#include "iron_gpu.h" #include #include #include #include "iron_system.h" #include "iron_math.h" #include "iron_file.h" #define CONSTANT_BUFFER_SIZE 256 #define CONSTANT_BUFFER_MULTIPLE 1024 #define FRAMEBUFFER_COUNT 2 #define MAX_TEXTURES 16 iron_gpu_command_list_t commandList; static iron_gpu_buffer_t vertexConstantBuffer; static int constantBufferIndex = 0; static int window_currentBuffer; static iron_gpu_texture_t window_framebuffers[FRAMEBUFFER_COUNT]; static iron_gpu_texture_t *window_current_render_targets[8]; static int window_current_render_target_count; static bool window_resized = false; void iron_gpu_internal_resize(int width, int height) { window_resized = true; } void gpu_internal_init_window(int depthBufferBits, bool vsync) { iron_gpu_internal_init_window(depthBufferBits, vsync); iron_gpu_command_list_init(&commandList); window_currentBuffer = -1; for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) { iron_gpu_render_target_init_framebuffer(&window_framebuffers[i], iron_window_width(), iron_window_height(), IRON_IMAGE_FORMAT_RGBA32, depthBufferBits); } iron_gpu_constant_buffer_init(&vertexConstantBuffer, CONSTANT_BUFFER_SIZE * CONSTANT_BUFFER_MULTIPLE); } static void iron_internal_start_draw() { iron_gpu_constant_buffer_unlock(&vertexConstantBuffer); iron_gpu_command_list_set_constant_buffer(&commandList, &vertexConstantBuffer, constantBufferIndex * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE); } static void iron_internal_end_draw() { ++constantBufferIndex; iron_gpu_constant_buffer_lock(&vertexConstantBuffer, constantBufferIndex * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE); } void iron_gpu_draw_indexed_vertices(void) { iron_internal_start_draw(); iron_gpu_command_list_draw_indexed_vertices(&commandList); iron_internal_end_draw(); } void iron_gpu_draw_indexed_vertices_from_to(int start, int count) { iron_internal_start_draw(); iron_gpu_command_list_draw_indexed_vertices_from_to(&commandList, start, count); iron_internal_end_draw(); } void iron_gpu_clear(unsigned color, float depth, unsigned flags) { if (window_current_render_target_count > 0) { if (window_current_render_targets[0] == NULL) { iron_gpu_command_list_clear(&commandList, &window_framebuffers[window_currentBuffer], flags, color, depth); } else { if (window_current_render_targets[0]->state != IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET) { iron_gpu_command_list_texture_to_render_target_barrier(&commandList, window_current_render_targets[0]); window_current_render_targets[0]->state = IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET; } iron_gpu_command_list_clear(&commandList, window_current_render_targets[0], flags, color, depth); } } } void gpu_begin() { constantBufferIndex = 0; iron_gpu_constant_buffer_lock(&vertexConstantBuffer, 0, CONSTANT_BUFFER_SIZE); window_currentBuffer = (window_currentBuffer + 1) % FRAMEBUFFER_COUNT; // if (window_resized) { // for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) { // iron_gpu_texture_destroy(&window_framebuffers[i]); // } // window_currentBuffer = 0; // } iron_gpu_begin(&window_framebuffers[window_currentBuffer]); // if (window_resized) { // for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) { // iron_gpu_render_target_init_framebuffer(&window_framebuffers[i], iron_window_width(), iron_window_height(), IRON_IMAGE_FORMAT_RGBA32, 0); // } // window_resized = false; // } window_current_render_targets[0] = NULL; window_current_render_target_count = 1; iron_gpu_command_list_begin(&commandList); iron_gpu_command_list_framebuffer_to_render_target_barrier(&commandList, &window_framebuffers[window_currentBuffer]); gpu_restore_render_target(); } void gpu_end() { iron_gpu_constant_buffer_unlock(&vertexConstantBuffer); iron_gpu_command_list_render_target_to_framebuffer_barrier(&commandList, &window_framebuffers[window_currentBuffer]); iron_gpu_command_list_end(&commandList); iron_gpu_command_list_execute(&commandList); iron_gpu_command_list_wait_for_execution_to_finish(&commandList); iron_gpu_end(); } void gpu_viewport(int x, int y, int width, int height) { iron_gpu_command_list_viewport(&commandList, x, y, width, height); } void gpu_scissor(int x, int y, int width, int height) { iron_gpu_command_list_scissor(&commandList, x, y, width, height); } void gpu_disable_scissor(void) { iron_gpu_command_list_disable_scissor(&commandList); } void gpu_set_int(iron_gpu_constant_location_t *location, int value) { int *ints = (int *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); ints[0] = value; } void gpu_set_int2(iron_gpu_constant_location_t *location, int value1, int value2) { int *ints = (int *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); ints[0] = value1; ints[1] = value2; } void gpu_set_int3(iron_gpu_constant_location_t *location, int value1, int value2, int value3) { int *ints = (int *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); ints[0] = value1; ints[1] = value2; ints[2] = value3; } void gpu_set_int4(iron_gpu_constant_location_t *location, int value1, int value2, int value3, int value4) { int *ints = (int *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); ints[0] = value1; ints[1] = value2; ints[2] = value3; ints[3] = value4; } void gpu_set_ints(iron_gpu_constant_location_t *location, int *values, int count) { int *ints = (int *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); for (int i = 0; i < count; ++i) { ints[i] = values[i]; } } void gpu_set_float(iron_gpu_constant_location_t *location, float value) { float *floats = (float *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); floats[0] = value; } void gpu_set_float2(iron_gpu_constant_location_t *location, float value1, float value2) { float *floats = (float *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); floats[0] = value1; floats[1] = value2; } void gpu_set_float3(iron_gpu_constant_location_t *location, float value1, float value2, float value3) { float *floats = (float *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); floats[0] = value1; floats[1] = value2; floats[2] = value3; } void gpu_set_float4(iron_gpu_constant_location_t *location, float value1, float value2, float value3, float value4) { float *floats = (float *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); floats[0] = value1; floats[1] = value2; floats[2] = value3; floats[3] = value4; } void gpu_set_floats(iron_gpu_constant_location_t *location, f32_array_t *values) { float *floats = (float *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); for (int i = 0; i < values->length; ++i) { floats[i] = values->buffer[i]; } } void gpu_set_bool(iron_gpu_constant_location_t *location, bool value) { int *ints = (int *)(&vertexConstantBuffer.data[location->impl.vertexOffset]); ints[0] = value ? 1 : 0; } static void iron_internal_set_matrix3(uint8_t *constants, int offset, iron_matrix3x3_t *value) { float *floats = (float *)(&constants[offset]); for (int y = 0; y < 3; ++y) { for (int x = 0; x < 3; ++x) { floats[x + y * 4] = iron_matrix3x3_get(value, x, y); } } } static void iron_internal_set_matrix4(uint8_t *constants, int offset, iron_matrix4x4_t *value) { float *floats = (float *)(&constants[offset]); for (int y = 0; y < 4; ++y) { for (int x = 0; x < 4; ++x) { floats[x + y * 4] = iron_matrix4x4_get(value, x, y); } } } void gpu_set_matrix3(iron_gpu_constant_location_t *location, iron_matrix3x3_t value) { if (iron_gpu_transpose_mat) { iron_matrix3x3_t m = value; iron_matrix3x3_transpose(&m); iron_internal_set_matrix3(vertexConstantBuffer.data, location->impl.vertexOffset, &m); } else { iron_internal_set_matrix3(vertexConstantBuffer.data, location->impl.vertexOffset, &value); } } void gpu_set_matrix4(iron_gpu_constant_location_t *location, iron_matrix4x4_t value) { if (iron_gpu_transpose_mat) { iron_matrix4x4_t m = value; iron_matrix4x4_transpose(&m); iron_internal_set_matrix4(vertexConstantBuffer.data, location->impl.vertexOffset, &m); } else { iron_internal_set_matrix4(vertexConstantBuffer.data, location->impl.vertexOffset, &value); } } void gpu_restore_render_target(void) { window_current_render_targets[0] = NULL; iron_gpu_texture_t *render_target = &window_framebuffers[window_currentBuffer]; iron_gpu_command_list_set_render_targets(&commandList, &render_target, 1); window_current_render_target_count = 1; } void gpu_set_render_targets(iron_gpu_texture_t **targets, int count) { for (int i = 0; i < count; ++i) { window_current_render_targets[i] = targets[i]; if (window_current_render_targets[i]->state != IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET) { iron_gpu_command_list_texture_to_render_target_barrier(&commandList, window_current_render_targets[i]); window_current_render_targets[i]->state = IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET; } } window_current_render_target_count = count; iron_gpu_texture_t *render_targets[16]; for (int i = 0; i < count; ++i) { render_targets[i] = targets[i]; } iron_gpu_command_list_set_render_targets(&commandList, render_targets, count); } void gpu_set_vertex_buffer(iron_gpu_buffer_t *buffer) { iron_gpu_command_list_set_vertex_buffer(&commandList, buffer); } void gpu_set_index_buffer(iron_gpu_buffer_t *buffer) { iron_gpu_command_list_set_index_buffer(&commandList, buffer); } void iron_gpu_set_pipeline(iron_gpu_pipeline_t *pipeline) { iron_gpu_command_list_set_pipeline(&commandList, pipeline); } void gpu_set_texture(iron_gpu_texture_unit_t *unit, iron_gpu_texture_t *render_target) { if (!render_target->_uploaded) { iron_gpu_command_list_upload_texture(&commandList, render_target); render_target->_uploaded = true; } if (render_target->state != IRON_INTERNAL_RENDER_TARGET_STATE_TEXTURE) { iron_gpu_command_list_render_target_to_texture_barrier(&commandList, render_target); render_target->state = IRON_INTERNAL_RENDER_TARGET_STATE_TEXTURE; } iron_gpu_command_list_set_texture(&commandList, *unit, render_target); } void gpu_set_texture_depth(iron_gpu_texture_unit_t *unit, iron_gpu_texture_t *render_target) { if (render_target->state != IRON_INTERNAL_RENDER_TARGET_STATE_TEXTURE) { iron_gpu_command_list_render_target_to_texture_barrier(&commandList, render_target); render_target->state = IRON_INTERNAL_RENDER_TARGET_STATE_TEXTURE; } iron_gpu_command_list_set_texture_from_render_target_depth(&commandList, *unit, render_target); } void iron_gpu_render_target_get_pixels(iron_gpu_texture_t *render_target, uint8_t *data) { iron_gpu_command_list_get_render_target_pixels(&commandList, render_target, data); } void gpu_index_buffer_unlock_all(iron_gpu_buffer_t *buffer) { iron_gpu_index_buffer_unlock_all(buffer); iron_gpu_command_list_upload_index_buffer(&commandList, buffer); } void gpu_index_buffer_unlock(iron_gpu_buffer_t *buffer, int count) { iron_gpu_index_buffer_unlock(buffer, count); iron_gpu_command_list_upload_index_buffer(&commandList, buffer); } void iron_gpu_vertex_structure_init(iron_gpu_vertex_structure_t *structure) { structure->size = 0; } void iron_gpu_vertex_structure_add(iron_gpu_vertex_structure_t *structure, const char *name, iron_gpu_vertex_data_t data) { structure->elements[structure->size].name = name; structure->elements[structure->size].data = data; structure->size++; } void gpu_vertex_buffer_init(iron_gpu_buffer_t *buffer, int count, iron_gpu_vertex_structure_t *structure, gpu_usage_t usage) { buffer->myCount = count; iron_gpu_vertex_buffer_init(buffer, count, structure, usage == GPU_USAGE_STATIC); } float *gpu_vertex_buffer_lock_all(iron_gpu_buffer_t *buffer) { return iron_gpu_vertex_buffer_lock_all(buffer); } float *gpu_vertex_buffer_lock(iron_gpu_buffer_t *buffer, int start, int count) { return iron_gpu_vertex_buffer_lock(buffer, start, count); } void iron_gpu_internal_pipeline_init(iron_gpu_pipeline_t *pipe) { pipe->input_layout = NULL; pipe->vertex_shader = NULL; pipe->fragment_shader = NULL; pipe->cull_mode = IRON_GPU_CULL_MODE_NEVER; pipe->depth_write = false; pipe->depth_mode = IRON_GPU_COMPARE_MODE_ALWAYS; pipe->blend_source = IRON_GPU_BLEND_ONE; pipe->blend_destination = IRON_GPU_BLEND_ZERO; pipe->blend_operation = IRON_GPU_BLENDOP_ADD; pipe->alpha_blend_source = IRON_GPU_BLEND_ONE; pipe->alpha_blend_destination = IRON_GPU_BLEND_ZERO; pipe->alpha_blend_operation = IRON_GPU_BLENDOP_ADD; for (int i = 0; i < 8; ++i) { pipe->color_write_mask_red[i] = true; pipe->color_write_mask_green[i] = true; pipe->color_write_mask_blue[i] = true; pipe->color_write_mask_alpha[i] = true; pipe->color_attachment[i] = IRON_IMAGE_FORMAT_RGBA32; } pipe->color_attachment_count = 1; pipe->depth_attachment_bits = 0; }