Files
armorpaint/base/sources/iron_gpu.c
T
2025-04-19 12:29:49 +02:00

535 lines
18 KiB
C

#include "iron_gpu.h"
#include <assert.h>
#include <string.h>
#include <stddef.h>
#include "iron_system.h"
#include "iron_math.h"
#include "iron_file.h"
#define CONSTANT_BUFFER_SIZE 4096
#define CONSTANT_BUFFER_MULTIPLY 100
#define FRAMEBUFFER_COUNT 2
#define MAX_TEXTURES 16
iron_gpu_command_list_t commandList;
bool waitAfterNextDraw = false;
static iron_gpu_buffer_t vertexConstantBuffer;
static int constantBufferIndex = 0;
static struct {
int currentBuffer;
iron_gpu_texture_t framebuffers[FRAMEBUFFER_COUNT];
iron_gpu_texture_t *current_render_targets[8];
int current_render_target_count;
bool resized;
} windows[1] = {0};
typedef struct render_state {
iron_gpu_pipeline_t *pipeline;
iron_gpu_buffer_t *index_buffer;
iron_gpu_buffer_t *vertex_buffer;
bool viewport_set;
int viewport_x;
int viewport_y;
int viewport_width;
int viewport_height;
bool scissor_set;
int scissor_x;
int scissor_y;
int scissor_width;
int scissor_height;
iron_gpu_texture_t *textures[MAX_TEXTURES];
iron_gpu_texture_unit_t texture_units[MAX_TEXTURES];
int texture_count;
iron_gpu_texture_t *depth_render_targets[MAX_TEXTURES];
iron_gpu_texture_unit_t depth_render_target_units[MAX_TEXTURES];
int depth_render_target_count;
uint8_t vertex_constant_data[CONSTANT_BUFFER_SIZE];
} render_state;
static render_state current_state;
bool iron_gpu_texture_unit_equals(iron_gpu_texture_unit_t *unit1, iron_gpu_texture_unit_t *unit2) {
for (int i = 0; i < IRON_GPU_SHADER_TYPE_COUNT; ++i) {
if (unit1->stages[i] != unit2->stages[i]) {
return false;
}
}
return true;
}
void iron_gpu_internal_resize(int width, int height) {
windows[0].resized = true;
}
void iron_gpu_internal_restore_render_target(void) {
windows[0].current_render_targets[0] = NULL;
iron_gpu_texture_t *render_target = &windows[0].framebuffers[windows[0].currentBuffer];
iron_gpu_command_list_set_render_targets(&commandList, &render_target, 1);
windows[0].current_render_target_count = 1;
}
void gpu_internal_init_window(int depthBufferBits, bool vsync) {
iron_gpu_internal_init_window(depthBufferBits, vsync);
iron_gpu_command_list_init(&commandList);
windows[0].currentBuffer = -1;
for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) {
iron_gpu_render_target_init_framebuffer(&windows[0].framebuffers[i], iron_window_width(), iron_window_height(),
IRON_IMAGE_FORMAT_RGBA32, depthBufferBits);
}
iron_gpu_constant_buffer_init(&vertexConstantBuffer, CONSTANT_BUFFER_SIZE * CONSTANT_BUFFER_MULTIPLY);
// to support doing work after gpu_end and before gpu_begin
iron_gpu_command_list_begin(&commandList);
}
static void iron_internal_start_draw(bool compute) {
if ((constantBufferIndex + 1) >= CONSTANT_BUFFER_MULTIPLY || waitAfterNextDraw) {
memcpy(current_state.vertex_constant_data, vertexConstantBuffer.data, CONSTANT_BUFFER_SIZE);
}
iron_gpu_constant_buffer_unlock(&vertexConstantBuffer);
iron_gpu_command_list_set_vertex_constant_buffer(&commandList, &vertexConstantBuffer, constantBufferIndex * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE);
}
static void iron_internal_end_draw(bool compute) {
++constantBufferIndex;
if (constantBufferIndex >= CONSTANT_BUFFER_MULTIPLY || waitAfterNextDraw) {
iron_gpu_command_list_end(&commandList);
iron_gpu_command_list_execute(&commandList);
iron_gpu_command_list_wait_for_execution_to_finish(&commandList);
iron_gpu_command_list_begin(&commandList);
if (windows[0].current_render_targets[0] == NULL) {
iron_gpu_internal_restore_render_target();
}
else {
const int count = windows[0].current_render_target_count;
iron_gpu_texture_t *render_targets[16];
for (int i = 0; i < count; ++i) {
render_targets[i] = windows[0].current_render_targets[i];
}
iron_gpu_command_list_set_render_targets(&commandList, render_targets, count);
}
if (current_state.pipeline != NULL) {
iron_gpu_command_list_set_pipeline(&commandList, current_state.pipeline);
}
if (current_state.index_buffer != NULL) {
iron_gpu_command_list_set_index_buffer(&commandList, current_state.index_buffer);
}
if (current_state.vertex_buffer != NULL) {
iron_gpu_command_list_set_vertex_buffer(&commandList, current_state.vertex_buffer);
}
if (current_state.viewport_set) {
iron_gpu_command_list_viewport(&commandList, current_state.viewport_x, current_state.viewport_y, current_state.viewport_width,
current_state.viewport_height);
}
if (current_state.scissor_set) {
iron_gpu_command_list_scissor(&commandList, current_state.scissor_x, current_state.scissor_y, current_state.scissor_width,
current_state.scissor_height);
}
for (int i = 0; i < current_state.texture_count; ++i) {
iron_gpu_command_list_set_texture(&commandList, current_state.texture_units[i], current_state.textures[i]);
}
for (int i = 0; i < current_state.depth_render_target_count; ++i) {
iron_gpu_command_list_set_texture_from_render_target_depth(&commandList, current_state.depth_render_target_units[i],
current_state.depth_render_targets[i]);
}
constantBufferIndex = 0;
waitAfterNextDraw = false;
iron_gpu_constant_buffer_lock(&vertexConstantBuffer, 0, CONSTANT_BUFFER_SIZE);
memcpy(vertexConstantBuffer.data, current_state.vertex_constant_data, CONSTANT_BUFFER_SIZE);
}
else {
iron_gpu_constant_buffer_lock(&vertexConstantBuffer, constantBufferIndex * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE);
}
}
void iron_gpu_draw_indexed_vertices(void) {
iron_internal_start_draw(false);
iron_gpu_command_list_draw_indexed_vertices(&commandList);
iron_internal_end_draw(false);
}
void iron_gpu_draw_indexed_vertices_from_to(int start, int count) {
iron_internal_start_draw(false);
iron_gpu_command_list_draw_indexed_vertices_from_to(&commandList, start, count);
iron_internal_end_draw(false);
}
void iron_gpu_clear(unsigned color, float depth, unsigned flags) {
if (windows[0].current_render_target_count > 0) {
if (windows[0].current_render_targets[0] == NULL) {
iron_gpu_command_list_clear(&commandList, &windows[0].framebuffers[windows[0].currentBuffer], flags, color, depth);
}
else {
if (windows[0].current_render_targets[0]->state != IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET) {
iron_gpu_command_list_texture_to_render_target_barrier(&commandList, windows[0].current_render_targets[0]);
windows[0].current_render_targets[0]->state = IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET;
}
iron_gpu_command_list_clear(&commandList, windows[0].current_render_targets[0], flags, color, depth);
}
}
}
void gpu_begin() {
// to support doing work after gpu_end and before gpu_begin
iron_gpu_command_list_end(&commandList);
iron_gpu_command_list_execute(&commandList);
windows[0].currentBuffer = (windows[0].currentBuffer + 1) % FRAMEBUFFER_COUNT;
bool resized = windows[0].resized;
if (resized) {
for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) {
iron_gpu_texture_destroy(&windows[0].framebuffers[i]);
}
windows[0].currentBuffer = 0;
}
iron_gpu_begin(&windows[0].framebuffers[windows[0].currentBuffer]);
if (resized) {
for (int i = 0; i < FRAMEBUFFER_COUNT; ++i) {
iron_gpu_render_target_init_framebuffer(&windows[0].framebuffers[i], iron_window_width(), iron_window_height(),
IRON_IMAGE_FORMAT_RGBA32, 16);
}
windows[0].resized = false;
}
windows[0].current_render_targets[0] = NULL;
windows[0].current_render_target_count = 1;
current_state.pipeline = NULL;
current_state.index_buffer = NULL;
current_state.vertex_buffer = NULL;
current_state.viewport_set = false;
current_state.scissor_set = false;
current_state.texture_count = 0;
current_state.depth_render_target_count = 0;
iron_gpu_command_list_begin(&commandList);
// Currently we do not necessarily wait at the end of a frame so for now it's iron_internal_end_draw
iron_internal_end_draw(false);
iron_gpu_command_list_framebuffer_to_render_target_barrier(&commandList, &windows[0].framebuffers[windows[0].currentBuffer]);
gpu_restore_render_target();
}
void gpu_viewport(int x, int y, int width, int height) {
current_state.viewport_x = x;
current_state.viewport_y = y;
current_state.viewport_width = width;
current_state.viewport_height = height;
current_state.viewport_set = true;
iron_gpu_command_list_viewport(&commandList, x, y, width, height);
}
void gpu_scissor(int x, int y, int width, int height) {
current_state.scissor_x = x;
current_state.scissor_y = y;
current_state.scissor_width = width;
current_state.scissor_height = height;
current_state.scissor_set = true;
iron_gpu_command_list_scissor(&commandList, x, y, width, height);
}
void gpu_disable_scissor(void) {
current_state.scissor_set = false;
iron_gpu_command_list_disable_scissor(&commandList);
}
void gpu_end() {
iron_gpu_constant_buffer_unlock(&vertexConstantBuffer);
iron_gpu_command_list_render_target_to_framebuffer_barrier(&commandList, &windows[0].framebuffers[windows[0].currentBuffer]);
iron_gpu_command_list_end(&commandList);
iron_gpu_command_list_execute(&commandList);
iron_gpu_end();
// to support doing work after gpu_end and before gpu_begin
iron_gpu_command_list_begin(&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_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_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_restore_render_target(void) {
iron_gpu_internal_restore_render_target();
current_state.viewport_set = false;
current_state.scissor_set = false;
}
void gpu_set_render_targets(iron_gpu_texture_t **targets, int count) {
for (int i = 0; i < count; ++i) {
windows[0].current_render_targets[i] = targets[i];
if (windows[0].current_render_targets[i]->state != IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET) {
iron_gpu_command_list_texture_to_render_target_barrier(&commandList, windows[0].current_render_targets[i]);
windows[0].current_render_targets[i]->state = IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET;
}
}
windows[0].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);
current_state.viewport_set = false;
current_state.scissor_set = false;
}
void gpu_set_vertex_buffer(iron_gpu_buffer_t *buffer) {
current_state.vertex_buffer = buffer;
iron_gpu_command_list_set_vertex_buffer(&commandList, buffer);
}
void gpu_set_index_buffer(iron_gpu_buffer_t *buffer) {
current_state.index_buffer = buffer;
iron_gpu_command_list_set_index_buffer(&commandList, buffer);
}
void iron_gpu_set_pipeline(iron_gpu_pipeline_t *pipeline) {
current_state.pipeline = 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;
}
bool found = false;
for (int i = 0; i < current_state.texture_count; ++i) {
if (iron_gpu_texture_unit_equals(&current_state.texture_units[i], unit)) {
current_state.textures[i] = render_target;
current_state.texture_units[i] = *unit;
found = true;
break;
}
}
if (!found) {
current_state.textures[current_state.texture_count] = render_target;
current_state.texture_units[current_state.texture_count] = *unit;
current_state.texture_count += 1;
}
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;
}
bool found = false;
for (int i = 0; i < current_state.depth_render_target_count; ++i) {
if (iron_gpu_texture_unit_equals(&current_state.depth_render_target_units[i], unit)) {
current_state.depth_render_targets[i] = render_target;
current_state.depth_render_target_units[i] = *unit;
found = true;
break;
}
}
if (!found) {
assert(current_state.depth_render_target_count < MAX_TEXTURES);
current_state.depth_render_targets[current_state.depth_render_target_count] = render_target;
current_state.depth_render_target_units[current_state.depth_render_target_count] = *unit;
current_state.depth_render_target_count += 1;
}
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) {
waitAfterNextDraw = true;
return iron_gpu_vertex_buffer_lock_all(buffer);
}
float *gpu_vertex_buffer_lock(iron_gpu_buffer_t *buffer, int start, int count) {
waitAfterNextDraw = true;
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;
}