This commit is contained in:
Vicente Ferrari Smith 2026-04-28 19:46:32 +02:00
parent a015aa00ef
commit a0b7e4c0d8
32 changed files with 1880 additions and 88 deletions

0
metal/CMakeLists.txt Normal file
View File

3
metal/definition.cpp Normal file
View File

@ -0,0 +1,3 @@
//
// Created by Vicente Ferrari Smith on 26.02.26.
//

3
renderer/graphics.cpp Normal file
View File

@ -0,0 +1,3 @@
//
// Created by Vicente Ferrari Smith on 02.03.26.
//

14
renderer/graphics.h Normal file
View File

@ -0,0 +1,14 @@
//
// Created by Vicente Ferrari Smith on 26.02.26.
//
#ifndef V_RENDERER_H
#define V_RENDERER_H
struct Graphics {
Graphics();
};
#endif //V_RENDERER_H

View File

@ -0,0 +1,8 @@
//
// Created by Vicente Ferrari Smith on 02.03.26.
//
#ifndef V_GRAPHICS_PRIVATE_H
#define V_GRAPHICS_PRIVATE_H
#endif //V_GRAPHICS_PRIVATE_H

View File

@ -1,47 +0,0 @@
//
// Created by Vicente Ferrari Smith on 12.02.26.
//
#ifndef V_INIT_H
#define V_INIT_H
#include <volk/volk.h>
#include <GLFW/glfw3.h>
#include <vma/vk_mem_alloc.h>
#include <vector>
inline VkInstance instance{};
inline VkPhysicalDevice physicalDevice{};
inline VkDevice device{};
inline VkQueue graphics_queue{};
inline uint32_t queueFamily{};
inline VkSurfaceKHR surface{};
inline VkDebugUtilsMessengerEXT debugMessenger{};
inline VmaAllocator allocator{};
inline constexpr uint32_t MAX_FRAMES_IN_FLIGHT = 2;
inline constexpr uint32_t MAX_VERTICES_PER_BATCH = 65536;
inline VkSwapchainKHR swapchain;
inline VkExtent2D swapchain_extent;
inline VkSurfaceFormatKHR swapchain_format{
VK_FORMAT_B8G8R8A8_UNORM,
VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
};
inline std::vector<VkSemaphore> renderFinished;
inline std::vector<VkImage> images;
inline std::vector<VkImageView> imageViews;
inline std::vector<VkImageLayout> imageLayouts;
void createSwapchain(GLFWwindow* window);
int createInstance(GLFWwindow* window);
void createSurface(GLFWwindow* window);
void pickPhysicalDevice();
void createDevice();
#endif //V_INIT_H

View File

@ -0,0 +1,3 @@
//
// Created by Vicente Ferrari Smith on 27.02.26.
//

View File

@ -0,0 +1,8 @@
//
// Created by Vicente Ferrari Smith on 27.02.26.
//
#ifndef V_AAPLMATHUTILITIES_H
#define V_AAPLMATHUTILITIES_H
#endif //V_AAPLMATHUTILITIES_H

216
renderer/metal/metal.cpp Normal file
View File

@ -0,0 +1,216 @@
//
// Created by Vicente Ferrari Smith on 26.02.26.
//
#include "init.h"
#include "../graphics.h"
#include <print>
#include <iostream>
#include <fstream>
#include <GLFW/glfw3.h>
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3native.h>
#include <objc/message.h>
#include <objc/objc.h>
#include "vertex_data.h"
Device metal_device{};
MTL::Buffer* triangle_vertex_buffer{};
MTL::CommandQueue *queue{};
CA::MetalLayer *metal_layer{};
MTL::RenderPipelineState *pipeline_state{};
CA::MetalDrawable *metal_drawable{};
MTL::CommandBuffer* metal_command_buffer{};
MTL::Function *vertex_shader{};
MTL::Function *fragment_shader{};
void create_window(GLFWwindow *window) {
void *ns_window = glfwGetCocoaWindow(window);
if (!ns_window) {
throw std::runtime_error("Failed to get Cocoa window from GLFWwindow");
}
SEL contentViewSel = sel_registerName("contentView");
id content_view = ((id (*)(id, SEL))objc_msgSend)((id)ns_window, contentViewSel);
SEL setWantsLayerSel = sel_registerName("setWantsLayer:");
((void (*)(id, SEL, bool))objc_msgSend)(content_view, setWantsLayerSel, true);
metal_layer = CA::MetalLayer::layer()->retain();
SEL setLayerSel = sel_registerName("setLayer:");
((void (*)(id, SEL, id))objc_msgSend)(content_view, setLayerSel, (id)metal_layer);
metal_layer->retain();
metal_layer->setDevice(metal_device.device);
metal_layer->setPixelFormat(MTL::PixelFormatRGBA16Float);
metal_layer->setFramebufferOnly(true);
metal_layer->setDrawableSize(CGSizeMake(800, 600));
CGColorSpaceRef p3Space = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
metal_layer->setColorspace(p3Space);
}
void encode_render_command(MTL::RenderCommandEncoder *renderCommandEncoder) {
renderCommandEncoder->setRenderPipelineState(pipeline_state);
renderCommandEncoder->setVertexBuffer(triangle_vertex_buffer, 0, 0);
MTL::PrimitiveType typeTriangle = MTL::PrimitiveTypeTriangle;
NS::UInteger vertexStart = 0;
NS::UInteger vertexCount = 6;
renderCommandEncoder->drawPrimitives(typeTriangle, vertexStart, vertexCount);
}
void send_render_command() {
metal_command_buffer = queue->commandBuffer();
MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
MTL::RenderPassColorAttachmentDescriptor *cd = renderPassDescriptor->colorAttachments()->object(0);
cd->setTexture(metal_drawable->texture());
cd->setLoadAction(MTL::LoadActionClear);
cd->setClearColor(MTL::ClearColor(
100.0f / 255.0f,
149.0f / 255.0f,
237.0f / 255.0f,
1.0
));
cd->setStoreAction(MTL::StoreActionStore);
MTL::RenderCommandEncoder* renderCommandEncoder = metal_command_buffer->renderCommandEncoder(renderPassDescriptor);
encode_render_command(renderCommandEncoder);
renderCommandEncoder->endEncoding();
metal_command_buffer->presentDrawable(metal_drawable);
metal_command_buffer->commit();
metal_command_buffer->waitUntilCompleted();
renderPassDescriptor->release();
}
void LoadMetalShader(const std::string &shader_path,
const std::string &vertex_fn_name,
const std::string &fragment_fn_name)
{
NS::Error *error = nullptr;
MTL::Library *library = nullptr;
auto ends_with = [](const std::string& s, const char* suf) -> bool {
const size_t n = std::strlen(suf);
return s.size() >= n && s.compare(s.size() - n, n, suf) == 0;
};
if (ends_with(shader_path, ".metal")) {
// Compile from source at runtime
std::ifstream file(shader_path, std::ios::in | std::ios::binary);
if (!file.is_open()) {
throw std::runtime_error("Failed to open .metal source file");
}
std::string src;
file.seekg(0, std::ios::end);
src.resize(static_cast<size_t>(file.tellg()));
file.seekg(0, std::ios::beg);
file.read(src.data(), static_cast<std::streamsize>(src.size()));
file.close();
NS::String* source = NS::String::string(src.c_str(), NS::UTF8StringEncoding);
MTL::CompileOptions* opts = MTL::CompileOptions::alloc()->init();
library = metal_device.device->newLibrary(source, opts, &error);
opts->release();
} else {
// Load a precompiled metallib from file path
NS::String *nsPath = NS::String::string(shader_path.c_str(), NS::UTF8StringEncoding);
library = metal_device.device->newLibrary(nsPath, &error);
}
if (error || library == nullptr) {
if (error) {
// Extract the actual compiler error message
const char* errorMessage = error->localizedDescription()->utf8String();
std::string detailedError = "Metal Library Error: ";
detailedError += errorMessage;
// It is good practice to release the error object if it exists
error->release();
throw std::runtime_error(detailedError);
}
throw std::runtime_error("Failed to create Metal library (Unknown error)");
}
NS::String *vname = NS::String::string(vertex_fn_name.c_str(), NS::UTF8StringEncoding);
NS::String *fname = NS::String::string(fragment_fn_name.c_str(), NS::UTF8StringEncoding);
vertex_shader = library->newFunction(vname);
fragment_shader = library->newFunction(fname);
if (vertex_shader == nullptr || fragment_shader == nullptr) {
throw std::runtime_error("Failed to create Metal shader functions");
}
library->release();
}
void create_render_pipeline() {
LoadMetalShader("shaders/shader.metal", "vertex_main", "fragment_main");
MTL::RenderPipelineDescriptor* renderPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
renderPipelineDescriptor->setLabel(NS::String::string("Triangle Rendering Pipeline", NS::ASCIIStringEncoding));
renderPipelineDescriptor->setVertexFunction(vertex_shader);
renderPipelineDescriptor->setFragmentFunction(fragment_shader);
assert(renderPipelineDescriptor);
const MTL::PixelFormat pixel_format = metal_layer->pixelFormat();
renderPipelineDescriptor->colorAttachments()->object(0)->setPixelFormat(pixel_format);
NS::Error* error;
pipeline_state = metal_device.device->newRenderPipelineState(renderPipelineDescriptor, &error);
renderPipelineDescriptor->release();
}
void create_command_queue() {
queue = metal_device.device->newCommandQueue();
}
void create_triangle() {
VertexData square_vertices[] = {
{{-0.5, -0.5}, {1.0, 0.0, 0.0, 1.0}},
{{0.5, -0.5}, {0.0, 1.0, 0.0, 1.0}},
{{0.5, 0.5}, {0.0, 0.0, 1.0, 1.0}},
{{0.5, 0.5}, {0.0, 0.0, 1.0, 1.0}},
{{-0.5, 0.5}, {0.0, 1.0, 0.0, 1.0}},
{{-0.5, -0.5}, {1.0, 0.0, 0.0, 1.0}},
};
triangle_vertex_buffer = metal_device.device->newBuffer(&square_vertices,
sizeof(square_vertices),
MTL::ResourceStorageModeShared);
}
void graphics_init(GLFWwindow *window) {
std::println("wow, we are on macos!! crazy!!");
create_device();
create_window(window);
create_triangle();
create_command_queue();
create_render_pipeline();
}
void graphics_deinit() {
}
void begin_frame() {
}
void end_frame() {
auto pPool = NS::AutoreleasePool::alloc()->init();
metal_drawable = metal_layer->nextDrawable();
send_render_command();
pPool->release();
}
void create_device() {
metal_device.device = MTL::CreateSystemDefaultDevice();
}

22
renderer/metal/metal.h Normal file
View File

@ -0,0 +1,22 @@
//
// Created by Vicente Ferrari Smith on 26.02.26.
//
#ifndef M_INIT_H
#define M_INIT_H
#include <GLFW/glfw3.h>
#define GLFW_EXPOSE_NATIVE_COCOA
#import <GLFW/glfw3native.h>
#include <Metal/Metal.hpp>
#include <QuartzCore/CAMetalLayer.hpp>
#include <QuartzCore/QuartzCore.hpp>
struct Device {
MTL::Device *device;
};
void create_device();
#endif //M_INIT_H

View File

@ -2,12 +2,12 @@
// Created by Vicente Ferrari Smith on 13.02.26. // Created by Vicente Ferrari Smith on 13.02.26.
// //
#include "renderer.h" #include "../graphics.h"
#include <print> #include <print>
#include "init.h" #include "init.h"
#include "sprite.h" #include "../sprite.h"
#include <vma/vk_mem_alloc.h> #include <vma/vk_mem_alloc.h>
#include <slang/slang.h> #include <slang/slang.h>

402
renderer/metal/renderer.h Normal file
View File

@ -0,0 +1,402 @@
//
// Created by Vicente Ferrari Smith on 13.02.26.
//
#ifndef V_RENDERER_H
#define V_RENDERER_H
#include "init.h"
#include <volk/volk.h>
#include <GLFW/glfw3.h>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include "glm/gtx/string_cast.hpp"
#include <vma/vk_mem_alloc.h>
#include "../sprite.h"
#include "../texture.h"
#include <misc.h>
#include <array>
#include <span>
#include <slang/slang.h>
#include <slang/slang-com-ptr.h>
inline Slang::ComPtr<slang::IGlobalSession> slangGlobalSession;
enum class PROJECTION_TYPE : uint8_t {
NONE,
ORTHOGRAPHIC_WORLD,
ORTHOGRAPHIC_WINDOW,
PERSPECTIVE_WORLD,
PERSPECTIVE_WINDOW,
COUNT,
};
struct vertex_p2_s2_st2_col4_a1_u32 {
glm::vec2 pos;
glm::vec2 scale;
glm::vec2 uv;
glm::vec4 color;
float alpha;
uint32_t textureID;
static VkVertexInputBindingDescription getBindingDescription() {
return {0, sizeof(vertex_p2_s2_st2_col4_a1_u32), VK_VERTEX_INPUT_RATE_VERTEX};
}
static std::array<VkVertexInputAttributeDescription, 6> getAttributeDescriptions() {
return {
{
{0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, pos)},
{1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, scale)},
{2, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, uv)},
{3, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, color)},
{4, 0, VK_FORMAT_R32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, alpha)},
{5, 0, VK_FORMAT_R32_UINT, offsetof(vertex_p2_s2_st2_col4_a1_u32, textureID)},
}
};
}
};
// commands
enum class PipelineType : uint8_t {
None,
TexturedQuad,
ColoredQuad,
Line,
Text,
Chunk
};
struct TexturedQuadCmd {
glm::vec2 position;
glm::vec2 size;
glm::vec2 uvMin;
glm::vec2 uvMax;
glm::vec4 color;
uint16_t textureID;
};
struct ColoredQuadCmd {
glm::vec2 pos;
glm::vec2 scale;
glm::vec4 color;
};
struct LineCmd {
glm::vec2 start;
glm::vec2 end;
glm::vec4 color;
};
// struct TextCmd {
// Font* font;
// std::string text;
// glm::vec2 position;
// glm::vec4 color;
// };
struct ChunkCmd {
VkBuffer vertexBuffer;
VkBuffer indexBuffer;
uint32_t indexCount;
};
struct SortKey {
uint16_t depth; // world Z or Y-sorted depth
uint16_t materialID; // texture sheet, font atlas, etc.
uint8_t pipeline; // PipelineType
bool operator<(const SortKey& b) const;
};
struct RenderCommand {
SortKey key;
PipelineType pipeline;
union {
TexturedQuadCmd textured_quad;
ColoredQuadCmd colored_quad;
LineCmd line;
// TextCmd text;
ChunkCmd chunk;
};
};
////////////////////////////////////////////////////////////////////////////////////////////////
struct AllocatedBuffer {
VkBuffer buffer;
VmaAllocation allocation;
VmaAllocationInfo info;
};
struct GPUMeshBuffers {
AllocatedBuffer indexBuffer;
AllocatedBuffer vertexBuffer;
VkDeviceAddress vertexBufferAddress;
};
struct Renderer {
std::vector<RenderCommand> commands{};
VkDescriptorSetLayout descriptor_set_layout{};
VkPipelineLayout pipelineLayout{};
VkPipeline textured_quad_pipeline{};
VkPipeline colored_quad_pipeline{};
VkPipeline line_pipeline{};
VkPipeline text_pipeline{};
VkPipeline chunk_pipeline{};
VkDescriptorSet set{};
VkSampler defaultSampler{};
uint32_t nextTextureSlot = 0;
struct Frame {
VkCommandPool commandPool{};
VkCommandBuffer command_buffer{};
VkSemaphore imageAvailable{};
VkFence in_flight_fence{};
AllocatedBuffer vertexBuffer{};
};
std::vector<Frame> frames;
uint32_t currentFrame = 0;
VkDescriptorPool descriptorPool{};
std::vector<VkDescriptorSet> textureSets{};
void begin_frame();
void end_frame();
void flush();
void submit_sprite(glm::vec2 pos, const sprite_t &sprite);
void submit_quad(glm::vec2 pos, glm::vec2 scale);
explicit Renderer(GLFWwindow *window);
void create_pipeline_layout();
void createFrameResources();
void create_default_sampler();
void recordCommandBuffer(
VkCommandBuffer cmd,
VkImage image,
VkImageView imageView,
VkExtent2D extent,
VkImageLayout oldLayout,
const Frame &frame,
const std::vector<vertex_p2_s2_st2_col4_a1_u32> &vertices) const;
void immediate_submit(std::function<void(VkCommandBuffer)>&& func) const;
void transition_image_layout(VkCommandBuffer cmd, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout) const;
VkImageView create_image_view(VkImage image, VkFormat format) const;
AllocatedBuffer create_buffer(size_t allocSize, VkBufferUsageFlags usage, VmaMemoryUsage memoryUsage);
void destroy_buffer(const AllocatedBuffer& buffer);
// GPUMeshBuffers uploadMesh(std::span<uint32_t> indices, std::span<vertex_p2_st2_col4_a1_u32> vertices);
void upload_vertex_buffer(
VkCommandBuffer cmd,
const Frame &frame,
std::span<const vertex_p2_s2_st2_col4_a1_u32> vertices) const;
[[nodiscard]] VkPipeline get_pipeline(PipelineType type) const;
// void bind_material(VkCommandBuffer cmd, uint16_t materialID);
void create_descriptor_pool();
void update_bindless_slot(uint32_t slot, VkImageView view, VkSampler sampler) const;
// Returns the resource info so the Manager can store it
void upload_texture(
int w,
int h,
const void* pixels,
VkImage *image,
VmaAllocation *allocation,
VkImageView *view,
uint32_t *descriptor_index);
template <typename T>
VkPipeline create_graphics_pipeline(
VkDevice device,
VkPipelineLayout layout,
VkFormat colorFormat,
// VkShaderModule vertShader,
// VkShaderModule fragShader,
VkPrimitiveTopology topology,
bool enableBlending)
{
auto slangTargets{ std::to_array<slang::TargetDesc>({ {
.format = SLANG_SPIRV,
.profile = slangGlobalSession->findProfile("spirv_1_4")
} })};
auto slangOptions{ std::to_array<slang::CompilerOptionEntry>({ {
slang::CompilerOptionName::EmitSpirvDirectly,
{slang::CompilerOptionValueKind::Int, 1}
} })};
slang::SessionDesc slangSessionDesc{
.targets = slangTargets.data(),
.targetCount = SlangInt(slangTargets.size()),
.defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_COLUMN_MAJOR,
.compilerOptionEntries = slangOptions.data(),
.compilerOptionEntryCount = uint32_t(slangOptions.size())
};
Slang::ComPtr<slang::ISession> slangSession;
slangGlobalSession->createSession(slangSessionDesc, slangSession.writeRef());
Slang::ComPtr<slang::IModule> slangModule{
slangSession->loadModuleFromSource("triangle", "shaders/shader.slang", nullptr, nullptr)
};
Slang::ComPtr<ISlangBlob> spirv;
slangModule->getTargetCode(0, spirv.writeRef());
VkShaderModuleCreateInfo shaderModuleCI{
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = spirv->getBufferSize(),
.pCode = (uint32_t*)spirv->getBufferPointer()
};
VkShaderModule shaderModule{};
vkCreateShaderModule(device, &shaderModuleCI, nullptr, &shaderModule);
auto vsCode = loadFile("shaders/triangle.vert.spv");
auto fsCode = loadFile("shaders/triangle.frag.spv");
VkShaderModuleCreateInfo smci{
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO
};
smci.codeSize = vsCode.size();
smci.pCode = reinterpret_cast<uint32_t*>(vsCode.data());
// VkShaderModule vs;
// vkCreateShaderModule(device, &smci, nullptr, &vs);
smci.codeSize = fsCode.size();
smci.pCode = reinterpret_cast<uint32_t*>(fsCode.data());
// VkShaderModule fs;
// vkCreateShaderModule(device, &smci, nullptr, &fs);
// --- Shaders ---
std::vector<VkPipelineShaderStageCreateInfo> shaderStages{
{ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = shaderModule, .pName = "main"},
{ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = shaderModule, .pName = "main" }
};
// --- Vertex Input (Generic) ---
auto binding = T::getBindingDescription();
auto attrs = T::getAttributeDescriptions();
// --- Vertex Input (Matching our vertex_p2_st2_col4 struct) ---
VkPipelineVertexInputStateCreateInfo vi{
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = &binding,
.vertexAttributeDescriptionCount = attrs.size(),
.pVertexAttributeDescriptions = attrs.data(),
};
// --- Input Assembly (Changes based on Topology parameter) ---
VkPipelineInputAssemblyStateCreateInfo ia{VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO};
ia.topology = topology;
// --- Blending (Changes based on enableBlending parameter) ---
VkPipelineColorBlendAttachmentState colorBlend{
.blendEnable = enableBlending ? VK_TRUE : VK_FALSE,
.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.colorBlendOp = VK_BLEND_OP_ADD,
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE,
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
.alphaBlendOp = VK_BLEND_OP_ADD,
.colorWriteMask = 0xF
};
// --- Boilerplate (Standard 2D Defaults) ---
VkPipelineViewportStateCreateInfo vp{
VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
nullptr,
0,
1,
nullptr,
1,
nullptr
};
VkPipelineRasterizationStateCreateInfo rs{
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
nullptr,
0,
0,
0,
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0,
0,
0,
0,
1.0f
};
VkPipelineMultisampleStateCreateInfo ms{
VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
nullptr,
0,
VK_SAMPLE_COUNT_1_BIT
};
VkPipelineColorBlendStateCreateInfo cb{
VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
nullptr,
0,
0,
VK_LOGIC_OP_AND,
1,
&colorBlend
};
VkDynamicState dyns[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo ds{
VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
nullptr,
0,
2,
dyns
};
VkPipelineRenderingCreateInfo rci{
VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO,
nullptr,
0,
1,
&colorFormat
};
VkGraphicsPipelineCreateInfo gpci{
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = &rci,
.stageCount = (uint32_t) shaderStages.size(),
.pStages = shaderStages.data(),
.pVertexInputState = &vi,
.pInputAssemblyState = &ia,
.pViewportState = &vp,
.pRasterizationState = &rs,
.pMultisampleState = &ms,
.pColorBlendState = &cb,
.pDynamicState = &ds,
.layout = layout
};
VkPipeline pipeline;
vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &gpci, nullptr, &pipeline);
return pipeline;
}
};
#endif //V_RENDERER_H

View File

@ -0,0 +1,8 @@
//
// Created by Vicente Ferrari Smith on 27.02.26.
//
#ifndef V_VERTEX_DATA_H
#define V_VERTEX_DATA_H
#endif //V_VERTEX_DATA_H

View File

@ -2,4 +2,4 @@
// Created by Vicente Ferrari Smith on 14.02.26. // Created by Vicente Ferrari Smith on 14.02.26.
// //
#include "sprite.h" #include "../sprite.h"

View File

@ -1,38 +1,3 @@
// //
// Created by Vicente Ferrari Smith on 14.02.26. // Created by Vicente Ferrari Smith on 01.03.26.
// //
#include "texture.h"
#include <stb_image.h>
#include "renderer.h"
TextureManager::TextureManager() {
}
Texture TextureManager::load(const std::string& path, Renderer &renderer) {
// Dedup: Don't load the same file twice!
// if (path_to_id.contains(path)) return path_to_id[path];
int w, h, ch;
unsigned char* data = stbi_load(path.c_str(), &w, &h, &ch, STBI_rgb_alpha);
// Tell the renderer to make the GPU version
Texture res;
res.width = w;
res.height = h;
res.channels = STBI_rgb_alpha;
res.srgb = true;
renderer.upload_texture(w, h, data, &res.image, &res.allocation, &res.view, &res.descriptor_index);
stbi_image_free(data);
res.id = path;
res.path = path;
res.uploaded = true;
textures[path] = res;
// path_to_id[path] = id;
return res; // This is the textureID for your sprites
}

View File

@ -2,4 +2,4 @@
// Created by Vicente Ferrari Smith on 14.02.26. // Created by Vicente Ferrari Smith on 14.02.26.
// //
#include "texture_sheet.h" #include "../texture_sheet.h"

View File

@ -0,0 +1,828 @@
//
// Created by Vicente Ferrari Smith on 13.02.26.
//
#include "../Grpahics.h"
#include <print>
#include "init.h"
#include "../sprite.h"
#include <vma/vk_mem_alloc.h>
#include <slang/slang.h>
extern int32_t window_width;
extern int32_t window_height;
bool SortKey::operator<(const SortKey& b) const {
if (depth != b.depth) return depth < b.depth;
if (pipeline != b.pipeline) return pipeline < b.pipeline;
return materialID < b.materialID;
}
Renderer::Renderer(GLFWwindow *window) {
create_pipeline_layout();
colored_quad_pipeline = create_graphics_pipeline<vertex_p2_s2_st2_col4_a1_u32>(
device,
pipelineLayout,
swapchain_format.format,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
true
);
create_default_sampler();
create_descriptor_pool();
createFrameResources();
}
void Renderer::begin_frame() {
commands.clear();
}
void Renderer::flush() {
}
void Renderer::submit_quad(glm::vec2 pos, glm::vec2 scale) {
RenderCommand cmd {};
cmd.pipeline = PipelineType::ColoredQuad;
cmd.key = {
(uint16_t) pos.y,
0,
(uint8_t) PipelineType::ColoredQuad
};
cmd.colored_quad = {
.pos = pos,
.scale = scale,
.color = {0, 1, 1, 1},
};
commands.push_back(cmd);
}
void Renderer::submit_sprite(glm::vec2 pos, const sprite_t &sprite) {
RenderCommand cmd {};
cmd.pipeline = PipelineType::TexturedQuad;
cmd.key = {
(uint16_t) pos.y,
0,
(uint8_t) PipelineType::TexturedQuad
};
cmd.textured_quad = {
.position = pos,
.size = {0, 0},
.uvMin = {0, 0},
.uvMax = {0, 0},
.color = {1, 1, 1, 1},
.textureID = 0,
};
commands.push_back(cmd);
// assert(started == true, "You can't submit without having started the renderer first.");
// renderable : Renderable;
// renderable.type = .Sprite;
//
// if sprite.window_space
// renderable.projection_type = .ORTHOGRAPHIC_WINDOW;
// else
// renderable.projection_type = .ORTHOGRAPHIC_WORLD;
//
// renderable.pos = pos;
// renderable.sprite.texture_sheet = sprite.texture_sheet;
// renderable.sprite.texture_cell = sprite.texture_cell;
// renderable.sprite.origin = sprite.origin;
// renderable.sprite.scale = sprite.scale;
// renderable.sprite.colour = sprite.colour;
// renderable.sprite.alpha = alpha;
//
// array_add(*renderer.renderable_list, renderable);
}
void Renderer::create_pipeline_layout() {
std::array<VkDescriptorSetLayoutBinding, 1> bindings = {
{
{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = nextTextureSlot,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
}
}
};
VkDescriptorBindingFlags flags[1] = {
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
};
VkDescriptorSetLayoutBindingFlagsCreateInfo layoutFlags{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO,
.bindingCount = 1,
.pBindingFlags = flags
};
VkDescriptorSetLayoutCreateInfo dslci{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.pNext = &layoutFlags,
// .flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT,
.bindingCount = bindings.size(),
.pBindings = bindings.data()
};
vkCreateDescriptorSetLayout(device, &dslci, nullptr, &descriptor_set_layout);
VkPushConstantRange push_constant{
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(glm::mat4),
};
VkPipelineLayoutCreateInfo plci{
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.setLayoutCount = 1,
.pSetLayouts = &descriptor_set_layout,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &push_constant,
};
vkCreatePipelineLayout(device, &plci, nullptr, &pipelineLayout);
}
void Renderer::createFrameResources() {
const VkSemaphoreCreateInfo seci{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO,
};
VkFenceCreateInfo fenceInfo{
.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO,
.flags = VK_FENCE_CREATE_SIGNALED_BIT,
};
VkCommandPoolCreateInfo cpci{
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT,
.queueFamilyIndex = queueFamily
};
frames.resize(MAX_FRAMES_IN_FLIGHT);
for (uint32_t i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
Frame &frame = frames[i];
vkCreateSemaphore(device, &seci, nullptr, &frame.imageAvailable);
vkCreateFence(device, &fenceInfo, nullptr, &frame.in_flight_fence);
vkCreateCommandPool(device, &cpci, nullptr, &frame.commandPool);
const VkCommandBufferAllocateInfo cbai{
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.commandPool = frame.commandPool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = 1
};
vkAllocateCommandBuffers(device, &cbai, &frame.command_buffer);
VkBufferCreateInfo bufferInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = 1024 * 1024 * 4,
.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
};
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_HOST_ACCESS_ALLOW_TRANSFER_INSTEAD_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
vmaCreateBuffer(
allocator,
&bufferInfo,
&allocCreateInfo,
&frame.vertexBuffer.buffer,
&frame.vertexBuffer.allocation,
&frame.vertexBuffer.info);
}
}
AllocatedBuffer Renderer::create_buffer(size_t allocSize, VkBufferUsageFlags usage, VmaMemoryUsage memoryUsage) {
// allocate buffer
VkBufferCreateInfo bufferInfo = {.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufferInfo.pNext = nullptr;
bufferInfo.size = allocSize;
bufferInfo.usage = usage;
VmaAllocationCreateInfo vmaallocInfo = {};
vmaallocInfo.usage = memoryUsage;
vmaallocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
AllocatedBuffer newBuffer{};
// allocate the buffer
vmaCreateBuffer(allocator, &bufferInfo, &vmaallocInfo, &newBuffer.buffer, &newBuffer.allocation, &newBuffer.info);
return newBuffer;
}
void Renderer::destroy_buffer(const AllocatedBuffer& buffer) {
vmaDestroyBuffer(allocator, buffer.buffer, buffer.allocation);
}
// GPUMeshBuffers Renderer::uploadMesh(std::span<uint32_t> indices, std::span<vertex_p2_st2_col4_a1_u32> vertices) {
// const size_t vertexBufferSize = vertices.size() * sizeof(vertex_p2_st2_col4_a1_u32);
// const size_t indexBufferSize = indices.size() * sizeof(uint32_t);
//
// GPUMeshBuffers newSurface;
//
// //create vertex buffer
// newSurface.vertexBuffer = create_buffer(vertexBufferSize, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
// VMA_MEMORY_USAGE_GPU_ONLY);
//
// //find the adress of the vertex buffer
// VkBufferDeviceAddressInfo deviceAdressInfo{ .sType = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO,.buffer = newSurface.vertexBuffer.buffer };
// newSurface.vertexBufferAddress = vkGetBufferDeviceAddress(device, &deviceAdressInfo);
//
// //create index buffer
// newSurface.indexBuffer = create_buffer(indexBufferSize, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
// VMA_MEMORY_USAGE_GPU_ONLY);
//
// AllocatedBuffer staging = create_buffer(vertexBufferSize + indexBufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
//
// void* data = staging.allocation->GetMappedData();
//
// // copy vertex buffer
// memcpy(data, vertices.data(), vertexBufferSize);
// // copy index buffer
// memcpy((char*)data + vertexBufferSize, indices.data(), indexBufferSize);
//
// immediate_submit([&](VkCommandBuffer cmd) {
// VkBufferCopy vertexCopy{ 0 };
// vertexCopy.dstOffset = 0;
// vertexCopy.srcOffset = 0;
// vertexCopy.size = vertexBufferSize;
//
// vkCmdCopyBuffer(cmd, staging.buffer, newSurface.vertexBuffer.buffer, 1, &vertexCopy);
//
// VkBufferCopy indexCopy{ 0 };
// indexCopy.dstOffset = 0;
// indexCopy.srcOffset = vertexBufferSize;
// indexCopy.size = indexBufferSize;
//
// vkCmdCopyBuffer(cmd, staging.buffer, newSurface.indexBuffer.buffer, 1, &indexCopy);
// });
//
// destroy_buffer(staging);
//
// return newSurface;
//
// }
VkPipeline Renderer::get_pipeline(PipelineType type) const {
switch (type) {
case PipelineType::TexturedQuad: return textured_quad_pipeline;
case PipelineType::ColoredQuad: return colored_quad_pipeline;
case PipelineType::Line: return line_pipeline;
default: return {};
}
}
// void Renderer::bind_material(VkCommandBuffer cmd, uint16_t materialID) {
// // In a real app, you'd have an array/map: std::vector<VkDescriptorSet> textureSets;
// VkDescriptorSet set = textureSets[materialID];
//
// vkCmdBindDescriptorSets(
// cmd,
// VK_PIPELINE_BIND_POINT_GRAPHICS,
// pipelineLayout, // Our shared layout
// 0, // Starting at Set 0
// 1, // Binding 1 set
// &set,
// 0, nullptr
// );
// }
void Renderer::create_descriptor_pool() {
VkDescriptorPoolSize pool_sizes[] = {
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nextTextureSlot },
};
VkDescriptorPoolCreateInfo pool_info{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.flags = VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT,
.maxSets = 1,
.poolSizeCount = 1,
.pPoolSizes = pool_sizes
};
vkCreateDescriptorPool(device, &pool_info, nullptr, &descriptorPool);
VkDescriptorSetAllocateInfo alloc_info{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = descriptorPool,
.descriptorSetCount = 1,
.pSetLayouts = &descriptor_set_layout
};
vkAllocateDescriptorSets(device, &alloc_info, &set);
}
void Renderer::update_bindless_slot(uint32_t slot, VkImageView view, VkSampler sampler) const {
VkDescriptorImageInfo image_info{
.sampler = sampler,
.imageView = view,
.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
};
VkWriteDescriptorSet write{
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = set,
.dstArrayElement = slot,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.pImageInfo = &image_info
};
vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
}
void Renderer::upload_texture(
const int w,
const int h,
const void* pixels,
VkImage *image,
VmaAllocation *allocation,
VkImageView *view,
uint32_t *descriptor_index)
{
VkDeviceSize imageSize = w * h * 4;
// --- 1. Create Staging Buffer (CPU Visible) ---
VkBuffer stagingBuffer;
VmaAllocation stagingAlloc;
VkBufferCreateInfo stagingBufferInfo = { .sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
stagingBufferInfo.size = imageSize;
stagingBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
VmaAllocationCreateInfo stagingAllocCreateInfo = {
.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
VmaAllocationInfo stagingResultInfo;
vmaCreateBuffer(allocator, &stagingBufferInfo, &stagingAllocCreateInfo, &stagingBuffer, &stagingAlloc, &stagingResultInfo);
// Copy raw pixels into the mapped memory provided by VMA
memcpy(stagingResultInfo.pMappedData, pixels, imageSize);
// --- 2. Create GPU Image (Device Local / Tiled) ---
VkExtent3D imageExtent = { (uint32_t) w, (uint32_t) h, 1 };
VkImageCreateInfo imageInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_2D,
.format = VK_FORMAT_R8G8B8A8_UNORM,
.extent = imageExtent,
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED
};
VmaAllocationCreateInfo imageAllocCreateInfo = {
.usage = VMA_MEMORY_USAGE_AUTO,
.priority = 1.0f,
};
vmaCreateImage(allocator, &imageInfo, &imageAllocCreateInfo, image, allocation, nullptr);
// --- 3. The Transfer ---
immediate_submit([&](VkCommandBuffer cmd) {
// Transition image from UNDEFINED to TRANSFER_DST
transition_image_layout(cmd, *image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkBufferImageCopy copyRegion = {};
copyRegion.bufferOffset = 0;
copyRegion.bufferRowLength = 0;
copyRegion.bufferImageHeight = 0;
copyRegion.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyRegion.imageSubresource.mipLevel = 0;
copyRegion.imageSubresource.baseArrayLayer = 0;
copyRegion.imageSubresource.layerCount = 1;
copyRegion.imageExtent = imageExtent;
vkCmdCopyBufferToImage(cmd, stagingBuffer, *image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copyRegion);
// Transition image from TRANSFER_DST to SHADER_READ_ONLY
transition_image_layout(cmd, *image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
});
// Clean up temporary staging resources
vmaDestroyBuffer(allocator, stagingBuffer, stagingAlloc);
// --- 4. Finalize Handles ---
*view = create_image_view(*image, imageInfo.format);
// Register in your Bindless Array (Set 0, Binding 0, Index N)
*descriptor_index = nextTextureSlot++;
update_bindless_slot(*descriptor_index, *view, defaultSampler);
}
void Renderer::immediate_submit(std::function<void(VkCommandBuffer)>&& func) const {
VkCommandBufferAllocateInfo allocInfo{ .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
allocInfo.commandPool = frames[currentFrame].commandPool; // Use a pool created with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = 1;
VkCommandBuffer cmd;
vkAllocateCommandBuffers(device, &allocInfo, &cmd);
VkCommandBufferBeginInfo beginInfo{ .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
vkBeginCommandBuffer(cmd, &beginInfo);
// Execute the code passed in the lambda
func(cmd);
vkEndCommandBuffer(cmd);
VkSubmitInfo submit{ .sType = VK_STRUCTURE_TYPE_SUBMIT_INFO };
submit.commandBufferCount = 1;
submit.pCommandBuffers = &cmd;
// Submit and wait
vkQueueSubmit(graphics_queue, 1, &submit, VK_NULL_HANDLE);
vkQueueWaitIdle(graphics_queue);
vkFreeCommandBuffers(device, frames[currentFrame].commandPool, 1, &cmd);
}
void Renderer::transition_image_layout(VkCommandBuffer cmd, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout) const {
VkImageMemoryBarrier2 barrier{ .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2 };
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.image = image;
barrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
// Simple synchronization: wait for all previous commands, and block all future ones
// You can optimize these masks later, but this is safe for a 2D engine
barrier.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
barrier.srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT;
barrier.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
barrier.dstAccessMask = VK_ACCESS_2_MEMORY_READ_BIT | VK_ACCESS_2_MEMORY_WRITE_BIT;
VkDependencyInfo dep{ .sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO };
dep.imageMemoryBarrierCount = 1;
dep.pImageMemoryBarriers = &barrier;
vkCmdPipelineBarrier2(cmd, &dep);
}
VkImageView Renderer::create_image_view(VkImage image, VkFormat format) const {
VkImageViewCreateInfo viewInfo{
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = format,
};
// Default component mapping (R,G,B,A)
viewInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
viewInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
viewInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
viewInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
// Which part of the image to look at (Mip 0, Layer 0)
viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = 1;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
VkImageView view;
vkCreateImageView(device, &viewInfo, nullptr, &view);
return view;
}
void Renderer::create_default_sampler() {
VkSamplerCreateInfo samplerInfo{
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
// For crisp pixel art, use NEAREST. For smooth textures, use LINEAR.
.magFilter = VK_FILTER_NEAREST,
.minFilter = VK_FILTER_NEAREST,
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST,
// How to handle "out of bounds" UVs
.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
// Optimization: turn off things we don't need for simple 2D
.anisotropyEnable = VK_FALSE,
.maxAnisotropy = 1.0f,
.compareEnable = VK_FALSE,
.compareOp = VK_COMPARE_OP_ALWAYS,
.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK,
.unnormalizedCoordinates = VK_FALSE,
};
vkCreateSampler(device, &samplerInfo, nullptr, &defaultSampler);
}
void Renderer::end_frame() {
Frame &frame = frames[currentFrame];
vkWaitForFences(device, 1, &frame.in_flight_fence, VK_TRUE, UINT64_MAX);
vkResetFences(device, 1, &frame.in_flight_fence);
uint32_t imageIndex;
vkAcquireNextImageKHR(
device,
swapchain,
UINT64_MAX,
frame.imageAvailable,
VK_NULL_HANDLE,
&imageIndex
);
commands = counting_sort_descending(commands, [](const RenderCommand &cmd){
return cmd.key.depth;
});
std::vector<vertex_p2_s2_st2_col4_a1_u32> vertices;
for (auto& cmd : commands) {
switch (cmd.pipeline) {
case PipelineType::ColoredQuad: {
const auto &q = cmd.colored_quad;
// Calculate spatial corners
//float x0 = q.position.x;
//float y0 = q.position.y;
//float x1 = q.position.x + q.size.x;
//float y1 = q.position.y + q.size.y;
// Calculate UV corners
// float u0 = q.uvMin.x;
// float v0 = q.uvMin.y;
// float u1 = q.uvMax.x;
// float v1 = q.uvMax.y;
// Define the 4 corners of the quad
vertex_p2_s2_st2_col4_a1_u32 vTL = { q.pos, q.scale, {0, 0}, {1, 0, 0, 0}, 1, 0 };
vertex_p2_s2_st2_col4_a1_u32 vTR = { q.pos, q.scale, {0, 0}, q.color, 1, 0 };
vertex_p2_s2_st2_col4_a1_u32 vBL = { q.pos, q.scale, {0, 0}, q.color, 1, 0 };
vertex_p2_s2_st2_col4_a1_u32 vBR = { q.pos, q.scale, {0, 0}, q.color, 1, 0 };
// vertex_p2_st2_col4_a1_u32 vTL = { {x0, y0}, {u0, v0}, q.color, 1, q.textureID };
// vertex_p2_st2_col4_a1_u32 vTR = { {x1, y0}, {u1, v0}, q.color, 1, q.textureID };
// vertex_p2_st2_col4_a1_u32 vBL = { {x0, y1}, {u0, v1}, q.color, 1, q.textureID };
// vertex_p2_st2_col4_a1_u32 vBR = { {x1, y1}, {u1, v1}, q.color, 1, q.textureID };
vertices.push_back(vTL);
vertices.push_back(vBL);
vertices.push_back(vTR);
vertices.push_back(vTR);
vertices.push_back(vBL);
vertices.push_back(vBR);
break;
}
default:
break;
}
}
VkCommandBuffer cmd = frame.command_buffer;
vkResetCommandBuffer(cmd, 0);
VkCommandBufferBeginInfo cbBI {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
};
vkBeginCommandBuffer(cmd, &cbBI);
recordCommandBuffer(
cmd,
images[imageIndex],
imageViews[imageIndex],
swapchain_extent,
imageLayouts[imageIndex],
frame,
vertices
);
vkEndCommandBuffer(cmd);
imageLayouts[imageIndex] = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkSemaphoreSubmitInfo waitBinary{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO,
.semaphore = frame.imageAvailable,
.stageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT
};
VkSemaphoreSubmitInfo signalBinary{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO,
.semaphore = renderFinished[imageIndex],
.stageMask = VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT
};
VkCommandBufferSubmitInfo cmdInfo{
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_SUBMIT_INFO,
.commandBuffer = cmd,
};
const VkSubmitInfo2 submit{
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2,
.waitSemaphoreInfoCount = 1,
.pWaitSemaphoreInfos = &waitBinary,
.commandBufferInfoCount = 1,
.pCommandBufferInfos = &cmdInfo,
.signalSemaphoreInfoCount = 1,
.pSignalSemaphoreInfos = &signalBinary,
};
vkQueueSubmit2(graphics_queue, 1, &submit, frame.in_flight_fence);
VkPresentInfoKHR present{
.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
.waitSemaphoreCount = 1,
.pWaitSemaphores = &renderFinished[imageIndex],
.swapchainCount = 1,
.pSwapchains = &swapchain,
.pImageIndices = &imageIndex,
};
vkQueuePresentKHR(graphics_queue, &present);
currentFrame = (currentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
}
void Renderer::upload_vertex_buffer(
VkCommandBuffer cmd,
const Frame &frame,
std::span<const vertex_p2_s2_st2_col4_a1_u32> vertices) const
{
VkMemoryPropertyFlags memPropFlags;
vmaGetAllocationMemoryProperties(allocator, frame.vertexBuffer.allocation, &memPropFlags);
if(memPropFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) {
// The Allocation ended up in a mappable memory.
// Calling vmaCopyMemoryToAllocation() does vmaMapMemory(), memcpy(), vmaUnmapMemory(), and vmaFlushAllocation().
VkResult result = vmaCopyMemoryToAllocation(allocator, vertices.data(), frame.vertexBuffer.allocation, 0, vertices.size() * sizeof(vertex_p2_s2_st2_col4_a1_u32));
// Check result...
VkBufferMemoryBarrier bufMemBarrier = { VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER };
bufMemBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
bufMemBarrier.dstAccessMask = VK_ACCESS_UNIFORM_READ_BIT;
bufMemBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
bufMemBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
bufMemBarrier.buffer = frame.vertexBuffer.buffer;
bufMemBarrier.offset = 0;
bufMemBarrier.size = VK_WHOLE_SIZE;
// It's important to insert a buffer memory barrier here to ensure writing to the buffer has finished.
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
0, 0, nullptr, 1, &bufMemBarrier, 0, nullptr);
}
}
void Renderer::recordCommandBuffer(
VkCommandBuffer cmd,
VkImage image,
VkImageView imageView,
VkExtent2D extent,
VkImageLayout oldLayout,
const Frame &frame,
const std::vector<vertex_p2_s2_st2_col4_a1_u32> &vertices) const
{
{
VkImageMemoryBarrier2 toColor{ .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2 };
toColor.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
toColor.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
toColor.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
toColor.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
toColor.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
toColor.image = image;
toColor.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
VkDependencyInfo dep{
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
.imageMemoryBarrierCount = 1,
.pImageMemoryBarriers = &toColor
};
vkCmdPipelineBarrier2(cmd, &dep);
}
VkClearValue clearColor = {{{0.1f, 0.1f, 0.2f, 1.0f}}};
VkRenderingAttachmentInfo colorAttach{
.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO,
.imageView = imageView,
.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR,
.storeOp = VK_ATTACHMENT_STORE_OP_STORE,
.clearValue = clearColor
};
VkRenderingInfo ri{
.sType = VK_STRUCTURE_TYPE_RENDERING_INFO,
.renderArea = {{0,0}, extent},
.layerCount = 1,
.colorAttachmentCount = 1,
.pColorAttachments = &colorAttach
};
upload_vertex_buffer(cmd, frame, vertices);
vkCmdBeginRendering(cmd, &ri);
VkViewport vp{0.0f, 0.0f, (float)extent.width, (float)extent.height, 0.0f, 1.0f};
VkRect2D sc{{0, 0}, extent};
vkCmdSetViewport(cmd, 0, 1, &vp);
vkCmdSetScissor(cmd, 0, 1, &sc);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &set, 0, nullptr);
VkDeviceSize vOffset{ 0 };
vkCmdBindVertexBuffers(cmd, 0, 1, &frame.vertexBuffer.buffer, &vOffset);
glm::mat4 projection = glm::ortho(0.0f, (float)window_width, 0.0f, (float)window_height, -1.0f, 1.0f);
vkCmdPushConstants(
cmd,
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(glm::mat4),
&projection
);
PipelineType lastPipeline = PipelineType::None; // Track current state
// uint32_t vertexOffset = currentFrame * MAX_VERTICES_PER_BATCH;
uint32_t currentBatchVertices = 0;
for (const auto & render_command : commands) {
// Only switch pipelines if we have to
if (render_command.pipeline != lastPipeline) {
// If we were mid-batch, draw what we have before switching
if (currentBatchVertices > 0) {
vkCmdDraw(cmd, currentBatchVertices, 1, 0, 0);
// vertexOffset += currentBatchVertices;
currentBatchVertices = 0;
}
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, get_pipeline(render_command.pipeline));
lastPipeline = render_command.pipeline;
}
currentBatchVertices += 6;
}
// Draw the final batch
if (currentBatchVertices > 0) {
vkCmdDraw(cmd, currentBatchVertices, 1, 0, 0);
}
vkCmdEndRendering(cmd);
// 3. Transition back to Present
{
VkImageMemoryBarrier2 toPresent{
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT,
.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.dstAccessMask = 0,
.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
.image = image,
.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 },
};
VkDependencyInfo dep{
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
.imageMemoryBarrierCount = 1,
.pImageMemoryBarriers = &toPresent
};
vkCmdPipelineBarrier2(cmd, &dep);
}
}

View File

@ -15,7 +15,7 @@
#include <glm/ext/matrix_clip_space.hpp> #include <glm/ext/matrix_clip_space.hpp>
#include "glm/gtx/string_cast.hpp" #include "glm/gtx/string_cast.hpp"
#include <vma/vk_mem_alloc.h> #include <vma/vk_mem_alloc.h>
#include "sprite.h" #include "../sprite.h"
#include "texture.h" #include "texture.h"
#include <misc.h> #include <misc.h>
#include <array> #include <array>

View File

@ -2,10 +2,68 @@
// Created by Vicente Ferrari Smith on 12.02.26. // Created by Vicente Ferrari Smith on 12.02.26.
// //
#define VOLK_IMPLEMENTATION
#include <Volk/volk.h>
#define VMA_IMPLEMENTATION
#include <vma/vk_mem_alloc.h>
#include "init.h" #include "init.h"
#include <print> #include <print>
#include <vector> #include <vector>
#include "../graphics.h"
VkInstance instance{};
VkPhysicalDevice physicalDevice{};
VkDevice device{};
VkQueue graphics_queue{};
uint32_t queueFamily{};
VkSurfaceKHR surface{};
VkDebugUtilsMessengerEXT debugMessenger{};
VmaAllocator allocator{};
constexpr uint32_t MAX_FRAMES_IN_FLIGHT = 2;
constexpr uint32_t MAX_VERTICES_PER_BATCH = 65536;
VkSwapchainKHR swapchain;
VkExtent2D swapchain_extent;
VkSurfaceFormatKHR swapchain_format{
VK_FORMAT_B8G8R8A8_UNORM,
VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
};
std::vector<VkSemaphore> renderFinished;
std::vector<VkImage> images;
std::vector<VkImageView> imageViews;
std::vector<VkImageLayout> imageLayouts;
void graphics_init() {
createInstance(window);
createSurface(window);
createDevice();
createSwapchain(window);
slang::createGlobalSession(slangGlobalSession.writeRef());
Renderer renderer(window);
texture_manager.load("assets/boy.png", renderer);
}
void graphics_deinit() {
vkDeviceWaitIdle(device);
}
void begin_frame() {
}
void end_frame() {
}
VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback( VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
VkDebugUtilsMessageSeverityFlagBitsEXT severity, VkDebugUtilsMessageSeverityFlagBitsEXT severity,
VkDebugUtilsMessageTypeFlagsEXT type, VkDebugUtilsMessageTypeFlagsEXT type,

25
renderer/vulkan/vulkan.h Normal file
View File

@ -0,0 +1,25 @@
//
// Created by Vicente Ferrari Smith on 12.02.26.
//
#ifndef V_INIT_H
#define V_INIT_H
#include <volk/volk.h>
#include <GLFW/glfw3.h>
#include <vma/vk_mem_alloc.h>
#include <vector>
struct Device {
VkDevice device;
};
void createSwapchain(GLFWwindow* window);
int createInstance(GLFWwindow* window);
void createSurface(GLFWwindow* window);
void pickPhysicalDevice();
void createDevice();
#endif //V_INIT_H

View File

@ -0,0 +1,5 @@
//
// Created by Vicente Ferrari Smith on 06.03.26.
//
#include "renderer.h"

View File

@ -0,0 +1,16 @@
//
// Created by Vicente Ferrari Smith on 06.03.26.
//
#ifndef V_RENDERER_H
#define V_RENDERER_H
class renderer {
};
#endif //V_RENDERER_H

View File

@ -0,0 +1,79 @@
//
// Created by Vicente Ferrari Smith on 06.03.26.
//
// Copyright 2025 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if !defined(EMSCRIPTEN)
#error "utils_emscripten.cpp: This file requires EMSCRIPTEN to be defined."
#endif // !defined(EMSCRIPTEN)
#include <memory>
#include "GLFW/glfw3.h"
#include "emscripten/emscripten.h"
#include "webgpu/webgpu_glfw.h"
WGPU_GLFW_EXPORT WGPUSurface wgpuGlfwCreateSurfaceForWindow(const WGPUInstance instance,
GLFWwindow* window) {
wgpu::Surface s = wgpu::glfw::CreateSurfaceForWindow(instance, window);
return s.MoveToCHandle();
}
namespace wgpu::glfw {
wgpu::Surface CreateSurfaceForWindow(const wgpu::Instance& instance, GLFWwindow* window) {
auto chainedDescriptor = SetupWindowAndGetSurfaceDescriptor(window);
wgpu::SurfaceDescriptor descriptor;
descriptor.nextInChain = chainedDescriptor.get();
wgpu::Surface surface = instance.CreateSurface(&descriptor);
return surface;
}
std::unique_ptr<wgpu::ChainedStruct, void (*)(wgpu::ChainedStruct*)>
SetupWindowAndGetSurfaceDescriptor(GLFWwindow* window) {
if (glfwGetWindowAttrib(window, GLFW_CLIENT_API) != GLFW_NO_API) {
emscripten_log(EM_LOG_ERROR,
"GL context was created on the window. Disable context creation by "
"setting the GLFW_CLIENT_API hint to GLFW_NO_API.");
return {nullptr, [](wgpu::ChainedStruct*) {}};
}
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector* desc =
new wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector();
// Map "!canvas" CSS selector to the canvas held in the Module.canvas object.
EM_ASM({self.specialHTMLTargets && (specialHTMLTargets["!canvas"] = Module.canvas)});
desc->selector = "!canvas";
return {desc, [](wgpu::ChainedStruct* desc) {
delete reinterpret_cast<wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector*>(desc);
}};
}
} // namespace wgpu::glfw

View File

@ -0,0 +1,79 @@
//
// Created by Vicente Ferrari Smith on 06.03.26.
//
// Copyright 2025 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if !defined(EMSCRIPTEN)
#error "utils_emscripten.cpp: This file requires EMSCRIPTEN to be defined."
#endif // !defined(EMSCRIPTEN)
#include <memory>
#include "GLFW/glfw3.h"
#include "emscripten/emscripten.h"
#include "webgpu/webgpu_glfw.h"
WGPU_GLFW_EXPORT WGPUSurface wgpuGlfwCreateSurfaceForWindow(const WGPUInstance instance,
GLFWwindow* window) {
wgpu::Surface s = wgpu::glfw::CreateSurfaceForWindow(instance, window);
return s.MoveToCHandle();
}
namespace wgpu::glfw {
wgpu::Surface CreateSurfaceForWindow(const wgpu::Instance& instance, GLFWwindow* window) {
auto chainedDescriptor = SetupWindowAndGetSurfaceDescriptor(window);
wgpu::SurfaceDescriptor descriptor;
descriptor.nextInChain = chainedDescriptor.get();
wgpu::Surface surface = instance.CreateSurface(&descriptor);
return surface;
}
std::unique_ptr<wgpu::ChainedStruct, void (*)(wgpu::ChainedStruct*)>
SetupWindowAndGetSurfaceDescriptor(GLFWwindow* window) {
if (glfwGetWindowAttrib(window, GLFW_CLIENT_API) != GLFW_NO_API) {
emscripten_log(EM_LOG_ERROR,
"GL context was created on the window. Disable context creation by "
"setting the GLFW_CLIENT_API hint to GLFW_NO_API.");
return {nullptr, [](wgpu::ChainedStruct*) {}};
}
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector* desc =
new wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector();
// Map "!canvas" CSS selector to the canvas held in the Module.canvas object.
EM_ASM({self.specialHTMLTargets && (specialHTMLTargets["!canvas"] = Module.canvas)});
desc->selector = "!canvas";
return {desc, [](wgpu::ChainedStruct* desc) {
delete reinterpret_cast<wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector*>(desc);
}};
}
} // namespace wgpu::glfw

View File

@ -0,0 +1,5 @@
//
// Created by Vicente Ferrari Smith on 06.03.26.
//
#include "webgpu.h"

16
renderer/webgpu/webgpu.h Normal file
View File

@ -0,0 +1,16 @@
//
// Created by Vicente Ferrari Smith on 06.03.26.
//
#ifndef V_WEBGPU_H
#define V_WEBGPU_H
class webgpu {
};
#endif //V_WEBGPU_H

0
shaders/compute.slang Normal file
View File

13
shaders/compute.wgsl Normal file
View File

@ -0,0 +1,13 @@
@binding(1) @group(0) var<storage, read_write> output_buffer_0 : array<f32>;
@binding(0) @group(0) var<storage, read> input_buffer_0 : array<f32>;
@compute
@workgroup_size(32, 1, 1)
fn main(@builtin(global_invocation_id) thread_id_0 : vec3<u32>)
{
var _S1 : u32 = thread_id_0.x;
output_buffer_0[_S1] = 2.0f * input_buffer_0[_S1];
return;
}

BIN
shaders/shader.air Normal file

Binary file not shown.

0
shaders/shader.metal Normal file
View File

63
shaders/shader.wgsl Normal file
View File

@ -0,0 +1,63 @@
struct _MatrixStorage_float4x4_ColMajorstd140_0
{
@align(16) data_0 : array<vec4<f32>, i32(4)>,
};
struct Uniforms_std140_0
{
@align(16) proj_0 : _MatrixStorage_float4x4_ColMajorstd140_0,
};
@binding(1) @group(0) var<uniform> uniforms_0 : Uniforms_std140_0;
@binding(0) @group(0) var colorTexture_0 : texture_2d<f32>;
@binding(2) @group(0) var samplerState_0 : sampler;
const square_0 : array<vec2<f32>, i32(6)> = array<vec2<f32>, i32(6)>( vec2<f32>(-0.5f, -0.5f), vec2<f32>(-0.5f, 0.5f), vec2<f32>(0.5f, -0.5f), vec2<f32>(0.5f, -0.5f), vec2<f32>(-0.5f, 0.5f), vec2<f32>(0.5f, 0.5f) );
struct VSOutput_0
{
@builtin(position) pos_0 : vec4<f32>,
uv_0 : vec2<f32>,
color_0 : vec4<f32>,
alpha_0 : f32,
};
struct vertexInput_0
{
@location(0) pos_1 : vec2<f32>,
@location(1) scale_0 : vec2<f32>,
@location(2) uv_1 : vec2<f32>,
@location(3) color_1 : vec4<f32>,
@location(4) alpha_1 : f32,
};
@vertex
fn vs_main( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32) -> VSOutput_0
{
var output_0 : VSOutput_0;
output_0.pos_0 = (((vec4<f32>(square_0[vertex_index_0 % u32(6)] * _S1.scale_0 + _S1.pos_1, 0.0f, 1.0f)) * (mat4x4<f32>(uniforms_0.proj_0.data_0[i32(0)][i32(0)], uniforms_0.proj_0.data_0[i32(1)][i32(0)], uniforms_0.proj_0.data_0[i32(2)][i32(0)], uniforms_0.proj_0.data_0[i32(3)][i32(0)], uniforms_0.proj_0.data_0[i32(0)][i32(1)], uniforms_0.proj_0.data_0[i32(1)][i32(1)], uniforms_0.proj_0.data_0[i32(2)][i32(1)], uniforms_0.proj_0.data_0[i32(3)][i32(1)], uniforms_0.proj_0.data_0[i32(0)][i32(2)], uniforms_0.proj_0.data_0[i32(1)][i32(2)], uniforms_0.proj_0.data_0[i32(2)][i32(2)], uniforms_0.proj_0.data_0[i32(3)][i32(2)], uniforms_0.proj_0.data_0[i32(0)][i32(3)], uniforms_0.proj_0.data_0[i32(1)][i32(3)], uniforms_0.proj_0.data_0[i32(2)][i32(3)], uniforms_0.proj_0.data_0[i32(3)][i32(3)]))));
output_0.uv_0 = _S1.uv_1;
output_0.color_0 = _S1.color_1;
output_0.alpha_0 = _S1.alpha_1;
return output_0;
}
struct pixelOutput_0
{
@location(0) output_1 : vec4<f32>,
};
struct pixelInput_0
{
@location(0) uv_2 : vec2<f32>,
@location(1) color_2 : vec4<f32>,
@location(2) alpha_2 : f32,
};
@fragment
fn fs_main( _S2 : pixelInput_0, @builtin(position) pos_2 : vec4<f32>) -> pixelOutput_0
{
var _S3 : pixelOutput_0 = pixelOutput_0( (textureSample((colorTexture_0), (samplerState_0), (_S2.uv_2))) * vec4<f32>(_S2.color_2.xyz, _S2.alpha_2) );
return _S3;
}

BIN
shaders/shaders.metallib Normal file

Binary file not shown.