Something something barely working pipeline

This commit is contained in:
duck
2025-04-24 14:58:47 +05:00
parent a3b358dd99
commit 6a8cbbf70b
2 changed files with 181 additions and 2 deletions

View File

@@ -8,6 +8,12 @@ device: *sdl.SDL_GPUDevice,
/// Only available while drawing
command_buffer: ?*sdl.SDL_GPUCommandBuffer,
shader_vert: *sdl.SDL_GPUShader,
shader_frag: *sdl.SDL_GPUShader,
vertex_buffer: *sdl.SDL_GPUBuffer,
pipeline: *sdl.SDL_GPUGraphicsPipeline,
const Self = @This();
pub fn create() GameError!Self {
// Init
@@ -42,11 +48,127 @@ pub fn create() GameError!Self {
if (!sdl.SDL_ClaimWindowForGPUDevice(device, window)) return GameError.SdlError;
errdefer sdl.SDL_ReleaseWindowFromGPUDevice(device, window);
const shader_vert = try load_shader(
device,
"data/shaders/basic.vert",
sdl.SDL_GPU_SHADERSTAGE_VERTEX,
);
errdefer sdl.SDL_ReleaseGPUShader(device, shader_vert);
const shader_frag = try load_shader(
device,
"data/shaders/basic.frag",
sdl.SDL_GPU_SHADERSTAGE_FRAGMENT,
);
errdefer sdl.SDL_ReleaseGPUShader(device, shader_frag);
const vertex_buffer = sdl.SDL_CreateGPUBuffer(device, &.{
.usage = sdl.SDL_GPU_BUFFERUSAGE_VERTEX,
// 6 Vertices * 2 Coordinates * 4 Bytes
.size = 6 * 2 * 4,
}) orelse return GameError.SdlError;
errdefer sdl.SDL_ReleaseGPUBuffer(device, vertex_buffer);
const transfer_buffer = sdl.SDL_CreateGPUTransferBuffer(device, &.{
.size = 6 * 2 * 4,
.usage = sdl.SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
}) orelse return GameError.SdlError;
defer sdl.SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
{ // Filling up transfer buffer
const mapped_buffer: [*c]f32 = @alignCast(@ptrCast(sdl.SDL_MapGPUTransferBuffer(device, transfer_buffer, false) orelse return GameError.SdlError));
defer sdl.SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
std.mem.copyForwards(f32, mapped_buffer[0 .. 6 * 2], &[6 * 2]f32{
// Triangle 1 (clockwise)
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
// Triangle 2 (counter-clockwise)
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
});
}
{ // Copying data over from transfer buffer to vertex buffer
const command_buffer = sdl.SDL_AcquireGPUCommandBuffer(device) orelse return GameError.SdlError;
const copy_pass = sdl.SDL_BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError;
sdl.SDL_UploadToGPUBuffer(copy_pass, &.{ .transfer_buffer = transfer_buffer }, &.{
.size = 6 * 2 * 4,
.buffer = vertex_buffer,
}, false);
sdl.SDL_EndGPUCopyPass(copy_pass);
if (!sdl.SDL_SubmitGPUCommandBuffer(command_buffer)) return GameError.SdlError;
}
const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(device, window);
if (target_format == sdl.SDL_GPU_TEXTUREFORMAT_INVALID) return GameError.SdlError;
const pipeline = sdl.SDL_CreateGPUGraphicsPipeline(device, &.{
.vertex_shader = shader_vert,
.fragment_shader = shader_frag,
.vertex_input_state = .{
.vertex_buffer_descriptions = &.{
.slot = 0,
// 2 Coordinates * 4 Bytes
.pitch = 2 * 4,
.input_rate = sdl.SDL_GPU_VERTEXINPUTRATE_VERTEX,
},
.num_vertex_buffers = 1,
.vertex_attributes = &sdl.SDL_GPUVertexAttribute{
.offset = 0,
.location = 0,
.format = sdl.SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.buffer_slot = 0,
},
.num_vertex_attributes = 1,
},
.primitive_type = sdl.SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = .{
.cull_mode = sdl.SDL_GPU_CULLMODE_FRONT,
.fill_mode = sdl.SDL_GPU_FILLMODE_FILL,
.front_face = sdl.SDL_GPU_FRONTFACE_CLOCKWISE,
},
.multisample_state = .{
// .sample_count = 1,
},
.depth_stencil_state = .{
// .compare_op = sdl.SDL_GPU_COMPAREOP_LESS,
.compare_op = sdl.SDL_GPU_COMPAREOP_ALWAYS,
// .enable_depth_test = true,
},
.target_info = .{
// .depth_stencil_format = sdl.SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.color_target_descriptions = &sdl.SDL_GPUColorTargetDescription{
.format = target_format,
.blend_state = .{
// .enable_blend = true,
.alpha_blend_op = sdl.SDL_GPU_BLENDOP_ADD,
.color_blend_op = sdl.SDL_GPU_BLENDOP_ADD,
.color_write_mask = sdl.SDL_GPU_COLORCOMPONENT_R | sdl.SDL_GPU_COLORCOMPONENT_G | sdl.SDL_GPU_COLORCOMPONENT_B | sdl.SDL_GPU_COLORCOMPONENT_A,
.src_alpha_blendfactor = sdl.SDL_BLENDFACTOR_ONE,
.src_color_blendfactor = sdl.SDL_BLENDFACTOR_SRC_ALPHA,
.dst_alpha_blendfactor = sdl.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.dst_color_blendfactor = sdl.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
},
},
.num_color_targets = 1,
// .has_depth_stencil_target = true,
},
}) orelse return GameError.SdlError;
errdefer sdl.SDL_ReleaseGPUGraphicsPipeline(pipeline);
return .{
.window = window.?,
.renderer = renderer.?,
.device = device,
.command_buffer = null,
.shader_vert = shader_vert,
.shader_frag = shader_frag,
.vertex_buffer = vertex_buffer,
.pipeline = pipeline,
};
}
@@ -55,6 +177,12 @@ pub fn destroy(self: *Self) void {
sdl.SDL_DestroyRenderer(self.renderer);
sdl.SDL_DestroyWindow(self.window);
sdl.SDL_ReleaseGPUGraphicsPipeline(self.device, self.pipeline);
sdl.SDL_ReleaseGPUBuffer(self.device, self.vertex_buffer);
sdl.SDL_ReleaseGPUShader(self.device, self.shader_vert);
sdl.SDL_ReleaseGPUShader(self.device, self.shader_frag);
if (self.command_buffer != null) {
_ = sdl.SDL_CancelGPUCommandBuffer(self.command_buffer);
self.command_buffer = null;
@@ -66,8 +194,57 @@ pub fn begin_draw(self: *Self) GameError!void {
self.command_buffer = sdl.SDL_AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
}
pub fn draw_debug(self: *Self) GameError!void {
var render_target: ?*sdl.SDL_GPUTexture = null;
var width: u32 = 0;
var height: u32 = 0;
if (!sdl.SDL_AcquireGPUSwapchainTexture(self.command_buffer, self.window, &render_target, &width, &height)) return GameError.SdlError;
// Hidden
if (render_target == null) return;
const render_pass = sdl.SDL_BeginGPURenderPass(self.command_buffer, &.{
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 1.0, .a = 1.0 },
.cycle = false,
.load_op = sdl.SDL_GPU_LOADOP_CLEAR,
// .store_op = sdl.SDL_GPU_STOREOP_RESOLVE,
.store_op = sdl.SDL_GPU_STOREOP_STORE,
// .resolve_texture = render_target,
.mip_level = 0,
.texture = render_target,
}, 1, null) orelse return GameError.SdlError;
sdl.SDL_BindGPUGraphicsPipeline(render_pass, self.pipeline);
sdl.SDL_SetGPUViewport(render_pass, &.{
.x = 0.0,
.y = 0.0,
.w = 1.0,
.h = 1.0,
.min_depth = 0.0,
.max_depth = 1.0,
});
sdl.SDL_BindGPUVertexBuffers(render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
sdl.SDL_DrawGPUPrimitives(render_pass, 6, 1, 0, 0);
sdl.SDL_EndGPURenderPass(render_pass);
}
pub fn end_draw(self: *Self) GameError!void {
defer self.command_buffer = null;
// Errors out? Perhaps its due to command buffer being empty at the moment
if (sdl.SDL_SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
if (!sdl.SDL_SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
}
fn load_shader(device: *sdl.SDL_GPUDevice, path: []const u8, stage: c_uint) GameError!*sdl.SDL_GPUShader {
const file = std.fs.cwd().openFile(path, .{}) catch return GameError.OSError;
defer file.close();
const code = file.readToEndAllocOptions(std.heap.c_allocator, 1024 * 1024 * 1024, null, @alignOf(u8), 0) catch return GameError.OSError;
defer std.heap.c_allocator.free(code);
return sdl.SDL_CreateGPUShader(device, &.{
.code = code,
.code_size = code.len,
.entrypoint = "main",
.format = sdl.SDL_GPU_SHADERFORMAT_SPIRV,
.stage = stage,
}) orelse return GameError.SdlError;
}