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Trac3r-rust/notes/PossiblePathfinderPort.txt

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Content-Type: text/x-zim-wiki
Wiki-Format: zim 0.4
Creation-Date: 2020-02-28T22:36:46-08:00
====== PossiblePathfinderPort ======
Created Friday 28 February 2020
pub struct RenderState<'a, D> where D: Device
pub target: &'a RenderTarget<'a, D>,
pub program: &'a D::Program,
pub vertex_array: &'a D::VertexArray,
pub primitive: Primitive,
pub uniforms: &'a [(&'a D::Uniform, UniformData)],
pub textures: &'a [&'a D::Texture],
pub viewport: RectI,
pub options: RenderOptions,
**So I need to define the following types in Vulkan syntax**
**The other port uses container classes for these **
type Buffer;
type Framebuffer;
type Program;
**VulkanProgram**
type Shader;
type Texture;
type TextureDataReceiver;
type TimerQuery;
type Uniform;
type VertexArray;
type VertexAttr;
[ ] fn create_texture(&self, format: TextureFormat, size: Vector2I) -> Self::Texture;
So for this function I'm going to need to convert Texture
fn create_texture_from_data(&self, format: TextureFormat, size: Vector2I, data: TextureDataRef)
-> Self::Texture;
fn create_shader(&self, resources: &dyn ResourceLoader, name: &str, kind: ShaderKind)
-> Self::Shader;
fn create_shader_from_source(&self, name: &str, source: &[u8], kind: ShaderKind)
-> Self::Shader;
fn create_vertex_array(&self) -> Self::VertexArray;
fn create_program_from_shaders(
&self,
resources: &dyn ResourceLoader,
name: &str,
vertex_shader: Self::Shader,
fragment_shader: Self::Shader,
) -> Self::Program;
fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> Option<Self::VertexAttr>;
fn get_uniform(&self, program: &Self::Program, name: &str) -> Self::Uniform;
fn bind_buffer(&self,
vertex_array: &Self::VertexArray,
buffer: &Self::Buffer,
target: BufferTarget);
fn configure_vertex_attr(&self,
vertex_array: &Self::VertexArray,
attr: &Self::VertexAttr,
descriptor: &VertexAttrDescriptor);
fn create_framebuffer(&self, texture: Self::Texture) -> Self::Framebuffer;
fn create_buffer(&self) -> Self::Buffer;
fn allocate_buffer<T>(
&self,
buffer: &Self::Buffer,
data: BufferData<T>,
target: BufferTarget,
mode: BufferUploadMode,
);
fn framebuffer_texture<'f>(&self, framebuffer: &'f Self::Framebuffer) -> &'f Self::Texture;
fn destroy_framebuffer(&self, framebuffer: Self::Framebuffer) -> Self::Texture;
fn texture_format(&self, texture: &Self::Texture) -> TextureFormat;
fn texture_size(&self, texture: &Self::Texture) -> Vector2I;
fn set_texture_sampling_mode(&self, texture: &Self::Texture, flags: TextureSamplingFlags);
fn upload_to_texture(&self, texture: &Self::Texture, rect: RectI, data: TextureDataRef);
**Command buffer stuff**
fn begin_commands(&self);
fn end_commands(&self);
fn draw_arrays(&self, index_count: u32, render_state: &RenderState<Self>);
fn draw_elements(&self, index_count: u32, render_state: &RenderState<Self>);
fn draw_elements_instanced(&self,
index_count: u32,
instance_count: u32,
render_state: &RenderState<Self>);
**This is the weird timing stuff**
fn create_timer_query(&self) -> Self::TimerQuery;
fn begin_timer_query(&self, query: &Self::TimerQuery);
fn end_timer_query(&self, query: &Self::TimerQuery);
fn try_recv_timer_query(&self, query: &Self::TimerQuery) -> Option<Duration>;
fn recv_timer_query(&self, query: &Self::TimerQuery) -> Duration;
**And then the GPU reads**
fn try_recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> Option<TextureData>;
fn recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> TextureData;
**This maybe reads?**
fn read_pixels(&self, target: &RenderTarget<Self>, viewport: RectI)
-> Self::TextureDataReceiver;
**This just creates a texture like I do**
fn create_texture_from_png(&self, resources: &dyn ResourceLoader, name: &str) -> Self::Texture;
**This one just **
fn create_program_from_shader_names(
&self,
resources: &dyn ResourceLoader,
program_name: &str,
vertex_shader_name: &str,
fragment_shader_name: &str,
) -> Self::Program {
let vertex_shader = self.create_shader(resources, vertex_shader_name, ShaderKind::Vertex);
let fragment_shader =
self.create_shader(resources, fragment_shader_name, ShaderKind::Fragment);
self.create_program_from_shaders(resources, program_name, vertex_shader, fragment_shader)
}
fn create_program(&self, resources: &dyn ResourceLoader, name: &str) -> Self::Program {
self.create_program_from_shader_names(resources, name, name, name)
}
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum TextureFormat {
R8,
R16F,
RGBA8,
RGBA16F,
RGBA32F,
}
#[derive(Clone, Copy, Debug)]
pub enum VertexAttrType {
F32,
I16,
I8,
U16,
U8,
}
#[derive(Clone, Copy, Debug)]
pub enum BufferData<'a, T> {
Uninitialized(usize),
Memory(&'a [T]),
}
#[derive(Clone, Copy, Debug)]
pub enum BufferTarget {
Vertex,
Index,
}
#[derive(Clone, Copy, Debug)]
pub enum BufferUploadMode {
Static,
Dynamic,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum ShaderKind {
Vertex,
Fragment,
}
#[derive(Clone, Copy)]
pub enum UniformData {
Float(f32),
IVec3([i32; 3]),
Int(i32),
Mat2(F32x4),
Mat4([F32x4; 4]),
Vec2(F32x2),
Vec3([f32; 3]),
Vec4(F32x4),
TextureUnit(u32),
}
#[derive(Clone, Copy)]
pub enum Primitive {
Triangles,
Lines,
}
#[derive(Clone)]
pub struct RenderState<'a, D> where D: Device {
pub target: &'a RenderTarget<'a, D>,
pub program: &'a D::Program,
pub vertex_array: &'a D::VertexArray,
pub primitive: Primitive,
pub uniforms: &'a [(&'a D::Uniform, UniformData)],
pub textures: &'a [&'a D::Texture],
pub viewport: RectI,
pub options: RenderOptions,
}
#[derive(Clone, Debug)]
pub struct RenderOptions {
pub blend: Option<BlendState>,
pub depth: Option<DepthState>,
pub stencil: Option<StencilState>,
pub clear_ops: ClearOps,
pub color_mask: bool,
}
#[derive(Clone, Copy, Debug, Default)]
pub struct ClearOps {
pub color: Option<ColorF>,
pub depth: Option<f32>,
pub stencil: Option<u8>,
}
#[derive(Clone, Copy, Debug)]
pub enum RenderTarget<'a, D> where D: Device {
Default,
Framebuffer(&'a D::Framebuffer),
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct BlendState {
pub dest_rgb_factor: BlendFactor,
pub dest_alpha_factor: BlendFactor,
pub src_rgb_factor: BlendFactor,
pub src_alpha_factor: BlendFactor,
pub op: BlendOp,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum BlendFactor {
Zero,
One,
SrcAlpha,
OneMinusSrcAlpha,
DestAlpha,
OneMinusDestAlpha,
DestColor,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum BlendOp {
Add,
Subtract,
ReverseSubtract,
Min,
Max,
}
#[derive(Clone, Copy, Default, Debug)]
pub struct DepthState {
pub func: DepthFunc,
pub write: bool,
}
#[derive(Clone, Copy, Debug)]
pub enum DepthFunc {
Less,
Always,
}
#[derive(Clone, Copy, Debug)]
pub struct StencilState {
pub func: StencilFunc,
pub reference: u32,
pub mask: u32,
pub write: bool,
}
#[derive(Clone, Copy, Debug)]
pub enum StencilFunc {
Always,
Equal,
}
impl Default for RenderOptions {
#[inline]
fn default() -> RenderOptions {
RenderOptions {
blend: None,
depth: None,
stencil: None,
clear_ops: ClearOps::default(),
color_mask: true,
}
}
}
impl Default for BlendOp {
#[inline]
fn default() -> BlendOp {
BlendOp::Add
}
}
impl Default for StencilState {
#[inline]
fn default() -> StencilState {
StencilState {
func: StencilFunc::default(),
reference: 0,
mask: !0,
write: false,
}
}
}
impl Default for DepthFunc {
#[inline]
fn default() -> DepthFunc {
DepthFunc::Less
}
}
impl Default for StencilFunc {
#[inline]
fn default() -> StencilFunc {
StencilFunc::Always
}
}
#[derive(Clone, Debug)]
pub enum TextureData {
U8(Vec<u8>),
U16(Vec<u16>),
F16(Vec<f16>),
F32(Vec<f32>),
}
#[derive(Clone, Copy, Debug)]
pub enum TextureDataRef<'a> {
U8(&'a [u8]),
F16(&'a [f16]),
F32(&'a [f32]),
}
impl UniformData {
#[inline]
pub fn from_transform_3d(transform: &Transform4F) -> UniformData {
UniformData::Mat4([transform.c0, transform.c1, transform.c2, transform.c3])
}
}
#[derive(Clone, Copy, Debug)]
pub struct VertexAttrDescriptor {
pub size: usize,
pub class: VertexAttrClass,
pub attr_type: VertexAttrType,
pub stride: usize,
pub offset: usize,
pub divisor: u32,
pub buffer_index: u32,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum VertexAttrClass {
Float,
FloatNorm,
Int,
}
impl TextureFormat {
#[inline]
pub fn channels(self) -> usize {
match self {
TextureFormat::R8 | TextureFormat::R16F => 1,
TextureFormat::RGBA8 | TextureFormat::RGBA16F | TextureFormat::RGBA32F => 4,
}
}
#[inline]
pub fn bytes_per_pixel(self) -> usize {
match self {
TextureFormat::R8 => 1,
TextureFormat::R16F => 2,
TextureFormat::RGBA8 => 4,
TextureFormat::RGBA16F => 8,
TextureFormat::RGBA32F => 16,
}
}
}
impl ClearOps {
#[inline]
pub fn has_ops(&self) -> bool {
self.color.is_some() || self.depth.is_some() || self.stencil.is_some()
}
}
impl Default for BlendState {
#[inline]
fn default() -> BlendState {
BlendState {
src_rgb_factor: BlendFactor::One,
dest_rgb_factor: BlendFactor::OneMinusSrcAlpha,
src_alpha_factor: BlendFactor::One,
dest_alpha_factor: BlendFactor::One,
op: BlendOp::Add,
}
}
}
bitflags! {
pub struct TextureSamplingFlags: u8 {
const REPEAT_U = 0x01;
const REPEAT_V = 0x02;
const NEAREST_MIN = 0x04;
const NEAREST_MAG = 0x08;
}
}
impl<'a> TextureDataRef<'a> {
#[doc(hidden)]
pub fn check_and_extract_data_ptr(self, minimum_size: Vector2I, format: TextureFormat)
-> *const c_void {
let channels = match (format, self) {
(TextureFormat::R8, TextureDataRef::U8(_)) => 1,
(TextureFormat::RGBA8, TextureDataRef::U8(_)) => 4,
(TextureFormat::RGBA16F, TextureDataRef::F16(_)) => 4,
(TextureFormat::RGBA32F, TextureDataRef::F32(_)) => 4,
_ => panic!("Unimplemented texture format!"),
};
let area = minimum_size.x() as usize * minimum_size.y() as usize;
match self {
TextureDataRef::U8(data) => {
assert!(data.len() >= area * channels);
data.as_ptr() as *const c_void
}
TextureDataRef::F16(data) => {
assert!(data.len() >= area * channels);
data.as_ptr() as *const c_void
}
TextureDataRef::F32(data) => {
assert!(data.len() >= area * channels);
data.as_ptr() as *const c_void
}
}
}
}