# ============================================================================ # gpu.ludic — the seam between the renderer and a graphics API. # # render3d was written straight against OpenGL, so there was nowhere to put a second # API. This file is where that stops: the renderer asks for what it wants here, and # the backend decides how to say it. OpenGL is the default and the fallback; Vulkan # is the second backend (docs: maroon-lake docs/plan/37-vulkan.md). # # The port is incremental. What has moved behind the seam so far: # - the choice of backend (R3D_GFX=gl|vk, or gpu_request before r3d_init) # - the fixed-function render state: depth test/func/write, blending, face # culling, colour writes, alpha-to-coverage, depth bias, scissor # - uniforms: looked up by program and name (gpu_uniform), set by the u_* setters # - vertex data: meshes, their attribute layouts, instance and stream buffers, draws # - textures: creation, upload, sampler state, mipmaps, units, read-back, freeing # - render targets and passes: framebuffers, attachments, blits, viewports, clears, the screen # # Render state is cached. A pipeline API bakes this state into an object picked by # key; OpenGL gets the same effect by only telling the driver what changed. The # cache is only right if NOTHING else in the renderer touches that state, so no # gl_enable / gl_disable / gl_depth_func / gl_depth_mask / gl_blend_func / # gl_cull_face / gl_color_mask / gl_scissor / gl_polygon_offset may appear outside # this file, and neither may any gl_uniform* call. # ============================================================================ const GPU_GL: int = 1 const GPU_VK: int = 2 var gpu_kind: int = 0 # the backend running; 0 until gpu_select var gpu_wanted: int = 0 # what was asked for (setting or R3D_GFX) var gpu_fallback_reason: string = null # why the wanted backend is not the one running # Ask for a backend before r3d_init ("gl", "opengl", "vk", "vulkan"). The environment # (R3D_GFX) wins over it, so a test or a take can force one whatever the setting says. function gpu_request(name: string) -> void { gpu_wanted = gpu_kind_of(name) } function gpu_kind_of(name: string) -> int { if name == "vk" or name == "vulkan" { return GPU_VK } if name == "gl" or name == "opengl" { return GPU_GL } return GPU_GL } function gpu_name(kind: int) -> string { if kind == GPU_VK { return "vulkan" } return "opengl" } # Settle the backend. Anything that cannot run lands on OpenGL with a reason a # caller can show the player (gpu_fallback_reason). function gpu_select() -> int { if gpu_kind != 0 { return gpu_kind } if Os.has_env("R3D_GFX") { gpu_wanted = gpu_kind_of(Os.env("R3D_GFX")) } if gpu_wanted == 0 { gpu_wanted = GPU_GL } gpu_kind = GPU_GL if gpu_wanted == GPU_VK { # a window needs a surface, and only the Win32 one is built gvk_want_surface = is_windowed() if is_windowed() and Os.platform() != "windows" { gpu_fallback_reason = "the Vulkan window is built for Windows only" } else if not gvk_init() { gpu_fallback_reason = gvk_why } else if not gvk_manifest() { gpu_fallback_reason = "the renderer's SPIR-V manifest is missing" } else { gpu_kind = GPU_VK } if gpu_kind == GPU_GL { print(`r3d: vulkan requested: {gpu_fallback_reason}; using opengl`) } } return gpu_kind } function gpu_backend() -> string { return gpu_name(gpu_kind) } function gpu_is_gl() -> bool { return gpu_kind != GPU_VK } # ---- render state ---------------------------------------------------------------- # -1 = not known yet: the first set always reaches the driver, so the cache never # assumes a default the context might not have. var gpu_s_depth_test: int = -1 var gpu_s_depth_func: int = -1 var gpu_s_depth_write: int = -1 var gpu_s_blend: int = -1 var gpu_s_blend_src: int = -1 var gpu_s_blend_dst: int = -1 var gpu_s_cull: int = -1 var gpu_s_cull_face: int = -1 var gpu_s_color_write: int = -1 var gpu_s_a2c: int = -1 function gpu_b(on: bool) -> int { if on { return 1 }; return 0 } # Forget the cache: after anything outside the renderer may have changed GL state # (a context rebuilt, a foreign library drawing into the frame). function gpu_state_forget() -> void { gpu_s_depth_test = -1; gpu_s_depth_func = -1; gpu_s_depth_write = -1 gpu_s_blend = -1; gpu_s_blend_src = -1; gpu_s_blend_dst = -1 gpu_s_cull = -1; gpu_s_cull_face = -1; gpu_s_color_write = -1; gpu_s_a2c = -1 } function gpu_gl_cap(cap: int, on: int) -> void { if gpu_kind == GPU_VK { return }; if on == 1 { gl_enable(cap) } else { gl_disable(cap) } } function gpu_depth_test(on: bool) -> void { let v = gpu_b(on) if v == gpu_s_depth_test { return } gpu_s_depth_test = v gpu_gl_cap(GL_DEPTH_TEST, v) } # GL_LESS, GL_LEQUAL, GL_EQUAL, GL_ALWAYS, ... (the comparison names are the same in every API) function gpu_depth_func(f: int) -> void { if f == gpu_s_depth_func { return } gpu_s_depth_func = f if gpu_kind != GPU_VK { gl_depth_func(f) } } function gpu_depth_write(on: bool) -> void { let v = gpu_b(on) if v == gpu_s_depth_write { return } gpu_s_depth_write = v if gpu_kind != GPU_VK { gl_depth_mask(v) } } function gpu_blend(on: bool) -> void { let v = gpu_b(on) if v == gpu_s_blend { return } gpu_s_blend = v gpu_gl_cap(GL_BLEND, v) } function gpu_blend_func(src: int, dst: int) -> void { if src == gpu_s_blend_src and dst == gpu_s_blend_dst { return } gpu_s_blend_src = src; gpu_s_blend_dst = dst if gpu_kind != GPU_VK { gl_blend_func(src, dst) } } function gpu_cull(on: bool) -> void { let v = gpu_b(on) if v == gpu_s_cull { return } gpu_s_cull = v gpu_gl_cap(GL_CULL_FACE, v) } # GL_BACK or GL_FRONT function gpu_cull_face(face: int) -> void { if face == gpu_s_cull_face { return } gpu_s_cull_face = face if gpu_kind != GPU_VK { gl_cull_face(face) } } # all four channels together: nothing in the renderer writes a partial mask function gpu_color_write(on: bool) -> void { let v = gpu_b(on) if v == gpu_s_color_write { return } gpu_s_color_write = v if gpu_kind != GPU_VK { gl_color_mask(v, v, v, v) } } function gpu_alpha_to_coverage(on: bool) -> void { let v = gpu_b(on) if v == gpu_s_a2c { return } gpu_s_a2c = v gpu_gl_cap(GL_SAMPLE_ALPHA_TO_COVERAGE, v) } # Depth bias for the shadow casters; (0, 0) turns it off. factor/units are fixed, as # gl_polygon_offset takes them. A pipeline API bakes the bias into the pipeline. var gpu_s_bias: int = -1 var gpu_s_bias_f: int = 0 # float bits, for a backend that bakes the bias into a pipeline var gpu_s_bias_u: int = 0 function gpu_depth_bias(factor: fixed, units: fixed) -> void { var v = 1 if factor == 0.0 and units == 0.0 { v = 0 } if v != gpu_s_bias { gpu_s_bias = v; gpu_gl_cap(GL_POLYGON_OFFSET_FILL, v) } gpu_s_bias_f = fx_to_f32(factor); gpu_s_bias_u = fx_to_f32(units) if v == 1 and gpu_kind != GPU_VK { gl_polygon_offset(factor, units) } } # A scissor rectangle in top-down pixels (x, y from the top-left of the drawable), or # off. Every API but OpenGL counts rows from the top; the GL backend flips it. var gpu_s_scissor: int = -1 function gpu_scissor(x: int, y_top: int, w: int, h: int) -> void { if gpu_kind == GPU_VK { gpu_s_scissor = 1; gvk_scissor(x, gl_h - y_top - h, w, h); return } if gpu_s_scissor != 1 { gpu_s_scissor = 1; gl_enable(GL_SCISSOR_TEST) } gl_scissor(x, gl_h - y_top - h, w, h) gpu_glcheck_after("scissor") } function gpu_scissor_off() -> void { if gpu_kind == GPU_VK { gpu_s_scissor = 0; gvk_scissor_off(); return } if gpu_s_scissor == 0 { return } gpu_s_scissor = 0 gl_disable(GL_SCISSOR_TEST) gpu_glcheck_after("scissor off") } # ---- uniforms -------------------------------------------------------------------- # A uniform is found by its program and its name, and set through a handle. On OpenGL # the handle is the location. On a pipeline API it will name a slot in the program's # uniform block, so the u_* setters below are the only code that knows which. Arrays # are looked up by their first element ("u_bones[0]"), as every GL driver accepts. function gpu_uniform(prog: int, name: string) -> int { if gpu_kind == GPU_VK { return gvk_uniform(prog, name) }; return gl_get_uniform_location(prog, name) } # ---- programs ---------------------------------------------------------------------- # A program remembers the variant it was built from - vertex file, fragment file and the # defines on one line, the key the SPIR-V manifest uses - which is how a backend that cannot # compile shaders at run time finds its pipeline for the same handle. var gpu_prog_ids: []int = null var gpu_prog_keys: []string = null var gpu_prog_cur: int = 0 function gpu_program(vs_src: string, fs_src: string, vs: string, fs: string, defines: string) -> int { if gpu_kind == GPU_VK { return gvk_program_new(vs, fs, defines) } let p = gl_program(vs_src, fs_src) if p == 0 { return 0 } if gpu_prog_ids == null { gpu_prog_ids = new []int; gpu_prog_keys = new []string } push(gpu_prog_ids, p) push(gpu_prog_keys, `{vs}|{fs}|{Text.replace(defines, "\n", ";")}`) return p } # the manifest key a program was built from; "" for one this layer did not build function gpu_program_key(p: int) -> string { if gpu_prog_ids == null { return "" } for i in 0 .. len(gpu_prog_ids) { if gpu_prog_ids[i] == p { return gpu_prog_keys[i] } } return "" } function gpu_use_program(p: int) -> void { ds_program_change(gpu_prog_cur, p); if gpu_kind == GPU_VK { gpu_prog_cur = p; return }; gl_use_program(p); gpu_prog_cur = p; gpu_glcheck_after("use program") } function gpu_program_free(p: int) -> void { if gpu_kind == GPU_VK { return } if p == 0 { return } gl_delete_program(p) if gpu_prog_cur == p { gpu_prog_cur = 0 } if gpu_prog_ids != null { for i in 0 .. len(gpu_prog_ids) { if gpu_prog_ids[i] == p { gpu_prog_ids[i] = 0; gpu_prog_keys[i] = "" } } } gpu_glcheck_after("program free") } # ---- GPU timers (R3D_PROF) ---------------------------------------------------------- function gpu_query_new(n: int, ids: words) -> void { if gpu_kind == GPU_VK { gvk_query_new(n, ids); return }; gl_gen_queries(n, ids) } function gpu_query_begin(id: int) -> void { if gpu_kind == GPU_VK { gvk_query_begin(id); return }; gl_begin_query(GL_TIME_ELAPSED, id) } function gpu_query_end() -> void { if gpu_kind == GPU_VK { gvk_query_end(); return }; gl_end_query(GL_TIME_ELAPSED) } # true once the query has its result; the nanoseconds (low 32 bits) are then in out[0] function gpu_query_result(id: int, out: words) -> bool { if gpu_kind == GPU_VK { return gvk_query_result(id, out) } gl_get_query_objectiv(id, GL_QUERY_RESULT_AVAILABLE, out) if out[0] == 0 { return false } gl_get_query_objectui64v(id, GL_QUERY_RESULT, out) return true } # ---- the context -------------------------------------------------------------------- function gpu_open(w: int, h: int, title: string) -> bool { if gpu_kind == GPU_VK { return gvk_open(w, h, title) }; return gl_open(w, h, title) } function gpu_vsync(on: int) -> void { if gpu_kind == GPU_VK { gvk_vsync = on != 0; if gvk_swap != 0 { gvk_swap_stale = true }; return }; gl_vsync(on) } function gpu_renderer_name() -> string { if gpu_kind == GPU_VK { return `{gvk_device_name} (Vulkan)` }; return gl_get_string(GL_RENDERER) } function gpu_resize_check() -> bool { if gpu_kind == GPU_VK { return gvk_resize_check() }; let r = gl_resize_check(); gpu_glcheck_after("the resize check"); return r } # the finished frame: presented to the window, or (headless) the GPU's work finished function gpu_present() -> void { if gpu_kind == GPU_VK { gvk_present(); return }; Gl.swap() } # the frame as it will be presented, to a binary PPM with the top row first; before gpu_present function gpu_screenshot(path: string) -> bool { if gpu_kind == GPU_VK { return gvk_screenshot(path) }; return Gl.screenshot(path: path) } var gpu_u_tmp: words = null function gpu_tmp() -> words { if gpu_u_tmp == null { gpu_u_tmp = words(4) }; return gpu_u_tmp } # float bits (IEEE singles in an int), like every other number in the renderer function u_f(loc: int, v: int) -> void { if gpu_kind == GPU_VK { let t = gpu_tmp(); t[0] = v; gvk_u_set(loc, t, 4, 1); return }; let t = gpu_tmp(); t[0] = v; gl_uniform1fv(loc, 1, t) } function u_f2(loc: int, x: int, y: int) -> void { if gpu_kind == GPU_VK { let t = gpu_tmp(); t[0] = x; t[1] = y; gvk_u_set(loc, t, 8, 1); return }; let t = gpu_tmp(); t[0] = x; t[1] = y; gl_uniform2fv(loc, 1, t) } function u_f3(loc: int, x: int, y: int, z: int) -> void { if gpu_kind == GPU_VK { let t = gpu_tmp(); t[0] = x; t[1] = y; t[2] = z; gvk_u_set(loc, t, 12, 1); return }; let t = gpu_tmp(); t[0] = x; t[1] = y; t[2] = z; gl_uniform3fv(loc, 1, t) } function u_f4(loc: int, x: int, y: int, z: int, w: int) -> void { if gpu_kind == GPU_VK { let t = gpu_tmp(); t[0] = x; t[1] = y; t[2] = z; t[3] = w; gvk_u_set(loc, t, 16, 1); return }; let t = gpu_tmp(); t[0] = x; t[1] = y; t[2] = z; t[3] = w; gl_uniform4fv(loc, 1, t) } function u_v3(loc: int, v: words) -> void { if gpu_kind == GPU_VK { gvk_u_set(loc, v, 12, 1); return }; gl_uniform3fv(loc, 1, v) } function u_fv(loc: int, n: int, v: words) -> void { if gpu_kind == GPU_VK { gvk_u_set(loc, v, 4, n); return }; gl_uniform1fv(loc, n, v) } # n vec4s from 4n float bits. Not u_fv with 4n: on Vulkan an array element is copied at the size # given and placed at the array's stride, so a vec4 array fed floats got one float per element - # which drew the chunked grass with every tile at a nonsense corner and zero blades a cell. function u_f4v(loc: int, n: int, v: words) -> void { if gpu_kind == GPU_VK { gvk_u_set(loc, v, 16, n); return }; gl_uniform4fv(loc, n, v) } function u_mat4(loc: int, m: words) -> void { if gpu_kind == GPU_VK { gvk_u_set(loc, m, 64, 1); return }; gl_uniform_matrix4fv(loc, 1, 0, m) } function u_mat4n(loc: int, n: int, m: words) -> void { if gpu_kind == GPU_VK { gvk_u_set(loc, m, 64, n); return }; gl_uniform_matrix4fv(loc, n, 0, m) } function u_i(loc: int, v: int) -> void { if gpu_kind == GPU_VK { let t = gpu_tmp(); t[0] = v; gvk_u_set(loc, t, 4, 1); return }; gl_uniform1i(loc, v) } # ---- what this machine can do ---------------------------------------------------- # The advanced graphics features are Windows features: the Vulkan renderer, ray tracing, # DLSS, Reflex, HDR output, mesh-shader ground cover. gpu_caps_probe() asks Vulkan what # the GPU offers - on Windows only - and a game's settings screen greys out whatever this # machine cannot use, with the most specific reason. Detected every start, never saved: # a settings file carried to another machine must not carry a stale "supported". const GF_VULKAN: int = 0 const GF_RT_SHADOWS: int = 1 const GF_RT_REFLECTIONS: int = 2 const GF_RT_AO: int = 3 const GF_DLSS: int = 4 const GF_DLSS_RR: int = 5 const GF_DLSS_FG: int = 6 const GF_DLSS5: int = 7 const GF_REFLEX: int = 8 const GF_HDR: int = 9 const GF_MESH_GRASS: int = 10 const GF_COUNT: int = 11 var gpu_cap_probed: bool = false var gpu_cap_windows: bool = false # the advanced features exist on this platform at all var gpu_cap_vulkan: bool = false # a Vulkan loader, an instance and a device var gpu_cap_floor: bool = false # Vulkan 1.3 with everything the renderer's floor needs var gpu_cap_rt: bool = false # ray query + acceleration structures var gpu_cap_mesh: bool = false # VK_EXT_mesh_shader var gpu_cap_nvidia: bool = false var gpu_cap_rtx: int = 0 # the RTX generation (20, 30, 40, 50); 0 = not RTX var gpu_cap_reflex: bool = false # VK_NV_low_latency2 var gpu_cap_hdr: bool = false # the instance offers HDR colour spaces var gpu_cap_device: string = "" # 20 for "NVIDIA GeForce RTX 2080", 50 for "RTX 5090"; 30 for a workstation "RTX A4000" function gpu_rtx_generation(name: string) -> int { let at = Text.index_of(name, "RTX ") if at < 0 { return 0 } let p: pointer = name let c = p[at + 4] if c >= '0' and c <= '9' { return (c - '0') * 10 } return 30 } function gpu_ext_in(props: bytes, n: int, want: string) -> bool { for i in 0 .. n { if string(Vk.at(props, i * VkExtensionProperties_sizeof + VkExtensionProperties_extensionName)) == want { return true } } return false } # R3D_CAPS=rtx50|rtx40|rtx30|amd|intel|none pretends to be a Windows machine with that GPU, # so the settings screen can be shot and tested anywhere function gpu_caps_fake(kind: string) -> void { gpu_cap_windows = true if kind == "none" { return } gpu_cap_vulkan = true; gpu_cap_floor = true; gpu_cap_hdr = true if kind == "amd" or kind == "intel" { gpu_cap_rt = true; gpu_cap_mesh = true; gpu_cap_device = `test {kind} GPU`; return } gpu_cap_nvidia = true; gpu_cap_rt = true; gpu_cap_mesh = true; gpu_cap_reflex = true gpu_cap_rtx = gpu_rtx_generation(`RTX {kind[3 .. 5]}`) gpu_cap_device = `test NVIDIA GeForce RTX {kind[3 .. 5]}` } function gpu_caps_probe() -> void { if gpu_cap_probed { return } gpu_cap_probed = true if Os.has_env("R3D_CAPS") { gpu_caps_fake(Os.env("R3D_CAPS")); return } gpu_cap_windows = Os.platform() == "windows" if not gpu_cap_windows { return } if Vk.open() == 0 { return } let cnt = bytes(4) Vk.put_i32(cnt, 0, 0) Vk.enumerate_instance_extension_properties(null, cnt, null) let nie = Vk.get_i32(cnt, 0) let iexts = bytes(nie * VkExtensionProperties_sizeof + 8) Vk.enumerate_instance_extension_properties(null, cnt, iexts) gpu_cap_hdr = gpu_ext_in(iexts, nie, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME) let app = bytes(VkApplicationInfo_sizeof) Vk.zero(app, VkApplicationInfo_sizeof) Vk.put_i32(app, VkApplicationInfo_sType, VK_STRUCTURE_TYPE_APPLICATION_INFO) Vk.put_i32(app, VkApplicationInfo_apiVersion, (1 << 22) | (3 << 12)) let ici = bytes(VkInstanceCreateInfo_sizeof) Vk.zero(ici, VkInstanceCreateInfo_sizeof) Vk.put_i32(ici, VkInstanceCreateInfo_sType, VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO) Vk.put_ptr(ici, VkInstanceCreateInfo_pApplicationInfo, app) # With the Vulkan renderer running, ask its own instance: the renderer's loader is NVIDIA Streamline's # interposer, and a second instance made and destroyed under it is what this avoids. var inst: pointer = null var own = false if gpu_kind == GPU_VK and gvk_ready { inst = gvk_inst } else { let out = bytes(8) if Vk.create_instance(ici, null, out) != VK_SUCCESS { return } inst = Vk.get_ptr(out, 0) own = true } Vk.put_i32(cnt, 0, 0) Vk.enumerate_physical_devices(inst, cnt, null) let nd = Vk.get_i32(cnt, 0) let devs = bytes(nd * 8 + 8) Vk.enumerate_physical_devices(inst, cnt, devs) let props = bytes(VkPhysicalDeviceProperties_sizeof) # the renderer runs on the first discrete GPU, else the first one listed var pick = -1 for d in 0 .. nd { Vk.get_physical_device_properties(Vk.get_ptr(devs, d * 8), props) if pick < 0 and Vk.get_i32(props, VkPhysicalDeviceProperties_deviceType) == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU { pick = d } } if pick < 0 and nd > 0 { pick = 0 } if pick >= 0 { let pd = Vk.get_ptr(devs, pick * 8) gpu_cap_vulkan = true Vk.get_physical_device_properties(pd, props) gpu_cap_device = string(Vk.at(props, VkPhysicalDeviceProperties_deviceName)) gpu_cap_nvidia = Vk.get_i32(props, VkPhysicalDeviceProperties_vendorID) == 4318 if gpu_cap_nvidia { gpu_cap_rtx = gpu_rtx_generation(gpu_cap_device) } let api = Vk.get_i32(props, VkPhysicalDeviceProperties_apiVersion) let f13 = bytes(VkPhysicalDeviceVulkan13Features_sizeof) Vk.zero(f13, VkPhysicalDeviceVulkan13Features_sizeof) Vk.put_i32(f13, VkPhysicalDeviceVulkan13Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES) let f12 = bytes(VkPhysicalDeviceVulkan12Features_sizeof) Vk.zero(f12, VkPhysicalDeviceVulkan12Features_sizeof) Vk.put_i32(f12, VkPhysicalDeviceVulkan12Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES) Vk.put_ptr(f12, VkPhysicalDeviceVulkan12Features_pNext, f13) let f2 = bytes(VkPhysicalDeviceFeatures2_sizeof) Vk.zero(f2, VkPhysicalDeviceFeatures2_sizeof) Vk.put_i32(f2, VkPhysicalDeviceFeatures2_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2) Vk.put_ptr(f2, VkPhysicalDeviceFeatures2_pNext, f12) Vk.get_physical_device_features2(pd, f2) let major = (api >> 22) & 127 let minor = (api >> 12) & 1023 gpu_cap_floor = (major > 1 or (major == 1 and minor >= 3)) and Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_dynamicRendering) == 1 and Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_synchronization2) == 1 and Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_descriptorIndexing) == 1 and Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_bufferDeviceAddress) == 1 and Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_timelineSemaphore) == 1 Vk.put_i32(cnt, 0, 0) Vk.enumerate_device_extension_properties(pd, null, cnt, null) let ne = Vk.get_i32(cnt, 0) let dexts = bytes(ne * VkExtensionProperties_sizeof + 8) Vk.enumerate_device_extension_properties(pd, null, cnt, dexts) gpu_cap_rt = gpu_ext_in(dexts, ne, VK_KHR_RAY_QUERY_EXTENSION_NAME) and gpu_ext_in(dexts, ne, VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME) gpu_cap_mesh = gpu_ext_in(dexts, ne, VK_EXT_MESH_SHADER_EXTENSION_NAME) gpu_cap_reflex = gpu_ext_in(dexts, ne, VK_NV_LOW_LATENCY_2_EXTENSION_NAME) } if own { Vk.destroy_instance(inst, null) } print(`r3d: gpu caps: {gpu_cap_device} vulkan {gpu_cap_vulkan} floor {gpu_cap_floor} rt {gpu_cap_rt} mesh {gpu_cap_mesh} rtx {gpu_cap_rtx} reflex {gpu_cap_reflex} hdr {gpu_cap_hdr}`) } # Whether the renderer actually draws a feature yet. Until a feature lands, choosing it is saved and # shown, and says it takes effect later. The Vulkan renderer draws the whole game (phase 37-38), and # DLSS super resolution and Reflex run through NVIDIA Streamline (streamline.ludic), and HDR output is an # HDR10 swapchain (gpu_vk_draw.ludic). Mesh-shader grass draws but is not yet counted: at 4K on an # RTX 3070 Ti its grass pass took 5.0 ms against the chunked path's 1.7. Whether this # machine can use one is the caps' question, not this one. function gpu_feature_implemented(f: int) -> bool { return f == GF_VULKAN or f == GF_DLSS or f == GF_REFLEX or f == GF_HDR } # ---- vertex data -------------------------------------------------------------------- # A Mesh is built through these and records what it is made of - which buffer feeds which # attribute, at what stride and offset, per vertex or per instance - so a backend that bakes # vertex input into a pipeline (Vulkan) can read the layout back. On OpenGL each call is the # GL it replaces, in the same order: a vertex array object per mesh, bound while it is built. const GPU_F32: int = 1 const GPU_U8: int = 2 const GPU_U16: int = 3 const GPU_STATIC: int = 0 const GPU_DYNAMIC: int = 1 const GPU_STREAM: int = 2 const GPU_MAX_ATTRS: int = 8 const GPU_ATTR_W: int = 7 # per attribute index: buffer, comps, type, stride, offset, normalized, per instance const GPU_MAX_VBUFS: int = 8 function gpu_gl_type(t: int) -> int { if t == GPU_U8 { return GL_UNSIGNED_BYTE } if t == GPU_U16 { return GL_UNSIGNED_SHORT } return GL_FLOAT } function gpu_type_bytes(t: int) -> int { if t == GPU_U8 { return 1 } if t == GPU_U16 { return 2 } return 4 } function gpu_gl_usage(u: int) -> int { if u == GPU_DYNAMIC { return GL_DYNAMIC_DRAW } if u == GPU_STREAM { return GL_STREAM_DRAW } return GL_STATIC_DRAW } # a new mesh, its vertex array bound: the vertex, attribute and index calls below describe it function gpu_mesh_new() -> Mesh { let m = new Mesh m.attrs = words(GPU_MAX_ATTRS * GPU_ATTR_W) for i in 0 .. GPU_MAX_ATTRS * GPU_ATTR_W { m.attrs[i] = 0 } m.vbufs = words(GPU_MAX_VBUFS) if gpu_kind != GPU_VK { m.vao = gl_vao() } return m } # a vertex buffer for the mesh being built (data may be null: storage only); returns it function gpu_mesh_vertices(m: Mesh, data: pointer, nbytes: int, usage: int) -> int { var b = 0 if gpu_kind == GPU_VK { b = gvk_buf_new(); gvk_buf_upload(b, nbytes, data) } else { b = gl_buffer() gl_bind_buffer(GL_ARRAY_BUFFER, b) gl_buffer_data(GL_ARRAY_BUFFER, nbytes, data, gpu_gl_usage(usage)) } if m.vbo == 0 { m.vbo = b } if m.n_vbufs < GPU_MAX_VBUFS { m.vbufs[m.n_vbufs] = b; m.n_vbufs += 1 } m.cur_buf = b return b } function gpu_mesh_record(m: Mesh, index: int, comps: int, type: int, stride: int, offset: int, normalized: bool, inst: bool) -> void { if index < 0 or index >= GPU_MAX_ATTRS { return } let o = index * GPU_ATTR_W var st = stride if st == 0 { st = comps * gpu_type_bytes(type) } # re-pointing an attribute at another buffer keeps the layout; changing its shape does not if m.attrs[o + 1] != comps or m.attrs[o + 2] != type or m.attrs[o + 3] != st or m.attrs[o + 4] != offset or m.attrs[o + 5] != gpu_b(normalized) or m.attrs[o + 6] != gpu_b(inst) or (m.attrs[o] == m.attrs[0]) != (m.cur_buf == m.attrs[0]) { m.vk_layout = 0 } m.attrs[o] = m.cur_buf; m.attrs[o + 1] = comps; m.attrs[o + 2] = type; m.attrs[o + 3] = st m.attrs[o + 4] = offset; m.attrs[o + 5] = gpu_b(normalized); m.attrs[o + 6] = gpu_b(inst) if index + 1 > m.n_attrs { m.n_attrs = index + 1 } } # attribute `index` read from the last vertex buffer (stride 0: tightly packed) function gpu_mesh_attr(m: Mesh, index: int, comps: int, type: int, stride: int, offset: int, normalized: bool) -> void { if gpu_kind != GPU_VK { gl_enable_vertex_attrib_array(index) gl_vertex_attrib_pointer(index, comps, gpu_gl_type(type), gpu_b(normalized), stride, gl_ptr(null, offset)) } gpu_mesh_record(m, index, comps, type, stride, offset, normalized, false) } # the index buffer: 4-byte or 2-byte indices function gpu_mesh_indices(m: Mesh, data: pointer, nbytes: int, index_bytes: int) -> void { m.itype = GL_UNSIGNED_INT if index_bytes == 2 { m.itype = GL_UNSIGNED_SHORT } if gpu_kind == GPU_VK { m.ebo = gvk_buf_new(); gvk_buf_upload(m.ebo, nbytes, data); return } m.ebo = gl_buffer() gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo) gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, nbytes, data, GL_STATIC_DRAW) } # finished describing: nothing else is bound to it by accident function gpu_mesh_done(m: Mesh) -> void { if gpu_kind == GPU_VK { return }; gl_bind_vertex_array(0) } # Per-instance data: `buf` feeds the attributes named next, one element per instance. A mesh # drawn from different instance buffers (the scatter layers' LOD buckets) is re-pointed here # before each draw; on Vulkan that is a vertex-buffer binding, not a change of layout. function gpu_mesh_bind_instances(m: Mesh, buf: int) -> void { if gpu_kind != GPU_VK { gl_bind_vertex_array(m.vao) gl_bind_buffer(GL_ARRAY_BUFFER, buf) } m.cur_buf = buf m.ibuf = buf } function gpu_mesh_attr_inst(m: Mesh, index: int, comps: int, type: int, stride: int, offset: int) -> void { if gpu_kind != GPU_VK { gl_enable_vertex_attrib_array(index) gl_vertex_attrib_pointer(index, comps, gpu_gl_type(type), 0, stride, gl_ptr(null, offset)) gl_vertex_attrib_divisor(index, 1) } gpu_mesh_record(m, index, comps, type, stride, offset, false, true) } # a buffer on its own (instances, a stream): made, filled whole, freed function gpu_buffer_new() -> int { if gpu_kind == GPU_VK { return gvk_buf_new() }; return gl_buffer() } function gpu_buffer_upload(buf: int, nbytes: int, data: pointer, usage: int) -> void { if gpu_kind == GPU_VK { gvk_buf_upload(buf, nbytes, data); return } gl_bind_buffer(GL_ARRAY_BUFFER, buf) gl_buffer_data(GL_ARRAY_BUFFER, nbytes, data, gpu_gl_usage(usage)) } function gpu_buffer_free(buf: int) -> void { if gpu_kind == GPU_VK { if buf > 0 { gvk_buf_release(buf) }; return } if buf == 0 { return } let ids = gpu_tmp() ids[0] = buf gl_delete_buffers(1, ids) } # ---- compute and indirect draws (Vulkan) ---------------------------------------------------- # The GPU-driven path: a compute program writes instance lists and draw commands into buffers # the draws then read. OpenGL here is 4.1 (macOS) with no compute, so gpu_compute is 0 there and # a caller keeps its CPU path. A compute program's binding 0 is its parameter block (params, # copied at the dispatch); bindings 1.. are `bufs`, gpu buffers. function gpu_has_compute() -> bool { return gpu_kind == GPU_VK } # several records in one indirect draw, each with its own firstInstance function gpu_has_mdi() -> bool { return gpu_kind == GPU_VK and gvk_has_mdi } # mesh shaders (VK_EXT_mesh_shader): a *.mesh program drawn with gpu_draw_mesh_tasks function gpu_has_mesh() -> bool { return gpu_kind == GPU_VK and gvk_has_mesh } function gpu_draw_mesh_tasks(x: int, y: int, z: int) -> void { if gpu_kind == GPU_VK { gvk_draw_mesh_tasks_now(x, y, z) } } function gpu_compute(name: string, n_bufs: int) -> int { if gpu_kind != GPU_VK { return 0 } return gvk_compute_new(name, n_bufs) } function gpu_dispatch(c: int, params: pointer, n_params: int, bufs: words, groups: int) -> void { if gpu_kind == GPU_VK and c > 0 { gvk_dispatch(c, params, n_params, bufs, groups, 1, 1) } } # a buffer a compute pass writes (never reallocated under a draw that reads it) function gpu_buffer_gpu_owned(buf: int) -> void { if gpu_kind == GPU_VK { gvk_buf_gpu_owned(buf) } } # the host-visible contents of a buffer, for a readback after gpu_finish; null on OpenGL function gpu_buffer_map(buf: int) -> pointer { if gpu_kind != GPU_VK or buf <= 0 { return null } return gvk_buf_map[buf] } function gpu_finish() -> void { if gpu_kind == GPU_VK { gvk_flush() } } # n indexed draws of mesh m from VkDrawIndexedIndirectCommand records in buffer cmds at offset # (bytes); each record's firstInstance selects its instances out of the bound instance buffer. # With count_buf > 0 the GPU's own count (a uint at count_off) is used, up to n. function gpu_draw_mesh_indirect(m: Mesh, cmds: int, offset: int, n: int, count_buf: int, count_off: int) -> void { if m != null { ds_draw(DS_INDIRECT, n, m.count) } if gpu_kind == GPU_VK { gvk_draw_indirect_now(m, cmds, offset, n, count_buf, count_off) } } # drawing function gpu_mesh_bind(m: Mesh) -> void { if gpu_kind == GPU_VK { return }; gl_bind_vertex_array(m.vao) } function gpu_mesh_unbind() -> void { if gpu_kind == GPU_VK { return }; gl_bind_vertex_array(0) } function gpu_draw_mesh(m: Mesh) -> void { ds_draw(DS_MESH, 1, m.count) if gpu_kind == GPU_VK { gvk_draw_now(m, 0, 0, 1); return } gpu_glcheck_before("a draw") gl_bind_vertex_array(m.vao) if m.ebo != 0 { gl_draw_elements(m.mode, m.count, m.itype, null) } else { gl_draw_arrays(m.mode, 0, m.count) } gpu_glcheck_after("a draw") } function gpu_draw_mesh_instanced(m: Mesh, n: int) -> void { ds_draw(DS_INSTANCED, n, m.count * n) if gpu_kind == GPU_VK { gvk_draw_now(m, 0, 0, n); return } gpu_glcheck_before("an instanced draw") gl_bind_vertex_array(m.vao) if m.ebo != 0 { gl_draw_elements_instanced(m.mode, m.count, m.itype, null, n) } else { gl_draw_arrays_instanced(m.mode, 0, m.count, n) } gpu_glcheck_after("an instanced draw") } # the bound mesh's indices again (a patch mesh drawn once per terrain node) function gpu_draw_bound_elements(m: Mesh) -> void { ds_draw(DS_PATCH, 1, m.count) if gpu_kind == GPU_VK { gvk_draw_now(m, 0, 0, 1); return } gpu_glcheck_before("a terrain patch") gl_draw_elements(m.mode, m.count, m.itype, null) gpu_glcheck_after("a terrain patch") } # vertices [first, first + count) of the bound mesh, as triangles (the overlay's ranges) function gpu_draw_range(m: Mesh, first: int, count: int) -> void { ds_draw(DS_RANGE, 1, count) if gpu_kind == GPU_VK { gvk_draw_now(m, first, count, 1); return } gpu_glcheck_before("an overlay draw") gl_draw_arrays(GL_TRIANGLES, first, count) gpu_glcheck_after("an overlay draw") } function gpu_mesh_free(m: Mesh) -> void { if gpu_kind == GPU_VK { gvk_mesh_free(m); return } if m == null { return } let ids = gpu_tmp() if m.vbufs != null { for i in 0 .. m.n_vbufs { ids[0] = m.vbufs[i]; gl_delete_buffers(1, ids) } m.n_vbufs = 0 } else if m.vbo != 0 { ids[0] = m.vbo; gl_delete_buffers(1, ids) } m.vbo = 0 if m.ebo != 0 { ids[0] = m.ebo; gl_delete_buffers(1, ids); m.ebo = 0 } if m.vao != 0 { ids[0] = m.vao; gl_delete_vertex_arrays(1, ids); m.vao = 0 } } # ---- textures ----------------------------------------------------------------------------- # A texture is a handle (on OpenGL, the texture name). Each call below is the one GL call it # replaces, in the renderer's own order, so OpenGL draws exactly what it drew. What those calls # say about a texture - its size, format, filters, wraps, comparison, mipmaps, anisotropy - is # recorded per handle as it is set, because a backend with immutable images and separate # sampler objects (Vulkan) creates both from exactly that. Parameters apply to the texture last # bound for that kind, which is how every call site here already works. const GPU_TEX2D: int = 1 const GPU_TEX2D_ARRAY: int = 2 const GPU_TX_W: int = 12 # per handle: kind, w, h, layers, ifmt, min, mag, wrap s, wrap t, compare, mips, aniso var gpu_tx: words = null var gpu_tx_cap: int = 0 var gpu_bound_2d: int = 0 var gpu_bound_array: int = 0 function gpu_gl_target(kind: int) -> int { if kind == GPU_TEX2D_ARRAY { return GL_TEXTURE_2D_ARRAY }; return GL_TEXTURE_2D } # the record for a handle, growing the table when a new name is larger than it function gpu_tx_at(tex: int) -> int { if tex <= 0 { return -1 } if tex >= gpu_tx_cap { var cap = gpu_tx_cap * 2 if cap < 256 { cap = 256 } while cap <= tex { cap = cap * 2 } let t = words(cap * GPU_TX_W) for i in 0 .. cap * GPU_TX_W { t[i] = 0 } if gpu_tx != null { mem_copy(t, gpu_tx, gpu_tx_cap * GPU_TX_W * 4); free(gpu_tx) } gpu_tx = t gpu_tx_cap = cap } return tex * GPU_TX_W } function gpu_bound(kind: int) -> int { if kind == GPU_TEX2D_ARRAY { return gpu_bound_array }; return gpu_bound_2d } function gpu_tex_new() -> int { if gpu_kind == GPU_VK { return gvk_tex_new() }; return gl_texture() } # does texture `tex` have an image behind it? Always on OpenGL; on Vulkan an image whose memory could # not be had is never made, and a caller that can fall back (a smaller shadow map) asks here. function gpu_tex_ok(tex: int) -> bool { if gpu_kind != GPU_VK { return tex > 0 } return tex > 0 and tex < len(gvk_tex_image) and gvk_tex_image[tex] != 0 } # what GL has on each unit's 2D target, for R3D_GLCHECK: deleting a texture unbinds it everywhere var gpu_unit_2d: words = null var gpu_unit_cur: int = 0 function gpu_tex_unit(unit: int) -> void { if gpu_kind == GPU_VK { gpu_unit_cur = unit; return }; gl_active_texture(GL_TEXTURE0 + unit); gpu_unit_cur = unit } function gpu_tex_bind(kind: int, tex: int) -> void { ds_tex_bind() if gpu_kind != GPU_VK { gl_bind_texture(gpu_gl_target(kind), tex) } if kind == GPU_TEX2D_ARRAY { gpu_bound_array = tex } else { gpu_bound_2d = tex } if kind != GPU_TEX2D_ARRAY and gpu_unit_cur < 32 { if gpu_unit_2d == null { gpu_unit_2d = words(32); for i in 0 .. 32 { gpu_unit_2d[i] = -1 } } gpu_unit_2d[gpu_unit_cur] = tex } } # pixel transfer packing (alignment, byte swap) for the uploads and read-backs that follow function gpu_pixel_store(pname: int, value: int) -> void { if gpu_kind == GPU_VK { if pname == GL_UNPACK_SWAP_BYTES { gvk_unpack_swap = value == 1 }; return }; gl_pixel_storei(pname, value); gpu_glcheck_after("pixel store") } function gpu_tex_image2d(ifmt: int, w: int, h: int, fmt: int, ty: int, data: pointer) -> void { if gpu_kind == GPU_VK { gvk_flush() gvk_tex_storage(gpu_bound_2d, false, ifmt, w, h, 1, data != null) if data != null { gvk_tex_upload(gpu_bound_2d, ifmt, w, h, 1, fmt, ty, data) } } else { gl_tex_image2d(GL_TEXTURE_2D, 0, ifmt, w, h, 0, fmt, ty, data) } gpu_glcheck_after(`a {w}x{h} texture upload (format {ifmt})`) let o = gpu_tx_at(gpu_bound_2d) if o >= 0 { gpu_tx[o] = GPU_TEX2D; gpu_tx[o + 1] = w; gpu_tx[o + 2] = h; gpu_tx[o + 3] = 1; gpu_tx[o + 4] = ifmt } } function gpu_tex_image3d(ifmt: int, w: int, h: int, layers: int, fmt: int, ty: int, data: pointer) -> void { if gpu_kind == GPU_VK { gvk_flush() gvk_tex_storage(gpu_bound_array, true, ifmt, w, h, layers, data != null) if data != null { gvk_tex_upload(gpu_bound_array, ifmt, w, h, layers, fmt, ty, data) } } else { gl_tex_image3d(GL_TEXTURE_2D_ARRAY, 0, ifmt, w, h, layers, 0, fmt, ty, data) } gpu_glcheck_after(`a {w}x{h}x{layers} array upload (format {ifmt})`) let o = gpu_tx_at(gpu_bound_array) if o >= 0 { gpu_tx[o] = GPU_TEX2D_ARRAY; gpu_tx[o + 1] = w; gpu_tx[o + 2] = h; gpu_tx[o + 3] = layers; gpu_tx[o + 4] = ifmt } } function gpu_tex_param(kind: int, pname: int, value: int) -> void { if gpu_kind != GPU_VK { gl_tex_parameteri(gpu_gl_target(kind), pname, value) } let o = gpu_tx_at(gpu_bound(kind)) if o < 0 { return } if pname == GL_TEXTURE_MIN_FILTER { gpu_tx[o + 5] = value } if pname == GL_TEXTURE_MAG_FILTER { gpu_tx[o + 6] = value } if pname == GL_TEXTURE_WRAP_S { gpu_tx[o + 7] = value } if pname == GL_TEXTURE_WRAP_T { gpu_tx[o + 8] = value } if pname == GL_TEXTURE_COMPARE_MODE { if value == GL_NONE { gpu_tx[o + 9] = 0 } } if pname == GL_TEXTURE_COMPARE_FUNC { gpu_tx[o + 9] = value } gpu_glcheck_after("tex param") } # a float parameter (fixed, as Gl.* takes it): anisotropy is the one the renderer sets function gpu_tex_paramf(kind: int, pname: int, value: fixed) -> void { if gpu_kind != GPU_VK { gl_tex_parameterf(gpu_gl_target(kind), pname, value) } let o = gpu_tx_at(gpu_bound(kind)) if o >= 0 and pname == 0x84FE { gpu_tx[o + 11] = fx_to_f32(value) } gpu_glcheck_after("tex paramf") } # the border colour clamp-to-border reads (four fixed values in `rgba`) function gpu_tex_border(kind: int, rgba: pointer) -> void { if gpu_kind == GPU_VK { return }; gl_tex_parameterfv(gpu_gl_target(kind), GL_TEXTURE_BORDER_COLOR, rgba) } function gpu_tex_mips(kind: int) -> void { if gpu_kind == GPU_VK { let mt = gpu_bound(kind) let mo = gpu_tx_at(mt) if mo >= 0 { gvk_mips_now(mt, gpu_tx[mo + 1], gpu_tx[mo + 2]) } } else { gl_generate_mipmap(gpu_gl_target(kind)) } gpu_glcheck_after(`mipmaps for texture {gpu_bound(kind)}`) let o = gpu_tx_at(gpu_bound(kind)) if o >= 0 { gpu_tx[o + 10] = 1 } } # level 0 of the bound texture into `out` function gpu_tex_read(kind: int, fmt: int, ty: int, out: pointer) -> void { if gpu_kind == GPU_VK { gvk_flush(); let rt = gpu_bound(kind); let ro = gpu_tx_at(rt); if ro >= 0 { gvk_tex_read(rt, gpu_tx[ro + 4], gpu_tx[ro + 1], gpu_tx[ro + 2], fmt, ty, out) }; return } gl_get_tex_image(gpu_gl_target(kind), 0, fmt, ty, out) gpu_glcheck_after(`a read-back of texture {gpu_bound(kind)}`) } function gpu_tex_free(tex: int) -> void { if tex == 0 { return } let ids = gpu_tmp() ids[0] = tex if gpu_kind == GPU_VK { gvk_flush(); if tex < len(gvk_tex_image) { gvk_tex_release(tex) } } else { gl_delete_textures(1, ids) } if gpu_unit_2d != null { for i in 0 .. 32 { if gpu_unit_2d[i] == tex { gpu_unit_2d[i] = 0; if gpu_glcheck_on() { gpu_glcheck_say(`gpu: texture {tex} freed while bound on unit {i}`) } } } } if gpu_bound_2d == tex { gpu_bound_2d = 0 } let o = gpu_tx_at(tex) if o >= 0 { for i in 0 .. GPU_TX_W { gpu_tx[o + i] = 0 } } } # a texture on a unit for a program's sampler, by the sampler's name function gpu_bind_sampler(prog: int, name: string, unit: int, kind: int, tex: int) -> void { if gpu_kind == GPU_VK { gvk_bind_texture(prog, name, tex); return } gpu_tex_unit(unit) gpu_tex_bind(kind, tex) u_i(gpu_uniform(prog, name), unit) if gpu_glcheck_on() { # a sampler reading a texture nobody made (0 or freed) is the "unloadable" the driver warns of let o = gpu_tx_at(tex) if tex == 0 or o < 0 or gpu_tx[o] == 0 { gpu_glcheck_say(`gpu: {name} on unit {unit} of program {prog} samples texture {tex}, which has no image`) } else { # incomplete: a min filter that reads mipmaps (GL's default does, when none was set) on a # texture that never had them generated - the driver samples zero ("unloadable") let mn = gpu_tx[o + 5] let wants_mips = mn == 0 or mn == 0x2700 or mn == 0x2701 or mn == 0x2702 or mn == 0x2703 if wants_mips and gpu_tx[o + 10] == 0 { var why = "a mipmap filter" if mn == 0 { why = "no min filter set (GL's default reads mipmaps)" } gpu_glcheck_say(`gpu: {name} on unit {unit} of program {prog} samples texture {tex} ({gpu_tx[o + 1]}x{gpu_tx[o + 2]}, format {gpu_tx[o + 4]}) with {why} but no mipmaps`) } # compare mode on: only a shadow sampler may read it; a plain one reads zero ("unloadable") if gpu_tx[o + 9] != 0 and not Text.contains(name, "shadow") { gpu_glcheck_say(`gpu: {name} on unit {unit} of program {prog} samples texture {tex} ({gpu_tx[o + 1]}x{gpu_tx[o + 2]}, format {gpu_tx[o + 4]}) with depth compare on`) } } gpu_glcheck_after(`binding {name} (texture {tex}) on unit {unit}`) } } # ---- render targets and passes ------------------------------------------------------------- # A framebuffer is a handle (OpenGL's name). What is attached to it - colour textures in slots, # a depth texture or one layer of an array, renderbuffers and their sample count - is recorded as # it is attached, which is what a backend with render passes and image views builds from. Each # call is the GL call it replaces, in the renderer's order. # # gpu_check(tag) reports a pending error under a name, as gl_check did. R3D_GLCHECK=1 adds a # completeness check of the bound framebuffer whenever a viewport is set, naming the handle, so # a pass drawing into an incomplete target says which one; unset, it calls nothing. const GPU_FB_W: int = 8 # per handle: colour 0, colour 1, depth texture, depth layer + 1, colour rb, depth rb, samples, colour layer + 1 var gpu_fb: words = null var gpu_fb_cap: int = 0 var gpu_fb_cur: int = 0 var gpu_glcheck: int = -1 var gpu_rb_samples: int = 0 var gpu_drawbufs: words = null function gpu_fb_at(fb: int) -> int { if fb <= 0 { return -1 } if fb >= gpu_fb_cap { var cap = gpu_fb_cap * 2 if cap < 64 { cap = 64 } while cap <= fb { cap = cap * 2 } let t = words(cap * GPU_FB_W) for i in 0 .. cap * GPU_FB_W { t[i] = 0 } if gpu_fb != null { mem_copy(t, gpu_fb, gpu_fb_cap * GPU_FB_W * 4); free(gpu_fb) } gpu_fb = t gpu_fb_cap = cap } return fb * GPU_FB_W } function gpu_glcheck_on() -> bool { if gpu_glcheck < 0 { gpu_glcheck = 0; if Os.has_env("R3D_GLCHECK") { gpu_glcheck = 1 } } return gpu_glcheck == 1 } function gpu_check(tag: string) -> int { if gpu_kind == GPU_VK { return 0 }; return gl_check(tag) } # a named checkpoint that costs nothing unless R3D_GLCHECK is set function gpu_debug_check(tag: string) -> void { if gpu_kind == GPU_VK { return }; if gpu_glcheck_on() { gl_check(tag) } } function gpu_fb_new() -> int { if gpu_kind == GPU_VK { gvk_fb_counter += 1; return gvk_fb_counter }; return gl_framebuffer() } function gpu_fb_bind(fb: int) -> void { if gpu_kind == GPU_VK { gvk_rebind(fb) } else { gl_bind_framebuffer(GL_FRAMEBUFFER, fb) } gpu_fb_cur = fb gpu_glcheck_after("fb bind") } function gpu_fb_bind_read(fb: int) -> void { if gpu_kind == GPU_VK { gvk_fb_read = fb; return }; gl_bind_framebuffer(GL_READ_FRAMEBUFFER, fb); gpu_glcheck_after("fb bind read") } function gpu_fb_bind_draw(fb: int) -> void { if gpu_kind == GPU_VK { gvk_fb_draw = fb; return }; gl_bind_framebuffer(GL_DRAW_FRAMEBUFFER, fb); gpu_glcheck_after("fb bind draw") } function gpu_fb_color(slot: int, tex: int) -> void { if gpu_kind == GPU_VK { gvk_pass_end() } else { gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + slot, GL_TEXTURE_2D, tex, 0) } let o = gpu_fb_at(gpu_fb_cur) if o >= 0 and slot < 2 { gpu_fb[o + slot] = tex; if slot == 0 { gpu_fb[o + 7] = 0 } } gpu_glcheck_after("attaching to {gpu_fb_describe(gpu_fb_cur)}") } function gpu_fb_color_layer(slot: int, tex: int, layer: int) -> void { if gpu_kind == GPU_VK { gvk_pass_end() } else { gl_framebuffer_texture_layer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + slot, tex, 0, layer) } let o = gpu_fb_at(gpu_fb_cur) if o >= 0 and slot < 2 { gpu_fb[o + slot] = tex; if slot == 0 { gpu_fb[o + 7] = layer + 1 } } gpu_glcheck_after("attaching to {gpu_fb_describe(gpu_fb_cur)}") } function gpu_fb_depth(tex: int) -> void { if gpu_kind == GPU_VK { gvk_pass_end() } else { gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0) } let o = gpu_fb_at(gpu_fb_cur) if o >= 0 { gpu_fb[o + 2] = tex; gpu_fb[o + 3] = 0 } gpu_glcheck_after("attaching to {gpu_fb_describe(gpu_fb_cur)}") } function gpu_fb_depth_layer(tex: int, layer: int) -> void { if gpu_kind == GPU_VK { gvk_pass_end() } else { gl_framebuffer_texture_layer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, tex, 0, layer) } let o = gpu_fb_at(gpu_fb_cur) if o >= 0 { gpu_fb[o + 2] = tex; gpu_fb[o + 3] = layer + 1 } gpu_glcheck_after("attaching to {gpu_fb_describe(gpu_fb_cur)}") } function gpu_rb_new() -> int { if gpu_kind == GPU_VK { return gvk_tex_new() } let ids = gpu_tmp() gl_gen_renderbuffers(1, ids) return ids[0] } # storage for a renderbuffer: samples > 0 makes it multisampled function gpu_rb_storage(rb: int, ifmt: int, w: int, h: int, samples: int) -> void { if gpu_kind == GPU_VK { gvk_flush(); gpu_rb_samples = samples gvk_storage_samples = samples gvk_tex_storage(rb, false, ifmt, w, h, 1, false) gvk_storage_samples = 1 return } gl_bind_renderbuffer(GL_RENDERBUFFER, rb) if samples > 0 { gl_renderbuffer_storage_multisample(GL_RENDERBUFFER, samples, ifmt, w, h) } else { gl_renderbuffer_storage(GL_RENDERBUFFER, ifmt, w, h) } gpu_rb_samples = samples gpu_glcheck_after("rb storage") } function gpu_fb_color_rb(slot: int, rb: int) -> void { if gpu_kind == GPU_VK { gvk_pass_end(); let co = gpu_fb_at(gpu_fb_cur); if co >= 0 and slot < 2 { gpu_fb[co + slot] = rb }; return } gl_framebuffer_renderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + slot, GL_RENDERBUFFER, rb) let o = gpu_fb_at(gpu_fb_cur) if o >= 0 { gpu_fb[o + 4] = rb; gpu_fb[o + 6] = gpu_rb_samples } } function gpu_fb_depth_rb(rb: int) -> void { if gpu_kind == GPU_VK { gvk_pass_end(); let dop = gpu_fb_at(gpu_fb_cur); if dop >= 0 { gpu_fb[dop + 2] = rb; gpu_fb[dop + 3] = 0 }; return } gl_framebuffer_renderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb) let o = gpu_fb_at(gpu_fb_cur) if o >= 0 { gpu_fb[o + 5] = rb; gpu_fb[o + 6] = gpu_rb_samples } } # colour slots 0 .. n-1 are drawn into (several: an MRT bake) function gpu_fb_draw_buffers(n: int) -> void { if gpu_kind == GPU_VK { gvk_fb_colors(gpu_fb_cur, n); return } if gpu_drawbufs == null { gpu_drawbufs = words(8) } for i in 0 .. n { gpu_drawbufs[i] = GL_COLOR_ATTACHMENT0 + i } gl_draw_buffers(n, gpu_drawbufs) gpu_glcheck_after("fb draw buffers") } # a depth-only target: no colour is drawn or read function gpu_fb_no_color() -> void { if gpu_kind == GPU_VK { gvk_fb_colors(gpu_fb_cur, 0); return } gl_draw_buffer(GL_NONE) gl_read_buffer(GL_NONE) gpu_glcheck_after("fb no color") } function gpu_fb_status() -> int { if gpu_kind == GPU_VK { return GL_FRAMEBUFFER_COMPLETE }; return gl_check_framebuffer_status(GL_FRAMEBUFFER) } function gpu_fb_free(fb: int) -> void { if gpu_kind == GPU_VK { gvk_fb_forget(fb); let fo = gpu_fb_at(fb); if fo >= 0 { for i in 0 .. GPU_FB_W { gpu_fb[fo + i] = 0 } }; return } if fb == 0 { return } let ids = gpu_tmp() ids[0] = fb gl_delete_framebuffers(1, ids) let o = gpu_fb_at(fb) if o >= 0 { for i in 0 .. GPU_FB_W { gpu_fb[o + i] = 0 } } gpu_glcheck_after("fb free") } function gpu_rb_free(rb: int) -> void { if gpu_kind == GPU_VK { gvk_flush(); if rb > 0 and rb < len(gvk_tex_image) { gvk_tex_release(rb) }; return } if rb == 0 { return } let ids = gpu_tmp() ids[0] = rb gl_delete_renderbuffers(1, ids) gpu_glcheck_after("rb free") } function gpu_viewport(x: int, y: int, w: int, h: int) -> void { if gpu_kind == GPU_VK { gvk_viewport(x, y, w, h); return }; gl_viewport(x, y, w, h); gpu_glcheck_after("viewport") } # R3D_GLCHECK: before a draw or a clear, the bound framebuffer must be complete; after it, no # error may be pending. Each report names the framebuffer and what was being done, once per # distinct message, so the first bad pass is found without a flood. (Checking when a viewport # is set reported the shadow pass, which sets its viewport before attaching a cascade.) var gpu_glcheck_seen: []string = null function gpu_glcheck_say(msg: string) -> void { if gpu_glcheck_seen == null { gpu_glcheck_seen = new []string } for i in 0 .. len(gpu_glcheck_seen) { if gpu_glcheck_seen[i] == msg { return } } push(gpu_glcheck_seen, msg) print(msg) } # a framebuffer as a person reads it: its handle and its colour (or depth) attachment's size and format function gpu_fb_describe(fb: int) -> string { if fb == 0 { return "the default framebuffer" } let o = gpu_fb_at(fb) if o < 0 { return `framebuffer {fb}` } var tex = gpu_fb[o] var what = "colour" if tex == 0 { tex = gpu_fb[o + 2]; what = "depth" } let t = gpu_tx_at(tex) if tex == 0 or t < 0 { return `framebuffer {fb} (nothing recorded attached)` } return `framebuffer {fb} ({what} texture {tex}, {gpu_tx[t + 1]}x{gpu_tx[t + 2]}, format {gpu_tx[t + 4]})` } function gpu_glcheck_before(what: string) -> void { if gpu_kind == GPU_VK { return } if not gpu_glcheck_on() { return } let pending = gl_get_error() if pending != 0 { gpu_glcheck_say(`gpu: error {pending} pending before {what} into {gpu_fb_describe(gpu_fb_cur)}`) } if gpu_unit_2d != null and gpu_unit_2d[0] == 0 { gpu_glcheck_say(`gpu: {what} into {gpu_fb_describe(gpu_fb_cur)} with unit 0's 2D texture deleted`) } let st = gl_check_framebuffer_status(GL_FRAMEBUFFER) if st != GL_FRAMEBUFFER_COMPLETE { gpu_glcheck_say(`gpu: {gpu_fb_describe(gpu_fb_cur)} incomplete ({st}) at {what}`) } } function gpu_glcheck_after(what: string) -> void { if gpu_kind == GPU_VK { return } if not gpu_glcheck_on() { return } let e = gl_get_error() if e != 0 { gpu_glcheck_say(`gpu: error {e} from {what} into {gpu_fb_describe(gpu_fb_cur)}`) } } function gpu_clear_color(r: fixed, g: fixed, b: fixed, a: fixed) -> void { if gpu_kind == GPU_VK { gvk_clear_color(fx_to_f32(r), fx_to_f32(g), fx_to_f32(b), fx_to_f32(a)); return }; gl_clear_color(r, g, b, a) } function gpu_clear(mask: int) -> void { if gpu_kind == GPU_VK { gvk_clear(mask, gpu_fb, gpu_fb_at(gvk_fb_cur)); return } gpu_glcheck_before("a clear") gl_clear(mask) gpu_glcheck_after("a clear") } # the bound read framebuffer's [0, w) x [0, h) into the bound draw framebuffer's, unscaled function gpu_blit(w: int, h: int, mask: int) -> void { if gpu_kind == GPU_VK { gvk_blit(w, h, mask); return } gl_blit_framebuffer(0, 0, w, h, 0, 0, w, h, mask, GL_NEAREST) gpu_glcheck_after("a blit") } # the framebuffer the finished frame is presented from (an offscreen one, headless) function gpu_screen_fb() -> int { if gpu_kind == GPU_VK { return 0 }; return gl_screen } function gpu_multisample(on: bool) -> void { if gpu_kind == GPU_VK { return }; gpu_gl_cap(GL_MULTISAMPLE, gpu_b(on)); gpu_glcheck_after("multisample") } # the most samples the scene may be drawn with: the device's colour-and-depth limit on Vulkan (0 before # it is open), 4 on OpenGL, which has always asked for up to that function gpu_msaa_max() -> int { if gpu_kind == GPU_VK { return gvk_msaa_max }; return 4 } function gpu_wireframe(on: bool) -> void { if gpu_kind == GPU_VK { gvk_wireframe = gpu_b(on); return } if on { gl_polygon_mode(GL_FRONT_AND_BACK, GL_LINE) } else { gl_polygon_mode(GL_FRONT_AND_BACK, GL_FILL) } gpu_glcheck_after("wireframe") } # the presented frame as RGB8, bottom row first (a photograph) function gpu_read_screen(w: int, h: int, out: pointer) -> void { if gpu_kind == GPU_VK { gvk_read_screen(w, h, out); return } gl_bind_framebuffer(GL_READ_FRAMEBUFFER, gl_screen) gl_pixel_storei(GL_PACK_ALIGNMENT, 1) gl_read_pixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, out) gpu_glcheck_after(`a {w}x{h} read of the screen`) }