feat(render3d): Vulkan in a macOS window through MoltenVK; window built-ins take a slice's elements; the NEAR_FADE SPIR-V
- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked with Vk.*; the drawable measured after the layer sets the backing scale - vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib - a covered window is not presented to (win_visible); one frame in flight on macOS (R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done - win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf): every windowed program died on its first input poll - variants.list and SPIR-V for the three NEAR_FADE foliage programs Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
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25 changed files with 627 additions and 164 deletions
4
changes/near-fade-spirv.md
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4
changes/near-fade-spirv.md
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@ -0,0 +1,4 @@
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bump: patch
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type: fix
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**The foliage's near-fade programs have SPIR-V.** The three `NEAR_FADE` variants were missing
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from `variants.list`, so on Vulkan the trees' and cards' programs failed to build.
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10
changes/vulkan-on-macos.md
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changes/vulkan-on-macos.md
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@ -0,0 +1,10 @@
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bump: minor
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type: feature
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**render3d's Vulkan renderer runs in a macOS window, through MoltenVK.** `R3D_GFX=vk` (or
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`gpu_request("vulkan")`) now presents to a `CAMetalLayer` on the window (`VK_EXT_metal_surface`,
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the runtime's `win_metal_layer()`), where it used to fall back to OpenGL. The loader also opens
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MoltenVK on its own - `Contents/Frameworks/libMoltenVK.dylib` in a bundle, beside the executable,
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or `$VULKAN_SDK/lib` - so a game needs no Vulkan SDK to ship it. A covered window is not drawn to
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(its layer would hold every frame for a second), and on macOS one frame stays in flight so the CPU
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runs the next tick while the GPU draws. OpenGL stays the default: on an M4 Pro the Vulkan frame is
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still about a third slower, most of it in the alpha-tested foliage.
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7
changes/window-buffers.md
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changes/window-buffers.md
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@ -0,0 +1,7 @@
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bump: patch
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type: fix
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**A windowed program's input no longer stops it on the first frame.** Since slices carry their
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length, the window's built-ins (`win_held`, `win_mouse`, `win_pad`, `win_touch`, `win_text`,
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`win_present`) were handed the slice's header instead of its elements, so the platform wrote the
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mouse position over the length and the next read failed its bounds check. They take the elements,
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as an `extern` call already did.
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@ -199,6 +199,10 @@ export state Render3dState {
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gvk_al_spare: []int = null # ids to reuse
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gvk_pool: long = 0
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gvk_fence: bytes = null
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gvk_frame_fence: bytes = null # the presented frame still on the GPU (one frame in flight)
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gvk_frame_pending: bool = false
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gvk_frame_pending_cb: pointer = null
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gvk_inflight: int = -1 # -1 until asked: 1 leaves the presented frame in flight
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gvk_has_hqr: bool = false
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gvk_ts_period: float = 0.0 # float bits: nanoseconds per timestamp tick
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gvk_qpool: long = 0
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@ -49,9 +49,10 @@ function gpu_select(render3d_st: mut Render3dState) -> int {
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if render3d_st.gpu_wanted == 0 { render3d_st.gpu_wanted = GPU_GL }
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render3d_st.gpu_kind = GPU_GL
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if render3d_st.gpu_wanted == GPU_VK {
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# a window needs a surface, and only the Win32 one is built
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# a window needs a surface: Win32 on Windows, a CAMetalLayer through MoltenVK on macOS
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render3d_st.gvk_want_surface = is_windowed()
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if is_windowed() and Os.platform() != "windows" { render3d_st.gpu_fallback_reason = "the Vulkan window is built for Windows only" }
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let os = Os.platform()
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if is_windowed() and os != "windows" and os != "macos" { render3d_st.gpu_fallback_reason = `no Vulkan window is built for {os}` }
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else if not gvk_init(render3d_st) { render3d_st.gpu_fallback_reason = render3d_st.gvk_why }
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else if not gvk_manifest(render3d_st) { render3d_st.gpu_fallback_reason = "the renderer's SPIR-V manifest is missing" }
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else { render3d_st.gpu_kind = GPU_VK }
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@ -43,6 +43,11 @@ function gvk_ext_in(props: bytes, n: int, want: string) -> bool {
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# device with the Tier 1 floor switched on. False, with gvk_why set, if any of it is missing:
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# the caller stays on OpenGL.
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function gvk_surface_ext() -> string {
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if Os.platform() == "macos" { return VK_EXT_METAL_SURFACE_EXTENSION_NAME }
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return VK_KHR_WIN32_SURFACE_EXTENSION_NAME
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}
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function gvk_init(render3d_st: mut Render3dState) -> bool {
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if render3d_st.gvk_ready { return true }
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gsl_boot(render3d_st)
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@ -72,12 +77,13 @@ function gvk_init(render3d_st: mut Render3dState) -> bool {
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Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); n_iext += 1
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Vk.put_i32(ici, VkInstanceCreateInfo_flags, VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR)
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}
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# a window's surface: only the Win32 one is built, so a window elsewhere stays on OpenGL
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render3d_st.gvk_has_surface = render3d_st.gvk_want_surface and gvk_ext_in(iexts, nie, VK_KHR_SURFACE_EXTENSION_NAME) and gvk_ext_in(iexts, nie, VK_KHR_WIN32_SURFACE_EXTENSION_NAME)
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if render3d_st.gvk_want_surface and not render3d_st.gvk_has_surface { render3d_st.gvk_why = "no Win32 surface in this Vulkan instance"; return false }
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# a window's surface: Win32 on Windows, Metal (MoltenVK) on macOS
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let surf_ext = gvk_surface_ext()
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render3d_st.gvk_has_surface = render3d_st.gvk_want_surface and gvk_ext_in(iexts, nie, VK_KHR_SURFACE_EXTENSION_NAME) and gvk_ext_in(iexts, nie, surf_ext)
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if render3d_st.gvk_want_surface and not render3d_st.gvk_has_surface { render3d_st.gvk_why = `no {surf_ext} in this Vulkan instance`; return false }
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if render3d_st.gvk_has_surface {
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Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_SURFACE_EXTENSION_NAME); n_iext += 1
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Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_WIN32_SURFACE_EXTENSION_NAME); n_iext += 1
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Vk.put_ptr(iext_names, n_iext * 8, surf_ext); n_iext += 1
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}
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# HDR output: an instance only lists the HDR colour spaces when it asks for them
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render3d_st.gvk_has_colorspace = render3d_st.gvk_has_surface and gvk_ext_in(iexts, nie, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME)
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@ -488,6 +494,9 @@ function gvk_cmd_init(render3d_st: mut Render3dState) -> bool {
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render3d_st.gvk_fence = bytes(8)
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r = Vk.create_fence(render3d_st.gvk_dev, fci, null, render3d_st.gvk_fence)
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if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateFence", r) }
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render3d_st.gvk_frame_fence = bytes(8)
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r = Vk.create_fence(render3d_st.gvk_dev, fci, null, render3d_st.gvk_frame_fence)
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if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateFence", r) }
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return true
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}
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# a command buffer, begun
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@ -510,6 +519,7 @@ function gvk_once_begin(render3d_st: Render3dState) -> pointer {
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}
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# end it, submit it, wait for it, free it
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function gvk_once_end(render3d_st: mut Render3dState, cb: pointer) -> bool {
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gvk_frame_wait(render3d_st)
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var r = Vk.end_command_buffer(cb)
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if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkEndCommandBuffer", r) }
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let cbs = bytes(8)
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@ -529,12 +539,61 @@ function gvk_once_end(render3d_st: mut Render3dState, cb: pointer) -> bool {
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return true
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}
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# ---- one frame in flight -------------------------------------------------------------------
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# A window's frame is submitted and presented without waiting, so the game's next tick runs on the
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# CPU while the GPU draws: waiting at the present serialised the two, which cost MoltenVK a third
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# of its frame rate against OpenGL. Anything that would reuse what that frame reads - the next
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# frame's command buffer and ring, a one-off submit, a descriptor pool reset, a swapchain rebuild -
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# waits for it first (gvk_frame_wait), and a buffer it reads is busy (gvk_buf_busy). On by default
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# on macOS; R3D_VK_INFLIGHT=0/1 says otherwise.
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function gvk_inflight_on(render3d_st: mut Render3dState) -> bool {
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if render3d_st.gvk_inflight < 0 {
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render3d_st.gvk_inflight = 0
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if Os.platform() == "macos" { render3d_st.gvk_inflight = 1 }
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if r3d_env_has(render3d_st, "R3D_VK_INFLIGHT") { render3d_st.gvk_inflight = Text.to_int(r3d_env(render3d_st, "R3D_VK_INFLIGHT")) }
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}
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return render3d_st.gvk_inflight == 1
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}
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function gvk_frame_submit(render3d_st: mut Render3dState, cb: pointer) -> bool {
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gvk_frame_wait(render3d_st)
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var r = Vk.end_command_buffer(cb)
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if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkEndCommandBuffer", r) }
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let cbs = bytes(8)
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Vk.put_ptr(cbs, 0, cb)
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Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_frame_fence)
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let si = bytes(VkSubmitInfo_sizeof)
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Vk.zero(si, VkSubmitInfo_sizeof)
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Vk.put_i32(si, VkSubmitInfo_sType, VK_STRUCTURE_TYPE_SUBMIT_INFO)
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Vk.put_i32(si, VkSubmitInfo_commandBufferCount, 1)
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Vk.put_ptr(si, VkSubmitInfo_pCommandBuffers, cbs)
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r = Vk.queue_submit(render3d_st.gvk_queue, 1, si, Vk.get_i64(render3d_st.gvk_frame_fence, 0))
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if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkQueueSubmit", r) }
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render3d_st.gvk_frame_pending = true
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render3d_st.gvk_frame_pending_cb = cb
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return true
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}
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function gvk_frame_wait(render3d_st: mut Render3dState) -> void {
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if not render3d_st.gvk_frame_pending { return }
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let forever: long = -1
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Vk.wait_for_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_frame_fence, 1, forever)
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let cbs = bytes(8)
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Vk.put_ptr(cbs, 0, render3d_st.gvk_frame_pending_cb)
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Vk.free_command_buffers(render3d_st.gvk_dev, render3d_st.gvk_pool, 1, cbs)
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render3d_st.gvk_frame_pending = false
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render3d_st.gvk_frame_pending_cb = null
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gvk_retire_flush(render3d_st)
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}
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# ---- teardown -----------------------------------------------------------------------------
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function gvk_shutdown(render3d_st: mut Render3dState) -> void {
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if not render3d_st.gvk_ready { return }
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gvk_frame_wait(render3d_st)
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Vk.device_wait_idle(render3d_st.gvk_dev)
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gsl_shutdown(render3d_st)
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Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_fence, 0), null)
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Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_frame_fence, 0), null)
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Vk.destroy_command_pool(render3d_st.gvk_dev, render3d_st.gvk_pool, null)
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Vk.destroy_device(render3d_st.gvk_dev, null)
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Vk.destroy_instance(render3d_st.gvk_inst, null)
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@ -729,6 +729,7 @@ function gvk_sc_clear(render3d_st: mut Render3dState) -> void {
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# the pool is full: finish the frame recorded so far (it may use sets from it), then start again
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function gvk_kpool_reset(render3d_st: mut Render3dState) -> void {
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gvk_flush(render3d_st)
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gvk_frame_wait(render3d_st)
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Vk.reset_descriptor_pool(render3d_st.gvk_dev, render3d_st.gvk_kpool, 0)
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gvk_sc_clear(render3d_st)
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}
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@ -953,6 +954,7 @@ function gvk_screen_make(render3d_st: mut Render3dState, w: int, h: int) -> bool
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function gvk_frame_cb(render3d_st: mut Render3dState) -> pointer {
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if render3d_st.gvk_cb == null {
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gvk_frame_wait(render3d_st)
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gvk_frame_reset(render3d_st)
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render3d_st.gvk_cb = gvk_once_begin(render3d_st)
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}
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@ -1279,7 +1281,13 @@ function gvk_flush(render3d_st: mut Render3dState) -> void {
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# - and that image is presented.
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function gvk_present(render3d_st: mut Render3dState) -> void {
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gvk_prof_frame(render3d_st)
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if render3d_st.gvk_swap != 0 { gvk_present_window(render3d_st); render3d_st.gvk_frame_no += 1; gvk_retire_flush(render3d_st); return }
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if render3d_st.gvk_swap != 0 {
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gvk_present_window(render3d_st)
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render3d_st.gvk_frame_no += 1
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# what the frame in flight retired goes when it is done (gvk_frame_wait)
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if not render3d_st.gvk_frame_pending { gvk_retire_flush(render3d_st) }
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return
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}
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if render3d_st.gvk_cb == null { return }
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gvk_pass_end(render3d_st)
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gvk_once_end(render3d_st, render3d_st.gvk_cb)
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@ -1332,6 +1340,8 @@ function gvk_open(render3d_st: mut Render3dState, w: int, h: int, title: string)
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if is_windowed() {
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win_open(w, h, 1, title) # the window exists before main: this retitles it
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win_gl_resize(w, h)
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# macOS: the Metal layer sets the backing scale, so it exists before the drawable is measured
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if Os.platform() == "macos" and win_metal_layer() == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
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if render3d_st.gvk_size_buf == null { render3d_st.gvk_size_buf = words(4) }
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win_gl_drawable(render3d_st.gvk_size_buf)
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if render3d_st.gvk_size_buf[0] > 0 and render3d_st.gvk_size_buf[1] > 0 { gl_set_drawable(render3d_st.gvk_size_buf[0], render3d_st.gvk_size_buf[1]) }
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@ -1519,13 +1529,24 @@ function gvk_read_screen(render3d_st: mut Render3dState, w: int, h: int, out: po
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}
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# ---- the window: surface and swapchain ----------------------------------------------------------
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# Windows only for now (the Win32 surface); gpu_select keeps a window elsewhere on OpenGL.
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# The Win32 surface on Windows; on macOS a CAMetalLayer the runtime hangs off the view (MoltenVK).
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extern function win_native_window() -> pointer = "win_native_window"
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extern function win_native_instance() -> pointer = "win_native_instance"
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extern function win_metal_layer() -> pointer = "win_metal_layer"
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extern function win_visible() -> int = "win_visible"
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function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
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if render3d_st.gvk_surface != 0 { return true }
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function gvk_surface_os(render3d_st: mut Render3dState, out: pointer) -> bool {
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if Os.platform() == "macos" {
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let layer = win_metal_layer()
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if layer == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
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let mci = bytes(VkMetalSurfaceCreateInfoEXT_sizeof)
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Vk.zero(mci, VkMetalSurfaceCreateInfoEXT_sizeof)
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Vk.put_i32(mci, VkMetalSurfaceCreateInfoEXT_sType, VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT)
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Vk.put_ptr(mci, VkMetalSurfaceCreateInfoEXT_pLayer, layer)
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let rm = Vk.create_metal_surface_ext(render3d_st.gvk_inst, mci, null, out)
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if rm != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateMetalSurfaceEXT", rm) }
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return true
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}
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let hwnd = win_native_window()
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if hwnd == null { render3d_st.gvk_why = "no window to present to"; return false }
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let sci = bytes(VkWin32SurfaceCreateInfoKHR_sizeof)
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@ -1533,9 +1554,15 @@ function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
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Vk.put_i32(sci, VkWin32SurfaceCreateInfoKHR_sType, VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR)
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Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hinstance, win_native_instance())
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Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hwnd, hwnd)
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let out = bytes(8)
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let r = Vk.create_win32_surface_khr(render3d_st.gvk_inst, sci, null, out)
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if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateWin32SurfaceKHR", r) }
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return true
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}
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function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
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if render3d_st.gvk_surface != 0 { return true }
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let out = bytes(8)
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if not gvk_surface_os(render3d_st, out) { return false }
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render3d_st.gvk_surface = gvk_handle(out)
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let ok = bytes(4)
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Vk.put_i32(ok, 0, 0)
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@ -1551,6 +1578,7 @@ function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
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# (Re)make the swapchain for a w x h client area. The old one is handed over and then destroyed.
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function gvk_swap_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
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if not gvk_surface_make(render3d_st) { return false }
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gvk_frame_wait(render3d_st)
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Vk.device_wait_idle(render3d_st.gvk_dev)
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let caps = bytes(VkSurfaceCapabilitiesKHR_sizeof)
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Vk.get_physical_device_surface_capabilities_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, caps)
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@ -1641,6 +1669,14 @@ function gvk_swap_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
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function gvk_present_window(render3d_st: mut Render3dState) -> void {
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let cb = gvk_frame_cb(render3d_st)
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gvk_pass_end(render3d_st)
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# a covered window is not drawn to: its layer would hold the frame for a drawable the compositor
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# hands back once a second. The frame still runs, paced at about 60 Hz, so the game keeps time.
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if win_visible() == 0 {
|
||||
if gvk_inflight_on(render3d_st) { gvk_frame_submit(render3d_st, cb) } else { gvk_once_end(render3d_st, cb) }
|
||||
render3d_st.gvk_cb = null
|
||||
Time.sleep_us(16000)
|
||||
return
|
||||
}
|
||||
if render3d_st.gvk_swap_stale { gvk_once_end(render3d_st, cb); render3d_st.gvk_cb = null; gvk_swap_make(render3d_st, render3d_st.gvk_swap_w, render3d_st.gvk_swap_h); return }
|
||||
let idx = bytes(4)
|
||||
Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_acq_fence)
|
||||
|
|
@ -1670,7 +1706,7 @@ function gvk_present_window(render3d_st: mut Render3dState) -> void {
|
|||
Vk.cmd_blit_image(cb, src, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, blit, VK_FILTER_LINEAR)
|
||||
gvk_barrier(cb, src, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||||
gvk_barrier(cb, dst, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR)
|
||||
gvk_once_end(render3d_st, cb)
|
||||
if gvk_inflight_on(render3d_st) { gvk_frame_submit(render3d_st, cb) } else { gvk_once_end(render3d_st, cb) }
|
||||
render3d_st.gvk_cb = null
|
||||
let pi = bytes(VkPresentInfoKHR_sizeof)
|
||||
Vk.zero(pi, VkPresentInfoKHR_sizeof)
|
||||
|
|
|
|||
|
|
@ -134,6 +134,7 @@ function gvk_staging(render3d_st: mut Render3dState, n: int, usage: int) -> poin
|
|||
return Vk.get_ptr(pp, 0)
|
||||
}
|
||||
function gvk_staging_free(render3d_st: mut Render3dState) -> void {
|
||||
gvk_frame_wait(render3d_st) # the frame in flight may still read it
|
||||
Vk.unmap_memory(render3d_st.gvk_dev, render3d_st.gvk_st_mem)
|
||||
Vk.destroy_buffer(render3d_st.gvk_dev, render3d_st.gvk_st_buf, null)
|
||||
Vk.free_memory(render3d_st.gvk_dev, render3d_st.gvk_st_mem, null)
|
||||
|
|
@ -142,6 +143,7 @@ function gvk_staging_free(render3d_st: mut Render3dState) -> void {
|
|||
|
||||
# (Re)make the image behind a handle: glTexImage2D on a texture that already has one replaces it.
|
||||
function gvk_tex_storage(render3d_st: mut Render3dState, tex: int, array: bool, ifmt: int, w: int, h: int, layers: int, with_mips: bool) -> bool {
|
||||
gvk_frame_wait(render3d_st) # the frame in flight may still read it
|
||||
if tex <= 0 or tex >= len(render3d_st.gvk_tex_image) { return false }
|
||||
let vkfmt = gvk_format(ifmt)
|
||||
if vkfmt == VK_FORMAT_UNDEFINED { print(`r3d: vulkan: no image format for GL format {ifmt}`); return false }
|
||||
|
|
@ -304,6 +306,7 @@ function gvk_tex_upload(render3d_st: mut Render3dState, tex: int, ifmt: int, w:
|
|||
# A target made without pixels has one level; the renderer asking it for mipmaps (the exposure
|
||||
# measure reads the HDR scene's smallest level every frame) grows it a full chain, level 0 kept.
|
||||
function gvk_tex_grow_mips(render3d_st: mut Render3dState, tex: int, w: int, h: int) -> bool {
|
||||
gvk_frame_wait(render3d_st) # the frame in flight may still read it
|
||||
let old_image = render3d_st.gvk_tex_image[tex]
|
||||
let old_view = render3d_st.gvk_tex_view[tex]
|
||||
let old_mem = render3d_st.gvk_tex_mem[tex]
|
||||
|
|
@ -420,6 +423,7 @@ function gvk_tex_read(render3d_st: mut Render3dState, tex: int, ifmt: int, w: in
|
|||
}
|
||||
|
||||
function gvk_tex_release(render3d_st: mut Render3dState, tex: int) -> void {
|
||||
gvk_frame_wait(render3d_st) # the frame in flight may still read it
|
||||
if render3d_st.gvk_tex_image[tex] == 0 { return }
|
||||
let zero: long = 0
|
||||
Vk.destroy_image_view(render3d_st.gvk_dev, render3d_st.gvk_tex_view[tex], null)
|
||||
|
|
@ -553,8 +557,8 @@ function gvk_buf_new(render3d_st: mut Render3dState) -> int {
|
|||
function gvk_buf_release(render3d_st: mut Render3dState, b: int) -> void {
|
||||
if render3d_st.gvk_buf[b] == 0 { return }
|
||||
let zero: long = 0
|
||||
if render3d_st.gvk_buf_used[b] == render3d_st.gvk_frame_no {
|
||||
# a draw recorded this frame still reads it: destroy it once the frame has been submitted
|
||||
if gvk_buf_busy(render3d_st, b) {
|
||||
# a draw recorded this frame (or the frame in flight) still reads it: destroy it once the frame has been submitted
|
||||
push(render3d_st.gvk_retired_buf, render3d_st.gvk_buf[b]); push(render3d_st.gvk_retired_mem, render3d_st.gvk_buf_mem[b])
|
||||
} else {
|
||||
Vk.destroy_buffer(render3d_st.gvk_dev, render3d_st.gvk_buf[b], null)
|
||||
|
|
@ -562,6 +566,12 @@ function gvk_buf_release(render3d_st: mut Render3dState, b: int) -> void {
|
|||
}
|
||||
render3d_st.gvk_buf[b] = zero; render3d_st.gvk_buf_mem[b] = zero; render3d_st.gvk_buf_size[b] = 0; render3d_st.gvk_buf_map[b] = null; render3d_st.gvk_buf_used[b] = 0
|
||||
}
|
||||
# read by a draw recorded this frame, or by the presented frame still on the GPU
|
||||
function gvk_buf_busy(render3d_st: Render3dState, b: int) -> bool {
|
||||
let u = render3d_st.gvk_buf_used[b]
|
||||
return u == render3d_st.gvk_frame_no or (render3d_st.gvk_frame_pending and u == render3d_st.gvk_frame_no - 1)
|
||||
}
|
||||
|
||||
# the frame's submitted work is done: storage retired during it can go
|
||||
function gvk_retire_flush(render3d_st: mut Render3dState) -> void {
|
||||
if render3d_st.gvk_retired_buf == null { return }
|
||||
|
|
@ -587,7 +597,7 @@ function gvk_buf_is_gpu(render3d_st: Render3dState, b: int) -> bool { return ren
|
|||
function gvk_buf_reserve(render3d_st: mut Render3dState, b: int, n: int) -> bool {
|
||||
if b <= 0 or b >= len(render3d_st.gvk_buf) { return false }
|
||||
# already big enough, and no draw this frame reads what is there: fill it in place
|
||||
if render3d_st.gvk_buf[b] != 0 and render3d_st.gvk_buf_size[b] >= n and (render3d_st.gvk_buf_used[b] != render3d_st.gvk_frame_no or gvk_buf_is_gpu(render3d_st, b)) { return true }
|
||||
if render3d_st.gvk_buf[b] != 0 and render3d_st.gvk_buf_size[b] >= n and (not gvk_buf_busy(render3d_st, b) or gvk_buf_is_gpu(render3d_st, b)) { return true }
|
||||
gvk_buf_release(render3d_st, b)
|
||||
var size = n
|
||||
if size < 64 { size = 64 }
|
||||
|
|
|
|||
BIN
packages/ludic.render3d/shaders/spv/266d2401.frag.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/266d2401.frag.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/266d2401.vert.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/266d2401.vert.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/5e70d731.frag.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/5e70d731.frag.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/5e70d731.vert.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/5e70d731.vert.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/b603a056.frag.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/b603a056.frag.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/b603a056.vert.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/b603a056.vert.spv
Normal file
Binary file not shown.
|
|
@ -141,6 +141,56 @@ T c57b4f14 u_shadow 5
|
|||
T c57b4f14 u_src 6
|
||||
T c57b4f14 u_tershadow 7
|
||||
T c57b4f14 u_ts_height 8
|
||||
P 5161e6ba fullscreen.vert dof.frag
|
||||
B 5161e6ba frag 1 916
|
||||
U 5161e6ba frag u_cascade_vp 0 mat4 5 64
|
||||
U 5161e6ba frag u_cascade_split 320 float 5 16
|
||||
U 5161e6ba frag u_cascade_range 400 float 5 16
|
||||
U 5161e6ba frag u_cascade_texel 480 float 5 16
|
||||
U 5161e6ba frag u_sun_dir 560 vec3 1 0
|
||||
U 5161e6ba frag u_sun_color 576 vec3 1 0
|
||||
U 5161e6ba frag u_cam_pos 592 vec3 1 0
|
||||
U 5161e6ba frag u_prefilter_levels 604 float 1 0
|
||||
U 5161e6ba frag u_fog_density 608 float 1 0
|
||||
U 5161e6ba frag u_fog_height_falloff 612 float 1 0
|
||||
U 5161e6ba frag u_fog_base 616 float 1 0
|
||||
U 5161e6ba frag u_clip_y 620 float 1 0
|
||||
U 5161e6ba frag u_spec_scale 624 float 1 0
|
||||
U 5161e6ba frag u_sky_rot 632 vec2 1 0
|
||||
U 5161e6ba frag u_ground_alb 640 vec3 1 0
|
||||
U 5161e6ba frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 5161e6ba frag u_ground_hi_y 668 float 1 0
|
||||
U 5161e6ba frag u_ground_hi_w 672 float 1 0
|
||||
U 5161e6ba frag u_ibl_scale 688 vec3 1 0
|
||||
U 5161e6ba frag u_daylight 700 float 1 0
|
||||
U 5161e6ba frag u_fire_pos 704 vec3 1 0
|
||||
U 5161e6ba frag u_fire_color 720 vec3 1 0
|
||||
U 5161e6ba frag u_hand_pos 736 vec3 1 0
|
||||
U 5161e6ba frag u_hand_color 752 vec3 1 0
|
||||
U 5161e6ba frag u_hand_dir 768 vec3 1 0
|
||||
U 5161e6ba frag u_hand_cone 780 float 1 0
|
||||
U 5161e6ba frag u_hand_reach 784 float 1 0
|
||||
U 5161e6ba frag u_ts_origin 792 vec2 1 0
|
||||
U 5161e6ba frag u_ts_half 800 float 1 0
|
||||
U 5161e6ba frag u_ts_on 804 float 1 0
|
||||
U 5161e6ba frag u_force_cascade 808 int 1 0
|
||||
U 5161e6ba frag u_cloud_shadow 812 float 1 0
|
||||
U 5161e6ba frag u_time 816 float 1 0
|
||||
U 5161e6ba frag u_fog_inscatter 820 float 1 0
|
||||
U 5161e6ba frag u_fog_desat 824 float 1 0
|
||||
U 5161e6ba frag u_inv_proj 832 mat4 1 0
|
||||
U 5161e6ba frag u_texel 896 vec2 1 0
|
||||
U 5161e6ba frag u_focus 904 float 1 0
|
||||
U 5161e6ba frag u_aperture 908 float 1 0
|
||||
U 5161e6ba frag u_max_coc 912 float 1 0
|
||||
T 5161e6ba u_brdf 2
|
||||
T 5161e6ba u_depth 3
|
||||
T 5161e6ba u_irradiance 4
|
||||
T 5161e6ba u_prefilter 5
|
||||
T 5161e6ba u_shadow 6
|
||||
T 5161e6ba u_src 7
|
||||
T 5161e6ba u_tershadow 8
|
||||
T 5161e6ba u_ts_height 9
|
||||
P 4be7acd9 fullscreen.vert heightgen.frag #define DEM;
|
||||
B 4be7acd9 frag 1 920
|
||||
U 4be7acd9 frag u_cascade_vp 0 mat4 5 64
|
||||
|
|
@ -740,6 +790,58 @@ T a4683767 u_prefilter 8
|
|||
T a4683767 u_shadow 9
|
||||
T a4683767 u_tershadow 10
|
||||
T a4683767 u_ts_height 11
|
||||
P 74258189 fullscreen.vert volumetric.frag
|
||||
B 74258189 frag 1 924
|
||||
U 74258189 frag u_cascade_vp 0 mat4 5 64
|
||||
U 74258189 frag u_cascade_split 320 float 5 16
|
||||
U 74258189 frag u_cascade_range 400 float 5 16
|
||||
U 74258189 frag u_cascade_texel 480 float 5 16
|
||||
U 74258189 frag u_sun_dir 560 vec3 1 0
|
||||
U 74258189 frag u_sun_color 576 vec3 1 0
|
||||
U 74258189 frag u_cam_pos 592 vec3 1 0
|
||||
U 74258189 frag u_prefilter_levels 604 float 1 0
|
||||
U 74258189 frag u_fog_density 608 float 1 0
|
||||
U 74258189 frag u_fog_height_falloff 612 float 1 0
|
||||
U 74258189 frag u_fog_base 616 float 1 0
|
||||
U 74258189 frag u_clip_y 620 float 1 0
|
||||
U 74258189 frag u_spec_scale 624 float 1 0
|
||||
U 74258189 frag u_sky_rot 632 vec2 1 0
|
||||
U 74258189 frag u_ground_alb 640 vec3 1 0
|
||||
U 74258189 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 74258189 frag u_ground_hi_y 668 float 1 0
|
||||
U 74258189 frag u_ground_hi_w 672 float 1 0
|
||||
U 74258189 frag u_ibl_scale 688 vec3 1 0
|
||||
U 74258189 frag u_daylight 700 float 1 0
|
||||
U 74258189 frag u_fire_pos 704 vec3 1 0
|
||||
U 74258189 frag u_fire_color 720 vec3 1 0
|
||||
U 74258189 frag u_hand_pos 736 vec3 1 0
|
||||
U 74258189 frag u_hand_color 752 vec3 1 0
|
||||
U 74258189 frag u_hand_dir 768 vec3 1 0
|
||||
U 74258189 frag u_hand_cone 780 float 1 0
|
||||
U 74258189 frag u_hand_reach 784 float 1 0
|
||||
U 74258189 frag u_ts_origin 792 vec2 1 0
|
||||
U 74258189 frag u_ts_half 800 float 1 0
|
||||
U 74258189 frag u_ts_on 804 float 1 0
|
||||
U 74258189 frag u_force_cascade 808 int 1 0
|
||||
U 74258189 frag u_cloud_shadow 812 float 1 0
|
||||
U 74258189 frag u_time 816 float 1 0
|
||||
U 74258189 frag u_fog_inscatter 820 float 1 0
|
||||
U 74258189 frag u_fog_desat 824 float 1 0
|
||||
U 74258189 frag u_inv_vp 832 mat4 1 0
|
||||
U 74258189 frag u_vol_steps 896 float 1 0
|
||||
U 74258189 frag u_vol_density 900 float 1 0
|
||||
U 74258189 frag u_vol_falloff 904 float 1 0
|
||||
U 74258189 frag u_vol_far 908 float 1 0
|
||||
U 74258189 frag u_vol_g 912 float 1 0
|
||||
U 74258189 frag u_vol_mist 916 float 1 0
|
||||
U 74258189 frag u_vol_mist_h 920 float 1 0
|
||||
T 74258189 u_brdf 2
|
||||
T 74258189 u_depth 3
|
||||
T 74258189 u_irradiance 4
|
||||
T 74258189 u_prefilter 5
|
||||
T 74258189 u_shadow 6
|
||||
T 74258189 u_tershadow 7
|
||||
T 74258189 u_ts_height 8
|
||||
P d48d6a48 grass.mesh model.frag #define FOLIAGE;#define BLADE;#define MESH;
|
||||
B d48d6a48 vert 0 4384
|
||||
U d48d6a48 vert u_view 0 mat4 1 0
|
||||
|
|
@ -1355,6 +1457,68 @@ T bfa15301 u_prefilter 5
|
|||
T bfa15301 u_shadow 6
|
||||
T bfa15301 u_tershadow 7
|
||||
T bfa15301 u_ts_height 8
|
||||
P 266d2401 model.vert depth.frag #define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
|
||||
B 266d2401 vert 0 236
|
||||
U 266d2401 vert u_view 0 mat4 1 0
|
||||
U 266d2401 vert u_proj 64 mat4 1 0
|
||||
U 266d2401 vert u_light_vp 128 mat4 1 0
|
||||
U 266d2401 vert u_time 192 float 1 0
|
||||
U 266d2401 vert u_wind 196 float 1 0
|
||||
U 266d2401 vert u_card_w 200 float 1 0
|
||||
U 266d2401 vert u_card_h 204 float 1 0
|
||||
U 266d2401 vert u_ground 208 float 1 0
|
||||
U 266d2401 vert u_ts_origin 216 vec2 1 0
|
||||
U 266d2401 vert u_ts_half 224 float 1 0
|
||||
U 266d2401 vert u_model_h 228 float 1 0
|
||||
U 266d2401 vert u_flutter 232 float 1 0
|
||||
I 266d2401 i_rot 4 vec4
|
||||
I 266d2401 a_pos 0 vec3
|
||||
I 266d2401 i_pos 3 vec4
|
||||
I 266d2401 a_nrm 1 vec3
|
||||
I 266d2401 a_uv 2 vec2
|
||||
B 266d2401 frag 1 828
|
||||
U 266d2401 frag u_cascade_vp 0 mat4 5 64
|
||||
U 266d2401 frag u_cascade_split 320 float 5 16
|
||||
U 266d2401 frag u_cascade_range 400 float 5 16
|
||||
U 266d2401 frag u_cascade_texel 480 float 5 16
|
||||
U 266d2401 frag u_sun_dir 560 vec3 1 0
|
||||
U 266d2401 frag u_sun_color 576 vec3 1 0
|
||||
U 266d2401 frag u_cam_pos 592 vec3 1 0
|
||||
U 266d2401 frag u_prefilter_levels 604 float 1 0
|
||||
U 266d2401 frag u_fog_density 608 float 1 0
|
||||
U 266d2401 frag u_fog_height_falloff 612 float 1 0
|
||||
U 266d2401 frag u_fog_base 616 float 1 0
|
||||
U 266d2401 frag u_clip_y 620 float 1 0
|
||||
U 266d2401 frag u_spec_scale 624 float 1 0
|
||||
U 266d2401 frag u_sky_rot 632 vec2 1 0
|
||||
U 266d2401 frag u_ground_alb 640 vec3 1 0
|
||||
U 266d2401 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 266d2401 frag u_ground_hi_y 668 float 1 0
|
||||
U 266d2401 frag u_ground_hi_w 672 float 1 0
|
||||
U 266d2401 frag u_ibl_scale 688 vec3 1 0
|
||||
U 266d2401 frag u_daylight 700 float 1 0
|
||||
U 266d2401 frag u_fire_pos 704 vec3 1 0
|
||||
U 266d2401 frag u_fire_color 720 vec3 1 0
|
||||
U 266d2401 frag u_hand_pos 736 vec3 1 0
|
||||
U 266d2401 frag u_hand_color 752 vec3 1 0
|
||||
U 266d2401 frag u_hand_dir 768 vec3 1 0
|
||||
U 266d2401 frag u_hand_cone 780 float 1 0
|
||||
U 266d2401 frag u_hand_reach 784 float 1 0
|
||||
U 266d2401 frag u_ts_origin 792 vec2 1 0
|
||||
U 266d2401 frag u_ts_half 800 float 1 0
|
||||
U 266d2401 frag u_ts_on 804 float 1 0
|
||||
U 266d2401 frag u_force_cascade 808 int 1 0
|
||||
U 266d2401 frag u_cloud_shadow 812 float 1 0
|
||||
U 266d2401 frag u_time 816 float 1 0
|
||||
U 266d2401 frag u_fog_inscatter 820 float 1 0
|
||||
U 266d2401 frag u_fog_desat 824 float 1 0
|
||||
T 266d2401 u_brdf 2
|
||||
T 266d2401 u_diff 3
|
||||
T 266d2401 u_irradiance 4
|
||||
T 266d2401 u_prefilter 5
|
||||
T 266d2401 u_shadow 6
|
||||
T 266d2401 u_tershadow 7
|
||||
T 266d2401 u_ts_height 8
|
||||
P 01089da8 model.vert model.frag
|
||||
B 01089da8 vert 0 236
|
||||
U 01089da8 vert u_view 0 mat4 1 0
|
||||
|
|
@ -1566,6 +1730,76 @@ T 1ce5c5d1 u_prefilter 8
|
|||
T 1ce5c5d1 u_shadow 9
|
||||
T 1ce5c5d1 u_tershadow 10
|
||||
T 1ce5c5d1 u_ts_height 11
|
||||
P 5e70d731 model.vert model.frag #define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
|
||||
B 5e70d731 vert 0 236
|
||||
U 5e70d731 vert u_view 0 mat4 1 0
|
||||
U 5e70d731 vert u_proj 64 mat4 1 0
|
||||
U 5e70d731 vert u_light_vp 128 mat4 1 0
|
||||
U 5e70d731 vert u_time 192 float 1 0
|
||||
U 5e70d731 vert u_wind 196 float 1 0
|
||||
U 5e70d731 vert u_card_w 200 float 1 0
|
||||
U 5e70d731 vert u_card_h 204 float 1 0
|
||||
U 5e70d731 vert u_ground 208 float 1 0
|
||||
U 5e70d731 vert u_ts_origin 216 vec2 1 0
|
||||
U 5e70d731 vert u_ts_half 224 float 1 0
|
||||
U 5e70d731 vert u_model_h 228 float 1 0
|
||||
U 5e70d731 vert u_flutter 232 float 1 0
|
||||
I 5e70d731 i_rot 4 vec4
|
||||
I 5e70d731 a_pos 0 vec3
|
||||
I 5e70d731 i_pos 3 vec4
|
||||
I 5e70d731 a_nrm 1 vec3
|
||||
I 5e70d731 a_uv 2 vec2
|
||||
B 5e70d731 frag 1 916
|
||||
U 5e70d731 frag u_cascade_vp 0 mat4 5 64
|
||||
U 5e70d731 frag u_cascade_split 320 float 5 16
|
||||
U 5e70d731 frag u_cascade_range 400 float 5 16
|
||||
U 5e70d731 frag u_cascade_texel 480 float 5 16
|
||||
U 5e70d731 frag u_sun_dir 560 vec3 1 0
|
||||
U 5e70d731 frag u_sun_color 576 vec3 1 0
|
||||
U 5e70d731 frag u_cam_pos 592 vec3 1 0
|
||||
U 5e70d731 frag u_prefilter_levels 604 float 1 0
|
||||
U 5e70d731 frag u_fog_density 608 float 1 0
|
||||
U 5e70d731 frag u_fog_height_falloff 612 float 1 0
|
||||
U 5e70d731 frag u_fog_base 616 float 1 0
|
||||
U 5e70d731 frag u_clip_y 620 float 1 0
|
||||
U 5e70d731 frag u_spec_scale 624 float 1 0
|
||||
U 5e70d731 frag u_sky_rot 632 vec2 1 0
|
||||
U 5e70d731 frag u_ground_alb 640 vec3 1 0
|
||||
U 5e70d731 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 5e70d731 frag u_ground_hi_y 668 float 1 0
|
||||
U 5e70d731 frag u_ground_hi_w 672 float 1 0
|
||||
U 5e70d731 frag u_ibl_scale 688 vec3 1 0
|
||||
U 5e70d731 frag u_daylight 700 float 1 0
|
||||
U 5e70d731 frag u_fire_pos 704 vec3 1 0
|
||||
U 5e70d731 frag u_fire_color 720 vec3 1 0
|
||||
U 5e70d731 frag u_hand_pos 736 vec3 1 0
|
||||
U 5e70d731 frag u_hand_color 752 vec3 1 0
|
||||
U 5e70d731 frag u_hand_dir 768 vec3 1 0
|
||||
U 5e70d731 frag u_hand_cone 780 float 1 0
|
||||
U 5e70d731 frag u_hand_reach 784 float 1 0
|
||||
U 5e70d731 frag u_ts_origin 792 vec2 1 0
|
||||
U 5e70d731 frag u_ts_half 800 float 1 0
|
||||
U 5e70d731 frag u_ts_on 804 float 1 0
|
||||
U 5e70d731 frag u_force_cascade 808 int 1 0
|
||||
U 5e70d731 frag u_cloud_shadow 812 float 1 0
|
||||
U 5e70d731 frag u_time 816 float 1 0
|
||||
U 5e70d731 frag u_fog_inscatter 820 float 1 0
|
||||
U 5e70d731 frag u_fog_desat 824 float 1 0
|
||||
U 5e70d731 frag u_model_h 828 float 1 0
|
||||
U 5e70d731 frag u_view 832 mat4 1 0
|
||||
U 5e70d731 frag u_tint 896 vec3 1 0
|
||||
U 5e70d731 frag u_rough_scale 908 float 1 0
|
||||
U 5e70d731 frag u_emissive 912 float 1 0
|
||||
T 5e70d731 u_arm 2
|
||||
T 5e70d731 u_blade_tex 3
|
||||
T 5e70d731 u_brdf 4
|
||||
T 5e70d731 u_diff 5
|
||||
T 5e70d731 u_irradiance 6
|
||||
T 5e70d731 u_nrm 7
|
||||
T 5e70d731 u_prefilter 8
|
||||
T 5e70d731 u_shadow 9
|
||||
T 5e70d731 u_tershadow 10
|
||||
T 5e70d731 u_ts_height 11
|
||||
P f4a2b586 model.vert model.frag #define FOLIAGE;#define WIND;#define BLADE;
|
||||
B f4a2b586 vert 0 252
|
||||
U f4a2b586 vert u_view 0 mat4 1 0
|
||||
|
|
@ -1783,6 +2017,76 @@ T 4dda406a u_prefilter 8
|
|||
T 4dda406a u_shadow 9
|
||||
T 4dda406a u_tershadow 10
|
||||
T 4dda406a u_ts_height 11
|
||||
P b603a056 model.vert model.frag #define FOLIAGE;#define WIND;#define EQ_PASS;#define NEAR_FADE;
|
||||
B b603a056 vert 0 236
|
||||
U b603a056 vert u_view 0 mat4 1 0
|
||||
U b603a056 vert u_proj 64 mat4 1 0
|
||||
U b603a056 vert u_light_vp 128 mat4 1 0
|
||||
U b603a056 vert u_time 192 float 1 0
|
||||
U b603a056 vert u_wind 196 float 1 0
|
||||
U b603a056 vert u_card_w 200 float 1 0
|
||||
U b603a056 vert u_card_h 204 float 1 0
|
||||
U b603a056 vert u_ground 208 float 1 0
|
||||
U b603a056 vert u_ts_origin 216 vec2 1 0
|
||||
U b603a056 vert u_ts_half 224 float 1 0
|
||||
U b603a056 vert u_model_h 228 float 1 0
|
||||
U b603a056 vert u_flutter 232 float 1 0
|
||||
I b603a056 i_rot 4 vec4
|
||||
I b603a056 a_pos 0 vec3
|
||||
I b603a056 i_pos 3 vec4
|
||||
I b603a056 a_nrm 1 vec3
|
||||
I b603a056 a_uv 2 vec2
|
||||
B b603a056 frag 1 916
|
||||
U b603a056 frag u_cascade_vp 0 mat4 5 64
|
||||
U b603a056 frag u_cascade_split 320 float 5 16
|
||||
U b603a056 frag u_cascade_range 400 float 5 16
|
||||
U b603a056 frag u_cascade_texel 480 float 5 16
|
||||
U b603a056 frag u_sun_dir 560 vec3 1 0
|
||||
U b603a056 frag u_sun_color 576 vec3 1 0
|
||||
U b603a056 frag u_cam_pos 592 vec3 1 0
|
||||
U b603a056 frag u_prefilter_levels 604 float 1 0
|
||||
U b603a056 frag u_fog_density 608 float 1 0
|
||||
U b603a056 frag u_fog_height_falloff 612 float 1 0
|
||||
U b603a056 frag u_fog_base 616 float 1 0
|
||||
U b603a056 frag u_clip_y 620 float 1 0
|
||||
U b603a056 frag u_spec_scale 624 float 1 0
|
||||
U b603a056 frag u_sky_rot 632 vec2 1 0
|
||||
U b603a056 frag u_ground_alb 640 vec3 1 0
|
||||
U b603a056 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U b603a056 frag u_ground_hi_y 668 float 1 0
|
||||
U b603a056 frag u_ground_hi_w 672 float 1 0
|
||||
U b603a056 frag u_ibl_scale 688 vec3 1 0
|
||||
U b603a056 frag u_daylight 700 float 1 0
|
||||
U b603a056 frag u_fire_pos 704 vec3 1 0
|
||||
U b603a056 frag u_fire_color 720 vec3 1 0
|
||||
U b603a056 frag u_hand_pos 736 vec3 1 0
|
||||
U b603a056 frag u_hand_color 752 vec3 1 0
|
||||
U b603a056 frag u_hand_dir 768 vec3 1 0
|
||||
U b603a056 frag u_hand_cone 780 float 1 0
|
||||
U b603a056 frag u_hand_reach 784 float 1 0
|
||||
U b603a056 frag u_ts_origin 792 vec2 1 0
|
||||
U b603a056 frag u_ts_half 800 float 1 0
|
||||
U b603a056 frag u_ts_on 804 float 1 0
|
||||
U b603a056 frag u_force_cascade 808 int 1 0
|
||||
U b603a056 frag u_cloud_shadow 812 float 1 0
|
||||
U b603a056 frag u_time 816 float 1 0
|
||||
U b603a056 frag u_fog_inscatter 820 float 1 0
|
||||
U b603a056 frag u_fog_desat 824 float 1 0
|
||||
U b603a056 frag u_model_h 828 float 1 0
|
||||
U b603a056 frag u_view 832 mat4 1 0
|
||||
U b603a056 frag u_tint 896 vec3 1 0
|
||||
U b603a056 frag u_rough_scale 908 float 1 0
|
||||
U b603a056 frag u_emissive 912 float 1 0
|
||||
T b603a056 u_arm 2
|
||||
T b603a056 u_blade_tex 3
|
||||
T b603a056 u_brdf 4
|
||||
T b603a056 u_diff 5
|
||||
T b603a056 u_irradiance 6
|
||||
T b603a056 u_nrm 7
|
||||
T b603a056 u_prefilter 8
|
||||
T b603a056 u_shadow 9
|
||||
T b603a056 u_tershadow 10
|
||||
T b603a056 u_ts_height 11
|
||||
P 3b183d8f model.vert model.frag #define FOLIAGE;#define WIND;#define FLOWER;
|
||||
B 3b183d8f vert 0 236
|
||||
U 3b183d8f vert u_view 0 mat4 1 0
|
||||
|
|
@ -3218,105 +3522,3 @@ T 46e2325c u_scene 7
|
|||
T 46e2325c u_shadow 8
|
||||
T 46e2325c u_tershadow 9
|
||||
T 46e2325c u_ts_height 10
|
||||
P 74258189 fullscreen.vert volumetric.frag
|
||||
B 74258189 frag 1 924
|
||||
U 74258189 frag u_cascade_vp 0 mat4 5 64
|
||||
U 74258189 frag u_cascade_split 320 float 5 16
|
||||
U 74258189 frag u_cascade_range 400 float 5 16
|
||||
U 74258189 frag u_cascade_texel 480 float 5 16
|
||||
U 74258189 frag u_sun_dir 560 vec3 1 0
|
||||
U 74258189 frag u_sun_color 576 vec3 1 0
|
||||
U 74258189 frag u_cam_pos 592 vec3 1 0
|
||||
U 74258189 frag u_prefilter_levels 604 float 1 0
|
||||
U 74258189 frag u_fog_density 608 float 1 0
|
||||
U 74258189 frag u_fog_height_falloff 612 float 1 0
|
||||
U 74258189 frag u_fog_base 616 float 1 0
|
||||
U 74258189 frag u_clip_y 620 float 1 0
|
||||
U 74258189 frag u_spec_scale 624 float 1 0
|
||||
U 74258189 frag u_sky_rot 632 vec2 1 0
|
||||
U 74258189 frag u_ground_alb 640 vec3 1 0
|
||||
U 74258189 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 74258189 frag u_ground_hi_y 668 float 1 0
|
||||
U 74258189 frag u_ground_hi_w 672 float 1 0
|
||||
U 74258189 frag u_ibl_scale 688 vec3 1 0
|
||||
U 74258189 frag u_daylight 700 float 1 0
|
||||
U 74258189 frag u_fire_pos 704 vec3 1 0
|
||||
U 74258189 frag u_fire_color 720 vec3 1 0
|
||||
U 74258189 frag u_hand_pos 736 vec3 1 0
|
||||
U 74258189 frag u_hand_color 752 vec3 1 0
|
||||
U 74258189 frag u_hand_dir 768 vec3 1 0
|
||||
U 74258189 frag u_hand_cone 780 float 1 0
|
||||
U 74258189 frag u_hand_reach 784 float 1 0
|
||||
U 74258189 frag u_ts_origin 792 vec2 1 0
|
||||
U 74258189 frag u_ts_half 800 float 1 0
|
||||
U 74258189 frag u_ts_on 804 float 1 0
|
||||
U 74258189 frag u_force_cascade 808 int 1 0
|
||||
U 74258189 frag u_cloud_shadow 812 float 1 0
|
||||
U 74258189 frag u_time 816 float 1 0
|
||||
U 74258189 frag u_fog_inscatter 820 float 1 0
|
||||
U 74258189 frag u_fog_desat 824 float 1 0
|
||||
U 74258189 frag u_inv_vp 832 mat4 1 0
|
||||
U 74258189 frag u_vol_steps 896 float 1 0
|
||||
U 74258189 frag u_vol_density 900 float 1 0
|
||||
U 74258189 frag u_vol_falloff 904 float 1 0
|
||||
U 74258189 frag u_vol_far 908 float 1 0
|
||||
U 74258189 frag u_vol_g 912 float 1 0
|
||||
U 74258189 frag u_vol_mist 916 float 1 0
|
||||
U 74258189 frag u_vol_mist_h 920 float 1 0
|
||||
T 74258189 u_brdf 2
|
||||
T 74258189 u_depth 3
|
||||
T 74258189 u_irradiance 4
|
||||
T 74258189 u_prefilter 5
|
||||
T 74258189 u_shadow 6
|
||||
T 74258189 u_tershadow 7
|
||||
T 74258189 u_ts_height 8
|
||||
P 5161e6ba fullscreen.vert dof.frag
|
||||
B 5161e6ba frag 1 916
|
||||
U 5161e6ba frag u_cascade_vp 0 mat4 5 64
|
||||
U 5161e6ba frag u_cascade_split 320 float 5 16
|
||||
U 5161e6ba frag u_cascade_range 400 float 5 16
|
||||
U 5161e6ba frag u_cascade_texel 480 float 5 16
|
||||
U 5161e6ba frag u_sun_dir 560 vec3 1 0
|
||||
U 5161e6ba frag u_sun_color 576 vec3 1 0
|
||||
U 5161e6ba frag u_cam_pos 592 vec3 1 0
|
||||
U 5161e6ba frag u_prefilter_levels 604 float 1 0
|
||||
U 5161e6ba frag u_fog_density 608 float 1 0
|
||||
U 5161e6ba frag u_fog_height_falloff 612 float 1 0
|
||||
U 5161e6ba frag u_fog_base 616 float 1 0
|
||||
U 5161e6ba frag u_clip_y 620 float 1 0
|
||||
U 5161e6ba frag u_spec_scale 624 float 1 0
|
||||
U 5161e6ba frag u_sky_rot 632 vec2 1 0
|
||||
U 5161e6ba frag u_ground_alb 640 vec3 1 0
|
||||
U 5161e6ba frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 5161e6ba frag u_ground_hi_y 668 float 1 0
|
||||
U 5161e6ba frag u_ground_hi_w 672 float 1 0
|
||||
U 5161e6ba frag u_ibl_scale 688 vec3 1 0
|
||||
U 5161e6ba frag u_daylight 700 float 1 0
|
||||
U 5161e6ba frag u_fire_pos 704 vec3 1 0
|
||||
U 5161e6ba frag u_fire_color 720 vec3 1 0
|
||||
U 5161e6ba frag u_hand_pos 736 vec3 1 0
|
||||
U 5161e6ba frag u_hand_color 752 vec3 1 0
|
||||
U 5161e6ba frag u_hand_dir 768 vec3 1 0
|
||||
U 5161e6ba frag u_hand_cone 780 float 1 0
|
||||
U 5161e6ba frag u_hand_reach 784 float 1 0
|
||||
U 5161e6ba frag u_ts_origin 792 vec2 1 0
|
||||
U 5161e6ba frag u_ts_half 800 float 1 0
|
||||
U 5161e6ba frag u_ts_on 804 float 1 0
|
||||
U 5161e6ba frag u_force_cascade 808 int 1 0
|
||||
U 5161e6ba frag u_cloud_shadow 812 float 1 0
|
||||
U 5161e6ba frag u_time 816 float 1 0
|
||||
U 5161e6ba frag u_fog_inscatter 820 float 1 0
|
||||
U 5161e6ba frag u_fog_desat 824 float 1 0
|
||||
U 5161e6ba frag u_inv_proj 832 mat4 1 0
|
||||
U 5161e6ba frag u_texel 896 vec2 1 0
|
||||
U 5161e6ba frag u_focus 904 float 1 0
|
||||
U 5161e6ba frag u_aperture 908 float 1 0
|
||||
U 5161e6ba frag u_max_coc 912 float 1 0
|
||||
T 5161e6ba u_brdf 2
|
||||
T 5161e6ba u_depth 3
|
||||
T 5161e6ba u_irradiance 4
|
||||
T 5161e6ba u_prefilter 5
|
||||
T 5161e6ba u_shadow 6
|
||||
T 5161e6ba u_src 7
|
||||
T 5161e6ba u_tershadow 8
|
||||
T 5161e6ba u_ts_height 9
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@
|
|||
fullscreen.vert|adapt.frag|
|
||||
fullscreen.vert|bloom_down.frag|
|
||||
fullscreen.vert|bloom_up.frag|
|
||||
fullscreen.vert|dof.frag|
|
||||
fullscreen.vert|heightgen.frag|#define DEM;
|
||||
fullscreen.vert|ibl_brdf.frag|
|
||||
fullscreen.vert|ibl_irradiance.frag|
|
||||
|
|
@ -17,6 +18,7 @@ fullscreen.vert|ternormal.frag|
|
|||
fullscreen.vert|tershadow.frag|#define NOISE_ONLY;
|
||||
fullscreen.vert|tonemap.frag|
|
||||
fullscreen.vert|tonemap.frag|#define HDR10;
|
||||
fullscreen.vert|volumetric.frag|
|
||||
grass.mesh|model.frag|#define FOLIAGE;#define BLADE;#define MESH;
|
||||
grass.vert|model.frag|#define FOLIAGE;#define BLADE;
|
||||
grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define TILES;
|
||||
|
|
@ -26,12 +28,15 @@ model.vert|bake.frag|
|
|||
model.vert|bake.frag|#define CARD;
|
||||
model.vert|bake.frag|#define FLOWER;
|
||||
model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
|
||||
model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
|
||||
model.vert|model.frag|
|
||||
model.vert|model.frag|#define CARD;#define CHEAP;
|
||||
model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
|
||||
model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
|
||||
model.vert|model.frag|#define FOLIAGE;#define WIND;#define BLADE;
|
||||
model.vert|model.frag|#define FOLIAGE;#define WIND;#define CARD;
|
||||
model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;
|
||||
model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;#define NEAR_FADE;
|
||||
model.vert|model.frag|#define FOLIAGE;#define WIND;#define FLOWER;
|
||||
model.vert|model.frag|#define SHADOW_PASS;#define WIND;#define CARD;
|
||||
model.vert|model.frag|#define WIND;
|
||||
|
|
@ -54,5 +59,3 @@ terrain.vert|terrain.frag|#define SUN_INLINE;#define FAR_ONLY;
|
|||
terrain.vert|terrain.frag|#define SUN_INLINE;#define NEAR_ONLY;
|
||||
terrain.vert|tersun.frag|
|
||||
water.vert|water.frag|
|
||||
fullscreen.vert|volumetric.frag|
|
||||
fullscreen.vert|dof.frag|
|
||||
|
|
|
|||
|
|
@ -1607,6 +1607,14 @@ go:
|
|||
%scale = select i1 %ison, i32 %bsv, i32 1
|
||||
store i32 %scale, ptr @W_glscale
|
||||
call void @win_gl_update()
|
||||
; a Metal layer (Vulkan) draws at the same scale
|
||||
%ml = load ptr, ptr @W_mtl
|
||||
%noml = icmp eq ptr %ml, null
|
||||
br i1 %noml, label %out, label %mtl
|
||||
mtl:
|
||||
%scd = sitofp i32 %scale to double
|
||||
%sel_csc = call ptr @sel_registerName(ptr @.s_setcsc)
|
||||
%rm = call ptr (ptr, ptr, double) @objc_msgSend(ptr %ml, ptr %sel_csc, double %scd)
|
||||
br label %out
|
||||
out:
|
||||
ret void
|
||||
|
|
@ -2035,3 +2043,81 @@ define ptr @win_native_instance() {
|
|||
entry:
|
||||
ret ptr null
|
||||
}
|
||||
|
||||
; ---- a Metal layer on the view, for Vulkan through MoltenVK -----------------------------
|
||||
; VK_EXT_metal_surface presents to a CAMetalLayer, so the view is made layer-hosting with one
|
||||
; (the layer set before wantsLayer, which is what makes the view host it rather than back it).
|
||||
; Its contentsScale is the window's backing scale, or the swapchain's pixels are stretched over
|
||||
; a Retina window's points; @W_glscale follows it, as win_gl_attach sets it for OpenGL. The class
|
||||
; is looked up by name: the program links QuartzCore when it uses Vk.* (null without it).
|
||||
; win_metal_layer() -> CAMetalLayer* | null (no window, or no QuartzCore)
|
||||
@.c_mtllayer = private unnamed_addr constant [13 x i8] c"CAMetalLayer\00"
|
||||
@.s_layer = private unnamed_addr constant [6 x i8] c"layer\00"
|
||||
@.s_retain = private unnamed_addr constant [7 x i8] c"retain\00"
|
||||
@.s_setlayer = private unnamed_addr constant [10 x i8] c"setLayer:\00"
|
||||
@.s_wantsl = private unnamed_addr constant [15 x i8] c"setWantsLayer:\00"
|
||||
@.s_setcsc = private unnamed_addr constant [18 x i8] c"setContentsScale:\00"
|
||||
@W_mtl = internal global ptr null
|
||||
|
||||
define ptr @win_metal_layer() {
|
||||
entry:
|
||||
%have = load ptr, ptr @W_mtl
|
||||
%got = icmp ne ptr %have, null
|
||||
br i1 %got, label %done, label %make
|
||||
make:
|
||||
%view = load ptr, ptr @W_view
|
||||
%win = load ptr, ptr @W_win
|
||||
%noview = icmp eq ptr %view, null
|
||||
%nowin = icmp eq ptr %win, null
|
||||
%nothing = or i1 %noview, %nowin
|
||||
br i1 %nothing, label %none, label %cls
|
||||
cls:
|
||||
%c = call ptr @objc_getClass(ptr @.c_mtllayer)
|
||||
%noc = icmp eq ptr %c, null
|
||||
br i1 %noc, label %none, label %go
|
||||
go:
|
||||
%sel_l = call ptr @sel_registerName(ptr @.s_layer)
|
||||
%l0 = call ptr @objc_msgSend(ptr %c, ptr %sel_l)
|
||||
%sel_r = call ptr @sel_registerName(ptr @.s_retain)
|
||||
%l = call ptr @objc_msgSend(ptr %l0, ptr %sel_r)
|
||||
%sel_bs = call ptr @sel_registerName(ptr @.s_bscale)
|
||||
%bs = call double (ptr, ptr) @objc_msgSend(ptr %win, ptr %sel_bs)
|
||||
%bsok = fcmp ogt double %bs, 0.0
|
||||
%scale = select i1 %bsok, double %bs, double 1.0
|
||||
%sel_cs = call ptr @sel_registerName(ptr @.s_setcsc)
|
||||
%r0 = call ptr (ptr, ptr, double) @objc_msgSend(ptr %l, ptr %sel_cs, double %scale)
|
||||
%sel_sl = call ptr @sel_registerName(ptr @.s_setlayer)
|
||||
%r1 = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %view, ptr %sel_sl, ptr %l)
|
||||
%sel_wl = call ptr @sel_registerName(ptr @.s_wantsl)
|
||||
%r2 = call ptr (ptr, ptr, i8) @objc_msgSend(ptr %view, ptr %sel_wl, i8 1)
|
||||
%si = fptosi double %scale to i32
|
||||
store i32 %si, ptr @W_glscale
|
||||
store ptr %l, ptr @W_mtl
|
||||
ret ptr %l
|
||||
done:
|
||||
ret ptr %have
|
||||
none:
|
||||
ret ptr null
|
||||
}
|
||||
|
||||
; ---- is the window on screen ----------------------------------------------------------------------
|
||||
; A covered or minimised window's CAMetalLayer hands out drawables at the compositor's pace (a
|
||||
; second's timeout each), so a Vulkan frame waiting for one stalled the whole game at 3 fps behind
|
||||
; another window. NSWindowOcclusionStateVisible is bit 1 of -occlusionState.
|
||||
; win_visible() -> 1 | 0 (1 with no window)
|
||||
@.s_occl = private unnamed_addr constant [15 x i8] c"occlusionState\00"
|
||||
define i32 @win_visible() {
|
||||
entry:
|
||||
%win = load ptr, ptr @W_win
|
||||
%nowin = icmp eq ptr %win, null
|
||||
br i1 %nowin, label %yes, label %ask
|
||||
ask:
|
||||
%sel = call ptr @sel_registerName(ptr @.s_occl)
|
||||
%st = call i64 (ptr, ptr) @objc_msgSend(ptr %win, ptr %sel)
|
||||
%bit = and i64 %st, 2
|
||||
%vis = icmp ne i64 %bit, 0
|
||||
%r = zext i1 %vis to i32
|
||||
ret i32 %r
|
||||
yes:
|
||||
ret i32 1
|
||||
}
|
||||
|
|
|
|||
|
|
@ -398,6 +398,15 @@ define weak ptr @win_native_instance() {
|
|||
entry:
|
||||
ret ptr null
|
||||
}
|
||||
define weak ptr @win_metal_layer() {
|
||||
entry:
|
||||
ret ptr null
|
||||
}
|
||||
; the window is always drawn to here (cocoa.ll asks macOS whether it is covered)
|
||||
define weak i32 @win_visible() {
|
||||
entry:
|
||||
ret i32 1
|
||||
}
|
||||
; the drawable's size, for a graphics API that follows the window without a GL context (render3d's
|
||||
; Vulkan resize check); headless there is no window, so 0 x 0. cocoa.ll's real one wins when linked.
|
||||
; win_set_title: cocoa.ll's in a windowed build; nothing to retitle headless
|
||||
|
|
|
|||
|
|
@ -52,6 +52,16 @@ define ptr @win_native_instance() {
|
|||
entry:
|
||||
ret ptr null
|
||||
}
|
||||
; macOS only (cocoa.ll): the CAMetalLayer MoltenVK presents to
|
||||
define ptr @win_metal_layer() {
|
||||
entry:
|
||||
ret ptr null
|
||||
}
|
||||
; the window is always drawn to here (cocoa.ll asks macOS whether it is covered)
|
||||
define i32 @win_visible() {
|
||||
entry:
|
||||
ret i32 1
|
||||
}
|
||||
|
||||
define void @win_set_title(ptr %title) {
|
||||
entry:
|
||||
|
|
|
|||
|
|
@ -4,8 +4,8 @@
|
|||
; macOS has no Vulkan of its own: the LunarG loader and MoltenVK (Vulkan over
|
||||
; Metal) come with the Vulkan SDK or with a game that bundles them. So the loader
|
||||
; is looked for at run time - beside the executable, in the usual library
|
||||
; directories, then under $VULKAN_SDK - and a Mac without it gets 0 from vk_open
|
||||
; and stays on OpenGL. The contract is vk_win.ll's:
|
||||
; directories, then MoltenVK on its own (a bundle's Contents/Frameworks), then under
|
||||
; $VULKAN_SDK - and a Mac without any gets 0 from vk_open and stays on OpenGL. The contract is vk_win.ll's:
|
||||
;
|
||||
; lvk_open() -> 1 | 0 lvk_sym(name) -> ptr lvk_has(name) -> 1 | 0
|
||||
;
|
||||
|
|
@ -25,6 +25,10 @@ declare i32 @lvk_bind()
|
|||
@.lvk_c3 = private unnamed_addr constant [36 x i8] c"/opt/homebrew/lib/libvulkan.1.dylib\00"
|
||||
@.lvk_env = private unnamed_addr constant [11 x i8] c"VULKAN_SDK\00"
|
||||
@.lvk_fmt = private unnamed_addr constant [25 x i8] c"%s/lib/libvulkan.1.dylib\00"
|
||||
@.lvk_fmtm = private unnamed_addr constant [25 x i8] c"%s/lib/libMoltenVK.dylib\00"
|
||||
@.lvk_m0 = private unnamed_addr constant [49 x i8] c"@executable_path/../Frameworks/libMoltenVK.dylib\00"
|
||||
@.lvk_m1 = private unnamed_addr constant [35 x i8] c"@executable_path/libMoltenVK.dylib\00"
|
||||
@.lvk_m2 = private unnamed_addr constant [18 x i8] c"libMoltenVK.dylib\00"
|
||||
@lvk_lib = internal global ptr null
|
||||
|
||||
; RTLD_NOW (2) | RTLD_LOCAL (4)
|
||||
|
|
@ -34,52 +38,51 @@ entry:
|
|||
ret ptr %h
|
||||
}
|
||||
|
||||
; the candidates in order: a Vulkan loader first (the SDK's, so the validation layer can be
|
||||
; stacked in development), then MoltenVK itself, which exports every vk* entry point and is what
|
||||
; a bundle ships in Contents/Frameworks - no loader, no ICD json.
|
||||
@lvk_paths = internal constant [7 x ptr] [ptr @.lvk_c0, ptr @.lvk_c1, ptr @.lvk_c2, ptr @.lvk_c3, ptr @.lvk_m0, ptr @.lvk_m1, ptr @.lvk_m2]
|
||||
|
||||
define i32 @lvk_open() {
|
||||
entry:
|
||||
%have = load ptr, ptr @lvk_lib
|
||||
%open = icmp ne ptr %have, null
|
||||
br i1 %open, label %ok, label %t0
|
||||
t0:
|
||||
%h0 = call ptr @lvk_try(ptr @.lvk_c0)
|
||||
%n0 = icmp eq ptr %h0, null
|
||||
br i1 %n0, label %t1, label %got0
|
||||
got0:
|
||||
store ptr %h0, ptr @lvk_lib
|
||||
br i1 %open, label %ok, label %loop
|
||||
loop:
|
||||
%i = phi i32 [ 0, %entry ], [ %i1, %next ]
|
||||
%slot = getelementptr [7 x ptr], ptr @lvk_paths, i32 0, i32 %i
|
||||
%path = load ptr, ptr %slot
|
||||
%h = call ptr @lvk_try(ptr %path)
|
||||
%miss = icmp eq ptr %h, null
|
||||
br i1 %miss, label %next, label %got
|
||||
next:
|
||||
%i1 = add i32 %i, 1
|
||||
%more = icmp slt i32 %i1, 7
|
||||
br i1 %more, label %loop, label %sdk
|
||||
got:
|
||||
store ptr %h, ptr @lvk_lib
|
||||
br label %bind
|
||||
t1:
|
||||
%h1 = call ptr @lvk_try(ptr @.lvk_c1)
|
||||
%n1 = icmp eq ptr %h1, null
|
||||
br i1 %n1, label %t2, label %got1
|
||||
got1:
|
||||
store ptr %h1, ptr @lvk_lib
|
||||
br label %bind
|
||||
t2:
|
||||
%h2 = call ptr @lvk_try(ptr @.lvk_c2)
|
||||
%n2 = icmp eq ptr %h2, null
|
||||
br i1 %n2, label %t3, label %got2
|
||||
got2:
|
||||
store ptr %h2, ptr @lvk_lib
|
||||
br label %bind
|
||||
t3:
|
||||
%h3 = call ptr @lvk_try(ptr @.lvk_c3)
|
||||
%n3 = icmp eq ptr %h3, null
|
||||
br i1 %n3, label %t4, label %got3
|
||||
got3:
|
||||
store ptr %h3, ptr @lvk_lib
|
||||
br label %bind
|
||||
t4:
|
||||
%sdk = call ptr @getenv(ptr @.lvk_env)
|
||||
%nosdk = icmp eq ptr %sdk, null
|
||||
br i1 %nosdk, label %fail, label %t4b
|
||||
t4b:
|
||||
sdk:
|
||||
%sdkp = call ptr @getenv(ptr @.lvk_env)
|
||||
%nosdk = icmp eq ptr %sdkp, null
|
||||
br i1 %nosdk, label %fail, label %s1
|
||||
s1:
|
||||
%buf = alloca [1024 x i8]
|
||||
%w = call i32 (ptr, i64, ptr, ...) @snprintf(ptr %buf, i64 1024, ptr @.lvk_fmt, ptr %sdk)
|
||||
%w = call i32 (ptr, i64, ptr, ...) @snprintf(ptr %buf, i64 1024, ptr @.lvk_fmt, ptr %sdkp)
|
||||
%h4 = call ptr @lvk_try(ptr %buf)
|
||||
%n4 = icmp eq ptr %h4, null
|
||||
br i1 %n4, label %fail, label %got4
|
||||
br i1 %n4, label %s2, label %got4
|
||||
s2:
|
||||
%w2 = call i32 (ptr, i64, ptr, ...) @snprintf(ptr %buf, i64 1024, ptr @.lvk_fmtm, ptr %sdkp)
|
||||
%h5 = call ptr @lvk_try(ptr %buf)
|
||||
%n5 = icmp eq ptr %h5, null
|
||||
br i1 %n5, label %fail, label %got5
|
||||
got4:
|
||||
store ptr %h4, ptr @lvk_lib
|
||||
br label %bind
|
||||
got5:
|
||||
store ptr %h5, ptr @lvk_lib
|
||||
br label %bind
|
||||
bind:
|
||||
%n = call i32 @lvk_bind()
|
||||
br label %ok
|
||||
|
|
|
|||
|
|
@ -547,6 +547,16 @@ entry:
|
|||
%inst = call ptr @GetModuleHandleA(ptr null)
|
||||
ret ptr %inst
|
||||
}
|
||||
; macOS only (cocoa.ll): the CAMetalLayer MoltenVK presents to
|
||||
define ptr @win_metal_layer() {
|
||||
entry:
|
||||
ret ptr null
|
||||
}
|
||||
; the window is always drawn to here (cocoa.ll asks macOS whether it is covered)
|
||||
define i32 @win_visible() {
|
||||
entry:
|
||||
ret i32 1
|
||||
}
|
||||
|
||||
; set (%on != 0) or clear a key's bit in the 256-bit held set
|
||||
define void @win_held_bit(i32 %k, i32 %on) {
|
||||
|
|
|
|||
|
|
@ -20,6 +20,12 @@ function is_intrinsic(name: pointer) -> bool {
|
|||
function emit_bind(rest: pointer) -> pointer { let r = nreg(); emit(" "); emit(r); emit(" = "); emit(rest); emit("\n"); return r }
|
||||
|
||||
function arg_code(e: Node, i: int) -> pointer { let v = emit_expr(e.kids[i]); return v.code }
|
||||
# a buffer handed to the platform layer: a slice's elements, never its header (as an extern's are)
|
||||
function arg_buf(e: Node, i: int) -> pointer {
|
||||
let v = emit_expr(e.kids[i])
|
||||
if is_slice_ty(v.ty) { return emit_bind(`load ptr, ptr {slice_field(v.code, 0)}`) }
|
||||
return v.code
|
||||
}
|
||||
|
||||
function emit_intrinsic(name: pointer, e: Node) -> Val {
|
||||
g_intrin_ok = true
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ function emit_intrinsic2(name: pointer, e: Node) -> Val {
|
|||
return val("0", "void")
|
||||
}
|
||||
if (name == "win_present") {
|
||||
let a = arg_code(e, 0); let b = arg_code(e, 1); let c = arg_code(e, 2)
|
||||
let a = arg_buf(e, 0); let b = arg_code(e, 1); let c = arg_code(e, 2)
|
||||
emit(" call void @win_present(ptr "); emit(a); emit(", i32 "); emit(b); emit(", i32 "); emit(c); emit(")\n")
|
||||
return val("0", "void")
|
||||
}
|
||||
|
|
@ -78,19 +78,19 @@ function emit_intrinsic2(name: pointer, e: Node) -> Val {
|
|||
# #50 — fill a caller buffer with the platform device state (windowed only,
|
||||
# DCE'd headless). win_held: an 8-word held-key bitset; win_mouse: [x, y,
|
||||
# button-mask, wheel-delta].
|
||||
if (name == "win_held") { let a = arg_code(e, 0); emit(" call void @win_held(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
if (name == "win_mouse") { let a = arg_code(e, 0); emit(" call void @win_mouse(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
if (name == "win_held") { let a = arg_buf(e, 0); emit(" call void @win_held(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
if (name == "win_mouse") { let a = arg_buf(e, 0); emit(" call void @win_mouse(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
# what the active keyboard layout types on a held-set key position (windowed only,
|
||||
# DCE'd headless): a code point, 0 for none.
|
||||
if (name == "win_key_char") { let a = arg_code(e, 0); return val(emit_bind(`call i32 @win_key_char(i32 {a})`), "int") }
|
||||
# what the player TYPED since the last call - UTF-16 code units into the caller's buffer, one per
|
||||
# word, returning how many. The layout, the modifiers and any dead key are already applied, which
|
||||
# is why a name field must read this rather than build text out of key codes.
|
||||
if (name == "win_text") { let a = arg_code(e, 0); let b = arg_code(e, 1); return val(emit_bind(`call i32 @win_text(ptr {a}, i32 {b})`), "int") }
|
||||
if (name == "win_text") { let a = arg_buf(e, 0); let b = arg_code(e, 1); return val(emit_bind(`call i32 @win_text(ptr {a}, i32 {b})`), "int") }
|
||||
# #51 — win_pad: 6 words/pad [connected, mask, lx, ly, rx, ry]; win_touch: 3
|
||||
# words/point [active, x, y]. Both windowed-only, DCE'd headless.
|
||||
if (name == "win_pad") { let a = arg_code(e, 0); emit(" call void @win_pad(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
if (name == "win_touch") { let a = arg_code(e, 0); emit(" call void @win_touch(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
if (name == "win_pad") { let a = arg_buf(e, 0); emit(" call void @win_pad(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
if (name == "win_touch") { let a = arg_buf(e, 0); emit(" call void @win_touch(ptr "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
# #89 — set the OS cursor capture mode (windowed only; DCE'd headless).
|
||||
if (name == "win_cursor_mode") { let a = arg_code(e, 0); emit(" call void @win_cursor_mode(i32 "); emit(a); emit(")\n"); return val("0", "void") }
|
||||
# #22 audio backend — AVAudioPlayer via audio.ll; windowed-only, DCE'd headless.
|
||||
|
|
|
|||
|
|
@ -358,6 +358,8 @@ entry {
|
|||
var vkl = join_path(home, "runtime/native/vk_mac.ll")
|
||||
if g_target_win { vkl = join_path(home, "runtime/native/vk_win.ll") }
|
||||
cmd = `{cmd} {vkt} {vkl}`
|
||||
# the CAMetalLayer a macOS window presents through, found by name in cocoa.ll
|
||||
if not g_target_win { cmd = `{cmd} -Wl,-needed_framework,QuartzCore` }
|
||||
}
|
||||
# A shipped Windows game is a GUI-subsystem program: started from Explorer, a
|
||||
# console-subsystem one opens a console window behind the game. mainCRTStartup keeps
|
||||
|
|
|
|||
|
|
@ -102,7 +102,8 @@ function gl_link_flags(ll: pointer) -> pointer {
|
|||
function vk_link_flags(ll: pointer) -> pointer {
|
||||
if not shq(`grep -q "@lvk_" {ll}`) { return "" }
|
||||
let home = ludic_home()
|
||||
return ` {home}runtime/native/vk_thunks.ll {home}runtime/native/vk_mac.ll`
|
||||
# QuartzCore: the CAMetalLayer a window presents through (cocoa.ll finds the class by name)
|
||||
return ` {home}runtime/native/vk_thunks.ll {home}runtime/native/vk_mac.ll -Wl,-needed_framework,QuartzCore`
|
||||
}
|
||||
|
||||
# A program that uses Http.* calls the @hs_* transport; link http.ll and Foundation only
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue