#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 2048 #define FRAMEBUFFER_COUNT 2 iron_gpu_command_list_t gpu_command_list; static iron_gpu_buffer_t constant_buffer; int constant_buffer_index = 0; static int framebuffer_index; static iron_gpu_texture_t framebuffers[FRAMEBUFFER_COUNT]; static iron_gpu_texture_t *render_targets[8]; static bool window_resized = false; void gpu_internal_resize(int width, int height) { window_resized = true; } void gpu_internal_init_window(int depth_buffer_bits, bool vsync) { iron_gpu_internal_init_window(depth_buffer_bits, vsync); iron_gpu_command_list_init(&gpu_command_list); framebuffer_index = -1; for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) { iron_gpu_render_target_init_framebuffer(&framebuffers[i], iron_window_width(), iron_window_height(), IRON_IMAGE_FORMAT_RGBA32, depth_buffer_bits); } iron_gpu_constant_buffer_init(&constant_buffer, CONSTANT_BUFFER_SIZE * CONSTANT_BUFFER_MULTIPLE); } void gpu_draw(void) { iron_gpu_constant_buffer_unlock(&constant_buffer); iron_gpu_command_list_set_constant_buffer(&gpu_command_list, &constant_buffer, constant_buffer_index * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE); iron_gpu_command_list_draw(&gpu_command_list); ++constant_buffer_index; // if (constant_buffer_index == CONSTANT_BUFFER_MULTIPLE) { // iron_gpu_command_list_end(&gpu_command_list); // iron_gpu_command_list_wait(&gpu_command_list); // iron_gpu_command_list_begin(&gpu_command_list); // constant_buffer_index = 0; // } iron_gpu_constant_buffer_lock(&constant_buffer, constant_buffer_index * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE); } void gpu_begin() { constant_buffer_index = 0; iron_gpu_constant_buffer_lock(&constant_buffer, constant_buffer_index, CONSTANT_BUFFER_SIZE); framebuffer_index = (framebuffer_index + 1) % FRAMEBUFFER_COUNT; // if (window_resized) { // for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) { // iron_gpu_texture_destroy(&framebuffers[i]); // } // framebuffer_index = 0; // } iron_gpu_begin(&framebuffers[framebuffer_index]); // if (window_resized) { // for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) { // iron_gpu_render_target_init_framebuffer(&framebuffers[i], iron_window_width(), iron_window_height(), IRON_IMAGE_FORMAT_RGBA32, 0); // } // window_resized = false; // } render_targets[0] = NULL; iron_gpu_command_list_begin(&gpu_command_list); iron_gpu_command_list_framebuffer_to_render_target_barrier(&gpu_command_list, &framebuffers[framebuffer_index]); gpu_set_render_targets(NULL, 0, IRON_GPU_CLEAR_NONE, 0, 0); } void gpu_end() { iron_gpu_constant_buffer_unlock(&constant_buffer); iron_gpu_command_list_render_target_to_framebuffer_barrier(&gpu_command_list, &framebuffers[framebuffer_index]); iron_gpu_command_list_end(&gpu_command_list); iron_gpu_command_list_wait(&gpu_command_list); iron_gpu_end(); } void gpu_set_render_targets(iron_gpu_texture_t **targets, int count, unsigned flags, unsigned color, float depth) { iron_gpu_texture_t *_targets[8] = {NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL}; if (targets == NULL) { _targets[0] = &framebuffers[framebuffer_index]; targets = _targets; count = 1; } for (int i = 0; i < count; ++i) { render_targets[i] = targets[i]; if (render_targets[i]->state != IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET) { iron_gpu_command_list_texture_to_render_target_barrier(&gpu_command_list, render_targets[i]); render_targets[i]->state = IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET; } } iron_gpu_command_list_set_render_targets(&gpu_command_list, render_targets, count, flags, color, depth); } void gpu_viewport(int x, int y, int width, int height) { iron_gpu_command_list_viewport(&gpu_command_list, x, y, width, height); } void gpu_scissor(int x, int y, int width, int height) { iron_gpu_command_list_scissor(&gpu_command_list, x, y, width, height); } void gpu_disable_scissor(void) { iron_gpu_command_list_disable_scissor(&gpu_command_list); } void gpu_set_int(iron_gpu_constant_location_t *location, int value) { int *ints = (int *)(&constant_buffer.data[location->impl.vertexOffset]); ints[0] = value; } void gpu_set_int2(iron_gpu_constant_location_t *location, int value1, int value2) { int *ints = (int *)(&constant_buffer.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 *)(&constant_buffer.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 *)(&constant_buffer.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 *)(&constant_buffer.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 *)(&constant_buffer.data[location->impl.vertexOffset]); floats[0] = value; } void gpu_set_float2(iron_gpu_constant_location_t *location, float value1, float value2) { float *floats = (float *)(&constant_buffer.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 *)(&constant_buffer.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 *)(&constant_buffer.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 *)(&constant_buffer.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 *)(&constant_buffer.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(constant_buffer.data, location->impl.vertexOffset, &m); } else { iron_internal_set_matrix3(constant_buffer.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(constant_buffer.data, location->impl.vertexOffset, &m); } else { iron_internal_set_matrix4(constant_buffer.data, location->impl.vertexOffset, &value); } } void gpu_set_vertex_buffer(iron_gpu_buffer_t *buffer) { iron_gpu_command_list_set_vertex_buffer(&gpu_command_list, buffer); } void gpu_set_index_buffer(iron_gpu_buffer_t *buffer) { iron_gpu_command_list_set_index_buffer(&gpu_command_list, buffer); } void gpu_set_pipeline(iron_gpu_pipeline_t *pipeline) { iron_gpu_command_list_set_pipeline(&gpu_command_list, 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(&gpu_command_list, 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(&gpu_command_list, render_target); render_target->state = IRON_INTERNAL_RENDER_TARGET_STATE_TEXTURE; } iron_gpu_command_list_set_texture(&gpu_command_list, *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(&gpu_command_list, render_target); render_target->state = IRON_INTERNAL_RENDER_TARGET_STATE_TEXTURE; } iron_gpu_command_list_set_texture_from_render_target_depth(&gpu_command_list, *unit, render_target); } void gpu_render_target_get_pixels(iron_gpu_texture_t *render_target, uint8_t *data) { iron_gpu_command_list_get_render_target_pixels(&gpu_command_list, render_target, data); } void gpu_index_buffer_unlock(iron_gpu_buffer_t *buffer) { iron_gpu_index_buffer_unlock(buffer); iron_gpu_command_list_upload_index_buffer(&gpu_command_list, buffer); } void 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_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; }