gfx: minor Sprite module cleanup/improvements
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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eda3e68b6e
commit
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3 changed files with 50 additions and 53 deletions
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@ -19,6 +19,8 @@ pub const mach_module = .mach_gfx_sprite;
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pub const mach_systems = .{.tick};
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// TODO(sprite): currently not handling deinit properly
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const Uniforms = extern struct {
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/// The view * orthographic projection matrix
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view_projection: math.Mat4x4 align(16),
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@ -27,7 +29,7 @@ const Uniforms = extern struct {
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texture_size: math.Vec2 align(16),
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};
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pub const BuiltPipeline = struct {
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const BuiltPipeline = struct {
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render: *gpu.RenderPipeline,
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texture_sampler: *gpu.Sampler,
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texture: *gpu.Texture,
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@ -42,7 +44,7 @@ pub const BuiltPipeline = struct {
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uv_transforms: *gpu.Buffer,
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sizes: *gpu.Buffer,
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pub fn deinit(p: *const BuiltPipeline) void {
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fn deinit(p: *const BuiltPipeline) void {
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p.render.release();
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p.texture_sampler.release();
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p.texture.release();
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@ -57,14 +59,14 @@ pub const BuiltPipeline = struct {
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}
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};
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const sprite_buffer_cap = 1024 * 512; // TODO(sprite): allow user to specify preallocation
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const buffer_cap = 1024 * 512; // TODO(sprite): allow user to specify preallocation
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pub var cp_transforms: [sprite_buffer_cap]math.Mat4x4 = undefined;
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var cp_transforms: [buffer_cap]math.Mat4x4 = undefined;
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// TODO(d3d12): uv_transform should be a Mat3x3 but our D3D12/HLSL backend cannot handle it.
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pub var cp_uv_transforms: [sprite_buffer_cap]math.Mat4x4 = undefined;
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pub var cp_sizes: [sprite_buffer_cap]math.Vec2 = undefined;
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var cp_uv_transforms: [buffer_cap]math.Mat4x4 = undefined;
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var cp_sizes: [buffer_cap]math.Vec2 = undefined;
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sprites: mach.Objects(.{ .track_fields = true }, struct {
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objects: mach.Objects(.{ .track_fields = true }, struct {
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/// The sprite model transformation matrix. A sprite is measured in pixel units, starting from
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/// (0, 0) at the top-left corner and extending to the size of the sprite. By default, the world
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/// origin (0, 0) lives at the center of the window.
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@ -93,11 +95,9 @@ pipelines: mach.Objects(.{ .track_fields = true }, struct {
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/// Must be specified for a pipeline entity to be valid.
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texture: *gpu.Texture,
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/// View*Projection matrix to use when rendering text with this pipeline. This controls both
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/// View*Projection matrix to use when rendering with this pipeline. This controls both
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/// the size of the 'virtual canvas' which is rendered onto, as well as the 'camera position'.
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///
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/// This should be configured before .pre_render runs.
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///
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/// By default, the size is configured to be equal to the window size in virtual pixels (e.g.
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/// if the window size is 1920x1080, the virtual canvas will also be that size even if ran on a
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/// HiDPI / Retina display where the actual framebuffer is larger than that.) The origin (0, 0)
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@ -115,7 +115,6 @@ pipelines: mach.Objects(.{ .track_fields = true }, struct {
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/// .far = 100000,
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/// });
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/// const view_projection = projection.mul(&Mat4x4.translate(vec3(0, 0, 0)));
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/// try sprite_pipeline.set(my_sprite_pipeline, .view_projection, view_projection);
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/// ```
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view_projection: ?Mat4x4 = null,
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@ -159,7 +158,7 @@ pipelines: mach.Objects(.{ .track_fields = true }, struct {
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layout: ?*gpu.PipelineLayout = null,
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/// Number of sprites this pipeline will render.
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/// Read-only, updated as part of Sprite.update
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/// Read-only, updated as part of Sprite.tick
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num_sprites: u32 = 0,
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/// Internal pipeline state.
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@ -191,19 +190,19 @@ pub fn tick(sprite: *Sprite, core: *mach.Core) !void {
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// information for all its sprites.
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const any_sprites_updated = blk: {
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for (pipeline_children.items) |sprite_id| {
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if (!sprite.sprites.is(sprite_id)) continue;
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if (sprite.sprites.anyUpdated(sprite_id)) break :blk true;
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if (!sprite.objects.is(sprite_id)) continue;
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if (sprite.objects.anyUpdated(sprite_id)) break :blk true;
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}
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break :blk false;
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};
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if (any_sprites_updated) updatePipelineSprites(sprite, core, pipeline_id, pipeline_children.items);
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if (any_sprites_updated) updatePipelineBuffers(sprite, core, pipeline_id, pipeline_children.items);
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// Do we actually have any sprites to render?
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pipeline = sprite.pipelines.getValue(pipeline_id);
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if (pipeline.num_sprites == 0) continue;
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// TODO(sprite): need a way to specify order of rendering with multiple pipelines
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renderSprites(sprite, core, pipeline_id);
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renderPipeline(sprite, core, pipeline_id);
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}
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}
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@ -237,20 +236,20 @@ fn rebuildPipeline(
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const transforms = device.createBuffer(&.{
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.label = label ++ " transforms",
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(math.Mat4x4) * sprite_buffer_cap,
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.size = @sizeOf(math.Mat4x4) * buffer_cap,
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.mapped_at_creation = .false,
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});
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const uv_transforms = device.createBuffer(&.{
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.label = label ++ " uv_transforms",
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.usage = .{ .storage = true, .copy_dst = true },
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// TODO(d3d12): uv_transform should be a Mat3x3 but our D3D12/HLSL backend cannot handle it.
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.size = @sizeOf(math.Mat4x4) * sprite_buffer_cap,
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.size = @sizeOf(math.Mat4x4) * buffer_cap,
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.mapped_at_creation = .false,
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});
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const sizes = device.createBuffer(&.{
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.label = label ++ " sizes",
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(math.Vec2) * sprite_buffer_cap,
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.size = @sizeOf(math.Vec2) * buffer_cap,
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.mapped_at_creation = .false,
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});
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@ -296,9 +295,9 @@ fn rebuildPipeline(
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.layout = bind_group_layout,
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.entries = &.{
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gpu.BindGroup.Entry.initBuffer(0, uniforms, 0, @sizeOf(Uniforms), @sizeOf(Uniforms)),
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gpu.BindGroup.Entry.initBuffer(1, transforms, 0, @sizeOf(math.Mat4x4) * sprite_buffer_cap, @sizeOf(math.Mat4x4)),
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gpu.BindGroup.Entry.initBuffer(2, uv_transforms, 0, @sizeOf(math.Mat3x3) * sprite_buffer_cap, @sizeOf(math.Mat3x3)),
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gpu.BindGroup.Entry.initBuffer(3, sizes, 0, @sizeOf(math.Vec2) * sprite_buffer_cap, @sizeOf(math.Vec2)),
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gpu.BindGroup.Entry.initBuffer(1, transforms, 0, @sizeOf(math.Mat4x4) * buffer_cap, @sizeOf(math.Mat4x4)),
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gpu.BindGroup.Entry.initBuffer(2, uv_transforms, 0, @sizeOf(math.Mat3x3) * buffer_cap, @sizeOf(math.Mat3x3)),
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gpu.BindGroup.Entry.initBuffer(3, sizes, 0, @sizeOf(math.Vec2) * buffer_cap, @sizeOf(math.Vec2)),
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gpu.BindGroup.Entry.initSampler(4, texture_sampler),
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gpu.BindGroup.Entry.initTextureView(5, texture_view),
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gpu.BindGroup.Entry.initTextureView(6, texture2_view),
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@ -367,7 +366,7 @@ fn rebuildPipeline(
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pipeline.num_sprites = 0;
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}
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fn updatePipelineSprites(
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fn updatePipelineBuffers(
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sprite: *Sprite,
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core: *mach.Core,
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pipeline_id: mach.ObjectID,
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@ -377,14 +376,14 @@ fn updatePipelineSprites(
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const window = core.windows.getValue(pipeline.window.?);
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const device = window.device;
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const label = @tagName(mach_module) ++ ".updatePipelineSprites";
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const label = @tagName(mach_module) ++ ".updatePipelineBuffers";
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const encoder = device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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var i: u32 = 0;
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for (pipeline_children) |sprite_id| {
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if (!sprite.sprites.is(sprite_id)) continue;
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const s = sprite.sprites.getValue(sprite_id);
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if (!sprite.objects.is(sprite_id)) continue;
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const s = sprite.objects.getValue(sprite_id);
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cp_transforms[i] = s.transform;
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@ -437,7 +436,7 @@ fn updatePipelineSprites(
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}
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}
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fn renderSprites(
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fn renderPipeline(
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sprite: *Sprite,
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core: *mach.Core,
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pipeline_id: mach.ObjectID,
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@ -446,7 +445,7 @@ fn renderSprites(
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const window = core.windows.getValue(pipeline.window.?);
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const device = window.device;
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const label = @tagName(mach_module) ++ ".renderSprites";
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const label = @tagName(mach_module) ++ ".renderPipeline";
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const encoder = device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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