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2 Commits

Author SHA1 Message Date
duck
0658c2fdfa Optional antialiasing 2025-09-26 00:19:11 +05:00
duck
9d3a98b2d9 Draw call batching for improved performance 2025-09-21 21:30:02 +05:00
2 changed files with 179 additions and 95 deletions

View File

@@ -29,13 +29,14 @@ pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This()
const bytes_per_pixel = 4; const bytes_per_pixel = 4;
const mip_level = if (std.math.isPowerOfTwo(width) and width == height) @as(u32, Graphics.MIP_LEVEL) else @as(u32, 1); const mip_level = if (std.math.isPowerOfTwo(width) and width == height) @as(u32, Graphics.MIP_LEVEL) else @as(u32, 1);
const texture = Graphics.createTexture( const texture = sdl.CreateGPUTexture(Graphics.device, &.{
width, .width = width,
height, .height = height,
target_format, .layer_count_or_depth = 1,
sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET, .format = target_format,
mip_level, .usage = sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
); .num_levels = mip_level,
}) orelse err.sdl();
errdefer Graphics.freeTexture(texture); errdefer Graphics.freeTexture(texture);
const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY; const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY;

View File

@@ -2,6 +2,7 @@ const std = @import("std");
const sdl = @import("sdl"); const sdl = @import("sdl");
const err = @import("error.zig"); const err = @import("error.zig");
const presets = @import("graphics/presets.zig"); const presets = @import("graphics/presets.zig");
const Game = @import("game.zig");
const Assets = @import("assets.zig"); const Assets = @import("assets.zig");
pub const Transform = @import("graphics/transform.zig"); pub const Transform = @import("graphics/transform.zig");
@@ -13,21 +14,20 @@ pub var device: *sdl.GPUDevice = undefined;
var command_buffer: ?*sdl.GPUCommandBuffer = null; var command_buffer: ?*sdl.GPUCommandBuffer = null;
var render_pass: ?*sdl.GPURenderPass = null; var render_pass: ?*sdl.GPURenderPass = null;
var render_target: ?*sdl.GPUTexture = null; var render_target: ?*sdl.GPUTexture = null;
var render_fsaa: bool = undefined; var batches: Batches = undefined;
var shader_vert: *sdl.GPUShader = undefined; var shader_vert: *sdl.GPUShader = undefined;
var shader_frag: *sdl.GPUShader = undefined; var shader_frag: *sdl.GPUShader = undefined;
var depth_texture: *sdl.GPUTexture = undefined; var depth_texture: *sdl.GPUTexture = undefined;
var fsaa_target: *sdl.GPUTexture = undefined; var antialias: Antialias = undefined;
var aa_target: *sdl.GPUTexture = undefined;
var pipeline: *sdl.GPUGraphicsPipeline = undefined; var pipeline: *sdl.GPUGraphicsPipeline = undefined;
pub var window_width: u32 = undefined; pub var window_width: u32 = undefined;
pub var window_height: u32 = undefined; pub var window_height: u32 = undefined;
pub var pixel_width: u32 = undefined; pub var pixel_width: u32 = undefined;
pub var pixel_height: u32 = undefined; pub var pixel_height: u32 = undefined;
var fsaa_scale: u32 = 4;
var fsaa_level: u32 = 3;
var render_width: u32 = undefined; var render_width: u32 = undefined;
var render_height: u32 = undefined; var render_height: u32 = undefined;
@@ -38,6 +38,53 @@ const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 512 * 1024; pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 512 * 1024;
pub const MIP_LEVEL = 4; pub const MIP_LEVEL = 4;
const Antialias = union(enum) {
none,
msaa: enum(sdl.GPUSampleCount) {
@"2" = sdl.GPU_SAMPLECOUNT_2,
@"4" = sdl.GPU_SAMPLECOUNT_4,
@"8" = sdl.GPU_SAMPLECOUNT_8,
},
fsaa: enum {
@"2",
@"4",
@"8",
},
pub fn getMsaaSamples(self: @This()) sdl.GPUSampleCount {
if (self != .msaa) return sdl.GPU_SAMPLECOUNT_1;
return @intFromEnum(self.msaa);
}
pub fn getFsaaScale(self: @This()) u8 {
if (self != .fsaa) return 1;
return switch (self.fsaa) {
.@"2" => 2,
.@"4" => 4,
.@"8" => 8,
};
}
pub fn getFsaaLevel(self: @This()) u8 {
if (self != .fsaa) return 1;
return switch (self.fsaa) {
.@"2" => 2,
.@"4" => 3,
.@"8" => 4,
};
}
};
const Batch = struct {
object: *Assets.Object,
transform: Transform,
z: f32,
fn orderLessThan(ctx: void, lhs: Batch, rhs: Batch) bool {
_ = ctx;
return lhs.z > rhs.z;
}
};
const Batches = std.ArrayListUnmanaged(Batch);
const Graphics = @This(); const Graphics = @This();
pub fn create() void { pub fn create() void {
// Init // Init
@@ -62,6 +109,8 @@ pub fn create() void {
Graphics.render_width = pixel_width; Graphics.render_width = pixel_width;
Graphics.render_height = pixel_height; Graphics.render_height = pixel_height;
Graphics.antialias = .none;
// Device // Device
Graphics.device = sdl.CreateGPUDevice( Graphics.device = sdl.CreateGPUDevice(
sdl.GPU_SHADERFORMAT_SPIRV, sdl.GPU_SHADERFORMAT_SPIRV,
@@ -95,20 +144,24 @@ pub fn create() void {
const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window); const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl(); if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl();
Graphics.depth_texture = createTexture( Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
@as(u32, @intCast(Graphics.render_width)) * Graphics.fsaa_scale, .width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
@as(u32, @intCast(Graphics.render_height)) * Graphics.fsaa_scale, .height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
DEPTH_FORMAT, .layer_count_or_depth = 1,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, .format = DEPTH_FORMAT,
1, .usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
); .num_levels = 1,
Graphics.fsaa_target = createTexture( .sample_count = Graphics.antialias.getMsaaSamples(),
@as(u32, @intCast(Graphics.render_width)) * Graphics.fsaa_scale, }) orelse err.sdl();
@as(u32, @intCast(Graphics.render_height)) * Graphics.fsaa_scale, Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
target_format, .width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER, .height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
fsaa_level, .layer_count_or_depth = 1,
); .format = target_format,
.usage = if (Graphics.antialias == .fsaa) sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER else sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
.num_levels = Graphics.antialias.getFsaaLevel(),
.sample_count = Graphics.antialias.getMsaaSamples(),
}) orelse err.sdl();
Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{ Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{
.vertex_shader = Graphics.shader_vert, .vertex_shader = Graphics.shader_vert,
@@ -136,6 +189,9 @@ pub fn create() void {
}, },
.num_vertex_attributes = 2, .num_vertex_attributes = 2,
}, },
.multisample_state = .{
.sample_count = Graphics.antialias.getMsaaSamples(),
},
.primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST, .primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = presets.RASTERIZER_CULL, .rasterizer_state = presets.RASTERIZER_CULL,
.depth_stencil_state = presets.DEPTH_ENABLED, .depth_stencil_state = presets.DEPTH_ENABLED,
@@ -150,6 +206,8 @@ pub fn create() void {
}, },
}) orelse err.sdl(); }) orelse err.sdl();
Graphics.batches = Batches.empty;
Graphics.camera = Camera{ Graphics.camera = Camera{
.transform = .{}, .transform = .{},
.near = 1.0 / 16.0, .near = 1.0 / 16.0,
@@ -164,7 +222,7 @@ pub fn destroy() void {
sdl.DestroyWindow(Graphics.window); sdl.DestroyWindow(Graphics.window);
sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline); sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target); sdl.ReleaseGPUTexture(Graphics.device, Graphics.aa_target);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture); sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
sdl.ReleaseGPUShader(Graphics.device, Graphics.shader_vert); sdl.ReleaseGPUShader(Graphics.device, Graphics.shader_vert);
@@ -175,6 +233,7 @@ pub fn destroy() void {
Graphics.command_buffer = null; Graphics.command_buffer = null;
} }
sdl.DestroyGPUDevice(Graphics.device); sdl.DestroyGPUDevice(Graphics.device);
Graphics.batches.clearAndFree(Game.alloc);
} }
/// If window is minimized returns `false`, `render_pass` remains null /// If window is minimized returns `false`, `render_pass` remains null
@@ -195,14 +254,14 @@ pub fn beginDraw() bool {
Graphics.camera.aspect = @as(f32, @floatFromInt(Graphics.render_width)) / @as(f32, @floatFromInt(Graphics.render_height)); Graphics.camera.aspect = @as(f32, @floatFromInt(Graphics.render_width)) / @as(f32, @floatFromInt(Graphics.render_height));
} }
Graphics.render_fsaa = Graphics.fsaa_level > 1;
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{ Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 }, .clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
.cycle = false, .cycle = false,
.load_op = sdl.GPU_LOADOP_CLEAR, .load_op = sdl.GPU_LOADOP_DONT_CARE,
.store_op = sdl.GPU_STOREOP_STORE, .store_op = if (Graphics.antialias == .msaa) sdl.GPU_STOREOP_RESOLVE else sdl.GPU_STOREOP_STORE,
.mip_level = 0, .mip_level = 0,
.texture = if (Graphics.render_fsaa) Graphics.fsaa_target else Graphics.render_target, .texture = if (Graphics.antialias == .fsaa or Graphics.antialias == .msaa) Graphics.aa_target else Graphics.render_target,
.resolve_texture = if (Graphics.antialias == .msaa) Graphics.render_target else null,
}, 1, &.{ }, 1, &.{
.clear_depth = 0.0, .clear_depth = 0.0,
.load_op = sdl.GPU_LOADOP_CLEAR, .load_op = sdl.GPU_LOADOP_CLEAR,
@@ -219,34 +278,13 @@ pub fn beginDraw() bool {
return true; return true;
} }
pub fn clearDepth() void { fn finishPass() void {
sdl.EndGPURenderPass(Graphics.render_pass.?); std.sort.block(Batch, Graphics.batches.items, {}, Batch.orderLessThan);
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{ for (Graphics.batches.items) |*batch| {
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 }, const asset_object = batch.object.get() orelse continue;
.cycle = false,
.load_op = sdl.GPU_LOADOP_LOAD,
.store_op = sdl.GPU_STOREOP_STORE,
.mip_level = 0,
.texture = if (Graphics.render_fsaa) Graphics.fsaa_target else Graphics.render_target,
}, 1, &.{
.clear_depth = 0.0,
.load_op = sdl.GPU_LOADOP_CLEAR,
.store_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
.texture = Graphics.depth_texture,
}) orelse err.sdl();
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline); sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &batch.transform.matrix(), 16 * 4);
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
}
pub fn drawObject(object: *Assets.Object, transform: Transform) void {
if (Graphics.render_pass == null) return;
const asset_object = object.get() orelse return;
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &transform.matrix(), 16 * 4);
for (asset_object.nodes) |node| { for (asset_object.nodes) |node| {
const mesh = &asset_object.meshes[node.mesh]; const mesh = &asset_object.meshes[node.mesh];
@@ -262,21 +300,71 @@ pub fn drawObject(object: *Assets.Object, transform: Transform) void {
} }
} }
} }
Graphics.batches.clearRetainingCapacity();
sdl.EndGPURenderPass(Graphics.render_pass.?);
}
pub fn clearDepth() void {
Graphics.finishPass();
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
.cycle = false,
.load_op = sdl.GPU_LOADOP_LOAD,
.store_op = if (Graphics.antialias == .msaa) sdl.GPU_STOREOP_RESOLVE else sdl.GPU_STOREOP_STORE,
.mip_level = 0,
.texture = if (Graphics.antialias == .fsaa or Graphics.antialias == .msaa) Graphics.aa_target else Graphics.render_target,
.resolve_texture = if (Graphics.antialias == .msaa) Graphics.render_target else null,
}, 1, &.{
.clear_depth = 0.0,
.load_op = sdl.GPU_LOADOP_CLEAR,
.store_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
.texture = Graphics.depth_texture,
}) orelse err.sdl();
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
}
// `object`: pointer MUST be vaild until current render pass ends
pub fn drawObject(object: *Assets.Object, transform: Transform) void {
if (Graphics.render_pass == null) return;
@setFloatMode(.optimized);
const z = Graphics.camera.matrix[8] * transform.position[0] +
Graphics.camera.matrix[9] * transform.position[1] +
Graphics.camera.matrix[10] * transform.position[2] +
Graphics.camera.matrix[11];
var w = Graphics.camera.matrix[12] * transform.position[0] +
Graphics.camera.matrix[13] * transform.position[1] +
Graphics.camera.matrix[14] * transform.position[2] +
Graphics.camera.matrix[15];
if (w == 0) w = 1;
Graphics.batches.append(Game.alloc, .{
.object = object,
.transform = transform,
.z = z / w,
}) catch err.oom();
}
pub fn endDraw() void { pub fn endDraw() void {
defer Graphics.command_buffer = null; defer Graphics.command_buffer = null;
defer Graphics.render_pass = null; defer Graphics.render_pass = null;
if (Graphics.render_pass) |pass| {
sdl.EndGPURenderPass(pass);
if (Graphics.render_fsaa) { Graphics.finishPass();
sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.fsaa_target);
if (Graphics.antialias == .fsaa) {
sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.aa_target);
sdl.BlitGPUTexture(Graphics.command_buffer, &.{ sdl.BlitGPUTexture(Graphics.command_buffer, &.{
.source = .{ .source = .{
.texture = Graphics.fsaa_target, .texture = Graphics.aa_target,
.w = Graphics.render_width, .w = Graphics.render_width,
.h = Graphics.render_height, .h = Graphics.render_height,
.mip_level = fsaa_level - 1, .mip_level = Graphics.antialias.getFsaaLevel() - 1,
}, },
.destination = .{ .destination = .{
.texture = Graphics.render_target, .texture = Graphics.render_target,
@@ -287,7 +375,6 @@ pub fn endDraw() void {
.filter = sdl.GPU_FILTER_NEAREST, .filter = sdl.GPU_FILTER_NEAREST,
}); });
} }
}
if (!sdl.SubmitGPUCommandBuffer(Graphics.command_buffer)) err.sdl(); if (!sdl.SubmitGPUCommandBuffer(Graphics.command_buffer)) err.sdl();
} }
@@ -304,18 +391,6 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl(); return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
} }
pub fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
return sdl.CreateGPUTexture(device, &.{
.format = format,
.layer_count_or_depth = 1,
.width = width,
.height = height,
.num_levels = mip_level,
.sample_count = sdl.GPU_SAMPLECOUNT_1,
.usage = usage,
}) orelse err.sdl();
}
pub fn freeTexture(texture: *sdl.GPUTexture) void { pub fn freeTexture(texture: *sdl.GPUTexture) void {
sdl.ReleaseGPUTexture(Graphics.device, texture); sdl.ReleaseGPUTexture(Graphics.device, texture);
} }
@@ -340,24 +415,32 @@ pub fn freeSampler(sampler: *sdl.GPUSampler) void {
fn resetTextures(width: u32, height: u32) void { fn resetTextures(width: u32, height: u32) void {
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture); sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
Graphics.depth_texture = createTexture( Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
width * Graphics.fsaa_scale, .width = width * Graphics.antialias.getFsaaScale(),
height * Graphics.fsaa_scale, .height = height * Graphics.antialias.getFsaaScale(),
DEPTH_FORMAT, .layer_count_or_depth = 1,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, .format = DEPTH_FORMAT,
1, .usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
); .num_levels = 1,
.sample_count = Graphics.antialias.getMsaaSamples(),
}) orelse err.sdl();
const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window); const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target); sdl.ReleaseGPUTexture(Graphics.device, Graphics.aa_target);
Graphics.fsaa_target = createTexture( Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
width * Graphics.fsaa_scale, .width = width * Graphics.antialias.getFsaaScale(),
height * Graphics.fsaa_scale, .height = height * Graphics.antialias.getFsaaScale(),
target_format, .layer_count_or_depth = 1,
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER, .format = target_format,
fsaa_level, .usage = switch (Graphics.antialias) {
); .none => sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
.fsaa => sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
.msaa => sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
},
.num_levels = Graphics.antialias.getFsaaLevel(),
.sample_count = Graphics.antialias.getMsaaSamples(),
}) orelse err.sdl();
} }
pub fn windowId() sdl.WindowID { pub fn windowId() sdl.WindowID {