lovr/src/modules/graphics/graphics.c

5926 lines
215 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 <limits.h>
#include <stdlib.h>
#include <string.h>
#ifdef LOVR_USE_GLSLANG
#include "glslang_c_interface.h"
#include "resource_limits_c.h"
#endif
uint32_t os_vk_create_surface(void* instance, void** surface);
const char** os_vk_get_instance_extensions(uint32_t* count);
#define MAX_TRANSFORMS 16
#define MAX_PIPELINES 4
#define MAX_SHADER_RESOURCES 32
#define FLOAT_BITS(f) ((union { float f; uint32_t u; }) { f }).u
typedef struct {
gpu_phase readPhase;
gpu_phase writePhase;
gpu_cache pendingReads;
gpu_cache pendingWrite;
uint32_t lastWriteIndex;
} Sync;
struct Buffer {
uint32_t ref;
uint32_t size;
char* pointer;
gpu_buffer* gpu;
BufferInfo info;
uint64_t hash;
uint32_t tick;
Sync sync;
};
struct Texture {
uint32_t ref;
uint32_t xrTick;
gpu_texture* gpu;
gpu_texture* renderView;
Material* material;
TextureInfo info;
Sync sync;
};
struct Sampler {
uint32_t ref;
gpu_sampler* gpu;
SamplerInfo info;
};
typedef struct {
uint32_t hash;
uint32_t offset;
FieldType type;
} ShaderConstant;
typedef struct {
uint32_t hash;
uint32_t binding;
uint32_t stageMask;
gpu_slot_type type;
} ShaderResource;
typedef struct {
uint32_t location;
uint32_t hash;
} ShaderAttribute;
struct Shader {
uint32_t ref;
Shader* parent;
gpu_shader* gpu;
ShaderInfo info;
size_t layout;
size_t computePipelineIndex;
uint32_t workgroupSize[3];
uint32_t bufferMask;
uint32_t textureMask;
uint32_t samplerMask;
uint32_t storageMask;
uint32_t constantSize;
uint32_t constantCount;
uint32_t resourceCount;
uint32_t attributeCount;
ShaderConstant* constants;
ShaderResource* resources;
ShaderAttribute* attributes;
uint32_t flagCount;
uint32_t overrideCount;
gpu_shader_flag* flags;
uint32_t* flagLookup;
bool hasCustomAttributes;
};
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;
};
typedef struct {
float transform[16];
float cofactor[16];
float color[4];
} DrawData;
typedef enum {
VERTEX_SHAPE,
VERTEX_POINT,
VERTEX_GLYPH,
VERTEX_MODEL,
VERTEX_EMPTY,
VERTEX_FORMAX
} VertexFormat;
typedef struct {
uint64_t hash;
MeshMode mode;
DefaultShader shader;
Material* material;
float* transform;
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 base;
} Draw;
typedef struct {
float properties[3][4];
} NodeTransform;
struct Model {
uint32_t ref;
ModelInfo info;
Draw* draws;
Buffer* rawVertexBuffer;
Buffer* vertexBuffer;
Buffer* indexBuffer;
Buffer* skinBuffer;
Texture** textures;
Material** materials;
NodeTransform* localTransforms;
float* globalTransforms;
bool transformsDirty;
uint32_t lastReskin;
};
struct Readback {
uint32_t ref;
uint32_t tick;
uint32_t size;
Readback* next;
ReadbackInfo info;
gpu_buffer* buffer;
void* pointer;
Image* image;
Blob* blob;
void* data;
};
struct Tally {
uint32_t ref;
uint32_t tick;
TallyInfo info;
gpu_tally* gpu;
gpu_buffer* buffer;
};
typedef struct {
float resolution[2];
float time;
} Globals;
typedef struct {
float view[16];
float projection[16];
float viewProjection[16];
float inverseProjection[16];
} Camera;
typedef struct {
bool dirty;
MeshMode mode;
float color[4];
float viewport[4];
float depthRange[2];
uint32_t scissor[4];
uint64_t formatHash;
gpu_pipeline_info info;
Material* material;
Sampler* sampler;
Shader* shader;
Font* font;
} Pipeline;
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;
struct { float x, y, z; } normal;
struct { float u, v; } uv;
struct { uint8_t r, g, b, a; } color;
struct { float x, y, z; } tangent;
} ModelVertex;
enum {
SHAPE_PLANE,
SHAPE_BOX,
SHAPE_CIRCLE,
SHAPE_SPHERE,
SHAPE_CYLINDER,
SHAPE_CONE,
SHAPE_CAPSULE,
SHAPE_TORUS,
SHAPE_MONKEY
};
typedef struct {
uint64_t hash;
gpu_buffer* vertices;
gpu_buffer* indices;
} Shape;
typedef struct {
Sync* sync;
Buffer* buffer;
Texture* texture;
gpu_phase phase;
gpu_cache cache;
} Access;
struct Pass {
uint32_t ref;
uint32_t tick;
PassInfo info;
uint32_t width;
uint32_t height;
uint32_t viewCount;
gpu_stream* stream;
float* transform;
uint32_t transformIndex;
Pipeline* pipeline;
uint32_t pipelineIndex;
bool samplerDirty;
bool materialDirty;
char* constants;
bool constantsDirty;
gpu_binding bindings[32];
uint32_t bindingMask;
bool bindingsDirty;
Camera* cameras;
bool cameraDirty;
DrawData* drawData;
uint32_t drawCount;
gpu_binding builtins[4];
gpu_buffer* vertexBuffer;
gpu_buffer* indexBuffer;
Shape shapeCache[16];
arr_t(Readback*) readbacks;
arr_t(Access) access;
};
typedef struct {
Material* list;
gpu_buffer* buffer;
void* pointer;
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;
typedef struct {
char* memory;
size_t cursor;
size_t length;
size_t limit;
} Allocator;
static struct {
bool initialized;
bool active;
bool presentable;
GraphicsConfig config;
gpu_device_info device;
gpu_features features;
gpu_limits limits;
gpu_stream* stream;
uint32_t tick;
bool hasTextureUpload;
bool hasMaterialUpload;
bool hasGlyphUpload;
bool hasReskin;
float background[4];
TextureFormat depthFormat;
Texture* window;
Pass* windowPass;
Font* defaultFont;
Buffer* defaultBuffer;
Texture* defaultTexture;
Sampler* defaultSamplers[2];
Shader* animator;
Shader* timeWizard;
Shader* defaultShaders[DEFAULT_SHADER_COUNT];
gpu_vertex_format vertexFormats[VERTEX_FORMAX];
Readback* oldestReadback;
Readback* newestReadback;
Material* defaultMaterial;
size_t materialBlock;
arr_t(MaterialBlock) materialBlocks;
Pass passes[63];
uint32_t passCount;
size_t scratchBufferIndex;
arr_t(Buffer*) scratchBuffers;
arr_t(gpu_buffer*) scratchBufferHandles;
arr_t(ScratchTexture) scratchTextures;
map_t pipelineLookup;
arr_t(gpu_pipeline*) pipelines;
arr_t(Layout) layouts;
size_t builtinLayout;
size_t materialLayout;
Allocator allocator;
} state;
// Helpers
static void* tempAlloc(size_t size);
static size_t tempPush(void);
static void tempPop(size_t stack);
static int u64cmp(const void* a, const void* b);
static void beginFrame(void);
static void releasePassResources(void);
static void processReadbacks(void);
static size_t getLayout(gpu_slot* slots, uint32_t count);
static gpu_bundle* getBundle(size_t layout);
static gpu_texture* getScratchTexture(gpu_texture_info* info);
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, uint32_t slot);
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, 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 (state.initialized) return false;
state.config = *config;
gpu_config gpu = {
.debug = config->debug,
.callback = onMessage,
.engineName = "LOVR",
.engineVersion = { LOVR_VERSION_MAJOR, LOVR_VERSION_MINOR, LOVR_VERSION_PATCH },
.device = &state.device,
.features = &state.features,
.limits = &state.limits
};
#ifdef LOVR_VK
gpu.vk.cacheData = config->cacheData;
gpu.vk.cacheSize = config->cacheSize;
if (os_window_is_open()) {
os_on_resize(onResize);
gpu.vk.getInstanceExtensions = os_vk_get_instance_extensions;
gpu.vk.createSurface = os_vk_create_surface;
gpu.vk.surface = true;
gpu.vk.vsync = config->vsync;
}
#endif
#if defined LOVR_VK && !defined LOVR_DISABLE_HEADSET
if (lovrHeadsetInterface) {
gpu.vk.getPhysicalDevice = lovrHeadsetInterface->getVulkanPhysicalDevice;
gpu.vk.createInstance = lovrHeadsetInterface->createVulkanInstance;
gpu.vk.createDevice = lovrHeadsetInterface->createVulkanDevice;
if (lovrHeadsetInterface->driverType != DRIVER_DESKTOP) {
gpu.vk.vsync = false;
}
}
#endif
if (!gpu_init(&gpu)) {
lovrThrow("Failed to initialize GPU");
}
lovrAssert(state.limits.uniformBufferRange >= 65536, "LÖVR requires the GPU to support a uniform buffer range of at least 64KB");
// 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);
map_init(&state.pipelineLookup, 64);
arr_init(&state.pipelines, realloc);
arr_init(&state.layouts, realloc);
arr_init(&state.materialBlocks, realloc);
arr_init(&state.scratchBuffers, realloc);
arr_init(&state.scratchBufferHandles, realloc);
arr_init(&state.scratchTextures, realloc);
for (uint32_t i = 0; i < COUNTOF(state.passes); i++) {
arr_init(&state.passes[i].readbacks, realloc);
arr_init(&state.passes[i].access, realloc);
}
gpu_slot builtinSlots[] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER, GPU_STAGE_ALL }, // Globals
{ 1, GPU_SLOT_UNIFORM_BUFFER, GPU_STAGE_ALL }, // Cameras
{ 2, GPU_SLOT_UNIFORM_BUFFER, GPU_STAGE_ALL }, // Draw data
{ 3, GPU_SLOT_SAMPLER, GPU_STAGE_ALL }, // Default sampler
};
state.builtinLayout = getLayout(builtinSlots, COUNTOF(builtinSlots));
gpu_slot materialSlots[] = {
{ 0, GPU_SLOT_UNIFORM_BUFFER, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT }, // Data
{ 1, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT }, // Color
{ 2, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT }, // Glow
{ 3, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT }, // Occlusion
{ 4, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT }, // Metalness
{ 5, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT }, // Roughness
{ 6, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT }, // Clearcoat
{ 7, GPU_SLOT_SAMPLED_TEXTURE, GPU_STAGE_VERTEX | GPU_STAGE_FRAGMENT } // Normal
};
state.materialLayout = getLayout(materialSlots, COUNTOF(materialSlots));
float data[] = { 0.f, 0.f, 0.f, 0.f, 1.f, 1.f, 1.f, 1.f };
state.defaultBuffer = lovrBufferCreate(&(BufferInfo) {
.length = sizeof(data),
.stride = 1,
.label = "Default Buffer"
}, NULL);
beginFrame();
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
float* pointer = gpu_map(scratchpad, sizeof(data), 4, GPU_MAP_STAGING);
memcpy(pointer, data, sizeof(data));
gpu_copy_buffers(state.stream, scratchpad, state.defaultBuffer->gpu, 0, 0, sizeof(data));
Image* image = lovrImageCreateRaw(4, 4, FORMAT_RGBA8);
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,
.samples = 1,
.srgb = true,
.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_F32x3 },
.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_F32x3 }
};
state.vertexFormats[VERTEX_EMPTY] = (gpu_vertex_format) {
.bufferCount = 2,
.attributeCount = 5,
.attributes[0] = { 1, 10, 0, GPU_TYPE_F32x2 },
.attributes[1] = { 1, 11, 0, GPU_TYPE_F32x4 },
.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
});
if (gpu.vk.surface) {
state.window = malloc(sizeof(Texture));
lovrAssert(state.window, "Out of memory");
state.window->ref = 1;
state.window->gpu = NULL;
state.window->renderView = NULL;
state.window->info = (TextureInfo) {
.type = TEXTURE_2D,
.format = GPU_FORMAT_SURFACE,
.layers = 1,
.mipmaps = 1,
.samples = 1,
.usage = TEXTURE_RENDER,
.srgb = true
};
os_window_get_size(&state.window->info.width, &state.window->info.height);
state.depthFormat = config->stencil ? FORMAT_D32FS8 : FORMAT_D32F;
if (config->stencil && !lovrGraphicsIsFormatSupported(state.depthFormat, TEXTURE_FEATURE_RENDER)) {
state.depthFormat = FORMAT_D24S8; // Guaranteed to be supported if the other one isn't
}
}
float16Init();
glslang_initialize_process();
state.initialized = true;
return true;
}
void lovrGraphicsDestroy() {
if (!state.initialized) 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
for (Readback* readback = state.oldestReadback; readback; readback = readback->next) {
lovrRelease(readback, lovrReadbackDestroy);
}
releasePassResources();
for (uint32_t i = 0; i < COUNTOF(state.passes); i++) {
arr_free(&state.passes[i].readbacks);
arr_free(&state.passes[i].access);
}
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);
lovrRelease(state.animator, lovrShaderDestroy);
lovrRelease(state.timeWizard, lovrShaderDestroy);
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];
gpu_buffer_destroy(block->buffer);
gpu_bundle_pool_destroy(block->bundlePool);
free(block->list);
free(block->buffer);
free(block->bundlePool);
free(block->bundles);
}
arr_free(&state.materialBlocks);
for (size_t i = 0; i < state.scratchBuffers.length; i++) {
free(state.scratchBuffers.data[i]);
free(state.scratchBufferHandles.data[i]);
}
arr_free(&state.scratchBuffers);
arr_free(&state.scratchBufferHandles);
for (size_t i = 0; i < state.scratchTextures.length; i++) {
gpu_texture_destroy(state.scratchTextures.data[i].texture);
free(state.scratchTextures.data[i].texture);
}
arr_free(&state.scratchTextures);
for (size_t i = 0; i < state.pipelines.length; i++) {
gpu_pipeline_destroy(state.pipelines.data[i]);
free(state.pipelines.data[i]);
}
map_free(&state.pipelineLookup);
arr_free(&state.pipelines);
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);
free(pool->gpu);
free(pool->bundles);
free(pool);
pool = next;
}
gpu_layout_destroy(state.layouts.data[i].gpu);
free(state.layouts.data[i].gpu);
}
arr_free(&state.layouts);
gpu_destroy();
glslang_finalize_process();
os_vm_free(state.allocator.memory, state.allocator.limit);
memset(&state, 0, sizeof(state));
}
bool lovrGraphicsIsInitialized() {
return state.initialized;
}
void lovrGraphicsGetDevice(GraphicsDevice* device) {
device->deviceId = state.device.deviceId;
device->vendorId = state.device.vendorId;
device->name = state.device.deviceName;
device->renderer = state.device.renderer;
device->subgroupSize = state.device.subgroupSize;
device->discrete = state.device.discrete;
}
void lovrGraphicsGetFeatures(GraphicsFeatures* features) {
features->textureBC = state.features.textureBC;
features->textureASTC = state.features.textureASTC;
features->wireframe = state.features.wireframe;
features->depthClamp = state.features.depthClamp;
features->indirectDrawFirstInstance = state.features.indirectDrawFirstInstance;
features->float64 = state.features.float64;
features->int64 = state.features.int64;
features->int16 = state.features.int16;
}
void lovrGraphicsGetLimits(GraphicsLimits* limits) {
limits->textureSize2D = state.limits.textureSize2D;
limits->textureSize3D = state.limits.textureSize3D;
limits->textureSizeCube = state.limits.textureSizeCube;
limits->textureLayers = state.limits.textureLayers;
limits->renderSize[0] = state.limits.renderSize[0];
limits->renderSize[1] = state.limits.renderSize[1];
limits->renderSize[2] = state.limits.renderSize[2];
limits->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;
}
bool lovrGraphicsIsFormatSupported(uint32_t format, uint32_t features) {
uint8_t supports = state.features.formats[format];
if (!features) return supports;
if ((features & TEXTURE_FEATURE_SAMPLE) && !(supports & GPU_FEATURE_SAMPLE)) return false;
if ((features & TEXTURE_FEATURE_FILTER) && !(supports & GPU_FEATURE_FILTER)) return false;
if ((features & TEXTURE_FEATURE_RENDER) && !(supports & GPU_FEATURE_RENDER)) return false;
if ((features & TEXTURE_FEATURE_BLEND) && !(supports & GPU_FEATURE_BLEND)) return false;
if ((features & TEXTURE_FEATURE_STORAGE) && !(supports & GPU_FEATURE_STORAGE)) return false;
if ((features & TEXTURE_FEATURE_ATOMIC) && !(supports & GPU_FEATURE_ATOMIC)) return false;
if ((features & TEXTURE_FEATURE_BLIT_SRC) && !(supports & GPU_FEATURE_BLIT_SRC)) return false;
if ((features & TEXTURE_FEATURE_BLIT_DST) && !(supports & GPU_FEATURE_BLIT_DST)) return false;
return true;
}
void 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];
}
void lovrGraphicsSubmit(Pass** passes, uint32_t count) {
beginFrame();
uint32_t total = count + 1;
gpu_stream** streams = tempAlloc(total * sizeof(gpu_stream*));
gpu_barrier* barriers = tempAlloc(count * sizeof(gpu_barrier));
memset(barriers, 0, count * sizeof(gpu_barrier));
streams[0] = state.stream;
if (state.hasTextureUpload) {
barriers[0].prev |= GPU_PHASE_TRANSFER;
barriers[0].next |= GPU_PHASE_SHADER_VERTEX;
barriers[0].next |= GPU_PHASE_SHADER_FRAGMENT;
barriers[0].next |= GPU_PHASE_SHADER_COMPUTE;
barriers[0].flush |= GPU_CACHE_TRANSFER_WRITE;
barriers[0].clear |= GPU_CACHE_TEXTURE;
state.hasTextureUpload = false;
}
if (state.hasMaterialUpload) {
barriers[0].prev |= GPU_PHASE_TRANSFER;
barriers[0].next |= GPU_PHASE_SHADER_VERTEX;
barriers[0].next |= GPU_PHASE_SHADER_FRAGMENT;
barriers[0].flush |= GPU_CACHE_TRANSFER_WRITE;
barriers[0].clear |= GPU_CACHE_UNIFORM;
state.hasMaterialUpload = false;
}
if (state.hasGlyphUpload) {
barriers[0].prev |= GPU_PHASE_TRANSFER;
barriers[0].next |= GPU_PHASE_SHADER_FRAGMENT;
barriers[0].flush |= GPU_CACHE_TRANSFER_WRITE;
barriers[0].clear |= GPU_CACHE_TEXTURE;
state.hasGlyphUpload = false;
}
if (state.hasReskin) {
barriers[0].prev |= GPU_PHASE_SHADER_COMPUTE;
barriers[0].next |= GPU_PHASE_INPUT_VERTEX;
barriers[0].flush |= GPU_CACHE_STORAGE_WRITE;
barriers[0].clear |= GPU_CACHE_VERTEX;
state.hasReskin = false;
}
// Finish passes
for (uint32_t i = 0; i < count; i++) {
Pass* pass = passes[i];
lovrAssert(passes[i]->tick == state.tick, "Trying to submit a Pass that wasn't recorded this frame");
for (uint32_t j = 0; j < i; j++) {
lovrCheck(passes[j] != passes[i], "Using a Pass twice in the same submit is not allowed");
}
streams[i + 1] = pass->stream;
state.presentable |= pass == state.windowPass;
switch (pass->info.type) {
case PASS_RENDER:
gpu_render_end(pass->stream);
Canvas* canvas = &pass->info.canvas;
if (canvas->mipmap) {
bool depth = canvas->depth.texture && canvas->depth.texture->info.mipmaps > 1;
// Waits for the external subpass dependency layout transition to finish before mipmapping
gpu_barrier barrier = {
.prev = GPU_PHASE_ALL,
.next = GPU_PHASE_TRANSFER,
.flush = 0,
.clear = GPU_CACHE_TRANSFER_READ
};
gpu_sync(pass->stream, &barrier, 1);
for (uint32_t t = 0; t < canvas->count; t++) {
if (canvas->textures[t]->info.mipmaps > 1) {
mipmapTexture(pass->stream, canvas->textures[t], 0, ~0u);
}
}
if (depth) {
mipmapTexture(pass->stream, canvas->depth.texture, 0, ~0u);
}
}
break;
case PASS_COMPUTE:
gpu_compute_end(pass->stream);
break;
case PASS_TRANSFER:
for (uint32_t j = 0; j < pass->readbacks.length; j++) {
Readback* readback = pass->readbacks.data[j];
if (!state.oldestReadback) {
state.oldestReadback = readback;
}
if (state.newestReadback) {
state.newestReadback->next = readback;
}
state.newestReadback = readback;
lovrRetain(readback);
}
break;
}
}
// Synchronization
for (uint32_t i = 0; i < count; i++) {
Pass* pass = passes[i];
for (size_t j = 0; j < pass->access.length; j++) {
// access is the incoming resource access performed by the pass
Access* access = &pass->access.data[j];
// sync is the existing state of the resource at the time of the access
Sync* sync = access->sync;
// barrier is a barrier that will be emitted at the end of the last pass that wrote to the
// resource (or the first pass if the last write was in a previous frame). The barrier
// specifies 'phases' and 'caches'. The 'next' phase will wait for the 'prev' phase to
// finish. In between, the 'flush' cache is flushed and the 'clear' cache is cleared.
gpu_barrier* barrier = &barriers[sync->lastWriteIndex];
// Only the first write in a pass is used for inter-stream barriers
if (sync->lastWriteIndex == i + 1) {
continue;
}
// 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
// - resets the 'last write' and 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
// - resets the 'last write' and clears pendingReads
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;
sync->lastWriteIndex = i + 1;
}
}
// For automipmapping, the final write to the target is a transfer, not an attachment write
if (pass->info.type == PASS_RENDER && pass->info.canvas.mipmap) {
Canvas* canvas = &pass->info.canvas;
for (uint32_t t = 0; t < canvas->count; t++) {
if (canvas->textures[t]->info.mipmaps > 1) {
canvas->textures[t]->sync.writePhase = GPU_PHASE_TRANSFER;
canvas->textures[t]->sync.pendingWrite = GPU_CACHE_TRANSFER_WRITE;
}
}
if (canvas->depth.texture && canvas->depth.texture->info.mipmaps > 1) {
canvas->depth.texture->sync.writePhase = GPU_PHASE_TRANSFER;
canvas->depth.texture->sync.pendingWrite = GPU_CACHE_TRANSFER_WRITE;
}
}
}
for (uint32_t i = 0; i < count; i++) {
gpu_sync(streams[i], &barriers[i], 1);
}
for (uint32_t i = 0; i < count; i++) {
for (uint32_t j = 0; j < passes[i]->access.length; j++) {
passes[i]->access.data[j].sync->lastWriteIndex = 0;
// OpenXR swapchain texture layout transitions >__>
Texture* texture = passes[i]->access.data[j].texture;
if (texture && texture->info.xr && texture->xrTick != state.tick) {
gpu_xr_acquire(streams[0], texture->gpu);
gpu_xr_release(streams[total - 1], texture->gpu);
texture->xrTick = state.tick;
}
}
}
for (uint32_t i = 0; i < total; i++) {
gpu_stream_end(streams[i]);
}
gpu_submit(streams, total);
state.stream = NULL;
state.active = false;
releasePassResources();
}
void lovrGraphicsPresent() {
if (state.presentable) {
state.window->gpu = NULL;
state.window->renderView = NULL;
state.presentable = false;
gpu_present();
}
}
void lovrGraphicsWait() {
gpu_wait_idle();
}
// Buffer
Buffer* lovrGraphicsGetBuffer(BufferInfo* info, void** data) {
uint32_t size = info->length * info->stride;
lovrCheck(size > 0, "Buffer size can not be zero");
lovrCheck(size <= 1 << 30, "Max buffer size is 1GB");
const uint32_t BUFFERS_PER_CHUNK = 64;
if (state.scratchBufferIndex >= state.scratchBuffers.length * BUFFERS_PER_CHUNK) {
Buffer* buffers = malloc(BUFFERS_PER_CHUNK * sizeof(Buffer));
gpu_buffer* handles = malloc(BUFFERS_PER_CHUNK * gpu_sizeof_buffer());
lovrAssert(buffers && handles, "Out of memory");
for (uint32_t i = 0; i < BUFFERS_PER_CHUNK; i++) {
buffers[i].gpu = (gpu_buffer*) ((char*) handles + gpu_sizeof_buffer() * i);
}
arr_push(&state.scratchBuffers, buffers);
arr_push(&state.scratchBufferHandles, handles);
}
size_t index = state.scratchBufferIndex++;
Buffer* buffer = &state.scratchBuffers.data[index / BUFFERS_PER_CHUNK][index % BUFFERS_PER_CHUNK];
buffer->ref = 1;
buffer->size = size;
buffer->info = *info;
buffer->hash = hash64(info->fields, info->fieldCount * sizeof(BufferField));
beginFrame();
buffer->pointer = gpu_map(buffer->gpu, size, state.limits.uniformBufferAlign, GPU_MAP_STREAM);
buffer->tick = state.tick;
if (data) {
*data = buffer->pointer;
}
return buffer;
}
Buffer* lovrBufferCreate(const BufferInfo* info, void** data) {
uint32_t size = info->length * info->stride;
lovrCheck(size > 0, "Buffer size can not be zero");
lovrCheck(size <= 1 << 30, "Max buffer size is 1GB");
Buffer* buffer = calloc(1, sizeof(Buffer) + gpu_sizeof_buffer());
lovrAssert(buffer, "Out of memory");
buffer->ref = 1;
buffer->size = size;
buffer->gpu = (gpu_buffer*) (buffer + 1);
buffer->info = *info;
buffer->hash = hash64(info->fields, info->fieldCount * sizeof(BufferField));
gpu_buffer_init(buffer->gpu, &(gpu_buffer_info) {
.size = buffer->size,
.label = info->label,
.pointer = data
});
if (data && *data == NULL) {
beginFrame();
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
*data = gpu_map(scratchpad, size, 4, GPU_MAP_STAGING);
gpu_copy_buffers(state.stream, scratchpad, buffer->gpu, 0, 0, size);
buffer->sync.writePhase = GPU_PHASE_TRANSFER;
buffer->sync.pendingWrite = GPU_CACHE_TRANSFER_WRITE;
}
return buffer;
}
void lovrBufferDestroy(void* ref) {
Buffer* buffer = ref;
if (lovrBufferIsTemporary(buffer)) return;
gpu_buffer_destroy(buffer->gpu);
free(buffer);
}
const BufferInfo* lovrBufferGetInfo(Buffer* buffer) {
return &buffer->info;
}
bool lovrBufferIsTemporary(Buffer* buffer) {
return buffer->pointer != NULL;
}
bool lovrBufferIsValid(Buffer* buffer) {
return !lovrBufferIsTemporary(buffer) || buffer->tick == state.tick;
}
void* lovrBufferMap(Buffer* buffer, uint32_t offset, uint32_t size) {
lovrAssert(buffer->pointer, "This function can only be called on temporary buffers");
return buffer->pointer + offset;
}
void lovrBufferClear(Buffer* buffer, uint32_t offset, uint32_t size) {
lovrAssert(buffer->pointer, "This function can only be called on temporary buffers");
lovrCheck(size % 4 == 0, "Buffer clear size must be a multiple of 4");
lovrCheck(offset % 4 == 0, "Buffer clear offset must be a multiple of 4");
lovrCheck(offset + size <= buffer->size, "Tried to clear past the end of the Buffer");
memset(buffer->pointer + offset, 0, size);
}
// Texture
Texture* lovrGraphicsGetWindowTexture() {
if (!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);
uint8_t supports = state.features.formats[info->format];
lovrCheck(info->width > 0, "Texture width must be greater than zero");
lovrCheck(info->height > 0, "Texture height must be greater than zero");
lovrCheck(info->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_ARRAY, "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 || info->type != TEXTURE_CUBE, "Cubemaps must have a layer count 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->samples == 1 || info->samples == 4, "Texture multisample count must be 1 or 4...for now");
lovrCheck(info->samples == 1 || info->type != TEXTURE_CUBE, "Cubemaps can not be multisampled");
lovrCheck(info->samples == 1 || info->type != TEXTURE_3D, "Volume textures can not be multisampled");
lovrCheck(info->samples == 1 || ~info->usage & TEXTURE_STORAGE, "Textures with the 'storage' flag can not be multisampled...for now");
lovrCheck(info->samples == 1 || mipmaps == 1, "Multisampled textures can only have 1 mipmap");
lovrCheck(~info->usage & TEXTURE_SAMPLE || (supports & GPU_FEATURE_SAMPLE), "GPU does not support the 'sample' flag for this format");
lovrCheck(~info->usage & TEXTURE_RENDER || (supports & GPU_FEATURE_RENDER), "GPU does not support the 'render' flag for this format");
lovrCheck(~info->usage & TEXTURE_STORAGE || (supports & GPU_FEATURE_STORAGE), "GPU does not support the 'storage' flag for this format");
lovrCheck(~info->usage & TEXTURE_RENDER || info->width <= state.limits.renderSize[0], "Texture has 'render' flag but its size exceeds the renderSize limit");
lovrCheck(~info->usage & TEXTURE_RENDER || info->height <= state.limits.renderSize[1], "Texture has 'render' flag but its size exceeds the renderSize limit");
lovrCheck(mipmaps <= mipmapCap, "Texture has more than the max number of mipmap levels for its size (%d)", mipmapCap);
lovrCheck((info->format < FORMAT_BC1 || info->format > FORMAT_BC7) || state.features.textureBC, "%s textures are not supported on this GPU", "BC");
lovrCheck(info->format < FORMAT_ASTC_4x4 || state.features.textureASTC, "%s textures are not supported on this GPU", "ASTC");
Texture* texture = calloc(1, sizeof(Texture) + gpu_sizeof_texture());
lovrAssert(texture, "Out of memory");
texture->ref = 1;
texture->gpu = (gpu_texture*) (texture + 1);
texture->info = *info;
texture->info.mipmaps = mipmaps;
uint32_t levelCount = 0;
uint32_t levelOffsets[16];
uint32_t levelSizes[16];
gpu_buffer* scratchpad = NULL;
if (info->imageCount > 0) {
levelCount = lovrImageGetLevelCount(info->images[0]);
lovrCheck(info->type != TEXTURE_3D || levelCount == 1, "Images used to initialize 3D textures can not have mipmaps");
uint32_t total = 0;
for (uint32_t level = 0; level < levelCount; level++) {
levelOffsets[level] = total;
uint32_t width = MAX(info->width >> level, 1);
uint32_t height = MAX(info->height >> level, 1);
levelSizes[level] = measureTexture(info->format, width, height, info->layers);
total += levelSizes[level];
}
scratchpad = tempAlloc(gpu_sizeof_buffer());
char* data = gpu_map(scratchpad, total, 64, GPU_MAP_STAGING);
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;
}
}
}
beginFrame();
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,
.samples = MAX(info->samples, 1),
.usage =
((info->usage & TEXTURE_SAMPLE) ? GPU_TEXTURE_SAMPLE : 0) |
((info->usage & TEXTURE_RENDER) ? GPU_TEXTURE_RENDER : 0) |
((info->usage & TEXTURE_STORAGE) ? GPU_TEXTURE_STORAGE : 0) |
((info->usage & TEXTURE_TRANSFER) ? GPU_TEXTURE_COPY_SRC | GPU_TEXTURE_COPY_DST : 0) |
((info->usage == TEXTURE_RENDER) ? GPU_TEXTURE_TRANSIENT : 0),
.srgb = info->srgb,
.handle = info->handle,
.label = info->label,
.upload = {
.stream = state.stream,
.buffer = scratchpad,
.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,
.layerCount = info->layers,
.levelCount = 1
};
texture->renderView = malloc(gpu_sizeof_texture());
lovrAssert(texture->renderView, "Out of memory");
lovrAssert(gpu_texture_init_view(texture->renderView, &view), "Failed to create texture view");
}
}
// 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.hasTextureUpload = true;
} else if (levelCount > 0) {
texture->sync.writePhase = GPU_PHASE_TRANSFER;
texture->sync.pendingWrite = GPU_CACHE_TRANSFER_WRITE;
}
return texture;
}
Texture* lovrTextureCreateView(const TextureViewInfo* view) {
const TextureInfo* info = &view->parent->info;
uint32_t maxLayers = info->type == TEXTURE_3D ? MAX(info->layers >> view->levelIndex, 1) : info->layers;
lovrCheck(!info->parent, "Can't nest texture views");
lovrCheck(view->type != TEXTURE_3D, "Texture views may not be volume textures");
lovrCheck(view->layerCount > 0, "Texture view must have at least one layer");
lovrCheck(view->layerIndex + view->layerCount <= maxLayers, "Texture view layer range exceeds layer count of parent texture");
lovrCheck(view->levelIndex + view->levelCount <= info->mipmaps, "Texture view mipmap range exceeds mipmap count of parent texture");
lovrCheck(view->layerCount == 1 || view->type != TEXTURE_2D, "2D texture can only have a single layer");
lovrCheck(view->levelCount == 1 || info->type != TEXTURE_3D, "Views of volume textures may only have a single mipmap level");
lovrCheck(view->layerCount == 6 || view->type != TEXTURE_CUBE, "Cubemaps can only have a six layers");
Texture* texture = calloc(1, sizeof(Texture) + gpu_sizeof_texture());
lovrAssert(texture, "Out of memory");
texture->ref = 1;
texture->gpu = (gpu_texture*) (texture + 1);
texture->info = *info;
texture->info.parent = view->parent;
texture->info.mipmaps = view->levelCount ? view->levelCount : info->mipmaps;
texture->info.width = MAX(info->width >> view->levelIndex, 1);
texture->info.height = MAX(info->height >> view->levelIndex, 1);
texture->info.layers = view->layerCount;
gpu_texture_init_view(texture->gpu, &(gpu_texture_view_info) {
.source = view->parent->gpu,
.type = (gpu_texture_type) view->type,
.layerIndex = view->layerIndex,
.layerCount = view->layerCount,
.levelIndex = view->levelIndex,
.levelCount = view->levelCount
});
if (view->levelCount == 1 && view->type != TEXTURE_3D && view->layerCount <= 6) {
texture->renderView = texture->gpu;
}
lovrRetain(view->parent);
return texture;
}
void lovrTextureDestroy(void* ref) {
Texture* texture = ref;
if (texture != state.window) {
lovrRelease(texture->material, lovrMaterialDestroy);
lovrRelease(texture->info.parent, lovrTextureDestroy);
if (texture->renderView && texture->renderView != texture->gpu) gpu_texture_destroy(texture->renderView);
if (texture->gpu) gpu_texture_destroy(texture->gpu);
}
free(texture);
}
const TextureInfo* lovrTextureGetInfo(Texture* texture) {
return &texture->info;
}
static Material* lovrTextureGetMaterial(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);
}
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 = calloc(1, sizeof(Sampler) + gpu_sizeof_sampler());
lovrAssert(sampler, "Out of memory");
sampler->ref = 1;
sampler->gpu = (gpu_sampler*) (sampler + 1);
sampler->info = *info;
gpu_sampler_info gpu = {
.min = (gpu_filter) info->min,
.mag = (gpu_filter) info->mag,
.mip = (gpu_filter) info->mip,
.wrap[0] = (gpu_wrap) info->wrap[0],
.wrap[1] = (gpu_wrap) info->wrap[1],
.wrap[2] = (gpu_wrap) info->wrap[2],
.compare = (gpu_compare_mode) info->compare,
.anisotropy = MIN(info->anisotropy, state.limits.anisotropy),
.lodClamp = { info->range[0], info->range[1] }
};
gpu_sampler_init(sampler->gpu, &gpu);
return sampler;
}
void lovrSamplerDestroy(void* ref) {
Sampler* sampler = ref;
gpu_sampler_destroy(sampler->gpu);
free(sampler);
}
const SamplerInfo* lovrSamplerGetInfo(Sampler* sampler) {
return &sampler->info;
}
// Shader
ShaderSource lovrGraphicsCompileShader(ShaderStage stage, ShaderSource* source) {
uint32_t magic = 0x07230203;
if (source->size % 4 == 0 && source->size >= 4 && !memcmp(source->code, &magic, 4)) {
return *source;
}
#ifdef LOVR_USE_GLSLANG
const glslang_stage_t stages[] = {
[STAGE_VERTEX] = GLSLANG_STAGE_VERTEX,
[STAGE_FRAGMENT] = GLSLANG_STAGE_FRAGMENT,
[STAGE_COMPUTE] = GLSLANG_STAGE_COMPUTE
};
const 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_GOOGLE_include_directive : require\n";
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 = stages[stage],
.client = GLSLANG_CLIENT_VULKAN,
.client_version = GLSLANG_TARGET_VULKAN_1_1,
.target_language = GLSLANG_TARGET_SPV,
.target_language_version = GLSLANG_TARGET_SPV_1_3,
.strings = strings,
.lengths = lengths,
.string_count = COUNTOF(strings),
.default_version = 460,
.default_profile = GLSLANG_NO_PROFILE,
.resource = resource
};
glslang_shader_t* shader = glslang_shader_create(&input);
int options = 0;
options |= GLSLANG_SHADER_AUTO_MAP_BINDINGS;
options |= GLSLANG_SHADER_AUTO_MAP_LOCATIONS;
glslang_shader_set_options(shader, options);
if (!glslang_shader_preprocess(shader, &input)) {
lovrThrow("Could not preprocess %s shader:\n%s", stageNames[stage], glslang_shader_get_info_log(shader));
return (ShaderSource) { NULL, 0 };
}
if (!glslang_shader_parse(shader, &input)) {
lovrThrow("Could not parse %s shader:\n%s", stageNames[stage], glslang_shader_get_info_log(shader));
return (ShaderSource) { NULL, 0 };
}
glslang_program_t* program = glslang_program_create();
glslang_program_add_shader(program, shader);
if (!glslang_program_link(program, 0)) {
lovrThrow("Could not link shader:\n%s", glslang_program_get_info_log(program));
return (ShaderSource) { NULL, 0 };
}
glslang_program_SPIRV_generate(program, stages[stage]);
void* words = glslang_program_SPIRV_get_ptr(program);
size_t size = glslang_program_SPIRV_get_size(program) * 4;
void* data = malloc(size);
lovrAssert(data, "Out of memory");
memcpy(data, words, size);
glslang_program_delete(program);
glslang_shader_delete(shader);
return (ShaderSource) { data, size };
#else
lovrThrow("Could not compile shader: No shader compiler available");
return (ShaderSource) { NULL, 0 };
#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
};
gpu_pipeline* pipeline = malloc(gpu_sizeof_pipeline());
lovrAssert(pipeline, "Out of memory");
gpu_pipeline_init_compute(pipeline, &pipelineInfo);
shader->computePipelineIndex = state.pipelines.length;
arr_push(&state.pipelines, pipeline);
}
}
ShaderSource lovrGraphicsGetDefaultShaderSource(DefaultShader type, ShaderStage stage) {
if (stage == STAGE_COMPUTE) {
return (ShaderSource) { NULL, 0 };
}
const ShaderSource sources[][2] = {
[SHADER_UNLIT] = {
{ lovr_shader_unlit_vert, sizeof(lovr_shader_unlit_vert) },
{ lovr_shader_unlit_frag, sizeof(lovr_shader_unlit_frag) }
},
[SHADER_NORMAL] = {
{ lovr_shader_unlit_vert, sizeof(lovr_shader_unlit_vert) },
{ lovr_shader_normal_frag, sizeof(lovr_shader_normal_frag) }
},
[SHADER_FONT] = {
{ lovr_shader_unlit_vert, sizeof(lovr_shader_unlit_vert) },
{ lovr_shader_font_frag, sizeof(lovr_shader_font_frag) }
},
[SHADER_CUBEMAP] = {
{ lovr_shader_cubemap_vert, sizeof(lovr_shader_cubemap_vert) },
{ lovr_shader_cubemap_frag, sizeof(lovr_shader_cubemap_frag) }
},
[SHADER_EQUIRECT] = {
{ lovr_shader_cubemap_vert, sizeof(lovr_shader_cubemap_vert) },
{ lovr_shader_equirect_frag, sizeof(lovr_shader_equirect_frag) }
},
[SHADER_FILL] = {
{ lovr_shader_fill_vert, sizeof(lovr_shader_fill_vert) },
{ lovr_shader_unlit_frag, sizeof(lovr_shader_unlit_frag) }
},
[SHADER_FILL_ARRAY] = {
{ lovr_shader_fill_vert, sizeof(lovr_shader_fill_vert) },
{ lovr_shader_fill_array_frag, sizeof(lovr_shader_fill_array_frag) }
},
[SHADER_FILL_LAYER] = {
{ lovr_shader_fill_vert, sizeof(lovr_shader_fill_vert) },
{ lovr_shader_fill_layer_frag, sizeof(lovr_shader_fill_layer_frag) }
},
[SHADER_LOGO] = {
{ lovr_shader_unlit_vert, sizeof(lovr_shader_unlit_vert) },
{ lovr_shader_logo_frag, sizeof(lovr_shader_logo_frag) }
}
};
return sources[type][stage];
}
Shader* lovrGraphicsGetDefaultShader(DefaultShader type) {
if (state.defaultShaders[type]) {
return state.defaultShaders[type];
}
ShaderInfo info = {
.type = SHADER_GRAPHICS,
.source[0] = lovrGraphicsGetDefaultShaderSource(type, STAGE_VERTEX),
.source[1] = lovrGraphicsGetDefaultShaderSource(type, STAGE_FRAGMENT)
};
return state.defaultShaders[type] = lovrShaderCreate(&info);
}
Shader* lovrShaderCreate(const ShaderInfo* info) {
Shader* shader = calloc(1, sizeof(Shader) + gpu_sizeof_shader());
lovrAssert(shader, "Out of memory");
uint32_t stageCount = info->type == SHADER_GRAPHICS ? 2 : 1;
uint32_t firstStage = info->type == SHADER_GRAPHICS ? GPU_STAGE_VERTEX : GPU_STAGE_COMPUTE;
uint32_t userSet = info->type == SHADER_GRAPHICS ? 2 : 0;
spv_result result;
spv_info spv[2] = { 0 };
for (uint32_t i = 0; i < stageCount; i++) {
result = spv_parse(info->source[i].code, info->source[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(spv[i].featureCount * sizeof(uint32_t));
spv[i].specConstants = tempAlloc(spv[i].specConstantCount * sizeof(spv_spec_constant));
spv[i].pushConstants = tempAlloc(spv[i].pushConstantCount * sizeof(spv_push_constant));
spv[i].attributes = tempAlloc(spv[i].attributeCount * sizeof(spv_attribute));
spv[i].resources = tempAlloc(spv[i].resourceCount * sizeof(spv_resource));
result = spv_parse(info->source[i].code, info->source[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);
}
if (info->type == SHADER_COMPUTE) {
memcpy(shader->workgroupSize, spv[0].workgroupSize, 3 * sizeof(uint32_t));
lovrCheck(shader->workgroupSize[0] <= state.limits.workgroupSize[0], "Shader workgroup size exceeds the 'workgroupSize' limit");
lovrCheck(shader->workgroupSize[1] <= state.limits.workgroupSize[1], "Shader workgroup size exceeds the 'workgroupSize' limit");
lovrCheck(shader->workgroupSize[2] <= state.limits.workgroupSize[2], "Shader workgroup size exceeds the 'workgroupSize' limit");
uint32_t totalWorkgroupSize = shader->workgroupSize[0] * shader->workgroupSize[1] * shader->workgroupSize[2];
lovrCheck(totalWorkgroupSize <= state.limits.totalWorkgroupSize, "Shader workgroup size exceeds the 'totalWorkgroupSize' limit");
}
uint32_t constantStage = spv[0].pushConstantSize > spv[1].pushConstantSize ? 0 : 1;
uint32_t maxFlags = spv[0].specConstantCount + spv[1].specConstantCount;
shader->constantCount = spv[constantStage].pushConstantCount;
shader->attributeCount = spv[0].attributeCount;
shader->constantSize = MAX(spv[0].pushConstantSize, spv[1].pushConstantSize);
shader->constants = malloc(spv[constantStage].pushConstantCount * sizeof(ShaderConstant));
shader->resources = malloc((spv[0].resourceCount + spv[1].resourceCount) * sizeof(ShaderResource));
shader->attributes = malloc(spv[0].attributeCount * sizeof(ShaderAttribute));
gpu_slot* slots = tempAlloc((spv[0].resourceCount + spv[1].resourceCount) * sizeof(gpu_slot));
shader->flags = malloc(maxFlags * sizeof(gpu_shader_flag));
shader->flagLookup = malloc(maxFlags * sizeof(uint32_t));
lovrAssert(shader->constants && shader->resources && shader->attributes, "Out of memory");
lovrAssert(shader->flags && shader->flagLookup, "Out of memory");
// Push constants
for (uint32_t i = 0; i < spv[constantStage].pushConstantCount; i++) {
static const FieldType constantTypes[] = {
[SPV_B32] = FIELD_U32,
[SPV_I32] = FIELD_I32,
[SPV_I32x2] = FIELD_I32x2,
[SPV_I32x3] = FIELD_I32x3,
[SPV_I32x4] = FIELD_I32x4,
[SPV_U32] = FIELD_U32,
[SPV_U32x2] = FIELD_U32x2,
[SPV_U32x3] = FIELD_U32x3,
[SPV_U32x4] = FIELD_U32x4,
[SPV_F32] = FIELD_F32,
[SPV_F32x2] = FIELD_F32x2,
[SPV_F32x3] = FIELD_F32x3,
[SPV_F32x4] = FIELD_F32x4,
[SPV_MAT2] = FIELD_MAT2,
[SPV_MAT3] = FIELD_MAT3,
[SPV_MAT4] = FIELD_MAT4
};
spv_push_constant* constant = &spv[constantStage].pushConstants[i];
shader->constants[i] = (ShaderConstant) {
.hash = (uint32_t) hash64(constant->name, strlen(constant->name)),
.offset = constant->offset,
.type = constantTypes[constant->type]
};
}
// Resources
for (uint32_t s = 0; s < stageCount; s++) {
for (uint32_t i = 0; i < spv[s].resourceCount; i++) {
spv_resource* resource = &spv[s].resources[i];
if (resource->set != userSet) {
continue;
}
static const gpu_slot_type resourceTypes[] = {
[SPV_UNIFORM_BUFFER] = GPU_SLOT_UNIFORM_BUFFER,
[SPV_STORAGE_BUFFER] = GPU_SLOT_STORAGE_BUFFER,
[SPV_SAMPLED_TEXTURE] = GPU_SLOT_SAMPLED_TEXTURE,
[SPV_STORAGE_TEXTURE] = GPU_SLOT_STORAGE_TEXTURE,
[SPV_SAMPLER] = GPU_SLOT_SAMPLER
};
uint32_t hash = (uint32_t) hash64(resource->name, strlen(resource->name));
uint32_t stage = s == 0 ? firstStage : GPU_STAGE_FRAGMENT;
bool append = true;
if (s > 0) {
for (uint32_t j = 0; j < shader->resourceCount; j++) {
ShaderResource* other = &shader->resources[j];
if (other->binding == resource->binding) {
lovrCheck(other->type == resourceTypes[resource->type], "Shader variable (%d) does not use a consistent type", resource->binding);
shader->resources[j].stageMask |= stage;
append = false;
break;
}
}
}
if (!append) {
continue;
}
uint32_t index = shader->resourceCount++;
if (shader->resourceCount > MAX_SHADER_RESOURCES) {
lovrThrow("Shader resource count exceeds resourcesPerShader limit (%d)", MAX_SHADER_RESOURCES);
}
lovrCheck(resource->binding < 32, "Max resource binding number is %d", 32 - 1);
slots[index] = (gpu_slot) {
.number = resource->binding,
.type = resourceTypes[resource->type],
.stages = stage
};
shader->resources[index] = (ShaderResource) {
.hash = hash,
.binding = resource->binding,
.stageMask = stage,
.type = resourceTypes[resource->type]
};
bool buffer = resource->type == SPV_UNIFORM_BUFFER || resource->type == SPV_STORAGE_BUFFER;
bool texture = resource->type == SPV_SAMPLED_TEXTURE || resource->type == SPV_STORAGE_TEXTURE;
bool sampler = resource->type == SPV_SAMPLER;
bool storage = resource->type == SPV_STORAGE_BUFFER || resource->type == SPV_STORAGE_TEXTURE;
shader->bufferMask |= (buffer << resource->binding);
shader->textureMask |= (texture << resource->binding);
shader->samplerMask |= (sampler << resource->binding);
shader->storageMask |= (storage << resource->binding);
}
}
// Attributes
for (uint32_t i = 0; i < spv[0].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;
}
// Specialization constants
for (uint32_t s = 0; s < stageCount; s++) {
for (uint32_t i = 0; i < spv[s].specConstantCount; i++) {
spv_spec_constant* constant = &spv[s].specConstants[i];
bool append = true;
if (s > 0) {
for (uint32_t j = 0; j < spv[0].specConstantCount; j++) {
spv_spec_constant* other = &spv[0].specConstants[j];
if (other->id == constant->id) {
lovrCheck(other->type == constant->type, "Shader flag (%d) does not use a consistent type", constant->id);
lovrCheck(!strcmp(constant->name, other->name), "Shader flag (%d) does not use a consistent name", constant->id);
append = false;
break;
}
}
}
if (!append) {
break;
}
static const gpu_flag_type flagTypes[] = {
[SPV_B32] = GPU_FLAG_B32,
[SPV_I32] = GPU_FLAG_I32,
[SPV_U32] = GPU_FLAG_U32,
[SPV_F32] = GPU_FLAG_F32
};
uint32_t index = shader->flagCount++;
// 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]
};
}
}
shader->ref = 1;
shader->gpu = (gpu_shader*) (shader + 1);
shader->info = *info;
shader->layout = getLayout(slots, shader->resourceCount);
gpu_shader_info gpu = {
.stages[0] = { info->source[0].code, info->source[0].size },
.pushConstantSize = shader->constantSize,
.label = info->label
};
if (info->source[1].code) {
gpu.stages[1] = (gpu_shader_stage) { info->source[1].code, info->source[1].size };
}
if (info->type == SHADER_GRAPHICS) {
gpu.layouts[0] = state.layouts.data[state.builtinLayout].gpu;
gpu.layouts[1] = state.layouts.data[state.materialLayout].gpu;
}
gpu.layouts[userSet] = shader->resourceCount > 0 ? state.layouts.data[shader->layout].gpu : NULL;
gpu_shader_init(shader->gpu, &gpu);
lovrShaderInit(shader);
return shader;
}
Shader* lovrShaderClone(Shader* parent, ShaderFlag* flags, uint32_t count) {
Shader* shader = calloc(1, sizeof(Shader) + gpu_sizeof_shader());
lovrAssert(shader, "Out of memory");
shader->ref = 1;
lovrRetain(parent);
shader->parent = parent;
shader->gpu = parent->gpu;
shader->info = parent->info;
shader->info.flags = flags;
shader->info.flagCount = count;
shader->layout = parent->layout;
shader->bufferMask = parent->bufferMask;
shader->textureMask = parent->textureMask;
shader->samplerMask = parent->samplerMask;
shader->storageMask = parent->storageMask;
shader->constantSize = parent->constantSize;
shader->constantCount = parent->constantCount;
shader->resourceCount = parent->resourceCount;
shader->flagCount = parent->flagCount;
shader->constants = parent->constants;
shader->resources = parent->resources;
shader->flags = malloc(shader->flagCount * sizeof(gpu_shader_flag));
shader->flagLookup = malloc(shader->flagCount * sizeof(uint32_t));
lovrAssert(shader->flags && shader->flagLookup, "Out of memory");
memcpy(shader->flags, parent->flags, shader->flagCount * sizeof(gpu_shader_flag));
memcpy(shader->flagLookup, parent->flagLookup, shader->flagCount * sizeof(uint32_t));
lovrShaderInit(shader);
return shader;
}
void lovrShaderDestroy(void* ref) {
Shader* shader = ref;
gpu_shader_destroy(shader->gpu);
lovrRelease(shader->parent, lovrShaderDestroy);
free(shader->constants);
free(shader->resources);
free(shader->attributes);
free(shader->flags);
free(shader->flagLookup);
free(shader);
}
const ShaderInfo* lovrShaderGetInfo(Shader* shader) {
return &shader->info;
}
bool lovrShaderHasStage(Shader* shader, ShaderStage stage) {
switch (stage) {
case STAGE_VERTEX: return shader->info.type == SHADER_GRAPHICS;
case STAGE_FRAGMENT: return shader->info.type == SHADER_GRAPHICS;
case STAGE_COMPUTE: return shader->info.type == SHADER_COMPUTE;
default: return false;
}
}
bool lovrShaderHasAttribute(Shader* shader, const char* name, uint32_t location) {
uint32_t hash = name ? (uint32_t) hash64(name, strlen(name)) : 0;
for (uint32_t i = 0; i < shader->attributeCount; i++) {
ShaderAttribute* attribute = &shader->attributes[i];
if (name ? (attribute->hash == hash) : (attribute->location == location)) {
return true;
}
}
return false;
}
void lovrShaderGetWorkgroupSize(Shader* shader, uint32_t size[3]) {
memcpy(size, shader->workgroupSize, 3 * sizeof(uint32_t));
}
// Material
Material* lovrMaterialCreate(const MaterialInfo* info) {
MaterialBlock* block = &state.materialBlocks.data[state.materialBlock];
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 = malloc(MATERIALS_PER_BLOCK * sizeof(Material));
block->buffer = malloc(gpu_sizeof_buffer());
block->bundlePool = malloc(gpu_sizeof_bundle_pool());
block->bundles = malloc(MATERIALS_PER_BLOCK * gpu_sizeof_bundle());
lovrAssert(block->list && block->buffer && block->bundlePool && block->bundles, "Out of memory");
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[MATERIALS_PER_BLOCK - 1].next = ~0u;
block->tail = MATERIALS_PER_BLOCK - 1;
block->head = 0;
gpu_buffer_init(block->buffer, &(gpu_buffer_info) {
.size = MATERIALS_PER_BLOCK * ALIGN(sizeof(MaterialData), state.limits.uniformBufferAlign),
.pointer = &block->pointer,
.label = "Material Block"
});
gpu_bundle_pool_info poolInfo = {
.bundles = block->bundles,
.layout = state.layouts.data[state.materialLayout].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->pointer) {
data = (MaterialData*) ((char*) block->pointer + material->index * stride);
} else {
beginFrame();
uint32_t size = stride * MATERIALS_PER_BLOCK;
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
data = gpu_map(scratchpad, size, 4, GPU_MAP_STAGING);
gpu_copy_buffers(state.stream, scratchpad, block->buffer, 0, stride * material->index, stride);
state.hasMaterialUpload = true;
}
memcpy(data, info, sizeof(MaterialData));
gpu_buffer_binding buffer = {
.object = block->buffer,
.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[state.materialLayout].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() {
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 = calloc(1, sizeof(Font));
lovrAssert(font, "Out of memory");
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);
free(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,
.samples = 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_TRANSFER;
barrier.next = GPU_PHASE_TRANSFER;
barrier.flush = GPU_CACHE_TRANSFER_WRITE;
barrier.clear = GPU_CACHE_TRANSFER_READ;
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;
}
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
size_t stack = tempPush();
float* pixels = tempAlloc(pixelWidth * pixelHeight * 4 * sizeof(float));
lovrRasterizerGetPixels(font->info.rasterizer, glyph->codepoint, pixels, pixelWidth, pixelHeight, font->info.spread);
uint8_t* dst = gpu_map(scratchpad, pixelWidth * pixelHeight * 4 * sizeof(uint8_t), 4, GPU_MAP_STAGING);
float* src = pixels;
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, scratchpad, font->atlas->gpu, 0, dstOffset, extent);
tempPop(stack);
state.hasGlyphUpload = true;
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();
char* string = tempAlloc(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(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;
uint8_t r = (uint8_t) (CLAMP(lovrMathGammaToLinear(strings[i].color[0]), 0.f, 1.f) * 255.f);
uint8_t g = (uint8_t) (CLAMP(lovrMathGammaToLinear(strings[i].color[1]), 0.f, 1.f) * 255.f);
uint8_t b = (uint8_t) (CLAMP(lovrMathGammaToLinear(strings[i].color[2]), 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 -= 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;
}
// Model
Model* lovrModelCreate(const ModelInfo* info) {
ModelData* data = info->data;
Model* model = calloc(1, sizeof(Model));
lovrAssert(model, "Out of memory");
model->ref = 1;
model->info = *info;
lovrRetain(info->data);
// Materials and Textures
model->textures = calloc(data->imageCount, sizeof(Texture*));
model->materials = malloc(data->materialCount * sizeof(Material*));
lovrAssert(model->textures && model->materials, "Out of memory");
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,
.samples = 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* vertices = NULL;
char* indices = NULL;
char* skinData = NULL;
BufferInfo vertexBufferInfo = {
.length = data->vertexCount,
.stride = sizeof(ModelVertex),
.fieldCount = 5,
.fields[0] = { 0, 10, FIELD_F32x3, offsetof(ModelVertex, position) },
.fields[1] = { 0, 11, FIELD_F32x3, offsetof(ModelVertex, normal) },
.fields[2] = { 0, 12, FIELD_F32x2, offsetof(ModelVertex, uv) },
.fields[3] = { 0, 13, FIELD_UN8x4, offsetof(ModelVertex, color) },
.fields[4] = { 0, 14, FIELD_F32x3, offsetof(ModelVertex, tangent) }
};
model->vertexBuffer = lovrBufferCreate(&vertexBufferInfo, (void**) &vertices);
if (data->skinnedVertexCount > 0) {
model->skinBuffer = lovrBufferCreate(&(BufferInfo) {
.length = data->skinnedVertexCount,
.stride = 8,
.fieldCount = 2,
.fields[0] = { 0, 0, FIELD_UN8x4, 0 },
.fields[1] = { 0, 0, FIELD_U8x4, 4 }
}, (void**) &skinData);
vertexBufferInfo.length = data->skinnedVertexCount;
model->rawVertexBuffer = lovrBufferCreate(&vertexBufferInfo, NULL);
beginFrame();
gpu_buffer* src = model->vertexBuffer->gpu;
gpu_buffer* dst = model->rawVertexBuffer->gpu;
gpu_copy_buffers(state.stream, src, dst, 0, 0, data->skinnedVertexCount * sizeof(ModelVertex));
gpu_barrier barrier;
barrier.prev = GPU_PHASE_TRANSFER;
barrier.next = GPU_PHASE_SHADER_COMPUTE;
barrier.flush = GPU_CACHE_TRANSFER_WRITE;
barrier.clear = GPU_CACHE_STORAGE_READ | GPU_CACHE_STORAGE_WRITE;
gpu_sync(state.stream, &barrier, 1);
}
uint32_t indexSize = data->indexType == U32 ? 4 : 2;
if (data->indexCount > 0) {
model->indexBuffer = lovrBufferCreate(&(BufferInfo) {
.length = data->indexCount,
.stride = indexSize,
.fieldCount = 1,
.fields[0] = { 0, 0, data->indexType == U32 ? FIELD_INDEX32 : FIELD_INDEX16, 0 }
}, (void**) &indices);
}
// Sort primitives by their skin, so there is a single contiguous region of skinned vertices
size_t stack = tempPush();
uint64_t* map = tempAlloc(data->primitiveCount * sizeof(uint64_t));
for (uint32_t i = 0; i < data->primitiveCount; i++) {
map[i] = ((uint64_t) data->primitives[i].skin << 32) | i;
}
qsort(map, data->primitiveCount, sizeof(uint64_t), u64cmp);
// Draws
model->draws = calloc(data->primitiveCount, sizeof(Draw));
lovrAssert(model->draws, "Out of memory");
for (uint32_t i = 0, vertexCursor = 0, indexCursor = 0; i < data->primitiveCount; i++) {
ModelPrimitive* primitive = &data->primitives[map[i] & ~0u];
Draw* draw = &model->draws[map[i] & ~0u];
switch (primitive->mode) {
case DRAW_POINTS: draw->mode = MESH_POINTS; break;
case DRAW_LINES: draw->mode = MESH_LINES; break;
case DRAW_TRIANGLES: draw->mode = MESH_TRIANGLES; break;
default: lovrThrow("Model uses an unsupported draw mode (lineloop, linestrip, strip, fan)");
}
draw->material = 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->base = vertexCursor;
indexCursor += draw->count;
} else {
draw->start = vertexCursor;
draw->count = primitive->attributes[ATTR_POSITION]->count;
}
vertexCursor += primitive->attributes[ATTR_POSITION]->count;
}
// Vertices
for (uint32_t i = 0; i < data->primitiveCount; i++) {
ModelPrimitive* primitive = &data->primitives[map[i] & ~0u];
ModelAttribute** attributes = primitive->attributes;
uint32_t count = attributes[ATTR_POSITION]->count;
size_t stride = sizeof(ModelVertex);
lovrModelDataCopyAttribute(data, attributes[ATTR_POSITION], vertices + 0, F32, 3, false, count, stride, 0);
lovrModelDataCopyAttribute(data, attributes[ATTR_NORMAL], vertices + 12, F32, 3, false, count, stride, 0);
lovrModelDataCopyAttribute(data, attributes[ATTR_UV], vertices + 24, F32, 2, false, count, stride, 0);
lovrModelDataCopyAttribute(data, attributes[ATTR_COLOR], vertices + 32, U8, 4, true, count, stride, 255);
lovrModelDataCopyAttribute(data, attributes[ATTR_TANGENT], vertices + 36, F32, 3, false, count, stride, 0);
vertices += 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* indexData = data->buffers[primitive->indices->buffer].data + primitive->indices->offset;
memcpy(indices, indexData, primitive->indices->count * indexSize);
indices += primitive->indices->count * indexSize;
}
}
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");
}
model->localTransforms = malloc(sizeof(NodeTransform) * data->nodeCount);
model->globalTransforms = malloc(16 * sizeof(float) * data->nodeCount);
lovrAssert(model->localTransforms && model->globalTransforms, "Out of memory");
lovrModelResetNodeTransforms(model);
tempPop(stack);
return model;
}
void lovrModelDestroy(void* ref) {
Model* model = ref;
ModelData* data = model->info.data;
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);
}
lovrRelease(model->rawVertexBuffer, lovrBufferDestroy);
lovrRelease(model->vertexBuffer, lovrBufferDestroy);
lovrRelease(model->indexBuffer, lovrBufferDestroy);
lovrRelease(model->skinBuffer, lovrBufferDestroy);
lovrRelease(model->info.data, lovrModelDataDestroy);
free(model->localTransforms);
free(model->globalTransforms);
free(model->draws);
free(model->materials);
free(model->textures);
free(model);
}
const ModelInfo* lovrModelGetInfo(Model* model) {
return &model->info;
}
uint32_t lovrModelGetNodeDrawCount(Model* model, uint32_t node) {
ModelData* data = model->info.data;
return data->nodes[node].primitiveCount;
}
void lovrModelGetNodeDraw(Model* model, uint32_t node, uint32_t index, ModelDraw* mesh) {
ModelData* data = model->info.data;
lovrCheck(index < data->nodes[node].primitiveCount, "Invalid model node draw index %d", index + 1);
Draw* draw = &model->draws[data->nodes[node].primitiveIndex + index];
mesh->mode = draw->mode;
mesh->material = draw->material;
mesh->start = draw->start;
mesh->count = draw->count;
mesh->base = draw->base;
mesh->indexed = draw->index.buffer;
}
void lovrModelResetNodeTransforms(Model* model) {
ModelData* data = model->info.data;
for (uint32_t i = 0; i < data->nodeCount; i++) {
vec3 position = model->localTransforms[i].properties[PROP_TRANSLATION];
quat orientation = model->localTransforms[i].properties[PROP_ROTATION];
vec3 scale = model->localTransforms[i].properties[PROP_SCALE];
if (data->nodes[i].hasMatrix) {
mat4_getPosition(data->nodes[i].transform.matrix, position);
mat4_getOrientation(data->nodes[i].transform.matrix, orientation);
mat4_getScale(data->nodes[i].transform.matrix, scale);
} else {
vec3_init(position, data->nodes[i].transform.translation);
quat_init(orientation, data->nodes[i].transform.rotation);
vec3_init(scale, data->nodes[i].transform.scale);
}
}
model->transformsDirty = true;
}
void lovrModelAnimate(Model* model, uint32_t animationIndex, float time, float alpha) {
if (alpha <= 0.f) return;
ModelData* data = model->info.data;
lovrAssert(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);
for (uint32_t i = 0; i < animation->channelCount; i++) {
ModelAnimationChannel* channel = &animation->channels[i];
uint32_t node = channel->nodeIndex;
NodeTransform* transform = &model->localTransforms[node];
uint32_t keyframe = 0;
while (keyframe < channel->keyframeCount && channel->times[keyframe] < time) {
keyframe++;
}
float property[4];
bool rotate = channel->property == PROP_ROTATION;
size_t n = 3 + rotate;
float* (*lerp)(float* a, float* b, float t) = rotate ? quat_slerp : vec3_lerp;
// 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));
lerp(property, channel->data + keyframe * n, 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 (alpha >= 1.f) {
memcpy(transform->properties[channel->property], property, n * sizeof(float));
} else {
lerp(transform->properties[channel->property], property, alpha);
}
}
model->transformsDirty = true;
}
void lovrModelGetNodeTransform(Model* model, uint32_t node, float position[4], float scale[4], float rotation[4], OriginType origin) {
if (origin == ORIGIN_PARENT) {
vec3_init(position, model->localTransforms[node].properties[PROP_TRANSLATION]);
vec3_init(scale, model->localTransforms[node].properties[PROP_SCALE]);
quat_init(rotation, model->localTransforms[node].properties[PROP_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[4], float scale[4], float rotation[4], float alpha) {
if (alpha <= 0.f) return;
NodeTransform* transform = &model->localTransforms[node];
if (alpha >= 1.f) {
if (position) vec3_init(transform->properties[PROP_TRANSLATION], position);
if (scale) vec3_init(transform->properties[PROP_SCALE], scale);
if (rotation) quat_init(transform->properties[PROP_ROTATION], rotation);
} else {
if (position) vec3_lerp(transform->properties[PROP_TRANSLATION], position, alpha);
if (scale) vec3_lerp(transform->properties[PROP_SCALE], scale, alpha);
if (rotation) quat_slerp(transform->properties[PROP_ROTATION], rotation, alpha);
}
model->transformsDirty = true;
}
Texture* lovrModelGetTexture(Model* model, uint32_t index) {
ModelData* data = model->info.data;
lovrAssert(index < data->imageCount, "Invalid texture index '%d' (Model has %d texture%s)", index, data->imageCount, data->imageCount == 1 ? "" : "s");
return model->textures[index];
}
Material* lovrModelGetMaterial(Model* model, uint32_t index) {
ModelData* data = model->info.data;
lovrAssert(index < data->materialCount, "Invalid material index '%d' (Model has %d material%s)", index, data->materialCount, data->materialCount == 1 ? "" : "s");
return model->materials[index];
}
Buffer* lovrModelGetVertexBuffer(Model* model) {
return model->rawVertexBuffer;
}
Buffer* lovrModelGetIndexBuffer(Model* model) {
return model->indexBuffer;
}
static void lovrModelReskin(Model* model) {
ModelData* data = model->info.data;
if (data->skinCount == 0 || model->lastReskin == state.tick) {
return;
}
if (!state.animator) {
state.animator = lovrShaderCreate(&(ShaderInfo) {
.type = SHADER_COMPUTE,
.source[0] = { lovr_shader_animator_comp, sizeof(lovr_shader_animator_comp) },
.flags = &(ShaderFlag) { NULL, 0, state.device.subgroupSize },
.flagCount = 1,
.label = "animator"
});
}
gpu_pipeline* pipeline = state.pipelines.data[state.animator->computePipelineIndex];
gpu_layout* layout = state.layouts.data[state.animator->layout].gpu;
gpu_shader* shader = state.animator->gpu;
gpu_buffer* joints = tempAlloc(gpu_sizeof_buffer());
uint32_t count = data->skinnedVertexCount;
gpu_binding bindings[] = {
{ 0, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->rawVertexBuffer->gpu, 0, count * sizeof(ModelVertex) } },
{ 1, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->vertexBuffer->gpu, 0, count * sizeof(ModelVertex) } },
{ 2, GPU_SLOT_STORAGE_BUFFER, .buffer = { model->skinBuffer->gpu, 0, count * 8 } },
{ 3, GPU_SLOT_UNIFORM_BUFFER, .buffer = { joints, 0, 0 } } // Filled in for each skin
};
for (uint32_t i = 0, baseVertex = 0; i < data->skinCount; i++) {
ModelSkin* skin = &data->skins[i];
float transform[16];
uint32_t size = bindings[3].buffer.extent = skin->jointCount * 16 * sizeof(float);
float* joint = gpu_map(joints, size, state.limits.uniformBufferAlign, GPU_MAP_STREAM);
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(joint, transform, sizeof(transform));
joint += 16;
}
gpu_bundle* bundle = getBundle(state.animator->layout);
gpu_bundle_info bundleInfo = { layout, bindings, COUNTOF(bindings) };
gpu_bundle_write(&bundle, &bundleInfo, 1);
uint32_t constants[] = { baseVertex, skin->vertexCount };
uint32_t subgroupSize = state.device.subgroupSize;
gpu_compute_begin(state.stream);
gpu_bind_pipeline(state.stream, pipeline, true);
gpu_bind_bundles(state.stream, shader, &bundle, 0, 1, NULL, 0);
gpu_push_constants(state.stream, shader, constants, sizeof(constants));
gpu_compute(state.stream, (skin->vertexCount + subgroupSize - 1) / subgroupSize, 1, 1);
gpu_compute_end(state.stream);
baseVertex += skin->vertexCount;
}
model->lastReskin = state.tick;
state.hasReskin = true;
}
// Readback
Readback* lovrReadbackCreate(const ReadbackInfo* info) {
Readback* readback = calloc(1, sizeof(Readback) + gpu_sizeof_buffer());
lovrAssert(readback, "Out of memory");
readback->ref = 1;
readback->tick = state.tick;
readback->info = *info;
readback->buffer = (gpu_buffer*) (readback + 1);
switch (info->type) {
case READBACK_BUFFER:
lovrRetain(info->buffer.object);
readback->size = info->buffer.extent;
readback->data = malloc(readback->size);
lovrAssert(readback->data, "Out of memory");
readback->blob = lovrBlobCreate(readback->data, readback->size, "Readback");
break;
case READBACK_TEXTURE:
lovrRetain(info->texture.object);
TextureFormat format = info->texture.object->info.format;
readback->size = measureTexture(format, info->texture.extent[0], info->texture.extent[1], 1);
readback->image = lovrImageCreateRaw(info->texture.extent[0], info->texture.extent[1], format);
break;
case READBACK_TALLY:
lovrRetain(info->tally.object);
uint32_t stride = info->tally.object->info.type == TALLY_SHADER ? 16 : 4;
readback->size = info->tally.count * stride;
readback->data = malloc(readback->size);
lovrAssert(readback->data, "Out of memory");
readback->blob = lovrBlobCreate(readback->data, readback->size, "Readback");
break;
}
readback->pointer = gpu_map(readback->buffer, readback->size, 16, GPU_MAP_READBACK);
return readback;
}
void lovrReadbackDestroy(void* ref) {
Readback* readback = ref;
switch (readback->info.type) {
case READBACK_BUFFER: lovrRelease(readback->info.buffer.object, lovrBufferDestroy); break;
case READBACK_TEXTURE: lovrRelease(readback->info.texture.object, lovrTextureDestroy); break;
case READBACK_TALLY: lovrRelease(readback->info.tally.object, lovrTallyDestroy); break;
}
lovrRelease(readback->image, lovrImageDestroy);
lovrRelease(readback->blob, lovrBlobDestroy);
free(readback);
}
const ReadbackInfo* lovrReadbackGetInfo(Readback* readback) {
return &readback->info;
}
bool lovrReadbackIsComplete(Readback* readback) {
return gpu_is_complete(readback->tick);
}
bool lovrReadbackWait(Readback* readback) {
if ((state.tick == readback->tick && state.active) || lovrReadbackIsComplete(readback)) {
return false;
}
beginFrame();
bool waited = gpu_wait_tick(readback->tick);
if (waited) {
processReadbacks();
}
return waited;
}
void* lovrReadbackGetData(Readback* readback) {
return lovrReadbackIsComplete(readback) ? readback->data : NULL;
}
Blob* lovrReadbackGetBlob(Readback* readback) {
return lovrReadbackIsComplete(readback) ? readback->blob : NULL;
}
Image* lovrReadbackGetImage(Readback* readback) {
return lovrReadbackIsComplete(readback) ? readback->image : NULL;
}
// Tally
Tally* lovrTallyCreate(const TallyInfo* info) {
lovrCheck(info->count > 0, "Tally count must be greater than zero");
lovrCheck(info->count <= 4096, "Maximum Tally count is 4096");
lovrCheck(info->views <= state.limits.renderSize[2], "Tally view count can not exceed the maximum view count");
lovrCheck(info->type != TALLY_SHADER || state.features.shaderTally, "This GPU does not support the 'shader' Tally type");
Tally* tally = calloc(1, sizeof(Tally) + gpu_sizeof_tally());
lovrAssert(tally, "Out of memory");
tally->ref = 1;
tally->tick = state.tick - 1;
tally->info = *info;
tally->gpu = (gpu_tally*) (tally + 1);
uint32_t total = info->count * (info->type == TALLY_TIME ? 2 * info->views : 1);
gpu_tally_init(tally->gpu, &(gpu_tally_info) {
.type = (gpu_tally_type) info->type,
.count = total
});
if (info->type == TALLY_TIME) {
tally->buffer = calloc(1, gpu_sizeof_buffer());
lovrAssert(tally->buffer, "Out of memory");
gpu_buffer_init(tally->buffer, &(gpu_buffer_info) {
.size = info->count * 2 * info->views * sizeof(uint32_t)
});
}
return tally;
}
void lovrTallyDestroy(void* ref) {
Tally* tally = ref;
gpu_tally_destroy(tally->gpu);
if (tally->buffer) gpu_buffer_destroy(tally->buffer);
free(tally->buffer);
free(tally);
}
const TallyInfo* lovrTallyGetInfo(Tally* tally) {
return &tally->info;
}
// Tally timestamps aren't very usable in their raw state, since they use unspecified units, aren't
// durations, and when using multiview there's one per view. To make them easier to work with, copy
// them to a temporary buffer, then dispatch a compute shader to subtract pairs and convert to ns,
// writing the final friendly values to a destination Buffer.
static void lovrTallyResolve(Tally* tally, uint32_t index, uint32_t count, gpu_buffer* buffer, uint32_t offset, gpu_stream* stream) {
gpu_copy_tally_buffer(stream, tally->gpu, tally->buffer, index, 0, count * 2, 4);
gpu_sync(stream, &(gpu_barrier) {
.prev = GPU_PHASE_TRANSFER,
.next = GPU_PHASE_SHADER_COMPUTE,
.flush = GPU_CACHE_TRANSFER_WRITE,
.clear = GPU_CACHE_STORAGE_READ
}, 1);
if (!state.timeWizard) {
state.timeWizard = lovrShaderCreate(&(ShaderInfo) {
.type = SHADER_COMPUTE,
.source[0] = { lovr_shader_timewizard_comp, sizeof(lovr_shader_timewizard_comp) },
.label = "timewizard"
});
}
gpu_pipeline* pipeline = state.pipelines.data[state.timeWizard->computePipelineIndex];
gpu_layout* layout = state.layouts.data[state.timeWizard->layout].gpu;
gpu_shader* shader = state.timeWizard->gpu;
gpu_binding bindings[] = {
[0] = { 0, GPU_SLOT_STORAGE_BUFFER, .buffer = { tally->buffer, 0, count * 2 * tally->info.views * sizeof(uint32_t) } },
[1] = { 1, GPU_SLOT_STORAGE_BUFFER, .buffer = { buffer, offset, count * sizeof(uint32_t) } }
};
gpu_bundle* bundle = getBundle(state.timeWizard->layout);
gpu_bundle_info bundleInfo = { layout, bindings, COUNTOF(bindings) };
gpu_bundle_write(&bundle, &bundleInfo, 1);
struct { uint32_t first, count, views; float period; } constants = {
.first = index,
.count = count,
.views = tally->info.views,
.period = state.limits.timestampPeriod
};
gpu_compute_begin(stream);
gpu_bind_pipeline(stream, pipeline, true);
gpu_bind_bundles(stream, shader, &bundle, 0, 1, NULL, 0);
gpu_push_constants(stream, shader, &constants, sizeof(constants));
gpu_compute(stream, (count + 31) / 32, 1, 1);
gpu_compute_end(stream);
}
// Pass
static void lovrPassCheckValid(Pass* pass) {
lovrCheck(pass->tick == state.tick, "Passes can only be used for a single frame (unable to use this Pass again because lovr.graphics.submit has been called since it was created)");
}
Pass* lovrGraphicsGetWindowPass() {
if (!state.windowPass && state.window) {
Texture* window = lovrGraphicsGetWindowTexture();
// The window texture (and therefore the window pass) may become unavailable during a resize
if (!window) {
return NULL;
}
PassInfo info = {
.type = PASS_RENDER,
.canvas.count = 1,
.canvas.textures[0] = window,
.canvas.depth.format = state.depthFormat,
.canvas.samples = state.config.antialias ? 4 : 1,
.label = "Window"
};
lovrGraphicsGetBackgroundColor(info.canvas.clears[0]);
state.windowPass = lovrGraphicsGetPass(&info);
}
return state.windowPass;
}
Pass* lovrGraphicsGetPass(PassInfo* info) {
lovrCheck(state.passCount < COUNTOF(state.passes), "Too many passes, sorry... you can submit multiple smaller groups of passes");
beginFrame();
Pass* pass = &state.passes[state.passCount++];
pass->ref = 1;
pass->tick = state.tick;
pass->info = *info;
pass->stream = gpu_stream_begin(pass->info.label);
pass->transformIndex = 0;
pass->transform = tempAlloc(MAX_TRANSFORMS * 16 * sizeof(float));
mat4_identity(pass->transform);
pass->pipelineIndex = 0;
pass->pipeline = tempAlloc(MAX_PIPELINES * sizeof(Pipeline));
pass->pipeline->material = NULL;
pass->pipeline->sampler = NULL;
pass->pipeline->shader = NULL;
pass->pipeline->font = NULL;
pass->pipeline->dirty = true;
pass->bindingMask = 0;
pass->bindingsDirty = true;
pass->width = 0;
pass->height = 0;
pass->viewCount = 0;
arr_clear(&pass->readbacks);
arr_clear(&pass->access);
if (pass->info.type == PASS_TRANSFER) {
return pass;
}
pass->constants = tempAlloc(state.limits.pushConstantSize);
pass->constantsDirty = true;
if (pass->info.type == PASS_COMPUTE) {
gpu_compute_begin(pass->stream);
return pass;
}
// Validation
Canvas* canvas = &info->canvas;
DepthInfo* depth = &canvas->depth;
const TextureInfo* t = canvas->count > 0 ? &canvas->textures[0]->info : &depth->texture->info;
lovrCheck(canvas->count > 0 || depth->texture, "Render pass must have at least one color or depth texture");
lovrCheck(t->width <= state.limits.renderSize[0], "Render pass width (%d) exceeds the renderSize limit of this GPU (%d)", t->width, state.limits.renderSize[0]);
lovrCheck(t->height <= state.limits.renderSize[1], "Render pass height (%d) exceeds the renderSize limit of this GPU (%d)", t->height, state.limits.renderSize[1]);
lovrCheck(t->layers <= state.limits.renderSize[2], "Pass view count (%d) exceeds the renderSize limit of this GPU (%d)", t->layers, state.limits.renderSize[2]);
lovrCheck(canvas->samples == 1 || canvas->samples == 4, "Render pass sample count must be 1 or 4...for now");
lovrCheck(!canvas->mipmap || t->samples == 1, "Unable to mipmap multisampled textures");
for (uint32_t i = 0; i < canvas->count; i++) {
const TextureInfo* texture = &canvas->textures[i]->info;
bool renderable = texture->format == GPU_FORMAT_SURFACE || (state.features.formats[texture->format] & GPU_FEATURE_RENDER);
lovrCheck(renderable, "This GPU does not support rendering to the texture format used by color target #%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, "Render pass texture sizes must match");
lovrCheck(texture->height == t->height, "Render pass texture sizes must match");
lovrCheck(texture->layers == t->layers, "Render pass texture layer counts must match");
lovrCheck(texture->samples == t->samples, "Render pass texture sample counts must match");
lovrCheck(!canvas->mipmap || texture->mipmaps == 1 || texture->usage & TEXTURE_TRANSFER, "Texture must have 'transfer' flag to mipmap it after a pass");
lovrCheck(canvas->samples == 1 || texture->samples > 1 || canvas->loads[i] != LOAD_KEEP, "When doing multisample resolves to a texture, it must be cleared");
}
if (depth->texture || depth->format) {
TextureFormat format = depth->texture ? depth->texture->info.format : depth->format;
bool renderable = state.features.formats[format] & GPU_FEATURE_RENDER;
lovrCheck(renderable, "This GPU does not support depth buffers with this texture format");
if (depth->texture) {
const TextureInfo* texture = &depth->texture->info;
lovrCheck(texture->usage & TEXTURE_RENDER, "Texture must be created with the 'render' flag to render to it");
lovrCheck(texture->width == t->width, "Render pass texture sizes must match");
lovrCheck(texture->height == t->height, "Render pass texture sizes must match");
lovrCheck(texture->layers == t->layers, "Render pass texture layer counts must match");
lovrCheck(texture->samples == canvas->samples, "Sorry, resolving depth textures is not supported yet!");
lovrCheck(!canvas->mipmap || texture->mipmaps == 1 || texture->usage & TEXTURE_TRANSFER, "Texture must have 'transfer' flag to mipmap it after a pass");
} else {
lovrCheck(depth->load != LOAD_KEEP, "Must clear depth when not using a depth texture in a pass");
}
}
// Render target
pass->width = t->width;
pass->height = t->height;
pass->viewCount = t->layers;
gpu_canvas target = { 0 };
target.size[0] = pass->width;
target.size[1] = pass->height;
gpu_texture_info scratchTextureInfo = {
.type = GPU_TEXTURE_ARRAY,
.size = { t->width, t->height, t->layers },
.mipmaps = 1,
.samples = canvas->samples,
.usage = GPU_TEXTURE_RENDER | GPU_TEXTURE_TRANSIENT
};
for (uint32_t i = 0; i < canvas->count; i++) {
if (t->samples == 1 && canvas->samples > 1) {
scratchTextureInfo.format = canvas->textures[i]->info.format;
scratchTextureInfo.srgb = canvas->textures[i]->info.srgb;
target.color[i].texture = getScratchTexture(&scratchTextureInfo);
target.color[i].resolve = canvas->textures[i]->renderView;
} else {
target.color[i].texture = canvas->textures[i]->renderView;
}
target.color[i].load = (gpu_load_op) canvas->loads[i];
target.color[i].save = GPU_SAVE_OP_KEEP;
target.color[i].clear[0] = lovrMathGammaToLinear(canvas->clears[i][0]);
target.color[i].clear[1] = lovrMathGammaToLinear(canvas->clears[i][1]);
target.color[i].clear[2] = lovrMathGammaToLinear(canvas->clears[i][2]);
target.color[i].clear[3] = canvas->clears[i][3];
gpu_cache cache = GPU_CACHE_COLOR_WRITE | (canvas->loads[i] == LOAD_KEEP ? GPU_CACHE_COLOR_READ : 0);
trackTexture(pass, canvas->textures[i], GPU_PHASE_COLOR, cache);
}
if (depth->texture) {
target.depth.texture = depth->texture->renderView;
gpu_phase phase = depth->load == LOAD_KEEP ? GPU_PHASE_DEPTH_EARLY : GPU_PHASE_DEPTH_LATE;
gpu_cache cache = GPU_CACHE_DEPTH_WRITE | (depth->load == LOAD_KEEP ? GPU_CACHE_DEPTH_READ : 0);
trackTexture(pass, depth->texture, phase, cache);
} else if (depth->format) {
scratchTextureInfo.format = depth->format;
scratchTextureInfo.srgb = false;
target.depth.texture = getScratchTexture(&scratchTextureInfo);
}
if (target.depth.texture) {
target.depth.load = target.depth.stencilLoad = (gpu_load_op) depth->load;
target.depth.save = target.depth.stencilSave = depth->texture ? GPU_SAVE_OP_KEEP : GPU_SAVE_OP_DISCARD;
target.depth.clear.depth = depth->clear;
}
gpu_render_begin(pass->stream, &target);
// Reset state
float color[4] = { 1.f, 1.f, 1.f, 1.f };
float viewport[4] = { 0.f, 0.f, (float) pass->width, (float) pass->height };
float depthRange[2] = { 0.f, 1.f };
uint32_t scissor[4] = { 0, 0, pass->width, pass->height };
pass->pipeline->mode = MESH_TRIANGLES;
memcpy(pass->pipeline->color, color, sizeof(color));
memcpy(pass->pipeline->viewport, viewport, sizeof(viewport));
memcpy(pass->pipeline->depthRange, depthRange, sizeof(depthRange));
memcpy(pass->pipeline->scissor, scissor, sizeof(scissor));
pass->pipeline->formatHash = 0;
pass->pipeline->info = (gpu_pipeline_info) {
.attachmentCount = canvas->count,
.multisample.count = canvas->samples,
.viewCount = pass->viewCount,
.depth.format = depth->texture ? depth->texture->info.format : depth->format,
.depth.test = GPU_COMPARE_GEQUAL,
.depth.write = true,
.stencil.testMask = 0xff,
.stencil.writeMask = 0xff
};
for (uint32_t i = 0; i < pass->info.canvas.count; i++) {
pass->pipeline->info.color[i].format = canvas->textures[i]->info.format;
pass->pipeline->info.color[i].srgb = canvas->textures[i]->info.srgb;
pass->pipeline->info.color[i].mask = 0xf;
}
lovrPassSetBlendMode(pass, BLEND_ALPHA, BLEND_ALPHA_MULTIPLY);
pass->materialDirty = true;
pass->samplerDirty = true;
pass->cameras = tempAlloc(pass->viewCount * sizeof(Camera));
pass->cameraDirty = true;
float aspect = (float) pass->width / pass->height;
for (uint32_t i = 0; i < pass->viewCount; i++) {
mat4_identity(pass->cameras[i].view);
mat4_perspective(pass->cameras[i].projection, 1.f / aspect, aspect, .01f, 0.f);
}
gpu_buffer_binding globals = { tempAlloc(gpu_sizeof_buffer()), 0, sizeof(Globals) };
gpu_buffer_binding cameras = { tempAlloc(gpu_sizeof_buffer()), 0, pass->viewCount * sizeof(Camera) };
gpu_buffer_binding draws = { tempAlloc(gpu_sizeof_buffer()), 0, 256 * sizeof(DrawData) };
pass->drawCount = 0;
pass->builtins[0] = (gpu_binding) { 0, GPU_SLOT_UNIFORM_BUFFER, .buffer = globals };
pass->builtins[1] = (gpu_binding) { 1, GPU_SLOT_UNIFORM_BUFFER, .buffer = cameras };
pass->builtins[2] = (gpu_binding) { 2, GPU_SLOT_UNIFORM_BUFFER, .buffer = draws };
pass->builtins[3] = (gpu_binding) { 3, GPU_SLOT_SAMPLER, .sampler = NULL };
Globals* global = gpu_map(pass->builtins[0].buffer.object, sizeof(Globals), state.limits.uniformBufferAlign, GPU_MAP_STREAM);
global->resolution[0] = pass->width;
global->resolution[1] = pass->height;
#ifndef LOVR_DISABLE_HEADSET
global->time = lovrHeadsetInterface ? lovrHeadsetInterface->getDisplayTime() : os_get_time();
#else
global->time = os_get_time();
#endif
pass->vertexBuffer = NULL;
pass->indexBuffer = NULL;
memset(pass->shapeCache, 0, sizeof(pass->shapeCache));
lovrPassSetViewport(pass, pass->pipeline->viewport, pass->pipeline->depthRange);
lovrPassSetScissor(pass, pass->pipeline->scissor);
// The default vertex buffer is always in the second slot, used for default attribute values
gpu_buffer* buffers[] = { state.defaultBuffer->gpu, state.defaultBuffer->gpu };
gpu_bind_vertex_buffers(pass->stream, buffers, NULL, 0, 2);
return pass;
}
void lovrPassDestroy(void* ref) {
//
}
const PassInfo* lovrPassGetInfo(Pass* pass) {
return &pass->info;
}
uint32_t lovrPassGetWidth(Pass* pass) {
return pass->width;
}
uint32_t lovrPassGetHeight(Pass* pass) {
return pass->height;
}
uint32_t lovrPassGetViewCount(Pass* pass) {
return pass->viewCount;
}
uint32_t lovrPassGetSampleCount(Pass* pass) {
return pass->info.canvas.samples;
}
void lovrPassGetTarget(Pass* pass, Texture* color[4], Texture** depth, uint32_t* count) {
memcpy(color, pass->info.canvas.textures, pass->info.canvas.count * sizeof(Texture*));
*depth = pass->info.canvas.depth.texture;
*count = pass->info.canvas.count;
}
void lovrPassGetClear(Pass* pass, float color[4][4], float* depth, uint8_t* stencil, uint32_t* count) {
for (uint32_t i = 0; i < pass->info.canvas.count; i++) {
color[i][0] = lovrMathLinearToGamma(pass->info.canvas.clears[i][0]);
color[i][1] = lovrMathLinearToGamma(pass->info.canvas.clears[i][1]);
color[i][2] = lovrMathLinearToGamma(pass->info.canvas.clears[i][2]);
color[i][3] = pass->info.canvas.clears[i][3];
}
*depth = pass->info.canvas.depth.clear;
*stencil = 0;
*count = pass->info.canvas.count;
}
void lovrPassReset(Pass* pass) {
}
void lovrPassGetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]) {
lovrCheck(index < pass->viewCount, "Trying to use view '%d', but Pass view count is %d", index + 1, pass->viewCount);
mat4_init(viewMatrix, pass->cameras[index].view);
}
void lovrPassSetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]) {
lovrCheck(index < pass->viewCount, "Trying to use view '%d', but Pass view count is %d", index + 1, pass->viewCount);
mat4_init(pass->cameras[index].view, viewMatrix);
pass->cameraDirty = true;
}
void lovrPassGetProjection(Pass* pass, uint32_t index, float projection[16]) {
lovrCheck(index < pass->viewCount, "Trying to use view '%d', but Pass view count is %d", index + 1, pass->viewCount);
mat4_init(projection, pass->cameras[index].projection);
}
void lovrPassSetProjection(Pass* pass, uint32_t index, float projection[16]) {
lovrCheck(index < pass->viewCount, "Trying to use view '%d', but Pass view count is %d", index + 1, pass->viewCount);
mat4_init(pass->cameras[index].projection, projection);
pass->cameraDirty = true;
// If the handedness of the projection changes, flip the winding
if (index == 0 && ((projection[5] > 0.f) != (pass->cameras[0].projection[5] > 0.f))) {
pass->pipeline->info.rasterizer.winding = !pass->pipeline->info.rasterizer.winding;
pass->pipeline->dirty = true;
}
}
void lovrPassPush(Pass* pass, StackType stack) {
switch (stack) {
case STACK_TRANSFORM:
lovrCheck(++pass->transformIndex < MAX_TRANSFORMS, "%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 < MAX_PIPELINES, "%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->sampler);
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 < MAX_TRANSFORMS, "%s stack underflow (more pops than pushes?)", "Transform");
pass->transform -= 16;
break;
case STACK_STATE:
lovrRelease(pass->pipeline->font, lovrFontDestroy);
lovrRelease(pass->pipeline->sampler, lovrSamplerDestroy);
lovrRelease(pass->pipeline->shader, lovrShaderDestroy);
lovrRelease(pass->pipeline->material, lovrMaterialDestroy);
lovrCheck(--pass->pipelineIndex < MAX_PIPELINES, "%s stack underflow (more pops than pushes?)", "Pipeline");
pass->pipeline--;
lovrPassSetViewport(pass, pass->pipeline->viewport, pass->pipeline->depthRange);
lovrPassSetScissor(pass, pass->pipeline->scissor);
pass->pipeline->dirty = true;
pass->samplerDirty = true;
pass->materialDirty = 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, BlendMode mode, BlendAlphaMode alphaMode) {
if (mode == BLEND_NONE) {
pass->pipeline->dirty |= pass->pipeline->info.color[0].blend.enabled;
memset(&pass->pipeline->info.color[0].blend, 0, sizeof(gpu_blend_state));
return;
}
gpu_blend_state* blend = &pass->pipeline->info.color[0].blend;
switch (mode) {
case BLEND_ALPHA:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE_MINUS_SRC_ALPHA;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ONE_MINUS_SRC_ALPHA;
blend->alpha.op = GPU_BLEND_ADD;
break;
case BLEND_ADD:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_ZERO;
blend->alpha.dst = GPU_BLEND_ONE;
blend->alpha.op = GPU_BLEND_ADD;
break;
case BLEND_SUBTRACT:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE;
blend->color.op = GPU_BLEND_RSUB;
blend->alpha.src = GPU_BLEND_ZERO;
blend->alpha.dst = GPU_BLEND_ONE;
blend->alpha.op = GPU_BLEND_RSUB;
break;
case BLEND_MULTIPLY:
blend->color.src = GPU_BLEND_DST_COLOR;
blend->color.dst = GPU_BLEND_ZERO;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_DST_COLOR;
blend->alpha.dst = GPU_BLEND_ZERO;
blend->alpha.op = GPU_BLEND_ADD;
break;
case BLEND_LIGHTEN:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ZERO;
blend->color.op = GPU_BLEND_MAX;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ZERO;
blend->alpha.op = GPU_BLEND_MAX;
break;
case BLEND_DARKEN:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ZERO;
blend->color.op = GPU_BLEND_MIN;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ZERO;
blend->alpha.op = GPU_BLEND_MIN;
break;
case BLEND_SCREEN:
blend->color.src = GPU_BLEND_SRC_ALPHA;
blend->color.dst = GPU_BLEND_ONE_MINUS_SRC_COLOR;
blend->color.op = GPU_BLEND_ADD;
blend->alpha.src = GPU_BLEND_ONE;
blend->alpha.dst = GPU_BLEND_ONE_MINUS_SRC_COLOR;
blend->alpha.op = GPU_BLEND_ADD;
break;
default: lovrUnreachable();
};
if (alphaMode == BLEND_PREMULTIPLIED && mode != BLEND_MULTIPLY) {
blend->color.src = GPU_BLEND_ONE;
}
blend->enabled = true;
pass->pipeline->dirty = true;
}
void lovrPassSetColor(Pass* pass, float color[4]) {
pass->pipeline->color[0] = lovrMathGammaToLinear(color[0]);
pass->pipeline->color[1] = lovrMathGammaToLinear(color[1]);
pass->pipeline->color[2] = lovrMathGammaToLinear(color[2]);
pass->pipeline->color[3] = color[3];
}
void lovrPassSetColorWrite(Pass* pass, bool r, bool g, bool b, bool a) {
uint8_t mask = (r << 0) | (g << 1) | (b << 2) | (a << 3);
pass->pipeline->dirty |= pass->pipeline->info.color[0].mask != mask;
pass->pipeline->info.color[0].mask = mask;
}
void lovrPassSetCullMode(Pass* pass, CullMode mode) {
pass->pipeline->dirty |= pass->pipeline->info.rasterizer.cullMode != (gpu_cull_mode) mode;
pass->pipeline->info.rasterizer.cullMode = (gpu_cull_mode) mode;
}
void lovrPassSetDepthTest(Pass* pass, CompareMode test) {
pass->pipeline->dirty |= pass->pipeline->info.depth.test != (gpu_compare_mode) test;
pass->pipeline->info.depth.test = (gpu_compare_mode) test;
}
void lovrPassSetDepthWrite(Pass* pass, bool write) {
pass->pipeline->dirty |= pass->pipeline->info.depth.write != write;
pass->pipeline->info.depth.write = write;
}
void lovrPassSetDepthOffset(Pass* pass, float offset, float sloped) {
pass->pipeline->info.rasterizer.depthOffset = offset;
pass->pipeline->info.rasterizer.depthOffsetSloped = sloped;
pass->pipeline->dirty = true;
}
void lovrPassSetDepthClamp(Pass* pass, bool clamp) {
if (state.features.depthClamp) {
pass->pipeline->dirty |= pass->pipeline->info.rasterizer.depthClamp != clamp;
pass->pipeline->info.rasterizer.depthClamp = clamp;
}
}
void 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, Texture* texture) {
if (texture) {
material = lovrTextureGetMaterial(texture);
}
material = material ? material : state.defaultMaterial;
if (pass->pipeline->material != material) {
lovrRetain(material);
lovrRelease(pass->pipeline->material, lovrMaterialDestroy);
pass->pipeline->material = material;
pass->materialDirty = true;
}
}
void lovrPassSetMeshMode(Pass* pass, MeshMode mode) {
pass->pipeline->mode = mode;
}
void lovrPassSetSampler(Pass* pass, Sampler* sampler) {
if (sampler != pass->pipeline->sampler) {
lovrRetain(sampler);
lovrRelease(pass->pipeline->sampler, lovrSamplerDestroy);
pass->pipeline->sampler = sampler;
pass->samplerDirty = true;
}
}
void lovrPassSetScissor(Pass* pass, uint32_t scissor[4]) {
if (pass->info.type == PASS_RENDER) gpu_set_scissor(pass->stream, scissor);
memcpy(pass->pipeline->scissor, scissor, 4 * sizeof(uint32_t));
}
void lovrPassSetShader(Pass* pass, Shader* shader) {
Shader* previous = pass->pipeline->shader;
if (shader == previous) return;
// Clear any bindings for resources that share the same slot but have different types
if (shader) {
if (previous) {
for (uint32_t i = 0, j = 0; i < previous->resourceCount && j < shader->resourceCount;) {
if (previous->resources[i].binding < shader->resources[j].binding) {
i++;
} else if (previous->resources[i].binding > shader->resources[j].binding) {
j++;
} else {
if (previous->resources[i].type != shader->resources[j].type) {
pass->bindingMask &= ~(1u << shader->resources[j].binding);
}
i++;
j++;
}
}
}
uint32_t shaderSlots = (shader->bufferMask | shader->textureMask | shader->samplerMask);
uint32_t missingResources = shaderSlots & ~pass->bindingMask;
// Assign default bindings to any slots used by the shader that are missing resources
if (missingResources) {
for (uint32_t i = 0; i < 32; i++) { // TODO biterationtrinsics
uint32_t bit = (1u << i);
if (~missingResources & bit) {
continue;
}
pass->bindings[i].number = i;
if (shader->bufferMask & bit) {
pass->bindings[i].buffer.object = state.defaultBuffer->gpu;
pass->bindings[i].buffer.offset = 0;
pass->bindings[i].buffer.extent = state.defaultBuffer->size;
} else if (shader->textureMask & bit) {
pass->bindings[i].texture = state.defaultTexture->gpu;
} else if (shader->samplerMask & bit) {
pass->bindings[i].sampler = state.defaultSamplers[FILTER_LINEAR]->gpu;
}
pass->bindingMask |= bit;
}
pass->bindingsDirty = true;
}
pass->pipeline->info.shader = shader->gpu;
pass->pipeline->info.flags = shader->flags;
pass->pipeline->info.flagCount = shader->overrideCount;
}
lovrRetain(shader);
lovrRelease(previous, lovrShaderDestroy);
pass->pipeline->shader = shader;
pass->pipeline->dirty = true;
// If shaders have different push constant ranges, descriptor sets need to be rebound
if ((shader ? shader->constantSize : 0) != (previous ? previous->constantSize : 0)) {
pass->materialDirty = true;
pass->samplerDirty = true;
}
}
void lovrPassSetStencilTest(Pass* pass, CompareMode test, uint8_t value, uint8_t mask) {
TextureFormat depthFormat = pass->info.canvas.depth.texture ? pass->info.canvas.depth.texture->info.format : pass->info.canvas.depth.format;
lovrCheck(depthFormat == FORMAT_D32FS8 || depthFormat == FORMAT_D24S8, "Trying to set stencil test when no stencil buffer exists");
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->info.canvas.depth.texture ? pass->info.canvas.depth.texture->info.format : pass->info.canvas.depth.format;
lovrCheck(depthFormat == FORMAT_D32FS8 || depthFormat == FORMAT_D24S8, "Trying to write to the stencil buffer when no stencil buffer exists");
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 lovrPassSetViewport(Pass* pass, float viewport[4], float depthRange[2]) {
if (pass->info.type == PASS_RENDER) gpu_set_viewport(pass->stream, viewport, depthRange);
memcpy(pass->pipeline->viewport, viewport, 4 * sizeof(float));
memcpy(pass->pipeline->depthRange, depthRange, 2 * sizeof(float));
}
void lovrPassSetWinding(Pass* pass, Winding winding) {
if (pass->viewCount > 0 && pass->cameras[0].projection[5] > 0.f) { // Handedness change needs winding flip
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, uint32_t slot, Buffer* buffer, uint32_t offset, uint32_t extent) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
ShaderResource* resource = findShaderResource(shader, name, length, slot);
slot = resource->binding;
lovrCheck(shader->bufferMask & (1u << slot), "Trying to send a Buffer to slot %d, but the active Shader doesn't have a Buffer in that slot");
lovrCheck(offset < buffer->size, "Buffer offset is past the end of the Buffer");
uint32_t limit;
if (shader->storageMask & (1u << slot)) {
lovrCheck(!lovrBufferIsTemporary(buffer), "Temporary buffers can not be sent to storage buffer variables", slot + 1);
lovrCheck((offset & (state.limits.storageBufferAlign - 1)) == 0, "Storage buffer offset (%d) is not aligned to storageBufferAlign limit (%d)", offset, state.limits.storageBufferAlign);
limit = state.limits.storageBufferRange;
} else {
lovrCheck((offset & (state.limits.uniformBufferAlign - 1)) == 0, "Uniform buffer offset (%d) is not aligned to uniformBufferAlign limit (%d)", offset, state.limits.uniformBufferAlign);
limit = state.limits.uniformBufferRange;
}
if (extent == 0) {
extent = MIN(buffer->size - offset, limit);
} else {
lovrCheck(offset + extent <= buffer->size, "Buffer range goes past the end of the Buffer");
lovrCheck(extent <= limit, "Buffer range exceeds storageBufferRange/uniformBufferRange limit");
}
pass->bindings[slot].buffer.object = buffer->gpu;
pass->bindings[slot].buffer.offset = offset;
pass->bindings[slot].buffer.extent = extent;
pass->bindingMask |= (1u << slot);
pass->bindingsDirty = true;
gpu_phase phase = 0;
gpu_cache cache = 0;
if (pass->info.type == PASS_RENDER) {
if (resource->stageMask & GPU_STAGE_VERTEX) phase |= GPU_PHASE_SHADER_VERTEX;
if (resource->stageMask & GPU_STAGE_FRAGMENT) phase |= GPU_PHASE_SHADER_FRAGMENT;
cache = (shader->storageMask & (1u << slot)) ? GPU_CACHE_STORAGE_READ : GPU_CACHE_UNIFORM;
} else {
phase = GPU_PHASE_SHADER_COMPUTE;
cache = (shader->storageMask & (1u << slot)) ? GPU_CACHE_STORAGE_WRITE : GPU_CACHE_UNIFORM; // TODO readonly
}
trackBuffer(pass, buffer, phase, cache);
}
void lovrPassSendTexture(Pass* pass, const char* name, size_t length, uint32_t slot, Texture* texture) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
ShaderResource* resource = findShaderResource(shader, name, length, slot);
slot = resource->binding;
lovrCheck(shader->textureMask & (1u << slot), "Trying to send a Texture to slot %d, but the active Shader doesn't have a Texture in that slot");
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");
} else {
lovrCheck(texture->info.usage & TEXTURE_SAMPLE, "Textures must be created with the 'sample' usage to send them to sampler variables in shaders");
}
pass->bindings[slot].texture = texture->gpu;
pass->bindingMask |= (1u << slot);
pass->bindingsDirty = true;
gpu_phase phase = 0;
gpu_cache cache = 0;
if (pass->info.type == PASS_RENDER) {
if (resource->stageMask & GPU_STAGE_VERTEX) phase |= GPU_PHASE_SHADER_VERTEX;
if (resource->stageMask & GPU_STAGE_FRAGMENT) phase |= GPU_PHASE_SHADER_FRAGMENT;
cache = (shader->storageMask & (1u << slot)) ? GPU_CACHE_STORAGE_READ : GPU_CACHE_TEXTURE;
} else {
phase = GPU_PHASE_SHADER_COMPUTE;
cache = (shader->storageMask & (1u << slot)) ? GPU_CACHE_STORAGE_WRITE : GPU_CACHE_TEXTURE; // TODO readonly
}
trackTexture(pass, texture, phase, cache);
}
void lovrPassSendSampler(Pass* pass, const char* name, size_t length, uint32_t slot, Sampler* sampler) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
ShaderResource* resource = findShaderResource(shader, name, length, slot);
slot = resource->binding;
lovrCheck(shader->samplerMask & (1u << slot), "Trying to send a Sampler to slot %d, but the active Shader doesn't have a Sampler in that slot");
pass->bindings[slot].sampler = sampler->gpu;
pass->bindingMask |= (1u << slot);
pass->bindingsDirty = true;
}
void lovrPassSendValue(Pass* pass, const char* name, size_t length, void** data, FieldType* type) {
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A Shader must be active to send resources");
uint32_t hash = (uint32_t) hash64(name, length);
for (uint32_t i = 0; i < shader->constantCount; i++) {
if (shader->constants[i].hash == hash) {
*data = (char*) pass->constants + shader->constants[i].offset;
*type = shader->constants[i].type;
pass->constantsDirty = true;
return;
}
}
lovrThrow("Shader has no push constant named '%s'", name);
}
static void bindPipeline(Pass* pass, Draw* draw, Shader* shader) {
Pipeline* pipeline = pass->pipeline;
if (pipeline->info.drawMode != (gpu_draw_mode) draw->mode) {
pipeline->info.drawMode = (gpu_draw_mode) draw->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 (draw->vertex.buffer && pipeline->formatHash != draw->vertex.buffer->hash) {
pipeline->formatHash = draw->vertex.buffer->hash;
pipeline->info.vertex.bufferCount = 2;
pipeline->info.vertex.attributeCount = shader->attributeCount;
pipeline->info.vertex.bufferStrides[0] = draw->vertex.buffer->info.stride;
pipeline->info.vertex.bufferStrides[1] = 0;
pipeline->dirty = true;
for (uint32_t i = 0; i < shader->attributeCount; i++) {
ShaderAttribute* attribute = &shader->attributes[i];
bool found = false;
for (uint32_t j = 0; j < draw->vertex.buffer->info.fieldCount; j++) {
BufferField field = draw->vertex.buffer->info.fields[j];
lovrCheck(field.type < FIELD_MAT2, "Currently, matrix and index types can not be used in vertex buffers");
if (field.hash ? (field.hash == attribute->hash) : (field.location == attribute->location)) {
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 (!draw->vertex.buffer && pipeline->formatHash != 1 + draw->vertex.format) {
pipeline->formatHash = 1 + draw->vertex.format;
pipeline->info.vertex = state.vertexFormats[draw->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) {
return;
}
uint64_t hash = hash64(&pipeline->info, sizeof(pipeline->info));
uint64_t index = map_get(&state.pipelineLookup, hash);
if (index == MAP_NIL) {
gpu_pipeline* gpu = malloc(gpu_sizeof_pipeline());
lovrAssert(gpu, "Out of memory");
gpu_pipeline_init_graphics(gpu, &pipeline->info);
index = state.pipelines.length;
arr_push(&state.pipelines, gpu);
map_set(&state.pipelineLookup, hash, index);
}
gpu_bind_pipeline(pass->stream, state.pipelines.data[index], false);
pipeline->dirty = false;
}
static void bindBundles(Pass* pass, Draw* draw, Shader* shader) {
size_t stack = tempPush();
gpu_bundle* bundles[3];
uint32_t bundleMask = 0;
// Set 0 - Builtins
if (pass->info.type == PASS_RENDER) {
bool builtinsDirty = false;
if (pass->cameraDirty) {
for (uint32_t i = 0; i < pass->viewCount; i++) {
mat4_init(pass->cameras[i].viewProjection, pass->cameras[i].projection);
mat4_init(pass->cameras[i].inverseProjection, pass->cameras[i].projection);
mat4_mul(pass->cameras[i].viewProjection, pass->cameras[i].view);
mat4_invert(pass->cameras[i].inverseProjection);
}
uint32_t size = pass->viewCount * sizeof(Camera);
void* data = gpu_map(pass->builtins[1].buffer.object, size, state.limits.uniformBufferAlign, GPU_MAP_STREAM);
memcpy(data, pass->cameras, size);
pass->cameraDirty = false;
builtinsDirty = true;
}
if (pass->drawCount % 256 == 0) {
uint32_t size = 256 * sizeof(DrawData);
pass->drawData = gpu_map(pass->builtins[2].buffer.object, size, state.limits.uniformBufferAlign, GPU_MAP_STREAM);
builtinsDirty = true;
}
if (pass->samplerDirty) {
Sampler* sampler = pass->pipeline->sampler ? pass->pipeline->sampler : state.defaultSamplers[FILTER_LINEAR];
pass->builtins[3].sampler = sampler->gpu;
pass->samplerDirty = false;
builtinsDirty = true;
}
if (builtinsDirty) {
gpu_bundle_info bundleInfo = {
.layout = state.layouts.data[state.builtinLayout].gpu,
.bindings = pass->builtins,
.count = COUNTOF(pass->builtins)
};
bundles[0] = getBundle(state.builtinLayout);
gpu_bundle_write(&bundles[0], &bundleInfo, 1);
bundleMask |= (1 << 0);
}
// Draw data
float m[16];
float* transform;
if (draw->transform) {
transform = mat4_mul(mat4_init(m, pass->transform), draw->transform);
} else {
transform = pass->transform;
}
float cofactor[16];
mat4_init(cofactor, transform);
cofactor[12] = 0.f;
cofactor[13] = 0.f;
cofactor[14] = 0.f;
cofactor[15] = 1.f;
mat4_cofactor(cofactor);
memcpy(pass->drawData->transform, transform, 64);
memcpy(pass->drawData->cofactor, cofactor, 64);
memcpy(pass->drawData->color, pass->pipeline->color, 16);
pass->drawData++;
}
// Set 1 - Material
if (pass->info.type == PASS_RENDER) {
if (draw->material && draw->material != pass->pipeline->material) {
trackMaterial(pass, draw->material, GPU_PHASE_SHADER_VERTEX | GPU_PHASE_SHADER_FRAGMENT, GPU_CACHE_TEXTURE);
pass->materialDirty = true;
bundles[1] = draw->material->bundle;
bundleMask |= (1 << 1);
} else if (pass->materialDirty) {
Material* material = pass->pipeline->material ? pass->pipeline->material : state.defaultMaterial;
trackMaterial(pass, material, GPU_PHASE_SHADER_VERTEX | GPU_PHASE_SHADER_FRAGMENT, GPU_CACHE_TEXTURE);
pass->materialDirty = false;
bundles[1] = material->bundle;
bundleMask |= (1 << 1);
} else {
bundles[1] = (pass->pipeline->material ? pass->pipeline->material : state.defaultMaterial)->bundle;
}
}
// Set 2 - Resources
if (pass->bindingsDirty && shader->resourceCount > 0) {
gpu_binding* bindings = tempAlloc(shader->resourceCount * sizeof(gpu_binding));
for (uint32_t i = 0; i < shader->resourceCount; i++) {
bindings[i] = pass->bindings[shader->resources[i].binding];
bindings[i].type = shader->resources[i].type;
}
gpu_bundle_info info = {
.layout = state.layouts.data[shader->layout].gpu,
.bindings = bindings,
.count = shader->resourceCount
};
gpu_bundle* bundle = getBundle(shader->layout);
gpu_bundle_write(&bundle, &info, 1);
pass->bindingsDirty = false;
uint32_t set = pass->info.type == PASS_RENDER ? 2 : 0;
bundleMask |= (1 << set);
bundles[set] = bundle;
}
// Bind
if (bundleMask) {
uint32_t first = 0;
while (~bundleMask & 0x1) {
bundleMask >>= 1;
first++;
}
uint32_t count = 0;
while (bundleMask) {
bundleMask >>= 1;
count++;
}
gpu_bind_bundles(pass->stream, shader->gpu, bundles + first, first, count, NULL, 0);
}
tempPop(stack);
}
static void bindBuffers(Pass* pass, Draw* draw) {
Shape* cache = NULL;
if (draw->hash) {
cache = &pass->shapeCache[draw->hash & (COUNTOF(pass->shapeCache) - 1)];
if (cache->hash == draw->hash) {
if (pass->vertexBuffer != cache->vertices) {
gpu_bind_vertex_buffers(pass->stream, &cache->vertices, NULL, 0, 1);
pass->vertexBuffer = cache->vertices;
}
if (pass->indexBuffer != cache->indices) {
gpu_bind_index_buffer(pass->stream, cache->indices, 0, GPU_INDEX_U16);
pass->indexBuffer = cache->indices;
}
*draw->vertex.pointer = NULL;
*draw->index.pointer = NULL;
return;
}
}
if (!draw->vertex.buffer && draw->vertex.count > 0) {
lovrCheck(draw->vertex.count < UINT16_MAX, "This draw has too many vertices (max is 65534), try splitting it up into multiple draws or using a Buffer");
uint32_t stride = state.vertexFormats[draw->vertex.format].bufferStrides[0];
uint32_t size = draw->vertex.count * stride;
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
*draw->vertex.pointer = gpu_map(scratchpad, size, stride, GPU_MAP_STREAM);
gpu_bind_vertex_buffers(pass->stream, &scratchpad, NULL, 0, 1);
pass->vertexBuffer = scratchpad;
} else if (draw->vertex.buffer && draw->vertex.buffer->gpu != pass->vertexBuffer) {
lovrCheck(draw->vertex.buffer->info.stride <= state.limits.vertexBufferStride, "Vertex buffer stride exceeds vertexBufferStride limit");
gpu_bind_vertex_buffers(pass->stream, &draw->vertex.buffer->gpu, NULL, 0, 1);
pass->vertexBuffer = draw->vertex.buffer->gpu;
trackBuffer(pass, draw->vertex.buffer, GPU_PHASE_INPUT_VERTEX, GPU_CACHE_VERTEX);
}
if (!draw->index.buffer && draw->index.count > 0) {
uint32_t size = draw->index.count * sizeof(uint16_t);
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
*draw->index.pointer = gpu_map(scratchpad, size, sizeof(uint16_t), GPU_MAP_STREAM);
gpu_bind_index_buffer(pass->stream, scratchpad, 0, GPU_INDEX_U16);
pass->indexBuffer = scratchpad;
} else if (draw->index.buffer && draw->index.buffer->gpu != pass->indexBuffer) {
gpu_index_type type = draw->index.buffer->info.stride == 4 ? GPU_INDEX_U32 : GPU_INDEX_U16;
gpu_bind_index_buffer(pass->stream, draw->index.buffer->gpu, 0, type);
pass->indexBuffer = draw->index.buffer->gpu;
trackBuffer(pass, draw->index.buffer, GPU_PHASE_INPUT_INDEX, GPU_CACHE_INDEX);
}
if (cache) {
cache->hash = draw->hash;
cache->vertices = pass->vertexBuffer;
cache->indices = pass->indexBuffer;
}
}
static void pushConstants(Pass* pass, Shader* shader) {
if (pass->constantsDirty && shader->constantSize > 0) {
gpu_push_constants(pass->stream, shader->gpu, pass->constants, shader->constantSize);
pass->constantsDirty = false;
}
}
static void lovrPassDraw(Pass* pass, Draw* draw) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_RENDER, "This function can only be called on a render pass");
Shader* shader = pass->pipeline->shader ? pass->pipeline->shader : lovrGraphicsGetDefaultShader(draw->shader);
bindPipeline(pass, draw, shader);
bindBundles(pass, draw, shader);
bindBuffers(pass, draw);
pushConstants(pass, shader);
uint32_t defaultCount = draw->index.count > 0 ? draw->index.count : draw->vertex.count;
uint32_t count = draw->count > 0 ? draw->count : defaultCount;
uint32_t instances = MAX(draw->instances, 1);
uint32_t id = pass->drawCount & 0xff;
if (draw->index.buffer || draw->index.count > 0) {
gpu_draw_indexed(pass->stream, count, instances, draw->start, draw->base, id);
} else {
gpu_draw(pass->stream, count, instances, draw->start, id);
}
pass->drawCount++;
}
void lovrPassPoints(Pass* pass, uint32_t count, float** points) {
lovrPassDraw(pass, &(Draw) {
.mode = MESH_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, &(Draw) {
.mode = MESH_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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_LINES,
.transform = transform,
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
} else {
indexCount = (cols * rows) * 6;
lovrPassDraw(pass, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.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 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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_LINES,
.transform = transform,
.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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_LINES,
.transform = transform,
.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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.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);
vec3_scale(transform + 0, 1.f / sx);
vec3_scale(transform + 4, 1.f / sy);
vec3_scale(transform + 8, 1.f / sz);
float radius = sx;
float length = sz * .5f;
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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.transform = transform,
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = indexCount
});
// 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();
GlyphVertex* vertices = tempAlloc(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[0].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, &(Draw) {
.mode = MESH_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(stack);
}
void lovrPassSkybox(Pass* pass, Texture* texture) {
if (texture->info.type == TEXTURE_2D) {
lovrPassDraw(pass, &(Draw) {
.mode = MESH_TRIANGLES,
.shader = SHADER_EQUIRECT,
.material = texture ? lovrTextureGetMaterial(texture) : NULL,
.vertex.format = VERTEX_EMPTY,
.count = 6
});
} else {
lovrPassDraw(pass, &(Draw) {
.mode = MESH_TRIANGLES,
.shader = SHADER_CUBEMAP,
.material = texture ? lovrTextureGetMaterial(texture) : NULL,
.vertex.format = VERTEX_EMPTY,
.count = 6
});
}
}
void lovrPassFill(Pass* pass, Texture* texture) {
DefaultShader shader;
if (!texture || texture->info.layers == 1) {
shader = SHADER_FILL;
} else if (pass->viewCount > 1 && texture->info.layers > 1) {
lovrCheck(texture->info.layers == pass->viewCount, "Texture layer counts must match to fill between them");
shader = SHADER_FILL_ARRAY;
} else if (pass->viewCount == 1 && texture->info.layers > 1) {
shader = SHADER_FILL_LAYER;
} else {
lovrUnreachable();
}
lovrPassDraw(pass, &(Draw) {
.mode = MESH_TRIANGLES,
.shader = shader,
.material = texture ? lovrTextureGetMaterial(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, &(Draw) {
.hash = hash64(key, sizeof(key)),
.mode = MESH_TRIANGLES,
.vertex.pointer = (void**) &vertices,
.vertex.count = vertexCount,
.index.pointer = (void**) &indices,
.index.count = COUNTOF(monkey_indices),
.transform = transform
});
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_size[0] + monkey_offset[0],
.position.y = monkey_vertices[6 * i + 1] / 255.f * monkey_size[1] + monkey_offset[1],
.position.z = monkey_vertices[6 * i + 2] / 255.f * monkey_size[2] + 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));
}
static void renderNode(Pass* pass, Model* model, uint32_t index, bool recurse, 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++) {
Draw draw = model->draws[node->primitiveIndex + i];
if (node->skin == ~0u) draw.transform = globalTransform;
draw.instances = instances;
lovrPassDraw(pass, &draw);
}
if (recurse) {
for (uint32_t i = 0; i < node->childCount; i++) {
renderNode(pass, model, node->children[i], true, instances);
}
}
}
void lovrPassDrawModel(Pass* pass, Model* model, float* transform, uint32_t node, bool recurse, uint32_t instances) {
if (model->transformsDirty) {
updateModelTransforms(model, model->info.data->rootNode, (float[]) MAT4_IDENTITY);
lovrModelReskin(model);
model->transformsDirty = false;
}
if (node == ~0u) {
node = model->info.data->rootNode;
}
lovrPassPush(pass, STACK_TRANSFORM);
lovrPassTransform(pass, transform);
renderNode(pass, model, node, recurse, instances);
lovrPassPop(pass, STACK_TRANSFORM);
}
void lovrPassMesh(Pass* pass, Buffer* vertices, Buffer* indices, float* transform, uint32_t start, uint32_t count, uint32_t instances, uint32_t base) {
if (count == ~0u) {
if (indices || vertices) {
count = (indices ? indices : vertices)->info.length - start;
} else {
count = 0;
}
}
if (indices) {
lovrCheck(count <= indices->info.length - start, "Mesh draw range exceeds index buffer size");
} else if (vertices) {
lovrCheck(count <= vertices->info.length - start, "Mesh draw range exceeds vertex buffer size");
}
lovrPassDraw(pass, &(Draw) {
.mode = pass->pipeline->mode,
.vertex.buffer = vertices,
.index.buffer = indices,
.transform = transform,
.start = start,
.count = count,
.instances = instances,
.base = base
});
}
void lovrPassMeshIndirect(Pass* pass, Buffer* vertices, Buffer* indices, Buffer* draws, uint32_t count, uint32_t offset, uint32_t stride) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_RENDER, "This function can only be called on a render pass");
lovrCheck(offset % 4 == 0, "Buffer offset must be a multiple of 4 when sourcing draws from a Buffer");
uint32_t commandSize = indices ? 20 : 16;
stride = stride ? stride : commandSize;
uint32_t totalSize = stride * (count - 1) + commandSize;
lovrCheck(offset + totalSize < draws->size, "Draw buffer range exceeds the size of the buffer");
Draw draw = (Draw) {
.mode = pass->pipeline->mode,
.vertex.buffer = vertices,
.index.buffer = indices
};
Shader* shader = pass->pipeline->shader;
lovrCheck(shader, "A custom Shader must be bound to source draws from a Buffer");
bindPipeline(pass, &draw, shader);
bindBundles(pass, &draw, shader);
bindBuffers(pass, &draw);
pushConstants(pass, shader);
if (indices) {
gpu_draw_indirect_indexed(pass->stream, draws->gpu, offset, count, stride);
} else {
gpu_draw_indirect(pass->stream, draws->gpu, offset, count, stride);
}
trackBuffer(pass, draws, GPU_PHASE_INDIRECT, GPU_CACHE_INDIRECT);
}
void lovrPassCompute(Pass* pass, uint32_t x, uint32_t y, uint32_t z, Buffer* indirect, uint32_t offset) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_COMPUTE, "This function can only be called on a compute pass");
Shader* shader = pass->pipeline->shader;
lovrCheck(shader && shader->info.type == SHADER_COMPUTE, "Tried to run a compute shader, but no compute shader is bound");
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");
gpu_pipeline* pipeline = state.pipelines.data[shader->computePipelineIndex];
if (pass->pipeline->dirty) {
gpu_bind_pipeline(pass->stream, pipeline, true);
pass->pipeline->dirty = false;
}
bindBundles(pass, NULL, shader);
pushConstants(pass, shader);
if (indirect) {
lovrCheck(offset % 4 == 0, "Indirect compute offset must be a multiple of 4");
lovrCheck(offset <= indirect->size - 12, "Indirect compute offset overflows the Buffer");
trackBuffer(pass, indirect, GPU_PHASE_INDIRECT, GPU_CACHE_INDIRECT);
gpu_compute_indirect(pass->stream, indirect->gpu, offset);
} else {
gpu_compute(pass->stream, x, y, z);
}
}
void lovrPassClearBuffer(Pass* pass, Buffer* buffer, uint32_t offset, uint32_t extent) {
if (extent == 0) return;
if (extent == ~0u) extent = buffer->size - offset;
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!lovrBufferIsTemporary(buffer), "Temporary buffers can not be cleared");
lovrCheck(offset % 4 == 0, "Buffer clear offset must be a multiple of 4");
lovrCheck(extent % 4 == 0, "Buffer clear extent must be a multiple of 4");
lovrCheck(offset + extent <= buffer->size, "Buffer clear range goes past the end of the Buffer");
gpu_clear_buffer(pass->stream, buffer->gpu, offset, extent);
trackBuffer(pass, buffer, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
}
void lovrPassClearTexture(Pass* pass, Texture* texture, float value[4], uint32_t layer, uint32_t layerCount, uint32_t level, uint32_t levelCount) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!texture->info.parent, "Texture views can not be cleared");
lovrCheck(texture->info.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_clear_texture(pass->stream, texture->gpu, value, layer, layerCount, level, levelCount);
trackTexture(pass, texture, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
}
void* lovrPassCopyDataToBuffer(Pass* pass, Buffer* buffer, uint32_t offset, uint32_t extent) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!lovrBufferIsTemporary(buffer), "Temporary buffers can not be copied to, use Buffer:setData");
lovrCheck(offset + extent <= buffer->size, "Buffer copy range goes past the end of the Buffer");
gpu_buffer* scratchpad = tempAlloc(gpu_sizeof_buffer());
void* pointer = gpu_map(scratchpad, extent, 4, GPU_MAP_STAGING);
gpu_copy_buffers(pass->stream, scratchpad, buffer->gpu, 0, offset, extent);
trackBuffer(pass, buffer, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
return pointer;
}
void lovrPassCopyBufferToBuffer(Pass* pass, Buffer* src, Buffer* dst, uint32_t srcOffset, uint32_t dstOffset, uint32_t extent) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!lovrBufferIsTemporary(dst), "Temporary buffers can not be copied to");
lovrCheck(srcOffset + extent <= src->size, "Buffer copy range goes past the end of the source Buffer");
lovrCheck(dstOffset + extent <= dst->size, "Buffer copy range goes past the end of the destination Buffer");
gpu_copy_buffers(pass->stream, src->gpu, dst->gpu, srcOffset, dstOffset, extent);
trackBuffer(pass, src, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_READ);
trackBuffer(pass, dst, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
}
void lovrPassCopyTallyToBuffer(Pass* pass, Tally* tally, Buffer* buffer, uint32_t srcIndex, uint32_t dstOffset, uint32_t count) {
lovrPassCheckValid(pass);
if (count == ~0u) count = tally->info.count;
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!lovrBufferIsTemporary(buffer), "Temporary buffers can not be copied to");
lovrCheck(srcIndex + count <= tally->info.count, "Tally copy range exceeds the number of slots in the Tally");
lovrCheck(dstOffset + count * 4 <= buffer->size, "Buffer copy range goes past the end of the destination Buffer");
lovrCheck(dstOffset % 4 == 0, "Buffer copy offset must be a multiple of 4");
if (tally->info.type == TALLY_TIME) {
lovrTallyResolve(tally, srcIndex, count, buffer->gpu, dstOffset, pass->stream);
trackBuffer(pass, buffer, GPU_PHASE_SHADER_COMPUTE, GPU_CACHE_STORAGE_WRITE);
} else {
uint32_t stride = tally->info.type == TALLY_SHADER ? 16 : 4;
gpu_copy_tally_buffer(pass->stream, tally->gpu, buffer->gpu, srcIndex, dstOffset, count, stride);
trackBuffer(pass, buffer, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
}
}
void lovrPassCopyImageToTexture(Pass* pass, Image* image, Texture* texture, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]) {
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]);
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(texture->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to copy to it");
lovrCheck(!texture->info.parent, "Texture views can not be written to");
lovrCheck(texture->info.samples == 1, "Multisampled Textures can not be written to");
lovrCheck(lovrImageGetFormat(image) == texture->info.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(texture->info.format, extent[0], 1, 1);
uint32_t totalSize = measureTexture(texture->info.format, extent[0], extent[1], 1) * extent[2];
uint32_t layerOffset = measureTexture(texture->info.format, extent[0], srcOffset[1], 1);
layerOffset += measureTexture(texture->info.format, srcOffset[0], 1, 1);
uint32_t pitch = measureTexture(texture->info.format, lovrImageGetWidth(image, srcOffset[3]), 1, 1);
gpu_buffer* buffer = tempAlloc(gpu_sizeof_buffer());
char* dst = gpu_map(buffer, totalSize, 64, GPU_MAP_STAGING);
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_copy_buffer_texture(pass->stream, buffer, texture->gpu, 0, dstOffset, extent);
trackTexture(pass, texture, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
}
void lovrPassCopyTextureToTexture(Pass* pass, Texture* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]) {
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]);
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
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.parent && !dst->info.parent, "Can not copy texture views");
lovrCheck(src->info.format == dst->info.format, "Copying between Textures requires them to have the same format");
lovrCheck(src->info.samples == dst->info.samples, "Texture sample counts must match to copy between them");
checkTextureBounds(&src->info, srcOffset, extent);
checkTextureBounds(&dst->info, dstOffset, extent);
gpu_copy_textures(pass->stream, src->gpu, dst->gpu, srcOffset, dstOffset, extent);
trackTexture(pass, src, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_READ);
trackTexture(pass, dst, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
}
void lovrPassBlit(Pass* pass, Texture* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t srcExtent[3], uint32_t dstExtent[3], FilterMode filter) {
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];
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!src->info.parent && !dst->info.parent, "Can not blit Texture views");
lovrCheck(src->info.samples == 1 && dst->info.samples == 1, "Multisampled textures can not be used for blits");
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(state.features.formats[src->info.format] & GPU_FEATURE_BLIT_SRC, "This GPU does not support blitting from the source texture's format");
lovrCheck(state.features.formats[dst->info.format] & GPU_FEATURE_BLIT_DST, "This GPU does not support blitting to the destination texture's format");
lovrCheck(src->info.format == dst->info.format, "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_blit(pass->stream, src->gpu, dst->gpu, srcOffset, dstOffset, srcExtent, dstExtent, (gpu_filter) filter);
trackTexture(pass, src, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_READ);
trackTexture(pass, dst, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_WRITE);
}
void lovrPassMipmap(Pass* pass, Texture* texture, uint32_t base, uint32_t count) {
if (count == ~0u) count = texture->info.mipmaps - (base + 1);
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!texture->info.parent, "Can not mipmap a Texture view");
lovrCheck(texture->info.samples == 1, "Can not mipmap a multisampled texture");
lovrCheck(texture->info.usage & TEXTURE_TRANSFER, "Texture must be created with the 'transfer' usage to mipmap it");
lovrCheck(state.features.formats[texture->info.format] & GPU_FEATURE_BLIT_SRC, "This GPU does not support blitting %s the source texture's format, which is required for mipmapping", "from");
lovrCheck(state.features.formats[texture->info.format] & GPU_FEATURE_BLIT_DST, "This GPU does not support blitting %s the source texture's format, which is required for mipmapping", "to");
lovrCheck(base + count < texture->info.mipmaps, "Trying to generate too many mipmaps");
mipmapTexture(pass->stream, texture, base, count);
trackTexture(pass, texture, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_READ | GPU_CACHE_TRANSFER_WRITE);
}
Readback* lovrPassReadBuffer(Pass* pass, Buffer* buffer, uint32_t offset, uint32_t extent) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!lovrBufferIsTemporary(buffer), "Unable to read back a temporary buffer");
lovrCheck(offset + extent <= buffer->size, "Tried to read past the end of the Buffer");
Readback* readback = lovrReadbackCreate(&(ReadbackInfo) {
.type = READBACK_BUFFER,
.buffer.object = buffer,
.buffer.offset = offset,
.buffer.extent = extent
});
gpu_copy_buffers(pass->stream, buffer->gpu, readback->buffer, offset, 0, extent);
trackBuffer(pass, buffer, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_READ);
arr_push(&pass->readbacks, readback);
return readback;
}
Readback* lovrPassReadTexture(Pass* pass, 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];
lovrPassCheckValid(pass);
lovrCheck(extent[2] == 1, "Currently, only one layer can be read from a Texture");
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(!texture->info.parent, "Can not read from a Texture view");
lovrCheck(texture->info.samples == 1, "Can not read from a multisampled texture");
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(&(ReadbackInfo) {
.type = READBACK_TEXTURE,
.texture.object = texture,
.texture.offset = { offset[0], offset[1], offset[2], offset[3] },
.texture.extent = { extent[0], extent[1] }
});
gpu_copy_texture_buffer(pass->stream, texture->gpu, readback->buffer, offset, 0, extent);
trackTexture(pass, texture, GPU_PHASE_TRANSFER, GPU_CACHE_TRANSFER_READ);
arr_push(&pass->readbacks, readback);
return readback;
}
Readback* lovrPassReadTally(Pass* pass, Tally* tally, uint32_t index, uint32_t count) {
lovrPassCheckValid(pass);
lovrCheck(pass->info.type == PASS_TRANSFER, "This function can only be called on a transfer pass");
lovrCheck(index + count <= tally->info.count, "Tally read range exceeds the number of slots in the Tally");
Readback* readback = lovrReadbackCreate(&(ReadbackInfo) {
.type = READBACK_TALLY,
.tally.object = tally,
.tally.index = index,
.tally.count = count
});
if (tally->info.type == TALLY_TIME) {
lovrTallyResolve(tally, index, count, readback->buffer, 0, pass->stream);
} else {
uint32_t stride = tally->info.type == TALLY_SHADER ? 16 : 4;
gpu_copy_tally_buffer(pass->stream, tally->gpu, readback->buffer, index, 0, count, stride);
}
arr_push(&pass->readbacks, readback);
return readback;
}
void lovrPassTick(Pass* pass, Tally* tally, uint32_t index) {
lovrCheck(tally->info.views == pass->viewCount, "Tally view count does not match Pass view count");
lovrCheck(index < tally->info.count, "Trying to use tally slot #%d, but the tally only has %d slots", index + 1, tally->info.count);
if (tally->tick != state.tick) {
uint32_t multiplier = tally->info.type == TALLY_TIME ? 2 * tally->info.count * tally->info.views : 1;
gpu_clear_tally(state.stream, tally->gpu, 0, tally->info.count * multiplier);
tally->tick = state.tick;
}
if (tally->info.type == TALLY_TIME) {
gpu_tally_mark(pass->stream, tally->gpu, index * 2 * tally->info.views);
} else {
gpu_tally_begin(pass->stream, tally->gpu, index);
}
}
void lovrPassTock(Pass* pass, Tally* tally, uint32_t index) {
lovrCheck(tally->info.views == pass->viewCount, "Tally view count does not match Pass view count");
lovrCheck(index < tally->info.count, "Trying to use tally slot #%d, but the tally only has %d slots", index + 1, tally->info.count);
if (tally->info.type == TALLY_TIME) {
gpu_tally_mark(pass->stream, tally->gpu, index * 2 * tally->info.views + tally->info.views);
} else {
gpu_tally_end(pass->stream, tally->gpu, index);
}
}
// Helpers
static void* tempAlloc(size_t size) {
while (state.allocator.cursor + size > state.allocator.length) {
lovrAssert(state.allocator.length << 1 <= state.allocator.limit, "Out of memory");
os_vm_commit(state.allocator.memory + state.allocator.length, state.allocator.length);
state.allocator.length <<= 1;
}
uint32_t cursor = ALIGN(state.allocator.cursor, 8);
state.allocator.cursor = cursor + size;
return state.allocator.memory + cursor;
}
static size_t tempPush(void) {
return state.allocator.cursor;
}
static void tempPop(size_t stack) {
state.allocator.cursor = stack;
}
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 void beginFrame(void) {
if (state.active) {
return;
}
state.active = true;
state.tick = gpu_begin();
state.stream = gpu_stream_begin("Internal");
state.scratchBufferIndex = 0;
state.allocator.cursor = 0;
processReadbacks();
}
static void releasePassResources(void) {
for (uint32_t i = 0; i < state.passCount; i++) {
Pass* pass = &state.passes[i];
for (size_t j = 0; j < pass->access.length; j++) {
Access* access = &pass->access.data[j];
lovrRelease(access->buffer, lovrBufferDestroy);
lovrRelease(access->texture, lovrTextureDestroy);
}
if (pass->info.type == PASS_RENDER || pass->info.type == PASS_COMPUTE) {
for (size_t j = 0; j <= pass->pipelineIndex; j++) {
Pipeline* pipeline = pass->pipeline - j;
lovrRelease(pipeline->font, lovrFontDestroy);
lovrRelease(pipeline->sampler, lovrSamplerDestroy);
lovrRelease(pipeline->shader, lovrShaderDestroy);
lovrRelease(pipeline->material, lovrMaterialDestroy);
pipeline->font = NULL;
pipeline->sampler = NULL;
pipeline->shader = NULL;
pipeline->material = NULL;
}
}
}
state.passCount = 0;
state.windowPass = NULL;
}
static void processReadbacks(void) {
while (state.oldestReadback && gpu_is_complete(state.oldestReadback->tick)) {
Readback* readback = state.oldestReadback;
if (readback->image) {
size_t size = lovrImageGetLayerSize(readback->image, 0);
void* data = lovrImageGetLayerData(readback->image, 0, 0);
memcpy(data, readback->pointer, size);
} else {
memcpy(readback->data, readback->pointer, readback->size);
}
Readback* next = readback->next;
lovrRelease(readback, lovrReadbackDestroy);
state.oldestReadback = next;
}
if (!state.oldestReadback) {
state.newestReadback = NULL;
}
}
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 = malloc(gpu_sizeof_layout());
lovrAssert(handle, "Out of memory");
gpu_layout_init(handle, &info);
Layout layout = {
.hash = hash,
.gpu = handle
};
index = state.layouts.length;
arr_push(&state.layouts, layout);
return index;
}
static gpu_bundle* getBundle(size_t layoutIndex) {
Layout* layout = &state.layouts.data[layoutIndex];
BundlePool* pool = layout->head;
const uint32_t POOL_SIZE = 512;
if (pool) {
if (pool->cursor < POOL_SIZE) {
return (gpu_bundle*) ((char*) pool->bundles + gpu_sizeof_bundle() * pool->cursor++);
}
// 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)) {
pool->cursor = 1;
return pool->bundles;
}
}
// If no pool was available, make a new one
pool = malloc(sizeof(BundlePool));
gpu_bundle_pool* gpu = malloc(gpu_sizeof_bundle_pool());
gpu_bundle* bundles = malloc(POOL_SIZE * gpu_sizeof_bundle());
lovrAssert(pool && gpu && bundles, "Out of memory");
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;
return pool->bundles;
}
static gpu_texture* getScratchTexture(gpu_texture_info* info) {
uint16_t key[] = { info->size[0], info->size[1], info->size[2], info->format, info->srgb, info->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 = calloc(1, gpu_sizeof_texture());
lovrAssert(scratch->texture, "Out of memory");
}
lovrAssert(gpu_texture_init(scratch->texture, info), "Failed to create scratch texture");
scratch->hash = hash;
scratch->tick = state.tick;
return scratch->texture;
}
// 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->gpu, texture->gpu, srcOffset, dstOffset, srcExtent, dstExtent, GPU_FILTER_LINEAR);
gpu_sync(stream, &(gpu_barrier) {
.prev = GPU_PHASE_TRANSFER,
.next = GPU_PHASE_TRANSFER,
.flush = GPU_CACHE_TRANSFER_WRITE,
.clear = GPU_CACHE_TRANSFER_READ
}, 1);
}
}
static ShaderResource* findShaderResource(Shader* shader, const char* name, size_t length, uint32_t slot) {
if (name) {
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);
} else {
for (uint32_t i = 0; i < shader->resourceCount; i++) {
if (shader->resources[i].binding == slot) {
return &shader->resources[i];
}
}
lovrThrow("Shader has no variable in slot '%d'", slot);
}
}
static void trackBuffer(Pass* pass, Buffer* buffer, gpu_phase phase, gpu_cache cache) {
if (lovrBufferIsTemporary(buffer)) {
return; // Scratch buffers are write-only from CPU and read-only from GPU, no sync needed
}
Access access = {
.buffer = buffer,
.sync = &buffer->sync,
.phase = phase,
.cache = cache
};
arr_push(&pass->access, access);
lovrRetain(buffer);
}
static void trackTexture(Pass* pass, Texture* texture, gpu_phase phase, gpu_cache cache) {
if (!texture || texture == state.window) {
return;
}
if (texture->info.parent) {
texture = texture->info.parent;
}
if (texture->info.usage == TEXTURE_SAMPLE) {
return; // If the texture is sample-only, no sync needed (initial upload is handled manually)
}
Access access = {
.texture = texture,
.sync = &texture->sync,
.phase = phase,
.cache = cache
};
arr_push(&pass->access, access);
lovrRetain(texture);
}
static void trackMaterial(Pass* pass, Material* material, gpu_phase phase, gpu_cache cache) {
if (!material->hasWritableTexture) {
return;
}
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 void updateModelTransforms(Model* model, uint32_t nodeIndex, float* parent) {
mat4 global = model->globalTransforms + 16 * nodeIndex;
NodeTransform* local = &model->localTransforms[nodeIndex];
vec3 T = local->properties[PROP_TRANSLATION];
quat R = local->properties[PROP_ROTATION];
vec3 S = local->properties[PROP_SCALE];
mat4_init(global, parent);
mat4_translate(global, T[0], T[1], T[2]);
mat4_rotateQuat(global, R);
mat4_scale(global, S[0], S[1], S[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: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "cubemap array textures");
case 46: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "texel buffers");
case 47: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "texel buffers");
case 48: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multisampled storage textures");
case 49: break; // StorageImageExtendedFormats (?)
case 50: break; // ImageQuery
case 51: break; // DerivativeControl
case 52: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "sample rate shading");
case 53: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "transform feedback");
case 54: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "geometry shading");
case 55: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "autoformat storage textures");
case 56: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "autoformat storage textures");
case 57: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multiviewport");
case 69: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "layered rendering");
case 70: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multiviewport");
case 4427: break; // ShaderDrawParameters
case 4437: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "multigpu");
case 4439: lovrCheck(state.limits.renderSize[2] > 1, "GPU does not support shader feature #%d: %s", features[i], "multiview"); break;
case 5301: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5306: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5307: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5308: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
case 5309: lovrThrow("Shader uses unsupported feature #%d: %s", features[i], "non-uniform indexing");
default: lovrThrow("Shader uses unknown feature #%d", features[i]);
}
}
}
static void onResize(uint32_t width, uint32_t height) {
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) {
lovrThrow("GPU error: %s", message);
} else {
lovrLog(LOG_DEBUG, "GPU", message);
}
}