Drawing a textured quad

Added new assets
Loaded all texture assets into game state
Loaded the basic pipeline
Setup a hard-coded quad to test drawing
Created a very jank vertex struct
Added ReadEntireFile for filesystem
Added getting file size from file handle
Added a descriptor pool to each in flight frame
Changed Vk_BufferCreate to handle multiple uses
Added shader building to the windows.bat build script
This commit is contained in:
2025-10-04 21:42:04 +01:00
parent b1a805cea8
commit 187359f747
27 changed files with 470 additions and 57 deletions

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@@ -29,9 +29,33 @@ int main(int argc, char **argv) {
Vk_Setup(window); Vk_Setup(window);
G_State *game = 0;
{
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State);
M_Arena *garena = M_ArenaAlloc(GB(64), .initial = MB(4)); game->arena = arena;
G_ImagesLoad(garena);
G_ImagesLoad(game);
G_PipelinesLoad(game);
Vk_Buffer *vbo = &game->vbo;
vbo->size = KB(4096);
vbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
vbo->host_visible = true;
Vk_BufferCreate(vbo);
G_Vertex *vertices = cast(G_Vertex *) vbo->data;
vertices[0] = (G_Vertex) { -0.25f, -0.25f, 1.0f, 1.0f, 0.0f, 0.0f, 0xFFFFFFFF, 0};
vertices[1] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0};
vertices[2] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0};
vertices[3] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0};
vertices[4] = (G_Vertex) { 0.25f, 0.25f, 1.0f, 1.0f, 1.0f, 1.0f, 0xFFFFFFFF, 0};
vertices[5] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0};
}
bool running = true; bool running = true;
while (running) { while (running) {
@@ -69,6 +93,59 @@ int main(int argc, char **argv) {
vk.CmdBeginRendering(cmd, &rendering_info); vk.CmdBeginRendering(cmd, &rendering_info);
Vk_Pipeline *basic = &game->pipelines[0];
VkDescriptorSet set;
VkDescriptorSetAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = frame->descriptors;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &basic->layout.set;
vk.AllocateDescriptorSets(vk.device, &alloc_info, &set);
// 'update' the descriptor sets for binding
{
VkWriteDescriptorSet writes[2] = { 0 };
VkDescriptorBufferInfo vbo_info = { 0 };
vbo_info.buffer = game->vbo.handle;
vbo_info.offset = 0;
vbo_info.range = 256;
VkDescriptorImageInfo image_info = { 0 };
image_info.imageView = game->images[6].image.view;
image_info.sampler = vk.sampler;
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = set;
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[0].pBufferInfo = &vbo_info;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = set;
writes[1].dstBinding = 1;
writes[1].descriptorCount = 1;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = &image_info;
vk.UpdateDescriptorSets(vk.device, ArraySize(writes), writes, 0, 0);
}
vk.CmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->handle);
vk.CmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->layout.pipeline, 0, 1, &set, 0, 0);
VkViewport viewport = { 0, 0, (F32) w, (F32) h, 0.0f, 1.0f };
VkRect2D scissor = { 0, 0, w, h };
vk.CmdSetViewport(cmd, 0, 1, &viewport);
vk.CmdSetScissor(cmd, 0, 1, &scissor);
vk.CmdDraw(cmd, 6, 1, 0, 0);
vk.CmdEndRendering(cmd); vk.CmdEndRendering(cmd);
Vk_FrameEnd(); Vk_FrameEnd();

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@@ -1,9 +1,14 @@
void G_ImagesLoad(M_Arena *arena) { void G_ImagesLoad(G_State *game) {
M_TempScope(1, &arena) { M_TempScope(0, 0) {
FS_List assets = FS_PathList(temp.arena, S("assets")); FS_List assets = FS_PathList(temp.arena, S("assets"));
Vk_Buffer staging = Vk_BufferCreate(MB(256), true /* host_visible */); Vk_Buffer staging = { 0 };
staging.size = MB(256);
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging.host_visible = true;
Vk_BufferCreate(&staging);
U8 *base = staging.data; U8 *base = staging.data;
U64 offset = 0; U64 offset = 0;
@@ -14,12 +19,16 @@ void G_ImagesLoad(M_Arena *arena) {
for (FS_Entry *it = assets.first; it != 0; it = it->next) { for (FS_Entry *it = assets.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("png"))) { if (Str8_EndsWith(it->basename, S("png"))) {
if (Str8_Equal(it->basename, S("saloon_ext.png"), 0)) {
printf("IMAGE SALOON == %d\n", n_images);
}
n_images += 1; n_images += 1;
} }
} }
VkBufferImageCopy copy = { 0 }; VkBufferImageCopy copy = { 0 };
G_Image *images = M_ArenaPush(arena, G_Image, .count = n_images); game->images = M_ArenaPush(game->arena, G_Image, .count = n_images);
n_images = 0; n_images = 0;
// Image upload is sbi_load -> copy to staging -> upload to gpu texture // Image upload is sbi_load -> copy to staging -> upload to gpu texture
@@ -30,7 +39,7 @@ void G_ImagesLoad(M_Arena *arena) {
stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4); stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
if (data) { if (data) {
G_Image *image = &images[n_images]; G_Image *image = &game->images[n_images];
U64 image_sz = 4 * w * h; U64 image_sz = 4 * w * h;
@@ -56,7 +65,7 @@ void G_ImagesLoad(M_Arena *arena) {
n_images += 1; n_images += 1;
image->name = Str8_Copy(arena, Str8_RemoveAfterLast(it->basename, '.')); image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
image->image.width = w; image->image.width = w;
image->image.height = h; image->image.height = h;
@@ -117,3 +126,70 @@ void G_ImagesLoad(M_Arena *arena) {
Vk_CommandBufferSubmit(cmds, true /* wait */); Vk_CommandBufferSubmit(cmds, true /* wait */);
} }
} }
void G_PipelinesLoad(G_State *game) {
game->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
Vk_Pipeline *basic = &game->pipelines[0];
VkShaderModule vshader = 0, fshader = 0;
M_TempScope(0, 0) {
Str8 vshader_code = FS_ReadEntireFile(temp.arena, S("assets/shaders/basic.vert.spv"));
Str8 fshader_code = FS_ReadEntireFile(temp.arena, S("assets/shaders/basic.frag.spv"));
VkShaderModuleCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
create_info.pCode = (U32 *) vshader_code.data;
create_info.codeSize = vshader_code.count;
vk.CreateShaderModule(vk.device, &create_info, 0, &vshader);
create_info.pCode = (U32 *) fshader_code.data;
create_info.codeSize = fshader_code.count;
vk.CreateShaderModule(vk.device, &create_info, 0, &fshader);
}
// Create pipeline layout, its insane what you have to do for this because the ALREADY KNOW
// all of this information
{
VkDescriptorSetLayoutBinding bindings[2] = { 0 };
bindings[0].binding = 0;
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[0].descriptorCount = 1;
bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].descriptorCount = 1;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
set_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
set_info.bindingCount = 2;
set_info.pBindings = bindings;
vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
VkPipelineLayoutCreateInfo layout_create = { 0 };
layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_create.setLayoutCount = 1;
layout_create.pSetLayouts = &basic->layout.set;
vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline);
}
basic->targets.items[0] = vk.swapchain.format.format;
basic->targets.count = 1;
basic->shaders.count = 2;
basic->shaders.items[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
basic->shaders.items[0].handle = vshader;
basic->shaders.items[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
basic->shaders.items[1].handle = fshader;
Vk_PipelineCreate(basic);
}

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@@ -1,16 +1,34 @@
#if !defined(LD_GAME_CORE_H_) #if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_ #define LD_GAME_CORE_H_
typedef struct G_Image G_Image; typedef struct G_Vertex G_Vertex;
struct G_Image { struct G_Vertex {
Vk_Image image; F32 x, y, z, w;
F32 u, v;
Str8 name; U32 c;
U32 pad;
U32 width;
U32 height;
}; };
function void G_ImagesLoad(M_Arena *arena); typedef struct G_Image G_Image;
struct G_Image {
Str8 name;
Vk_Image image;
};
typedef struct G_State G_State;
struct G_State {
M_Arena *arena;
U32 n_images;
G_Image *images;
U32 n_pipelines;
Vk_Pipeline *pipelines;
Vk_Buffer vbo;
};
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
#endif // LD_GAME_CORE_H_ #endif // LD_GAME_CORE_H_

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@@ -1,3 +1,19 @@
#if OS_WINDOWS #if OS_WINDOWS
#include "impl/windows/core.c" #include "impl/windows/core.c"
#endif #endif
Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
Str8 result = { 0 };
OS_Handle file = FS_FileOpen(path, FS_ACCESS_READ);
if (file.v[0]) {
result.count = FS_FileSize(file);
result.data = M_ArenaPush(arena, U8, .count = result.count);
FS_FileRead(file, result.data, result.count, 0);
FS_FileClose(file);
}
return result;
}

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@@ -13,6 +13,8 @@ function void FS_FileClose(OS_Handle file);
function void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset); function void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset);
function void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset); function void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset);
function U64 FS_FileSize(OS_Handle file);
typedef U32 FS_EntryType; typedef U32 FS_EntryType;
enum { enum {
FS_ENTRY_TYPE_FILE = 0, FS_ENTRY_TYPE_FILE = 0,
@@ -42,4 +44,6 @@ struct FS_List {
function FS_List FS_PathList(M_Arena *arena, Str8 path); function FS_List FS_PathList(M_Arena *arena, Str8 path);
function Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path);
#endif // LD_OS_FILESYSTEM_H_ #endif // LD_OS_FILESYSTEM_H_

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@@ -83,6 +83,19 @@ void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset) {
} }
} }
U64 FS_FileSize(OS_Handle file) {
U64 result = 0;
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
DWORD dwLow, dwHigh;
dwLow = GetFileSize(hFile, &dwHigh);
result = ((U64) dwHigh << 32) | ((U64) dwLow);
}
return result;
}
FS_List FS_PathList(M_Arena *arena, Str8 path) { FS_List FS_PathList(M_Arena *arena, Str8 path) {
FS_List result = { 0 }; FS_List result = { 0 };

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@@ -354,6 +354,23 @@ bool Vk_Setup(SDL_Window *window) {
err = Min(vk.CreateFence(vk.device, &fence, 0, &frame->scratch[s].fence), err); err = Min(vk.CreateFence(vk.device, &fence, 0, &frame->scratch[s].fence), err);
} }
// Descriptor pool
VkDescriptorPoolSize pool_sizes[2] = { 0 };
pool_sizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
pool_sizes[0].descriptorCount = 2048;
pool_sizes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
pool_sizes[1].descriptorCount = 2048;
VkDescriptorPoolCreateInfo descriptor_pool = { 0 };
descriptor_pool.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptor_pool.maxSets = 1024;
descriptor_pool.poolSizeCount = 2;
descriptor_pool.pPoolSizes = pool_sizes;
vk.CreateDescriptorPool(vk.device, &descriptor_pool, 0, &frame->descriptors);
VkSemaphoreCreateInfo semaphore = { 0 }; VkSemaphoreCreateInfo semaphore = { 0 };
semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
@@ -364,6 +381,16 @@ bool Vk_Setup(SDL_Window *window) {
vk.err = err; vk.err = err;
} }
{
VkSamplerCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
create_info.magFilter = VK_FILTER_NEAREST;
create_info.minFilter = VK_FILTER_NEAREST;
create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
vk.CreateSampler(vk.device, &create_info, 0, &vk.sampler);
}
result = (vk.err == VK_SUCCESS); result = (vk.err == VK_SUCCESS);
return result; return result;
} }
@@ -376,6 +403,7 @@ Vk_Frame *Vk_FrameBegin(SDL_Window *window) {
vk.ResetFences(vk.device, 1, &frame->fence); vk.ResetFences(vk.device, 1, &frame->fence);
vk.ResetCommandPool(vk.device, frame->pool, 0); vk.ResetCommandPool(vk.device, frame->pool, 0);
vk.ResetDescriptorPool(vk.device, frame->descriptors, 0);
VkResult res = vk.AcquireNextImageKHR(vk.device, vk.swapchain.handle, UINT64_MAX, frame->acquire, 0, &frame->image); VkResult res = vk.AcquireNextImageKHR(vk.device, vk.swapchain.handle, UINT64_MAX, frame->acquire, 0, &frame->image);
(void) res; // @Todo: check res to see if swapchain is out of date and rebuild (void) res; // @Todo: check res to see if swapchain is out of date and rebuild
@@ -492,9 +520,7 @@ void Vk_CommandBufferSubmit(Vk_CommandBuffer *cmds, B32 wait) {
vk.QueueSubmit(vk.queue.handle, 1, &submit_info, cmds->fence); vk.QueueSubmit(vk.queue.handle, 1, &submit_info, cmds->fence);
if (wait) { if (wait) { vk.DeviceWaitIdle(vk.device); }
vk.DeviceWaitIdle(vk.device);
}
} }
#define VK_HOST_VISIBLE_FLAGS (VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT) #define VK_HOST_VISIBLE_FLAGS (VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
@@ -532,31 +558,27 @@ internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryProperty
return result; return result;
} }
Vk_Buffer Vk_BufferCreate(U64 size, B32 host_visible) { void Vk_BufferCreate(Vk_Buffer *buffer) {
Vk_Buffer result = { 0 };
VkBufferCreateInfo create_info = { 0 }; VkBufferCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
create_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; create_info.usage = buffer->usage;
create_info.size = size; create_info.size = buffer->size;
vk.CreateBuffer(vk.device, &create_info, 0, &result.handle); vk.CreateBuffer(vk.device, &create_info, 0, &buffer->handle);
VkMemoryRequirements req; VkMemoryRequirements req;
vk.GetBufferMemoryRequirements(vk.device, result.handle, &req); vk.GetBufferMemoryRequirements(vk.device, buffer->handle, &req);
VkMemoryPropertyFlags usage = host_visible ? VK_HOST_VISIBLE_FLAGS : VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; VkMemoryPropertyFlags usage = buffer->host_visible ? VK_HOST_VISIBLE_FLAGS : VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
result.size = req.size; buffer->size = req.size;
result.memory = Vk_Allocate(&req, usage); buffer->memory = Vk_Allocate(&req, usage);
vk.BindBufferMemory(vk.device, result.handle, result.memory, 0); vk.BindBufferMemory(vk.device, buffer->handle, buffer->memory, 0);
if (host_visible) { if (buffer->host_visible) {
vk.MapMemory(vk.device, result.memory, 0, result.size, 0, &result.data); vk.MapMemory(vk.device, buffer->memory, 0, buffer->size, 0, &buffer->data);
} }
return result;
} }
void Vk_ImageCreate(Vk_Image *image) { void Vk_ImageCreate(Vk_Image *image) {
@@ -595,3 +617,95 @@ void Vk_ImageCreate(Vk_Image *image) {
vk.CreateImageView(vk.device, &view_info, 0, &image->view); vk.CreateImageView(vk.device, &view_info, 0, &image->view);
} }
void Vk_PipelineCreate(Vk_Pipeline *pipeline) {
VkPipelineInputAssemblyStateCreateInfo ia = { 0 };
ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineShaderStageCreateInfo shaders[8] = { 0 };
for (U32 it = 0; it < pipeline->shaders.count; ++it) {
shaders[it].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaders[it].stage = pipeline->shaders.items[it].stage;
shaders[it].module = pipeline->shaders.items[it].handle;
shaders[it].pName = "main";
}
VkPipelineVertexInputStateCreateInfo vi = { 0 };
vi.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
// This will be updated later using dynamic commands but we still need to supply one here for
// some reason
VkViewport viewport = { 0, 0, 10, 10, 0, 1 };
VkRect2D scissor = { 0, 0, 10, 10 };
VkPipelineViewportStateCreateInfo vp = { 0 };
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.viewportCount = 1;
vp.pViewports = &viewport;
vp.scissorCount = 1;
vp.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rs = { 0 };
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo ms = { 0 };
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineDepthStencilStateCreateInfo ds = { 0 };
ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
VkPipelineColorBlendAttachmentState blend = { 0 };
blend.blendEnable = VK_TRUE;
blend.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend.colorBlendOp = VK_BLEND_OP_ADD;
blend.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blend.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
blend.alphaBlendOp = VK_BLEND_OP_ADD;
blend.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineColorBlendStateCreateInfo om = { 0 };
om.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
om.attachmentCount = 1;
om.pAttachments = &blend;
VkDynamicState dynamic_state[] = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dyn = { 0 };
dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyn.dynamicStateCount = ArraySize(dynamic_state);
dyn.pDynamicStates = dynamic_state;
VkFormat formats[8];
for (U32 it = 0; it < pipeline->targets.count; ++it) {
formats[it] = pipeline->targets.items[it];
}
VkPipelineRenderingCreateInfo rendering_info = { 0 };
rendering_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
rendering_info.colorAttachmentCount = pipeline->targets.count;
rendering_info.pColorAttachmentFormats = formats;
VkGraphicsPipelineCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
create_info.pNext = &rendering_info;
create_info.stageCount = pipeline->shaders.count;
create_info.pStages = shaders;
create_info.pVertexInputState = &vi;
create_info.pInputAssemblyState = &ia;
create_info.pViewportState = &vp;
create_info.pRasterizationState = &rs;
create_info.pMultisampleState = &ms;
create_info.pDepthStencilState = &ds;
create_info.pColorBlendState = &om;
create_info.pDynamicState = &dyn;
create_info.layout = pipeline->layout.pipeline;
vk.CreateGraphicsPipelines(vk.device, 0, 1, &create_info, 0, &pipeline->handle);
}

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@@ -25,26 +25,6 @@
#define VK_MAX_FRAMES_IN_FLIGHT 8 #define VK_MAX_FRAMES_IN_FLIGHT 8
#define VK_NUM_SCRATCH 8 #define VK_NUM_SCRATCH 8
typedef struct Vk_CommandBuffer Vk_CommandBuffer;
struct Vk_CommandBuffer {
VkCommandBuffer handle;
VkFence fence;
};
typedef struct Vk_Frame Vk_Frame;
struct Vk_Frame {
VkCommandPool pool;
VkCommandBuffer cmd;
VkSemaphore acquire, complete;
VkFence fence;
U32 next_scratch;
Vk_CommandBuffer scratch[VK_NUM_SCRATCH];
U32 image; // swapchain image index
};
typedef struct Vk_Image Vk_Image; typedef struct Vk_Image Vk_Image;
struct Vk_Image { struct Vk_Image {
VkDeviceMemory memory; VkDeviceMemory memory;
@@ -60,14 +40,65 @@ struct Vk_Image {
typedef struct Vk_Buffer Vk_Buffer; typedef struct Vk_Buffer Vk_Buffer;
struct Vk_Buffer { struct Vk_Buffer {
VkBuffer handle;
VkDeviceMemory memory; VkDeviceMemory memory;
VkDeviceSize size; VkDeviceSize size;
VkBuffer handle; VkBufferUsageFlags usage;
B32 host_visible;
void *data; // if mapped host visible memory void *data; // if mapped host visible memory
}; };
typedef struct Vk_Shader Vk_Shader;
struct Vk_Shader {
VkShaderModule handle;
VkShaderStageFlags stage;
};
typedef struct Vk_Pipeline Vk_Pipeline;
struct Vk_Pipeline {
VkPipeline handle;
struct {
VkPipelineLayout pipeline;
VkDescriptorSetLayout set;
} layout;
struct {
VkFormat items[8];
U32 count;
} targets;
struct {
Vk_Shader items[8];
U32 count;
} shaders;
};
typedef struct Vk_CommandBuffer Vk_CommandBuffer;
struct Vk_CommandBuffer {
VkCommandBuffer handle;
VkFence fence;
};
typedef struct Vk_Frame Vk_Frame;
struct Vk_Frame {
VkCommandPool pool;
VkCommandBuffer cmd;
VkDescriptorPool descriptors;
VkSemaphore acquire, complete;
VkFence fence;
U32 next_scratch;
Vk_CommandBuffer scratch[VK_NUM_SCRATCH];
U32 image; // swapchain image index
};
typedef struct Vk_Context Vk_Context; typedef struct Vk_Context Vk_Context;
struct Vk_Context { struct Vk_Context {
void *lib; void *lib;
@@ -110,6 +141,8 @@ struct Vk_Context {
U32 width; U32 width;
U32 height; U32 height;
} swapchain; } swapchain;
VkSampler sampler;
}; };
extern Vk_Context vk; extern Vk_Context vk;
@@ -122,6 +155,7 @@ function void Vk_FrameEnd();
function Vk_CommandBuffer *Vk_CommandBufferPush(); function Vk_CommandBuffer *Vk_CommandBufferPush();
function void Vk_CommandBufferSubmit(Vk_CommandBuffer *cmds, B32 wait); function void Vk_CommandBufferSubmit(Vk_CommandBuffer *cmds, B32 wait);
function Vk_Buffer Vk_BufferCreate(U64 size, B32 host_visible); function void Vk_BufferCreate(Vk_Buffer *buffer);
function void Vk_ImageCreate(Vk_Image *image);
#endif // LD_VULKAN_CORE_H_ #endif // LD_VULKAN_CORE_H_

View File

@@ -48,6 +48,20 @@
VK_FUNC(GetImageMemoryRequirements); VK_FUNC(GetImageMemoryRequirements);
VK_FUNC(BindImageMemory); VK_FUNC(BindImageMemory);
VK_FUNC(MapMemory); VK_FUNC(MapMemory);
VK_FUNC(CreateGraphicsPipelines);
VK_FUNC(CreateShaderModule);
VK_FUNC(CreateDescriptorSetLayout);
VK_FUNC(CreatePipelineLayout);
VK_FUNC(CmdBindPipeline);
VK_FUNC(CreateDescriptorPool);
VK_FUNC(ResetDescriptorPool);
VK_FUNC(AllocateDescriptorSets);
VK_FUNC(CmdBindDescriptorSets);
VK_FUNC(UpdateDescriptorSets);
VK_FUNC(CreateSampler);
VK_FUNC(CmdDraw);
VK_FUNC(CmdSetViewport);
VK_FUNC(CmdSetScissor);
VK_FUNC(CmdCopyBufferToImage); VK_FUNC(CmdCopyBufferToImage);
VK_FUNC(CmdPipelineBarrier2); VK_FUNC(CmdPipelineBarrier2);

View File

@@ -0,0 +1,12 @@
#version 460 core
layout(location = 0) in vec2 frag_uv;
layout(location = 1) in vec4 frag_c;
layout(location = 0) out vec4 framebuffer;
layout(binding = 1) uniform sampler2D u_image;
void main() {
framebuffer = frag_c * texture(u_image, frag_uv);
}

View File

@@ -0,0 +1,28 @@
#version 460 core
#extension GL_EXT_scalar_block_layout : enable
struct Vertex {
vec4 p;
vec2 uv;
uint c;
uint pad;
};
layout(binding = 0, scalar)
readonly buffer Vertices {
Vertex vtx[];
};
layout(location = 0) out vec2 frag_uv;
layout(location = 1) out vec4 frag_c;
void main() {
Vertex v = vtx[gl_VertexIndex];
gl_Position = v.p;
frag_uv = v.uv;
frag_c = vec4((v.c >> 24) & 0xFF, (v.c >> 16) & 0xFF, (v.c >> 8) & 0xFF, (v.c >> 0) & 0xFF) / 255.0f;
frag_c = frag_c.abgr;
}

View File

@@ -58,6 +58,13 @@ IF %assets% equ 1 (
xcopy /Y /Q "..\assets" "assets" xcopy /Y /Q "..\assets" "assets"
) )
ECHO [Building shaders]
IF NOT EXIST "assets\shaders" ( MKDIR "assets\shaders" )
glslangValidator -o "assets\shaders\basic.vert.spv" --target-env vulkan1.3 "..\code\vulkan\shaders\basic.vert"
glslangValidator -o "assets\shaders\basic.frag.spv" --target-env vulkan1.3 "..\code\vulkan\shaders\basic.frag"
ECHO [Building source] ECHO [Building source]
SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include" SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include"