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553 lines
13 KiB
553 lines
13 KiB
Content-Type: text/x-zim-wiki
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Wiki-Format: zim 0.4
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Creation-Date: 2020-02-28T22:36:46-08:00
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====== PossiblePathfinderPort ======
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Created Friday 28 February 2020
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So I'm just going to use this space to talk about hooking up vulkano to this backend.
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All in all, this seems somewhat simple. This backend expects you to define a dozen or so types which are then passed around and manipulated using this interface.
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==== Where I am at currently ====
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So I need to figure out how pathfinder is creating and storing the framebuffers.
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RuntimeVertexDef {
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buffers: buffers,
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vertex_buffer_ids: vertex_buffer_ids,
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num_vertices: num_vertices,
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attributes: attributes,
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}
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buffers [
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(position, size, InputRate::Vertex)
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(position, size, InputRate::Vertex)
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(position, size, InputRate::Vertex)
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]
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vertex_buffer_ids [
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start and end addresses of buffers?
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]
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num_vertices : usize
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attributes [
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("attribute_name1", position, Format::R32G32Sfloat)
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("attribute_name2", position, Format::R32G32Sfloat)
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("attribute_name3", position, Format::R32G32Sfloat)
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]
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vertex shader input
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attrib loc, buffer id
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0,0 rgb
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1,1 rgb
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2,0 rgba
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3,2 rg
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4,0 rg
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5,0 rgba
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6,0 rgba
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7,0 rgba
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layout(location = 0) in vec3 i_position;
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layout(location = 1) in vec3 i_normal;
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layout(location = 2) in vec4 i_tangent;
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layout(location = 3) in vec2 i_texcoord_0;
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layout(location = 4) in vec2 i_texcoord_1;
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layout(location = 5) in vec4 i_color_0;
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layout(location = 6) in vec4 i_joints_0;
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layout(location = 7) in vec4 i_weights_0;
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pub struct RenderState<'a, D> where D: Device
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pub target: &'a RenderTarget<'a, D>,
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pub program: &'a D::Program,
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pub vertex_array: &'a D::VertexArray,
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pub primitive: Primitive,
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pub uniforms: &'a [(&'a D::Uniform, UniformData)],
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pub textures: &'a [&'a D::Texture],
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pub viewport: RectI,
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pub options: RenderOptions,
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**So I need to define the following types in Vulkan syntax**
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**The other port uses container classes for these **
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type Buffer;
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type Framebuffer;
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type Program;
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**VulkanProgram**
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type Shader;
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type Texture;
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type TextureDataReceiver;
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type TimerQuery;
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type Uniform;
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type VertexArray;
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type VertexAttr;
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[*] fn create_texture(&self, format: TextureFormat, size: Vector2I) -> Self::Texture;
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[*] fn create_texture_from_data(&self,
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format: TextureFormat,
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size: Vector2I,
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data: TextureDataRef
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) -> Self::Texture;
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**For now I'm going to create just the shader and not the pipeline**
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[*] fn create_shader(&self,
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resources: &dyn ResourceLoader,
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name: &str,
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kind: ShaderKind)
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-> Self::Shader;
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[*] fn create_shader_from_source(&self,
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name: &str,
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source: &[u8],
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kind: ShaderKind) -> Self::Shader;
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**This seems to just return a container, but what is the type of the container?**
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[ ] fn create_vertex_array(&self) -> Self::VertexArray;
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**This means more in GL as a program is a part of the state machine**
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**In vk and metal this just returns the two shaders in one object**
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[*] fn create_program_from_shaders(
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&self,
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resources: &dyn ResourceLoader,
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name: &str,
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vertex_shader: Self::Shader,
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fragment_shader: Self::Shader,
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) -> Self::Program;
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**This one I'm a little shakey on. Where do I get these attributes?**
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[ ] fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> Option<Self::VertexAttr>;
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**This first bind_vertex_array()'s **
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**Then it appears to set the instancing using the descriptor and divisor?**
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**Then it configures the vertex attributes for the state. it's push pop it seems in gl**
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fn configure_vertex_attr(&self,
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vertex_array: &Self::VertexArray,
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attr: &Self::VertexAttr,
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descriptor: &VertexAttrDescriptor);
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**This function just looks up the uniform using the name**
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[ ] fn get_uniform(&self, program: &Self::Program, name: &str) -> Self::Uniform;
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**Probably just allocating a buffer with data. Target is just usage**
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**See that it passes in a borrow for Buffer, I assume we should do an**
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**uninitialized_buffer type of deal**
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**Revising this : In GL all it is doing is assigning the buffer to an index in an array**
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**Probably should do like metal and emulate it (Ended up taking metal impl!)**
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[*] fn bind_buffer(&self,
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vertex_array: &Self::VertexArray,
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buffer: &Self::Buffer,
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target: BufferTarget);
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**This creates the framebuffer using render_pass**
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**Since it's single-frame. We don't use the swapchain**
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fn create_framebuffer(&self, texture: Self::Texture) -> Self::Framebuffer;
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**This just creates an empty buffer **
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fn create_buffer(&self) -> Self::Buffer;
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**Allocates using an empty buffer. target is buffer_usage**
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fn allocate_buffer<T>(
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&self,
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buffer: &Self::Buffer,
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data: BufferData<T>,
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target: BufferTarget,
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mode: BufferUploadMode,
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);
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fn framebuffer_texture<'f>(&self, framebuffer: &'f Self::Framebuffer) -> &'f Self::Texture;
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fn destroy_framebuffer(&self, framebuffer: Self::Framebuffer) -> Self::Texture;
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fn texture_format(&self, texture: &Self::Texture) -> TextureFormat;
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fn texture_size(&self, texture: &Self::Texture) -> Vector2I;
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fn set_texture_sampling_mode(&self, texture: &Self::Texture, flags: TextureSamplingFlags);
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fn upload_to_texture(&self, texture: &Self::Texture, rect: RectI, data: TextureDataRef);
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**Command buffer stuff**
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fn begin_commands(&self);
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fn end_commands(&self);
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fn draw_arrays(&self, index_count: u32, render_state: &RenderState<Self>);
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fn draw_elements(&self, index_count: u32, render_state: &RenderState<Self>);
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fn draw_elements_instanced(&self,
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index_count: u32,
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instance_count: u32,
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render_state: &RenderState<Self>);
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**This is the weird timing stuff**
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fn create_timer_query(&self) -> Self::TimerQuery;
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fn begin_timer_query(&self, query: &Self::TimerQuery);
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fn end_timer_query(&self, query: &Self::TimerQuery);
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fn try_recv_timer_query(&self, query: &Self::TimerQuery) -> Option<Duration>;
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fn recv_timer_query(&self, query: &Self::TimerQuery) -> Duration;
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**And then the GPU reads**
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fn try_recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> Option<TextureData>;
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fn recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> TextureData;
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**This maybe reads?**
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fn read_pixels(&self, target: &RenderTarget<Self>, viewport: RectI)
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-> Self::TextureDataReceiver;
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**This just creates a texture like I do**
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fn create_texture_from_png(&self, resources: &dyn ResourceLoader, name: &str) -> Self::Texture;
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**This one just **
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fn create_program_from_shader_names(
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&self,
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resources: &dyn ResourceLoader,
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program_name: &str,
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vertex_shader_name: &str,
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fragment_shader_name: &str,
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) -> Self::Program {
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let vertex_shader = self.create_shader(resources, vertex_shader_name, ShaderKind::Vertex);
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let fragment_shader =
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self.create_shader(resources, fragment_shader_name, ShaderKind::Fragment);
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self.create_program_from_shaders(resources, program_name, vertex_shader, fragment_shader)
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}
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fn create_program(&self, resources: &dyn ResourceLoader, name: &str) -> Self::Program {
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self.create_program_from_shader_names(resources, name, name, name)
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum TextureFormat {
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R8,
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R16F,
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RGBA8,
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RGBA16F,
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RGBA32F,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum VertexAttrType {
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F32,
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I16,
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I8,
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U16,
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U8,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum BufferData<'a, T> {
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Uninitialized(usize),
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Memory(&'a [T]),
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}
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#[derive(Clone, Copy, Debug)]
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pub enum BufferTarget {
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Vertex,
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Index,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum BufferUploadMode {
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Static,
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Dynamic,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum ShaderKind {
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Vertex,
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Fragment,
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}
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#[derive(Clone, Copy)]
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pub enum UniformData {
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Float(f32),
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IVec3([i32; 3]),
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Int(i32),
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Mat2(F32x4),
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Mat4([F32x4; 4]),
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Vec2(F32x2),
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Vec3([f32; 3]),
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Vec4(F32x4),
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TextureUnit(u32),
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}
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#[derive(Clone, Copy)]
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pub enum Primitive {
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Triangles,
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Lines,
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}
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#[derive(Clone)]
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pub struct RenderState<'a, D> where D: Device {
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pub target: &'a RenderTarget<'a, D>,
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pub program: &'a D::Program,
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pub vertex_array: &'a D::VertexArray,
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pub primitive: Primitive,
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pub uniforms: &'a [(&'a D::Uniform, UniformData)],
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pub textures: &'a [&'a D::Texture],
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pub viewport: RectI,
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pub options: RenderOptions,
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}
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#[derive(Clone, Debug)]
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pub struct RenderOptions {
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pub blend: Option<BlendState>,
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pub depth: Option<DepthState>,
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pub stencil: Option<StencilState>,
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pub clear_ops: ClearOps,
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pub color_mask: bool,
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}
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#[derive(Clone, Copy, Debug, Default)]
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pub struct ClearOps {
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pub color: Option<ColorF>,
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pub depth: Option<f32>,
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pub stencil: Option<u8>,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum RenderTarget<'a, D> where D: Device {
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Default,
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Framebuffer(&'a D::Framebuffer),
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct BlendState {
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pub dest_rgb_factor: BlendFactor,
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pub dest_alpha_factor: BlendFactor,
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pub src_rgb_factor: BlendFactor,
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pub src_alpha_factor: BlendFactor,
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pub op: BlendOp,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum BlendFactor {
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Zero,
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One,
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SrcAlpha,
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OneMinusSrcAlpha,
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DestAlpha,
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OneMinusDestAlpha,
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DestColor,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum BlendOp {
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Add,
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Subtract,
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ReverseSubtract,
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Min,
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Max,
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}
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#[derive(Clone, Copy, Default, Debug)]
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pub struct DepthState {
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pub func: DepthFunc,
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pub write: bool,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum DepthFunc {
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Less,
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Always,
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}
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#[derive(Clone, Copy, Debug)]
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pub struct StencilState {
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pub func: StencilFunc,
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pub reference: u32,
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pub mask: u32,
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pub write: bool,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum StencilFunc {
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Always,
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Equal,
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}
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impl Default for RenderOptions {
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#[inline]
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fn default() -> RenderOptions {
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RenderOptions {
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blend: None,
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depth: None,
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stencil: None,
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clear_ops: ClearOps::default(),
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color_mask: true,
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}
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}
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}
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impl Default for BlendOp {
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#[inline]
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fn default() -> BlendOp {
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BlendOp::Add
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}
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}
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impl Default for StencilState {
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#[inline]
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fn default() -> StencilState {
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StencilState {
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func: StencilFunc::default(),
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reference: 0,
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mask: !0,
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write: false,
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}
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}
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}
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impl Default for DepthFunc {
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#[inline]
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fn default() -> DepthFunc {
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DepthFunc::Less
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}
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}
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impl Default for StencilFunc {
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#[inline]
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fn default() -> StencilFunc {
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StencilFunc::Always
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}
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}
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#[derive(Clone, Debug)]
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pub enum TextureData {
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U8(Vec<u8>),
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U16(Vec<u16>),
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F16(Vec<f16>),
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F32(Vec<f32>),
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}
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#[derive(Clone, Copy, Debug)]
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pub enum TextureDataRef<'a> {
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U8(&'a [u8]),
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F16(&'a [f16]),
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F32(&'a [f32]),
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}
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impl UniformData {
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#[inline]
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pub fn from_transform_3d(transform: &Transform4F) -> UniformData {
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UniformData::Mat4([transform.c0, transform.c1, transform.c2, transform.c3])
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}
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}
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#[derive(Clone, Copy, Debug)]
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pub struct VertexAttrDescriptor {
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pub size: usize,
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pub class: VertexAttrClass,
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pub attr_type: VertexAttrType,
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pub stride: usize,
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pub offset: usize,
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pub divisor: u32,
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pub buffer_index: u32,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum VertexAttrClass {
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Float,
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FloatNorm,
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Int,
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}
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impl TextureFormat {
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#[inline]
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pub fn channels(self) -> usize {
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match self {
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TextureFormat::R8 | TextureFormat::R16F => 1,
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TextureFormat::RGBA8 | TextureFormat::RGBA16F | TextureFormat::RGBA32F => 4,
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}
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}
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#[inline]
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pub fn bytes_per_pixel(self) -> usize {
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match self {
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TextureFormat::R8 => 1,
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TextureFormat::R16F => 2,
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TextureFormat::RGBA8 => 4,
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TextureFormat::RGBA16F => 8,
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TextureFormat::RGBA32F => 16,
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}
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}
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}
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impl ClearOps {
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#[inline]
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pub fn has_ops(&self) -> bool {
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self.color.is_some() || self.depth.is_some() || self.stencil.is_some()
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}
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}
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impl Default for BlendState {
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#[inline]
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fn default() -> BlendState {
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BlendState {
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src_rgb_factor: BlendFactor::One,
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dest_rgb_factor: BlendFactor::OneMinusSrcAlpha,
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src_alpha_factor: BlendFactor::One,
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dest_alpha_factor: BlendFactor::One,
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op: BlendOp::Add,
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}
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}
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}
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bitflags! {
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pub struct TextureSamplingFlags: u8 {
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const REPEAT_U = 0x01;
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const REPEAT_V = 0x02;
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const NEAREST_MIN = 0x04;
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const NEAREST_MAG = 0x08;
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}
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}
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impl<'a> TextureDataRef<'a> {
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#[doc(hidden)]
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pub fn check_and_extract_data_ptr(self, minimum_size: Vector2I, format: TextureFormat)
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-> *const c_void {
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let channels = match (format, self) {
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(TextureFormat::R8, TextureDataRef::U8(_)) => 1,
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(TextureFormat::RGBA8, TextureDataRef::U8(_)) => 4,
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(TextureFormat::RGBA16F, TextureDataRef::F16(_)) => 4,
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(TextureFormat::RGBA32F, TextureDataRef::F32(_)) => 4,
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_ => panic!("Unimplemented texture format!"),
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};
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let area = minimum_size.x() as usize * minimum_size.y() as usize;
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match self {
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TextureDataRef::U8(data) => {
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assert!(data.len() >= area * channels);
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data.as_ptr() as *const c_void
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}
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TextureDataRef::F16(data) => {
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assert!(data.len() >= area * channels);
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data.as_ptr() as *const c_void
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}
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TextureDataRef::F32(data) => {
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assert!(data.len() >= area * channels);
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data.as_ptr() as *const c_void
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}
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}
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}
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}
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