) {
return &model->info;
}
void lovrModelResetNodeTransforms(Model* model) {
ModelData* data = model->info.data;
for (uint32_t i = 0; i < data->nodeCount; i++) {
NodeTransform* transform = &model->localTransforms[i];
if (data->nodes[i].hasMatrix) {
mat4_getPosition(data->nodes[i].transform.matrix, transform->position);
mat4_getOrientation(data->nodes[i].transform.matrix, transform->rotation);
mat4_getScale(data->nodes[i].transform.matrix, transform->scale);
} else {
vec3_init(transform->position, data->nodes[i].transform.translation);
quat_init(transform->rotation, data->nodes[i].transform.rotation);
vec3_init(transform->scale, data->nodes[i].transform.scale);
}
}
model->transformsDirty = true;
}
void lovrModelResetBlendShapes(Model* model) {
ModelData* data = model->info.data;
for (uint32_t i = 0; i < data->blendShapeCount; i++) {
model->blendShapeWeights[i] = data->blendShapes[i].weight;
}
model->blendShapesDirty = true;
}
void lovrModelAnimate(Model* model, uint32_t animationIndex, float time, float alpha) {
if (alpha <= 0.f) return;
ModelData* data = model->info.data;
lovrCheck(animationIndex < data->animationCount, "Invalid animation index '%d' (Model has %d animation%s)", animationIndex + 1, data->animationCount, data->animationCount == 1 ? "" : "s");
ModelAnimation* animation = &data->animations[animationIndex];
time = fmodf(time, animation->duration);
size_t stack = tempPush(&state.allocator);
for (uint32_t i = 0; i < animation->channelCount; i++) {
ModelAnimationChannel* channel = &animation->channels[i];
uint32_t node = channel->nodeIndex;
uint32_t keyframe = 0;
while (keyframe < channel->keyframeCount && channel->times[keyframe] < time) {
keyframe++;
}
size_t n;
switch (channel->property) {
case PROP_TRANSLATION: n = 3; break;
case PROP_SCALE: n = 3; break;
case PROP_ROTATION: n = 4; break;
case PROP_WEIGHTS: n = data->nodes[node].blendShapeCount; break;
}
float* property = tempAlloc(&state.allocator, n * sizeof(float));
// Handle the first/last keyframe case (no interpolation)
if (keyframe == 0 || keyframe >= channel->keyframeCount) {
size_t index = MIN(keyframe, channel->keyframeCount - 1);
// For cubic interpolation, each keyframe has 3 parts, and the actual data is in the middle
if (channel->smoothing == SMOOTH_CUBIC) {
index = 3 * index + 1;
}
memcpy(property, channel->data + index * n, n * sizeof(float));
} else {
float t1 = channel->times[keyframe - 1];
float t2 = channel->times[keyframe];
float z = (time - t1) / (t2 - t1);
switch (channel->smoothing) {
case SMOOTH_STEP:
memcpy(property, channel->data + (z >= .5f ? keyframe : keyframe - 1) * n, n * sizeof(float));
break;
case SMOOTH_LINEAR:
memcpy(property, channel->data + (keyframe - 1) * n, n * sizeof(float));
if (channel->property == PROP_ROTATION) {
quat_slerp(property, channel->data + keyframe * n, z);
} else {
float* target = channel->data + keyframe * n;
for (uint32_t i = 0; i < n; i++) {
property[i] += (target[i] - property[i]) * z;
}
}
break;
case SMOOTH_CUBIC: {
size_t stride = 3 * n;
float* p0 = channel->data + (keyframe - 1) * stride + 1 * n;
float* m0 = channel->data + (keyframe - 1) * stride + 2 * n;
float* p1 = channel->data + (keyframe - 0) * stride + 1 * n;
float* m1 = channel->data + (keyframe - 0) * stride + 0 * n;
float dt = t2 - t1;
float z2 = z * z;
float z3 = z2 * z;
float a = 2.f * z3 - 3.f * z2 + 1.f;
float b = 2.f * z3 - 3.f * z2 + 1.f;
float c = -2.f * z3 + 3.f * z2;
float d = (z3 * -z2) * dt;
for (size_t j = 0; j < n; j++) {
property[j] = a * p0[j] + b * m0[j] + c * p1[j] + d * m1[j];
}
break;
}
default: break;
}
}
if (channel->property == PROP_WEIGHTS) {
model->blendShapesDirty = true;
} else {
model->transformsDirty = true;
}
float* dst;
switch (channel->property) {
case PROP_TRANSLATION: dst = model->localTransforms[node].position; break;
case PROP_SCALE: dst = model->localTransforms[node].scale; break;
case PROP_ROTATION: dst = model->localTransforms[node].rotation; break;
case PROP_WEIGHTS: dst = &model->blendShapeWeights[data->nodes[node].blendShapeIndex]; break;
}
if (alpha >= 1.f) {
memcpy(dst, property, n * sizeof(float));
} else {
for (uint32_t i = 0; i < n; i++) {
dst[i] += (property[i] - dst[i]) * alpha;
}
}
}
tempPop(&state.allocator, stack);
}
float lovrModelGetBlendShapeWeight(Model* model, uint32_t index) {
return model->blendShapeWeights[index];
}
void lovrModelSetBlendShapeWeight(Model* model, uint32_t index, float weight) {
model->blendShapeWeights[index] = weight;
model->blendShapesDirty = true;
}
void lovrModelGetNodeTransform(Model* model, uint32_t node, float position[3], float scale[3], float rotation[4], OriginType origin) {
if (origin == ORIGIN_PARENT) {
vec3_init(position, model->localTransforms[node].position);
vec3_init(scale, model->localTransforms[node].scale);
quat_init(rotation, model->localTransforms[node].rotation);
} else {
if (model->transformsDirty) {
updateModelTransforms(model, model->info.data->rootNode, (float[]) MAT4_IDENTITY);
model->transformsDirty = false;
}
mat4_getPosition(model->globalTransforms + 16 * node, position);
mat4_getScale(model->globalTransforms + 16 * node, scale);
mat4_getOrientation(model->globalTransforms + 16 * node, rotation);
}
}
void lovrModelSetNodeTransform(Model* model, uint32_t node, float position[3], float scale[3], float rotation[4], float alpha) {
if (alpha <= 0.f) return;
NodeTransform* transform = &model->localTransforms[node];
if (alpha >= 1.f) {
if (position) vec3_init(transform->position, position);
if (scale) vec3_init(transform->scale, scale);
if (rotation) quat_init(transform->rotation, rotation);
} else {
if (position) vec3_lerp(transform->position, position, alpha);
if (scale) vec3_lerp(transform->scale, scale, alpha);
if (rotation) quat_slerp(transform->rotation, rotation, alpha);
}
model->transformsDirty = true;
}
Buffer* lovrModelGetVertexBuffer(Model* model) {
return model->rawVertexBuffer;
}
Buffer* lovrModelGetIndexBuffer(Model* model) {
return model->indexBuffer;
}
Mesh* lovrModelGetMesh(Model* model, uint32_t index) {
ModelData* data = model->info.data;
lovrCheck(index < data->primitiveCount, "Invalid mesh index '%d' (Model has %d mesh%s)", index + 1, data->primitiveCount, data->primitiveCount == 1 ? "" : "es");
if (!model->meshes) {
model->meshes = lovrCalloc(data->primitiveCount * sizeof(Mesh*));
}
if (!model->meshes[index]) {
DrawInfo* draw = &model->draws[index];
MeshInfo info = { .vertexBuffer = model->vertexBuffer, .storage = MESH_GPU };
Mesh* mesh = lovrMeshCreate(&info, NULL);
if (draw->index.buffer) lovrMeshSetIndexBuffer(mesh, model->indexBuffer);
lovrMeshSetDrawMode(mesh, draw->mode);
lovrMeshSetDrawRange(mesh, draw->start, draw->count, draw->baseVertex);
lovrMeshSetMaterial(mesh, draw->material);
memcpy(mesh->bounds, draw->bounds, sizeof(mesh->bounds));
mesh->hasBounds = true;
model->meshes[index] = mesh;
}
return model->meshes[index];
}
Texture* lovrModelGetTexture(Model* model, uint32_t index) {
ModelData* data = model->info.data;
lovrCheck(index < data->imageCount, "Invalid texture index '%d' (Model has %d texture%s)", index + 1, data->imageCount, data->imageCount == 1 ? "" : "s");
return model->textures[index];
}
Material* lovrModelGetMaterial(Model* model, uint32_t index) {
ModelData* data = model->info.data;
lovrCheck(index < data->materialCount, "Invalid material index '%d' (Model has %d material%s)", index + 1, data->materialCount, data->materialCount == 1 ? "" : "s");
return model->materials[index];
}
static void lovrModelAnimateVertices(Model* model) {
ModelData* data = model->info.data;
bool blend = model->blendGroupCount > 0;
bool skin = data->skinCount > 0;
beginFrame();
if ((!blend && !skin) || (!model->transformsDirty && !model->blendShapesDirty) || model->lastVertexAnimation == state.tick) {
return;
}
if (model->transformsDirty) {
updateModelTransforms(model, model->info.data->rootNode, (float[]) MAT4_IDENTITY);
model->transformsDirty = false;
}
if (blend) {
Shader* shader = lovrGraphicsGetDefaultShader(SHADER_BLENDER);
uint32_t vertexCount = data->dynamicVertexCount;
uint32_t blendBufferCursor = 0;
uint32_t chunkSize = 64;
gpu_binding bindings[] = {
{ 0, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->rawVertexBuffer->gpu, model->rawVertexBuffer->base, vertexCount * sizeof(ModelVertex) } },
{ 1, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->vertexBuffer->gpu, model->vertexBuffer->base, vertexCount * sizeof(ModelVertex) } },
{ 2, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->blendBuffer->gpu, model->blendBuffer->base, model->blendBuffer->info.size } },
{ 3, GPU_SLOT_UNIFORM_BUFFER, .buffer = { NULL, 0, chunkSize * sizeof(float) } }
};
gpu_compute_begin(state.stream);
gpu_bind_pipeline(state.stream, shader->computePipeline, GPU_PIPELINE_COMPUTE);
for (uint32_t i = 0; i < model->blendGroupCount; i++) {
BlendGroup* group = &model->blendGroups[i];
for (uint32_t j = 0; j < group->count; j += chunkSize) {
uint32_t count = MIN(group->count - j, chunkSize);
bool first = j == 0;
BufferView view = getBuffer(GPU_BUFFER_STREAM, chunkSize * sizeof(float), state.limits.uniformBufferAlign);
memcpy(view.pointer, model->blendShapeWeights + group->index + j, count * sizeof(float));
bindings[3].buffer = (gpu_buffer_binding) { view.buffer, view.offset, view.extent };
gpu_bundle* bundle = getBundle(shader->layout, bindings, COUNTOF(bindings));
uint32_t constants[] = { group->vertexIndex, group->vertexCount, count, blendBufferCursor, first };
uint32_t subgroupSize = state.device.subgroupSize;
gpu_bind_bundles(state.stream, shader->gpu, &bundle, 0, 1, NULL, 0);
gpu_push_constants(state.stream, shader->gpu, constants, sizeof(constants));
gpu_compute(state.stream, (group->vertexCount + subgroupSize - 1) / subgroupSize, 1, 1);
if (j + count < group->count) {
gpu_sync(state.stream, &(gpu_barrier) {
.prev = GPU_PHASE_SHADER_COMPUTE,
.next = GPU_PHASE_SHADER_COMPUTE,
.flush = GPU_CACHE_STORAGE_WRITE,
.clear = GPU_CACHE_STORAGE_READ
}, 1);
}
blendBufferCursor += group->vertexCount * count;
}
}
model->blendShapesDirty = false;
}
if (skin) {
if (blend) {
gpu_sync(state.stream, &(gpu_barrier) {
.prev = GPU_PHASE_SHADER_COMPUTE,
.next = GPU_PHASE_SHADER_COMPUTE,
.flush = GPU_CACHE_STORAGE_WRITE,
.clear = GPU_CACHE_STORAGE_READ | GPU_CACHE_STORAGE_WRITE
}, 1);
} else {
gpu_compute_begin(state.stream);
}
Shader* shader = lovrGraphicsGetDefaultShader(SHADER_ANIMATOR);
Buffer* sourceBuffer = blend ? model->vertexBuffer : model->rawVertexBuffer;
uint32_t count = data->skinnedVertexCount;
gpu_binding bindings[] = {
{ 0, GPU_SLOT_STORAGE_BUFFER, .buffer = { sourceBuffer->gpu, sourceBuffer->base, count * sizeof(ModelVertex) } },
{ 1, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->vertexBuffer->gpu, model->vertexBuffer->base, count * sizeof(ModelVertex) } },
{ 2, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->skinBuffer->gpu, model->skinBuffer->base, count * 8 } },
{ 3, GPU_SLOT_UNIFORM_BUFFER, .buffer = { NULL, 0, 0 } } // Filled in for each skin
};
gpu_bind_pipeline(state.stream, shader->computePipeline, GPU_PIPELINE_COMPUTE);
for (uint32_t i = 0, baseVertex = 0; i < data->skinCount; i++) {
ModelSkin* skin = &data->skins[i];
uint32_t align = state.limits.uniformBufferAlign;
BufferView view = getBuffer(GPU_BUFFER_STREAM, skin->jointCount * 16 * sizeof(float), align);
bindings[3].buffer = (gpu_buffer_binding) { view.buffer, view.offset, view.extent };
float transform[16];
float* joints = view.pointer;
for (uint32_t j = 0; j < skin->jointCount; j++) {
mat4_init(transform, model->globalTransforms + 16 * skin->joints[j]);
mat4_mul(transform, skin->inverseBindMatrices + 16 * j);
memcpy(joints, transform, sizeof(transform));
joints += 16;
}
gpu_bundle* bundle = getBundle(shader->layout, bindings, COUNTOF(bindings));
gpu_bind_bundles(state.stream, shader->gpu, &bundle, 0, 1, NULL, 0);
uint32_t subgroupSize = state.device.subgroupSize;
uint32_t maxVerticesPerDispatch = state.limits.workgroupCount[0] * subgroupSize;
uint32_t verticesRemaining = skin->vertexCount;
while (verticesRemaining > 0) {
uint32_t vertexCount = MIN(verticesRemaining, maxVerticesPerDispatch);
gpu_push_constants(state.stream, shader->gpu, (uint32_t[2]) { baseVertex, vertexCount }, 8);
gpu_compute(state.stream, (vertexCount + subgroupSize - 1) / subgroupSize, 1, 1);
verticesRemaining -= vertexCount;
baseVertex += vertexCount;
}
}
}
gpu_compute_end(state.stream);
state.barrier.prev |= GPU_PHASE_SHADER_COMPUTE;
state.barrier.next |= GPU_PHASE_INPUT_VERTEX;
state.barrier.flush |= GPU_CACHE_STORAGE_WRITE;
state.barrier.clear |= GPU_CACHE_VERTEX;
model->lastVertexAnimation = state.tick;
}
// Readback
static Readback* lovrReadbackCreate(ReadbackType type) {
beginFrame();
Readback* readback = lovrCalloc(sizeof(Readback));
readback->ref = 1;
readback->tick = state.tick;
readback->type = type;
if (!state.oldestReadback) state.oldestReadback = readback;
if (state.newestReadback) state.newestReadback->next = readback;
state.newestReadback = readback;
lovrRetain(readback);
return readback;
}
Readback* lovrReadbackCreateBuffer(Buffer* buffer, uint32_t offset, uint32_t extent) {
if (extent == ~0u) extent = buffer->info.size - offset;
lovrCheck(offset + extent <= buffer->info.size, "Tried to read past the end of the Buffer");
lovrCheck(!buffer->info.format || offset % buffer->info.format->stride == 0, "Readback offset must be a multiple of Buffer's stride");
lovrCheck(!buffer->info.format || extent % buffer->info.format->stride == 0, "Readback size must be a multiple of Buffer's stride");
Readback* readback = lovrReadbackCreate(READBACK_BUFFER);
readback->buffer = buffer;
void* data = lovrMalloc(extent);
readback->blob = lovrBlobCreate(data, extent, "Readback");
readback->view = getBuffer(GPU_BUFFER_DOWNLOAD, extent, 4);
lovrRetain(buffer);
gpu_barrier barrier = syncTransfer(&buffer->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
gpu_sync(state.stream, &barrier, 1);
gpu_copy_buffers(state.stream, buffer->gpu, readback->view.buffer, buffer->base + offset, readback->view.offset, extent);
return readback;
}
Readback* lovrReadbackCreateTexture(Texture* texture, uint32_t offset[4], uint32_t extent[3]) {
if (extent[0] == ~0u) extent[0] = texture->info.width - offset[0];
if (extent[1] == ~0u) extent[1] = texture->info.height - offset[1];
lovrCheck(extent[2] == 1, "Currently, only one layer can be read from a Texture");
lovrCheck(texture->root == texture, "Can not read from a Texture view");
lovrCheck(texture->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to read from it");
checkTextureBounds(&texture->info, offset, extent);
Readback* readback = lovrReadbackCreate(READBACK_TEXTURE);
readback->texture = texture;
readback->image = lovrImageCreateRaw(extent[0], extent[1], texture->info.format, texture->info.srgb);
readback->view = getBuffer(GPU_BUFFER_DOWNLOAD, measureTexture(texture->info.format, extent[0], extent[1], 1), 64);
lovrRetain(texture);
gpu_barrier barrier = syncTransfer(&texture->sync, GPU_PHASE_COPY, GPU_CACHE_TRANSFER_READ);
gpu_sync(state.stream, &barrier, 1);
gpu_copy_texture_buffer(state.stream, texture->gpu, readback->view.buffer, offset, readback->view.offset, extent);
return readback;
}
static Readback* lovrReadbackCreateTimestamp(TimingInfo* times, uint32_t count, BufferView buffer) {
Readback* readback = lovrReadbackCreate(READBACK_TIMESTAMP);
readback->view = buffer;
readback->times = times;
readback->count = count;
return readback;
}
void lovrReadbackDestroy(void* ref) {
Readback* readback = ref;
switch (readback->type) {
case READBACK_BUFFER:
lovrRelease(readback->buffer, lovrBufferDestroy);
lovrRelease(readback->blob, lovrBlobDestroy);
break;
case READBACK_TEXTURE:
lovrRelease(readback->texture, lovrTextureDestroy);
lovrRelease(readback->image, lovrImageDestroy);
break;
case READBACK_TIMESTAMP:
for (uint32_t i = 0; i < readback->count; i++) {
lovrRelease(readback->times[i].pass, lovrPassDestroy);
}
lovrFree(readback->times);
break;
default: break;
}
lovrFree(readback);
}
bool lovrReadbackIsComplete(Readback* readback) {
return gpu_is_complete(readback->tick);
}
bool lovrReadbackWait(Readback* readback) {
if (lovrReadbackIsComplete(readback)) {
return false;
}
if (readback->tick == state.tick && state.active) {
lovrGraphicsSubmit(NULL, 0);
}
beginFrame();
bool waited = gpu_wait_tick(readback->tick);
if (waited) {
processReadbacks();
}
return waited;
}
void* lovrReadbackGetData(Readback* readback, DataField** format, uint32_t* count) {
if (!lovrReadbackIsComplete(readback)) return NULL;
if (readback->type == READBACK_BUFFER && readback->buffer->info.format) {
*format = readback->buffer->info.format;
*count = (uint32_t) (readback->blob->size / readback->buffer->info.format->stride);
return readback->blob->data;
}
return NULL;
}
Blob* lovrReadbackGetBlob(Readback* readback) {
return lovrReadbackIsComplete(readback) ? readback->blob : NULL;
}
Image* lovrReadbackGetImage(Readback* readback) {
return lovrReadbackIsComplete(readback) ? readback->image : NULL;
}
// Pass
static void* lovrPassAllocate(Pass* pass, size_t size) {
return tempAlloc(&pass->allocator, size);
}
static BufferView lovrPassGetBuffer(Pass* pass, uint32_t size, size_t align) {
return allocateBuffer(&pass->buffers, GPU_BUFFER_STREAM, size, align);
}
static void lovrPassRelease(Pass* pass) {
// Chain all of the Pass's full buffers onto the end of the global freelist
if (pass->buffers.freelist) {
BufferBlock** list = &state.bufferAllocators[GPU_BUFFER_STREAM].freelist;
while (*list) list = (BufferBlock**) &(*list)->next;
*list = pass->buffers.freelist;
pass->buffers.freelist = NULL;
}
if (pass->pipeline) {
for (uint32_t i = 0; i <= pass->pipelineIndex; i++) {
lovrRelease(pass->pipeline->material, lovrMaterialDestroy);
lovrRelease(pass->pipeline->shader, lovrShaderDestroy);
lovrRelease(pass->pipeline->font, lovrFontDestroy);
pass->pipeline--;
}
pass->pipelineIndex = 0;
}
lovrRelease(pass->sampler, lovrSamplerDestroy);
for (uint32_t i = 0; i < pass->computeCount; i++) {
lovrRelease(pass->computes[i].shader, lovrShaderDestroy);
}
for (uint32_t i = 0; i < pass->drawCount; i++) {
Draw* draw = &pass->draws[i];
lovrRelease(draw->shader, lovrShaderDestroy);
lovrRelease(draw->material, lovrMaterialDestroy);
}
for (uint32_t i = 0; i < COUNTOF(pass->access); i++) {
for (AccessBlock* block = pass->access[i]; block != NULL; block = block->next) {
for (uint32_t j = 0; j < block->count; j++) {
bool texture = block->textureMask & (1ull << j);
lovrRelease(block->list[j].object, texture ? lovrTextureDestroy : lovrBufferDestroy);
}
}
}
}
Pass* lovrGraphicsGetWindowPass(void) {
if (!state.windowPass) {
state.windowPass = lovrPassCreate();
}
Texture* window = lovrGraphicsGetWindowTexture();
if (!window) {
return NULL; // The window may become unavailable during a resize
}
lovrPassReset(state.windowPass);
Texture* textures[4] = { state.window };
memcpy(state.windowPass->canvas.color[0].clear, state.background, 4 * sizeof(float));
lovrPassSetCanvas(state.windowPass, textures, NULL, state.depthFormat, state.config.antialias ? 4 : 1);
return state.windowPass;
}
Pass* lovrPassCreate(void) {
Pass* pass = lovrCalloc(sizeof(Pass));
pass->ref = 1;
pass->allocator.limit = 1 << 28;
pass->allocator.length = 1 << 12;
pass->allocator.memory = os_vm_init(pass->allocator.limit);
os_vm_commit(pass->allocator.memory, pass->allocator.length);
lovrPassReset(pass);
return pass;
}
void lovrPassDestroy(void* ref) {
Pass* pass = ref;
lovrPassRelease(pass);
for (uint32_t i = 0; i < COUNTOF(pass->canvas.color); i++) {
lovrRelease(pass->canvas.color[i].texture, lovrTextureDestroy);
}
lovrRelease(pass->canvas.depth.texture, lovrTextureDestroy);
lovrRelease(pass->tally.buffer, lovrBufferDestroy);
if (pass->tally.gpu) {
gpu_tally_destroy(pass->tally.gpu);
lovrRelease(pass->tally.tempBuffer, lovrBufferDestroy);
}
if (pass->buffers.current) {
pass->buffers.current->tick = state.tick;
freeBlock(&state.bufferAllocators[GPU_BUFFER_STREAM], pass->buffers.current);
}
os_vm_free(pass->allocator.memory, pass->allocator.limit);
lovrFree(pass);
}
void lovrPassReset(Pass* pass) {
lovrPassRelease(pass);
pass->allocator.cursor = 0;
pass->access[ACCESS_RENDER] = NULL;
pass->access[ACCESS_COMPUTE] = NULL;
pass->flags = DIRTY_BINDINGS;
pass->transform = lovrPassAllocate(pass, TRANSFORM_STACK_SIZE * 16 * sizeof(float));
pass->pipeline = lovrPassAllocate(pass, PIPELINE_STACK_SIZE * sizeof(Pipeline));
pass->bindings = lovrPassAllocate(pass, 32 * sizeof(gpu_binding));
pass->uniforms = NULL;
pass->computeCount = 0;
pass->computes = NULL;
pass->drawCount = 0;
pass->draws = lovrPassAllocate(pass, pass->drawCapacity * sizeof(Draw));
memset(&pass->geocache, 0, sizeof(pass->geocache));
pass->tally.active = false;
pass->tally.count = 0;
pass->transformIndex = 0;
mat4_identity(pass->transform);
pass->pipelineIndex = 0;
memset(pass->pipeline, 0, sizeof(Pipeline));
pass->pipeline->mode = DRAW_TRIANGLES;
pass->pipeline->lastVertexFormat = ~0u;
pass->pipeline->color[0] = 1.f;
pass->pipeline->color[1] = 1.f;
pass->pipeline->color[2] = 1.f;
pass->pipeline->color[3] = 1.f;
pass->pipeline->info.pass = pass->gpu;
pass->pipeline->info.depth.test = GPU_COMPARE_GEQUAL;
pass->pipeline->info.depth.write = true;
pass->pipeline->info.stencil.testMask = 0xff;
pass->pipeline->info.stencil.writeMask = 0xff;
for (uint32_t i = 0; i < 4; i++) {
lovrPassSetBlendMode(pass, i, BLEND_ALPHA, BLEND_ALPHA_MULTIPLY);
pass->pipeline->info.colorMask[i] = 0xf;
}
pass->cameraCount = 0;
if (pass->canvas.views > 0) {
float viewMatrix[16];
float projection[16];
mat4_identity(viewMatrix);
mat4_perspective(projection, 1.2f, (float) pass->canvas.width / pass->canvas.height, .01f, 0.f);
for (uint32_t i = 0; i < pass->canvas.views; i++) {
lovrPassSetViewMatrix(pass, i, viewMatrix);
lovrPassSetProjection(pass, i, projection);
}
}
memset(pass->viewport, 0, sizeof(pass->viewport));
memset(pass->scissor, 0, sizeof(pass->scissor));
pass->sampler = NULL;
}
const PassStats* lovrPassGetStats(Pass* pass) {
pass->stats.draws = pass->drawCount;
pass->stats.computes = pass->computeCount;
pass->stats.cpuMemoryReserved = pass->allocator.length;
pass->stats.cpuMemoryUsed = pass->allocator.cursor;
return &pass->stats;
}
void lovrPassGetCanvas(Pass* pass, Texture* textures[4], Texture** depthTexture, uint32_t* depthFormat, uint32_t* samples) {
for (uint32_t i = 0; i < COUNTOF(pass->canvas.color); i++) {
textures[i] = pass->canvas.color[i].texture;
}
*depthTexture = pass->canvas.depth.texture;
*depthFormat = pass->canvas.depth.format;
*samples = pass->canvas.samples;
}
void lovrPassSetCanvas(Pass* pass, Texture* textures[4], Texture* depthTexture, uint32_t depthFormat, uint32_t samples) {
Canvas* canvas = &pass->canvas;
for (uint32_t i = 0; i < canvas->count; i++) {
lovrRelease(canvas->color[i].texture, lovrTextureDestroy);
canvas->color[i].texture = NULL;
}
canvas->count = 0;
lovrRelease(canvas->depth.texture, lovrTextureDestroy);
canvas->depth.texture = NULL;
canvas->depth.format = 0;
const TextureInfo* t = textures[0] ? &textures[0]->info : &depthTexture->info;
if (textures[0] || depthTexture) {
canvas->width = t->width;
canvas->height = t->height;
canvas->views = t->layers;
lovrCheck(t->width <= state.limits.renderSize[0], "Pass canvas width (%d) exceeds the renderSize limit of this GPU (%d)", t->width, state.limits.renderSize[0]);
lovrCheck(t->height <= state.limits.renderSize[1], "Pass canvas height (%d) exceeds the renderSize limit of this GPU (%d)", t->height, state.limits.renderSize[1]);
lovrCheck(t->layers <= state.limits.renderSize[2], "Pass canvas layer count (%d) exceeds the renderSize limit of this GPU (%d)", t->layers, state.limits.renderSize[2]);
lovrCheck(samples == 1 || samples == 4, "Currently MSAA must be 1 or 4");
canvas->samples = samples;
canvas->resolve = samples > 1;
} else {
memset(canvas, 0, sizeof(Canvas));
}
for (uint32_t i = 0; i < COUNTOF(canvas->color) && textures[i]; i++, canvas->count++) {
const TextureInfo* texture = &textures[i]->info;
bool renderable = texture->format == GPU_FORMAT_SURFACE || (state.features.formats[texture->format][texture->srgb] & GPU_FEATURE_RENDER);
lovrCheck(!isDepthFormat(texture->format), "Unable to use a depth texture as a color target");
lovrCheck(renderable, "This GPU does not support rendering to the texture format/encoding 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 == t->width, "Canvas texture sizes must match");
lovrCheck(texture->height == t->height, "Canvas texture sizes must match");
lovrCheck(texture->layers == t->layers, "Canvas texture layer counts must match");
canvas->color[i].texture = textures[i];
lovrRetain(textures[i]);
}
if (depthTexture) {
const TextureInfo* texture = &depthTexture->info;
lovrCheck(isDepthFormat(texture->format), "Canvas depth textures must have a depth format");
lovrCheck(texture->usage & TEXTURE_RENDER, "Texture must be created with the 'render' flag to render to it");
lovrCheck(texture->width == t->width, "Canvas texture sizes must match");
lovrCheck(texture->height == t->height, "Canvas texture sizes must match");
lovrCheck(texture->layers == t->layers, "Canvas texture layer counts must match");
lovrCheck(samples == 1 || state.features.depthResolve, "This GPU does not support resolving depth textures, MSAA should be set to 1");
canvas->depth.texture = depthTexture;
canvas->depth.format = texture->format;
lovrRetain(depthTexture);
} else if (depthFormat) {
lovrCheck(isDepthFormat(depthFormat), "Expected depth format for canvas depth (received color format)");
lovrCheck(state.features.formats[depthFormat][0] & GPU_FEATURE_RENDER, "Canvas depth format is not supported by this GPU");
canvas->depth.format = depthFormat;
}
pass->gpu = getPass(canvas);
lovrPassReset(pass);
}
void lovrPassGetClear(Pass* pass, LoadAction loads[4], float clears[4][4], LoadAction* depthLoad, float* depthClear) {
for (uint32_t i = 0; i < pass->canvas.count; i++) {
loads[i] = pass->canvas.color[i].load;
if (pass->canvas.color[i].load == LOAD_CLEAR) {
clears[i][0] = lovrMathLinearToGamma(pass->canvas.color[i].clear[0]);
clears[i][1] = lovrMathLinearToGamma(pass->canvas.color[i].clear[1]);
clears[i][2] = lovrMathLinearToGamma(pass->canvas.color[i].clear[2]);
clears[i][3] = pass->canvas.color[i].clear[3];
}
}
*depthLoad = pass->canvas.depth.load;
*depthClear = pass->canvas.depth.clear;
}
void lovrPassSetClear(Pass* pass, LoadAction loads[4], float clears[4][4], LoadAction depthLoad, float depthClear) {
bool dirty = false;
for (uint32_t i = 0; i < pass->canvas.count; i++) {
dirty |= loads[i] != pass->canvas.color[i].load;
pass->canvas.color[i].load = loads[i];
if (loads[i] == LOAD_CLEAR) {
pass->canvas.color[i].clear[0] = lovrMathGammaToLinear(clears[i][0]);
pass->canvas.color[i].clear[1] = lovrMathGammaToLinear(clears[i][1]);
pass->canvas.color[i].clear[2] = lovrMathGammaToLinear(clears[i][2]);
pass->canvas.color[i].clear[3] = clears[i][3];
} else {
memset(pass->canvas.color[i].clear, 0, 4 * sizeof(float));
}
}
dirty |= depthLoad != pass->canvas.depth.load;
pass->canvas.depth.load = depthLoad;
pass->canvas.depth.clear = depthLoad == LOAD_CLEAR ? depthClear : 0.f;
if (dirty) pass->gpu = getPass(&pass->canvas);
}
uint32_t lovrPassGetAttachmentCount(Pass* pass, bool* depth) {
if (depth) *depth = pass->canvas.depth.texture || pass->canvas.depth.format;
return pass->canvas.count;
}
uint32_t lovrPassGetWidth(Pass* pass) {
return pass->canvas.width;
}
uint32_t lovrPassGetHeight(Pass* pass) {
return pass->canvas.height;
}
uint32_t lovrPassGetViewCount(Pass* pass) {
return pass->canvas.views;
}
static Camera* getCamera(Pass* pass) {
if (pass->flags & DIRTY_CAMERA) {
return pass->cameras + (pass->cameraCount - 1) * pass->canvas.views;
}
uint32_t views = pass->canvas.views;
uint32_t stride = sizeof(Camera) * views;
uint32_t count = pass->cameraCount;
Camera* cameras = lovrPassAllocate(pass, (count + 1) * stride);
Camera* newCamera = cameras + count * views;
if (pass->cameras) memcpy(cameras, pass->cameras, count * stride);
memcpy(newCamera, newCamera - views, count > 0 ? stride : 0);
pass->flags |= DIRTY_CAMERA;
pass->cameras = cameras;
pass->cameraCount++;
return newCamera;
}
void lovrPassGetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]) {
lovrCheck(index < pass->canvas.views, "Invalid view index '%d'", index + 1);
mat4_init(viewMatrix, getCamera(pass)[index].viewMatrix);
}
void lovrPassSetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]) {
lovrCheck(index < pass->canvas.views, "Invalid view index '%d'", index + 1);
mat4_init(getCamera(pass)[index].viewMatrix, viewMatrix);
}
void lovrPassGetProjection(Pass* pass, uint32_t index, float projection[16]) {
lovrCheck(index < pass->canvas.views, "Invalid view index '%d'", index + 1);
mat4_init(projection, getCamera(pass)[index].projection);
}
void lovrPassSetProjection(Pass* pass, uint32_t index, float projection[16]) {
lovrCheck(index < pass->canvas.views, "Invalid view index '%d'", index + 1);
mat4_init(getCamera(pass)[index].projection, projection);
}
void lovrPassGetViewport(Pass* pass, float viewport[6]) {
memcpy(viewport, pass->viewport, 6 * sizeof(float));
}
void lovrPassSetViewport(Pass* pass, float viewport[6]) {
memcpy(pass->viewport, viewport, 6 * sizeof(float));
}
void lovrPassGetScissor(Pass* pass, uint32_t scissor[4]) {
memcpy(scissor, pass->scissor, 4 * sizeof(uint32_t));
}
void lovrPassSetScissor(Pass* pass, uint32_t scissor[4]) {
memcpy(pass->scissor, scissor, 4 * sizeof(uint32_t));
}
void lovrPassPush(Pass* pass, StackType stack) {
switch (stack) {
case STACK_TRANSFORM:
lovrCheck(++pass->transformIndex < TRANSFORM_STACK_SIZE, "%s stack overflow (more pushes than pops?)", "Transform");
mat4_init(pass->transform + 16, pass->transform);
pass->transform += 16;
break;
case STACK_STATE:
lovrCheck(++pass->pipelineIndex < PIPELINE_STACK_SIZE, "%s stack overflow (more pushes than pops?)", "Pipeline");
memcpy(pass->pipeline + 1, pass->pipeline, sizeof(Pipeline));
pass->pipeline++;
lovrRetain(pass->pipeline->font);
lovrRetain(pass->pipeline->shader);
lovrRetain(pass->pipeline->material);
break;
default: break;
}
}
void lovrPassPop(Pass* pass, StackType stack) {
switch (stack) {
case STACK_TRANSFORM:
lovrCheck(--pass->transformIndex < TRANSFORM_STACK_SIZE, "%s stack underflow (more pops than pushes?)", "Transform");
pass->transform -= 16;
break;
case STACK_STATE:
lovrRelease(pass->pipeline->font, lovrFontDestroy);
lovrRelease(pass->pipeline->shader, lovrShaderDestroy);
lovrRelease(pass->pipeline->material, lovrMaterialDestroy);
lovrCheck(--pass->pipelineIndex < PIPELINE_STACK_SIZE, "%s stack underflow (more pops than pushes?)", "Pipeline");
pass->pipeline--;
pass->pipeline->dirty = true;
break;
default: break;
}
}
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, uint32_t index, BlendMode mode, BlendAlphaMode alphaMode) {
if (mode == BLEND_NONE) {
pass->pipeline->dirty |= pass->pipeline->info.blend[index].enabled;
memset(&pass->pipeline->info.blend[index], 0, sizeof(gpu_blend_state));
return;
}
gpu_blend_state* blend = &pass->pipeline->info.blend[index];
static const gpu_blend_state table[] = {
[BLEND_ALPHA] = {
.color = { GPU_BLEND_SRC_ALPHA, GPU_BLEND_ONE_MINUS_SRC_ALPHA, GPU_BLEND_ADD },
.alpha = { GPU_BLEND_ONE, GPU_BLEND_ONE_MINUS_SRC_ALPHA, GPU_BLEND_ADD }
},
[BLEND_ADD] = {
.color = { GPU_BLEND_SRC_ALPHA, GPU_BLEND_ONE, GPU_BLEND_ADD },
.alpha = { GPU_BLEND_ZERO, GPU_BLEND_ONE, GPU_BLEND_ADD }
},
[BLEND_SUBTRACT] = {
.color = { GPU_BLEND_SRC_ALPHA, GPU_BLEND_ONE, GPU_BLEND_RSUB },
.alpha = { GPU_BLEND_ZERO, GPU_BLEND_ONE, GPU_BLEND_RSUB }
},
[BLEND_MULTIPLY] = {
.color = { GPU_BLEND_DST_COLOR, GPU_BLEND_ZERO, GPU_BLEND_ADD },
.alpha = { GPU_BLEND_DST_COLOR, GPU_BLEND_ZERO, GPU_BLEND_ADD }
},
[BLEND_LIGHTEN] = {
.color = { GPU_BLEND_SRC_ALPHA, GPU_BLEND_ZERO, GPU_BLEND_MAX },
.alpha = { GPU_BLEND_ONE, GPU_BLEND_ZERO, GPU_BLEND_MAX }
},
[BLEND_DARKEN] = {
.color = { GPU_BLEND_SRC_ALPHA, GPU_BLEND_ZERO, GPU_BLEND_MIN },
.alpha = { GPU_BLEND_ONE, GPU_BLEND_ZERO, GPU_BLEND_MIN }
},
[BLEND_SCREEN] = {
.color = { GPU_BLEND_SRC_ALPHA, GPU_BLEND_ONE_MINUS_SRC_COLOR, GPU_BLEND_ADD },
.alpha = { GPU_BLEND_ONE, GPU_BLEND_ONE_MINUS_SRC_COLOR, GPU_BLEND_ADD }
},
};
*blend = table[mode];
blend->enabled = true;
if (alphaMode == BLEND_PREMULTIPLIED && mode != BLEND_MULTIPLY) {
blend->color.src = GPU_BLEND_ONE;
}
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, uint32_t index, 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.colorMask[index] != mask;
pass->pipeline->info.colorMask[index] = mask;
}
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 lovrPassSetFaceCull(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 lovrPassSetFont(Pass* pass, Font* font) {
if (pass->pipeline->font != font) {
lovrRetain(font);
lovrRelease(pass->pipeline->font, lovrFontDestroy);
pass->pipeline->font = font;
}
}
void lovrPassSetMaterial(Pass* pass, Material* material) {
if (!material) material = state.defaultMaterial;
if (pass->pipeline->material != material) {
lovrRetain(material);
lovrRelease(pass->pipeline->material, lovrMaterialDestroy);
pass->pipeline->material = material;
}
}
void lovrPassSetMeshMode(Pass* pass, DrawMode mode) {
pass->pipeline->mode = mode;
}
void lovrPassSetSampler(Pass* pass, Sampler* sampler) {
if (sampler != pass->sampler) {
lovrRetain(sampler);
lovrRelease(pass->sampler, lovrSamplerDestroy);
pass->sampler = sampler;
}
}
void lovrPassSetShader(Pass* pass, Shader* shader) {
Shader* old = pass->pipeline->shader;
if (shader == old) {
return;
}
if (shader) {
gpu_binding bindings[32];
// Ensure there's a valid binding for every resource in the new shader. If the old shader had a
// binding with the same name and type, then use that, otherwise use a "default" resource.
for (uint32_t i = 0; i < shader->resourceCount; i++) {
ShaderResource* resource = &shader->resources[i];
bool useDefault = true;
if (old) {
ShaderResource* other = old->resources;
for (uint32_t j = 0; j < old->resourceCount; j++, other++) {
if (other->hash == resource->hash && other->type == resource->type) {
bindings[resource->binding] = pass->bindings[other->binding];
useDefault = false;
break;
}
}
}
if (useDefault) {
switch (resource->type) {
case GPU_SLOT_UNIFORM_BUFFER:
case GPU_SLOT_STORAGE_BUFFER:
bindings[i].buffer.object = state.defaultBuffer->gpu;
bindings[i].buffer.offset = state.defaultBuffer->base;
bindings[i].buffer.extent = state.defaultBuffer->info.size;
break;
case GPU_SLOT_SAMPLED_TEXTURE:
case GPU_SLOT_STORAGE_TEXTURE:
bindings[i].texture = state.defaultTexture->gpu;
break;
case GPU_SLOT_SAMPLER:
bindings[i].sampler = state.defaultSamplers[FILTER_LINEAR]->gpu;
break;
default: break;
}
}
}
memcpy(pass->bindings, bindings, shader->resourceCount * sizeof(gpu_binding));
pass->flags |= DIRTY_BINDINGS;
// Uniform data is preserved for uniforms with the same name/size (this might be slow...)
if (shader->uniformCount > 0) {
void* uniforms = lovrPassAllocate(pass, shader->uniformSize);
if (old && old->uniformCount > 0) {
for (uint32_t i = 0; i < shader->uniformCount; i++) {
DataField* uniform = &shader->uniforms[i];
DataField* other = old->uniforms;
for (uint32_t j = 0; j < old->uniformCount; j++, other++) {
if (uniform->hash == other->hash && uniform->stride == other->stride && uniform->length == other->length) {
void* src = (char*) pass->uniforms + other->offset;
void* dst = (char*) uniforms + uniform->offset;
size_t size = uniform->stride * MAX(uniform->length, 1);
memcpy(dst, src, size);
}
}
}
} else {
memset(uniforms, 0, shader->uniformSize);
}
pass->uniforms = uniforms;
pass->flags |= DIRTY_UNIFORMS;
}
// Custom vertex attributes must be reset: their locations may differ even if the names match
if (shader->hasCustomAttributes) {
pass->pipeline->lastVertexBuffer = NULL;
}
pass->pipeline->info.shader = shader->gpu;
pass->pipeline->info.flags = shader->flags;
pass->pipeline->info.flagCount = shader->overrideCount;
lovrRetain(shader);
}
lovrRelease(old, lovrShaderDestroy);
pass->pipeline->shader = shader;
pass->pipeline->dirty = true;
}
void lovrPassSetStencilTest(Pass* pass, CompareMode test, uint8_t value, uint8_t mask) {
TextureFormat depthFormat = pass->canvas.depth.texture ? pass->canvas.depth.texture->info.format : pass->canvas.depth.format;
lovrCheck(depthFormat == FORMAT_D32FS8 || depthFormat == FORMAT_D24S8, "Trying to set stencil mode, but Pass depth texture does not use a stencil format");
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) {
TextureFormat depthFormat = pass->canvas.depth.texture ? pass->canvas.depth.texture->info.format : pass->canvas.depth.format;
lovrCheck(depthFormat == FORMAT_D32FS8 || depthFormat == FORMAT_D24S8, "Trying to set stencil mode, but Pass depth texture does not use a stencil format");
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 lovrPassSetViewCull(Pass* pass, bool enable) {
pass->pipeline->viewCull = enable;
}
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;
}
}
void lovrPassSendBuffer(Pass* pass, const char* name, size_t length, Buffer* buffer, uint32_t offset, uint32_t extent) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
ShaderResource* resource = findShaderResource(shader, name, length);
uint32_t slot = resource->binding;
lovrCheck(shader->bufferMask & (1u << slot), "Trying to send a Buffer to '%s', but the active Shader doesn't have a Buffer in that slot", name);
lovrCheck(offset < buffer->info.size, "Buffer offset is past the end of the Buffer");
uint32_t limit;
if (shader->storageMask & (1u << slot)) {
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->info.size - offset, limit);
} else {
lovrCheck(offset + extent <= buffer->info.size, "Buffer range goes past the end of the Buffer");
lovrCheck(extent <= limit, "Buffer range exceeds storageBufferRange/uniformBufferRange limit");
}
trackBuffer(pass, buffer, resource->phase, resource->cache);
pass->bindings[slot].buffer.object = buffer->gpu;
pass->bindings[slot].buffer.offset = buffer->base + offset;
pass->bindings[slot].buffer.extent = extent;
pass->flags |= DIRTY_BINDINGS;
}
void lovrPassSendTexture(Pass* pass, const char* name, size_t length, Texture* texture) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
ShaderResource* resource = findShaderResource(shader, name, length);
uint32_t slot = resource->binding;
lovrCheck(shader->textureMask & (1u << slot), "Trying to send a Texture to '%s', but the active Shader doesn't have a Texture in that slot", name);
gpu_texture* view = texture->gpu;
if (shader->storageMask & (1u << slot)) {
lovrCheck(texture->info.usage & TEXTURE_STORAGE, "Textures must be created with the 'storage' usage to send them to image variables in shaders");
view = texture->storageView;
} else {
lovrCheck(texture->info.usage & TEXTURE_SAMPLE, "Textures must be created with the 'sample' usage to send them to sampler variables in shaders");
}
trackTexture(pass, texture, resource->phase, resource->cache);
pass->bindings[slot].texture = view;
pass->flags |= DIRTY_BINDINGS;
}
void lovrPassSendSampler(Pass* pass, const char* name, size_t length, Sampler* sampler) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
ShaderResource* resource = findShaderResource(shader, name, length);
uint32_t slot = resource->binding;
lovrCheck(shader->samplerMask & (1u << slot), "Trying to send a Sampler to '%s', but the active Shader doesn't have a Sampler in that slot", name);
pass->bindings[slot].sampler = sampler->gpu;
pass->flags |= DIRTY_BINDINGS;
}
void lovrPassSendData(Pass* pass, const char* name, size_t length, void** data, DataField** format) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send data to it");
uint32_t hash = (uint32_t) hash64(name, length);
for (uint32_t i = 0; i < shader->uniformCount; i++) {
if (shader->uniforms[i].hash == hash) {
*data = (char*) pass->uniforms + shader->uniforms[i].offset;
*format = &shader->uniforms[i];
pass->flags |= DIRTY_UNIFORMS;
return;
}
}
ShaderResource* resource = findShaderResource(shader, name, length);
uint32_t slot = resource->binding;
lovrCheck(shader->bufferMask & (1u << slot), "Trying to send data to '%s', but that slot isn't a Buffer", name);
lovrCheck(~shader->storageMask & (1u << slot), "Unable to send table data to a storage buffer");
uint32_t size = resource->format->stride * MAX(resource->format->length, 1);
BufferView view = lovrPassGetBuffer(pass, size, state.limits.uniformBufferAlign);
pass->bindings[slot].buffer = (gpu_buffer_binding) { view.buffer, view.offset, view.extent };
pass->flags |= DIRTY_BINDINGS;
*data = view.pointer;
*format = resource->format;
}
static void lovrPassResolvePipeline(Pass* pass, DrawInfo* info, Draw* draw, Draw* prev) {
Pipeline* pipeline = pass->pipeline;
Shader* shader = draw->shader;
if (pipeline->info.drawMode != (gpu_draw_mode) info->mode) {
pipeline->info.drawMode = (gpu_draw_mode) info->mode;
pipeline->dirty = true;
}
if (!pipeline->shader && pipeline->info.shader != shader->gpu) {
pipeline->info.shader = shader->gpu;
pipeline->info.flags = NULL;
pipeline->info.flagCount = 0;
pipeline->dirty = true;
}
// Vertex formats
if (info->vertex.buffer && pipeline->lastVertexBuffer != info->vertex.buffer) {
pipeline->lastVertexFormat = ~0u;
pipeline->lastVertexBuffer = info->vertex.buffer;
pipeline->dirty = true;
const DataField* format = info->vertex.buffer->info.format;
pipeline->info.vertex.bufferCount = 2;
pipeline->info.vertex.attributeCount = shader->attributeCount;
pipeline->info.vertex.bufferStrides[0] = format->stride;
pipeline->info.vertex.bufferStrides[1] = 0;
for (uint32_t i = 0; i < shader->attributeCount; i++) {
ShaderAttribute* attribute = &shader->attributes[i];
bool found = false;
for (uint32_t j = 0; j < format->fieldCount; j++) {
DataField* field = &format->fields[j];
if (field->hash == attribute->hash || field->hash == attribute->location) {
lovrCheck(field->type < TYPE_MAT2, "Currently vertex attributes can not use matrix or index types");
pipeline->info.vertex.attributes[i] = (gpu_attribute) {
.buffer = 0,
.location = attribute->location,
.offset = field->offset,
.type = field->type
};
found = true;
break;
}
}
if (!found) {
pipeline->info.vertex.attributes[i] = (gpu_attribute) {
.buffer = 1,
.location = attribute->location,
.offset = attribute->location == LOCATION_COLOR ? 16 : 0,
.type = GPU_TYPE_F32x4
};
}
}
} else if (!info->vertex.buffer && pipeline->lastVertexFormat != info->vertex.format) {
pipeline->lastVertexFormat = info->vertex.format;
pipeline->lastVertexBuffer = NULL;
pipeline->info.vertex = state.vertexFormats[info->vertex.format];
pipeline->dirty = true;
if (shader->hasCustomAttributes) {
for (uint32_t i = 0; i < shader->attributeCount; i++) {
if (shader->attributes[i].location < 10) {
pipeline->info.vertex.attributes[pipeline->info.vertex.attributeCount++] = (gpu_attribute) {
.buffer = 1,
.location = shader->attributes[i].location,
.type = GPU_TYPE_F32x4,
.offset = shader->attributes[i].location == LOCATION_COLOR ? 16 : 0
};
}
}
}
}
if (pipeline->dirty) {
pipeline->dirty = false;
draw->pipelineInfo = lovrPassAllocate(pass, sizeof(gpu_pipeline_info));
memcpy(draw->pipelineInfo, &pipeline->info, sizeof(pipeline->info));
draw->pipeline = NULL;
} else {
draw->pipelineInfo = prev->pipelineInfo;
draw->pipeline = prev->pipeline;
}
}
static void lovrPassResolveVertices(Pass* pass, DrawInfo* info, Draw* draw) {
CachedShape* cached = info->hash ? &pass->geocache[info->hash & (COUNTOF(pass->geocache) - 1)] : NULL;
if (cached && cached->hash == info->hash) {
draw->vertexBuffer = cached->vertexBuffer;
draw->indexBuffer = cached->indexBuffer;
draw->start = cached->start;
draw->baseVertex = cached->baseVertex;
draw->vertexBufferOffset = cached->vertexBufferOffset;
*info->vertex.pointer = NULL;
*info->index.pointer = NULL;
return;
}
if (!info->vertex.buffer && info->vertex.count > 0) {
lovrCheck(info->vertex.count <= UINT16_MAX, "Shape has too many vertices (max is 65535)");
uint32_t stride = state.vertexFormats[info->vertex.format].bufferStrides[0];
BufferView view = lovrPassGetBuffer(pass, info->vertex.count * stride, stride);
*info->vertex.pointer = view.pointer;
draw->vertexBuffer = view.buffer;
draw->vertexBufferOffset = view.offset;
} else if (info->vertex.buffer) {
Buffer* buffer = info->vertex.buffer;
uint32_t stride = buffer->info.format->stride;
lovrCheck(stride <= state.limits.vertexBufferStride, "Vertex buffer stride exceeds vertexBufferStride limit");
trackBuffer(pass, buffer, GPU_PHASE_INPUT_VERTEX, GPU_CACHE_VERTEX);
draw->vertexBuffer = buffer->gpu;
draw->vertexBufferOffset = buffer->base;
} else {
draw->vertexBuffer = state.defaultBuffer->gpu;
draw->vertexBufferOffset = state.defaultBuffer->base;
}
if (!info->index.buffer && info->index.count > 0) {
BufferView view = lovrPassGetBuffer(pass, info->index.count * 2, 2);
*info->index.pointer = view.pointer;
draw->indexBuffer = view.buffer;
draw->start = view.offset / 2;
} else if (info->index.buffer) {
trackBuffer(pass, info->index.buffer, GPU_PHASE_INPUT_INDEX, GPU_CACHE_INDEX);
draw->indexBuffer = info->index.buffer->gpu;
draw->flags |= info->index.buffer->info.format->stride == 4 ? DRAW_INDEX32 : 0;
draw->start += info->index.buffer->base / info->index.buffer->info.format->stride;
} else {
draw->indexBuffer = NULL;
}
if (info->hash) {
cached->hash = info->hash;
cached->vertexBuffer = draw->vertexBuffer;
cached->indexBuffer = draw->indexBuffer;
cached->start = draw->start;
cached->baseVertex = draw->baseVertex;
cached->vertexBufferOffset = draw->vertexBufferOffset;
}
}
static gpu_bundle_info* lovrPassResolveBindings(Pass* pass, Shader* shader, gpu_bundle_info* previous) {
if (shader->resourceCount == 0) {
return NULL;
}
if (~pass->flags & DIRTY_BINDINGS) {
return previous;
}
gpu_bundle_info* bundle = lovrPassAllocate(pass, sizeof(gpu_bundle_info));
bundle->bindings = lovrPassAllocate(pass, shader->resourceCount * sizeof(gpu_binding));
bundle->layout = state.layouts.data[shader->layout].gpu;
bundle->count = shader->resourceCount;
for (uint32_t i = 0; i < bundle->count; i++) {
bundle->bindings[i] = pass->bindings[shader->resources[i].binding];
bundle->bindings[i].type = shader->resources[i].type;
bundle->bindings[i].number = shader->resources[i].binding;
bundle->bindings[i].count = 0;
}
pass->flags &= ~DIRTY_BINDINGS;
return bundle;
}
static void lovrPassResolveUniforms(Pass* pass, Shader* shader, gpu_buffer** buffer, uint32_t* offset) {
BufferView view = lovrPassGetBuffer(pass, shader->uniformSize, state.limits.uniformBufferAlign);
memcpy(view.pointer, pass->uniforms, shader->uniformSize);
*buffer = view.buffer;
*offset = view.offset;
}
void lovrPassDraw(Pass* pass, DrawInfo* info) {
if (pass->drawCount >= pass->drawCapacity) {
lovrAssert(pass->drawCount < 1 << 16, "Pass has too many draws!");
pass->drawCapacity = pass->drawCapacity > 0 ? pass->drawCapacity << 1 : 1;
Draw* draws = lovrPassAllocate(pass, pass->drawCapacity * sizeof(Draw));
if (pass->draws) memcpy(draws, pass->draws, pass->drawCount * sizeof(Draw));
pass->draws = draws;
}
Draw* previous = pass->drawCount > 0 ? &pass->draws[pass->drawCount - 1] : NULL;
Draw* draw = &pass->draws[pass->drawCount++];
draw->flags = 0;
draw->tally = pass->tally.active ? pass->tally.count : ~0u;
draw->camera = pass->cameraCount - 1;
pass->flags &= ~DIRTY_CAMERA;
draw->shader = pass->pipeline->shader ? pass->pipeline->shader : lovrGraphicsGetDefaultShader(info->shader);
lovrCheck(draw->shader->info.type == SHADER_GRAPHICS, "Tried to draw while a compute shader is active");
lovrRetain(draw->shader);
draw->material = info->material;
if (!draw->material) draw->material = pass->pipeline->material;
if (!draw->material) draw->material = state.defaultMaterial;
trackMaterial(pass, draw->material);
draw->start = info->start;
draw->count = info->count > 0 ? info->count : (info->index.buffer || info->index.count > 0 ? info->index.count : info->vertex.count);
draw->instances = MAX(info->instances, 1);
draw->baseVertex = info->baseVertex;
lovrPassResolvePipeline(pass, info, draw, previous);
lovrPassResolveVertices(pass, info, draw);
draw->bundleInfo = lovrPassResolveBindings(pass, draw->shader, previous ? previous->bundleInfo : NULL);
if (draw->shader->uniformCount > 0 && pass->flags & DIRTY_UNIFORMS) {
lovrPassResolveUniforms(pass, draw->shader, &draw->uniformBuffer, &draw->uniformOffset);
pass->flags &= ~DIRTY_UNIFORMS;
} else {
draw->uniformBuffer = previous ? previous->uniformBuffer : NULL;
draw->uniformOffset = previous ? previous->uniformOffset : 0;
}
if (pass->pipeline->viewCull && info->bounds) {
memcpy(draw->bounds, info->bounds, sizeof(draw->bounds));
draw->flags |= DRAW_HAS_BOUNDS;
pass->flags |= NEEDS_VIEW_CULL;
}
mat4_init(draw->transform, pass->transform);
if (info->transform) mat4_mul(draw->transform, info->transform);
memcpy(draw->color, pass->pipeline->color, 4 * sizeof(float));
}
void lovrPassPoints(Pass* pass, uint32_t count, float** points) {
lovrPassDraw(pass, &(DrawInfo) {
.mode = DRAW_POINTS,
.vertex.format = VERTEX_POINT,
.vertex.pointer = (void**) points,
.vertex.count = count
});
}
void lovrPassLine(Pass* pass, uint32_t count, float** points) {
lovrCheck(count >= 2, "Need at least 2 points to make a line");
uint16_t* indices;
lovrPassDraw(pass, &(DrawInfo) {
.mode = DRAW_LINES,
.vertex.format = VERTEX_POINT,
.vertex.pointer = (void**) points,
.vertex.count = count,
.index.pointer = (void**) &indices,
.index.count = 2 * (count - 1)
});
for (uint32_t i = 0; i < count - 1; i++) {
indices[2 * i + 0] = i;
indices[2 * i + 1] = i + 1;
}
}
void lovrPassPlane(Pass* pass, float* transform, DrawStyle style, uint32_t cols, uint32_t rows) {
uint32_t key[] = { SHAPE_PLANE, style, cols, rows };
ShapeVertex* vertices;
uint16_t* indices;
uint32_t vertexCount = (cols + 1) * (rows + 1);
uint32_t indexCount;
if (style == STYLE_LINE) {
indexCount = 2 * (rows + 1) + 2 * (cols + 1);
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_LINES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, .5f, .5f, 0.f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
} else {
indexCount = (cols * rows) * 6;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, .5f, .5f, 0.f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
}
if (!vertices) {
return;
}
for (uint32_t y = 0; y <= rows; y++) {
float v = y * (1.f / rows);
for (uint32_t x = 0; x <= cols; x++) {
float u = x * (1.f / cols);
*vertices++ = (ShapeVertex) {
.position = { u - .5f, .5f - v, 0.f },
.normal = { 0.f, 0.f, 1.f },
.uv = { u, v }
};
}
}
if (style == STYLE_LINE) {
for (uint32_t y = 0; y <= rows; y++) {
uint16_t a = y * (cols + 1);
uint16_t b = a + cols;
uint16_t line[] = { a, b };
memcpy(indices, line, sizeof(line));
indices += COUNTOF(line);
}
for (uint32_t x = 0; x <= cols; x++) {
uint16_t a = x;
uint16_t b = x + ((cols + 1) * rows);
uint16_t line[] = { a, b };
memcpy(indices, line, sizeof(line));
indices += COUNTOF(line);
}
} else {
for (uint32_t y = 0; y < rows; y++) {
for (uint32_t x = 0; x < cols; x++) {
uint16_t a = (y * (cols + 1)) + x;
uint16_t b = a + 1;
uint16_t c = a + cols + 1;
uint16_t d = a + cols + 2;
uint16_t cell[] = { a, c, b, b, c, d };
memcpy(indices, cell, sizeof(cell));
indices += COUNTOF(cell);
}
}
}
}
void lovrPassRoundrect(Pass* pass, float* transform, float r, uint32_t segments) {
bool thicc = vec3_length(transform + 8) > 0.f;
float w = vec3_length(transform + 0);
float h = vec3_length(transform + 4);
r = MIN(MIN(r, w / 2.f), h / 2.f);
float rx = MIN(r / w, .5f);
float ry = MIN(r / h, .5f);
uint32_t n = segments + 1;
if (!thicc && (r <= 0.f || w == 0.f || h == 0.f)) {
lovrPassPlane(pass, transform, STYLE_FILL, 1, 1);
return;
}
uint32_t vertexCount;
uint32_t indexCount;
if (thicc) {
vertexCount = 8 + (segments + 1) * 16;
indexCount = 3 * 8 * segments + 6 * 4 * (segments + 1) + 60;
} else {
vertexCount = 4 + (segments + 1) * 4;
indexCount = 3 * 4 * segments + 30;
}
ShapeVertex* vertices;
uint16_t* indices;
lovrPassDraw(pass, &(DrawInfo) {
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, .5f, .5f, .5f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
uint32_t c = vertexCount - (thicc ? 8 : 4);
ShapeVertex* corner = vertices + c;
float angle = 0.f;
float step = (float) M_PI / 2.f / segments;
float x = .5f - rx;
float y = .5f - ry;
float z = .5f;
float nz = 1.f;
// If the rounded rectangle is thick, loop twice (front and back), otherwise do only a single side
for (uint32_t side = 0; side <= (uint32_t) thicc; side++, z *= -1.f, nz *= -1.f, angle = 0.f) {
for (uint32_t i = 0; i < n; i++, angle += step) {
float c = cosf(angle);
float s = sinf(angle);
vertices[n * 0 + i] = (ShapeVertex) { { x + c * rx, y + s * ry, z }, { 0.f, 0.f, nz }, { .5f + x + c * rx, .5f - y - s * ry } };
vertices[n * 1 + i] = (ShapeVertex) { { -x - s * rx, y + c * ry, z }, { 0.f, 0.f, nz }, { .5f - x - s * rx, .5f - y - c * ry } };
vertices[n * 2 + i] = (ShapeVertex) { { -x - c * rx, -y - s * ry, z }, { 0.f, 0.f, nz }, { .5f - x - c * rx, .5f + y + s * ry } };
vertices[n * 3 + i] = (ShapeVertex) { { x + s * rx, -y - c * ry, z }, { 0.f, 0.f, nz }, { .5f + x + s * rx, .5f + y + c * ry } };
if (thicc) {
vertices[n * 8 + i] = (ShapeVertex) { { x + c * rx, y + s * ry, z }, { c, s, 0.f }, { .5f + x + c * rx, .5f - y - s * ry } };
vertices[n * 9 + i] = (ShapeVertex) { { -x - s * rx, y + c * ry, z }, { c, s, 0.f }, { .5f - x - s * rx, .5f - y - c * ry } };
vertices[n * 10 + i] = (ShapeVertex) { { -x - c * rx, -y - s * ry, z }, { c, s, 0.f }, { .5f - x - c * rx, .5f + y + s * ry } };
vertices[n * 11 + i] = (ShapeVertex) { { x + s * rx, -y - c * ry, z }, { c, s, 0.f }, { .5f + x + s * rx, .5f + y + c * ry } };
}
}
vertices += 4 * n;
// 4 extra corner vertices per-side, used for the triangle fans and 9-slice quads
*corner++ = (ShapeVertex) { { x, y, z }, { 0.f, 0.f, nz }, { .5f + x, .5f - y } };
*corner++ = (ShapeVertex) { { -x, y, z }, { 0.f, 0.f, nz }, { .5f - x, .5f - y } };
*corner++ = (ShapeVertex) { { -x, -y, z }, { 0.f, 0.f, nz }, { .5f - x, .5f + y } };
*corner++ = (ShapeVertex) { { x, -y, z }, { 0.f, 0.f, nz }, { .5f + x, .5f + y } };
}
uint32_t m = segments;
uint16_t front[] = {
n * 0 + m, n * 1, c + 0, c + 0, n * 1, c + 1, // top
c + 1, n * 1 + m, c + 2, c + 2, n * 1 + m, n * 2, // left
n * 0, c + 0, n * 3 + m, n * 3 + m, c + 0, c + 3, // right
c + 3, c + 2, n * 3, n * 3, c + 2, 2 * n + m, // bot
c + 0, c + 1, c + 3, c + 3, c + 1, c + 2 // center
};
memcpy(indices, front, sizeof(front));
indices += COUNTOF(front);
for (uint32_t i = 0; i < 4; i++) {
for (uint32_t j = 0; j < segments; j++) {
memcpy(indices, (uint16_t[]) { c + i, n * i + j, n * i + j + 1 }, 3 * sizeof(uint16_t));
indices += 3;
}
}
if (thicc) {
uint16_t back[] = {
n * 4 + m, c + 4, n * 5, n * 5, c + 4, c + 5, // top
c + 5, c + 6, n * 5 + m, n * 5 + m, c + 6, n * 6, // left
n * 4, n * 7 + m, c + 4, c + 4, n * 7 + m, c + 7, // right
c + 7, n * 7, c + 6, c + 6, n * 7, 6 * n + m, // bot
c + 4, c + 7, c + 5, c + 5, c + 7, c + 6 // center
};
memcpy(indices, back, sizeof(back));
indices += COUNTOF(back);
for (uint32_t i = 4; i < 8; i++) {
for (uint32_t j = 0; j < segments; j++) {
memcpy(indices, (uint16_t[]) { n * i + j, c + i, n * i + j + 1 }, 3 * sizeof(uint16_t));
indices += 3;
}
}
// Stitch sides together
for (uint32_t i = 0; i < 4 * n - 1; i++) {
uint16_t a = 8 * n + i;
uint16_t b = 12 * n + i;
memcpy(indices, (uint16_t[]) { a, b, b + 1, a, b + 1, a + 1 }, 6 * sizeof(uint16_t));
indices += 6;
}
// Handle discontinuity
uint16_t a = 11 * n + m;
uint16_t b = 15 * n + m;
uint16_t c = 12 * n;
uint16_t d = 8 * n;
memcpy(indices, (uint16_t[]) { a, b, c, a, c, d }, 6 * sizeof(uint16_t));
indices += 6;
}
}
void lovrPassBox(Pass* pass, float* transform, DrawStyle style) {
uint32_t key[] = { SHAPE_BOX, style };
ShapeVertex* vertices;
uint16_t* indices;
if (style == STYLE_LINE) {
static ShapeVertex vertexData[] = {
{ { -.5f, .5f, -.5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } }, // Front
{ { .5f, .5f, -.5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } },
{ { .5f, -.5f, -.5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } },
{ { -.5f, -.5f, -.5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } },
{ { -.5f, .5f, .5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } }, // Back
{ { .5f, .5f, .5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } },
{ { .5f, -.5f, .5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } },
{ { -.5f, -.5f, .5f }, { 0.f, 0.f, 0.f }, { 0.f, 0.f } }
};
static uint16_t indexData[] = {
0, 1, 1, 2, 2, 3, 3, 0, // Front
4, 5, 5, 6, 6, 7, 7, 4, // Back
0, 4, 1, 5, 2, 6, 3, 7 // Connections
};
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_LINES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, .5f, .5f, .5f },
.vertex.pointer = (void**) &vertices,
.vertex.count = COUNTOF(vertexData),
.index.pointer = (void**) &indices,
.index.count = COUNTOF(indexData)
});
if (vertices) {
memcpy(vertices, vertexData, sizeof(vertexData));
memcpy(indices, indexData, sizeof(indexData));
}
} else {
static ShapeVertex vertexData[] = {
{ { -.5f, -.5f, -.5f }, { 0.f, 0.f, -1.f }, { 0.f, 0.f } }, // Front
{ { -.5f, .5f, -.5f }, { 0.f, 0.f, -1.f }, { 0.f, 1.f } },
{ { .5f, -.5f, -.5f }, { 0.f, 0.f, -1.f }, { 1.f, 0.f } },
{ { .5f, .5f, -.5f }, { 0.f, 0.f, -1.f }, { 1.f, 1.f } },
{ { .5f, .5f, -.5f }, { 1.f, 0.f, 0.f }, { 0.f, 1.f } }, // Right
{ { .5f, .5f, .5f }, { 1.f, 0.f, 0.f }, { 1.f, 1.f } },
{ { .5f, -.5f, -.5f }, { 1.f, 0.f, 0.f }, { 0.f, 0.f } },
{ { .5f, -.5f, .5f }, { 1.f, 0.f, 0.f }, { 1.f, 0.f } },
{ { .5f, -.5f, .5f }, { 0.f, 0.f, 1.f }, { 0.f, 0.f } }, // Back
{ { .5f, .5f, .5f }, { 0.f, 0.f, 1.f }, { 0.f, 1.f } },
{ { -.5f, -.5f, .5f }, { 0.f, 0.f, 1.f }, { 1.f, 0.f } },
{ { -.5f, .5f, .5f }, { 0.f, 0.f, 1.f }, { 1.f, 1.f } },
{ { -.5f, .5f, .5f }, { -1.f, 0.f, 0.f }, { 0.f, 1.f } }, // Left
{ { -.5f, .5f, -.5f }, { -1.f, 0.f, 0.f }, { 1.f, 1.f } },
{ { -.5f, -.5f, .5f }, { -1.f, 0.f, 0.f }, { 0.f, 0.f } },
{ { -.5f, -.5f, -.5f }, { -1.f, 0.f, 0.f }, { 1.f, 0.f } },
{ { -.5f, -.5f, -.5f }, { 0.f, -1.f, 0.f }, { 0.f, 0.f } }, // Bottom
{ { .5f, -.5f, -.5f }, { 0.f, -1.f, 0.f }, { 1.f, 0.f } },
{ { -.5f, -.5f, .5f }, { 0.f, -1.f, 0.f }, { 0.f, 1.f } },
{ { .5f, -.5f, .5f }, { 0.f, -1.f, 0.f }, { 1.f, 1.f } },
{ { -.5f, .5f, -.5f }, { 0.f, 1.f, 0.f }, { 0.f, 1.f } }, // Top
{ { -.5f, .5f, .5f }, { 0.f, 1.f, 0.f }, { 0.f, 0.f } },
{ { .5f, .5f, -.5f }, { 0.f, 1.f, 0.f }, { 1.f, 1.f } },
{ { .5f, .5f, .5f }, { 0.f, 1.f, 0.f }, { 1.f, 0.f } }
};
static uint16_t indexData[] = {
0, 1, 2, 2, 1, 3,
4, 5, 6, 6, 5, 7,
8, 9, 10, 10, 9, 11,
12, 13, 14, 14, 13, 15,
16, 17, 18, 18, 17, 19,
20, 21, 22, 22, 21, 23
};
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, .5f, .5f, .5f },
.vertex.pointer = (void**) &vertices,
.vertex.count = COUNTOF(vertexData),
.index.pointer = (void**) &indices,
.index.count = COUNTOF(indexData)
});
if (vertices) {
memcpy(vertices, vertexData, sizeof(vertexData));
memcpy(indices, indexData, sizeof(indexData));
}
}
}
void lovrPassCircle(Pass* pass, float* transform, DrawStyle style, float angle1, float angle2, uint32_t segments) {
if (fabsf(angle1 - angle2) >= 2.f * (float) M_PI) {
angle1 = 0.f;
angle2 = 2.f * (float) M_PI;
}
uint32_t key[] = { SHAPE_CIRCLE, style, FLOAT_BITS(angle1), FLOAT_BITS(angle2), segments };
ShapeVertex* vertices;
uint16_t* indices;
if (style == STYLE_LINE) {
uint32_t vertexCount = segments + 1;
uint32_t indexCount = segments * 2;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_LINES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, 1.f, 1.f, 0.f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
if (!vertices) {
return;
}
} else {
uint32_t vertexCount = segments + 2;
uint32_t indexCount = segments * 3;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, 1.f, 1.f, 0.f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
if (!vertices) {
return;
}
// Center
*vertices++ = (ShapeVertex) { { 0.f, 0.f, 0.f }, { 0.f, 0.f, 1.f }, { .5f, .5f } };
}
float angleShift = (angle2 - angle1) / segments;
for (uint32_t i = 0; i <= segments; i++) {
float theta = angle1 + i * angleShift;
float x = cosf(theta);
float y = sinf(theta);
*vertices++ = (ShapeVertex) { { x, y, 0.f }, { 0.f, 0.f, 1.f }, { x + .5f, .5f - y } };
}
if (style == STYLE_LINE) {
for (uint32_t i = 0; i < segments; i++) {
uint16_t segment[] = { i, i + 1 };
memcpy(indices, segment, sizeof(segment));
indices += COUNTOF(segment);
}
} else {
for (uint32_t i = 0; i < segments; i++) {
uint16_t wedge[] = { 0, i + 1, i + 2 };
memcpy(indices, wedge, sizeof(wedge));
indices += COUNTOF(wedge);
}
}
}
void lovrPassSphere(Pass* pass, float* transform, uint32_t segmentsH, uint32_t segmentsV) {
uint32_t vertexCount = 2 + (segmentsH + 1) * (segmentsV - 1);
uint32_t indexCount = 2 * 3 * segmentsH + segmentsH * (segmentsV - 2) * 6;
ShapeVertex* vertices;
uint16_t* indices;
uint32_t key[] = { SHAPE_SPHERE, segmentsH, segmentsV };
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, 1.f, 1.f, 1.f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount,
});
if (!vertices) {
return;
}
// Top
*vertices++ = (ShapeVertex) { { 0.f, 1.f, 0.f }, { 0.f, 1.f, 0.f }, { .5f, 0.f } };
// Rings
for (uint32_t i = 1; i < segmentsV; i++) {
float v = i / (float) segmentsV;
float phi = v * (float) M_PI;
float sinphi = sinf(phi);
float cosphi = cosf(phi);
for (uint32_t j = 0; j <= segmentsH; j++) {
float u = j / (float) segmentsH;
float theta = u * 2.f * (float) M_PI;
float sintheta = sinf(theta);
float costheta = cosf(theta);
float x = sintheta * sinphi;
float y = cosphi;
float z = -costheta * sinphi;
*vertices++ = (ShapeVertex) { { x, y, z }, { x, y, z }, { u, v } };
}
}
// Bottom
*vertices++ = (ShapeVertex) { { 0.f, -1.f, 0.f }, { 0.f, -1.f, 0.f }, { .5f, 1.f } };
// Top
for (uint32_t i = 0; i < segmentsH; i++) {
uint16_t wedge[] = { 0, i + 2, i + 1 };
memcpy(indices, wedge, sizeof(wedge));
indices += COUNTOF(wedge);
}
// Rings
for (uint32_t i = 0; i < segmentsV - 2; i++) {
for (uint32_t j = 0; j < segmentsH; j++) {
uint16_t a = 1 + i * (segmentsH + 1) + 0 + j;
uint16_t b = 1 + i * (segmentsH + 1) + 1 + j;
uint16_t c = 1 + i * (segmentsH + 1) + 0 + segmentsH + 1 + j;
uint16_t d = 1 + i * (segmentsH + 1) + 1 + segmentsH + 1 + j;
uint16_t quad[] = { a, b, c, c, b, d };
memcpy(indices, quad, sizeof(quad));
indices += COUNTOF(quad);
}
}
// Bottom
for (uint32_t i = 0; i < segmentsH; i++) {
uint16_t wedge[] = { vertexCount - 1, vertexCount - 1 - (i + 2), vertexCount - 1 - (i + 1) };
memcpy(indices, wedge, sizeof(wedge));
indices += COUNTOF(wedge);
}
}
void lovrPassCylinder(Pass* pass, float* transform, bool capped, float angle1, float angle2, uint32_t segments) {
if (fabsf(angle1 - angle2) >= 2.f * (float) M_PI) {
angle1 = 0.f;
angle2 = 2.f * (float) M_PI;
}
uint32_t key[] = { SHAPE_CYLINDER, capped, FLOAT_BITS(angle1), FLOAT_BITS(angle2), segments };
uint32_t vertexCount = 2 * (segments + 1);
uint32_t indexCount = 6 * segments;
ShapeVertex* vertices;
uint16_t* indices;
if (capped) {
vertexCount *= 2;
vertexCount += 2;
indexCount += 3 * segments * 2;
}
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, 1.f, 1.f, .5f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
if (!vertices) {
return;
}
float angleShift = (angle2 - angle1) / segments;
// Tube
for (uint32_t i = 0; i <= segments; i++) {
float theta = angle1 + i * angleShift;
float x = cosf(theta);
float y = sinf(theta);
*vertices++ = (ShapeVertex) { { x, y, -.5f }, { x, y, 0.f }, { x + .5f, .5f - y } };
*vertices++ = (ShapeVertex) { { x, y, .5f }, { x, y, 0.f }, { x + .5f, .5f - y } };
}
// Tube quads
for (uint32_t i = 0; i < segments; i++) {
uint16_t a = i * 2 + 0;
uint16_t b = i * 2 + 1;
uint16_t c = i * 2 + 2;
uint16_t d = i * 2 + 3;
uint16_t quad[] = { a, c, b, b, c, d };
memcpy(indices, quad, sizeof(quad));
indices += COUNTOF(quad);
}
if (capped) {
// Cap centers
*vertices++ = (ShapeVertex) { { 0.f, 0.f, -.5f }, { 0.f, 0.f, -1.f }, { .5f, .5f } };
*vertices++ = (ShapeVertex) { { 0.f, 0.f, .5f }, { 0.f, 0.f, 1.f }, { .5f, .5f } };
// Caps
for (uint32_t i = 0; i <= segments; i++) {
float theta = angle1 + i * angleShift;
float x = cosf(theta);
float y = sinf(theta);
*vertices++ = (ShapeVertex) { { x, y, -.5f }, { 0.f, 0.f, -1.f }, { x + .5f, y - .5f } };
*vertices++ = (ShapeVertex) { { x, y, .5f }, { 0.f, 0.f, 1.f }, { x + .5f, y - .5f } };
}
// Cap wedges
uint16_t base = 2 * (segments + 1);
for (uint32_t i = 0; i < segments; i++) {
uint16_t a = base + 0;
uint16_t b = base + (i + 1) * 2;
uint16_t c = base + (i + 2) * 2;
uint16_t wedge1[] = { a + 0, c + 0, b + 0 };
uint16_t wedge2[] = { a + 1, b + 1, c + 1 };
memcpy(indices + 0, wedge1, sizeof(wedge1));
memcpy(indices + 3, wedge2, sizeof(wedge2));
indices += 6;
}
}
}
void lovrPassCone(Pass* pass, float* transform, uint32_t segments) {
uint32_t key[] = { SHAPE_CONE, segments };
uint32_t vertexCount = 2 * segments + 1;
uint32_t indexCount = 3 * (segments - 2) + 3 * segments;
ShapeVertex* vertices;
uint16_t* indices;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.0f, 0.f, -.5f, 1.f, 1.f, .5f },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
if (!vertices) {
return;
}
for (uint32_t i = 0; i < segments; i++) {
float theta = i * 2.f * (float) M_PI / segments;
float x = cosf(theta);
float y = sinf(theta);
float rsqrt3 = .57735f;
float nx = cosf(theta) * rsqrt3;
float ny = sinf(theta) * rsqrt3;
float nz = -rsqrt3;
float u = x + .5f;
float v = .5f - y;
vertices[segments * 0] = (ShapeVertex) { { x, y, 0.f }, { 0.f, 0.f, 1.f }, { u, v } };
vertices[segments * 1] = (ShapeVertex) { { x, y, 0.f }, { nx, ny, nz }, { u, v } };
vertices++;
}
vertices[segments] = (ShapeVertex) { { 0.f, 0.f, -1.f }, { 0.f, 0.f, 0.f }, { .5f, .5f } };
// Base
for (uint32_t i = 0; i < segments - 2; i++) {
uint16_t tri[] = { 0, i + 1, i + 2 };
memcpy(indices, tri, sizeof(tri));
indices += COUNTOF(tri);
}
// Sides
for (uint32_t i = 0; i < segments; i++) {
uint16_t tri[] = { segments + (i + 1) % segments, segments + i, vertexCount - 1 };
memcpy(indices, tri, sizeof(tri));
indices += COUNTOF(tri);
}
}
void lovrPassCapsule(Pass* pass, float* transform, uint32_t segments) {
float sx = vec3_length(transform + 0);
float sy = vec3_length(transform + 4);
float sz = vec3_length(transform + 8);
float length = sz * .5f;
float radius = sx;
if (length == 0.f) {
float rotation[4];
vec3_cross(vec3_init(transform + 8, transform + 0), transform + 4);
vec3_scale(transform + 8, 1.f / radius);
mat4_rotateQuat(transform, quat_fromAngleAxis(rotation, (float) M_PI / 2.f, 1.f, 0.f, 0.f));
lovrPassSphere(pass, transform, segments, segments);
return;
}
vec3_scale(transform + 0, 1.f / sx);
vec3_scale(transform + 4, 1.f / sy);
vec3_scale(transform + 8, 1.f / sz);
uint32_t key[] = { SHAPE_CAPSULE, FLOAT_BITS(radius), FLOAT_BITS(length), segments };
uint32_t rings = segments / 2;
uint32_t vertexCount = 2 * (1 + rings * (segments + 1));
uint32_t indexCount = 2 * (3 * segments + 6 * segments * (rings - 1)) + 6 * segments;
ShapeVertex* vertices;
uint16_t* indices;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, radius, radius, length + radius },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
if (!vertices) {
return;
}
float tip = length + radius;
uint32_t h = vertexCount / 2;
vertices[0] = (ShapeVertex) { { 0.f, 0.f, -tip }, { 0.f, 0.f, -1.f }, { .5f, 0.f } };
vertices[h] = (ShapeVertex) { { 0.f, 0.f, tip }, { 0.f, 0.f, 1.f }, { .5f, 1.f } };
vertices++;
for (uint32_t i = 1; i <= rings; i++) {
float v = i / (float) rings;
float phi = v * (float) M_PI / 2.f;
float sinphi = sinf(phi);
float cosphi = cosf(phi);
for (uint32_t j = 0; j <= segments; j++) {
float u = j / (float) segments;
float theta = u * (float) M_PI * 2.f;
float sintheta = sinf(theta);
float costheta = cosf(theta);
float x = costheta * sinphi;
float y = sintheta * sinphi;
float z = cosphi;
vertices[0] = (ShapeVertex) { { x * radius, y * radius, -(length + z * radius) }, { x, y, -z }, { u, v } };
vertices[h] = (ShapeVertex) { { x * radius, y * radius, (length + z * radius) }, { x, y, z }, { u, 1.f - v } };
vertices++;
}
}
uint16_t* i1 = indices;
uint16_t* i2 = indices + (indexCount - 6 * segments) / 2;
for (uint32_t i = 0; i < segments; i++) {
uint16_t wedge1[] = { 0, 0 + i + 2, 0 + i + 1 };
uint16_t wedge2[] = { h, h + i + 1, h + i + 2 };
memcpy(i1, wedge1, sizeof(wedge1));
memcpy(i2, wedge2, sizeof(wedge2));
i1 += COUNTOF(wedge1);
i2 += COUNTOF(wedge2);
}
for (uint32_t i = 0; i < rings - 1; i++) {
for (uint32_t j = 0; j < segments; j++) {
uint16_t a = 1 + i * (segments + 1) + 0 + j;
uint16_t b = 1 + i * (segments + 1) + 1 + j;
uint16_t c = 1 + i * (segments + 1) + 0 + segments + 1 + j;
uint16_t d = 1 + i * (segments + 1) + 1 + segments + 1 + j;
uint16_t quad1[] = { a, b, c, c, b, d };
uint16_t quad2[] = { h + a, h + c, h + b, h + b, h + c, h + d };
memcpy(i1, quad1, sizeof(quad1));
memcpy(i2, quad2, sizeof(quad2));
i1 += COUNTOF(quad1);
i2 += COUNTOF(quad2);
}
}
for (uint32_t i = 0; i < segments; i++) {
uint16_t a = h - segments - 1 + i;
uint16_t b = h - segments - 1 + i + 1;
uint16_t c = vertexCount - segments - 1 + i;
uint16_t d = vertexCount - segments - 1 + i + 1;
uint16_t quad[] = { a, b, c, c, b, d };
memcpy(i2, quad, sizeof(quad));
i2 += COUNTOF(quad);
}
}
void lovrPassTorus(Pass* pass, float* transform, uint32_t segmentsT, uint32_t segmentsP) {
float sx = vec3_length(transform + 0);
float sy = vec3_length(transform + 4);
float sz = vec3_length(transform + 8);
vec3_scale(transform + 0, 1.f / sx);
vec3_scale(transform + 4, 1.f / sy);
vec3_scale(transform + 8, 1.f / sz);
float radius = sx * .5f;
float thickness = sz * .5f;
uint32_t key[] = { SHAPE_TORUS, FLOAT_BITS(radius), FLOAT_BITS(thickness), segmentsT, segmentsP };
uint32_t vertexCount = segmentsT * segmentsP;
uint32_t indexCount = segmentsT * segmentsP * 6;
ShapeVertex* vertices;
uint16_t* indices;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, radius + thickness, radius + thickness, thickness },
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
if (!vertices) {
return;
}
// T and P stand for toroidal and poloidal, or theta and phi
float dt = (2.f * (float) M_PI) / segmentsT;
float dp = (2.f * (float) M_PI) / segmentsP;
for (uint32_t t = 0; t < segmentsT; t++) {
float theta = t * dt;
float tx = cosf(theta);
float ty = sinf(theta);
for (uint32_t p = 0; p < segmentsP; p++) {
float phi = p * dp;
float nx = cosf(phi) * tx;
float ny = cosf(phi) * ty;
float nz = sinf(phi);
*vertices++ = (ShapeVertex) {
.position = { tx * radius + nx * thickness, ty * radius + ny * thickness, nz * thickness },
.normal = { nx, ny, nz }
};
uint16_t a = (t + 0) * segmentsP + p;
uint16_t b = (t + 1) % segmentsT * segmentsP + p;
uint16_t c = (t + 0) * segmentsP + (p + 1) % segmentsP;
uint16_t d = (t + 1) % segmentsT * segmentsP + (p + 1) % segmentsP;
uint16_t quad[] = { a, b, c, c, b, d };
memcpy(indices, quad, sizeof(quad));
indices += COUNTOF(quad);
}
}
}
void lovrPassText(Pass* pass, ColoredString* strings, uint32_t count, float* transform, float wrap, HorizontalAlign halign, VerticalAlign valign) {
Font* font = pass->pipeline->font ? pass->pipeline->font : lovrGraphicsGetDefaultFont();
size_t totalLength = 0;
for (uint32_t i = 0; i < count; i++) {
totalLength += strings[i].length;
}
size_t stack = tempPush(&state.allocator);
GlyphVertex* vertices = tempAlloc(&state.allocator, totalLength * 4 * sizeof(GlyphVertex));
uint32_t glyphCount;
uint32_t lineCount;
float leading = lovrRasterizerGetLeading(font->info.rasterizer) * font->lineSpacing;
float ascent = lovrRasterizerGetAscent(font->info.rasterizer);
float scale = 1.f / font->pixelDensity;
wrap /= scale;
Material* material;
bool flip = pass->cameras[(pass->cameraCount - 1) * pass->canvas.views].projection[5] > 0.f;
lovrFontGetVertices(font, strings, count, wrap, halign, valign, vertices, &glyphCount, &lineCount, &material, flip);
mat4_scale(transform, scale, scale, scale);
float offset = -ascent + valign / 2.f * (leading * lineCount);
mat4_translate(transform, 0.f, flip ? -offset : offset, 0.f);
GlyphVertex* vertexPointer;
uint16_t* indices;
lovrPassDraw(pass, &(DrawInfo) {
.mode = DRAW_TRIANGLES,
.shader = SHADER_FONT,
.material = font->material,
.transform = transform,
.vertex.format = VERTEX_GLYPH,
.vertex.pointer = (void**) &vertexPointer,
.vertex.count = glyphCount * 4,
.index.pointer = (void**) &indices,
.index.count = glyphCount * 6
});
memcpy(vertexPointer, vertices, glyphCount * 4 * sizeof(GlyphVertex));
for (uint32_t i = 0; i < glyphCount * 4; i += 4) {
uint16_t quad[] = { i + 0, i + 2, i + 1, i + 1, i + 2, i + 3 };
memcpy(indices, quad, sizeof(quad));
indices += COUNTOF(quad);
}
tempPop(&state.allocator, stack);
}
void lovrPassSkybox(Pass* pass, Texture* texture) {
lovrPassDraw(pass, &(DrawInfo) {
.mode = DRAW_TRIANGLES,
.shader = !texture || texture->info.type == TEXTURE_2D ? SHADER_EQUIRECT : SHADER_CUBEMAP,
.material = texture ? lovrTextureToMaterial(texture) : NULL,
.vertex.format = VERTEX_EMPTY,
.count = 6
});
}
void lovrPassFill(Pass* pass, Texture* texture) {
lovrPassDraw(pass, &(DrawInfo) {
.mode = DRAW_TRIANGLES,
.shader = texture && texture->info.type == TEXTURE_ARRAY ? SHADER_FILL_ARRAY : SHADER_FILL_2D,
.material = texture ? lovrTextureToMaterial(texture) : NULL,
.vertex.format = VERTEX_EMPTY,
.count = 3
});
}
void lovrPassMonkey(Pass* pass, float* transform) {
uint32_t key[] = { SHAPE_MONKEY };
uint32_t vertexCount = COUNTOF(monkey_vertices) / 6;
ShapeVertex* vertices;
uint16_t* indices;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = COUNTOF(monkey_indices),
.transform = transform,
.bounds = monkey_bounds
});
if (!vertices) {
return;
}
// Manual vertex format conversion to avoid another format (and sn8x3 isn't always supported)
for (uint32_t i = 0; i < vertexCount; i++) {
vertices[i] = (ShapeVertex) {
.position.x = monkey_vertices[6 * i + 0] / 255.f * monkey_bounds[3] * 2.f + monkey_offset[0],
.position.y = monkey_vertices[6 * i + 1] / 255.f * monkey_bounds[4] * 2.f + monkey_offset[1],
.position.z = monkey_vertices[6 * i + 2] / 255.f * monkey_bounds[5] * 2.f + monkey_offset[2],
.normal.x = monkey_vertices[6 * i + 3] / 255.f * 2.f - 1.f,
.normal.y = monkey_vertices[6 * i + 4] / 255.f * 2.f - 1.f,
.normal.z = monkey_vertices[6 * i + 5] / 255.f * 2.f - 1.f,
};
}
memcpy(indices, monkey_indices, sizeof(monkey_indices));
}
void lovrPassDrawMesh(Pass* pass, Mesh* mesh, float* transform, uint32_t instances) {
uint32_t extent = mesh->indexCount > 0 ? mesh->indexCount : mesh->vertexBuffer->info.format->length;
uint32_t start = MIN(mesh->drawStart, extent - 1);
uint32_t count = mesh->drawCount > 0 ? MIN(mesh->drawCount, extent - start) : extent - start;
lovrMeshFlush(mesh);
lovrPassDraw(pass, &(DrawInfo) {
.mode = mesh->mode,
.transform = transform,
.bounds = mesh->hasBounds ? mesh->bounds : NULL,
.material = mesh->material,
.vertex.buffer = mesh->vertexBuffer,
.index.buffer = mesh->indexBuffer,
.start = start,
.count = count,
.instances = instances
});
}
static void drawNode(Pass* pass, Model* model, uint32_t index, uint32_t instances) {
ModelNode* node = &model->info.data->nodes[index];
mat4 globalTransform = model->globalTransforms + 16 * index;
for (uint32_t i = 0; i < node->primitiveCount; i++) {
DrawInfo draw = model->draws[node->primitiveIndex + i];
if (node->skin == ~0u) draw.transform = globalTransform;
draw.instances = instances;
lovrPassDraw(pass, &draw);
}
for (uint32_t i = 0; i < node->childCount; i++) {
drawNode(pass, model, node->children[i], instances);
}
}
void lovrPassDrawModel(Pass* pass, Model* model, float* transform, uint32_t instances) {
lovrModelAnimateVertices(model);
if (model->transformsDirty) {
updateModelTransforms(model, model->info.data->rootNode, (float[]) MAT4_IDENTITY);
model->transformsDirty = false;
}
lovrPassPush(pass, STACK_TRANSFORM);
lovrPassTransform(pass, transform);
drawNode(pass, model, model->info.data->rootNode, instances);
lovrPassPop(pass, STACK_TRANSFORM);
}
void lovrPassDrawTexture(Pass* pass, Texture* texture, float* transform) {
uint32_t key[] = { SHAPE_PLANE, STYLE_FILL, 1, 1 };
ShapeVertex* vertices;
uint16_t* indices;
float aspect = (float) texture->info.height / texture->info.width;
transform[4] *= aspect;
transform[5] *= aspect;
transform[6] *= aspect;
transform[7] *= aspect;
uint32_t vertexCount = 4;
uint32_t indexCount = 6;
lovrPassDraw(pass, &(DrawInfo) {
.hash = hash64(key, sizeof(key)),
.mode = DRAW_TRIANGLES,
.transform = transform,
.bounds = (float[6]) { 0.f, 0.f, 0.f, .5f, .5f, 0.f },
.material = lovrTextureToMaterial(texture),
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
ShapeVertex vertexData[] = {
{ { -.5f, .5f, 0.f }, { 0.f, 0.f, 1.f }, { 0.f, 0.f } },
{ { .5f, .5f, 0.f }, { 0.f, 0.f, 1.f }, { 1.f, 0.f } },
{ { -.5f, -.5f, 0.f }, { 0.f, 0.f, 1.f }, { 0.f, 1.f } },
{ { .5f, -.5f, 0.f }, { 0.f, 0.f, 1.f }, { 1.f, 1.f } }
};
uint16_t indexData[] = { 0, 2, 1, 1, 2, 3 };
if (vertices) {
memcpy(vertices, vertexData, sizeof(vertexData));
memcpy(indices, indexData, sizeof(indexData));
}
}
void lovrPassMesh(Pass* pass, Buffer* vertices, Buffer* indices, float* transform, uint32_t start, uint32_t count, uint32_t instances, uint32_t baseVertex) {
lovrCheck(!indices || indices->info.format, "Buffer must have been created with a format to use it as a%s buffer", "n index");
lovrCheck(!vertices || vertices->info.format, "Buffer must have been created with a format to use it as a%s buffer", " vertex");
lovrCheck(!vertices || !vertices->info.complexFormat, "Vertex buffers must use a simple format without nested types or arrays");
if (count == ~0u) {
if (indices || vertices) {
Buffer* buffer = indices ? indices : vertices;
count = buffer->info.format->length - start;
} else {
count = 0;
}
} else if (indices) {
lovrCheck(count <= indices->info.format->length - start, "Mesh draw range exceeds index buffer size");
} else if (vertices) {
lovrCheck(count <= vertices->info.format->length - start, "Mesh draw range exceeds vertex buffer size");
}
lovrPassDraw(pass, &(DrawInfo) {
.mode = pass->pipeline->mode,
.vertex.buffer = vertices,
.index.buffer = indices,
.transform = transform,
.start = start,
.count = count,
.instances = instances,
.baseVertex = baseVertex
});
}
void lovrPassMeshIndirect(Pass* pass, Buffer* vertices, Buffer* indices, Buffer* draws, uint32_t count, uint32_t offset, uint32_t stride) {
stride = stride ? stride : (indices ? 20 : 16);
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A custom Shader must be bound to source draws from a Buffer");
lovrCheck(offset % 4 == 0, "Draw Buffer offset must be a multiple of 4");
lovrCheck(offset + count * stride < draws->info.size, "Draw buffer range exceeds the size of the buffer");
DrawInfo info = {
.mode = pass->pipeline->mode,
.vertex.buffer = vertices,
.index.buffer = indices
};
if (pass->drawCount >= pass->drawCapacity) {
lovrAssert(pass->drawCount < 1 << 16, "Pass has too many draws!");
pass->drawCapacity = pass->drawCapacity > 0 ? pass->drawCapacity << 1 : 1;
Draw* draws = lovrPassAllocate(pass, pass->drawCapacity * sizeof(Draw));
memcpy(draws, pass->draws, pass->drawCount * sizeof(Draw));
pass->draws = draws;
}
Draw* previous = pass->drawCount > 0 ? &pass->draws[pass->drawCount - 1] : NULL;
Draw* draw = &pass->draws[pass->drawCount++];
draw->flags = DRAW_INDIRECT;
draw->tally = pass->tally.active ? pass->tally.count : ~0u;
draw->camera = pass->cameraCount - 1;
pass->flags &= ~DIRTY_CAMERA;
draw->shader = shader;
lovrRetain(shader);
draw->material = pass->pipeline->material;
if (!draw->material) draw->material = state.defaultMaterial;
trackMaterial(pass, draw->material);
draw->indirect.buffer = draws->gpu;
draw->indirect.offset = draws->base + offset;
draw->indirect.count = count;
draw->indirect.stride = stride;
lovrPassResolvePipeline(pass, &info, draw, previous);
lovrPassResolveVertices(pass, &info, draw);
draw->bundleInfo = lovrPassResolveBindings(pass, shader, previous ? previous->bundleInfo : NULL);
if (shader->uniformCount > 0 && pass->flags & DIRTY_UNIFORMS) {
lovrPassResolveUniforms(pass, shader, &draw->uniformBuffer, &draw->uniformOffset);
pass->flags &= ~DIRTY_UNIFORMS;
} else {
draw->uniformBuffer = previous ? previous->uniformBuffer : NULL;
draw->uniformOffset = previous ? previous->uniformOffset : 0;
}
mat4_init(draw->transform, pass->transform);
memcpy(draw->color, pass->pipeline->color, 4 * sizeof(float));
trackBuffer(pass, draws, GPU_PHASE_INDIRECT, GPU_CACHE_INDIRECT);
}
uint32_t lovrPassBeginTally(Pass* pass) {
lovrCheck(pass->tally.count < MAX_TALLIES, "Pass has too many tallies!");
lovrCheck(!pass->tally.active, "Trying to start a tally, but the previous tally wasn't finished");
pass->tally.active = true;
return pass->tally.count;
}
uint32_t lovrPassFinishTally(Pass* pass) {
lovrCheck(pass->tally.active, "Trying to finish a tally, but no tally was started");
pass->tally.active = false;
return pass->tally.count++;
}
Buffer* lovrPassGetTallyBuffer(Pass* pass, uint32_t* offset) {
*offset = pass->tally.bufferOffset;
return pass->tally.buffer;
}
void lovrPassSetTallyBuffer(Pass* pass, Buffer* buffer, uint32_t offset) {
lovrCheck(offset % 4 == 0, "Tally buffer offset must be a multiple of 4");
lovrRelease(pass->tally.buffer, lovrBufferDestroy);
pass->tally.buffer = buffer;
pass->tally.bufferOffset = offset;
lovrRetain(buffer);
}
void lovrPassCompute(Pass* pass, uint32_t x, uint32_t y, uint32_t z, Buffer* indirect, uint32_t offset) {
if ((pass->computeCount & (pass->computeCount - 1)) == 0) {
Compute* computes = lovrPassAllocate(pass, MAX(pass->computeCount << 1, 1) * sizeof(Compute));
memcpy(computes, pass->computes, pass->computeCount * sizeof(Compute));
pass->computes = computes;
}
Compute* previous = pass->computeCount > 0 ? &pass->computes[pass->computeCount - 1] : NULL;
Compute* compute = &pass->computes[pass->computeCount++];
Shader* shader = pass->pipeline->shader;
lovrCheck(shader->info.type == SHADER_COMPUTE, "To run a compute shader, a compute shader must be active");
lovrCheck(x <= state.limits.workgroupCount[0], "Compute %s count exceeds workgroupCount limit", "x");
lovrCheck(y <= state.limits.workgroupCount[1], "Compute %s count exceeds workgroupCount limit", "y");
lovrCheck(z <= state.limits.workgroupCount[2], "Compute %s count exceeds workgroupCount limit", "z");
compute->flags = 0;
compute->shader = shader;
lovrRetain(shader);
compute->bundleInfo = lovrPassResolveBindings(pass, shader, previous ? previous->bundleInfo : NULL);
if (shader->uniformCount > 0 && pass->flags & DIRTY_UNIFORMS) {
lovrPassResolveUniforms(pass, shader, &compute->uniformBuffer, &compute->uniformOffset);
pass->flags &= ~DIRTY_UNIFORMS;
} else {
compute->uniformBuffer = previous ? previous->uniformBuffer : NULL;
compute->uniformOffset = previous ? previous->uniformOffset : 0;
}
if (indirect) {
compute->flags |= COMPUTE_INDIRECT;
compute->indirect.buffer = indirect->gpu;
compute->indirect.offset = indirect->base + offset;
trackBuffer(pass, indirect, GPU_PHASE_INDIRECT, GPU_CACHE_INDIRECT);
} else {
compute->x = x;
compute->y = y;
compute->z = z;
}
}
void lovrPassBarrier(Pass* pass) {
if (pass->computeCount > 0) {
pass->computes[pass->computeCount - 1].flags |= COMPUTE_BARRIER;
}
}
// Helpers
static void* tempAlloc(Allocator* allocator, size_t size) {
if (size == 0) {
return NULL;
}
while (allocator->cursor + size > allocator->length) {
lovrAssert(allocator->length << 1 <= allocator->limit, "Out of memory");
os_vm_commit(allocator->memory + allocator->length, allocator->length);
allocator->length <<= 1;
}
uint32_t cursor = ALIGN(allocator->cursor, 8);
allocator->cursor = cursor + size;
return allocator->memory + cursor;
}
static size_t tempPush(Allocator* allocator) {
return allocator->cursor;
}
static void tempPop(Allocator* allocator, size_t stack) {
allocator->cursor = stack;
}
static gpu_pipeline* getPipeline(uint32_t index) {
return (gpu_pipeline*) ((char*) state.pipelines + index * gpu_sizeof_pipeline());
}
static BufferBlock* getBlock(gpu_buffer_type type, uint32_t size) {
BufferBlock* block = state.bufferAllocators[type].freelist;
if (block && block->size >= size && gpu_is_complete(block->tick)) {
state.bufferAllocators[type].freelist = block->next;
block->next = NULL;
return block;
}
block = lovrMalloc(sizeof(BufferBlock) + gpu_sizeof_buffer());
block->handle = (gpu_buffer*) (block + 1);
block->size = MAX(size, 1 << 22);
block->next = NULL;
block->ref = 0;
gpu_buffer_init(block->handle, &(gpu_buffer_info) {
.type = type,
.size = block->size,
.pointer = &block->pointer,
.label = "Buffer Block"
});
return block;
}
static void freeBlock(BufferAllocator* allocator, BufferBlock* block) {
BufferBlock** list = &allocator->freelist;
while (*list) list = (BufferBlock**) &(*list)->next;
block->next = NULL;
*list = block;
}
static BufferView allocateBuffer(BufferAllocator* allocator, gpu_buffer_type type, uint32_t size, size_t align) {
uint32_t cursor = (uint32_t) ((allocator->cursor + (align - 1)) / align * align);
BufferBlock* block = allocator->current;
if (!block || cursor + size > block->size) {
if (block && type != GPU_BUFFER_STATIC) {
block->tick = state.tick;
freeBlock(allocator, block);
}
block = getBlock(type, size);
allocator->current = block;
cursor = 0;
}
allocator->cursor = cursor + size;
return (BufferView) {
.block = block,
.buffer = block->handle,
.offset = cursor,
.extent = size,
.pointer = block->pointer ? (char*) block->pointer + cursor : NULL
};
}
static BufferView getBuffer(gpu_buffer_type type, uint32_t size, size_t align) {
return allocateBuffer(&state.bufferAllocators[type], type, size, align);
}
static int u64cmp(const void* a, const void* b) {
uint64_t x = *(uint64_t*) a, y = *(uint64_t*) b;
return (x > y) - (x < y);
}
static uint32_t gcd(uint32_t a, uint32_t b) {
return b ? gcd(b, a % b) : a;
}
static uint32_t lcm(uint32_t a, uint32_t b) {
return (a / gcd(a, b)) * b;
}
static void beginFrame(void) {
if (state.active) {
return;
}
state.active = true;
state.tick = gpu_begin();
state.stream = gpu_stream_begin("Internal");
memset(&state.barrier, 0, sizeof(gpu_barrier));
memset(&state.transferBarrier, 0, sizeof(gpu_barrier));
state.allocator.cursor = 0;
processReadbacks();
}
// When a Texture is garbage collected, if it has any transfer operations recorded to state.stream,
// those transfers need to be submitted before it gets destroyed. The allocator offset is saved and
// restored, which is pretty gross, but we don't want to invalidate temp memory (currently this is
// only a problem for Font: when the font's atlas gets destroyed, it could invalidate the temp
// memory used by Font:getLines and Pass:text).
static void flushTransfers(void) {
if (state.active) {
size_t cursor = state.allocator.cursor;
lovrGraphicsSubmit(NULL, 0);
beginFrame();
state.allocator.cursor = cursor;
}
}
static void processReadbacks(void) {
while (state.oldestReadback && gpu_is_complete(state.oldestReadback->tick)) {
Readback* readback = state.oldestReadback;
switch (readback->type) {
case READBACK_BUFFER:
memcpy(readback->blob->data, readback->view.pointer, readback->view.extent);
break;
case READBACK_TEXTURE:;
size_t size = lovrImageGetLayerSize(readback->image, 0);
void* data = lovrImageGetLayerData(readback->image, 0, 0);
memcpy(data, readback->view.pointer, size);
break;
case READBACK_TIMESTAMP:;
uint32_t* timestamps = readback->view.pointer;
for (uint32_t i = 0; i < readback->count; i++) {
Pass* pass = readback->times[i].pass;
pass->stats.submitTime = readback->times[i].cpuTime;
pass->stats.gpuTime = (timestamps[2 * i + 1] - timestamps[2 * i + 0]) * state.limits.timestampPeriod / 1e9;
}
break;
default: break;
}
Readback* next = readback->next;
lovrRelease(readback, lovrReadbackDestroy);
state.oldestReadback = next;
}
if (!state.oldestReadback) {
state.newestReadback = NULL;
}
}
static gpu_pass* getPass(Canvas* canvas) {
gpu_pass_info info = { 0 };
for (uint32_t i = 0; i < canvas->count; i++) {
info.color[i].format = (gpu_texture_format) canvas->color[i].texture->info.format;
info.color[i].srgb = canvas->color[i].texture->info.srgb;
info.color[i].load = canvas->resolve ? GPU_LOAD_OP_CLEAR : (gpu_load_op) canvas->color[i].load;
}
DepthAttachment* depth = &canvas->depth;
if (depth->texture || depth->format) {
info.depth.format = (gpu_texture_format) (depth->texture ? depth->texture->info.format : depth->format);
info.depth.load = (gpu_load_op) canvas->resolve ? GPU_LOAD_OP_CLEAR : (gpu_load_op) depth->load;
info.depth.save = depth->texture ? GPU_SAVE_OP_KEEP : GPU_SAVE_OP_DISCARD;
info.depth.stencilLoad = info.depth.load;
info.depth.stencilSave = info.depth.save;
}
info.colorCount = canvas->count;
info.samples = canvas->samples;
info.views = canvas->views;
info.resolveColor = canvas->resolve;
info.resolveDepth = canvas->resolve && !!depth->texture;
info.surface = canvas->count > 0 && canvas->color[0].texture == state.window;
uint64_t hash = hash64(&info, sizeof(info));
uint64_t value = map_get(&state.passLookup, hash);
if (value == MAP_NIL) {
gpu_pass* pass = lovrMalloc(gpu_sizeof_pass());
gpu_pass_init(pass, &info);
map_set(&state.passLookup, hash, (uint64_t) (uintptr_t) pass);
return pass;
}
return (gpu_pass*) (uintptr_t) value;
}
static size_t getLayout(gpu_slot* slots, uint32_t count) {
uint64_t hash = hash64(slots, count * sizeof(gpu_slot));
size_t index;
for (size_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 = lovrMalloc(gpu_sizeof_layout());
gpu_layout_init(handle, &info);
Layout layout = {
.hash = hash,
.gpu = handle
};
index = state.layouts.length;
arr_push(&state.layouts, layout);
return index;
}
static gpu_bundle* getBundle(size_t layoutIndex, gpu_binding* bindings, uint32_t count) {
Layout* layout = &state.layouts.data[layoutIndex];
BundlePool* pool = layout->head;
const uint32_t POOL_SIZE = 512;
gpu_bundle* bundle = NULL;
if (pool) {
if (pool->cursor < POOL_SIZE) {
bundle = (gpu_bundle*) ((char*) pool->bundles + gpu_sizeof_bundle() * pool->cursor++);
goto write;
}
// If the pool's closed, move it to the end of the list and try to use the next pool
layout->tail->next = pool;
layout->tail = pool;
layout->head = pool->next;
pool->next = NULL;
pool->tick = state.tick;
pool = layout->head;
if (pool && gpu_is_complete(pool->tick)) {
bundle = pool->bundles;
pool->cursor = 1;
goto write;
}
}
// If no pool was available, make a new one
pool = lovrMalloc(sizeof(BundlePool));
gpu_bundle_pool* gpu = lovrMalloc(gpu_sizeof_bundle_pool());
gpu_bundle* bundles = lovrMalloc(POOL_SIZE * gpu_sizeof_bundle());
pool->gpu = gpu;
pool->bundles = bundles;
pool->cursor = 1;
pool->next = layout->head;
gpu_bundle_pool_info info = {
.bundles = pool->bundles,
.layout = layout->gpu,
.count = POOL_SIZE
};
gpu_bundle_pool_init(pool->gpu, &info);
layout->head = pool;
if (!layout->tail) layout->tail = pool;
bundle = pool->bundles;
write:
gpu_bundle_write(&bundle, &(gpu_bundle_info) { layout->gpu, bindings, count }, 1);
return bundle;
}
static gpu_texture* getScratchTexture(gpu_stream* stream, Canvas* canvas, TextureFormat format, bool srgb) {
uint16_t key[] = { canvas->width, canvas->height, canvas->views, format, srgb, canvas->samples };
uint32_t hash = (uint32_t) hash64(key, sizeof(key));
// Find a matching scratch texture that hasn't been used this frame
for (uint32_t i = 0; i < state.scratchTextures.length; i++) {
if (state.scratchTextures.data[i].hash == hash && state.scratchTextures.data[i].tick != state.tick) {
return state.scratchTextures.data[i].texture;
}
}
// Find something to evict
ScratchTexture* scratch = NULL;
for (uint32_t i = 0; i < state.scratchTextures.length; i++) {
if (state.tick - state.scratchTextures.data[i].tick > 16) {
scratch = &state.scratchTextures.data[i];
break;
}
}
if (scratch) {
gpu_texture_destroy(scratch->texture);
} else {
arr_expand(&state.scratchTextures, 1);
scratch = &state.scratchTextures.data[state.scratchTextures.length++];
scratch->texture = lovrCalloc(gpu_sizeof_texture());
}
gpu_texture_info info = {
.type = GPU_TEXTURE_ARRAY,
.format = (gpu_texture_format) format,
.srgb = srgb,
.size = { canvas->width, canvas->height, canvas->views },
.mipmaps = 1,
.samples = canvas->samples,
.usage = GPU_TEXTURE_RENDER,
.upload.stream = stream
};
gpu_texture_init(scratch->texture, &info);
scratch->hash = hash;
scratch->tick = state.tick;
return scratch->texture;
}
static bool isDepthFormat(TextureFormat format) {
return format == FORMAT_D16 || format == FORMAT_D32F || format == FORMAT_D24S8 || format == FORMAT_D32FS8;
}
static bool supportsSRGB(TextureFormat format) {
switch (format) {
case FORMAT_R8:
case FORMAT_RG8:
case FORMAT_RGBA8:
case FORMAT_BC1:
case FORMAT_BC2:
case FORMAT_BC3:
case FORMAT_BC7:
case FORMAT_ASTC_4x4:
case FORMAT_ASTC_5x4:
case FORMAT_ASTC_5x5:
case FORMAT_ASTC_6x5:
case FORMAT_ASTC_6x6:
case FORMAT_ASTC_8x5:
case FORMAT_ASTC_8x6:
case FORMAT_ASTC_8x8:
case FORMAT_ASTC_10x5:
case FORMAT_ASTC_10x6:
case FORMAT_ASTC_10x8:
case FORMAT_ASTC_10x10:
case FORMAT_ASTC_12x10:
case FORMAT_ASTC_12x12:
return true;
default:
return false;
}
}
// Returns number of bytes of a 3D texture region of a given format
static uint32_t measureTexture(TextureFormat format, uint32_t w, uint32_t h, uint32_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_D32FS8: return w * h * d * 5;
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: return ((w + 3) / 4) * ((h + 3) / 4) * d * 8;
case FORMAT_BC2: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
case FORMAT_BC3: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
case FORMAT_BC4U: return ((w + 3) / 4) * ((h + 3) / 4) * d * 8;
case FORMAT_BC4S: return ((w + 3) / 4) * ((h + 3) / 4) * d * 8;
case FORMAT_BC5U: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
case FORMAT_BC5S: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
case FORMAT_BC6UF: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
case FORMAT_BC6SF: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
case FORMAT_BC7: return ((w + 3) / 4) * ((h + 3) / 4) * d * 16;
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();
}
}
// Errors if a 3D texture region exceeds the texture's bounds
static void checkTextureBounds(const TextureInfo* info, uint32_t offset[4], uint32_t extent[3]) {
uint32_t maxWidth = MAX(info->width >> offset[3], 1);
uint32_t maxHeight = MAX(info->height >> offset[3], 1);
uint32_t maxLayers = info->type == TEXTURE_3D ? MAX(info->layers >> offset[3], 1) : info->layers;
lovrCheck(offset[0] + extent[0] <= maxWidth, "Texture x range [%d,%d] exceeds width (%d)", offset[0], offset[0] + extent[0], maxWidth);
lovrCheck(offset[1] + extent[1] <= maxHeight, "Texture y range [%d,%d] exceeds height (%d)", offset[1], offset[1] + extent[1], maxHeight);
lovrCheck(offset[2] + extent[2] <= maxLayers, "Texture layer range [%d,%d] exceeds layer count (%d)", offset[2], offset[2] + extent[2], maxLayers);
lovrCheck(offset[3] < info->mipmaps, "Texture mipmap %d exceeds its mipmap count (%d)", offset[3] + 1, info->mipmaps);
}
static void mipmapTexture(gpu_stream* stream, Texture* texture, uint32_t base, uint32_t count) {
if (count == ~0u) count = texture->info.mipmaps - (base + 1);
bool volumetric = texture->info.type == TEXTURE_3D;
for (uint32_t i = 0; i < count; i++) {
uint32_t level = base + i + 1;
uint32_t srcOffset[4] = { 0, 0, 0, level - 1 };
uint32_t dstOffset[4] = { 0, 0, 0, level };
uint32_t srcExtent[3] = {
MAX(texture->info.width >> (level - 1), 1),
MAX(texture->info.height >> (level - 1), 1),
volumetric ? MAX(texture->info.layers >> (level - 1), 1) : 1
};
uint32_t dstExtent[3] = {
MAX(texture->info.width >> level, 1),
MAX(texture->info.height >> level, 1),
volumetric ? MAX(texture->info.layers >> level, 1) : 1
};
gpu_blit(stream, texture->root->gpu, texture->root->gpu, srcOffset, dstOffset, srcExtent, dstExtent, GPU_FILTER_LINEAR);
if (i != count - 1) {
gpu_sync(stream, &(gpu_barrier) {
.prev = GPU_PHASE_BLIT,
.next = GPU_PHASE_BLIT,
.flush = GPU_CACHE_TRANSFER_WRITE,
.clear = GPU_CACHE_TRANSFER_READ
}, 1);
}
}
}
static ShaderResource* findShaderResource(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];
}
}
lovrThrow("Shader has no variable named '%s'", name);
}
static Access* getNextAccess(Pass* pass, int type, bool texture) {
AccessBlock* block = pass->access[type];
if (!block || block->count >= COUNTOF(block->list)) {
AccessBlock* new = lovrPassAllocate(pass, sizeof(AccessBlock));
pass->access[type] = new;
new->next = block;
new->count = 0;
new->textureMask = 0;
block = new;
}
block->textureMask |= (uint64_t) texture << block->count;
return &block->list[block->count++];
}
static void trackBuffer(Pass* pass, Buffer* buffer, gpu_phase phase, gpu_cache cache) {
if (!buffer) return;
Access* access = getNextAccess(pass, phase == GPU_PHASE_SHADER_COMPUTE ? ACCESS_COMPUTE : ACCESS_RENDER, false);
access->sync = &buffer->sync;
access->object = buffer;
access->phase = phase;
access->cache = cache;
lovrRetain(buffer);
}
static void trackTexture(Pass* pass, Texture* texture, gpu_phase phase, gpu_cache cache) {
if (!texture) return;
// Sample-only textures can skip sync, but still need to be refcounted
if (texture->root->info.usage == TEXTURE_SAMPLE) {
phase = 0;
cache = 0;
}
Access* access = getNextAccess(pass, phase == GPU_PHASE_SHADER_COMPUTE ? ACCESS_COMPUTE : ACCESS_RENDER, true);
access->sync = &texture->root->sync;
access->object = texture;
access->phase = phase;
access->cache = cache;
lovrRetain(texture);
}
static void trackMaterial(Pass* pass, Material* material) {
lovrRetain(material);
if (!material->hasWritableTexture) {
return;
}
gpu_phase phase = GPU_PHASE_SHADER_VERTEX | GPU_PHASE_SHADER_FRAGMENT;
gpu_cache cache = GPU_CACHE_TEXTURE;
trackTexture(pass, material->info.texture, phase, cache);
trackTexture(pass, material->info.glowTexture, phase, cache);
trackTexture(pass, material->info.metalnessTexture, phase, cache);
trackTexture(pass, material->info.roughnessTexture, phase, cache);
trackTexture(pass, material->info.clearcoatTexture, phase, cache);
trackTexture(pass, material->info.occlusionTexture, phase, cache);
trackTexture(pass, material->info.normalTexture, phase, cache);
}
static bool syncResource(Access* access, gpu_barrier* barrier) {
// There are 4 types of access patterns:
// - read after read:
// - no hazard, no barrier necessary
// - read after write:
// - needs execution dependency to ensure the read happens after the write
// - needs to flush the writes from the cache
// - needs to clear the cache for the read so it gets the new data
// - only needs to happen once for each type of read after a write (tracked by pendingReads)
// - if a second read happens, the first read would have already synchronized (transitive)
// - write after write:
// - needs execution dependency to ensure writes don't overlap
// - needs to flush and clear the cache
// - clears pendingReads
// - write after read:
// - needs execution dependency to ensure write starts after read is finished
// - does not need to flush any caches
// - does clear the write cache
// - clears pendingReads
Sync* sync = access->sync;
uint32_t read = access->cache & GPU_CACHE_READ_MASK;
uint32_t write = access->cache & GPU_CACHE_WRITE_MASK;
uint32_t newReads = read & ~sync->pendingReads;
bool hasNewReads = newReads || (access->phase & ~sync->readPhase);
bool readAfterWrite = read && sync->pendingWrite && hasNewReads;
bool writeAfterWrite = write && sync->pendingWrite && !sync->pendingReads;
bool writeAfterRead = write && sync->pendingReads;
if (readAfterWrite) {
barrier->prev |= sync->writePhase;
barrier->next |= access->phase;
barrier->flush |= sync->pendingWrite;
barrier->clear |= newReads;
sync->readPhase |= access->phase;
sync->pendingReads |= read;
}
if (writeAfterWrite) {
barrier->prev |= sync->writePhase;
barrier->next |= access->phase;
barrier->flush |= sync->pendingWrite;
barrier->clear |= write;
}
if (writeAfterRead) {
barrier->prev |= sync->readPhase;
barrier->next |= access->phase;
sync->readPhase = 0;
sync->pendingReads = 0;
}
if (write) {
sync->writePhase = access->phase;
sync->pendingWrite = write;
}
return write;
}
static gpu_barrier syncTransfer(Sync* sync, gpu_phase phase, gpu_cache cache) {
gpu_barrier localBarrier = { 0 };
gpu_barrier* barrier = NULL;
// If there was already a transfer write to the resource this frame, a "just in time" barrier is required
// If this is a transfer write, a "just in time" barrier is only needed if there's been a transfer read this frame
// Otherwise, the barrier can go at the beginning of the frame and get batched with other barriers
if (sync->lastTransferWrite == state.tick || (sync->lastTransferRead == state.tick && (cache & GPU_CACHE_WRITE_MASK))) {
barrier = &localBarrier;
} else {
barrier = &state.transferBarrier;
}
syncResource(&(Access) { sync, NULL, phase, cache }, barrier);
if (cache & GPU_CACHE_READ_MASK) sync->lastTransferRead = state.tick;
if (cache & GPU_CACHE_WRITE_MASK) sync->lastTransferWrite = state.tick;
return localBarrier;
}
static void updateModelTransforms(Model* model, uint32_t nodeIndex, float* parent) {
mat4 global = model->globalTransforms + 16 * nodeIndex;
NodeTransform* local = &model->localTransforms[nodeIndex];
mat4_init(global, parent);
mat4_translate(global, local->position[0], local->position[1], local->position[2]);
mat4_rotateQuat(global, local->rotation);
mat4_scale(global, local->scale[0], local->scale[1], local->scale[2]);
ModelNode* node = &model->info.data->nodes[nodeIndex];
for (uint32_t i = 0; i < node->childCount; i++) {
updateModelTransforms(model, node->children[i], global);
}
}
// 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: break; // Cubemap arrays
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]);
}
}
}
static void onResize(uint32_t width, uint32_t height) {
float density = os_window_get_pixel_density();
width *= density;
height *= density;
state.window->info.width = width;
state.window->info.height = height;
gpu_surface_resize(width, height);
lovrEventPush((Event) {
.type = EVENT_RESIZE,
.data.resize.width = width,
.data.resize.height = height
});
}
static void onMessage(void* context, const char* message, bool severe) {
if (severe) {
#ifdef _WIN32
if (!state.defaultTexture) { // Hacky way to determine if initialization has completed
const char* format = "This program requires a graphics card with support for Vulkan 1.1, but no device was found or it failed to initialize properly. The error message was:\n\n%s";
size_t size = snprintf(NULL, 0, format, message) + 1;
char* string = lovrMalloc(size);
snprintf(string, size, format, message);
os_window_message_box(string);
lovrFree(string);
exit(1);
}
#endif
lovrThrow("GPU error: %s", message);
} else {
lovrLog(LOG_DEBUG, "GPU", message);
}
}