v/renderer/renderer.cpp

724 lines
25 KiB
C++

//
// Created by Vicente Ferrari Smith on 13.02.26.
//
#include "renderer.h"
#include "init.h"
#include "sprite.h"
#include "swapchain.h"
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) {
VkCommandPoolCreateInfo cpci{
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT,
.queueFamilyIndex = queueFamily
};
vkCreateCommandPool(device, &cpci, nullptr, &commandPool);
create_pipeline_layout();
colored_quad_pipeline = create_graphics_pipeline<vertex_p2_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() {
uint64_t waitValue = 0;
if (frameValue >= MAX_FRAMES_IN_FLIGHT) {
waitValue = frameValue - MAX_FRAMES_IN_FLIGHT + 1;
VkSemaphoreWaitInfo waitInfo{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO,
.semaphoreCount = 1,
.pSemaphores = &timelineSemaphore,
.pValues = &waitValue
};
vkWaitSemaphores(device, &waitInfo, UINT64_MAX);
}
}
void Renderer::flush() {
}
void Renderer::submit_quad() {
glm::vec2 pos = {0, 0};
RenderCommand cmd {};
cmd.pipeline = PipelineType::ColoredQuad;
cmd.key = {
(uint16_t) pos.y,
0,
(uint8_t) PipelineType::ColoredQuad
};
cmd.colored_quad = {
.position = pos,
.size = {0.25, 0.25},
.color = {1, 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() {
VkDescriptorSetLayoutBinding bindings[2];
bindings[0] = VkDescriptorSetLayoutBinding{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1000,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
};
bindings[1] = {
.binding = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT // The vertex shader "pulls" from here
};
VkDescriptorBindingFlags flags[2] = {
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT,
0 // Standard behavior for the buffer
};
VkDescriptorSetLayoutBindingFlagsCreateInfo layoutFlags{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO,
.bindingCount = 2,
.pBindingFlags = flags
};
VkDescriptorSetLayoutCreateInfo dslci{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.pNext = &layoutFlags, // Attach the flags
.flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT,
.bindingCount = 2,
.pBindings = bindings
};
vkCreateDescriptorSetLayout(device, &dslci, nullptr, &descriptor_set_layout);
// 2. Create the Shared Pipeline Layout
VkPushConstantRange push_constant{
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(glm::mat4) // Camera Projection
};
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() {
VkSemaphoreTypeCreateInfo typeInfo{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO,
.semaphoreType = VK_SEMAPHORE_TYPE_TIMELINE,
.initialValue = 0
};
const VkSemaphoreCreateInfo semaphoreci{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO,
.pNext = &typeInfo
};
vkCreateSemaphore(device, &semaphoreci, nullptr, &timelineSemaphore);
const VkSemaphoreCreateInfo seci{ VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO };
for (auto & frame : frames) {
vkCreateSemaphore(device, &seci, nullptr, &frame.imageAvailable);
vkCreateSemaphore(device, &seci, nullptr, &frame.renderFinished);
}
const VkCommandBufferAllocateInfo cbai{
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.commandPool = commandPool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = 1
};
for (auto &frame : frames) {
vkAllocateCommandBuffers(device, &cbai, &frame.command_buffer);
}
VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufferInfo.size = 1024 * 1024 * 4;
bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
VmaAllocationCreateInfo allocInfo = {};
allocInfo.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &vertexBuffer, &vertexAllocation, &vertexAllocInfo);
VkDescriptorBufferInfo vertexBufferInfo{
.buffer = vertexBuffer,
.offset = 0,
.range = VK_WHOLE_SIZE
};
VkWriteDescriptorSet bufferWrite{
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = set,
.dstBinding = 1,
.dstArrayElement = 0,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.pBufferInfo = &vertexBufferInfo
};
vkUpdateDescriptorSets(device, 1, &bufferWrite, 0, nullptr);
}
void Renderer::end_frame() {
commands = counting_sort_descending(commands, [](const RenderCommand &cmd){
return cmd.key.depth;
});
vertex_p2_st2_col4_a1_u32 *vPtr = (vertex_p2_st2_col4_a1_u32 *) vertexAllocInfo.pMappedData;
vertex_p2_st2_col4_a1_u32 *currentFrameStart = vPtr + (currentFrame * MAX_VERTICES_PER_FRAME);
uint32_t totalVertices = 0;
for (auto& cmd : commands) {
vPtr = currentFrameStart + totalVertices;
switch (cmd.pipeline) {
case PipelineType::ColoredQuad: {
const auto &q = cmd.textured_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_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 };
// --- Triangle 1 (TL, TR, BL) ---
vPtr[0] = vTL;
vPtr[1] = vTR;
vPtr[2] = vBL;
// --- Triangle 2 (TR, BR, BL) ---
vPtr[3] = vTR;
vPtr[4] = vBR;
vPtr[5] = vBL;
break;
}
default:
break;
}
totalVertices += 6;
}
uint32_t imageIndex;
vkAcquireNextImageKHR(
device,
swapchain,
UINT64_MAX,
frames[currentFrame].imageAvailable,
VK_NULL_HANDLE,
&imageIndex
);
VkCommandBuffer command_buffer = frames[currentFrame].command_buffer;
vkResetCommandBuffer(command_buffer, 0);
recordCommandBuffer(
command_buffer,
images[imageIndex],
imageViews[imageIndex],
swapchain_extent,
imageLayouts[imageIndex]
);
commands.clear();
imageLayouts[imageIndex] = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
frameValue++;
VkSemaphoreSubmitInfo waitBinary{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO,
.semaphore = frames[currentFrame].imageAvailable,
.stageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT
};
VkSemaphoreSubmitInfo signalBinary{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO,
.semaphore = frames[currentFrame].renderFinished,
.stageMask = VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT
};
VkSemaphoreSubmitInfo signalTimeline{
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO,
.semaphore = timelineSemaphore,
.value = frameValue,
.stageMask = VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT
};
VkSemaphoreSubmitInfo signals[] = { signalBinary, signalTimeline };
VkCommandBufferSubmitInfo cmdInfo{
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_SUBMIT_INFO,
.commandBuffer = command_buffer,
};
const VkSubmitInfo2 submit{
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO_2,
.waitSemaphoreInfoCount = 1,
.pWaitSemaphoreInfos = &waitBinary,
.commandBufferInfoCount = 1,
.pCommandBufferInfos = &cmdInfo,
.signalSemaphoreInfoCount = 2,
.pSignalSemaphoreInfos = signals,
};
vkQueueSubmit2(graphics_queue, 1, &submit, VK_NULL_HANDLE);
VkPresentInfoKHR present{
.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
.waitSemaphoreCount = 1,
.pWaitSemaphores = &frames[currentFrame].renderFinished,
.swapchainCount = 1,
.pSwapchains = &swapchain,
.pImageIndices = &imageIndex,
};
vkQueuePresentKHR(graphics_queue, &present);
currentFrame = (currentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
}
void Renderer::recordCommandBuffer(
VkCommandBuffer command_buffer,
VkImage image,
VkImageView imageView,
VkExtent2D extent,
VkImageLayout oldLayout) const
{
VkCommandBufferBeginInfo begin{ .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
vkBeginCommandBuffer(command_buffer, &begin);
{
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 = oldLayout;
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(command_buffer, &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
};
vkCmdBeginRendering(command_buffer, &ri);
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &set, 0, nullptr);
VkViewport vp{0.0f, 0.0f, (float)extent.width, (float)extent.height, 0.0f, 1.0f};
VkRect2D sc{{0, 0}, extent};
vkCmdSetViewport(command_buffer, 0, 1, &vp);
vkCmdSetScissor(command_buffer, 0, 1, &sc);
PipelineType lastPipeline = PipelineType::None; // Track current state
uint32_t vertexOffset = currentFrame * MAX_VERTICES_PER_FRAME;
uint32_t currentBatchVertices = 0;
for (const auto & cmd : commands) {
// Only switch pipelines if we have to
if (cmd.pipeline != lastPipeline) {
// If we were mid-batch, draw what we have before switching
if (currentBatchVertices > 0) {
vkCmdDraw(command_buffer, currentBatchVertices, 1, vertexOffset, 0);
vertexOffset += currentBatchVertices;
currentBatchVertices = 0;
}
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, get_pipeline(cmd.pipeline));
lastPipeline = cmd.pipeline;
}
currentBatchVertices += 6;
}
// Draw the final batch
if (currentBatchVertices > 0) {
vkCmdDraw(command_buffer, currentBatchVertices, 1, vertexOffset, 0);
}
vkCmdEndRendering(command_buffer);
// 3. Transition back to Present
{
VkImageMemoryBarrier2 toPresent{ .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2 };
toPresent.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
toPresent.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
toPresent.dstStageMask = VK_PIPELINE_STAGE_2_BOTTOM_OF_PIPE_BIT;
toPresent.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
toPresent.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
toPresent.image = image;
toPresent.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
VkDependencyInfo dep{ .sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO, .imageMemoryBarrierCount = 1, .pImageMemoryBarriers = &toPresent };
vkCmdPipelineBarrier2(command_buffer, &dep);
}
vkEndCommandBuffer(command_buffer);
}
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, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1 },
};
VkDescriptorPoolCreateInfo pool_info{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.flags = VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT,
.maxSets = 1000,
.poolSizeCount = 2,
.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
};
if (vkAllocateDescriptorSets(device, &alloc_info, &set) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate bindless descriptor set!");
}
}
void Renderer::update_bindless_slot(uint32_t slot, VkImageView view, VkSampler sampler) {
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, // Index in the 1000-size array
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.pImageInfo = &image_info
};
vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
}
Texture Renderer::upload_texture(int w, int h, void* pixels) {
VkDeviceSize imageSize = w * h * 4;
Texture res{};
// --- 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 = {};
stagingAllocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
stagingAllocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
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 };
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imageInfo.extent = imageExtent;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VmaAllocationCreateInfo imageAllocCreateInfo = {};
imageAllocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
imageAllocCreateInfo.priority = 1.0f; // High priority for textures
vmaCreateImage(allocator, &imageInfo, &imageAllocCreateInfo, &res.image, &res.allocation, nullptr);
// --- 3. The Transfer ---
immediate_submit([&](VkCommandBuffer cmd) {
// Transition image from UNDEFINED to TRANSFER_DST
transition_image_layout(cmd, res.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, res.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copyRegion);
// Transition image from TRANSFER_DST to SHADER_READ_ONLY
transition_image_layout(cmd, res.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 ---
res.view = create_image_view(res.image, imageInfo.format);
// Register in your Bindless Array (Set 0, Binding 0, Index N)
res.descriptor_index = nextTextureSlot++;
update_bindless_slot(res.descriptor_index, res.view, defaultSampler);
return res;
}
void Renderer::immediate_submit(std::function<void(VkCommandBuffer)>&& func) const {
VkCommandBufferAllocateInfo allocInfo{ .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
allocInfo.commandPool = 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, 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;
if (vkCreateImageView(device, &viewInfo, nullptr, &view) != VK_SUCCESS) {
throw std::runtime_error("failed to create image 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.
samplerInfo.magFilter = VK_FILTER_NEAREST;
samplerInfo.minFilter = VK_FILTER_NEAREST;
// How to handle "out of bounds" UVs
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
// Optimization: turn off things we don't need for simple 2D
samplerInfo.anisotropyEnable = VK_FALSE;
samplerInfo.maxAnisotropy = 1.0f;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
if (vkCreateSampler(device, &samplerInfo, nullptr, &defaultSampler) != VK_SUCCESS) {
throw std::runtime_error("failed to create texture sampler!");
}
}