ludic/packages/ludic.render3d/gpu_vk_draw.ludic
Orkuncakilkaya df6ea046c3 render3d: VkAllocationCallbacks counted (R3D_ALLOC_VK), pipeline create infos freed, actor pool at init
Plan 25.1c: vk_mac.ll's @lvk_ac (posix_memalign under a 16-byte header of scope/offset/size, atomic
counters) passed at every render3d create/destroy (49 sites; the caps probe keeps its own null pair);
lvk_ac_bytes/_peak/_allocs/_scope_bytes for the fence, Vk.alloc_bytes. vk_win.ll: null and 0.
MoltenVK 1.4.2 counted 0 live bytes through them in steady. Fence findings: gvk_pipeline freed its 17
create infos (and reuses one bufs list); actor_init fills ac_spare with 512 records (actor_fresh,
m4_new, v3_new at first placement in play). Compiled, not run (the user's call).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:46:19 +03:00

1979 lines
117 KiB
Text

# gpu_vk_draw.ludic — the Vulkan backend's drawing: programs as manifest variants, pipelines
# built from what OpenGL decides at the draw, uniform blocks and descriptor sets per draw, and the
# frame's passes with dynamic rendering, through to the present and the screenshot.
#
# It reads render3d's own records - the SPIR-V manifest (gpu_manifest.ludic), a Mesh's recorded
# vertex layout, gpu.ludic's texture and framebuffer records - so it is compiled only inside
# render3d, after gpu_vk.ludic and gpu_vk_res.ludic.
# ---- programs -----------------------------------------------------------------------------
# A program handle is a manifest variant on Vulkan: its two SPIR-V modules, a descriptor set
# layout (binding 0 the vertex stage's uniform block, 1 the fragment stage's, the samplers at
# the manifest's bindings from 2) and the pipeline layout over it. Programs are never compiled
# here; one whose variant is not in the manifest cannot draw, and says so once.
function gvk_read_spv(render3d_st: mut Render3dState, path: string) -> bytes {
let f = file_open(path, "rb")
if f == null { return null }
file_seek(f, 0, 2)
let n = file_tell(f)
file_seek(f, 0, 0)
let b = bytes(n + 4)
file_read(f, b, n)
file_close(f)
render3d_st.gvk_spv_len = n
return b
}
function gvk_module(render3d_st: mut Render3dState, path: string) -> long {
let zero: long = 0
let spv = gvk_read_spv(render3d_st, path)
if spv == null { print(`r3d: vulkan: no SPIR-V at {path}`); return zero }
let smci = bytes(VkShaderModuleCreateInfo_sizeof)
Vk.zero(smci, VkShaderModuleCreateInfo_sizeof)
Vk.put_i32(smci, VkShaderModuleCreateInfo_sType, VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO)
let code_size: long = render3d_st.gvk_spv_len
Vk.put_i64(smci, VkShaderModuleCreateInfo_codeSize, code_size)
Vk.put_ptr(smci, VkShaderModuleCreateInfo_pCode, spv)
let out = bytes(8)
let r = Vk.create_shader_module(render3d_st.gvk_dev, smci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { gvk_fail(render3d_st, `vkCreateShaderModule {path}`, r); return zero }
return gvk_handle(out)
}
# The Vulkan side of a program handle the renderer already made (gpu_program): the handle's
# manifest key finds the variant. Returns false when there is no such variant.
# a program whose first stage is a mesh shader (its first file is *.mesh): its pipeline has no vertex
# input, and its first stage's bindings are the mesh stage's
function gvk_stage_first(render3d_st: Render3dState, p: int) -> int {
if render3d_st.gvk_prog_mesh != null and p < len(render3d_st.gvk_prog_mesh) and render3d_st.gvk_prog_mesh[p] == 1 { return VK_SHADER_STAGE_MESH_BIT_EXT }
return VK_SHADER_STAGE_VERTEX_BIT
}
function gvk_program(render3d_st: mut Render3dState, p: int, key: string, spv_dir: string) -> bool {
let zero: long = 0
if render3d_st.gvk_prog_var == null {
render3d_st.gvk_prog_var = new []GpuVariant; render3d_st.gvk_prog_vs = new []long; render3d_st.gvk_prog_fs = new []long
render3d_st.gvk_prog_dsl = new []long; render3d_st.gvk_prog_layout = new []long; render3d_st.gvk_prog_mesh = new []int
}
while len(render3d_st.gvk_prog_var) <= p {
push(render3d_st.gvk_prog_var, null); push(render3d_st.gvk_prog_vs, zero); push(render3d_st.gvk_prog_fs, zero); push(render3d_st.gvk_prog_dsl, zero); push(render3d_st.gvk_prog_layout, zero); push(render3d_st.gvk_prog_mesh, 0)
}
let parts = Text.split(key, "|")
var defs = ""
if len(parts) > 2 { defs = parts[2] }
let v = gpu_variant_find_key(render3d_st, parts[0], parts[1], defs)
if v == null { print(`r3d: vulkan: no SPIR-V variant for {key}`); return false }
let vs = gvk_module(render3d_st, `{spv_dir}/{v.id}.vert.spv`)
if Text.ends_with(v.vs, ".mesh") { render3d_st.gvk_prog_mesh[p] = 1 } else { render3d_st.gvk_prog_mesh[p] = 0 }
let fs = gvk_module(render3d_st, `{spv_dir}/{v.id}.frag.spv`)
if vs == 0 or fs == 0 { return false }
let nt = len(v.t_name)
var nb = nt
if v.vblock >= 0 { nb += 1 }
if v.fblock >= 0 { nb += 1 }
let bw = VkDescriptorSetLayoutBinding_sizeof
let binds = bytes(bw * (nb + 1))
Vk.zero(binds, bw * (nb + 1))
var k = 0
if v.vblock >= 0 {
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_binding, 0)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorType, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorCount, 1)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_stageFlags, gvk_stage_first(render3d_st, p))
k += 1
}
if v.fblock >= 0 {
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_binding, 1)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorType, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorCount, 1)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_stageFlags, VK_SHADER_STAGE_FRAGMENT_BIT)
k += 1
}
for t in 0 .. nt {
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_binding, v.t_bind[t])
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorType, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorCount, 1)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_stageFlags, gvk_stage_first(render3d_st, p) | VK_SHADER_STAGE_FRAGMENT_BIT)
k += 1
}
let dslci = bytes(VkDescriptorSetLayoutCreateInfo_sizeof)
Vk.zero(dslci, VkDescriptorSetLayoutCreateInfo_sizeof)
Vk.put_i32(dslci, VkDescriptorSetLayoutCreateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO)
Vk.put_i32(dslci, VkDescriptorSetLayoutCreateInfo_bindingCount, nb)
Vk.put_ptr(dslci, VkDescriptorSetLayoutCreateInfo_pBindings, binds)
let dsl = bytes(8)
var r = Vk.create_descriptor_set_layout(render3d_st.gvk_dev, dslci, render3d_st.gvk_ac, dsl)
if r != VK_SUCCESS { return gvk_fail(render3d_st, `vkCreateDescriptorSetLayout for {key}`, r) }
let plci = bytes(VkPipelineLayoutCreateInfo_sizeof)
Vk.zero(plci, VkPipelineLayoutCreateInfo_sizeof)
Vk.put_i32(plci, VkPipelineLayoutCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO)
Vk.put_i32(plci, VkPipelineLayoutCreateInfo_setLayoutCount, 1)
Vk.put_ptr(plci, VkPipelineLayoutCreateInfo_pSetLayouts, dsl)
let out = bytes(8)
r = Vk.create_pipeline_layout(render3d_st.gvk_dev, plci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, `vkCreatePipelineLayout for {key}`, r) }
render3d_st.gvk_prog_var[p] = v; render3d_st.gvk_prog_vs[p] = vs; render3d_st.gvk_prog_fs[p] = fs
render3d_st.gvk_prog_dsl[p] = Vk.get_i64(dsl, 0); render3d_st.gvk_prog_layout[p] = gvk_handle(out)
return true
}
# ---- compute ------------------------------------------------------------------------------
# A compute program is <name>.comp.spv beside the manifest, with bindings fixed by convention:
# 0 the parameter block (a uniform buffer, copied into the frame's ring at the dispatch),
# 1 .. n storage buffers, then n+1 .. n+m sampled textures (linear, clamped). Handles start at 1.
function gvk_compute_new(render3d_st: mut Render3dState, name: string, n_bufs: int) -> int { return gvk_compute_new_tex(render3d_st, name, n_bufs, 0) }
function gvk_compute_new_tex(render3d_st: mut Render3dState, name: string, n_bufs: int, n_tex: int) -> int {
let zero: long = 0
if render3d_st.gvk_cp_pipe == null {
render3d_st.gvk_cp_pipe = new []long; render3d_st.gvk_cp_layout = new []long; render3d_st.gvk_cp_dsl = new []long; render3d_st.gvk_cp_nbuf = new []int
render3d_st.gvk_cp_ntex = new []int
push(render3d_st.gvk_cp_pipe, zero); push(render3d_st.gvk_cp_layout, zero); push(render3d_st.gvk_cp_dsl, zero); push(render3d_st.gvk_cp_nbuf, 0); push(render3d_st.gvk_cp_ntex, 0)
}
let module = gvk_module(render3d_st, `{render3d_st.gvk_spv_dir}/{name}.comp.spv`)
if module == 0 { return 0 }
let nb = n_bufs + 1 + n_tex
let bw = VkDescriptorSetLayoutBinding_sizeof
let binds = bytes(bw * nb)
Vk.zero(binds, bw * nb)
for k in 0 .. nb {
var kind = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
if k == 0 { kind = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER }
if k > n_bufs { kind = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER }
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_binding, k)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorType, kind)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorCount, 1)
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_stageFlags, VK_SHADER_STAGE_COMPUTE_BIT)
}
let dslci = bytes(VkDescriptorSetLayoutCreateInfo_sizeof)
Vk.zero(dslci, VkDescriptorSetLayoutCreateInfo_sizeof)
Vk.put_i32(dslci, VkDescriptorSetLayoutCreateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO)
Vk.put_i32(dslci, VkDescriptorSetLayoutCreateInfo_bindingCount, nb)
Vk.put_ptr(dslci, VkDescriptorSetLayoutCreateInfo_pBindings, binds)
let dsl = bytes(8)
var r = Vk.create_descriptor_set_layout(render3d_st.gvk_dev, dslci, render3d_st.gvk_ac, dsl)
if r != VK_SUCCESS { gvk_fail(render3d_st, `vkCreateDescriptorSetLayout for compute {name}`, r); return 0 }
let plci = bytes(VkPipelineLayoutCreateInfo_sizeof)
Vk.zero(plci, VkPipelineLayoutCreateInfo_sizeof)
Vk.put_i32(plci, VkPipelineLayoutCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO)
Vk.put_i32(plci, VkPipelineLayoutCreateInfo_setLayoutCount, 1)
Vk.put_ptr(plci, VkPipelineLayoutCreateInfo_pSetLayouts, dsl)
let out = bytes(8)
r = Vk.create_pipeline_layout(render3d_st.gvk_dev, plci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { gvk_fail(render3d_st, `vkCreatePipelineLayout for compute {name}`, r); return 0 }
let layout = gvk_handle(out)
let cpci = bytes(VkComputePipelineCreateInfo_sizeof)
Vk.zero(cpci, VkComputePipelineCreateInfo_sizeof)
Vk.put_i32(cpci, VkComputePipelineCreateInfo_sType, VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO)
let so = VkComputePipelineCreateInfo_stage
Vk.put_i32(cpci, so + VkPipelineShaderStageCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO)
Vk.put_i32(cpci, so + VkPipelineShaderStageCreateInfo_stage, VK_SHADER_STAGE_COMPUTE_BIT)
Vk.put_i64(cpci, so + VkPipelineShaderStageCreateInfo_module, module)
Vk.put_ptr(cpci, so + VkPipelineShaderStageCreateInfo_pName, "main")
Vk.put_i64(cpci, VkComputePipelineCreateInfo_layout, layout)
r = Vk.create_compute_pipelines(render3d_st.gvk_dev, zero, 1, cpci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { gvk_fail(render3d_st, `vkCreateComputePipelines {name}`, r); return 0 }
push(render3d_st.gvk_cp_pipe, gvk_handle(out)); push(render3d_st.gvk_cp_layout, layout); push(render3d_st.gvk_cp_dsl, Vk.get_i64(dsl, 0)); push(render3d_st.gvk_cp_nbuf, n_bufs)
push(render3d_st.gvk_cp_ntex, n_tex)
return len(render3d_st.gvk_cp_pipe) - 1
}
# Record a dispatch of compute program c into the frame, between passes: params (n_params
# bytes, std140) as binding 0 and bufs[0 .. n) as bindings 1 .. n.
function gvk_dispatch(render3d_st: mut Render3dState, c: int, params: pointer, n_params: int, bufs: words, gx: int, gy: int, gz: int) -> void { gvk_dispatch_tex(render3d_st, c, params, n_params, bufs, null, gx, gy, gz) }
# ... and texs[0 .. m) as the sampled textures after the buffers. What it writes is made visible to
# the indirect draws, vertex attributes and shaders that follow (Metal's own hazard tracking was all
# that ordered the tree culling's output before this)
function gvk_dispatch_tex(render3d_st: mut Render3dState, c: int, params: pointer, n_params: int, bufs: words, texs: words, gx: int, gy: int, gz: int) -> void {
let zero: long = 0
if render3d_st.gvk_cp_pipe == null or c <= 0 or c >= len(render3d_st.gvk_cp_pipe) { return }
gvk_pass_end(render3d_st)
let cb = gvk_frame_cb(render3d_st)
let nb = render3d_st.gvk_cp_nbuf[c]
var nt = 0
if render3d_st.gvk_cp_ntex != null and c < len(render3d_st.gvk_cp_ntex) { nt = render3d_st.gvk_cp_ntex[c] }
let dsai = gvk_tmp(render3d_st, VkDescriptorSetAllocateInfo_sizeof)
Vk.zero(dsai, VkDescriptorSetAllocateInfo_sizeof)
Vk.put_i32(dsai, VkDescriptorSetAllocateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO)
Vk.put_i64(dsai, VkDescriptorSetAllocateInfo_descriptorPool, render3d_st.gvk_dpool)
Vk.put_i32(dsai, VkDescriptorSetAllocateInfo_descriptorSetCount, 1)
let layouts = gvk_tmp(render3d_st, 8)
Vk.put_i64(layouts, 0, render3d_st.gvk_cp_dsl[c])
Vk.put_ptr(dsai, VkDescriptorSetAllocateInfo_pSetLayouts, layouts)
let sets = gvk_tmp(render3d_st, 8)
render3d_st.gvk_mk_set += 1
let r = Vk.allocate_descriptor_sets(render3d_st.gvk_dev, dsai, sets)
if r != VK_SUCCESS { gvk_fail(render3d_st, "vkAllocateDescriptorSets (compute)", r); return }
let set = Vk.get_i64(sets, 0)
let at = gvk_ring_put(render3d_st, params, n_params)
if at < 0 { print("r3d: vulkan: the frame's uniform ring is full"); return }
let ww = VkWriteDescriptorSet_sizeof
let bw = VkDescriptorBufferInfo_sizeof
let iw = VkDescriptorImageInfo_sizeof
let writes = gvk_tmp(render3d_st, ww * (nb + 1 + nt))
Vk.zero(writes, ww * (nb + 1 + nt))
let infos = gvk_tmp(render3d_st, bw * (nb + 1))
Vk.zero(infos, bw * (nb + 1))
let iis = gvk_tmp(render3d_st, iw * (nt + 1))
Vk.zero(iis, iw * (nt + 1))
for k in 0 .. nb + 1 {
var buf = render3d_st.gvk_ring_buf
var off: long = 0
var range: long = 0
var kind = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
if k == 0 { off = at; range = n_params; kind = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER }
else { buf = bufs[k - 1]; range = render3d_st.gvk_buf_size[buf]; render3d_st.gvk_buf_used[buf] = render3d_st.gvk_frame_no }
Vk.put_i64(infos, k * bw + VkDescriptorBufferInfo_buffer, render3d_st.gvk_buf[buf])
Vk.put_i64(infos, k * bw + VkDescriptorBufferInfo_offset, off)
Vk.put_i64(infos, k * bw + VkDescriptorBufferInfo_range, range)
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_sType, VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET)
Vk.put_i64(writes, k * ww + VkWriteDescriptorSet_dstSet, set)
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_dstBinding, k)
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_descriptorCount, 1)
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_descriptorType, kind)
Vk.put_ptr(writes, k * ww + VkWriteDescriptorSet_pBufferInfo, mem_off(infos, k * bw))
}
let smp = gvk_sampler(render3d_st, GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0, 0)
for t in 0 .. nt {
var tex = render3d_st.gvk_white
if texs != null and t < len(texs) and texs[t] > 0 { tex = texs[t] }
Vk.put_i64(iis, t * iw + VkDescriptorImageInfo_sampler, smp)
Vk.put_i64(iis, t * iw + VkDescriptorImageInfo_imageView, render3d_st.gvk_tex_view[tex])
Vk.put_i32(iis, t * iw + VkDescriptorImageInfo_imageLayout, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
let k = nb + 1 + t
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_sType, VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET)
Vk.put_i64(writes, k * ww + VkWriteDescriptorSet_dstSet, set)
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_dstBinding, k)
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_descriptorCount, 1)
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_descriptorType, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
Vk.put_ptr(writes, k * ww + VkWriteDescriptorSet_pImageInfo, mem_off(iis, t * iw))
}
Vk.update_descriptor_sets(render3d_st.gvk_dev, nb + 1 + nt, writes, 0, null)
Vk.cmd_bind_pipeline(cb, VK_PIPELINE_BIND_POINT_COMPUTE, render3d_st.gvk_cp_pipe[c])
Vk.cmd_bind_descriptor_sets(cb, VK_PIPELINE_BIND_POINT_COMPUTE, render3d_st.gvk_cp_layout[c], 0, 1, sets, 0, null)
Vk.cmd_dispatch(cb, gx, gy, gz)
let mb = gvk_tmp(render3d_st, VkMemoryBarrier_sizeof)
Vk.zero(mb, VkMemoryBarrier_sizeof)
Vk.put_i32(mb, VkMemoryBarrier_sType, VK_STRUCTURE_TYPE_MEMORY_BARRIER)
Vk.put_i32(mb, VkMemoryBarrier_srcAccessMask, VK_ACCESS_SHADER_WRITE_BIT)
Vk.put_i32(mb, VkMemoryBarrier_dstAccessMask, VK_ACCESS_INDIRECT_COMMAND_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT)
Vk.cmd_pipeline_barrier(cb, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT | VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, mb, 0, null, 0, null)
}
# R3D_VK_PROBE=1: one dispatch over a GPU-owned buffer, read back - the compute path end to end
function gvk_compute_probe(render3d_st: mut Render3dState) -> void {
let c = gvk_compute_new(render3d_st, "probe", 1)
if c == 0 { print("r3d: vulkan compute probe: FAILED (no program)"); return }
let n = 1000
let b = gvk_buf_new(render3d_st)
let data = bytes(n * 4)
for i in 0 .. n { Vk.put_i32(data, i * 4, float_bits(float(i))) }
gvk_buf_upload(render3d_st, b, n * 4, data)
gvk_buf_gpu_owned(render3d_st, b)
let pr = bytes(8)
Vk.put_i32(pr, 0, n)
Vk.put_i32(pr, 4, float_bits(3.0))
let bufs = words(1)
bufs[0] = b
gvk_dispatch(render3d_st, c, pr, 8, bufs, (n + 63) / 64, 1, 1)
gvk_flush(render3d_st)
var bad = 0
let mp = render3d_st.gvk_buf_map[b]
for i in 0 .. n { if float_from_bits(Vk.get_i32(mp, i * 4)) != float(i * 3) { bad += 1 } }
if bad == 0 { print(`r3d: vulkan compute probe OK ({n} values)`) } else { print(`r3d: vulkan compute probe: FAILED ({bad} of {n} wrong)`) }
}
# ---- pipelines ----------------------------------------------------------------------------
# A pipeline is everything OpenGL decides at the draw: the program, the vertex layout the mesh
# recorded, the render state the renderer set, and the formats and sample count of the pass it
# draws into. Each distinct combination is built once, the first time it is drawn.
property GvkState {
depth_test: int = 0,
depth_write: int = 1,
depth_func: int = 0x0201, # GL_LESS
blend: int = 0,
blend_src: int = 1, # GL_ONE
blend_dst: int = 0, # GL_ZERO
cull: int = 0,
cull_face: int = 0x0405, # GL_BACK
color_write: int = 1,
a2c: int = 0,
bias: int = 0,
bias_factor: int = 0, # float bits
bias_units: int = 0, # float bits
wireframe: int = 0
}
# does the mesh leave shader input `loc` unfed (no attribute recorded there)?
function gvk_input_unfed(m: Mesh, loc: int) -> bool {
if m == null or m.attrs == null or loc < 0 or loc >= m.n_attrs { return true }
return m.attrs[loc * GPU_ATTR_W + 1] == 0
}
# the float format a zero-fed shader input reads, from its manifest type
function gvk_input_format(t: string) -> int {
if t == "float" { return VK_FORMAT_R32_SFLOAT }
if t == "vec2" { return VK_FORMAT_R32G32_SFLOAT }
if t == "vec3" { return VK_FORMAT_R32G32B32_SFLOAT }
return VK_FORMAT_R32G32B32A32_SFLOAT
}
# 64 KB of zeros, the buffer every unfed input reads (one vec4 per instance, up to 4096)
function gvk_zero_vbuf_get(render3d_st: mut Render3dState) -> int {
if render3d_st.gvk_zero_vbuf == 0 {
render3d_st.gvk_zero_vbuf = gvk_buf_new(render3d_st)
let z = bytes(65536)
Vk.zero(z, 65536)
gvk_buf_upload(render3d_st, render3d_st.gvk_zero_vbuf, 65536, z)
}
return render3d_st.gvk_zero_vbuf
}
function gvk_attr_format(comps: int, type: int, normalized: int) -> int {
if type == GPU_U8 {
if normalized == 1 { if comps == 4 { return VK_FORMAT_R8G8B8A8_UNORM }; if comps == 3 { return VK_FORMAT_R8G8B8_UNORM }; if comps == 2 { return VK_FORMAT_R8G8_UNORM }; return VK_FORMAT_R8_UNORM }
# not normalised, read by a float input (a_joints is a vec4): OpenGL converts the integer to a
# float, and Vulkan's form of that is USCALED - a UINT format against a float input is invalid
if comps == 4 { return VK_FORMAT_R8G8B8A8_USCALED }; if comps == 2 { return VK_FORMAT_R8G8_USCALED }; return VK_FORMAT_R8_USCALED
}
if type == GPU_U16 {
if normalized == 1 { if comps == 4 { return VK_FORMAT_R16G16B16A16_UNORM }; if comps == 2 { return VK_FORMAT_R16G16_UNORM }; return VK_FORMAT_R16_UNORM }
if comps == 4 { return VK_FORMAT_R16G16B16A16_USCALED }; if comps == 2 { return VK_FORMAT_R16G16_USCALED }; return VK_FORMAT_R16_USCALED
}
if comps == 4 { return VK_FORMAT_R32G32B32A32_SFLOAT }
if comps == 3 { return VK_FORMAT_R32G32B32_SFLOAT }
if comps == 2 { return VK_FORMAT_R32G32_SFLOAT }
return VK_FORMAT_R32_SFLOAT
}
function gvk_blend_factor(f: int) -> int {
if f == GL_ONE { return VK_BLEND_FACTOR_ONE }
if f == GL_SRC_ALPHA { return VK_BLEND_FACTOR_SRC_ALPHA }
if f == GL_ONE_MINUS_SRC_ALPHA { return VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA }
if f == GL_DST_ALPHA { return VK_BLEND_FACTOR_DST_ALPHA }
if f == GL_ONE_MINUS_DST_ALPHA { return VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA }
if f == GL_SRC_COLOR { return VK_BLEND_FACTOR_SRC_COLOR }
if f == GL_ONE_MINUS_SRC_COLOR { return VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR }
return VK_BLEND_FACTOR_ZERO
}
function gvk_depth_op(f: int) -> int {
if f == GL_LEQUAL { return VK_COMPARE_OP_LESS_OR_EQUAL }
if f == GL_EQUAL { return VK_COMPARE_OP_EQUAL }
if f == GL_ALWAYS { return VK_COMPARE_OP_ALWAYS }
if f == GL_GREATER { return VK_COMPARE_OP_GREATER }
if f == GL_GEQUAL { return VK_COMPARE_OP_GREATER_OR_EQUAL }
if f == GL_NEVER { return VK_COMPARE_OP_NEVER }
if f == GL_NOTEQUAL { return VK_COMPARE_OP_NOT_EQUAL }
return VK_COMPARE_OP_LESS
}
# the vertex layout a mesh recorded (gpu.ludic's attrs), as part of a pipeline key
# Buffers are named by the order they are first read in, not by handle: a scatter mesh re-pointed
# at another instance buffer keeps its layout, and so its pipeline.
function gvk_layout_key(m: Mesh) -> string {
if m == null or m.attrs == null { return "none" }
var k = ""
let seen = words(GPU_MAX_ATTRS)
var ns = 0
for i in 0 .. m.n_attrs {
let o = i * GPU_ATTR_W
if m.attrs[o + 1] == 0 { continue }
var bi = -1
for q in 0 .. ns { if seen[q] == m.attrs[o] and bi < 0 { bi = q } }
if bi < 0 { bi = ns; seen[ns] = m.attrs[o]; ns += 1 }
k = k + `{i}:{bi}:{m.attrs[o + 1]}:{m.attrs[o + 2]}:{m.attrs[o + 3]}:{m.attrs[o + 4]}:{m.attrs[o + 5]}:{m.attrs[o + 6]};`
}
return k
}
# The pipeline for program p drawing mesh m (null for a draw without vertex input, like the
# full-screen triangle) with state st into a pass of n_color colour attachments of format
# color_fmt, a depth attachment of depth_fmt (VK_FORMAT_UNDEFINED for none) at `samples`.
function gvk_pipeline(render3d_st: mut Render3dState, p: int, m: Mesh, st: GvkState, n_color: int, color_fmt: int, depth_fmt: int, samples: int) -> long {
let zero: long = 0
let v = render3d_st.gvk_prog_var[p]
if v == null { return zero }
let key = `{p}|{gvk_layout_key(m)}|{st.depth_test},{st.depth_write},{st.depth_func},{st.blend},{st.blend_src},{st.blend_dst},{st.cull},{st.cull_face},{st.color_write},{st.a2c},{st.bias},{st.bias_factor},{st.bias_units},{st.wireframe}|{n_color},{color_fmt},{depth_fmt},{samples}`
if render3d_st.gvk_pipe_keys == null { render3d_st.gvk_pipe_keys = new []string; render3d_st.gvk_pipe = new []long; render3d_st.gvk_pipe_bufs = words(GPU_MAX_VBUFS) }
for i in 0 .. len(render3d_st.gvk_pipe_keys) { if render3d_st.gvk_pipe_keys[i] == key { return render3d_st.gvk_pipe[i] } }
let ss = VkPipelineShaderStageCreateInfo_sizeof
let stages = bytes(ss * 2)
Vk.zero(stages, ss * 2)
Vk.put_i32(stages, VkPipelineShaderStageCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO)
Vk.put_i32(stages, VkPipelineShaderStageCreateInfo_stage, gvk_stage_first(render3d_st, p))
Vk.put_i64(stages, VkPipelineShaderStageCreateInfo_module, render3d_st.gvk_prog_vs[p])
Vk.put_ptr(stages, VkPipelineShaderStageCreateInfo_pName, "main")
Vk.put_i32(stages, ss + VkPipelineShaderStageCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO)
Vk.put_i32(stages, ss + VkPipelineShaderStageCreateInfo_stage, VK_SHADER_STAGE_FRAGMENT_BIT)
Vk.put_i64(stages, ss + VkPipelineShaderStageCreateInfo_module, render3d_st.gvk_prog_fs[p])
Vk.put_ptr(stages, ss + VkPipelineShaderStageCreateInfo_pName, "main")
# vertex input: one binding per distinct buffer the mesh's attributes read, in the order met;
# an attribute the shader does not read is left out
let aw = VkVertexInputAttributeDescription_sizeof
let bdw = VkVertexInputBindingDescription_sizeof
let attrs = bytes(aw * (GPU_MAX_ATTRS + 1))
let bnds = bytes(bdw * (GPU_MAX_VBUFS + 1))
Vk.zero(attrs, aw * (GPU_MAX_ATTRS + 1))
Vk.zero(bnds, bdw * (GPU_MAX_VBUFS + 1))
var na = 0
var nbd = 0
if m != null and m.attrs != null {
let bufs = render3d_st.gvk_pipe_bufs
for i in 0 .. m.n_attrs {
let o = i * GPU_ATTR_W
if m.attrs[o + 1] == 0 { continue }
var wanted = false
for q in 0 .. len(v.i_loc) { if v.i_loc[q] == i { wanted = true } }
if not wanted { continue }
var bi = -1
for q in 0 .. nbd { if bufs[q] == m.attrs[o] and bi < 0 { bi = q } }
if bi < 0 and nbd < GPU_MAX_VBUFS {
bi = nbd
bufs[nbd] = m.attrs[o]
Vk.put_i32(bnds, nbd * bdw + VkVertexInputBindingDescription_binding, nbd)
Vk.put_i32(bnds, nbd * bdw + VkVertexInputBindingDescription_stride, m.attrs[o + 3])
if m.attrs[o + 6] == 1 { Vk.put_i32(bnds, nbd * bdw + VkVertexInputBindingDescription_inputRate, VK_VERTEX_INPUT_RATE_INSTANCE) }
nbd += 1
}
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_location, i)
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_binding, bi)
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_format, gvk_attr_format(m.attrs[o + 1], m.attrs[o + 2], m.attrs[o + 5]))
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_offset, m.attrs[o + 4])
na += 1
}
}
# A shader input the mesh does not provide (a_joints on a mesh without a skin) reads zeros from a
# shared buffer, as OpenGL's disabled attribute reads its default. Vulkan requires every input the
# vertex stage declares to be fed (VUID-VkGraphicsPipelineCreateInfo-Input-07904).
var need_zero = false
for q in 0 .. len(v.i_loc) {
if not gvk_input_unfed(m, v.i_loc[q]) or na >= GPU_MAX_ATTRS { continue }
if not need_zero {
need_zero = true
Vk.put_i32(bnds, nbd * bdw + VkVertexInputBindingDescription_binding, nbd)
Vk.put_i32(bnds, nbd * bdw + VkVertexInputBindingDescription_stride, 16)
Vk.put_i32(bnds, nbd * bdw + VkVertexInputBindingDescription_inputRate, VK_VERTEX_INPUT_RATE_INSTANCE)
}
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_location, v.i_loc[q])
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_binding, nbd)
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_format, gvk_input_format(v.i_type[q]))
Vk.put_i32(attrs, na * aw + VkVertexInputAttributeDescription_offset, 0)
na += 1
}
if need_zero { nbd += 1 }
let vin = bytes(VkPipelineVertexInputStateCreateInfo_sizeof)
Vk.zero(vin, VkPipelineVertexInputStateCreateInfo_sizeof)
Vk.put_i32(vin, VkPipelineVertexInputStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO)
Vk.put_i32(vin, VkPipelineVertexInputStateCreateInfo_vertexBindingDescriptionCount, nbd)
Vk.put_ptr(vin, VkPipelineVertexInputStateCreateInfo_pVertexBindingDescriptions, bnds)
Vk.put_i32(vin, VkPipelineVertexInputStateCreateInfo_vertexAttributeDescriptionCount, na)
Vk.put_ptr(vin, VkPipelineVertexInputStateCreateInfo_pVertexAttributeDescriptions, attrs)
let ias = bytes(VkPipelineInputAssemblyStateCreateInfo_sizeof)
Vk.zero(ias, VkPipelineInputAssemblyStateCreateInfo_sizeof)
Vk.put_i32(ias, VkPipelineInputAssemblyStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO)
Vk.put_i32(ias, VkPipelineInputAssemblyStateCreateInfo_topology, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
let vps = bytes(VkPipelineViewportStateCreateInfo_sizeof)
Vk.zero(vps, VkPipelineViewportStateCreateInfo_sizeof)
Vk.put_i32(vps, VkPipelineViewportStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO)
Vk.put_i32(vps, VkPipelineViewportStateCreateInfo_viewportCount, 1)
Vk.put_i32(vps, VkPipelineViewportStateCreateInfo_scissorCount, 1)
let rs = bytes(VkPipelineRasterizationStateCreateInfo_sizeof)
Vk.zero(rs, VkPipelineRasterizationStateCreateInfo_sizeof)
Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO)
if st.wireframe == 1 { Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_polygonMode, VK_POLYGON_MODE_LINE) } else { Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_polygonMode, VK_POLYGON_MODE_FILL) }
if st.cull == 1 {
if st.cull_face == GL_FRONT { Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_cullMode, VK_CULL_MODE_FRONT_BIT) } else { Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_cullMode, VK_CULL_MODE_BACK_BIT) }
}
# no y flip between the APIs' clip spaces and their framebuffers' rows, so a triangle that is
# counter-clockwise on OpenGL's bottom-up window is clockwise in Vulkan's top-down one
Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_frontFace, VK_FRONT_FACE_CLOCKWISE)
Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_lineWidth, 0x3F800000)
if st.bias == 1 {
Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_depthBiasEnable, 1)
Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_depthBiasSlopeFactor, st.bias_factor)
Vk.put_i32(rs, VkPipelineRasterizationStateCreateInfo_depthBiasConstantFactor, st.bias_units)
}
let ms = bytes(VkPipelineMultisampleStateCreateInfo_sizeof)
Vk.zero(ms, VkPipelineMultisampleStateCreateInfo_sizeof)
Vk.put_i32(ms, VkPipelineMultisampleStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO)
Vk.put_i32(ms, VkPipelineMultisampleStateCreateInfo_rasterizationSamples, samples)
# OpenGL ignores alpha to coverage without a multisampled target; Vulkan with one sample would
# instead drop every fragment under half alpha, which erased the meadow's flowers
if samples > 1 { Vk.put_i32(ms, VkPipelineMultisampleStateCreateInfo_alphaToCoverageEnable, st.a2c) }
let ds = bytes(VkPipelineDepthStencilStateCreateInfo_sizeof)
Vk.zero(ds, VkPipelineDepthStencilStateCreateInfo_sizeof)
Vk.put_i32(ds, VkPipelineDepthStencilStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO)
if depth_fmt != VK_FORMAT_UNDEFINED {
Vk.put_i32(ds, VkPipelineDepthStencilStateCreateInfo_depthTestEnable, st.depth_test)
# OpenGL writes no depth with the test off, whatever the mask says
if st.depth_test == 1 { Vk.put_i32(ds, VkPipelineDepthStencilStateCreateInfo_depthWriteEnable, st.depth_write) }
Vk.put_i32(ds, VkPipelineDepthStencilStateCreateInfo_depthCompareOp, gvk_depth_op(st.depth_func))
}
let cbw = VkPipelineColorBlendAttachmentState_sizeof
let cba = bytes(cbw * (n_color + 1))
Vk.zero(cba, cbw * (n_color + 1))
for c in 0 .. n_color {
if st.color_write == 1 { Vk.put_i32(cba, c * cbw + VkPipelineColorBlendAttachmentState_colorWriteMask, 15) }
if st.blend == 1 {
Vk.put_i32(cba, c * cbw + VkPipelineColorBlendAttachmentState_blendEnable, 1)
Vk.put_i32(cba, c * cbw + VkPipelineColorBlendAttachmentState_srcColorBlendFactor, gvk_blend_factor(st.blend_src))
Vk.put_i32(cba, c * cbw + VkPipelineColorBlendAttachmentState_dstColorBlendFactor, gvk_blend_factor(st.blend_dst))
Vk.put_i32(cba, c * cbw + VkPipelineColorBlendAttachmentState_srcAlphaBlendFactor, gvk_blend_factor(st.blend_src))
Vk.put_i32(cba, c * cbw + VkPipelineColorBlendAttachmentState_dstAlphaBlendFactor, gvk_blend_factor(st.blend_dst))
}
}
let cbs = bytes(VkPipelineColorBlendStateCreateInfo_sizeof)
Vk.zero(cbs, VkPipelineColorBlendStateCreateInfo_sizeof)
Vk.put_i32(cbs, VkPipelineColorBlendStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO)
Vk.put_i32(cbs, VkPipelineColorBlendStateCreateInfo_attachmentCount, n_color)
Vk.put_ptr(cbs, VkPipelineColorBlendStateCreateInfo_pAttachments, cba)
let dyn_states = bytes(8)
Vk.put_i32(dyn_states, 0, VK_DYNAMIC_STATE_VIEWPORT)
Vk.put_i32(dyn_states, 4, VK_DYNAMIC_STATE_SCISSOR)
let dys = bytes(VkPipelineDynamicStateCreateInfo_sizeof)
Vk.zero(dys, VkPipelineDynamicStateCreateInfo_sizeof)
Vk.put_i32(dys, VkPipelineDynamicStateCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO)
Vk.put_i32(dys, VkPipelineDynamicStateCreateInfo_dynamicStateCount, 2)
Vk.put_ptr(dys, VkPipelineDynamicStateCreateInfo_pDynamicStates, dyn_states)
let formats = bytes(4 * (n_color + 1))
for c in 0 .. n_color { Vk.put_i32(formats, c * 4, color_fmt) }
let prci = bytes(VkPipelineRenderingCreateInfo_sizeof)
Vk.zero(prci, VkPipelineRenderingCreateInfo_sizeof)
Vk.put_i32(prci, VkPipelineRenderingCreateInfo_sType, VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO)
Vk.put_i32(prci, VkPipelineRenderingCreateInfo_colorAttachmentCount, n_color)
Vk.put_ptr(prci, VkPipelineRenderingCreateInfo_pColorAttachmentFormats, formats)
Vk.put_i32(prci, VkPipelineRenderingCreateInfo_depthAttachmentFormat, depth_fmt)
let gpci = bytes(VkGraphicsPipelineCreateInfo_sizeof)
Vk.zero(gpci, VkGraphicsPipelineCreateInfo_sizeof)
Vk.put_i32(gpci, VkGraphicsPipelineCreateInfo_sType, VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pNext, prci)
Vk.put_i32(gpci, VkGraphicsPipelineCreateInfo_stageCount, 2)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pStages, stages)
# a mesh-shader pipeline has neither: the mesh stage makes its own vertices
if gvk_stage_first(render3d_st, p) == VK_SHADER_STAGE_VERTEX_BIT {
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pVertexInputState, vin)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pInputAssemblyState, ias)
}
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pViewportState, vps)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pRasterizationState, rs)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pMultisampleState, ms)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pDepthStencilState, ds)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pColorBlendState, cbs)
Vk.put_ptr(gpci, VkGraphicsPipelineCreateInfo_pDynamicState, dys)
Vk.put_i64(gpci, VkGraphicsPipelineCreateInfo_layout, render3d_st.gvk_prog_layout[p])
let out = bytes(8)
let r = Vk.create_graphics_pipelines(render3d_st.gvk_dev, zero, 1, gpci, render3d_st.gvk_ac, out)
let pipe = gvk_handle(out)
# the create infos are read by the create and go with it: a pipeline first met in play kept all of them
free(stages); free(attrs); free(bnds); free(vin); free(ias); free(vps); free(rs); free(ms); free(ds)
free(cba); free(cbs); free(dyn_states); free(dys); free(formats); free(prci); free(gpci); free(out)
if r != VK_SUCCESS { gvk_fail(render3d_st, `vkCreateGraphicsPipelines for {v.vs} + {v.fs}`, r); return zero }
# R3D_VK_PROF names each pipeline as it is made: one made during play is a stall a warm-up missed
if gvk_prof(render3d_st) { render3d_st.gvk_n_pipe_new += 1; print(`r3d: vulkan pipeline {len(render3d_st.gvk_pipe) + 1}: {v.vs} + {v.fs}, {n_color} colour format {color_fmt}, depth {depth_fmt}, {samples}x`) }
push(render3d_st.gvk_pipe_keys, key)
push(render3d_st.gvk_pipe, pipe)
return pipe
}
# ---- uniforms -----------------------------------------------------------------------------
# On Vulkan a loose uniform is a place in its program's uniform block: glslang's relaxed mode
# gathered each stage's loose uniforms into one block and the manifest says where each one sits.
# A uniform "location" is program * 4096 + the index of its first manifest entry, so -1 still
# means "not in this program". Writing one writes every stage that declares it; the blocks go to
# the GPU at the draw.
function gvk_same(a: pointer, b: pointer, n: int) -> bool {
var i = 0
while i < n { if Vk.get_i32(a, i) != Vk.get_i32(b, i) { return false }; i += 4 }
return true
}
function gvk_uniform_blocks(render3d_st: mut Render3dState, p: int) -> void {
if render3d_st.gvk_ublk_v == null {
render3d_st.gvk_ublk_v = new []bytes; render3d_st.gvk_ublk_f = new []bytes; render3d_st.gvk_prog_tex = new []words; render3d_st.gvk_prog_unit = new []words
render3d_st.gvk_prog_dirty = new []int; render3d_st.gvk_set_last = new []long; render3d_st.gvk_set_frame = new []int; render3d_st.gvk_set_tex = new []words
}
let zero: long = 0
while len(render3d_st.gvk_ublk_v) <= p {
push(render3d_st.gvk_ublk_v, null); push(render3d_st.gvk_ublk_f, null); push(render3d_st.gvk_prog_tex, null); push(render3d_st.gvk_prog_unit, null)
push(render3d_st.gvk_prog_dirty, 1); push(render3d_st.gvk_set_last, zero); push(render3d_st.gvk_set_frame, 0); push(render3d_st.gvk_set_tex, null)
}
let v = render3d_st.gvk_prog_var[p]
if v == null or render3d_st.gvk_ublk_v[p] != null or render3d_st.gvk_prog_tex[p] != null { return }
if v.vblock > 0 { let b = bytes(v.vblock); Vk.zero(b, v.vblock); render3d_st.gvk_ublk_v[p] = b }
if v.fblock > 0 { let b = bytes(v.fblock); Vk.zero(b, v.fblock); render3d_st.gvk_ublk_f[p] = b }
let nt = len(v.t_name) + 1
let t = words(nt)
let u = words(nt)
for i in 0 .. nt { t[i] = 0; u[i] = 0 }
render3d_st.gvk_prog_tex[p] = t
render3d_st.gvk_prog_unit[p] = u
let st = words(nt)
for i in 0 .. nt { st[i] = -1 }
render3d_st.gvk_set_tex[p] = st
}
function gvk_uniform(render3d_st: Render3dState, p: int, name: string) -> int {
if render3d_st.gvk_prog_var == null or p <= 0 or p >= len(render3d_st.gvk_prog_var) { return -1 }
let v = render3d_st.gvk_prog_var[p]
if v == null { return -1 }
for i in 0 .. len(v.u_name) { if v.u_name[i] == name { return p * 4096 + i } }
# a sampler: OpenGL code points it at a texture unit once with u_i and then only binds units
# (the actors do), so its location is kept apart and u_i on it records the unit
for i in 0 .. len(v.t_name) { if v.t_name[i] == name { return p * 4096 + 2048 + i } }
return -1
}
# n elements of `size` bytes each from src into every block that declares the uniform at loc
function gvk_u_set(render3d_st: mut Render3dState, loc: int, src: pointer, size: int, n: int) -> void {
if loc < 0 { return }
let p = loc / 4096
let v = render3d_st.gvk_prog_var[p]
if v == null { return }
gvk_uniform_blocks(render3d_st, p)
if loc % 4096 >= 2048 {
let si = loc % 4096 - 2048
if si < len(v.t_name) and render3d_st.gvk_prog_unit[p][si] != Vk.get_i32(src, 0) + 1 { render3d_st.gvk_prog_unit[p][si] = Vk.get_i32(src, 0) + 1; render3d_st.gvk_prog_dirty[p] = 1 }
return
}
let name = v.u_name[loc % 4096]
for j in 0 .. len(v.u_name) {
if v.u_name[j] != name { continue }
var blk = render3d_st.gvk_ublk_v[p]
var cap = v.vblock
if v.u_stage[j] == 1 { blk = render3d_st.gvk_ublk_f[p]; cap = v.fblock }
if blk == null { continue }
var stride = v.u_stride[j]
if stride == 0 { stride = size }
var count = n
if count > v.u_count[j] { count = v.u_count[j] }
for k in 0 .. count {
let at = v.u_off[j] + k * stride
# the same value again (most per-draw uniforms repeat) leaves the program's set reusable
if at + size <= cap and not gvk_same(mem_off(blk, at), mem_off(src, k * size), size) {
mem_copy(mem_off(blk, at), mem_off(src, k * size), size)
render3d_st.gvk_prog_dirty[p] = 1
}
}
}
}
# a sampler uniform: the texture for the manifest binding with that name
function gvk_bind_texture(render3d_st: mut Render3dState, p: int, name: string, tex: int) -> void {
if render3d_st.gvk_prog_var == null or p <= 0 or p >= len(render3d_st.gvk_prog_var) { return }
let v = render3d_st.gvk_prog_var[p]
if v == null { return }
gvk_uniform_blocks(render3d_st, p)
for i in 0 .. len(v.t_name) { if v.t_name[i] == name and render3d_st.gvk_prog_tex[p][i] != tex { render3d_st.gvk_prog_tex[p][i] = tex; render3d_st.gvk_prog_dirty[p] = 1 } }
}
# ---- per-frame uniform ring and descriptor sets -------------------------------------------
# Each draw's blocks are copied into one host-visible ring buffer at the device's alignment and
# its descriptor set comes from a pool that is reset with the frame. Both are rewound at
# gvk_frame_reset.
const GVK_RING_BYTES: int = 64 * 1024 * 1024
function gvk_frame_init(render3d_st: mut Render3dState) -> bool {
let props = bytes(VkPhysicalDeviceProperties_sizeof)
Vk.get_physical_device_properties(render3d_st.gvk_pd, props)
let al = Vk.get_i64(props, VkPhysicalDeviceProperties_limits + VkPhysicalDeviceLimits_minUniformBufferOffsetAlignment)
render3d_st.gvk_ring_align = int(al)
if render3d_st.gvk_ring_align < 16 { render3d_st.gvk_ring_align = 16 }
# MSAA: the most samples (up to the 4 the scene asks for) both a colour and a depth target can take
let lim = VkPhysicalDeviceProperties_limits
let counts = Vk.get_i32(props, lim + VkPhysicalDeviceLimits_framebufferColorSampleCounts) & Vk.get_i32(props, lim + VkPhysicalDeviceLimits_framebufferDepthSampleCounts)
render3d_st.gvk_msaa_max = 1
if (counts & VK_SAMPLE_COUNT_2_BIT) != 0 { render3d_st.gvk_msaa_max = 2 }
if (counts & VK_SAMPLE_COUNT_4_BIT) != 0 { render3d_st.gvk_msaa_max = 4 }
render3d_st.gvk_ring_buf = gvk_buf_new(render3d_st)
# one half per frame slot: the cached sets bind this one buffer, and each draw's offset says the half
if not gvk_buf_reserve(render3d_st, render3d_st.gvk_ring_buf, GVK_RING_BYTES * 2) { return false }
let sizes = bytes(VkDescriptorPoolSize_sizeof * 3)
Vk.put_i32(sizes, VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)
Vk.put_i32(sizes, VkDescriptorPoolSize_descriptorCount, 32768)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_descriptorCount, 131072)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof * 2 + VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof * 2 + VkDescriptorPoolSize_descriptorCount, 16384)
let dpci = bytes(VkDescriptorPoolCreateInfo_sizeof)
Vk.zero(dpci, VkDescriptorPoolCreateInfo_sizeof)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_maxSets, 16384)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_poolSizeCount, 3)
Vk.put_ptr(dpci, VkDescriptorPoolCreateInfo_pPoolSizes, sizes)
let out = bytes(8)
render3d_st.gvk_dpools = new []long
for k in 0 .. 2 {
render3d_st.gvk_mk_dpool += 1
let r = Vk.create_descriptor_pool(render3d_st.gvk_dev, dpci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateDescriptorPool", r) }
push(render3d_st.gvk_dpools, gvk_handle(out))
}
render3d_st.gvk_dpool = render3d_st.gvk_dpools[0]
if not gvk_kpool_make(render3d_st) { return false }
render3d_st.gvk_white = gvk_tex_new(render3d_st)
let px = bytes(4)
px[0] = 255; px[1] = 255; px[2] = 255; px[3] = 255
return gvk_tex_storage(render3d_st, render3d_st.gvk_white, false, GL_RGBA8, 1, 1, 1, false) and gvk_tex_upload(render3d_st, render3d_st.gvk_white, GL_RGBA8, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, px)
}
function gvk_frame_reset(render3d_st: mut Render3dState) -> void {
# what MoltenVK autoreleased last frame goes back here (a no-op off macOS); R3D_VK_NOPOOL=1 for an A/B
if not render3d_st.gvk_nopool { Vk.frame_pool() }
let slot = render3d_st.gvk_frame_no & 1
render3d_st.gvk_ring_off = slot * GVK_RING_BYTES
render3d_st.gvk_ring_end = (slot + 1) * GVK_RING_BYTES
render3d_st.gvk_dpool = render3d_st.gvk_dpools[slot]
Vk.reset_descriptor_pool(render3d_st.gvk_dev, render3d_st.gvk_dpool, 0)
}
# a block into the ring; its offset, or -1 when the frame has used the whole ring
function gvk_ring_put(render3d_st: mut Render3dState, blk: pointer, n: int) -> int {
let at = (render3d_st.gvk_ring_off + render3d_st.gvk_ring_align - 1) / render3d_st.gvk_ring_align * render3d_st.gvk_ring_align
if at + n > render3d_st.gvk_ring_end { return -1 }
mem_copy(mem_off(render3d_st.gvk_buf_map[render3d_st.gvk_ring_buf], at), blk, n)
render3d_st.gvk_ring_off = at + n
return at
}
# ---- descriptor sets that survive the frame -------------------------------------------------
# A draw's set carries its textures; its uniform blocks are dynamic uniform buffers into the
# frame's ring, bound with this draw's offsets. So one set serves every draw of a program with the
# same textures, this frame and the frames after it, and a draw that changes only uniforms allocates
# and writes no set at all - which was about half of a Vulkan frame's CPU time (8.5 ms at the camp).
# The sets live in a pool of their own that is only reset when it fills. The key holds each
# texture's handle and generation (bumped when the image behind a handle is replaced) and its
# sampler, so a set is never matched against a texture it no longer describes.
const GVK_KPOOL_SETS: int = 8192
function gvk_kpool_make(render3d_st: mut Render3dState) -> bool {
let sizes = bytes(VkDescriptorPoolSize_sizeof * 2)
Vk.put_i32(sizes, VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
Vk.put_i32(sizes, VkDescriptorPoolSize_descriptorCount, GVK_KPOOL_SETS * 2)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_descriptorCount, GVK_KPOOL_SETS * 8)
let dpci = bytes(VkDescriptorPoolCreateInfo_sizeof)
Vk.zero(dpci, VkDescriptorPoolCreateInfo_sizeof)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_maxSets, GVK_KPOOL_SETS)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_poolSizeCount, 2)
Vk.put_ptr(dpci, VkDescriptorPoolCreateInfo_pPoolSizes, sizes)
let out = bytes(8)
render3d_st.gvk_mk_dpool += 1
let r = Vk.create_descriptor_pool(render3d_st.gvk_dev, dpci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateDescriptorPool (kept sets)", r) }
render3d_st.gvk_kpool = gvk_handle(out)
gvk_sc_clear(render3d_st)
return true
}
function gvk_sc_clear(render3d_st: mut Render3dState) -> void {
# emptied, not replaced: five fresh lists each time the pool filled were never given back
if render3d_st.gvk_sc_prog == null {
render3d_st.gvk_sc_prog = new []int; render3d_st.gvk_sc_koff = new []int; render3d_st.gvk_sc_set = new []long; render3d_st.gvk_sc_next = new []int
render3d_st.gvk_sc_keys = new []long
}
List.clear(render3d_st.gvk_sc_prog); List.clear(render3d_st.gvk_sc_koff); List.clear(render3d_st.gvk_sc_set); List.clear(render3d_st.gvk_sc_next)
List.clear(render3d_st.gvk_sc_keys)
if render3d_st.gvk_sc_head == null { render3d_st.gvk_sc_head = words(4096) }
for i in 0 .. 4096 { render3d_st.gvk_sc_head[i] = -1 }
}
# the pool is full: finish the frame recorded so far (it may use sets from it), then start again
function gvk_kpool_reset(render3d_st: mut Render3dState) -> void {
gvk_flush(render3d_st)
gvk_frame_wait(render3d_st)
Vk.reset_descriptor_pool(render3d_st.gvk_dev, render3d_st.gvk_kpool, 0)
gvk_sc_clear(render3d_st)
}
function gvk_draw_set(render3d_st: mut Render3dState, p: int, tx: words, tx_w: int, tx_cap: int) -> long {
let zero: long = 0
let v = render3d_st.gvk_prog_var[p]
gvk_uniform_blocks(render3d_st, p)
if render3d_st.gvk_sc_tmp == null {
render3d_st.gvk_sc_tmp = new []long
render3d_st.gvk_set_offs = bytes(16)
render3d_st.gvk_ub_frame = new []int; render3d_st.gvk_ub_offv = new []int; render3d_st.gvk_ub_offf = new []int
}
while len(render3d_st.gvk_ub_frame) <= p { push(render3d_st.gvk_ub_frame, 0); push(render3d_st.gvk_ub_offv, 0); push(render3d_st.gvk_ub_offf, 0) }
let nt = len(v.t_name)
# the key: every texture as this draw resolves it, and its sampler
while len(render3d_st.gvk_sc_tmp) < nt * 2 + 2 { push(render3d_st.gvk_sc_tmp, zero) }
for t in 0 .. nt {
var tex = render3d_st.gvk_prog_tex[p][t]
# nothing bound by name: the texture on the unit the sampler was pointed at, as OpenGL reads it
let unit1 = render3d_st.gvk_prog_unit[p][t]
if tex <= 0 and unit1 > 0 and unit1 <= 32 and render3d_st.gpu_unit_2d != null { tex = render3d_st.gpu_unit_2d[unit1 - 1] }
if tex <= 0 or tex >= len(render3d_st.gvk_tex_image) or render3d_st.gvk_tex_image[tex] == 0 { tex = render3d_st.gvk_white }
var smp: long = 0
let o = tex * tx_w
if tex != render3d_st.gvk_white and tex < tx_cap {
smp = gvk_tex_sampler(render3d_st, tex, tx[o + 5], tx[o + 6], tx[o + 7], tx[o + 8], tx[o + 9], tx[o + 11])
} else {
# the sampler for a slot nothing was bound to, made once: looking it up by its string key on
# every draw was the costly part of the key for the shadow and depth variants
if render3d_st.gvk_default_smp == 0 { render3d_st.gvk_default_smp = gvk_sampler(render3d_st, GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0, 0) }
smp = render3d_st.gvk_default_smp
}
let tg: long = tex * 65536 + render3d_st.gvk_tex_gen[tex]
render3d_st.gvk_sc_tmp[t * 2] = tg
render3d_st.gvk_sc_tmp[t * 2 + 1] = smp
}
var set: long = 0
var e = -1
if p < 4096 { e = render3d_st.gvk_sc_head[p] }
while e >= 0 and set == 0 {
let ko = render3d_st.gvk_sc_koff[e]
var same = true
var t = 0
while same and t < nt * 2 { if render3d_st.gvk_sc_keys[ko + t] != render3d_st.gvk_sc_tmp[t] { same = false }; t += 1 }
if same { set = render3d_st.gvk_sc_set[e] } else { e = render3d_st.gvk_sc_next[e] }
}
if set == 0 {
set = gvk_sc_make(render3d_st, p, nt)
if set == 0 { return zero }
}
# the uniform blocks: copied into the ring once per frame, and again only when a value changed
if render3d_st.gvk_prog_dirty[p] == 1 or render3d_st.gvk_ub_frame[p] != render3d_st.gvk_frame_no {
if render3d_st.gvk_ublk_v[p] != null and v.vblock > 0 {
let at = gvk_ring_put(render3d_st, render3d_st.gvk_ublk_v[p], v.vblock)
if at < 0 { print("r3d: vulkan: the frame's uniform ring is full"); return zero }
render3d_st.gvk_ub_offv[p] = at
}
if render3d_st.gvk_ublk_f[p] != null and v.fblock > 0 {
let at = gvk_ring_put(render3d_st, render3d_st.gvk_ublk_f[p], v.fblock)
if at < 0 { print("r3d: vulkan: the frame's uniform ring is full"); return zero }
render3d_st.gvk_ub_offf[p] = at
}
render3d_st.gvk_ub_frame[p] = render3d_st.gvk_frame_no
render3d_st.gvk_prog_dirty[p] = 0
}
render3d_st.gvk_set_ndyn = 0
if v.vblock >= 0 { Vk.put_i32(render3d_st.gvk_set_offs, render3d_st.gvk_set_ndyn * 4, render3d_st.gvk_ub_offv[p]); render3d_st.gvk_set_ndyn += 1 }
if v.fblock >= 0 { Vk.put_i32(render3d_st.gvk_set_offs, render3d_st.gvk_set_ndyn * 4, render3d_st.gvk_ub_offf[p]); render3d_st.gvk_set_ndyn += 1 }
render3d_st.gvk_buf_used[render3d_st.gvk_ring_buf] = render3d_st.gvk_frame_no
return set
}
# a new kept set for program p with the textures in gvk_sc_tmp, written and cached
function gvk_sc_make(render3d_st: mut Render3dState, p: int, nt: int) -> long {
let zero: long = 0
let v = render3d_st.gvk_prog_var[p]
let dsai = gvk_tmp(render3d_st, VkDescriptorSetAllocateInfo_sizeof)
let layouts = gvk_tmp(render3d_st, 8)
let sets = gvk_tmp(render3d_st, 8)
var r = 0
var tries = 0
while tries < 2 {
Vk.zero(dsai, VkDescriptorSetAllocateInfo_sizeof)
Vk.put_i32(dsai, VkDescriptorSetAllocateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO)
Vk.put_i64(dsai, VkDescriptorSetAllocateInfo_descriptorPool, render3d_st.gvk_kpool)
Vk.put_i32(dsai, VkDescriptorSetAllocateInfo_descriptorSetCount, 1)
Vk.put_i64(layouts, 0, render3d_st.gvk_prog_dsl[p])
Vk.put_ptr(dsai, VkDescriptorSetAllocateInfo_pSetLayouts, layouts)
render3d_st.gvk_mk_set += 1
r = Vk.allocate_descriptor_sets(render3d_st.gvk_dev, dsai, sets)
if r == VK_SUCCESS { tries = 2 } else { gvk_kpool_reset(render3d_st); tries += 1 }
}
if r != VK_SUCCESS { gvk_fail(render3d_st, "vkAllocateDescriptorSets (kept sets)", r); return zero }
let set = Vk.get_i64(sets, 0)
let ww = VkWriteDescriptorSet_sizeof
let writes = gvk_tmp(render3d_st, ww * (nt + 3))
Vk.zero(writes, ww * (nt + 3))
let bis = gvk_tmp(render3d_st, VkDescriptorBufferInfo_sizeof * 2)
let iis = gvk_tmp(render3d_st, VkDescriptorImageInfo_sizeof * (nt + 1))
var nw = 0
var bi = 0
for stage in 0 .. 2 {
var size = v.vblock
if stage == 1 { size = v.fblock }
if size < 0 { continue }
let at = bi * VkDescriptorBufferInfo_sizeof
let off0: long = 0
var range: long = size
if size == 0 { range = 16 }
Vk.put_i64(bis, at + VkDescriptorBufferInfo_buffer, render3d_st.gvk_buf[render3d_st.gvk_ring_buf])
Vk.put_i64(bis, at + VkDescriptorBufferInfo_offset, off0)
Vk.put_i64(bis, at + VkDescriptorBufferInfo_range, range)
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_sType, VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET)
Vk.put_i64(writes, nw * ww + VkWriteDescriptorSet_dstSet, set)
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_dstBinding, stage)
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_descriptorCount, 1)
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_descriptorType, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
Vk.put_ptr(writes, nw * ww + VkWriteDescriptorSet_pBufferInfo, mem_off(bis, at))
nw += 1
bi += 1
}
let iw = VkDescriptorImageInfo_sizeof
for t in 0 .. nt {
let tex = int(render3d_st.gvk_sc_tmp[t * 2] / 65536)
Vk.put_i64(iis, t * iw + VkDescriptorImageInfo_sampler, render3d_st.gvk_sc_tmp[t * 2 + 1])
Vk.put_i64(iis, t * iw + VkDescriptorImageInfo_imageView, render3d_st.gvk_tex_view[tex])
Vk.put_i32(iis, t * iw + VkDescriptorImageInfo_imageLayout, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_sType, VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET)
Vk.put_i64(writes, nw * ww + VkWriteDescriptorSet_dstSet, set)
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_dstBinding, v.t_bind[t])
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_descriptorCount, 1)
Vk.put_i32(writes, nw * ww + VkWriteDescriptorSet_descriptorType, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
Vk.put_ptr(writes, nw * ww + VkWriteDescriptorSet_pImageInfo, mem_off(iis, t * iw))
nw += 1
}
if nw > 0 { Vk.update_descriptor_sets(render3d_st.gvk_dev, nw, writes, 0, null) }
let e = len(render3d_st.gvk_sc_set)
push(render3d_st.gvk_sc_prog, p); push(render3d_st.gvk_sc_koff, len(render3d_st.gvk_sc_keys)); push(render3d_st.gvk_sc_set, set)
for t in 0 .. nt * 2 { push(render3d_st.gvk_sc_keys, render3d_st.gvk_sc_tmp[t]) }
var head = -1
if p < 4096 { head = render3d_st.gvk_sc_head[p]; render3d_st.gvk_sc_head[p] = e }
push(render3d_st.gvk_sc_next, head)
render3d_st.gvk_sc_made += 1
return set
}
# ---- the frame and its passes -------------------------------------------------------------
# One command buffer records the whole frame. Binding a framebuffer ends the pass in progress;
# the next one begins at its first clear or draw, so a clear that comes first becomes the pass's
# load op. For the length of a pass its attachments sit in the attachment layouts, and between
# passes every image is back in SHADER_READ_ONLY where samplers expect it. The present submits
# and waits: the frame is finished before the next one starts, as it is on OpenGL.
#
# Framebuffer 0 is the screen: a colour and a depth image made at gvk_screen_make. Headless that
# is all the screen there is; with a window the present copies it to the swapchain.
# ---- HDR output ------------------------------------------------------------------------------
# HDR10 (ST 2084 over BT.2020) when the player asks for it and the surface offers it. The screen
# image and the tonemap's LDR image go 10-bit with it; the tonemap and the overlay switch to their
# HDR10 variants (gpu_hdr_active). Headless there is no surface, so never.
# R3D_HDR=1 / 0 overrides the setting, for a desktop test
function r3d_hdr(render3d_st: mut Render3dState, on: bool) -> void {
var want = on
if r3d_env_has(render3d_st, "R3D_HDR") { want = Text.to_int(r3d_env(render3d_st, "R3D_HDR")) != 0 }
if want == render3d_st.gvk_hdr_want { return }
render3d_st.gvk_hdr_want = want
if render3d_st.gvk_swap != 0 { render3d_st.gvk_swap_stale = true }
}
function gpu_hdr_active(render3d_st: Render3dState) -> bool { return render3d_st.gpu_kind == GPU_VK and render3d_st.gvk_hdr_on }
function gvk_screen_fmt(render3d_st: Render3dState) -> int { if render3d_st.gvk_hdr_on { return GL_RGB10_A2 }; return GL_RGBA8 }
# The player's calibration of their display, in nits (float bits): the brightest it shows, where the
# picture's and the interface's white sit, and how far the darkest shade is lifted. Displays differ by
# an order of magnitude - a 400-nit monitor and a 2000-nit television - and one fixed curve either
# clips the first's highlights flat or leaves the second dim.
function r3d_hdr_peak_nits(render3d_st: Render3dState) -> float { if render3d_st.r3d_hdr_peak == 0.0 { return 1000.0 }; return render3d_st.r3d_hdr_peak }
function r3d_hdr_paper_nits(render3d_st: Render3dState) -> float { if render3d_st.r3d_hdr_paper == 0.0 { return 200.0 }; return render3d_st.r3d_hdr_paper }
function r3d_hdr_black_nits(render3d_st: Render3dState) -> float { return render3d_st.r3d_hdr_black }
function r3d_hdr_calibrate(render3d_st: mut Render3dState, peak: float, paper: float, black: float) -> void {
var pk = Math.clamp(peak, 100.0, 10000.0)
let pp = Math.clamp(paper, 80.0, 1000.0)
if pk < pp { pk = pp }
let bl = Math.clamp(black, 0.0, 5.0)
if pk == render3d_st.r3d_hdr_peak and pp == render3d_st.r3d_hdr_paper and bl == render3d_st.r3d_hdr_black { return }
render3d_st.r3d_hdr_peak = pk; render3d_st.r3d_hdr_paper = pp; render3d_st.r3d_hdr_black = bl
# the display is told what the picture now reaches
if render3d_st.gvk_hdr_on and render3d_st.gvk_has_hdr_meta and render3d_st.gvk_swap != 0 { gvk_hdr_metadata(render3d_st) }
}
# what the picture is: graded in BT.709 around D65, highlights to the calibrated peak, paper white average
function gvk_hdr_metadata(render3d_st: Render3dState) -> void {
let md = bytes(VkHdrMetadataEXT_sizeof)
Vk.zero(md, VkHdrMetadataEXT_sizeof)
Vk.put_i32(md, VkHdrMetadataEXT_sType, VK_STRUCTURE_TYPE_HDR_METADATA_EXT)
Vk.put_i32(md, VkHdrMetadataEXT_displayPrimaryRed + VkXYColorEXT_x, float_bits(0.64)); Vk.put_i32(md, VkHdrMetadataEXT_displayPrimaryRed + VkXYColorEXT_y, float_bits(0.33))
Vk.put_i32(md, VkHdrMetadataEXT_displayPrimaryGreen + VkXYColorEXT_x, float_bits(0.30)); Vk.put_i32(md, VkHdrMetadataEXT_displayPrimaryGreen + VkXYColorEXT_y, float_bits(0.60))
Vk.put_i32(md, VkHdrMetadataEXT_displayPrimaryBlue + VkXYColorEXT_x, float_bits(0.15)); Vk.put_i32(md, VkHdrMetadataEXT_displayPrimaryBlue + VkXYColorEXT_y, float_bits(0.06))
Vk.put_i32(md, VkHdrMetadataEXT_whitePoint + VkXYColorEXT_x, float_bits(0.3127)); Vk.put_i32(md, VkHdrMetadataEXT_whitePoint + VkXYColorEXT_y, float_bits(0.3290))
Vk.put_i32(md, VkHdrMetadataEXT_maxLuminance, float_bits(r3d_hdr_peak_nits(render3d_st)))
Vk.put_i32(md, VkHdrMetadataEXT_minLuminance, float_bits(0.001))
Vk.put_i32(md, VkHdrMetadataEXT_maxContentLightLevel, float_bits(r3d_hdr_peak_nits(render3d_st)))
Vk.put_i32(md, VkHdrMetadataEXT_maxFrameAverageLightLevel, float_bits(r3d_hdr_paper_nits(render3d_st)))
let chains = bytes(8)
Vk.put_i64(chains, 0, render3d_st.gvk_swap)
Vk.set_hdr_metadata_ext(render3d_st.gvk_dev, 1, chains, md)
}
function gvk_screen_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
if render3d_st.gvk_vp == null {
render3d_st.gvk_vp = words(4); render3d_st.gvk_sc = words(5); render3d_st.gvk_clear_rgba = floats(4)
render3d_st.gvk_pass_col = words(4); render3d_st.gvk_pass_dep = words(2)
render3d_st.gvk_fb_ncolor = words(4096)
for i in 0 .. 4096 { render3d_st.gvk_fb_ncolor[i] = 1 }
for i in 0 .. 5 { render3d_st.gvk_sc[i] = 0 }
}
render3d_st.gvk_screen_w = w
render3d_st.gvk_screen_h = h
if render3d_st.gvk_screen_color == 0 { render3d_st.gvk_screen_color = gvk_tex_new(render3d_st); render3d_st.gvk_screen_depth = gvk_tex_new(render3d_st) }
render3d_st.gvk_vp[0] = 0; render3d_st.gvk_vp[1] = 0; render3d_st.gvk_vp[2] = w; render3d_st.gvk_vp[3] = h
return gvk_tex_storage(render3d_st, render3d_st.gvk_screen_color, false, gvk_screen_fmt(render3d_st), w, h, 1, false) and gvk_tex_storage(render3d_st, render3d_st.gvk_screen_depth, false, GL_DEPTH_COMPONENT32F, w, h, 1, false)
}
function gvk_frame_cb(render3d_st: mut Render3dState) -> pointer {
if render3d_st.gvk_cb == null {
# the frame in flight uses the other half of the ring and the other pool, unless it has this slot
if render3d_st.gvk_frame_pending and (render3d_st.gvk_frame_pending_no & 1) == (render3d_st.gvk_frame_no & 1) { gvk_frame_wait(render3d_st) }
gvk_frame_reset(render3d_st)
gvk_prime_submit(render3d_st)
render3d_st.gvk_cb = gvk_once_begin(render3d_st)
}
return render3d_st.gvk_cb
}
# The view a pass draws into: level 0 only (an attachment view has exactly one level, and a target
# the exposure measure mipmaps has several), and one layer of an array image for a cascade drawn
# on its own. Keyed by the image's generation, so a replaced image never reuses a stale view.
function gvk_view_of(render3d_st: mut Render3dState, tex: int, layer1: int) -> long {
if layer1 == 0 and render3d_st.gvk_tex_levels[tex] <= 1 and render3d_st.gvk_tex_layers[tex] <= 1 { return render3d_st.gvk_tex_view[tex] }
# keyed by numbers, not a string built on every call: the texture, its generation and the layer
let key = render3d_st.gvk_tex_gen[tex] * 4096 + layer1
if render3d_st.gvk_layer_views == null { render3d_st.gvk_layer_views = new []int; render3d_st.gvk_layer_view = new []long; render3d_st.gvk_layer_view_tex = new []int }
for i in 0 .. len(render3d_st.gvk_layer_views) { if render3d_st.gvk_layer_view_tex[i] == tex and render3d_st.gvk_layer_views[i] == key { return render3d_st.gvk_layer_view[i] } }
let depth = render3d_st.gvk_tex_vkfmt[tex] == VK_FORMAT_D32_SFLOAT
let vci = bytes(VkImageViewCreateInfo_sizeof)
Vk.zero(vci, VkImageViewCreateInfo_sizeof)
Vk.put_i32(vci, VkImageViewCreateInfo_sType, VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO)
Vk.put_i64(vci, VkImageViewCreateInfo_image, render3d_st.gvk_tex_image[tex])
Vk.put_i32(vci, VkImageViewCreateInfo_viewType, VK_IMAGE_VIEW_TYPE_2D)
Vk.put_i32(vci, VkImageViewCreateInfo_format, render3d_st.gvk_tex_vkfmt[tex])
let sr = VkImageViewCreateInfo_subresourceRange
if depth { Vk.put_i32(vci, sr + VkImageSubresourceRange_aspectMask, VK_IMAGE_ASPECT_DEPTH_BIT) } else { Vk.put_i32(vci, sr + VkImageSubresourceRange_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) }
Vk.put_i32(vci, sr + VkImageSubresourceRange_levelCount, 1)
if layer1 > 0 { Vk.put_i32(vci, sr + VkImageSubresourceRange_baseArrayLayer, layer1 - 1) }
Vk.put_i32(vci, sr + VkImageSubresourceRange_layerCount, 1)
let out = bytes(8)
let zero: long = 0
render3d_st.gvk_mk_view += 1
if Vk.create_image_view(render3d_st.gvk_dev, vci, render3d_st.gvk_ac, out) != VK_SUCCESS { return zero }
push(render3d_st.gvk_layer_views, key)
push(render3d_st.gvk_layer_view, gvk_handle(out))
push(render3d_st.gvk_layer_view_tex, tex)
return gvk_handle(out)
}
# the layer range a barrier for an attachment covers: the whole image unless one layer is drawn
function gvk_att_barrier(render3d_st: mut Render3dState, cb: pointer, tex: int, layer1: int, depth: bool, old_layout: int, new_layout: int) -> void {
# an attachment whose image was never made (no memory for it) has nothing to transition
if tex <= 0 or tex >= len(render3d_st.gvk_tex_image) or render3d_st.gvk_tex_image[tex] == 0 { return }
let b = gvk_tmp(render3d_st, VkImageMemoryBarrier_sizeof)
Vk.zero(b, VkImageMemoryBarrier_sizeof)
Vk.put_i32(b, VkImageMemoryBarrier_sType, VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER)
Vk.put_i32(b, VkImageMemoryBarrier_srcAccessMask, gvk_layout_access(old_layout))
Vk.put_i32(b, VkImageMemoryBarrier_dstAccessMask, gvk_layout_access(new_layout))
Vk.put_i32(b, VkImageMemoryBarrier_oldLayout, old_layout)
Vk.put_i32(b, VkImageMemoryBarrier_newLayout, new_layout)
Vk.put_i32(b, VkImageMemoryBarrier_srcQueueFamilyIndex, VK_QUEUE_FAMILY_IGNORED)
Vk.put_i32(b, VkImageMemoryBarrier_dstQueueFamilyIndex, VK_QUEUE_FAMILY_IGNORED)
Vk.put_i64(b, VkImageMemoryBarrier_image, render3d_st.gvk_tex_image[tex])
let r = VkImageMemoryBarrier_subresourceRange
if depth { Vk.put_i32(b, r + VkImageSubresourceRange_aspectMask, VK_IMAGE_ASPECT_DEPTH_BIT) } else { Vk.put_i32(b, r + VkImageSubresourceRange_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) }
Vk.put_i32(b, r + VkImageSubresourceRange_levelCount, 1)
if layer1 == 0 { Vk.put_i32(b, r + VkImageSubresourceRange_layerCount, render3d_st.gvk_tex_layers[tex]) }
else { Vk.put_i32(b, r + VkImageSubresourceRange_baseArrayLayer, layer1 - 1); Vk.put_i32(b, r + VkImageSubresourceRange_layerCount, 1) }
Vk.cmd_pipeline_barrier(cb, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 0, null, 0, null, 1, b)
}
# fb's attachments from gpu.ludic's record (colour 0, colour 1, depth texture, depth layer + 1,
# colour rb, depth rb, samples, colour layer + 1), framebuffer 0 being the screen
function gvk_pass_collect(render3d_st: mut Render3dState, fb: int, rec: words, rec_o: int) -> void {
for i in 0 .. 4 { render3d_st.gvk_pass_col[i] = 0 }
render3d_st.gvk_pass_dep[0] = 0; render3d_st.gvk_pass_dep[1] = 0
render3d_st.gvk_pass_ncolor = 0
if fb == 0 {
render3d_st.gvk_pass_col[0] = render3d_st.gvk_screen_color; render3d_st.gvk_pass_ncolor = 1
render3d_st.gvk_pass_dep[0] = render3d_st.gvk_screen_depth
return
}
if rec_o < 0 { return }
var want = 1
if fb < 4096 { want = render3d_st.gvk_fb_ncolor[fb] }
for slot in 0 .. 2 {
if slot < want and rec[rec_o + slot] > 0 {
render3d_st.gvk_pass_col[render3d_st.gvk_pass_ncolor * 2] = rec[rec_o + slot]
if slot == 0 { render3d_st.gvk_pass_col[render3d_st.gvk_pass_ncolor * 2 + 1] = rec[rec_o + 7] }
render3d_st.gvk_pass_ncolor += 1
}
}
render3d_st.gvk_pass_dep[0] = rec[rec_o + 2]
render3d_st.gvk_pass_dep[1] = rec[rec_o + 3]
}
# A block-compressed image cannot be drawn into (Metal aborts, "BC7 is not color renderable"):
# an attachment that is one is dropped from the pass, and said, with what it was
function gvk_pass_no_compressed(render3d_st: mut Render3dState) -> void {
var w = 0
for c in 0 .. render3d_st.gvk_pass_ncolor {
let tex = render3d_st.gvk_pass_col[c * 2]
if tex > 0 and tex < len(render3d_st.gvk_tex_glfmt) and gvk_is_compressed(render3d_st.gvk_tex_glfmt[tex]) {
if render3d_st.gvk_bc_said < 8 {
render3d_st.gvk_bc_said += 1
print(`r3d: vulkan: framebuffer {render3d_st.gvk_fb_cur} would draw into compressed texture {tex} ({gvk_tex_w(render3d_st, tex)}x{gvk_tex_h(render3d_st, tex)}); left out`)
}
} else {
render3d_st.gvk_pass_col[w * 2] = tex; render3d_st.gvk_pass_col[w * 2 + 1] = render3d_st.gvk_pass_col[c * 2 + 1]
w += 1
}
}
render3d_st.gvk_pass_ncolor = w
}
function gvk_pass_begin(render3d_st: mut Render3dState, rec: words, rec_o: int) -> void {
if render3d_st.gvk_in_pass { return }
let cb = gvk_frame_cb(render3d_st)
gvk_pass_collect(render3d_st, render3d_st.gvk_fb_cur, rec, rec_o)
gvk_pass_no_compressed(render3d_st)
let aw = VkRenderingAttachmentInfo_sizeof
let catt = gvk_tmp(render3d_st, aw * 3)
Vk.zero(catt, aw * 3)
render3d_st.gvk_pass_w = 0
render3d_st.gvk_pass_h = 0
render3d_st.gvk_pass_cfmt = VK_FORMAT_UNDEFINED
render3d_st.gvk_pass_dfmt = VK_FORMAT_UNDEFINED
render3d_st.gvk_pass_samples = 1
for c in 0 .. render3d_st.gvk_pass_ncolor {
let tex = render3d_st.gvk_pass_col[c * 2]
let layer1 = render3d_st.gvk_pass_col[c * 2 + 1]
gvk_att_barrier(render3d_st, cb, tex, layer1, false, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
Vk.put_i32(catt, c * aw + VkRenderingAttachmentInfo_sType, VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO)
Vk.put_i64(catt, c * aw + VkRenderingAttachmentInfo_imageView, gvk_view_of(render3d_st, tex, layer1))
Vk.put_i32(catt, c * aw + VkRenderingAttachmentInfo_imageLayout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
Vk.put_i32(catt, c * aw + VkRenderingAttachmentInfo_storeOp, VK_ATTACHMENT_STORE_OP_STORE)
if (render3d_st.gvk_clear_bits & GL_COLOR_BUFFER_BIT) != 0 {
Vk.put_i32(catt, c * aw + VkRenderingAttachmentInfo_loadOp, VK_ATTACHMENT_LOAD_OP_CLEAR)
for k in 0 .. 4 { Vk.put_i32(catt, c * aw + VkRenderingAttachmentInfo_clearValue + k * 4, float_bits(render3d_st.gvk_clear_rgba[k])) }
} else { Vk.put_i32(catt, c * aw + VkRenderingAttachmentInfo_loadOp, VK_ATTACHMENT_LOAD_OP_LOAD) }
render3d_st.gvk_pass_cfmt = render3d_st.gvk_tex_vkfmt[tex]
render3d_st.gvk_pass_samples = gvk_tex_samples_of(render3d_st, tex)
if render3d_st.gvk_pass_w == 0 { render3d_st.gvk_pass_w = gvk_tex_w(render3d_st, tex); render3d_st.gvk_pass_h = gvk_tex_h(render3d_st, tex) }
}
let datt = gvk_tmp(render3d_st, aw)
Vk.zero(datt, aw)
let dtex = render3d_st.gvk_pass_dep[0]
if dtex > 0 {
gvk_att_barrier(render3d_st, cb, dtex, render3d_st.gvk_pass_dep[1], true, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL)
Vk.put_i32(datt, VkRenderingAttachmentInfo_sType, VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO)
Vk.put_i64(datt, VkRenderingAttachmentInfo_imageView, gvk_view_of(render3d_st, dtex, render3d_st.gvk_pass_dep[1]))
Vk.put_i32(datt, VkRenderingAttachmentInfo_imageLayout, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL)
Vk.put_i32(datt, VkRenderingAttachmentInfo_storeOp, VK_ATTACHMENT_STORE_OP_STORE)
if (render3d_st.gvk_clear_bits & GL_DEPTH_BUFFER_BIT) != 0 {
Vk.put_i32(datt, VkRenderingAttachmentInfo_loadOp, VK_ATTACHMENT_LOAD_OP_CLEAR)
Vk.put_i32(datt, VkRenderingAttachmentInfo_clearValue, 0x3F800000)
} else { Vk.put_i32(datt, VkRenderingAttachmentInfo_loadOp, VK_ATTACHMENT_LOAD_OP_LOAD) }
render3d_st.gvk_pass_dfmt = VK_FORMAT_D32_SFLOAT
render3d_st.gvk_pass_samples = gvk_tex_samples_of(render3d_st, dtex)
if render3d_st.gvk_pass_w == 0 { render3d_st.gvk_pass_w = gvk_tex_w(render3d_st, dtex); render3d_st.gvk_pass_h = gvk_tex_h(render3d_st, dtex) }
}
render3d_st.gvk_clear_bits = 0
let ri = gvk_tmp(render3d_st, VkRenderingInfo_sizeof)
Vk.zero(ri, VkRenderingInfo_sizeof)
Vk.put_i32(ri, VkRenderingInfo_sType, VK_STRUCTURE_TYPE_RENDERING_INFO)
Vk.put_i32(ri, VkRenderingInfo_renderArea + VkRect2D_extent + VkExtent2D_width, render3d_st.gvk_pass_w)
Vk.put_i32(ri, VkRenderingInfo_renderArea + VkRect2D_extent + VkExtent2D_height, render3d_st.gvk_pass_h)
Vk.put_i32(ri, VkRenderingInfo_layerCount, 1)
Vk.put_i32(ri, VkRenderingInfo_colorAttachmentCount, render3d_st.gvk_pass_ncolor)
Vk.put_ptr(ri, VkRenderingInfo_pColorAttachments, catt)
if dtex > 0 { Vk.put_ptr(ri, VkRenderingInfo_pDepthAttachment, datt) }
Vk.cmd_begin_rendering(cb, ri)
render3d_st.gvk_in_pass = true
}
function gvk_pass_end(render3d_st: mut Render3dState) -> void {
if not render3d_st.gvk_in_pass { return }
let cb = render3d_st.gvk_cb
Vk.cmd_end_rendering(cb)
for c in 0 .. render3d_st.gvk_pass_ncolor {
gvk_att_barrier(render3d_st, cb, render3d_st.gvk_pass_col[c * 2], render3d_st.gvk_pass_col[c * 2 + 1], false, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
}
if render3d_st.gvk_pass_dep[0] > 0 {
gvk_att_barrier(render3d_st, cb, render3d_st.gvk_pass_dep[0], render3d_st.gvk_pass_dep[1], true, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
}
render3d_st.gvk_in_pass = false
}
# a clear: the load op of a pass that has not begun, an explicit clear inside one that has
function gvk_clear(render3d_st: mut Render3dState, mask: int, rec: words, rec_o: int) -> void {
if not render3d_st.gvk_in_pass { render3d_st.gvk_clear_bits = render3d_st.gvk_clear_bits | mask; return }
let cb = render3d_st.gvk_cb
let caw = VkClearAttachment_sizeof
let atts = gvk_tmp(render3d_st, caw * 4)
Vk.zero(atts, caw * 4)
var n = 0
if (mask & GL_COLOR_BUFFER_BIT) != 0 {
for c in 0 .. render3d_st.gvk_pass_ncolor {
Vk.put_i32(atts, n * caw + VkClearAttachment_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT)
Vk.put_i32(atts, n * caw + VkClearAttachment_colorAttachment, c)
for k in 0 .. 4 { Vk.put_i32(atts, n * caw + VkClearAttachment_clearValue + k * 4, float_bits(render3d_st.gvk_clear_rgba[k])) }
n += 1
}
}
if (mask & GL_DEPTH_BUFFER_BIT) != 0 and render3d_st.gvk_pass_dep[0] > 0 {
Vk.put_i32(atts, n * caw + VkClearAttachment_aspectMask, VK_IMAGE_ASPECT_DEPTH_BIT)
Vk.put_i32(atts, n * caw + VkClearAttachment_clearValue, 0x3F800000)
n += 1
}
if n == 0 { return }
let rect = gvk_tmp(render3d_st, VkClearRect_sizeof)
Vk.zero(rect, VkClearRect_sizeof)
Vk.put_i32(rect, VkClearRect_rect + VkRect2D_extent + VkExtent2D_width, render3d_st.gvk_pass_w)
Vk.put_i32(rect, VkClearRect_rect + VkRect2D_extent + VkExtent2D_height, render3d_st.gvk_pass_h)
Vk.put_i32(rect, VkClearRect_layerCount, 1)
Vk.cmd_clear_attachments(cb, n, atts, 1, rect)
}
function gvk_tex_w(render3d_st: Render3dState, tex: int) -> int { return render3d_st.gvk_tex_dims_w[tex] }
function gvk_tex_h(render3d_st: Render3dState, tex: int) -> int { return render3d_st.gvk_tex_dims_h[tex] }
# viewport and scissor for the draw; OpenGL's rows count from the bottom and so do a Vulkan
# target's here (no y flip), so both pass straight through
function gvk_set_view(render3d_st: mut Render3dState, cb: pointer) -> void {
let vp = gvk_tmp(render3d_st, VkViewport_sizeof)
Vk.zero(vp, VkViewport_sizeof)
Vk.put_i32(vp, VkViewport_x, float_bits(float(render3d_st.gvk_vp[0])))
Vk.put_i32(vp, VkViewport_y, float_bits(float(render3d_st.gvk_vp[1])))
Vk.put_i32(vp, VkViewport_width, float_bits(float(render3d_st.gvk_vp[2])))
Vk.put_i32(vp, VkViewport_height, float_bits(float(render3d_st.gvk_vp[3])))
Vk.put_i32(vp, VkViewport_maxDepth, 0x3F800000)
Vk.cmd_set_viewport(cb, 0, 1, vp)
let sc = gvk_tmp(render3d_st, VkRect2D_sizeof)
Vk.zero(sc, VkRect2D_sizeof)
if render3d_st.gvk_sc[0] == 1 {
Vk.put_i32(sc, VkRect2D_offset + VkOffset2D_x, render3d_st.gvk_sc[1])
Vk.put_i32(sc, VkRect2D_offset + VkOffset2D_y, render3d_st.gvk_sc[2])
Vk.put_i32(sc, VkRect2D_extent + VkExtent2D_width, render3d_st.gvk_sc[3])
Vk.put_i32(sc, VkRect2D_extent + VkExtent2D_height, render3d_st.gvk_sc[4])
} else {
Vk.put_i32(sc, VkRect2D_extent + VkExtent2D_width, render3d_st.gvk_pass_w)
Vk.put_i32(sc, VkRect2D_extent + VkExtent2D_height, render3d_st.gvk_pass_h)
}
Vk.cmd_set_scissor(cb, 0, 1, sc)
}
# A draw of mesh m with program p and state st: the pipeline, the view, the set, the buffers.
# first / count select vertices or indices; count 0 means the mesh's own count. instances >= 1.
function gvk_draw(render3d_st: mut Render3dState, p: int, m: Mesh, st: GvkState, first: int, count: int, instances: int, tx: words, tx_w: int, tx_cap: int, rec: words, rec_o: int) -> void {
if render3d_st.gvk_prog_var == null or p <= 0 or p >= len(render3d_st.gvk_prog_var) or render3d_st.gvk_prog_var[p] == null { return }
let prof = gvk_prof(render3d_st)
var t0: long = 0
if prof { t0 = gl_now_us() }
gvk_pass_begin(render3d_st, rec, rec_o)
let cb = render3d_st.gvk_cb
let samples = render3d_st.gvk_pass_samples
let pipe = gvk_pipeline_fast(render3d_st, p, m, st, render3d_st.gvk_pass_ncolor, render3d_st.gvk_pass_cfmt, render3d_st.gvk_pass_dfmt, samples)
if pipe == 0 {
# Say so, once per program: a driver that refuses a pipeline other drivers accept (MoltenVK
# rejected every skinned one) otherwise leaves a whole layer missing from the frame in silence.
if render3d_st.gvk_skip_said == null { render3d_st.gvk_skip_said = words(4096); for i in 0 .. 4096 { render3d_st.gvk_skip_said[i] = 0 } }
if p < 4096 and render3d_st.gvk_skip_said[p] == 0 {
render3d_st.gvk_skip_said[p] = 1
print(`r3d: vulkan: no pipeline for {gpu_program_key(render3d_st, p)}; its draws are skipped`)
}
return
}
var t1: long = 0
if prof { t1 = gl_now_us(); render3d_st.gvk_us_pipe = render3d_st.gvk_us_pipe + (t1 - t0) }
Vk.cmd_bind_pipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe)
gvk_set_view(render3d_st, cb)
let set = gvk_draw_set(render3d_st, p, tx, tx_w, tx_cap)
if set == 0 { return }
if prof { render3d_st.gvk_us_set = render3d_st.gvk_us_set + (gl_now_us() - t1) }
let sets = gvk_tmp(render3d_st, 8)
Vk.put_i64(sets, 0, set)
Vk.cmd_bind_descriptor_sets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, render3d_st.gvk_prog_layout[p], 0, 1, sets, render3d_st.gvk_set_ndyn, render3d_st.gvk_set_offs)
let v = render3d_st.gvk_prog_var[p]
if m != null and m.attrs != null {
# the same bindings, in the same order, as gvk_pipeline gave the layout
let bufs = gvk_tmp(render3d_st, 8 * (GPU_MAX_VBUFS + 1))
let offs = gvk_tmp(render3d_st, 8 * (GPU_MAX_VBUFS + 1))
Vk.zero(offs, 8 * (GPU_MAX_VBUFS + 1))
if render3d_st.gvk_seen == null { render3d_st.gvk_seen = words(GPU_MAX_VBUFS) }
let seen = render3d_st.gvk_seen
var nbd = 0
for i in 0 .. m.n_attrs {
let o = i * GPU_ATTR_W
if m.attrs[o + 1] == 0 { continue }
var wanted = false
for q in 0 .. len(v.i_loc) { if v.i_loc[q] == i { wanted = true } }
if not wanted { continue }
var known = false
for q in 0 .. nbd { if seen[q] == m.attrs[o] { known = true } }
if not known and nbd < GPU_MAX_VBUFS {
seen[nbd] = m.attrs[o]
Vk.put_i64(bufs, nbd * 8, render3d_st.gvk_buf[m.attrs[o]])
render3d_st.gvk_buf_used[m.attrs[o]] = render3d_st.gvk_frame_no
nbd += 1
}
}
var unfed = false
for q in 0 .. len(v.i_loc) { if gvk_input_unfed(m, v.i_loc[q]) { unfed = true } }
if unfed and nbd <= GPU_MAX_VBUFS {
let zb = gvk_zero_vbuf_get(render3d_st)
Vk.put_i64(bufs, nbd * 8, render3d_st.gvk_buf[zb])
render3d_st.gvk_buf_used[zb] = render3d_st.gvk_frame_no
nbd += 1
}
if nbd > 0 { Vk.cmd_bind_vertex_buffers(cb, 0, nbd, bufs, offs) }
}
var n = count
if n == 0 and m != null { n = m.count }
if render3d_st.gvk_mesh_x > 0 {
# a mesh-shader dispatch (gpu_draw_mesh_tasks): the device's command, through a pointer
Vk.sl_call_piii(render3d_st.gvk_mesh_fn, cb, render3d_st.gvk_mesh_x, render3d_st.gvk_mesh_y, render3d_st.gvk_mesh_z)
if prof { render3d_st.gvk_n_draws += 1; render3d_st.gvk_us_draw = render3d_st.gvk_us_draw + (gl_now_us() - t0) }
return
}
if m != null and m.ebo != 0 {
let zero: long = 0
var itype = VK_INDEX_TYPE_UINT32
if m.itype == GL_UNSIGNED_SHORT { itype = VK_INDEX_TYPE_UINT16 }
Vk.cmd_bind_index_buffer(cb, render3d_st.gvk_buf[m.ebo], zero, itype)
render3d_st.gvk_buf_used[m.ebo] = render3d_st.gvk_frame_no
if render3d_st.gvk_ind_buf > 0 {
# the draws are records in a buffer (gvk_draw_indirect_now); the GPU may have written them
let ioff: long = render3d_st.gvk_ind_off
render3d_st.gvk_buf_used[render3d_st.gvk_ind_buf] = render3d_st.gvk_frame_no
if render3d_st.gvk_ind_cbuf > 0 and render3d_st.gvk_has_dic {
let coff: long = render3d_st.gvk_ind_coff
render3d_st.gvk_buf_used[render3d_st.gvk_ind_cbuf] = render3d_st.gvk_frame_no
Vk.cmd_draw_indexed_indirect_count(cb, render3d_st.gvk_buf[render3d_st.gvk_ind_buf], ioff, render3d_st.gvk_buf[render3d_st.gvk_ind_cbuf], coff, render3d_st.gvk_ind_n, VkDrawIndexedIndirectCommand_sizeof)
} else {
Vk.cmd_draw_indexed_indirect(cb, render3d_st.gvk_buf[render3d_st.gvk_ind_buf], ioff, render3d_st.gvk_ind_n, VkDrawIndexedIndirectCommand_sizeof)
}
} else {
Vk.cmd_draw_indexed(cb, n, instances, first, 0, 0)
}
} else {
Vk.cmd_draw(cb, n, instances, first, 0)
}
if prof { render3d_st.gvk_n_draws += 1; render3d_st.gvk_us_draw = render3d_st.gvk_us_draw + (gl_now_us() - t0) }
}
# The frame so far, submitted and waited for, so work that submits on its own - an upload, a
# read-back, a new or freed image or buffer - happens after the draws recorded before it, in the
# order OpenGL would have done them. Costs a submit per such call while the backend comes up.
function gvk_flush(render3d_st: mut Render3dState) -> void {
if render3d_st.gvk_cb == null { return }
render3d_st.gvk_n_flush += 1
gvk_pass_end(render3d_st)
gvk_labels_close(render3d_st)
gvk_once_end(render3d_st, render3d_st.gvk_cb)
render3d_st.gvk_cb = null
render3d_st.gvk_frame_no += 1
gvk_retire_flush(render3d_st)
}
# The finished frame: submitted and waited for. With a window, the screen image is blitted into
# the swapchain's next image first - flipped, since the screen image keeps OpenGL's bottom-up rows
# - and that image is presented.
function gvk_present(render3d_st: mut Render3dState) -> void {
gvk_prof_frame(render3d_st)
if render3d_st.gvk_swap != 0 {
gvk_present_window(render3d_st)
render3d_st.gvk_frame_no += 1
# what the frame in flight retired goes when it is done (gvk_frame_wait)
if not render3d_st.gvk_frame_pending { gvk_retire_flush(render3d_st) }
return
}
if render3d_st.gvk_cb == null { return }
gvk_pass_end(render3d_st)
gvk_labels_close(render3d_st)
gvk_once_end(render3d_st, render3d_st.gvk_cb)
render3d_st.gvk_cb = null
render3d_st.gvk_frame_no += 1
gvk_retire_flush(render3d_st)
}
# The screen as a binary PPM, top row first. The frame so far is finished first, then read back;
# row 0 of the image is OpenGL's bottom row, so rows are written last to first, as gl_screenshot does.
function gvk_screenshot(render3d_st: mut Render3dState, path: string) -> bool {
# the screen image is PQ-encoded 10-bit while HDR is on, which an 8-bit PPM would misread
if render3d_st.gvk_hdr_on { print("r3d: vulkan: screenshots are SDR only - turn HDR output off to take one"); return false }
gvk_present(render3d_st)
let w = render3d_st.gvk_screen_w
let h = render3d_st.gvk_screen_h
let px = bytes(w * h * 4)
if not gvk_tex_read(render3d_st, render3d_st.gvk_screen_color, GL_RGBA8, w, h, GL_RGBA, GL_UNSIGNED_BYTE, px) { return false }
let f = file_open(path, "wb")
if f == null { return false }
let hdr = `P6\n{w} {h}\n255\n`
file_write(f, hdr, len(hdr))
let row = bytes(w * 3)
var y = h - 1
while y >= 0 {
for x in 0 .. w {
let o = (y * w + x) * 4
row[x * 3] = px[o]; row[x * 3 + 1] = px[o + 1]; row[x * 3 + 2] = px[o + 2]
}
file_write(f, row, w * 3)
y -= 1
}
file_close(f)
return true
}
# ---- what gpu.ludic's Vulkan branches call -----------------------------------------------------
# the manifest the programs are looked up in, from the renderer's own shader directory
function gvk_manifest(render3d_st: mut Render3dState) -> bool {
r3d_find_root(render3d_st)
render3d_st.gvk_spv_dir = `{render3d_st.r3d_root}/shaders/spv`
return gpu_manifest_load(render3d_st, `{render3d_st.gvk_spv_dir}/manifest.txt`) > 0 and len(render3d_st.gpu_variants) > 0
}
# The screen: a colour and a depth image. Headless they are the asked-for size; with a window
# they are its client area in pixels, and the swapchain is made on it.
function gvk_open(render3d_st: mut Render3dState, w: int, h: int, title: string) -> bool {
gl_set_drawable(w, h)
if is_windowed() {
win_open(w, h, 1, title) # the window exists before main: this retitles it
win_gl_resize(w, h)
# macOS: the Metal layer sets the backing scale, so it exists before the drawable is measured
if Os.platform() == "macos" and win_metal_layer() == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
if render3d_st.gvk_size_buf == null { render3d_st.gvk_size_buf = words(4) }
win_gl_drawable(render3d_st.gvk_size_buf)
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]) }
gl_set_pixel_scale(win_gl_scale())
}
if not gvk_frame_init(render3d_st) { return false }
if not gvk_screen_make(render3d_st, gl_width(), gl_height()) { return false }
if r3d_env_has(render3d_st, "R3D_VK_PROBE") { gvk_compute_probe(render3d_st) }
if is_windowed() { return gvk_swap_make(render3d_st, gl_width(), gl_height()) }
return true
}
# A variant is made once and shared: a program is immutable here, so every actor asking for the
# one it wants (actor.ludic, one per actor) gets the same handle, not its own modules and pipelines.
function gvk_program_new(render3d_st: mut Render3dState, vs: string, fs: string, defines: string) -> int {
let key = `{vs}|{fs}|{Text.replace(defines, "\n", ";")}`
if render3d_st.gpu_prog_ids == null { render3d_st.gpu_prog_ids = new []int; render3d_st.gpu_prog_keys = new []string }
for i in 0 .. len(render3d_st.gpu_prog_keys) {
if render3d_st.gpu_prog_keys[i] == key {
free(key)
return render3d_st.gpu_prog_ids[i]
}
}
render3d_st.gvk_prog_counter += 1
let p = render3d_st.gvk_prog_counter
push(render3d_st.gpu_prog_ids, p)
push(render3d_st.gpu_prog_keys, key)
# a variant that cannot be made stays 0 for everyone who asks for it later
if not gvk_program(render3d_st, p, key, render3d_st.gvk_spv_dir) {
render3d_st.gpu_prog_ids[len(render3d_st.gpu_prog_ids) - 1] = 0
return 0
}
return p
}
function gvk_mesh_free(render3d_st: mut Render3dState, m: Mesh) -> void {
if m == null { return }
if m.vbufs != null { for i in 0 .. m.n_vbufs { if m.vbufs[i] > 0 { gvk_buf_delete(render3d_st, m.vbufs[i]) } } }
m.n_vbufs = 0
m.vbo = 0
if m.ebo > 0 { gvk_buf_delete(render3d_st, m.ebo); m.ebo = 0 }
}
function gvk_scissor(render3d_st: mut Render3dState, x: int, y: int, w: int, h: int) -> void {
if render3d_st.gvk_sc == null { return }
render3d_st.gvk_sc[0] = 1; render3d_st.gvk_sc[1] = x; render3d_st.gvk_sc[2] = y; render3d_st.gvk_sc[3] = w; render3d_st.gvk_sc[4] = h
}
function gvk_scissor_off(render3d_st: mut Render3dState) -> void { if render3d_st.gvk_sc != null { render3d_st.gvk_sc[0] = 0 } }
function gvk_viewport(render3d_st: mut Render3dState, x: int, y: int, w: int, h: int) -> void {
if render3d_st.gvk_vp == null { return }
render3d_st.gvk_vp[0] = x; render3d_st.gvk_vp[1] = y; render3d_st.gvk_vp[2] = w; render3d_st.gvk_vp[3] = h
}
function gvk_clear_color(render3d_st: mut Render3dState, r: float, g: float, b: float, a: float) -> void {
if render3d_st.gvk_clear_rgba == null { return }
render3d_st.gvk_clear_rgba[0] = r; render3d_st.gvk_clear_rgba[1] = g; render3d_st.gvk_clear_rgba[2] = b; render3d_st.gvk_clear_rgba[3] = a
}
function gvk_fb_colors(render3d_st: mut Render3dState, fb: int, n: int) -> void { if render3d_st.gvk_fb_ncolor != null and fb >= 0 and fb < 4096 { render3d_st.gvk_fb_ncolor[fb] = n } }
# The framebuffer changes: a clear still waiting for this one's pass runs now, on this target,
# rather than becoming the load op of whichever pass begins next.
function gvk_rebind(render3d_st: mut Render3dState, fb: int) -> void {
if fb == render3d_st.gvk_fb_cur { return }
if not render3d_st.gvk_in_pass and render3d_st.gvk_clear_bits != 0 { gvk_pass_begin(render3d_st, render3d_st.gpu_fb, gpu_fb_at(render3d_st, render3d_st.gvk_fb_cur)) }
gvk_pass_end(render3d_st)
render3d_st.gvk_fb_cur = fb
}
function gvk_fb_forget(render3d_st: mut Render3dState, fb: int) -> void {
if fb == render3d_st.gvk_fb_cur { gvk_pass_end(render3d_st) }
gvk_fb_colors(render3d_st, fb, 1)
}
# the render state gpu.ludic has cached, with OpenGL's defaults where nothing was set yet
function gvk_state_now(render3d_st: mut Render3dState) -> GvkState {
if render3d_st.gvk_state == null { render3d_st.gvk_state = new GvkState }
let st = render3d_st.gvk_state
st.depth_test = 0; if render3d_st.gpu_s_depth_test == 1 { st.depth_test = 1 }
st.depth_write = 1; if render3d_st.gpu_s_depth_write == 0 { st.depth_write = 0 }
st.depth_func = GL_LESS; if render3d_st.gpu_s_depth_func > 0 { st.depth_func = render3d_st.gpu_s_depth_func }
st.blend = 0; if render3d_st.gpu_s_blend == 1 { st.blend = 1 }
st.blend_src = GL_ONE; if render3d_st.gpu_s_blend_src >= 0 { st.blend_src = render3d_st.gpu_s_blend_src }
st.blend_dst = GL_ZERO; if render3d_st.gpu_s_blend_dst >= 0 { st.blend_dst = render3d_st.gpu_s_blend_dst }
st.cull = 0; if render3d_st.gpu_s_cull == 1 { st.cull = 1 }
st.cull_face = GL_BACK; if render3d_st.gpu_s_cull_face > 0 { st.cull_face = render3d_st.gpu_s_cull_face }
st.color_write = 1; if render3d_st.gpu_s_color_write == 0 { st.color_write = 0 }
st.a2c = 0; if render3d_st.gpu_s_a2c == 1 { st.a2c = 1 }
st.bias = 0; if render3d_st.gpu_s_bias == 1 { st.bias = 1 }
st.bias_factor = float_bits(render3d_st.gpu_s_bias_f)
st.bias_units = float_bits(render3d_st.gpu_s_bias_u)
st.wireframe = render3d_st.gvk_wireframe
return st
}
# An indirect draw goes through gvk_draw like any other - the same pipeline, set and buffers -
# and only its last call differs, so the record is handed over in these for that one draw.
# x * y * z mesh-shader invocations with the current program (a *.mesh one) and state
function gvk_draw_mesh_tasks_now(render3d_st: mut Render3dState, x: int, y: int, z: int) -> void {
if not render3d_st.gvk_has_mesh or render3d_st.gvk_mesh_fn == null or x <= 0 or y <= 0 or z <= 0 { return }
render3d_st.gvk_mesh_x = x; render3d_st.gvk_mesh_y = y; render3d_st.gvk_mesh_z = z
gvk_draw_now(render3d_st, null, 0, 0, 1)
render3d_st.gvk_mesh_x = 0
}
function gvk_draw_indirect_now(render3d_st: mut Render3dState, m: Mesh, cmds: int, offset: int, n: int, count_buf: int, count_off: int) -> void {
if m == null or m.ebo == 0 or cmds <= 0 or n <= 0 { return }
render3d_st.gvk_ind_buf = cmds; render3d_st.gvk_ind_off = offset; render3d_st.gvk_ind_n = n; render3d_st.gvk_ind_cbuf = count_buf; render3d_st.gvk_ind_coff = count_off
gvk_draw_now(render3d_st, m, 0, 0, 1)
render3d_st.gvk_ind_buf = 0; render3d_st.gvk_ind_cbuf = 0
}
function gvk_draw_now(render3d_st: mut Render3dState, m: Mesh, first: int, count: int, instances: int) -> void {
if gvk_prof(render3d_st) { render3d_st.gvk_n_asked += 1 }
gvk_draw(render3d_st, render3d_st.gpu_prog_cur, m, gvk_state_now(render3d_st), first, count, instances, render3d_st.gpu_tx, GPU_TX_W, render3d_st.gpu_tx_cap, render3d_st.gpu_fb, gpu_fb_at(render3d_st, render3d_st.gvk_fb_cur))
}
# the colour (and / or depth) of the read framebuffer into the draw framebuffer, same size
function gvk_fb_att(render3d_st: mut Render3dState, fb: int, depth: bool) -> int {
if fb == 0 { if depth { return render3d_st.gvk_screen_depth }; return render3d_st.gvk_screen_color }
let o = gpu_fb_at(render3d_st, fb)
if o < 0 { return 0 }
if depth { return render3d_st.gpu_fb[o + 2] }
return render3d_st.gpu_fb[o]
}
function gvk_tex_samples_of(render3d_st: Render3dState, tex: int) -> int {
if tex <= 0 or render3d_st.gvk_tex_samples == null or tex >= len(render3d_st.gvk_tex_samples) or render3d_st.gvk_tex_samples[tex] < 1 { return 1 }
return render3d_st.gvk_tex_samples[tex]
}
# A multisampled image into a single-sampled one: a pass that draws nothing and resolves on its end -
# colour averaged, depth from sample zero. vkCmdResolveImage cannot resolve depth; a pass can.
function gvk_resolve(render3d_st: mut Render3dState, cb: pointer, src: int, dst: int, depth: bool, w: int, h: int) -> void {
var layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
var mode = VK_RESOLVE_MODE_AVERAGE_BIT
if depth { layout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL; mode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT }
gvk_att_barrier(render3d_st, cb, src, 0, depth, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, layout)
gvk_att_barrier(render3d_st, cb, dst, 0, depth, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, layout)
let aw = VkRenderingAttachmentInfo_sizeof
let att = gvk_tmp(render3d_st, aw)
Vk.zero(att, aw)
Vk.put_i32(att, VkRenderingAttachmentInfo_sType, VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO)
Vk.put_i64(att, VkRenderingAttachmentInfo_imageView, gvk_view_of(render3d_st, src, 0))
Vk.put_i32(att, VkRenderingAttachmentInfo_imageLayout, layout)
Vk.put_i32(att, VkRenderingAttachmentInfo_resolveMode, mode)
Vk.put_i64(att, VkRenderingAttachmentInfo_resolveImageView, gvk_view_of(render3d_st, dst, 0))
Vk.put_i32(att, VkRenderingAttachmentInfo_resolveImageLayout, layout)
Vk.put_i32(att, VkRenderingAttachmentInfo_loadOp, VK_ATTACHMENT_LOAD_OP_LOAD)
Vk.put_i32(att, VkRenderingAttachmentInfo_storeOp, VK_ATTACHMENT_STORE_OP_STORE)
let ri = gvk_tmp(render3d_st, VkRenderingInfo_sizeof)
Vk.zero(ri, VkRenderingInfo_sizeof)
Vk.put_i32(ri, VkRenderingInfo_sType, VK_STRUCTURE_TYPE_RENDERING_INFO)
Vk.put_i32(ri, VkRenderingInfo_renderArea + VkRect2D_extent + VkExtent2D_width, w)
Vk.put_i32(ri, VkRenderingInfo_renderArea + VkRect2D_extent + VkExtent2D_height, h)
Vk.put_i32(ri, VkRenderingInfo_layerCount, 1)
if depth { Vk.put_ptr(ri, VkRenderingInfo_pDepthAttachment, att) }
else { Vk.put_i32(ri, VkRenderingInfo_colorAttachmentCount, 1); Vk.put_ptr(ri, VkRenderingInfo_pColorAttachments, att) }
Vk.cmd_begin_rendering(cb, ri)
Vk.cmd_end_rendering(cb)
gvk_att_barrier(render3d_st, cb, src, 0, depth, layout, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
gvk_att_barrier(render3d_st, cb, dst, 0, depth, layout, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
}
function gvk_copy(render3d_st: mut Render3dState, cb: pointer, src: int, dst: int, depth: bool, w: int, h: int) -> void {
if src <= 0 or dst <= 0 or render3d_st.gvk_tex_image[src] == 0 or render3d_st.gvk_tex_image[dst] == 0 { return }
if gvk_tex_samples_of(render3d_st, src) > 1 and gvk_tex_samples_of(render3d_st, dst) == 1 { gvk_resolve(render3d_st, cb, src, dst, depth, w, h); return }
gvk_barrier(render3d_st, cb, render3d_st.gvk_tex_image[src], depth, 0, 1, render3d_st.gvk_tex_layers[src], VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
gvk_barrier(render3d_st, cb, render3d_st.gvk_tex_image[dst], depth, 0, 1, render3d_st.gvk_tex_layers[dst], VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
let ic = gvk_tmp(render3d_st, VkImageCopy_sizeof)
Vk.zero(ic, VkImageCopy_sizeof)
var aspect = VK_IMAGE_ASPECT_COLOR_BIT
if depth { aspect = VK_IMAGE_ASPECT_DEPTH_BIT }
Vk.put_i32(ic, VkImageCopy_srcSubresource + VkImageSubresourceLayers_aspectMask, aspect)
Vk.put_i32(ic, VkImageCopy_srcSubresource + VkImageSubresourceLayers_layerCount, 1)
Vk.put_i32(ic, VkImageCopy_dstSubresource + VkImageSubresourceLayers_aspectMask, aspect)
Vk.put_i32(ic, VkImageCopy_dstSubresource + VkImageSubresourceLayers_layerCount, 1)
Vk.put_i32(ic, VkImageCopy_extent + VkExtent3D_width, w)
Vk.put_i32(ic, VkImageCopy_extent + VkExtent3D_height, h)
Vk.put_i32(ic, VkImageCopy_extent + VkExtent3D_depth, 1)
Vk.cmd_copy_image(cb, render3d_st.gvk_tex_image[src], VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, render3d_st.gvk_tex_image[dst], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ic)
gvk_barrier(render3d_st, cb, render3d_st.gvk_tex_image[src], depth, 0, 1, render3d_st.gvk_tex_layers[src], VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
gvk_barrier(render3d_st, cb, render3d_st.gvk_tex_image[dst], depth, 0, 1, render3d_st.gvk_tex_layers[dst], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
}
function gvk_blit(render3d_st: mut Render3dState, w: int, h: int, mask: int) -> void {
gvk_pass_end(render3d_st)
let cb = gvk_frame_cb(render3d_st)
if (mask & GL_COLOR_BUFFER_BIT) != 0 { gvk_copy(render3d_st, cb, gvk_fb_att(render3d_st, render3d_st.gvk_fb_read, false), gvk_fb_att(render3d_st, render3d_st.gvk_fb_draw, false), false, w, h) }
if (mask & GL_DEPTH_BUFFER_BIT) != 0 { gvk_copy(render3d_st, cb, gvk_fb_att(render3d_st, render3d_st.gvk_fb_read, true), gvk_fb_att(render3d_st, render3d_st.gvk_fb_draw, true), true, w, h) }
}
# the screen as RGB8, bottom row first, as glReadPixels hands it back (a photograph)
function gvk_read_screen(render3d_st: mut Render3dState, w: int, h: int, out: pointer) -> void {
gvk_present(render3d_st)
let px = bytes(render3d_st.gvk_screen_w * render3d_st.gvk_screen_h * 4)
if not gvk_tex_read(render3d_st, render3d_st.gvk_screen_color, GL_RGBA8, render3d_st.gvk_screen_w, render3d_st.gvk_screen_h, GL_RGBA, GL_UNSIGNED_BYTE, px) { return }
let dst: pointer = out
for y in 0 .. h {
for x in 0 .. w {
let o = (y * render3d_st.gvk_screen_w + x) * 4
let q = (y * w + x) * 3
dst[q] = px[o]; dst[q + 1] = px[o + 1]; dst[q + 2] = px[o + 2]
}
}
}
# ---- the window: surface and swapchain ----------------------------------------------------------
# The Win32 surface on Windows; on macOS a CAMetalLayer the runtime hangs off the view (MoltenVK).
extern function win_native_window() -> pointer = "win_native_window"
extern function win_native_instance() -> pointer = "win_native_instance"
extern function win_metal_layer() -> pointer = "win_metal_layer"
extern function win_visible() -> int = "win_visible"
function gvk_surface_os(render3d_st: mut Render3dState, out: pointer) -> bool {
if Os.platform() == "macos" {
let layer = win_metal_layer()
if layer == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
let mci = bytes(VkMetalSurfaceCreateInfoEXT_sizeof)
Vk.zero(mci, VkMetalSurfaceCreateInfoEXT_sizeof)
Vk.put_i32(mci, VkMetalSurfaceCreateInfoEXT_sType, VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT)
Vk.put_ptr(mci, VkMetalSurfaceCreateInfoEXT_pLayer, layer)
let rm = Vk.create_metal_surface_ext(render3d_st.gvk_inst, mci, render3d_st.gvk_ac, out)
if rm != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateMetalSurfaceEXT", rm) }
return true
}
let hwnd = win_native_window()
if hwnd == null { render3d_st.gvk_why = "no window to present to"; return false }
let sci = bytes(VkWin32SurfaceCreateInfoKHR_sizeof)
Vk.zero(sci, VkWin32SurfaceCreateInfoKHR_sizeof)
Vk.put_i32(sci, VkWin32SurfaceCreateInfoKHR_sType, VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR)
Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hinstance, win_native_instance())
Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hwnd, hwnd)
let r = Vk.create_win32_surface_khr(render3d_st.gvk_inst, sci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateWin32SurfaceKHR", r) }
return true
}
function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_surface != 0 { return true }
let out = bytes(8)
if not gvk_surface_os(render3d_st, out) { return false }
render3d_st.gvk_surface = gvk_handle(out)
let ok = bytes(4)
Vk.put_i32(ok, 0, 0)
Vk.get_physical_device_surface_support_khr(render3d_st.gvk_pd, render3d_st.gvk_family, render3d_st.gvk_surface, ok)
if Vk.get_i32(ok, 0) != 1 { render3d_st.gvk_why = "the graphics queue cannot present to the window"; return false }
let fci = bytes(VkFenceCreateInfo_sizeof)
Vk.zero(fci, VkFenceCreateInfo_sizeof)
Vk.put_i32(fci, VkFenceCreateInfo_sType, VK_STRUCTURE_TYPE_FENCE_CREATE_INFO)
render3d_st.gvk_acq_fence = bytes(8)
return Vk.create_fence(render3d_st.gvk_dev, fci, render3d_st.gvk_ac, render3d_st.gvk_acq_fence) == VK_SUCCESS
}
# (Re)make the swapchain for a w x h client area. The old one is handed over and then destroyed.
function gvk_swap_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
if not gvk_surface_make(render3d_st) { return false }
gvk_frame_wait(render3d_st)
Vk.device_wait_idle(render3d_st.gvk_dev)
let caps = bytes(VkSurfaceCapabilitiesKHR_sizeof)
Vk.get_physical_device_surface_capabilities_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, caps)
var ew = Vk.get_i32(caps, VkSurfaceCapabilitiesKHR_currentExtent + VkExtent2D_width)
var eh = Vk.get_i32(caps, VkSurfaceCapabilitiesKHR_currentExtent + VkExtent2D_height)
if ew == -1 or ew <= 0 { ew = w; eh = h }
if ew <= 0 or eh <= 0 { return false } # minimised: keep the old chain until it has a size
let cnt = bytes(4)
Vk.put_i32(cnt, 0, 0)
Vk.get_physical_device_surface_formats_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, cnt, null)
let nf = Vk.get_i32(cnt, 0)
let fmts = bytes(nf * VkSurfaceFormatKHR_sizeof + 8)
Vk.get_physical_device_surface_formats_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, cnt, fmts)
# the screen image holds display-ready 8-bit colour, so the swapchain takes it unconverted
var fmt = Vk.get_i32(fmts, VkSurfaceFormatKHR_format)
var cs = Vk.get_i32(fmts, VkSurfaceFormatKHR_colorSpace)
for i in 0 .. nf {
let f = Vk.get_i32(fmts, i * VkSurfaceFormatKHR_sizeof + VkSurfaceFormatKHR_format)
let c = Vk.get_i32(fmts, i * VkSurfaceFormatKHR_sizeof + VkSurfaceFormatKHR_colorSpace)
if (f == VK_FORMAT_B8G8R8A8_UNORM or f == VK_FORMAT_R8G8B8A8_UNORM) and c == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR { fmt = f; cs = c }
}
var hdr = false
if render3d_st.gvk_hdr_want and render3d_st.gvk_has_colorspace {
for i in 0 .. nf {
let f = Vk.get_i32(fmts, i * VkSurfaceFormatKHR_sizeof + VkSurfaceFormatKHR_format)
let c = Vk.get_i32(fmts, i * VkSurfaceFormatKHR_sizeof + VkSurfaceFormatKHR_colorSpace)
if f == VK_FORMAT_A2B10G10R10_UNORM_PACK32 and c == VK_COLOR_SPACE_HDR10_ST2084_EXT { fmt = f; cs = c; hdr = true }
}
if not hdr { print("r3d: vulkan: HDR output asked for, but this display offers no HDR10 swapchain") }
}
# the screen image carries the swapchain's depth of colour: remade when HDR comes or goes
if hdr != render3d_st.gvk_hdr_on { render3d_st.gvk_hdr_on = hdr; gvk_screen_make(render3d_st, render3d_st.gvk_screen_w, render3d_st.gvk_screen_h) }
Vk.put_i32(cnt, 0, 0)
Vk.get_physical_device_surface_present_modes_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, cnt, null)
let nm = Vk.get_i32(cnt, 0)
let modes = bytes(nm * 4 + 8)
Vk.get_physical_device_surface_present_modes_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, cnt, modes)
# vsync: FIFO, which every device has. Off: mailbox where offered (no tearing), else immediate.
var mode = VK_PRESENT_MODE_FIFO_KHR
if not render3d_st.gvk_vsync {
for i in 0 .. nm { if Vk.get_i32(modes, i * 4) == VK_PRESENT_MODE_IMMEDIATE_KHR { mode = VK_PRESENT_MODE_IMMEDIATE_KHR } }
for i in 0 .. nm { if Vk.get_i32(modes, i * 4) == VK_PRESENT_MODE_MAILBOX_KHR { mode = VK_PRESENT_MODE_MAILBOX_KHR } }
}
var n = Vk.get_i32(caps, VkSurfaceCapabilitiesKHR_minImageCount) + 1
let mx = Vk.get_i32(caps, VkSurfaceCapabilitiesKHR_maxImageCount)
if mx > 0 and n > mx { n = mx }
let sci = bytes(VkSwapchainCreateInfoKHR_sizeof)
Vk.zero(sci, VkSwapchainCreateInfoKHR_sizeof)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_sType, VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR)
Vk.put_i64(sci, VkSwapchainCreateInfoKHR_surface, render3d_st.gvk_surface)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_minImageCount, n)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_imageFormat, fmt)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_imageColorSpace, cs)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_imageExtent + VkExtent2D_width, ew)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_imageExtent + VkExtent2D_height, eh)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_imageArrayLayers, 1)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_imageUsage, VK_IMAGE_USAGE_TRANSFER_DST_BIT)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_imageSharingMode, VK_SHARING_MODE_EXCLUSIVE)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_preTransform, Vk.get_i32(caps, VkSurfaceCapabilitiesKHR_currentTransform))
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_compositeAlpha, VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_presentMode, mode)
Vk.put_i32(sci, VkSwapchainCreateInfoKHR_clipped, 1)
Vk.put_i64(sci, VkSwapchainCreateInfoKHR_oldSwapchain, render3d_st.gvk_swap)
let out = bytes(8)
let r = Vk.create_swapchain_khr(render3d_st.gvk_dev, sci, render3d_st.gvk_ac, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateSwapchainKHR", r) }
if render3d_st.gvk_swap != 0 { Vk.destroy_swapchain_khr(render3d_st.gvk_dev, render3d_st.gvk_swap, render3d_st.gvk_ac) }
render3d_st.gvk_swap = gvk_handle(out)
if render3d_st.gvk_hdr_on and render3d_st.gvk_has_hdr_meta { gvk_hdr_metadata(render3d_st) }
Vk.put_i32(cnt, 0, 0)
Vk.get_swapchain_images_khr(render3d_st.gvk_dev, render3d_st.gvk_swap, cnt, null)
render3d_st.gvk_swap_n = Vk.get_i32(cnt, 0)
render3d_st.gvk_swap_images = bytes(render3d_st.gvk_swap_n * 8 + 8)
Vk.get_swapchain_images_khr(render3d_st.gvk_dev, render3d_st.gvk_swap, cnt, render3d_st.gvk_swap_images)
render3d_st.gvk_swap_fmt = fmt
render3d_st.gvk_swap_w = ew
render3d_st.gvk_swap_h = eh
render3d_st.gvk_swap_stale = false
var mname = "fifo"
if mode == VK_PRESENT_MODE_MAILBOX_KHR { mname = "mailbox" }
if mode == VK_PRESENT_MODE_IMMEDIATE_KHR { mname = "immediate" }
var cname = "SDR"
if render3d_st.gvk_hdr_on { cname = "HDR10" }
print(`r3d: vulkan swapchain {ew}x{eh}, {render3d_st.gvk_swap_n} images, {mname}, {cname}`)
return true
}
function gvk_present_window(render3d_st: mut Render3dState) -> void {
let cb = gvk_frame_cb(render3d_st)
gvk_pass_end(render3d_st)
gvk_labels_close(render3d_st)
# a covered window is not drawn to: its layer would hold the frame for a drawable the compositor
# hands back once a second. The frame still runs, paced at about 60 Hz, so the game keeps time.
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; print("r3d: vulkan: swapchain remade at acquire"); gvk_swap_make(render3d_st, render3d_st.gvk_swap_w, render3d_st.gvk_swap_h); return }
let idx = gvk_tmp(render3d_st, 4)
Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_acq_fence)
let forever: long = -1
let zero: long = 0
var r = Vk.acquire_next_image_khr(render3d_st.gvk_dev, render3d_st.gvk_swap, forever, zero, Vk.get_i64(render3d_st.gvk_acq_fence, 0), idx)
if r == VK_ERROR_OUT_OF_DATE_KHR { gvk_once_end(render3d_st, cb); render3d_st.gvk_cb = null; print("r3d: vulkan: swapchain remade at acquire"); gvk_swap_make(render3d_st, render3d_st.gvk_swap_w, render3d_st.gvk_swap_h); return }
Vk.wait_for_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_acq_fence, 1, forever)
let i = Vk.get_i32(idx, 0)
let dst = Vk.get_i64(render3d_st.gvk_swap_images, i * 8)
let src = render3d_st.gvk_tex_image[render3d_st.gvk_screen_color]
gvk_barrier(render3d_st, cb, src, false, 0, 1, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
gvk_barrier(render3d_st, cb, dst, false, 0, 1, 1, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
let blit = gvk_tmp(render3d_st, VkImageBlit_sizeof)
Vk.zero(blit, VkImageBlit_sizeof)
Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT)
Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_layerCount, 1)
# the screen image's row 0 is the bottom of the picture: read it from the top edge down
Vk.put_i32(blit, VkImageBlit_srcOffsets + VkOffset3D_y, render3d_st.gvk_screen_h)
Vk.put_i32(blit, VkImageBlit_srcOffsets + VkOffset3D_sizeof + VkOffset3D_x, render3d_st.gvk_screen_w)
Vk.put_i32(blit, VkImageBlit_srcOffsets + VkOffset3D_sizeof + VkOffset3D_z, 1)
Vk.put_i32(blit, VkImageBlit_dstSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT)
Vk.put_i32(blit, VkImageBlit_dstSubresource + VkImageSubresourceLayers_layerCount, 1)
Vk.put_i32(blit, VkImageBlit_dstOffsets + VkOffset3D_sizeof + VkOffset3D_x, render3d_st.gvk_swap_w)
Vk.put_i32(blit, VkImageBlit_dstOffsets + VkOffset3D_sizeof + VkOffset3D_y, render3d_st.gvk_swap_h)
Vk.put_i32(blit, VkImageBlit_dstOffsets + VkOffset3D_sizeof + VkOffset3D_z, 1)
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(render3d_st, cb, src, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
gvk_barrier(render3d_st, cb, dst, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR)
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 = gvk_tmp(render3d_st, VkPresentInfoKHR_sizeof)
Vk.zero(pi, VkPresentInfoKHR_sizeof)
Vk.put_i32(pi, VkPresentInfoKHR_sType, VK_STRUCTURE_TYPE_PRESENT_INFO_KHR)
let chains = gvk_tmp(render3d_st, 8)
Vk.put_i64(chains, 0, render3d_st.gvk_swap)
Vk.put_i32(pi, VkPresentInfoKHR_swapchainCount, 1)
Vk.put_ptr(pi, VkPresentInfoKHR_pSwapchains, chains)
Vk.put_ptr(pi, VkPresentInfoKHR_pImageIndices, idx)
gsl_before_present(render3d_st)
r = Vk.queue_present_khr(render3d_st.gvk_queue, pi)
if r == VK_ERROR_OUT_OF_DATE_KHR or r == VK_SUBOPTIMAL_KHR { render3d_st.gvk_swap_stale = true }
gsl_after_present(render3d_st)
}
# a window's client area changed: the screen images and the swapchain follow it
function gvk_resize_check(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_swap == 0 { return false }
if render3d_st.gvk_size_buf == null { render3d_st.gvk_size_buf = words(4) }
win_gl_drawable(render3d_st.gvk_size_buf)
let w = render3d_st.gvk_size_buf[0]
let h = render3d_st.gvk_size_buf[1]
if w <= 0 or h <= 0 { return false }
if w == gl_width() and h == gl_height() and not render3d_st.gvk_swap_stale { return false }
# a remake is rare (a resize); said, so one on every frame shows in the log
print(`r3d: vulkan: swapchain remade {w}x{h} (was {gl_width()}x{gl_height()}, stale {render3d_st.gvk_swap_stale})`)
gvk_flush(render3d_st)
gl_set_drawable(w, h)
gvk_screen_make(render3d_st, w, h)
gvk_swap_make(render3d_st, w, h)
return true
}
# Mipmaps for a texture the renderer asks for mid-frame (the exposure measure reads the HDR scene's
# smallest level every frame): recorded into the open frame after its pass, so they cost no submit.
# A chain that has to grow first still goes through its one-shot path.
function gvk_mips_now(render3d_st: mut Render3dState, tex: int, w: int, h: int) -> void {
if gvk_is_compressed(render3d_st.gvk_tex_glfmt[tex]) { return } # its levels came with it
if render3d_st.gvk_cb == null or render3d_st.gvk_tex_levels[tex] <= 1 { gvk_flush(render3d_st); gvk_tex_mips(render3d_st, tex, w, h); return }
gvk_pass_end(render3d_st)
gvk_tex_mips_into(render3d_st, render3d_st.gvk_cb, tex, w, h)
}
# ---- R3D_VK_PROF: where a Vulkan frame's CPU time goes ---------------------------------------------
# Every 120 frames: draws and flushes per frame, and milliseconds per frame spent finding pipelines,
# filling descriptor sets, and inside draws altogether. Off, it costs one flag test a draw.
function gvk_prof(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_prof_state < 0 { render3d_st.gvk_prof_state = 0; if r3d_env_has(render3d_st, "R3D_VK_PROF") { render3d_st.gvk_prof_state = 1 } }
return render3d_st.gvk_prof_state == 1
}
function gvk_prof_frame(render3d_st: mut Render3dState) -> void {
if not gvk_prof(render3d_st) { return }
render3d_st.gvk_prof_frames += 1
if render3d_st.gvk_prof_frames < 120 { return }
let f = render3d_st.gvk_prof_frames
let pipe = int(render3d_st.gvk_us_pipe) / f
let set = int(render3d_st.gvk_us_set) / f
let draw = int(render3d_st.gvk_us_draw) / f
print(`r3d: vulkan per frame: {render3d_st.gvk_n_draws / f} draws, {render3d_st.gvk_n_flush / f} flushes; pipelines {pipe / 1000}.{(pipe / 100) % 10} ms, sets {set / 1000}.{(set / 100) % 10} ms, inside draws {draw / 1000}.{(draw / 100) % 10} ms; {render3d_st.gvk_n_pipe_new} pipelines made`)
# every draw asked for should have been made: a gap is a layer missing from the frame, which is how
# MoltenVK's refused skinned pipelines went unseen (the drawstats session found it by counting)
if render3d_st.gvk_n_asked != render3d_st.gvk_n_draws {
print(`r3d: vulkan: {(render3d_st.gvk_n_asked - render3d_st.gvk_n_draws) / f} draws a frame were asked for and not made ({render3d_st.gvk_n_asked / f} asked, {render3d_st.gvk_n_draws / f} made)`)
}
gvk_prof_made(render3d_st)
let zero: long = 0
render3d_st.gvk_us_pipe = zero; render3d_st.gvk_us_set = zero; render3d_st.gvk_us_draw = zero
render3d_st.gvk_n_draws = 0; render3d_st.gvk_n_asked = 0; render3d_st.gvk_n_flush = 0; render3d_st.gvk_prof_frames = 0; render3d_st.gvk_n_pipe_new = 0
}
# what was made and destroyed over those frames, and how long the caches are: a kind made every
# frame and never destroyed, or a cache that only grows, is a leak
function gvk_prof_made(render3d_st: mut Render3dState) -> void {
let r = render3d_st
print(`r3d: vulkan made/destroyed: images {r.gvk_mk_img}/{r.gvk_mk_x_img}, views {r.gvk_mk_view}/{r.gvk_mk_x_view}, buffers {r.gvk_mk_buf}/{r.gvk_mk_x_buf}, memory {r.gvk_mk_mem}/{r.gvk_mk_x_mem}, samplers {r.gvk_mk_smp}, sets {r.gvk_mk_set}, pools {r.gvk_mk_dpool}, cmds {r.gvk_mk_cmd}`)
print(`r3d: vulkan caches: layer views {gvk_len_i(r.gvk_layer_views)}, pipelines {gvk_len_s(r.gvk_pipe_keys)}, layouts {gvk_len_i(r.gvk_lay_off)}, pipe cache {gvk_len_i(r.gvk_pc_prog)}, retired {gvk_len_l(r.gvk_retired_buf)}, buffers {gvk_len_l(r.gvk_buf)}, allocs {r.gvk_n_allocs}`)
render3d_st.gvk_mk_img = 0; render3d_st.gvk_mk_x_img = 0; render3d_st.gvk_mk_view = 0; render3d_st.gvk_mk_x_view = 0
render3d_st.gvk_mk_buf = 0; render3d_st.gvk_mk_x_buf = 0; render3d_st.gvk_mk_mem = 0; render3d_st.gvk_mk_x_mem = 0
render3d_st.gvk_mk_smp = 0; render3d_st.gvk_mk_set = 0; render3d_st.gvk_mk_dpool = 0; render3d_st.gvk_mk_cmd = 0
}
function gvk_len_s(xs: []string) -> int { if xs == null { return 0 }; return len(xs) }
function gvk_len_i(xs: []int) -> int { if xs == null { return 0 }; return len(xs) }
function gvk_len_l(xs: []long) -> int { if xs == null { return 0 }; return len(xs) }
# ---- the pipeline cache, by integers -----------------------------------------------------------
# gvk_pipeline builds and keys pipelines by a string; a draw only needs to find one it already has.
# A mesh carries an interned layout id (its recorded layout, buffers named by order), the render
# state packs into one int, and the pass's formats into another; the program's last hit is tried
# first, then the entries it owns.
function gvk_layout_id(render3d_st: mut Render3dState, m: Mesh) -> int {
if m == null or m.attrs == null { return 1 }
if m.vk_layout > 0 { return m.vk_layout }
# the layout as numbers in a buffer made once - per attribute its index, its buffer's order of
# first use and its six fields - matched against the layouts known: a new mesh costs nothing, and
# only a layout never seen before is kept (a key string per mesh was never given back)
if render3d_st.gvk_lay_sig == null {
render3d_st.gvk_lay_sig = words(GPU_MAX_ATTRS * 8); render3d_st.gvk_lay_seen = words(GPU_MAX_ATTRS)
render3d_st.gvk_lay_flat = new []int; render3d_st.gvk_lay_off = new []int; render3d_st.gvk_lay_len = new []int
}
let sig = render3d_st.gvk_lay_sig
let seen = render3d_st.gvk_lay_seen
var n = 0
var ns = 0
for i in 0 .. m.n_attrs {
let o = i * GPU_ATTR_W
if m.attrs[o + 1] == 0 { continue }
var bi = -1
for q in 0 .. ns { if seen[q] == m.attrs[o] and bi < 0 { bi = q } }
if bi < 0 { bi = ns; seen[ns] = m.attrs[o]; ns += 1 }
sig[n] = i; sig[n + 1] = bi
for k in 1 .. 7 { sig[n + 1 + k] = m.attrs[o + k] }
n += 8
}
let flat = render3d_st.gvk_lay_flat
for e in 0 .. len(render3d_st.gvk_lay_off) {
if render3d_st.gvk_lay_len[e] == n {
let at = render3d_st.gvk_lay_off[e]
var same = true
var k = 0
while same and k < n { if flat[at + k] != sig[k] { same = false }; k += 1 }
if same {
m.vk_layout = e + 2
return m.vk_layout
}
}
}
push(render3d_st.gvk_lay_off, len(flat)); push(render3d_st.gvk_lay_len, n)
for k in 0 .. n { push(flat, sig[k]) }
m.vk_layout = len(render3d_st.gvk_lay_off) + 1
return m.vk_layout
}
function gvk_blend_index(f: int) -> int {
if f == GL_ZERO { return 0 }
if f == GL_ONE { return 1 }
if f == GL_SRC_ALPHA { return 2 }
if f == GL_ONE_MINUS_SRC_ALPHA { return 3 }
if f == GL_DST_ALPHA { return 4 }
if f == GL_ONE_MINUS_DST_ALPHA { return 5 }
if f == GL_SRC_COLOR { return 6 }
if f == GL_ONE_MINUS_SRC_COLOR { return 7 }
return 8
}
function gvk_pipeline_fast(render3d_st: mut Render3dState, p: int, m: Mesh, st: GvkState, n_color: int, color_fmt: int, depth_fmt: int, samples: int) -> long {
let layout = gvk_layout_id(render3d_st, m)
var state = st.depth_test | (st.depth_write << 1) | (st.blend << 2) | (st.cull << 3) | (st.color_write << 4) | (st.a2c << 5) | (st.bias << 6) | (st.wireframe << 7)
state = state | ((st.depth_func & 15) << 8) | ((st.cull_face & 15) << 12) | (gvk_blend_index(st.blend_src) << 16) | (gvk_blend_index(st.blend_dst) << 20)
let bias = st.bias_factor * 31 + st.bias_units
let pass = ((n_color * 1000 + color_fmt) * 1000 + depth_fmt) * 64 + samples
if render3d_st.gvk_pc_prog == null {
render3d_st.gvk_pc_prog = new []int; render3d_st.gvk_pc_layout = new []int; render3d_st.gvk_pc_state = new []int; render3d_st.gvk_pc_bias = new []int
render3d_st.gvk_pc_pass = new []int; render3d_st.gvk_pc_pipe = new []long
render3d_st.gvk_pc_last = words(4096)
for i in 0 .. 4096 { render3d_st.gvk_pc_last[i] = -1 }
}
if p < 4096 {
let k = render3d_st.gvk_pc_last[p]
if k >= 0 and render3d_st.gvk_pc_layout[k] == layout and render3d_st.gvk_pc_state[k] == state and render3d_st.gvk_pc_pass[k] == pass and render3d_st.gvk_pc_bias[k] == bias { return render3d_st.gvk_pc_pipe[k] }
}
for k in 0 .. len(render3d_st.gvk_pc_prog) {
if render3d_st.gvk_pc_prog[k] == p and render3d_st.gvk_pc_layout[k] == layout and render3d_st.gvk_pc_state[k] == state and render3d_st.gvk_pc_pass[k] == pass and render3d_st.gvk_pc_bias[k] == bias {
if p < 4096 { render3d_st.gvk_pc_last[p] = k }
return render3d_st.gvk_pc_pipe[k]
}
}
# a pipeline the driver refused is remembered as 0 too: retried on every draw, each try built its
# key and its create structs again and gave none of them back
let pipe = gvk_pipeline(render3d_st, p, m, st, n_color, color_fmt, depth_fmt, samples)
push(render3d_st.gvk_pc_prog, p); push(render3d_st.gvk_pc_layout, layout); push(render3d_st.gvk_pc_state, state)
push(render3d_st.gvk_pc_bias, bias); push(render3d_st.gvk_pc_pass, pass); push(render3d_st.gvk_pc_pipe, pipe)
if p < 4096 { render3d_st.gvk_pc_last[p] = len(render3d_st.gvk_pc_prog) - 1 }
return pipe
}