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; 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( &self, buffer: &Self::Buffer, data: BufferData, 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); fn draw_elements(&self, index_count: u32, render_state: &RenderState); fn draw_elements_instanced(&self, index_count: u32, instance_count: u32, render_state: &RenderState); **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; fn recv_timer_query(&self, query: &Self::TimerQuery) -> Duration; **And then the GPU reads** fn try_recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> Option; fn recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> TextureData; **This maybe reads?** fn read_pixels(&self, target: &RenderTarget, 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, pub depth: Option, pub stencil: Option, pub clear_ops: ClearOps, pub color_mask: bool, } #[derive(Clone, Copy, Debug, Default)] pub struct ClearOps { pub color: Option, pub depth: Option, pub stencil: Option, } #[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), U16(Vec), F16(Vec), F32(Vec), } #[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 } } } }