//! Deals with all the Vulkan/HAL details. //! In the end, this takes in a depth-sorted list of faces and a map file and renders them. //! You'll need something else to actually find/sort the faces though. use std::{ iter::once, mem::ManuallyDrop, sync::{Arc, RwLock}, }; use anyhow::{Context, Result}; use arrayvec::ArrayVec; use hal::pool::CommandPoolCreateFlags; use log::debug; use na::Mat4; use winit::window::Window; use super::{ buffer::ModifiableBuffer, draw_buffers::{DrawBuffers, UvPoint}, pipeline::CompletePipeline, queue_negotiator::{DrawQueue, QueueNegotiator}, render::do_render, target::{SwapchainProperties, TargetChain}, texture::{resolver::FsResolver, TexLoadQueue, TextureLoadConfig, TextureRepo}, ui::{ do_render as do_render_ui, ensure_textures as ensure_textures_ui, UiPipeline, UiPoint, UiTextures, }, }; use crate::{ error::{EnvironmentError, LockPoisoned}, types::*, window::UiState, }; use stockton_levels::prelude::*; /// Contains all the hal related stuff. /// In the end, this takes in a depth-sorted list of faces and a map file and renders them. // TODO: Settings for clear colour, buffer sizes, etc pub struct RenderingContext<'a, M: 'static + MinBspFeatures> { pub map: Arc>, // Parents for most of these things /// Vulkan Instance instance: ManuallyDrop, /// Device we're using device: Arc>, /// Adapter we're using adapter: Adapter, /// Swapchain and stuff pub(crate) target_chain: ManuallyDrop, /// Graphics pipeline and associated objects pipeline: ManuallyDrop, /// 2D Graphics pipeline and associated objects ui_pipeline: ManuallyDrop, // Command pool and buffers /// The command pool used for our buffers cmd_pool: ManuallyDrop, /// The queue to use for drawing queue: Arc>, /// Main Texture repo tex_repo: ManuallyDrop>, /// UI Texture repo ui_tex_repo: ManuallyDrop>, /// Buffers used for drawing draw_buffers: ManuallyDrop>, /// Buffers used for drawing the UI ui_draw_buffers: ManuallyDrop>, /// View projection matrix pub(crate) vp_matrix: Mat4, pub(crate) pixels_per_point: f32, } impl<'a, M: 'static + MinBspFeatures> RenderingContext<'a, M> { /// Create a new RenderingContext for the given window. pub fn new(window: &Window, ui: &mut UiState, map: M) -> Result { let map = Arc::new(RwLock::new(map)); // Create surface let (instance, surface, mut adapters) = unsafe { let instance = back::Instance::create("stockton", 1).context("Error creating vulkan instance")?; let surface = instance .create_surface(window) .context("Error creating surface")?; let adapters = instance.enumerate_adapters(); (instance, surface, adapters) }; // TODO: Properly figure out which adapter to use let adapter = adapters.remove(0); let (mut queue_negotiator, surface) = { let dq: DrawQueue = DrawQueue { surface }; let qn = QueueNegotiator::find(&adapter, &[&dq, &TexLoadQueue]) .context("Error creating draw queue negotiator")?; (qn, dq.surface) }; // Device & Queue groups let (device_lock, mut queue_groups) = { let (df, dqs) = queue_negotiator .family_spec::(&adapter.queue_families, 1) .ok_or(EnvironmentError::NoSuitableFamilies)?; let (tf, tqs) = queue_negotiator .family_spec::(&adapter.queue_families, 2) .ok_or(EnvironmentError::NoSuitableFamilies)?; let gpu = unsafe { adapter .physical_device .open( &[(df, dqs.as_slice()), (tf, tqs.as_slice())], hal::Features::empty(), ) .context("Error opening logical device")? }; (Arc::new(RwLock::new(gpu.device)), gpu.queue_groups) }; let mut device = device_lock .write() .map_err(|_| LockPoisoned::Device) .context("Error getting device lock")?; // Figure out what our swapchain will look like let swapchain_properties = SwapchainProperties::find_best(&adapter, &surface) .context("Error getting properties for swapchain")?; debug!("Detected swapchain properties: {:?}", swapchain_properties); // Command pool let mut cmd_pool = unsafe { device.create_command_pool( queue_negotiator .family::() .ok_or(EnvironmentError::NoSuitableFamilies)?, CommandPoolCreateFlags::RESET_INDIVIDUAL, ) } .context("Error creating draw command pool")?; // Vertex and index buffers let draw_buffers = DrawBuffers::new(&mut device, &adapter).context("Error creating 3D draw buffers")?; // UI Vertex and index buffers let ui_draw_buffers = DrawBuffers::new(&mut device, &adapter).context("Error creating UI draw buffers")?; // We have to unlock device for creating texture repos drop(device); // Texture repos debug!("Creating 3D Texture Repo"); let tex_repo = TextureRepo::new( device_lock.clone(), queue_negotiator .family::() .ok_or(EnvironmentError::NoQueues)?, queue_negotiator .get_queue::(&mut queue_groups) .ok_or(EnvironmentError::NoQueues) .context("Error getting 3D texture loader queue")?, &adapter, TextureLoadConfig { resolver: FsResolver::new(std::path::Path::new("."), map.clone()), filter: hal::image::Filter::Linear, wrap_mode: hal::image::WrapMode::Tile, }, ) .context("Error creating 3D Texture repo")?; // TODO debug!("Creating UI Texture Repo"); let ui_tex_repo = TextureRepo::new( device_lock.clone(), queue_negotiator .family::() .ok_or(EnvironmentError::NoQueues)?, queue_negotiator .get_queue::(&mut queue_groups) .ok_or(EnvironmentError::NoQueues) .context("Error getting UI texture loader queue")?, &adapter, TextureLoadConfig { resolver: UiTextures::new(ui.ctx().clone()), filter: hal::image::Filter::Linear, wrap_mode: hal::image::WrapMode::Clamp, }, ) .context("Error creating UI texture repo")?; // TODO let mut device = device_lock.write().map_err(|_| LockPoisoned::Device)?; let ds_layout_lock = tex_repo.get_ds_layout()?; let ui_ds_layout_lock = ui_tex_repo.get_ds_layout()?; // Graphics pipeline let pipeline = CompletePipeline::new( &mut device, swapchain_properties.extent, &swapchain_properties, once(&*ds_layout_lock), )?; // UI pipeline let ui_pipeline = UiPipeline::new( &mut device, swapchain_properties.extent, &swapchain_properties, once(&*ui_ds_layout_lock), )?; // Swapchain and associated resources let target_chain = TargetChain::new( &mut device, &adapter, surface, &pipeline, &ui_pipeline, &mut cmd_pool, swapchain_properties, ) .context("Error creating target chain")?; drop(device); drop(ds_layout_lock); drop(ui_ds_layout_lock); Ok(RenderingContext { map, instance: ManuallyDrop::new(instance), device: device_lock, adapter, queue: queue_negotiator .get_queue::(&mut queue_groups) .ok_or(EnvironmentError::NoQueues) .context("Error getting draw queue")?, target_chain: ManuallyDrop::new(target_chain), cmd_pool: ManuallyDrop::new(cmd_pool), pipeline: ManuallyDrop::new(pipeline), ui_pipeline: ManuallyDrop::new(ui_pipeline), tex_repo: ManuallyDrop::new(tex_repo), ui_tex_repo: ManuallyDrop::new(ui_tex_repo), draw_buffers: ManuallyDrop::new(draw_buffers), ui_draw_buffers: ManuallyDrop::new(ui_draw_buffers), vp_matrix: Mat4::identity(), // pixels_per_point: window.scale_factor() as f32, pixels_per_point: window.scale_factor() as f32, }) } /// If this function fails the whole context is probably dead /// # Safety /// The context must not be used while this is being called pub unsafe fn handle_surface_change(&mut self) -> Result<()> { let mut device = self .device .write() .map_err(|_| LockPoisoned::Device) .context("Error getting device lock")?; device .wait_idle() .context("Error waiting for device to become idle")?; let surface = ManuallyDrop::into_inner(read(&self.target_chain)) .deactivate_with_recyling(&mut device, &mut self.cmd_pool); let properties = SwapchainProperties::find_best(&self.adapter, &surface) .context("Error finding best swapchain properties")?; use core::ptr::read; // Graphics pipeline // TODO: Recycle let ds_layout_handle = self.tex_repo.get_ds_layout()?; let ui_ds_layout_handle = self.tex_repo.get_ds_layout()?; ManuallyDrop::into_inner(read(&self.pipeline)).deactivate(&mut device); self.pipeline = ManuallyDrop::new({ CompletePipeline::new( &mut device, properties.extent, &properties, once(&*ds_layout_handle), ) .context("Error creating 3D Pipeline")? }); // 2D Graphics pipeline // TODO: Recycle ManuallyDrop::into_inner(read(&self.ui_pipeline)).deactivate(&mut device); self.ui_pipeline = ManuallyDrop::new({ let mut descriptor_set_layouts: ArrayVec<[_; 1]> = ArrayVec::new(); descriptor_set_layouts.push(&*ui_ds_layout_handle); UiPipeline::new( &mut device, properties.extent, &properties, once(&*ui_ds_layout_handle), ) .context("Error creating UI Pipeline")? }); self.target_chain = ManuallyDrop::new( TargetChain::new( &mut device, &self.adapter, surface, &self.pipeline, &self.ui_pipeline, &mut self.cmd_pool, properties, ) .context("Error creating target chain")?, ); Ok(()) } /// Draw all vertices in the buffer pub fn draw_vertices(&mut self, ui: &mut UiState, faces: &[u32]) -> Result<()> { let mut device = self .device .write() .map_err(|_| LockPoisoned::Device) .context("Error getting device lock")?; let mut queue = self .queue .write() .map_err(|_| LockPoisoned::Map) .context("Error getting map lock")?; // Ensure UI texture(s) are loaded ensure_textures_ui(&mut self.ui_tex_repo, ui)?; // Get any textures that just finished loading self.ui_tex_repo.process_responses(); self.tex_repo.process_responses(); // 3D Pass let (cmd_buffer, img) = self .target_chain .prep_next_target( &mut device, &mut self.draw_buffers, &self.pipeline, &self.vp_matrix, ) .context("Error preparing next target")?; do_render( cmd_buffer, &mut self.draw_buffers, &mut self.tex_repo, &self.pipeline.pipeline_layout, &*self .map .read() .map_err(|_| LockPoisoned::Map) .context("Error getting map read lock")?, faces, )?; // 2D Pass let cmd_buffer = self .target_chain .target_2d_pass(&mut self.ui_draw_buffers, &img, &self.ui_pipeline) .context("Error switching to 2D pass")?; do_render_ui( cmd_buffer, &self.ui_pipeline.pipeline_layout, &mut self.ui_draw_buffers, &mut self.ui_tex_repo, ui, )?; // Update our buffers before we actually start drawing self.draw_buffers .vertex_buffer .commit(&device, &mut queue, &mut self.cmd_pool)?; self.draw_buffers .index_buffer .commit(&device, &mut queue, &mut self.cmd_pool)?; self.ui_draw_buffers .vertex_buffer .commit(&device, &mut queue, &mut self.cmd_pool)?; self.ui_draw_buffers .index_buffer .commit(&device, &mut queue, &mut self.cmd_pool)?; // Send commands off to GPU self.target_chain .finish_and_submit_target(img, &mut queue) .context("Error finishing and submitting target")?; Ok(()) } } impl<'a, M: MinBspFeatures> core::ops::Drop for RenderingContext<'a, M> { fn drop(&mut self) { { self.device.write().unwrap().wait_idle().unwrap(); } unsafe { use core::ptr::read; ManuallyDrop::into_inner(read(&self.tex_repo)).deactivate(&mut self.device); ManuallyDrop::into_inner(read(&self.ui_tex_repo)).deactivate(&mut self.device); let mut device = self.device.write().unwrap(); ManuallyDrop::into_inner(read(&self.draw_buffers)).deactivate(&mut device); ManuallyDrop::into_inner(read(&self.ui_draw_buffers)).deactivate(&mut device); ManuallyDrop::into_inner(read(&self.target_chain)).deactivate( &mut self.instance, &mut device, &mut self.cmd_pool, ); device.destroy_command_pool(ManuallyDrop::into_inner(read(&self.cmd_pool))); ManuallyDrop::into_inner(read(&self.pipeline)).deactivate(&mut device); ManuallyDrop::into_inner(read(&self.ui_pipeline)).deactivate(&mut device); } } }