tweak renderer API

This commit is contained in:
Alessandro Mauri 2025-06-10 23:02:44 +02:00
parent 177e52b0d0
commit 2014c67bfd
10 changed files with 424 additions and 247 deletions

View file

@ -5,18 +5,23 @@ import sdl3::sdl;
import std::compression::qoi;
import std::core::mem::allocator;
struct Viewsize @align(16) {
int w, h;
int ox, oy;
}
char[*] shader_rect_vert = $embed("resources/shaders/compiled/rect.vert.spv");
char[*] shader_rect_frag = $embed("resources/shaders/compiled/rect.frag.spv");
char[*] shader_sprite_vert = $embed("resources/shaders/compiled/sprite.vert.spv");
char[*] shader_sprite_frag = $embed("resources/shaders/compiled/sprite.frag.spv");
const uint WINDOW_WIDTH = 640;
const uint WINDOW_HEIGHT = 480;
fn int main()
{
ren::Renderer ren;
ren.init("test window");
ren.init("test window", WINDOW_WIDTH, WINDOW_HEIGHT);
// TODO: these could be the same function
ren.load_spirv_shader_from_file("rect shader", "resources/shaders/compiled/rect.vert.spv", "resources/shaders/compiled/rect.frag.spv", 0, 1);
ren.load_spirv_shader_from_mem("rect shader", &shader_rect_vert, &shader_rect_frag, 0, 0);
ren.create_pipeline("rect shader", RECT);
// load the tux qoi image
@ -25,41 +30,30 @@ fn int main()
// and put it in a texture
ren.new_texture("tux", FULL_COLOR, img_pixels, img_desc.width, img_desc.height);
// create a new pipeline to use the texture
ren.load_spirv_shader_from_file("sprite shader", "resources/shaders/compiled/sprite.vert.spv", "resources/shaders/compiled/sprite.frag.spv", 1, 1);
ren.load_spirv_shader_from_mem("sprite shader", &shader_sprite_vert, &shader_sprite_frag, 1, 0);
ren.create_pipeline("sprite shader", SPRITE);
for (int i = 0; i < 20; i++) {
GPUCommandBuffer* cmdbuf = sdl::acquire_gpu_command_buffer(ren.gpu);
GPUTexture* swapchain_texture;
sdl::wait_and_acquire_gpu_swapchain_texture(cmdbuf, ren.win, &swapchain_texture, null, null);
GPURenderPass* pass;
GPUGraphicsPipeline* p;
Viewsize v = {.w = 640, .h = 480};
sdl::Event e;
bool quit = false;
for (usz i = 0; !quit; i++) {
if (sdl::poll_event(&e)) {
if (e.type == EVENT_QUIT) {
quit = true;
}
}
if (i == 300) {
io::printn("ciao!");
img_pixels = qoi::read(allocator::temp(), "resources/tux_inv.qoi", &img_desc)!!;
ren.update_texture("tux", img_pixels, img_desc.width, img_desc.height);
}
ren.begin_render(true);
// Colored Rectangles Render Pass
// FIXME: if doing damage tracking DO NOT clear the screen
pass = sdl::begin_gpu_render_pass(cmdbuf,
&&(GPUColorTargetInfo){
.texture = swapchain_texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = {.r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0},
.load_op = GPU_LOADOP_CLEAR, // clear the screen at the start of the render pass
.store_op = GPU_STOREOP_STORE,
.resolve_texture = null,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false
},
1,
null // huh
);
if (pass == null) {
unreachable("render pass creation went wrong: %s", sdl::get_error());
}
ren.start_render_pass("rect shader");
// rect 1
ren.push_quad(100,100,100,100,0xff00ff00, 20);
@ -68,75 +62,31 @@ fn int main()
// rect 3
ren.push_quad(200,300,50,50,0xffff0000);
p = ren.pipelines.get_from_name("rect shader").pipeline;
if (p == null) {
unreachable("no pipeline");
}
//ren.set_scissor(0,50,200,300);
sdl::bind_gpu_graphics_pipeline(pass, p);
ren.draw_quads();
v.ox = 10*i;
v.oy = 10*i;
sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
ren.draw_quads(pass);
sdl::end_gpu_render_pass(pass);
ren.end_render_pass();
// End Rectangle Render Pass
// Textured Rectangles Render Pass
pass = sdl::begin_gpu_render_pass(cmdbuf,
&&(GPUColorTargetInfo){
.texture = swapchain_texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = {.r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0},
.load_op = GPU_LOADOP_DONT_CARE, // clear the screen at the start of the render pass
.store_op = GPU_STOREOP_STORE,
.resolve_texture = null,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false
},
1,
null // huh
);
if (pass == null) {
unreachable("render pass creation went wrong: %s", sdl::get_error());
}
p = ren.pipelines.get_from_name("sprite shader").pipeline;
if (p == null) {
unreachable("no pipeline");
}
sdl::bind_gpu_graphics_pipeline(pass, p);
// in this case it is not an offset but the texture size in pixels
v.ox = 54;
v.oy = 64;
sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
ren.start_render_pass("sprite shader");
// bind the pipeline's sampler
ren::Texture* tx = ren.textures.get_from_name("tux");
sdl::bind_gpu_fragment_samplers(pass, 0,
(GPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
);
ren.bind_texture("tux");
// tux
ren.push_sprite(300, 0, 54, 64, 0, 0);
ren.draw_quads(pass);
ren.reset_scissor();
sdl::end_gpu_render_pass(pass);
ren.draw_quads();
ren.end_render_pass();
// End Textured Rectangle Render Pass
sdl::submit_gpu_command_buffer(cmdbuf);
ren.reset_quads();
thread::sleep_ms(250);
ren.end_render();
}
ren.free();