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3 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
duck
49267e629f Hi-dpi support, fsaa tweaks 2025-09-21 02:38:49 +05:00
3 changed files with 201 additions and 91 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 mip_level = if (std.math.isPowerOfTwo(width) and width == height) @as(u32, Graphics.MIP_LEVEL) else @as(u32, 1);
const texture = Graphics.createTexture(
width,
height,
target_format,
sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
mip_level,
);
const texture = sdl.CreateGPUTexture(Graphics.device, &.{
.width = width,
.height = height,
.layer_count_or_depth = 1,
.format = target_format,
.usage = sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
.num_levels = mip_level,
}) orelse err.sdl();
errdefer Graphics.freeTexture(texture);
const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY;

View File

@@ -116,6 +116,18 @@ fn processEvents() void {
sdl.EVENT_MOUSE_WHEEL => {
Game.mouse.wheel += event.wheel.integer_y;
},
sdl.EVENT_WINDOW_RESIZED => {
if (event.window.data1 < 1 or event.window.data2 < 1) continue;
Graphics.window_width = @intCast(event.window.data1);
Graphics.window_height = @intCast(event.window.data2);
},
sdl.EVENT_WINDOW_PIXEL_SIZE_CHANGED => {
if (event.window.data1 < 1 or event.window.data2 < 1) continue;
Graphics.pixel_width = @intCast(event.window.data1);
Graphics.pixel_height = @intCast(event.window.data2);
},
else => {},
}
}

View File

@@ -2,6 +2,7 @@ const std = @import("std");
const sdl = @import("sdl");
const err = @import("error.zig");
const presets = @import("graphics/presets.zig");
const Game = @import("game.zig");
const Assets = @import("assets.zig");
pub const Transform = @import("graphics/transform.zig");
@@ -13,18 +14,22 @@ pub var device: *sdl.GPUDevice = undefined;
var command_buffer: ?*sdl.GPUCommandBuffer = null;
var render_pass: ?*sdl.GPURenderPass = null;
var render_target: ?*sdl.GPUTexture = null;
var batches: Batches = undefined;
var shader_vert: *sdl.GPUShader = undefined;
var shader_frag: *sdl.GPUShader = 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;
pub var window_width: u32 = undefined;
pub var window_height: u32 = undefined;
var fsaa_scale: u32 = 4;
var fsaa_level: u32 = 3;
pub var pixel_width: u32 = undefined;
pub var pixel_height: u32 = undefined;
var render_width: u32 = undefined;
var render_height: u32 = undefined;
pub var camera: Camera = undefined;
@@ -33,6 +38,53 @@ const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 512 * 1024;
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();
pub fn create() void {
// Init
@@ -45,8 +97,19 @@ pub fn create() void {
"",
1600,
900,
sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE,
sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE | sdl.WINDOW_HIGH_PIXEL_DENSITY,
) orelse err.sdl();
if (!sdl.GetWindowSizeInPixels(Graphics.window, @ptrCast(&Graphics.window_width), @ptrCast(&Graphics.window_height))) {
Graphics.window_width = 1600;
Graphics.window_height = 900;
}
const scale = sdl.GetWindowDisplayScale(Graphics.window);
Graphics.pixel_width = @intFromFloat(@round(scale * @as(f32, @floatFromInt(Graphics.window_width))));
Graphics.pixel_height = @intFromFloat(@round(scale * @as(f32, @floatFromInt(Graphics.window_height))));
Graphics.render_width = pixel_width;
Graphics.render_height = pixel_height;
Graphics.antialias = .none;
// Device
Graphics.device = sdl.CreateGPUDevice(
@@ -81,23 +144,24 @@ pub fn create() void {
const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl();
// TODO: Clean
if (!sdl.GetWindowSizeInPixels(Graphics.window, @ptrCast(&Graphics.window_width), @ptrCast(&Graphics.window_height))) err.sdl();
Graphics.depth_texture = createTexture(
@as(u32, @intCast(Graphics.window_width)) * Graphics.fsaa_scale,
@as(u32, @intCast(Graphics.window_height)) * Graphics.fsaa_scale,
DEPTH_FORMAT,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
1,
);
Graphics.fsaa_target = createTexture(
@as(u32, @intCast(Graphics.window_width)) * Graphics.fsaa_scale,
@as(u32, @intCast(Graphics.window_height)) * Graphics.fsaa_scale,
target_format,
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
fsaa_level,
);
Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
.width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
.height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
.layer_count_or_depth = 1,
.format = DEPTH_FORMAT,
.usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
.num_levels = 1,
.sample_count = Graphics.antialias.getMsaaSamples(),
}) orelse err.sdl();
Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
.width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
.height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
.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, &.{
.vertex_shader = Graphics.shader_vert,
@@ -125,6 +189,9 @@ pub fn create() void {
},
.num_vertex_attributes = 2,
},
.multisample_state = .{
.sample_count = Graphics.antialias.getMsaaSamples(),
},
.primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = presets.RASTERIZER_CULL,
.depth_stencil_state = presets.DEPTH_ENABLED,
@@ -139,6 +206,8 @@ pub fn create() void {
},
}) orelse err.sdl();
Graphics.batches = Batches.empty;
Graphics.camera = Camera{
.transform = .{},
.near = 1.0 / 16.0,
@@ -153,7 +222,7 @@ pub fn destroy() void {
sdl.DestroyWindow(Graphics.window);
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.ReleaseGPUShader(Graphics.device, Graphics.shader_vert);
@@ -164,6 +233,7 @@ pub fn destroy() void {
Graphics.command_buffer = null;
}
sdl.DestroyGPUDevice(Graphics.device);
Graphics.batches.clearAndFree(Game.alloc);
}
/// If window is minimized returns `false`, `render_pass` remains null
@@ -177,20 +247,21 @@ pub fn beginDraw() bool {
// Window is probably hidden
if (Graphics.render_target == null or width == 0 or height == 0) return false;
if (width != Graphics.window_width or height != Graphics.window_height) {
Graphics.resetTextures(width, height);
Graphics.camera.aspect = @as(f32, @floatFromInt(width)) / @as(f32, @floatFromInt(height));
Graphics.window_width = width;
Graphics.window_height = height;
if (Graphics.render_width != Graphics.pixel_width or Graphics.render_height != Graphics.pixel_height) {
Graphics.render_width = Graphics.pixel_width;
Graphics.render_height = Graphics.pixel_height;
Graphics.resetTextures(Graphics.render_width, Graphics.render_height);
Graphics.camera.aspect = @as(f32, @floatFromInt(Graphics.render_width)) / @as(f32, @floatFromInt(Graphics.render_height));
}
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_CLEAR,
.store_op = sdl.GPU_STOREOP_STORE,
.load_op = sdl.GPU_LOADOP_DONT_CARE,
.store_op = if (Graphics.antialias == .msaa) sdl.GPU_STOREOP_RESOLVE else sdl.GPU_STOREOP_STORE,
.mip_level = 0,
.texture = Graphics.fsaa_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, &.{
.clear_depth = 0.0,
.load_op = sdl.GPU_LOADOP_CLEAR,
@@ -207,34 +278,13 @@ pub fn beginDraw() bool {
return true;
}
pub fn clearDepth() void {
sdl.EndGPURenderPass(Graphics.render_pass.?);
fn finishPass() void {
std.sort.block(Batch, Graphics.batches.items, {}, Batch.orderLessThan);
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 = sdl.GPU_STOREOP_STORE,
.mip_level = 0,
.texture = Graphics.fsaa_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();
for (Graphics.batches.items) |*batch| {
const asset_object = batch.object.get() orelse continue;
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
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);
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &batch.transform.matrix(), 16 * 4);
for (asset_object.nodes) |node| {
const mesh = &asset_object.meshes[node.mesh];
@@ -250,25 +300,76 @@ 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 {
defer Graphics.command_buffer = null;
defer Graphics.render_pass = null;
if (Graphics.render_pass) |pass| {
sdl.EndGPURenderPass(pass);
if (Graphics.fsaa_level > 1) sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.fsaa_target);
Graphics.finishPass();
if (Graphics.antialias == .fsaa) {
sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.aa_target);
sdl.BlitGPUTexture(Graphics.command_buffer, &.{
.source = .{
.texture = Graphics.fsaa_target,
.w = Graphics.window_width,
.h = Graphics.window_height,
.mip_level = fsaa_level - 1,
.texture = Graphics.aa_target,
.w = Graphics.render_width,
.h = Graphics.render_height,
.mip_level = Graphics.antialias.getFsaaLevel() - 1,
},
.destination = .{
.texture = Graphics.render_target,
.w = Graphics.window_width,
.h = Graphics.window_height,
.w = Graphics.render_width,
.h = Graphics.render_height,
},
.load_op = sdl.GPU_LOADOP_DONT_CARE,
.filter = sdl.GPU_FILTER_NEAREST,
@@ -290,18 +391,6 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
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 {
sdl.ReleaseGPUTexture(Graphics.device, texture);
}
@@ -326,24 +415,32 @@ pub fn freeSampler(sampler: *sdl.GPUSampler) void {
fn resetTextures(width: u32, height: u32) void {
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
Graphics.depth_texture = createTexture(
width * Graphics.fsaa_scale,
height * Graphics.fsaa_scale,
DEPTH_FORMAT,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
1,
);
Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
.width = width * Graphics.antialias.getFsaaScale(),
.height = height * Graphics.antialias.getFsaaScale(),
.layer_count_or_depth = 1,
.format = DEPTH_FORMAT,
.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);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target);
Graphics.fsaa_target = createTexture(
width * Graphics.fsaa_scale,
height * Graphics.fsaa_scale,
target_format,
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
fsaa_level,
);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.aa_target);
Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
.width = width * Graphics.antialias.getFsaaScale(),
.height = height * Graphics.antialias.getFsaaScale(),
.layer_count_or_depth = 1,
.format = target_format,
.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 {