From 883ea8d48ab485c31a7c6d7024fed85e6706560e Mon Sep 17 00:00:00 2001 From: Orkuncakilkaya Date: Tue, 29 Sep 2026 17:19:13 +0300 Subject: [PATCH] render3d: the deterministic work as bytes a bake keeps, and the textures made from them Each pair runs the work as the renderer always has and reads the result back, or makes the same textures and fills them from bytes instead: impostor_bytes / impostor_from_bytes (and impostor_fill, for a fog that opens past a layer's cards), terrain_shadow_bytes / terrain_shadow_from_bytes, sky_ibl_bytes / sky_ibl_from_bytes (sky_precompute split into sky_ibl_make and the convolutions). A bundle is a word count, a word length per part and the parts (bake_pack / bake_unpack), checked against the textures' shapes before any byte is used. gpu_vk_readback.ludic reads a texture's level 0, every layer, as stored; r3d_baked_read reads a bake's file (ludic.base's LBAK header: key and version must match) since render3d cannot import ludic.base. Nothing calls them yet: behaviour unchanged. Co-Authored-By: Claude Opus 5.5 --- packages/ludic.render3d/bake_parts.ludic | 133 ++++++++++++++++++ packages/ludic.render3d/gpu_vk_readback.ludic | 61 ++++++++ packages/ludic.render3d/r3d.ludic | 2 + packages/ludic.render3d/sky.ludic | 27 ++-- 4 files changed, 211 insertions(+), 12 deletions(-) create mode 100644 packages/ludic.render3d/bake_parts.ludic create mode 100644 packages/ludic.render3d/gpu_vk_readback.ludic diff --git a/packages/ludic.render3d/bake_parts.ludic b/packages/ludic.render3d/bake_parts.ludic new file mode 100644 index 00000000..75967b4d --- /dev/null +++ b/packages/ludic.render3d/bake_parts.ludic @@ -0,0 +1,133 @@ +# bake_parts.ludic — the renderer's deterministic work as bytes a build-time bake can keep, and the same +# textures made from those bytes at run time instead of being computed again. Each pair is: *_bytes +# (run the work as the renderer always has, read the result back) and *_from_bytes (make the textures +# as the work would have, then fill them). A bundle is a word count of parts, each a word length and +# its bytes, so a reader can check it before using it. + +# the parts of a bundle packed after a header of their lengths +@alloc_ok("a bake: made once at build time, or read once at load") +function bake_pack(render3d_st: mut Render3dState, texs: words) -> []byte { + var total = 4 + len(texs) * 4 + for i in 0 .. len(texs) { total += gpu_tex_byte_size(render3d_st, texs[i]) } + let out = buffer(total) + let p = data_of(out) + Vk.put_i32(p, 0, len(texs)) + var at = 4 + len(texs) * 4 + for i in 0 .. len(texs) { + let n = gpu_tex_byte_size(render3d_st, texs[i]) + Vk.put_i32(p, 4 + i * 4, n) + gpu_tex_read_all(render3d_st, texs[i], mem_off(p, at)) + at += n + } + return out +} + +# the textures filled from a bundle bake_pack made of textures of the same shapes; false when it does not fit +function bake_unpack(render3d_st: mut Render3dState, data: []byte, texs: words) -> bool { + let p = data_of(data) + if len(data) < 4 or Vk.get_i32(p, 0) != len(texs) { return false } + var at = 4 + len(texs) * 4 + for i in 0 .. len(texs) { + let n = Vk.get_i32(p, 4 + i * 4) + if n != gpu_tex_byte_size(render3d_st, texs[i]) or at + n > len(data) { return false } + if not gpu_tex_write_all(render3d_st, texs[i], mem_off(p, at)) { return false } + at += n + } + return true +} + +@alloc_ok("a bake's list of textures, once") +function bake_list2(a: int, b: int) -> words { + let w = words(2) + w[0] = a; w[1] = b + return w +} +@alloc_ok("a bake's list of textures, once") +function bake_list3(a: int, b: int, c: int) -> words { + let w = words(3) + w[0] = a; w[1] = b; w[2] = c + return w +} + +# ---- an impostor: its albedo and normal atlases (level 0; mips are made after) ---- +function impostor_bytes(render3d_st: mut Render3dState, im: Impostor) -> []byte { return bake_pack(render3d_st, bake_list2(im.albedo, im.normal)) } + +# an impostor with the bake's shape (model, tiles and tile size as impostor_bake takes them) from bytes +function impostor_from_bytes(render3d_st: mut Render3dState, model: Model, tiles: int, tw: int, th: int, data: []byte) -> Impostor { + let im = new Impostor + im.tiles = tiles; im.radius = model.radius * 1.02; im.height = model.height + im.model = model; im.tw = tw; im.th = th; im.flower = render3d_st.sc_bake_flower + impostor_fill(render3d_st, im, data) + return im +} + +# an impostor's atlases made and filled from bytes (at a load, or when a fog opens past its cards) +function impostor_fill(render3d_st: mut Render3dState, im: Impostor, data: []byte) -> bool { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_IMPOSTOR + let aw = im.tiles * im.tw + im.albedo = tex_target(render3d_st, aw, im.th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR) + im.normal = tex_target(render3d_st, aw, im.th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR) + let ok = bake_unpack(render3d_st, data, bake_list2(im.albedo, im.normal)) + for t in 0 .. 2 { + var tex = im.albedo + if t == 1 { tex = im.normal } + gpu_tex_bind(render3d_st, GPU_TEX2D, tex) + gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) + gpu_tex_mips(render3d_st, GPU_TEX2D) + } + render3d_st.gvk_tag = was + return ok +} + +# ---- the terrain's height-field sun shadow: R32F lit height, RG16F distance and cloud mask ---- +function terrain_shadow_bytes(render3d_st: mut Render3dState) -> []byte { + terrain_bake_shadow(render3d_st) + return bake_pack(render3d_st, bake_list2(render3d_st.ter_shadow_tex, render3d_st.ter_shadow_aux)) +} +function terrain_shadow_from_bytes(render3d_st: mut Render3dState, data: []byte) -> bool { + if render3d_st.ter_shadow_tex == 0 { render3d_st.ter_shadow_tex = tex_target(render3d_st, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES, GL_R32F, GL_RED, GL_FLOAT, GL_LINEAR) } + if render3d_st.ter_shadow_aux == 0 { render3d_st.ter_shadow_aux = tex_target(render3d_st, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES, GL_RG16F, GL_RG, GL_FLOAT, GL_LINEAR) } + let ok = bake_unpack(render3d_st, data, bake_list2(render3d_st.ter_shadow_tex, render3d_st.ter_shadow_aux)) + if ok { render3d_st.ter_shadow_yaw = render3d_st.sky_yaw } + return ok +} + +# ---- the sky's image-based lighting: irradiance, the prefiltered levels, the BRDF table ---- +# for the HDRI already loaded and the yaw already set (the yaw is part of what a bake is keyed on) +function sky_ibl_bytes(render3d_st: mut Render3dState) -> []byte { + sky_precompute(render3d_st) + return bake_pack(render3d_st, bake_list3(render3d_st.sky_irradiance, render3d_st.sky_prefilter, render3d_st.sky_brdf)) +} + +# the IBL set made from a bake of the same HDRI, yaw and prefilter width; false (and nothing kept) when +# it does not fit, and the caller computes it +function sky_ibl_from_bytes(render3d_st: mut Render3dState, data: []byte) -> bool { + sky_ibl_make(render3d_st) + if not bake_unpack(render3d_st, data, bake_list3(render3d_st.sky_irradiance, render3d_st.sky_prefilter, render3d_st.sky_brdf)) { return false } + render3d_st.sky_baked = true + render3d_st.sky_baked_yaw = render3d_st.sky_yaw + return true +} + +# ---- reading a bake's file (ludic.base's format; render3d cannot import ludic.base) ---- +# "LBAK" | u32 format 1 | u32 version | u32 payload offset | u64 inputs hash | u64 payload length | key +const BAKE_MAGIC: int = 1262567756 # "LBAK", little-endian + +# the payload of the bake at `path` when its key and version are these, else null (missing, stale, torn) +@alloc_ok("a bake read once at load") +function r3d_baked_read(path: string, key: string, version: int) -> []byte { + if not Fs.exists(path) { return null } + let all = Fs.read_bytes(path) + if all == null or len(all) < 32 { return null } + let p = data_of(all) + if Vk.get_i32(p, 0) != BAKE_MAGIC or Vk.get_i32(p, 4) != 1 or Vk.get_i32(p, 8) != version { return null } + let off = Vk.get_i32(p, 12) + let n = Vk.get_i32(p, 24) + if off < 32 or off + n > len(all) { return null } + for i in 0 .. len(key) { if off <= 32 + i or all[32 + i] != key[i] { return null } } + let out = buffer(n) + mem_copy(data_of(out), mem_off(p, off), n) + free(all) + return out +} diff --git a/packages/ludic.render3d/gpu_vk_readback.ludic b/packages/ludic.render3d/gpu_vk_readback.ludic new file mode 100644 index 00000000..9b129aaa --- /dev/null +++ b/packages/ludic.render3d/gpu_vk_readback.ludic @@ -0,0 +1,61 @@ +# gpu_vk_readback.ludic — a texture's level 0, every layer, read back as the bytes it stores, and put back +# from them: what a build-time bake keeps of a texture the renderer made (bake_parts.ludic). + +# the bytes a texture's level 0 takes, every layer, in the format it is stored in +function gpu_tex_byte_size(render3d_st: Render3dState, tex: int) -> int { + let ifmt = render3d_st.gvk_tex_glfmt[tex] + return render3d_st.gvk_tex_dims_w[tex] * render3d_st.gvk_tex_dims_h[tex] * render3d_st.gvk_tex_layers[tex] * gvk_channels(ifmt) * gvk_channel_bytes(ifmt) +} + +# level 0 of layer `layer` into `out` (w * h * channels * bytes), as stored +function gvk_tex_read_layer(render3d_st: mut Render3dState, tex: int, layer: int, out: pointer) -> bool { + let ifmt = render3d_st.gvk_tex_glfmt[tex] + let w = render3d_st.gvk_tex_dims_w[tex] + let h = render3d_st.gvk_tex_dims_h[tex] + let layers = render3d_st.gvk_tex_layers[tex] + let n = w * h * gvk_channels(ifmt) * gvk_channel_bytes(ifmt) + let src = gvk_staging(render3d_st, n, VK_BUFFER_USAGE_TRANSFER_DST_BIT) + if src == null { return false } + let image = render3d_st.gvk_tex_image[tex] + let levels = render3d_st.gvk_tex_levels[tex] + let cb = gvk_once_begin(render3d_st) + gvk_barrier(render3d_st, cb, image, false, 0, levels, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL) + let bic = gvk_tmp(render3d_st, VkBufferImageCopy_sizeof) + Vk.zero(bic, VkBufferImageCopy_sizeof) + Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) + Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_baseArrayLayer, layer) + Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_layerCount, 1) + Vk.put_i32(bic, VkBufferImageCopy_imageExtent + VkExtent3D_width, w) + Vk.put_i32(bic, VkBufferImageCopy_imageExtent + VkExtent3D_height, h) + Vk.put_i32(bic, VkBufferImageCopy_imageExtent + VkExtent3D_depth, 1) + Vk.cmd_copy_image_to_buffer(cb, image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, render3d_st.gvk_st_buf, 1, bic) + gvk_barrier(render3d_st, cb, image, false, 0, levels, layers, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) + let ok = gvk_once_end(render3d_st, cb) + if ok { mem_copy(out, src, n) } + gvk_staging_free(render3d_st) + return ok +} + +# every layer's level 0 into `out` (gpu_tex_byte_size bytes), layer after layer +function gpu_tex_read_all(render3d_st: mut Render3dState, tex: int, out: pointer) -> bool { + let layers = render3d_st.gvk_tex_layers[tex] + let per = gpu_tex_byte_size(render3d_st, tex) / max(layers, 1) + for l in 0 .. layers { if not gvk_tex_read_layer(render3d_st, tex, l, mem_off(out, l * per)) { return false } } + return true +} + +# level 0 of every layer written from bytes read back by gpu_tex_read_all; the texture's storage must +# already be what it was (same format, size and layers). Mips, where it has them, are the caller's +function gpu_tex_write_all(render3d_st: mut Render3dState, tex: int, data: pointer) -> bool { + let ifmt = render3d_st.gvk_tex_glfmt[tex] + let c = gvk_channels(ifmt) + let b = gvk_channel_bytes(ifmt) + var fmt = GL_RGBA + if c == 1 { fmt = GL_RED } + if c == 2 { fmt = GL_RG } + if c == 3 { fmt = GL_RGB } + var ty = GL_UNSIGNED_BYTE + if b == 2 { ty = GL_HALF_FLOAT } + if b == 4 { ty = GL_FLOAT } + return gvk_tex_upload(render3d_st, tex, ifmt, render3d_st.gvk_tex_dims_w[tex], render3d_st.gvk_tex_dims_h[tex], render3d_st.gvk_tex_layers[tex], fmt, ty, data) +} diff --git a/packages/ludic.render3d/r3d.ludic b/packages/ludic.render3d/r3d.ludic index abc6c9ac..0c97e623 100644 --- a/packages/ludic.render3d/r3d.ludic +++ b/packages/ludic.render3d/r3d.ludic @@ -14,6 +14,7 @@ import "vkmem_report.ludic" import "gpu_vk_res.ludic" import "gpu_vk_layers.ludic" import "gpu_vk_bc.ludic" +import "gpu_vk_readback.ludic" import "texture_dds.ludic" import "prof.ludic" import "drawstats.ludic" @@ -51,4 +52,5 @@ import "grass_gpu.ludic" import "water.ludic" import "streamline.ludic" import "render.ludic" +import "bake_parts.ludic" import "safe_api.ludic" diff --git a/packages/ludic.render3d/sky.ludic b/packages/ludic.render3d/sky.ludic index 06f03381..6bcb84e6 100644 --- a/packages/ludic.render3d/sky.ludic +++ b/packages/ludic.render3d/sky.ludic @@ -92,20 +92,31 @@ function sky_set_quality(render3d_st: mut Render3dState, w: int) -> void { function sky_precompute(render3d_st: mut Render3dState) -> void { gpu_depth_test(render3d_st, false) + sky_ibl_make(render3d_st) + if render3d_st.sky_p_irr == 0 { render3d_st.sky_p_irr = r3d_program(render3d_st, "fullscreen.vert", "ibl_irradiance.frag", ""); render3d_st.sky_p_pre = r3d_program(render3d_st, "fullscreen.vert", "ibl_prefilter.frag", ""); render3d_st.sky_p_brdf = r3d_program(render3d_st, "fullscreen.vert", "ibl_brdf.frag", "") } + sky_convolve(render3d_st, render3d_st.sky_p_irr, render3d_st.sky_irradiance, -1, 128, 64, 0.0) + for l in 0 .. SKY_PREFILTER_LEVELS { + sky_convolve(render3d_st, render3d_st.sky_p_pre, render3d_st.sky_prefilter, l, render3d_st.sky_prefilter_w, render3d_st.sky_prefilter_w / 2, float(l) / float(SKY_PREFILTER_LEVELS - 1)) + } + sky_convolve(render3d_st, render3d_st.sky_p_brdf, render3d_st.sky_brdf, -1, 256, 256, 0.0) + render3d_st.sky_baked = true + render3d_st.sky_baked_yaw = render3d_st.sky_yaw + gpu_check(render3d_st, "sky precompute") +} + +# the IBL set's textures, made empty (the last ones let go): what sky_precompute convolves into, and +# what sky_ibl_from_bytes fills from a bake +function sky_ibl_make(render3d_st: mut Render3dState) -> void { if render3d_st.sky_irradiance != 0 { gpu_tex_free(render3d_st, render3d_st.sky_irradiance) gpu_tex_free(render3d_st, render3d_st.sky_prefilter) gpu_tex_free(render3d_st, render3d_st.sky_brdf) } # irradiance: 128 x 64 equirect - if render3d_st.sky_p_irr == 0 { render3d_st.sky_p_irr = r3d_program(render3d_st, "fullscreen.vert", "ibl_irradiance.frag", ""); render3d_st.sky_p_pre = r3d_program(render3d_st, "fullscreen.vert", "ibl_prefilter.frag", ""); render3d_st.sky_p_brdf = r3d_program(render3d_st, "fullscreen.vert", "ibl_brdf.frag", "") } - let p_irr = render3d_st.sky_p_irr render3d_st.sky_irradiance = tex_target(render3d_st, 128, 64, GL_RGB16F, GL_RGB, GL_FLOAT, GL_LINEAR) gpu_tex_bind(render3d_st, GPU_TEX2D, render3d_st.sky_irradiance) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_REPEAT) - sky_convolve(render3d_st, p_irr, render3d_st.sky_irradiance, -1, 128, 64, 0.0) # prefiltered specular: 6 roughness levels, sky_prefilter_w x half each, as a 2D array - let p_pre = render3d_st.sky_p_pre render3d_st.sky_prefilter = gpu_tex_new(render3d_st) gpu_tex_bind(render3d_st, GPU_TEX2D_ARRAY, render3d_st.sky_prefilter) gpu_tex_image3d(render3d_st, GL_RGB16F, render3d_st.sky_prefilter_w, render3d_st.sky_prefilter_w / 2, SKY_PREFILTER_LEVELS, GL_RGB, GL_FLOAT, null) @@ -113,16 +124,8 @@ function sky_precompute(render3d_st: mut Render3dState) -> void { gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR) gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR) - for l in 0 .. SKY_PREFILTER_LEVELS { - sky_convolve(render3d_st, p_pre, render3d_st.sky_prefilter, l, render3d_st.sky_prefilter_w, render3d_st.sky_prefilter_w / 2, float(l) / float(SKY_PREFILTER_LEVELS - 1)) - } # BRDF LUT - let p_brdf = render3d_st.sky_p_brdf render3d_st.sky_brdf = tex_target(render3d_st, 256, 256, GL_RG16F, GL_RG, GL_FLOAT, GL_LINEAR) - sky_convolve(render3d_st, p_brdf, render3d_st.sky_brdf, -1, 256, 256, 0.0) - render3d_st.sky_baked = true - render3d_st.sky_baked_yaw = render3d_st.sky_yaw - gpu_check(render3d_st, "sky precompute") } # bind the IBL set + sun for a lit program (units 12..14)