aurora: Textured quads

This commit is contained in:
Luke Street 2022-02-19 03:28:44 -05:00
parent 0703cf60b3
commit c8c2f44fbc
7 changed files with 467 additions and 30 deletions

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@ -20,6 +20,7 @@ add_library(aurora STATIC
lib/gfx/common.cpp
lib/gfx/texture.cpp
lib/gfx/movie_player/shader.cpp
lib/gfx/textured_quad/shader.cpp
# TODO move to imgui? or move imgui impl to here?
../extern/imgui/backends/imgui_impl_sdl.cpp
../extern/imgui/backends/imgui_impl_wgpu.cpp

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@ -1,6 +1,7 @@
#include "common.hpp"
#include "../gpu.hpp"
#include "textured_quad//shader.hpp"
#include "movie_player/shader.hpp"
#include <condition_variable>
@ -17,17 +18,20 @@ using gpu::g_queue;
struct ShaderState {
movie_player::State moviePlayer;
textured_quad::State texturedQuad;
};
struct ShaderDrawCommand {
ShaderType type;
union {
movie_player::DrawData moviePlayer;
textured_quad::DrawData texturedQuad;
};
};
struct PipelineCreateCommand {
ShaderType type;
union {
movie_player::PipelineConfig moviePlayer;
textured_quad::PipelineConfig texturedQuad;
};
};
enum class CommandType {
@ -135,12 +139,15 @@ void add_model(/* TODO */) noexcept {}
void queue_aabb(const zeus::CAABox& aabb, const zeus::CColor& color, bool z_only) noexcept {
// TODO
}
void queue_fog_volume_plane(const ArrayRef<zeus::CVector4f>& verts, uint8_t pass) {
// TODO
}
void queue_fog_volume_filter(const zeus::CColor& color, bool two_way) noexcept {
// TODO
}
void queue_textured_quad_verts(CameraFilterType filter_type, const TextureHandle& texture, ZTest z_comparison,
bool z_test, const zeus::CColor& color, const ArrayRef<zeus::CVector3f>& pos,
const ArrayRef<zeus::CVector2f>& uvs, float lod) noexcept {
@ -148,8 +155,16 @@ void queue_textured_quad_verts(CameraFilterType filter_type, const TextureHandle
}
void queue_textured_quad(CameraFilterType filter_type, const TextureHandle& texture, ZTest z_comparison, bool z_test,
const zeus::CColor& color, float uv_scale, const zeus::CRectangle& rect, float z) noexcept {
// TODO
auto data = textured_quad::make_draw_data(g_state.texturedQuad, filter_type, texture, z_comparison, z_test, color,
uv_scale, rect, z);
push_draw_command({.type = ShaderType::TexturedQuad, .texturedQuad = data});
}
template <>
PipelineRef pipeline_ref(textured_quad::PipelineConfig config) {
return find_pipeline({.type = ShaderType::TexturedQuad, .texturedQuad = config},
[=]() { return create_pipeline(g_state.texturedQuad, config); });
}
void queue_colored_quad_verts(CameraFilterType filter_type, ZTest z_comparison, bool z_test, const zeus::CColor& color,
const ArrayRef<zeus::CVector3f>& pos) noexcept {
// TODO
@ -185,7 +200,7 @@ static void pipeline_worker() {
cb = std::move(g_queuedPipelines.front());
}
auto result = cb.second();
// std::this_thread::sleep_for(std::chrono::milliseconds{1500});
// std::this_thread::sleep_for(std::chrono::milliseconds{1500});
{
std::scoped_lock lock{g_pipelineMutex};
if (g_pipelines.contains(cb.first)) {
@ -230,6 +245,7 @@ void initialize() {
}
g_state.moviePlayer = movie_player::construct_state();
g_state.texturedQuad = textured_quad::construct_state();
}
void shutdown() {
@ -240,13 +256,19 @@ void shutdown() {
void render(const wgpu::RenderPassEncoder& pass) {
{
if (g_verts.size() > 0) {
g_queue.WriteBuffer(g_vertexBuffer, 0, g_verts.data(), g_verts.size());
g_queue.WriteBuffer(g_uniformBuffer, 0, g_uniforms.data(), g_uniforms.size());
g_queue.WriteBuffer(g_indexBuffer, 0, g_indices.data(), g_indices.size());
g_verts.clear();
}
if (g_uniforms.size() > 0) {
g_queue.WriteBuffer(g_uniformBuffer, 0, g_uniforms.data(), g_uniforms.size());
g_uniforms.clear();
}
if (g_indices.size() > 0) {
g_queue.WriteBuffer(g_indexBuffer, 0, g_indices.data(), g_indices.size());
g_indices.clear();
}
}
g_currentPipeline = UINT64_MAX;
@ -268,7 +290,7 @@ void render(const wgpu::RenderPassEncoder& pass) {
// TODO
break;
case ShaderType::TexturedQuad:
// TODO
textured_quad::render(g_state.texturedQuad, draw.texturedQuad, pass);
break;
case ShaderType::MoviePlayer:
movie_player::render(g_state.moviePlayer, draw.moviePlayer, pass);
@ -290,6 +312,7 @@ bool bind_pipeline(PipelineRef ref, const wgpu::RenderPassEncoder& pass) {
return false;
}
pass.SetPipeline(g_pipelines[ref]);
g_currentPipeline = ref;
return true;
}

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@ -42,25 +42,13 @@ public:
memcpy(m_data + m_length, data, size);
m_length += size;
}
void append_zeroes(size_t size) {
resize(m_length + size);
memset(m_data + m_length, 0, size);
m_length += size;
}
void resize(size_t size) {
if (size == 0) {
clear();
} else if (m_data == nullptr) {
m_data = static_cast<uint8_t*>(malloc(size));
} else if (size > m_capacity) {
m_data = static_cast<uint8_t*>(realloc(m_data, size));
} else {
return;
}
m_capacity = size;
}
void clear() {
if (m_data != nullptr) {
free(m_data);
@ -74,18 +62,37 @@ private:
uint8_t* m_data = nullptr;
size_t m_length = 0;
size_t m_capacity = 0;
void resize(size_t size) {
if (size == 0) {
clear();
} else if (m_data == nullptr) {
m_data = static_cast<uint8_t*>(malloc(size));
} else if (size > m_capacity) {
m_data = static_cast<uint8_t*>(realloc(m_data, size));
} else {
return;
}
m_capacity = size;
}
};
template <typename T>
struct Vec2 {
T x{};
T y{};
constexpr Vec2(T x, T y) : x(x), y(y) {}
constexpr Vec2(const zeus::CVector2f& vec) : x(vec.x()), y(vec.y()) {}
};
template <typename T>
struct Vec3 {
T x{};
T y{};
T z{};
constexpr Vec3(T x, T y, T z) : x(x), y(y), z(z) {}
constexpr Vec3(const zeus::CVector3f& vec) : x(vec.x()), y(vec.y()), z(vec.z()) {}
};
template <typename T>
struct Vec4 {
@ -93,6 +100,27 @@ struct Vec4 {
T y{};
T z{};
T w{};
constexpr Vec4(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {}
constexpr Vec4(const zeus::CVector4f& vec) : x(vec.x()), y(vec.y()), z(vec.z()), w(vec.w()) {}
constexpr Vec4(const zeus::CColor& color) : x(color.r()), y(color.g()), z(color.b()), w(color.a()) {}
};
template <typename T>
struct Mat4x4 {
Vec4<T> m0{};
Vec4<T> m1{};
Vec4<T> m2{};
Vec4<T> m3{};
constexpr Mat4x4(const Vec4<T>& m0, const Vec4<T>& m1, const Vec4<T>& m2, const Vec4<T>& m3)
: m0(m0), m1(m1), m2(m2), m3(m3) {}
constexpr Mat4x4(const zeus::CMatrix4f& m) : m0(m[0]), m1(m[1]), m2(m[2]), m3(m[3]) {}
};
constexpr Mat4x4<float> Mat4x4_Identity{
Vec4<float>{1.f, 0.f, 0.f, 0.f},
Vec4<float>{0.f, 1.f, 0.f, 0.f},
Vec4<float>{0.f, 0.f, 1.f, 0.f},
Vec4<float>{0.f, 0.f, 0.f, 1.f},
};
} // namespace aurora

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@ -108,7 +108,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
wgpu::BindGroupEntry{
.binding = 0,
.buffer = g_uniformBuffer,
.offset = 0,
.size = uniform_size,
},
wgpu::BindGroupEntry{
@ -223,7 +222,7 @@ DrawData make_draw_data(const State& state, const TextureHandle& tex_y, const Te
const TextureHandle& tex_v, const zeus::CColor& color, float h_pad, float v_pad) {
auto pipeline = pipeline_ref(PipelineConfig{});
const std::array<Vert, 4> verts{
const std::array verts{
Vert{{-h_pad, v_pad, 0.f}, {0.0, 0.0}},
Vert{{-h_pad, -v_pad, 0.f}, {0.0, 1.0}},
Vert{{h_pad, v_pad, 0.f}, {1.0, 0.0}},
@ -232,12 +231,12 @@ DrawData make_draw_data(const State& state, const TextureHandle& tex_y, const Te
const auto vertRange = push_verts(ArrayRef{verts});
const auto uniform = Uniform{
.xf = zeus::CMatrix4f{},
.xf = Mat4x4_Identity,
.color = color,
};
const auto uniformRange = push_uniform(uniform);
std::array<wgpu::BindGroupEntry, 3> entries{
const std::array entries{
wgpu::BindGroupEntry{
.binding = 0,
.textureView = tex_y.ref->view,

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@ -24,13 +24,13 @@ struct State {
wgpu::PipelineLayout pipelineLayout;
};
struct Vert {
struct alignas(4) Vert {
Vec3<float> pos;
Vec2<float> uv;
};
struct Uniform {
zeus::CMatrix4f xf;
zeus::CColor color;
struct alignas(4) Uniform {
Mat4x4<float> xf;
Vec4<float> color;
};
State construct_state();

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@ -0,0 +1,340 @@
#include "shader.hpp"
#include "../../gpu.hpp"
#include <magic_enum.hpp>
namespace aurora::gfx::textured_quad {
static logvisor::Module Log("aurora::gfx::textured_quad");
using gpu::g_device;
using gpu::g_graphicsConfig;
using gpu::utils::make_vertex_attributes;
using gpu::utils::make_vertex_buffer_layout;
using gpu::utils::make_vertex_state;
State construct_state() {
wgpu::ShaderModuleWGSLDescriptor wgslDescriptor{};
wgslDescriptor.source = R"""(
struct Uniform {
xf: mat4x4<f32>;
color: vec4<f32>;
lod: f32;
};
@group(0) @binding(0)
var<uniform> ubuf: Uniform;
@group(0) @binding(1)
var texture_sampler: sampler;
@group(1) @binding(0)
var texture: texture_2d<f32>;
struct VertexOutput {
@builtin(position) pos: vec4<f32>;
@location(0) uv: vec2<f32>;
};
@stage(vertex)
fn vs_main(@location(0) in_pos: vec3<f32>, @location(1) in_uv: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.pos = ubuf.xf * vec4<f32>(in_pos, 1.0);
out.uv = in_uv;
return out;
}
@stage(fragment)
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return ubuf.color * textureSampleBias(texture, texture_sampler, in.uv, ubuf.lod);
}
)""";
const auto shaderDescriptor = wgpu::ShaderModuleDescriptor{
.nextInChain = &wgslDescriptor,
.label = "Textured Quad Shader",
};
auto shader = g_device.CreateShaderModule(&shaderDescriptor);
wgpu::SupportedLimits limits;
g_device.GetLimits(&limits);
const auto uniform_alignment = limits.limits.minUniformBufferOffsetAlignment;
const auto uniform_size = ALIGN(sizeof(Uniform), uniform_alignment);
const std::array uniformLayoutEntries{
wgpu::BindGroupLayoutEntry{
.binding = 0,
.visibility = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
.buffer =
wgpu::BufferBindingLayout{
.type = wgpu::BufferBindingType::Uniform,
.hasDynamicOffset = true,
.minBindingSize = uniform_size,
},
},
wgpu::BindGroupLayoutEntry{
.binding = 1,
.visibility = wgpu::ShaderStage::Fragment,
.sampler =
wgpu::SamplerBindingLayout{
.type = wgpu::SamplerBindingType::Filtering,
},
},
};
const auto uniformLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{
.label = "Textured Quad Uniform Bind Group Layout",
.entryCount = uniformLayoutEntries.size(),
.entries = uniformLayoutEntries.data(),
};
auto uniformLayout = g_device.CreateBindGroupLayout(&uniformLayoutDescriptor);
const auto samplerDescriptor = wgpu::SamplerDescriptor{
.addressModeU = wgpu::AddressMode::Repeat,
.addressModeV = wgpu::AddressMode::Repeat,
.addressModeW = wgpu::AddressMode::Repeat,
.magFilter = wgpu::FilterMode::Linear,
.minFilter = wgpu::FilterMode::Linear,
.mipmapFilter = wgpu::FilterMode::Linear,
.maxAnisotropy = g_graphicsConfig.textureAnistropy,
};
auto sampler = g_device.CreateSampler(&samplerDescriptor);
const std::array uniformBindGroupEntries{
wgpu::BindGroupEntry{
.binding = 0,
.buffer = g_uniformBuffer,
.size = uniform_size,
},
wgpu::BindGroupEntry{
.binding = 1,
.sampler = sampler,
},
};
const auto uniformBindGroupDescriptor = wgpu::BindGroupDescriptor{
.label = "Textured Quad Uniform Bind Group",
.layout = uniformLayout,
.entryCount = uniformBindGroupEntries.size(),
.entries = uniformBindGroupEntries.data(),
};
auto uniformBindGroup = g_device.CreateBindGroup(&uniformBindGroupDescriptor);
const auto textureBinding = wgpu::TextureBindingLayout{
.sampleType = wgpu::TextureSampleType::Float,
.viewDimension = wgpu::TextureViewDimension::e2D,
};
const std::array textureLayoutEntries{
wgpu::BindGroupLayoutEntry{
.binding = 0,
.visibility = wgpu::ShaderStage::Fragment,
.texture = textureBinding,
},
};
const auto textureLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{
.label = "Textured Quad Texture Bind Group Layout",
.entryCount = textureLayoutEntries.size(),
.entries = textureLayoutEntries.data(),
};
auto textureLayout = g_device.CreateBindGroupLayout(&textureLayoutDescriptor);
const std::array bindGroupLayouts{
uniformLayout,
textureLayout,
};
const auto pipelineLayoutDescriptor = wgpu::PipelineLayoutDescriptor{
.label = "Textured Quad Pipeline Layout",
.bindGroupLayoutCount = bindGroupLayouts.size(),
.bindGroupLayouts = bindGroupLayouts.data(),
};
auto pipelineLayout = g_device.CreatePipelineLayout(&pipelineLayoutDescriptor);
return {
.shader = shader,
.uniformLayout = uniformLayout,
.uniformBindGroup = uniformBindGroup,
.textureLayout = textureLayout,
.sampler = sampler,
.pipelineLayout = pipelineLayout,
};
}
wgpu::RenderPipeline create_pipeline(const State& state, [[maybe_unused]] PipelineConfig config) {
const auto attributes =
make_vertex_attributes(std::array{wgpu::VertexFormat::Float32x3, wgpu::VertexFormat::Float32x2});
const std::array vertexBuffers{make_vertex_buffer_layout(sizeof(Vert), attributes)};
wgpu::CompareFunction depthCompare;
switch (config.zComparison) {
case ZTest::Never:
depthCompare = wgpu::CompareFunction::Never;
break;
case ZTest::Less:
depthCompare = wgpu::CompareFunction::Less;
break;
case ZTest::Equal:
depthCompare = wgpu::CompareFunction::Equal;
break;
case ZTest::LEqual:
depthCompare = wgpu::CompareFunction::LessEqual;
break;
case ZTest::Greater:
depthCompare = wgpu::CompareFunction::Greater;
break;
case ZTest::NEqual:
depthCompare = wgpu::CompareFunction::NotEqual;
break;
case ZTest::GEqual:
depthCompare = wgpu::CompareFunction::GreaterEqual;
break;
case ZTest::Always:
depthCompare = wgpu::CompareFunction::Always;
break;
}
const auto depthStencil = wgpu::DepthStencilState{
.format = g_graphicsConfig.depthFormat,
.depthWriteEnabled = config.zTest,
.depthCompare = depthCompare,
};
bool alphaWrite = false;
wgpu::BlendComponent blendComponent;
switch (config.filterType) {
case CameraFilterType::Multiply:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::Zero,
.dstFactor = wgpu::BlendFactor::Src,
};
alphaWrite = true;
break;
case CameraFilterType::Add:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::SrcAlpha,
.dstFactor = wgpu::BlendFactor::One,
};
alphaWrite = false;
break;
case CameraFilterType::Subtract:
blendComponent = wgpu::BlendComponent{
.operation = wgpu::BlendOperation::Subtract,
.srcFactor = wgpu::BlendFactor::SrcAlpha,
.dstFactor = wgpu::BlendFactor::One,
};
alphaWrite = false;
break;
case CameraFilterType::Blend:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::SrcAlpha,
.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha,
};
alphaWrite = false;
break;
case CameraFilterType::InvDstMultiply:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::Zero,
.dstFactor = wgpu::BlendFactor::OneMinusSrc,
};
alphaWrite = true;
break;
default:
Log.report(logvisor::Fatal, FMT_STRING("unimplemented filter type {}"), magic_enum::enum_name(config.filterType));
unreachable();
}
const auto blendState = wgpu::BlendState{
.color = blendComponent,
.alpha = blendComponent,
};
auto writeMask = wgpu::ColorWriteMask::Red | wgpu::ColorWriteMask::Green | wgpu::ColorWriteMask::Blue;
if (alphaWrite) {
writeMask = writeMask | wgpu::ColorWriteMask::Alpha;
}
const std::array colorTargets{
wgpu::ColorTargetState{
.format = g_graphicsConfig.colorFormat,
.blend = &blendState,
.writeMask = writeMask,
},
};
const auto fragmentState = wgpu::FragmentState{
.module = state.shader,
.entryPoint = "fs_main",
.targetCount = colorTargets.size(),
.targets = colorTargets.data(),
};
const auto pipelineDescriptor = wgpu::RenderPipelineDescriptor{
.label = "Textured Quad Pipeline",
.layout = state.pipelineLayout,
.vertex = make_vertex_state(state.shader, vertexBuffers),
.primitive =
wgpu::PrimitiveState{
.topology = wgpu::PrimitiveTopology::TriangleStrip,
},
.depthStencil = &depthStencil,
.multisample =
wgpu::MultisampleState{
.count = g_graphicsConfig.msaaSamples,
},
.fragment = &fragmentState,
};
return g_device.CreateRenderPipeline(&pipelineDescriptor);
}
DrawData make_draw_data(const State& state, CameraFilterType filter_type, const TextureHandle& texture,
ZTest z_comparison, bool z_test, const zeus::CColor& color, float uv_scale,
const zeus::CRectangle& rect, float z) {
auto pipeline = pipeline_ref(PipelineConfig{
.filterType = filter_type,
.zComparison = z_comparison,
.zTest = z_test,
});
const std::array verts{
Vert{{0.f, 0.f, z}, {0.0, 0.0}},
Vert{{0.f, 1.f, z}, {0.0, uv_scale}},
Vert{{1.f, 0.f, z}, {uv_scale, 0.0}},
Vert{{1.f, 1.f, z}, {uv_scale, uv_scale}},
};
const auto vertRange = push_verts(ArrayRef{verts});
const auto uniform = Uniform{
.xf =
Mat4x4<float>{
Vec4<float>{rect.size.x() * 2.f, 0.f, 0.f, 0.f},
Vec4<float>{0.f, rect.size.y() * 2.f, 0.f, 0.f},
Vec4<float>{0.f, 0.f, 1.f, 0.f},
Vec4<float>{rect.position.x() * 2.f - 1.f, rect.position.y() * 2.f - 1.f, 0.f, 1.f},
},
.color = color,
.lod = 0.f,
};
const auto uniformRange = push_uniform(uniform);
const std::array entries{
wgpu::BindGroupEntry{
.binding = 0,
.textureView = texture.ref->view,
},
};
const auto textureBindGroup = bind_group_ref(wgpu::BindGroupDescriptor{
.label = "Textured Quad Texture Bind Group",
.layout = state.textureLayout,
.entryCount = entries.size(),
.entries = entries.data(),
});
return {
.pipeline = pipeline,
.vertRange = vertRange,
.uniformRange = uniformRange,
.textureBindGroup = textureBindGroup,
};
}
void render(const State& state, const DrawData& data, const wgpu::RenderPassEncoder& pass) {
if (!bind_pipeline(data.pipeline, pass)) {
return;
}
const std::array offsets{data.uniformRange.first};
pass.SetBindGroup(0, state.uniformBindGroup, offsets.size(), offsets.data());
pass.SetBindGroup(1, find_bind_group(data.textureBindGroup));
pass.SetVertexBuffer(0, g_vertexBuffer, data.vertRange.first, data.vertRange.second);
pass.Draw(4);
}
} // namespace aurora::gfx::textured_quad

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@ -0,0 +1,46 @@
#include "../common.hpp"
namespace aurora::gfx::textured_quad {
struct DrawData {
PipelineRef pipeline;
Range vertRange;
Range uniformRange;
BindGroupRef textureBindGroup;
};
struct PipelineConfig {
CameraFilterType filterType;
ZTest zComparison;
bool zTest;
};
static const std::array INITIAL_PIPELINES{
PipelineConfig{}, // TODO
};
struct State {
wgpu::ShaderModule shader;
wgpu::BindGroupLayout uniformLayout;
wgpu::BindGroup uniformBindGroup;
wgpu::BindGroupLayout textureLayout;
wgpu::Sampler sampler;
wgpu::PipelineLayout pipelineLayout;
};
struct alignas(4) Vert {
Vec3<float> pos;
Vec2<float> uv;
};
struct alignas(4) Uniform {
Mat4x4<float> xf;
Vec4<float> color;
float lod;
};
static_assert(sizeof(Uniform) == 84);
State construct_state();
wgpu::RenderPipeline create_pipeline(const State& state, [[maybe_unused]] PipelineConfig config);
DrawData make_draw_data(const State& state, CameraFilterType filter_type, const TextureHandle& texture,
ZTest z_comparison, bool z_test, const zeus::CColor& color, float uv_scale,
const zeus::CRectangle& rect, float z);
void render(const State& state, const DrawData& data, const wgpu::RenderPassEncoder& pass);
} // namespace aurora::gfx::textured_quad