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|
//! 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::QueueNegotiator,
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,
},
};
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<VulkanSystem>> {
pub map: Arc<RwLock<M>>,
// Parents for most of these things
/// Vulkan Instance
instance: ManuallyDrop<back::Instance>,
/// Device we're using
device: Arc<RwLock<DeviceT>>,
/// Adapter we're using
adapter: Adapter,
/// 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<CommandPoolT>,
/// The queue to use for drawing
queue: Arc<RwLock<QueueT>>,
/// 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>>,
/// 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> {
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 draw_queue_negotiator = QueueNegotiator::find(&adapter, |family| {
surface.supports_queue_family(family) && family.queue_type().supports_graphics()
})
.context("Error creating draw queue negotiator")?;
let mut tex_queue_negotiator =
QueueNegotiator::find(&adapter, TextureRepo::queue_family_filter)
.context("Error creating texture queue negotiator")?;
debug!(
"Using draw queue family {:?}",
draw_queue_negotiator.family_id()
);
debug!(
"Using tex queue family {:?}",
tex_queue_negotiator.family_id()
);
// Device & Queue groups
let (device_lock, mut queue_groups) = {
let gpu = unsafe {
adapter
.physical_device
.open(
&[
(draw_queue_negotiator.family(&adapter), &[1.0]),
(tex_queue_negotiator.family(&adapter), &[1.0]),
],
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(
draw_queue_negotiator.family_id(),
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(),
tex_queue_negotiator.family_id(),
tex_queue_negotiator
.get_queue(&mut queue_groups)
.ok_or(EnvironmentError::NoQueues)
.context("Error getting 3D texture loader queue")?,
&adapter,
map.clone(),
BasicFsResolver::new(std::path::Path::new(".")),
)
.context("Error creating 3D Texture repo")?; // TODO
debug!("Creating UI Texture Repo");
let ui_tex_repo = TextureRepo::new(
device_lock.clone(),
tex_queue_negotiator.family_id(),
tex_queue_negotiator
.get_queue(&mut queue_groups)
.ok_or(EnvironmentError::NoQueues)
.context("Error getting UI texture loader queue")?,
&adapter,
Arc::new(RwLock::new(UiTextures)),
BasicFsResolver::new(std::path::Path::new(".")),
)
.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: draw_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,
})
}
/// 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.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<VulkanSystem>> 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);
}
}
}
|