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path: root/stockton-render/src/draw/context.rs
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/*
 * Copyright (C) Oscar Shrimpton 2020
 *
 * This program is free software: you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the Free
 * Software Foundation, either version 3 of the License, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

//! 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::{mem::ManuallyDrop, pin::Pin};

use arrayvec::ArrayVec;
use hal::{pool::CommandPoolCreateFlags, prelude::*};
use log::debug;
use na::Mat4;
use rendy_memory::DynamicConfig;
use winit::window::Window;

use super::{
    buffer::ModifiableBuffer,
    draw_buffers::{DrawBuffers, UvPoint},
    pipeline::CompletePipeline,
    render::do_render,
    target::{SwapchainProperties, TargetChain},
    texture::{resolver::BasicFsResolver, TextureRepo},
    ui::{
        do_render as do_render_ui, ensure_textures as ensure_textures_ui, UiPipeline, UiPoint,
        UiTextures,
    },
    utils::find_memory_type_id,
};
use crate::{error, 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<VulkanSystem>> {
    pub map: Pin<Box<M>>,

    // Parents for most of these things
    /// Vulkan Instance
    instance: ManuallyDrop<back::Instance>,

    /// Device we're using
    device: Pin<Box<Device>>,

    /// Adapter we're using
    adapter: Adapter,

    // Render destination
    /// Surface to draw to
    surface: ManuallyDrop<Surface>,

    /// Swapchain and stuff
    pub(crate) target_chain: ManuallyDrop<TargetChain>,

    /// Graphics pipeline and associated objects
    pipeline: ManuallyDrop<CompletePipeline>,

    /// 2D Graphics pipeline and associated objects
    ui_pipeline: ManuallyDrop<UiPipeline>,

    // Command pool and buffers
    /// The command pool used for our buffers
    cmd_pool: ManuallyDrop<CommandPool>,

    /// The queue group our buffers belong to
    queue_group: QueueGroup,

    /// Main Texture repo
    tex_repo: ManuallyDrop<TextureRepo<'a>>,

    /// UI Texture repo
    ui_tex_repo: ManuallyDrop<TextureRepo<'a>>,

    /// Buffers used for drawing
    draw_buffers: ManuallyDrop<DrawBuffers<'a, UvPoint>>,

    /// Buffers used for drawing the UI
    ui_draw_buffers: ManuallyDrop<DrawBuffers<'a, UiPoint>>,

    /// Memory allocator used for any sort of textures / maps
    /// Guaranteed suitable for 2D RGBA images with `Optimal` tiling and `Usage::Sampled`
    texture_allocator: ManuallyDrop<DynamicAllocator>,

    /// View projection matrix
    pub(crate) vp_matrix: Mat4,

    pub(crate) pixels_per_point: f32,
}

impl<'a, M: 'static + MinBspFeatures<VulkanSystem>> RenderingContext<'a, M> {
    /// Create a new RenderingContext for the given window.
    pub fn new(window: &Window, map: M) -> Result<Self, error::CreationError> {
        let map = Box::pin(map);

        // Create surface
        let (instance, mut surface, mut adapters) = unsafe {
            use hal::Instance;

            let instance = back::Instance::create("stockton", 1)
                .map_err(|_| error::CreationError::WindowError)?;
            let surface = instance
                .create_surface(window)
                .map_err(|_| error::CreationError::WindowError)?;
            let adapters = instance.enumerate_adapters();

            (instance, surface, adapters)
        };

        // TODO: Properly figure out which adapter to use
        let adapter = adapters.remove(0);

        // Device & Queue group
        let (mut device, queue_group) = {
            let family = adapter
                .queue_families
                .iter()
                .find(|family| {
                    surface.supports_queue_family(family) && family.queue_type().supports_graphics()
                })
                .unwrap();

            let mut gpu = unsafe {
                adapter
                    .physical_device
                    .open(&[(family, &[1.0])], hal::Features::empty())
                    .unwrap()
            };

            (Box::pin(gpu.device), gpu.queue_groups.pop().unwrap())
        };

        // Figure out what our swapchain will look like
        let swapchain_properties = SwapchainProperties::find_best(&adapter, &surface)
            .map_err(|_| error::CreationError::BadSurface)?;

        debug!(
            "Detected following swapchain properties: {:?}",
            swapchain_properties
        );

        // Command pool
        let mut cmd_pool = unsafe {
            device.create_command_pool(queue_group.family, CommandPoolCreateFlags::RESET_INDIVIDUAL)
        }
        .map_err(|_| error::CreationError::OutOfMemoryError)?;

        // Vertex and index buffers
        let draw_buffers = DrawBuffers::new(&mut device, &adapter)?;

        // UI Vertex and index buffers
        let ui_draw_buffers = DrawBuffers::new(&mut device, &adapter)?;

        // Memory allocators
        let texture_allocator = unsafe {
            use hal::{
                format::Format,
                image::{Kind, Tiling, Usage, ViewCapabilities},
                memory::Properties,
            };

            // We create an empty image with the same format as used for textures
            // this is to get the type_mask required, which will stay the same for
            // all colour images of the same tiling. (certain memory flags excluded).

            // Size and alignment don't necessarily stay the same, so we're forced to
            // guess at the alignment for our allocator.

            // TODO: Way to tune these options

            let img = device
                .create_image(
                    Kind::D2(16, 16, 1, 1),
                    1,
                    Format::Rgba8Srgb,
                    Tiling::Optimal,
                    Usage::SAMPLED,
                    ViewCapabilities::empty(),
                )
                .map_err(|_| error::CreationError::OutOfMemoryError)?;

            let type_mask = device.get_image_requirements(&img).type_mask;

            device.destroy_image(img);

            let props = Properties::DEVICE_LOCAL;

            DynamicAllocator::new(
                find_memory_type_id(&adapter, type_mask, props)
                    .ok_or(error::CreationError::OutOfMemoryError)?,
                props,
                DynamicConfig {
                    block_size_granularity: 4 * 32 * 32, // 32x32 image
                    max_chunk_size: u64::pow(2, 63),
                    min_device_allocation: 4 * 32 * 32,
                },
            )
        };

        // Texture repos
        let long_device_pointer = unsafe { &mut *(&mut *device as *mut Device) };
        let long_texs_pointer: &'static M = unsafe { &*(&*map as *const M) };

        let tex_repo = TextureRepo::new(
            long_device_pointer,
            &adapter,
            long_texs_pointer,
            BasicFsResolver::new(std::path::Path::new(".")),
        )
        .unwrap(); // TODO
        let long_device_pointer = unsafe { &mut *(&mut *device as *mut Device) };

        let ui_tex_repo = TextureRepo::new(
            long_device_pointer,
            &adapter,
            &UiTextures,
            BasicFsResolver::new(std::path::Path::new(".")),
        )
        .unwrap(); // TODO

        let mut descriptor_set_layouts: ArrayVec<[_; 2]> = ArrayVec::new();
        descriptor_set_layouts.push(tex_repo.get_ds_layout());

        let mut ui_descriptor_set_layouts: ArrayVec<[_; 2]> = ArrayVec::new();
        ui_descriptor_set_layouts.push(tex_repo.get_ds_layout());

        // Graphics pipeline
        let pipeline = CompletePipeline::new(
            &mut device,
            swapchain_properties.extent,
            &swapchain_properties,
            descriptor_set_layouts,
        )?;

        // UI pipeline
        let ui_pipeline = UiPipeline::new(
            &mut device,
            swapchain_properties.extent,
            &swapchain_properties,
            ui_descriptor_set_layouts,
        )?;

        // Swapchain and associated resources
        let target_chain = TargetChain::new(
            &mut device,
            &adapter,
            &mut surface,
            &pipeline,
            &ui_pipeline,
            &mut cmd_pool,
            swapchain_properties,
            None,
        )
        .map_err(error::CreationError::TargetChainCreationError)?;

        Ok(RenderingContext {
            map,
            instance: ManuallyDrop::new(instance),
            surface: ManuallyDrop::new(surface),

            device,
            adapter,
            queue_group,

            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),

            texture_allocator: ManuallyDrop::new(texture_allocator),

            vp_matrix: Mat4::identity(),

            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<(), error::CreationError> {
        self.device.wait_idle().unwrap();

        let properties = SwapchainProperties::find_best(&self.adapter, &self.surface)
            .map_err(|_| error::CreationError::BadSurface)?;

        use core::ptr::read;

        // Graphics pipeline
        // TODO: Recycle
        ManuallyDrop::into_inner(read(&self.pipeline)).deactivate(&mut self.device);
        self.pipeline = ManuallyDrop::new({
            let mut descriptor_set_layouts: ArrayVec<[_; 2]> = ArrayVec::new();
            descriptor_set_layouts.push(self.tex_repo.get_ds_layout());

            CompletePipeline::new(
                &mut self.device,
                properties.extent,
                &properties,
                descriptor_set_layouts,
            )?
        });

        // 2D Graphics pipeline
        // TODO: Recycle
        ManuallyDrop::into_inner(read(&self.ui_pipeline)).deactivate(&mut self.device);
        self.ui_pipeline = ManuallyDrop::new({
            let mut descriptor_set_layouts: ArrayVec<[_; 1]> = ArrayVec::new();
            descriptor_set_layouts.push(self.ui_tex_repo.get_ds_layout());

            UiPipeline::new(
                &mut self.device,
                properties.extent,
                &properties,
                descriptor_set_layouts,
            )?
        });

        let old_swapchain = ManuallyDrop::into_inner(read(&self.target_chain))
            .deactivate_with_recyling(&mut self.device, &mut self.cmd_pool);
        self.target_chain = ManuallyDrop::new(
            TargetChain::new(
                &mut self.device,
                &self.adapter,
                &mut self.surface,
                &self.pipeline,
                &self.ui_pipeline,
                &mut self.cmd_pool,
                properties,
                Some(old_swapchain),
            )
            .map_err(error::CreationError::TargetChainCreationError)?,
        );

        Ok(())
    }

    /// Draw all vertices in the buffer
    pub fn draw_vertices(&mut self, ui: &mut UiState, faces: &[u32]) -> Result<(), &'static str> {
        // Ensure UI texture(s) are loaded
        ensure_textures_ui(
            &mut self.ui_tex_repo,
            ui,
            &mut self.device,
            &mut self.adapter,
            &mut self.texture_allocator,
            &mut self.queue_group.queues[0],
            &mut self.cmd_pool,
        );

        // Get any textures that just finished loading
        self.tex_repo.process_responses();

        // 3D Pass
        let cmd_buffer = self.target_chain.prep_next_target(
            &mut self.device,
            &mut self.draw_buffers,
            &self.pipeline,
            &self.vp_matrix,
        )?;
        do_render(
            cmd_buffer,
            &mut self.draw_buffers,
            &mut self.tex_repo,
            &self.pipeline.pipeline_layout,
            &*self.map,
            faces,
        );

        // 2D Pass
        let cmd_buffer = self
            .target_chain
            .target_2d_pass(&mut self.ui_draw_buffers, &self.ui_pipeline)?;
        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(
            &self.device,
            &mut self.queue_group.queues[0],
            &mut self.cmd_pool,
        );

        self.draw_buffers.index_buffer.commit(
            &self.device,
            &mut self.queue_group.queues[0],
            &mut self.cmd_pool,
        );

        self.ui_draw_buffers.vertex_buffer.commit(
            &self.device,
            &mut self.queue_group.queues[0],
            &mut self.cmd_pool,
        );

        self.ui_draw_buffers.index_buffer.commit(
            &self.device,
            &mut self.queue_group.queues[0],
            &mut self.cmd_pool,
        );

        // Send commands off to GPU
        self.target_chain
            .finish_and_submit_target(&mut self.queue_group.queues[0])?;

        Ok(())
    }
}

impl<'a, M: MinBspFeatures<VulkanSystem>> core::ops::Drop for RenderingContext<'a, M> {
    fn drop(&mut self) {
        self.device.wait_idle().unwrap();

        unsafe {
            use core::ptr::read;

            ManuallyDrop::into_inner(read(&self.draw_buffers)).deactivate(&mut self.device);
            ManuallyDrop::into_inner(read(&self.ui_draw_buffers)).deactivate(&mut self.device);
            ManuallyDrop::into_inner(read(&self.tex_repo)).deactivate(&mut self.device);
            ManuallyDrop::into_inner(read(&self.ui_tex_repo)).deactivate(&mut self.device);

            ManuallyDrop::into_inner(read(&self.texture_allocator)).dispose();

            ManuallyDrop::into_inner(read(&self.target_chain))
                .deactivate(&mut self.device, &mut self.cmd_pool);

            self.device
                .destroy_command_pool(ManuallyDrop::into_inner(read(&self.cmd_pool)));

            ManuallyDrop::into_inner(read(&self.pipeline)).deactivate(&mut self.device);
            ManuallyDrop::into_inner(read(&self.ui_pipeline)).deactivate(&mut self.device);

            self.instance
                .destroy_surface(ManuallyDrop::into_inner(read(&self.surface)));
        }
    }
}