all: use new mach.Entity.Mod query API

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-05-07 17:49:24 -07:00 committed by Stephen Gutekanst
parent 541ce9e7c0
commit bd655828e3
13 changed files with 213 additions and 265 deletions

View file

@ -157,27 +157,29 @@ fn tick(
// Query all the entities that have the .follower tag indicating they should follow the player.
// TODO(important): better querying API
var archetypes_iter = core.__entities.queryDeprecated(.{ .all = &.{
.{ .app = &.{.follower} },
} });
while (archetypes_iter.next()) |archetype| {
// Iterate the ID and position of each entity
const ids = archetype.slice(.entities, .id);
const positions = archetype.slice(.renderer, .position);
for (ids, positions) |id, position| {
// Iterate the ID and position of each follower entity
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.followers = Mod.read(.follower),
.positions = Renderer.Mod.read(.position),
});
while (q.next()) |v| {
for (v.ids, v.positions) |id, position| {
// Nested query to find all the other follower entities that we should move away from.
// We will avoid all other follower entities if we're too close to them.
// This is not very efficient, but it works!
const close_dist = 1.0 / 15.0;
var avoidance = Vec3.splat(0);
var avoidance_div: f32 = 1.0;
var archetypes_iter_2 = core.__entities.queryDeprecated(.{ .all = &.{
.{ .app = &.{.follower} },
} });
while (archetypes_iter_2.next()) |archetype_2| {
const other_ids = archetype_2.slice(.entities, .id);
const other_positions = archetype_2.slice(.renderer, .position);
for (other_ids, other_positions) |other_id, other_position| {
var q2 = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.followers = Mod.read(.follower),
.positions = Renderer.Mod.read(.position),
});
while (q2.next()) |v2| {
for (v2.ids, v2.positions) |other_id, other_position| {
if (id == other_id) continue;
if (position.dist(&other_position) < close_dist) {
avoidance = avoidance.sub(&position.dir(&other_position, 0.0000001));

View file

@ -124,6 +124,7 @@ fn deinit(
}
fn renderFrame(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
renderer: *Mod,
) !void {
@ -138,17 +139,13 @@ fn renderFrame(
defer encoder.release();
// Update uniform buffer
var archetypes_iter = core.__entities.queryDeprecated(.{ .all = &.{
.{ .renderer = &.{ .position, .scale } },
} });
var num_entities: usize = 0;
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const positions = archetype.slice(.renderer, .position);
const scales = archetype.slice(.renderer, .scale);
for (ids, positions, scales) |id, position, scale| {
_ = id;
var q = try entities.query(.{
.positions = Mod.read(.position),
.scales = Mod.read(.scale),
});
while (q.next()) |v| {
for (v.positions, v.scales) |position, scale| {
const ubo = UniformBufferObject{
.offset = position,
.scale = scale,

View file

@ -165,18 +165,17 @@ fn tick(
const delta_time = game.state().timer.lap();
// Animate entities
var archetypes_iter = core.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite = &.{.transform} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const transforms = archetype.slice(.mach_gfx_sprite, .transform);
for (ids, transforms) |id, *old_transform| {
var location = old_transform.translation();
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.transforms = gfx.Sprite.Mod.write(.transform),
});
while (q.next()) |v| {
for (v.ids, v.transforms) |id, *entity_transform| {
var location = entity_transform.translation();
// TODO: formatting
// TODO(Core)
if (location.x() < -@as(f32, @floatFromInt(mach.core.size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(mach.core.size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(mach.core.size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(mach.core.size().height)) / 1.5) {
try core.__entities.remove(id);
try entities.remove(id);
game.state().sprites -= 1;
continue;
}
@ -186,10 +185,7 @@ fn tick(
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
// TODO: .set() API is substantially slower due to internals
// try sprite.set(id, .transform, transform);
old_transform.* = transform;
entity_transform.* = transform;
}
}

View file

@ -70,14 +70,12 @@ fn audioStateChange(
app: *Mod,
) !void {
// Find audio entities that are no longer playing
var archetypes_iter = audio.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_audio = &.{.playing} },
} });
while (archetypes_iter.next()) |archetype| {
for (
archetype.slice(.entities, .id),
archetype.slice(.mach_audio, .playing),
) |id, playing| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.playings = mach.Audio.Mod.read(.playing),
});
while (q.next()) |v| {
for (v.ids, v.playings) |id, playing| {
if (playing) continue;
if (app.get(id, .play_after)) |frequency| {

View file

@ -85,12 +85,12 @@ fn audioStateChange(
app: *Mod,
) !void {
// Find audio entities that are no longer playing
var archetypes_iter = audio.__entities.queryDeprecated(.{ .all = &.{.{ .mach_audio = &.{.playing} }} });
while (archetypes_iter.next()) |archetype| {
for (
archetype.slice(.entities, .id),
archetype.slice(.mach_audio, .playing),
) |id, playing| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.playings = mach.Audio.Mod.read(.playing),
});
while (q.next()) |v| {
for (v.ids, v.playings) |id, playing| {
if (playing) continue;
if (app.get(id, .is_bgm)) |_| {

View file

@ -158,26 +158,20 @@ fn tick(
const delta_time = game.state().timer.lap();
// Rotate entities
var archetypes_iter = core.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite = &.{.transform} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const transforms = archetype.slice(.mach_gfx_sprite, .transform);
for (ids, transforms) |id, *old_transform| {
_ = id;
const location = old_transform.*.translation();
// var transform = old_transform.mul(&Mat4x4.translate(-location));
var q = try entities.query(.{
.transforms = gfx.Sprite.Mod.write(.transform),
});
while (q.next()) |v| {
for (v.transforms) |*entity_transform| {
const location = entity_transform.*.translation();
// var transform = entity_transform.mul(&Mat4x4.translate(-location));
// transform = mat.rotateZ(0.3 * delta_time).mul(&transform);
// transform = transform.mul(&Mat4x4.translate(location));
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
// TODO: .set() API is substantially slower due to internals
// try sprite.set(id, .transform, transform);
old_transform.* = transform;
entity_transform.* = transform;
}
}

View file

@ -201,15 +201,12 @@ fn tick(
const delta_time = game.state().timer.lap();
// Rotate entities
var archetypes_iter = core.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text = &.{.transform} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const transforms = archetype.slice(.mach_gfx_text, .transform);
for (ids, transforms) |id, *old_transform| {
_ = id;
const location = old_transform.*.translation();
var q = try entities.query(.{
.transforms = gfx.Text.Mod.write(.transform),
});
while (q.next()) |v| {
for (v.transforms) |*entity_transform| {
const location = entity_transform.*.translation();
// var transform = old_transform.mul(&Mat4x4.translate(-location));
// transform = mat.rotateZ(0.3 * delta_time).mul(&transform);
// transform = transform.mul(&Mat4x4.translate(location));
@ -217,10 +214,7 @@ fn tick(
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
// TODO: .set() API is substantially slower due to internals
// try text.set(id, .transform, transform);
old_transform.* = transform;
entity_transform.* = transform;
}
}
@ -268,7 +262,11 @@ fn tick(
game.state().time += delta_time;
}
fn endFrame(game: *Mod, text: *gfx.Text.Mod, core: *mach.Core.Mod) !void {
fn endFrame(
entities: *mach.Entities.Mod,
game: *Mod,
core: *mach.Core.Mod,
) !void {
// Finish render pass
game.state().frame_render_pass.end();
const label = @tagName(name) ++ ".tick";
@ -285,14 +283,11 @@ fn endFrame(game: *Mod, text: *gfx.Text.Mod, core: *mach.Core.Mod) !void {
// Gather some text rendering stats
var num_texts: u32 = 0;
var num_glyphs: usize = 0;
var archetypes_iter = text.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const builts = archetype.slice(.mach_gfx_text, .built);
for (builts) |built| {
var q = try entities.query(.{
.built_pipelines = gfx.Text.Mod.read(.built),
});
while (q.next()) |v| {
for (v.built_pipelines) |built| {
num_texts += 1;
num_glyphs += built.glyphs.items.len;
}

View file

@ -97,7 +97,7 @@ fn deinit(audio: *Mod) void {
/// instead. At the same time, we don't want to play too far ahead as that would cause latency
/// between e.g. user interactions and audio actually playing - so in practice the amount we play
/// ahead is rather small and imperceivable to most humans.
fn audioTick(audio: *Mod) !void {
fn audioTick(entities: *mach.Entities.Mod, audio: *Mod) !void {
const allocator = audio.state().allocator;
const player = &audio.state().player;
const player_channels: u8 = @intCast(player.channels().len);
@ -134,17 +134,15 @@ fn audioTick(audio: *Mod) !void {
@memset(mixing_buffer.items, 0);
var did_state_change = false;
var archetypes_iter = audio.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_audio = &.{ .samples, .channels, .playing, .index } },
} });
while (archetypes_iter.next()) |archetype| {
for (
archetype.slice(.entities, .id),
archetype.slice(.mach_audio, .samples),
archetype.slice(.mach_audio, .channels),
archetype.slice(.mach_audio, .playing),
archetype.slice(.mach_audio, .index),
) |id, samples, channels, playing, index| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.samples_slices = Mod.read(.samples),
.channels = Mod.read(.channels),
.playings = Mod.read(.playing),
.indexes = Mod.read(.index),
});
while (q.next()) |v| {
for (v.ids, v.samples_slices, v.channels, v.playings, v.indexes) |id, samples, channels, playing, index| {
if (!playing) continue;
const channels_diff = player_channels - channels + 1;

View file

@ -131,21 +131,16 @@ fn init(entities: *mach.Entities.Mod, core: *Mod) !void {
mach.core.mods.send(.app, .init, .{});
}
fn update(core: *Mod) !void {
var archetypes_iter = core.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_core = &.{
.title,
} },
} });
fn update(entities: *mach.Entities.Mod) !void {
var num_windows: usize = 0;
while (archetypes_iter.next()) |archetype| {
for (
archetype.slice(.entities, .id),
archetype.slice(.mach_core, .title),
) |window_id, title| {
num_windows += 1;
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.titles = Mod.read(.title),
});
while (q.next()) |v| {
for (v.ids, v.titles) |window_id, title| {
_ = window_id;
num_windows += 1;
try mach.core.printTitle("{s}", .{title});
}
}
@ -169,17 +164,17 @@ fn presentFrame(core: *Mod) !void {
}
}
fn deinit(core: *Mod) void {
fn deinit(entities: *mach.Entities.Mod, core: *Mod) !void {
core.state().queue.release();
mach.core.deinit();
var archetypes_iter = core.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_core = &.{
.title,
} },
} });
while (archetypes_iter.next()) |archetype| {
for (archetype.slice(.mach_core, .title)) |title| core.state().allocator.free(title);
var q = try entities.query(.{
.titles = Mod.read(.title),
});
while (q.next()) |v| {
for (v.titles) |title| {
core.state().allocator.free(title);
}
}
_ = gpa.deinit();

View file

@ -42,56 +42,50 @@ pub const events = .{
.update = .{ .handler = update },
};
fn update(core: *mach.Core.Mod, sprite: *Mod, sprite_pipeline: *gfx.SpritePipeline.Mod) !void {
var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const built_pipelines = archetype.slice(.mach_gfx_sprite_pipeline, .built);
for (ids, built_pipelines) |pipeline_id, *built| {
try updatePipeline(core, sprite, sprite_pipeline, pipeline_id, built);
fn update(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
) !void {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.built_pipelines = gfx.SpritePipeline.Mod.read(.built),
});
while (q.next()) |v| {
for (v.ids, v.built_pipelines) |pipeline_id, built| {
try updatePipeline(entities, core, sprite_pipeline, pipeline_id, &built);
}
}
}
fn updatePipeline(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
sprite: *Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
pipeline_id: mach.EntityID,
built: *gfx.SpritePipeline.BuiltPipeline,
built: *const gfx.SpritePipeline.BuiltPipeline,
) !void {
const device = core.state().device;
const label = @tagName(name) ++ ".updatePipeline";
const encoder = device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
var archetypes_iter = sprite.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite = &.{
.uv_transform,
.transform,
.size,
.pipeline,
} },
} });
var num_sprites: u32 = 0;
var i: usize = 0;
while (archetypes_iter.next()) |archetype| {
const transforms = archetype.slice(.mach_gfx_sprite, .transform);
const uv_transforms = archetype.slice(.mach_gfx_sprite, .uv_transform);
const sizes = archetype.slice(.mach_gfx_sprite, .size);
const pipelines = archetype.slice(.mach_gfx_sprite, .pipeline);
// TODO: currently we cannot query all sprites which have a _single_ pipeline component
// value and get back contiguous memory for all of them. This is because all sprites with
// possibly different pipeline component values are stored as the same archetype. If we
// introduce a new concept of tagging-by-value to our entity storage then we can enforce
// that all entities with the same pipeline value are stored in contiguous memory, and
// skip this copy.
for (transforms, uv_transforms, sizes, pipelines) |transform, uv_transform, size, sprite_pipeline_id| {
var q = try entities.query(.{
.transforms = Mod.read(.transform),
.uv_transforms = Mod.read(.uv_transform),
.sizes = Mod.read(.size),
.pipelines = Mod.read(.pipeline),
});
while (q.next()) |v| {
for (v.transforms, v.uv_transforms, v.sizes, v.pipelines) |transform, uv_transform, size, sprite_pipeline_id| {
// TODO: currently we cannot query all sprites which have a _single_ pipeline component
// value and get back contiguous memory for all of them. This is because all sprites with
// possibly different pipeline component values are stored as the same archetype. If we
// introduce a new concept of tagging-by-value to our entity storage then we can enforce
// that all entities with the same pipeline value are stored in contiguous memory, and
// skip this copy.
if (sprite_pipeline_id == pipeline_id) {
gfx.SpritePipeline.cp_transforms[i] = transform;
gfx.SpritePipeline.cp_uv_transforms[i] = uv_transform;

View file

@ -104,7 +104,7 @@ pub const BuiltPipeline = struct {
uv_transforms: *gpu.Buffer,
sizes: *gpu.Buffer,
pub fn deinit(p: *BuiltPipeline) void {
pub fn deinit(p: *const BuiltPipeline) void {
p.render.release();
p.texture_sampler.release();
p.texture.release();
@ -123,31 +123,27 @@ fn init(sprite_pipeline: *Mod) void {
sprite_pipeline.init(.{});
}
fn deinit(sprite_pipeline: *Mod) void {
var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
for (archetype.slice(.mach_gfx_sprite_pipeline, .built)) |*p| p.deinit();
fn deinit(entities: *mach.Entities.Mod) !void {
var q = try entities.query(.{
.built_pipelines = Mod.read(.built),
});
while (q.next()) |v| {
for (v.built_pipelines) |built| {
built.deinit();
}
}
}
fn update(core: *mach.Core.Mod, sprite_pipeline: *Mod) !void {
fn update(entities: *mach.Entities.Mod, core: *mach.Core.Mod, sprite_pipeline: *Mod) !void {
// Destroy all sprite render pipelines. We will rebuild them all.
deinit(sprite_pipeline);
try deinit(entities);
var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite_pipeline = &.{
.texture,
} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const textures = archetype.slice(.mach_gfx_sprite_pipeline, .texture);
for (ids, textures) |pipeline_id, texture| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.textures = Mod.read(.texture),
});
while (q.next()) |v| {
for (v.ids, v.textures) |pipeline_id, texture| {
try buildPipeline(core, sprite_pipeline, pipeline_id, texture);
}
}
@ -319,19 +315,16 @@ fn buildPipeline(
try sprite_pipeline.set(pipeline_id, .num_sprites, 0);
}
fn preRender(sprite_pipeline: *Mod, core: *mach.Core.Mod) void {
fn preRender(entities: *mach.Entities.Mod, core: *mach.Core.Mod) !void {
const label = @tagName(name) ++ ".preRender";
const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const built_pipelines = archetype.slice(.mach_gfx_sprite_pipeline, .built);
for (built_pipelines) |built| {
var q = try entities.query(.{
.built_pipelines = Mod.read(.built),
});
while (q.next()) |v| {
for (v.built_pipelines) |built| {
// Create the projection matrix
// TODO(sprite): move this out of the hot codepath
const proj = math.Mat4x4.projection2D(.{
@ -362,20 +355,17 @@ fn preRender(sprite_pipeline: *Mod, core: *mach.Core.Mod) void {
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
}
fn render(sprite_pipeline: *Mod) !void {
fn render(entities: *mach.Entities.Mod, sprite_pipeline: *Mod) !void {
const render_pass = if (sprite_pipeline.state().render_pass) |rp| rp else std.debug.panic("sprite_pipeline.state().render_pass must be specified", .{});
sprite_pipeline.state().render_pass = null;
// TODO(sprite): need a way to specify order of rendering with multiple pipelines
var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_sprite_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const built_pipelines = archetype.slice(.mach_gfx_sprite_pipeline, .built);
for (ids, built_pipelines) |pipeline_id, built| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.built_pipelines = Mod.read(.built),
});
while (q.next()) |v| {
for (v.ids, v.built_pipelines) |pipeline_id, built| {
// Draw the sprite batch
const total_vertices = sprite_pipeline.get(pipeline_id, .num_sprites).? * 6;
render_pass.setPipeline(built.render);

View file

@ -58,24 +58,27 @@ const BuiltText = struct {
glyphs: std.ArrayListUnmanaged(gfx.TextPipeline.Glyph),
};
fn update(core: *mach.Core.Mod, text: *Mod, text_pipeline: *gfx.TextPipeline.Mod) !void {
var archetypes_iter = text_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const built_pipelines = archetype.slice(.mach_gfx_text_pipeline, .built);
for (ids, built_pipelines) |pipeline_id, *built| {
try updatePipeline(core, text, text_pipeline, pipeline_id, built);
fn update(
entities: *mach.Entities.Mod,
text: *Mod,
core: *mach.Core.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
) !void {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.built_pipelines = gfx.TextPipeline.Mod.write(.built),
});
while (q.next()) |v| {
for (v.ids, v.built_pipelines) |pipeline_id, *built| {
try updatePipeline(entities, text, core, text_pipeline, pipeline_id, built);
}
}
}
fn updatePipeline(
core: *mach.Core.Mod,
entities: *mach.Entities.Mod,
text: *Mod,
core: *mach.Core.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
pipeline_id: mach.EntityID,
built: *gfx.TextPipeline.BuiltPipeline,
@ -97,28 +100,22 @@ fn updatePipeline(
var texture_update = false;
var num_texts: u32 = 0;
var removes = try std.ArrayListUnmanaged(mach.EntityID).initCapacity(allocator, 8);
var archetypes_iter = text.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text = &.{
.transform,
.text,
.style,
.pipeline,
} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const transforms = archetype.slice(.mach_gfx_text, .transform);
const segment_slices = archetype.slice(.mach_gfx_text, .text);
const style_slices = archetype.slice(.mach_gfx_text, .style);
const pipelines = archetype.slice(.mach_gfx_text, .pipeline);
// TODO: currently we cannot query all texts which have a _single_ pipeline component
// value and get back contiguous memory for all of them. This is because all texts with
// possibly different pipeline component values are stored as the same archetype. If we
// introduce a new concept of tagging-by-value to our entity storage then we can enforce
// that all entities with the same pipeline value are stored in contiguous memory, and
// skip this copy.
for (ids, transforms, segment_slices, style_slices, pipelines) |id, transform, segments, styles, text_pipeline_id| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.transforms = Mod.read(.transform),
.segment_slices = Mod.read(.text),
.style_slices = Mod.read(.style),
.pipelines = Mod.read(.pipeline),
});
while (q.next()) |v| {
for (v.ids, v.transforms, v.segment_slices, v.style_slices, v.pipelines) |id, transform, segments, styles, text_pipeline_id| {
// TODO: currently we cannot query all texts which have a _single_ pipeline component
// value and get back contiguous memory for all of them. This is because all texts with
// possibly different pipeline component values are stored as the same archetype. If we
// introduce a new concept of tagging-by-value to our entity storage then we can enforce
// that all entities with the same pipeline value are stored in contiguous memory, and
// skip this copy.
if (text_pipeline_id != pipeline_id) continue;
gfx.TextPipeline.cp_transforms[num_texts] = transform;

View file

@ -144,33 +144,31 @@ pub const BuiltPipeline = struct {
}
};
fn deinit(text_pipeline: *Mod) void {
var archetypes_iter = text_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
for (archetype.slice(.mach_gfx_text_pipeline, .built)) |*p| p.deinit(text_pipeline.state().allocator);
fn deinit(entities: *mach.Entities.Mod, text_pipeline: *Mod) !void {
var q = try entities.query(.{
.built_pipelines = Mod.write(.built),
});
while (q.next()) |v| {
for (v.built_pipelines) |*built| {
built.deinit(text_pipeline.state().allocator);
}
}
}
fn update(core: *mach.Core.Mod, text_pipeline: *Mod) !void {
fn update(entities: *mach.Entities.Mod, core: *mach.Core.Mod, text_pipeline: *Mod) !void {
text_pipeline.init(.{
.allocator = gpa.allocator(),
});
// Destroy all text render pipelines. We will rebuild them all.
deinit(text_pipeline);
try deinit(entities, text_pipeline);
var archetypes_iter = text_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text_pipeline = &.{
.is_pipeline,
} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
for (ids) |pipeline_id| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.is_pipelines = Mod.read(.is_pipeline),
});
while (q.next()) |v| {
for (v.ids) |pipeline_id| {
try buildPipeline(core, text_pipeline, pipeline_id);
}
}
@ -348,19 +346,16 @@ fn buildPipeline(
try text_pipeline.set(pipeline_id, .num_glyphs, 0);
}
fn preRender(text_pipeline: *Mod, core: *mach.Core.Mod) void {
fn preRender(entities: *mach.Entities.Mod, core: *mach.Core.Mod) !void {
const label = @tagName(name) ++ ".preRender";
const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
var archetypes_iter = text_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const built_pipelines = archetype.slice(.mach_gfx_text_pipeline, .built);
for (built_pipelines) |built| {
var q = try entities.query(.{
.built_pipelines = Mod.read(.built),
});
while (q.next()) |v| {
for (v.built_pipelines) |built| {
// Create the projection matrix
// TODO(text): move this out of the hot codepath
const proj = math.Mat4x4.projection2D(.{
@ -391,20 +386,17 @@ fn preRender(text_pipeline: *Mod, core: *mach.Core.Mod) void {
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
}
fn render(text_pipeline: *Mod) !void {
fn render(entities: *mach.Entities.Mod, text_pipeline: *Mod) !void {
const render_pass = if (text_pipeline.state().render_pass) |rp| rp else std.debug.panic("text_pipeline.state().render_pass must be specified", .{});
text_pipeline.state().render_pass = null;
// TODO(text): need a way to specify order of rendering with multiple pipelines
var archetypes_iter = text_pipeline.__entities.queryDeprecated(.{ .all = &.{
.{ .mach_gfx_text_pipeline = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entities, .id);
const built_pipelines = archetype.slice(.mach_gfx_text_pipeline, .built);
for (ids, built_pipelines) |pipeline_id, built| {
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.built_pipelines = Mod.read(.built),
});
while (q.next()) |v| {
for (v.ids, v.built_pipelines) |pipeline_id, built| {
// Draw the text batch
const total_vertices = text_pipeline.get(pipeline_id, .num_glyphs).? * 6;
render_pass.setPipeline(built.render);