refactor GraphicsDevice

sdl2_gpu
cosmonaut 2024-06-04 16:32:41 -07:00
parent eab282cdca
commit fe6734d6db
2 changed files with 155 additions and 222 deletions

View File

@ -3,8 +3,8 @@ using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using MoonWorks.Video;
using RefreshCS;
using WellspringCS;
using SDL2;
using SDL2_gpuCS;
namespace MoonWorks.Graphics
{
@ -14,7 +14,7 @@ namespace MoonWorks.Graphics
public class GraphicsDevice : IDisposable
{
public IntPtr Handle { get; }
public Backend Backend { get; }
public BackendFlags Backend { get; }
public bool DebugMode { get; }
private uint windowFlags;
@ -23,12 +23,11 @@ namespace MoonWorks.Graphics
// Built-in video pipeline
internal GraphicsPipeline VideoPipeline { get; }
// Built-in blit pipeline
internal GraphicsPipeline BlitPipeline { get; }
// Built-in text shader info
public GraphicsShaderInfo TextVertexShaderInfo { get; }
public GraphicsShaderInfo TextFragmentShaderInfo { get; }
public Shader TextVertexShader;
public Shader TextFragmentShader;
public GraphicsPipelineResourceInfo TextVertexShaderInfo { get; }
public GraphicsPipelineResourceInfo TextFragmentShaderInfo { get; }
public VertexInputState TextVertexInputState { get; }
// Built-in samplers
@ -43,29 +42,24 @@ namespace MoonWorks.Graphics
private FencePool FencePool;
internal unsafe GraphicsDevice(
Span<Backend> preferredBackends,
BackendFlags preferredBackends,
bool debugMode
) {
var backends = stackalloc Refresh.Backend[preferredBackends.Length];
for (var i = 0; i < preferredBackends.Length; i += 1)
{
backends[i] = (Refresh.Backend) preferredBackends[i];
}
Backend = (Backend) Refresh.Refresh_SelectBackend(backends, (uint) preferredBackends.Length, out windowFlags);
if (Backend == Backend.Invalid)
if (preferredBackends == BackendFlags.Invalid)
{
throw new System.Exception("Could not set graphics backend!");
}
Handle = Refresh.Refresh_CreateDevice(
Handle = SDL_Gpu.SDL_GpuCreateDevice(
(SDL_Gpu.BackendFlags) preferredBackends,
Conversions.BoolToByte(debugMode)
);
DebugMode = debugMode;
// TODO: check for CreateDevice fail
Backend = (BackendFlags) SDL_Gpu.SDL_GpuGetBackend(Handle);
// Check for replacement stock shaders
string basePath = System.AppContext.BaseDirectory;
@ -77,42 +71,79 @@ namespace MoonWorks.Graphics
string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh");
string blitFragPath = Path.Combine(basePath, "blit.frag.refresh");
ShaderModule fullscreenVertShader;
Shader fullscreenVertShader;
ShaderModule textVertShader;
ShaderModule textFragShader;
Shader textVertShader;
Shader textFragShader;
ShaderModule videoFragShader;
ShaderModule blitFragShader;
Shader videoFragShader;
Shader blitFragShader;
if (File.Exists(fullscreenVertPath))
{
fullscreenVertShader = new ShaderModule(this, fullscreenVertPath);
fullscreenVertShader = new Shader(
this,
fullscreenVertPath,
"main",
ShaderStage.Vertex,
ShaderFormat.SECRET
);
}
else
{
// use defaults
var assembly = typeof(GraphicsDevice).Assembly;
using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.Fullscreen.vert.refresh");
fullscreenVertShader = new ShaderModule(this, vertStream);
fullscreenVertShader = new Shader(
this,
vertStream,
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
}
if (File.Exists(videoFragPath))
{
videoFragShader = new ShaderModule(this, videoFragPath);
videoFragShader = new Shader(
this,
videoFragPath,
"main",
ShaderStage.Fragment,
ShaderFormat.SECRET
);
}
else
{
// use defaults
var assembly = typeof(GraphicsDevice).Assembly;
using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh");
videoFragShader = new ShaderModule(this, fragStream);
videoFragShader = new Shader(
this,
fragStream,
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
}
if (File.Exists(textVertPath) && File.Exists(textFragPath))
{
textVertShader = new ShaderModule(this, textVertPath);
textFragShader = new ShaderModule(this, textFragPath);
textVertShader = new Shader(
this,
textVertPath,
"main",
ShaderStage.Vertex,
ShaderFormat.SECRET
);
textFragShader = new Shader(
this,
textFragPath,
"main",
ShaderStage.Fragment,
ShaderFormat.SECRET
);
}
else
{
@ -122,13 +153,32 @@ namespace MoonWorks.Graphics
using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh");
using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh");
textVertShader = new ShaderModule(this, vertStream);
textFragShader = new ShaderModule(this, fragStream);
textVertShader = new Shader(
this,
vertStream,
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
textFragShader = new Shader(
this,
fragStream,
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
}
if (File.Exists(blitFragPath))
{
blitFragShader = new ShaderModule(this, blitFragPath);
blitFragShader = new Shader(
this,
blitFragPath,
"main",
ShaderStage.Fragment,
ShaderFormat.SECRET
);
}
else
{
@ -136,7 +186,13 @@ namespace MoonWorks.Graphics
var assembly = typeof(GraphicsDevice).Assembly;
using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.Blit.frag.refresh");
blitFragShader = new ShaderModule(this, fragStream);
blitFragShader = new Shader(
this,
fragStream,
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
}
VideoPipeline = new GraphicsPipeline(
@ -150,44 +206,12 @@ namespace MoonWorks.Graphics
)
),
DepthStencilState = DepthStencilState.Disable,
VertexShaderResourceInfo = GraphicsShaderInfo.Create(
fullscreenVertShader,
"main",
0
),
FragmentShaderResourceInfo = GraphicsShaderInfo.Create(
videoFragShader,
"main",
3
),
VertexInputState = VertexInputState.Empty,
RasterizerState = RasterizerState.CCW_CullNone,
PrimitiveType = PrimitiveType.TriangleList,
MultisampleState = MultisampleState.None
}
);
BlitPipeline = new GraphicsPipeline(
this,
new GraphicsPipelineCreateInfo
VertexShader = fullscreenVertShader,
FragmentShader = videoFragShader,
FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
new ColorAttachmentDescription(
TextureFormat.R8G8B8A8,
ColorAttachmentBlendState.None
)
),
DepthStencilState = DepthStencilState.Disable,
VertexShaderResourceInfo = GraphicsShaderInfo.Create(
fullscreenVertShader,
"main",
0
),
FragmentShaderResourceInfo = GraphicsShaderInfo.Create(
blitFragShader,
"main",
1
),
SamplerCount = 3
},
VertexInputState = VertexInputState.Empty,
RasterizerState = RasterizerState.CCW_CullNone,
PrimitiveType = PrimitiveType.TriangleList,
@ -195,8 +219,15 @@ namespace MoonWorks.Graphics
}
);
TextVertexShaderInfo = GraphicsShaderInfo.Create<Math.Float.Matrix4x4>(textVertShader, "main", 0);
TextFragmentShaderInfo = GraphicsShaderInfo.Create<float>(textFragShader, "main", 1);
TextVertexShader = textVertShader;
TextVertexShaderInfo = new GraphicsPipelineResourceInfo();
TextFragmentShader = textFragShader;
TextFragmentShaderInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1
};
TextVertexInputState = VertexInputState.CreateSingleBinding<Font.Vertex>();
PointSampler = new Sampler(this, SamplerCreateInfo.PointClamp);
@ -209,28 +240,35 @@ namespace MoonWorks.Graphics
/// <summary>
/// Prepares a window so that frames can be presented to it.
/// </summary>
/// <param name="swapchainComposition">The desired composition of the swapchain. Ignore this unless you are using HDR or tonemapping.</param>
/// <param name="presentMode">The desired presentation mode for the window. Roughly equivalent to V-Sync.</param>
/// <returns>True if successfully claimed.</returns>
public bool ClaimWindow(Window window, PresentMode presentMode)
{
public bool ClaimWindow(
Window window,
SwapchainComposition swapchainComposition,
PresentMode presentMode
) {
if (window.Claimed)
{
Logger.LogError("Window already claimed!");
return false;
}
var success = Conversions.ByteToBool(
Refresh.Refresh_ClaimWindow(
var success = Conversions.IntToBool(
SDL_Gpu.SDL_GpuClaimWindow(
Handle,
window.Handle,
(Refresh.PresentMode) presentMode
(SDL_Gpu.SwapchainComposition) swapchainComposition,
(SDL_Gpu.PresentMode) presentMode
)
);
if (success)
{
window.Claimed = true;
window.SwapchainComposition = swapchainComposition;
window.SwapchainFormat = GetSwapchainFormat(window);
if (window.SwapchainTexture == null)
{
window.SwapchainTexture = new Texture(this, window.SwapchainFormat);
@ -247,7 +285,7 @@ namespace MoonWorks.Graphics
{
if (window.Claimed)
{
Refresh.Refresh_UnclaimWindow(
SDL_Gpu.SDL_GpuUnclaimWindow(
Handle,
window.Handle
);
@ -265,18 +303,22 @@ namespace MoonWorks.Graphics
/// </summary>
/// <param name="window"></param>
/// <param name="presentMode"></param>
public void SetPresentMode(Window window, PresentMode presentMode)
{
public void SetSwapchainParameters(
Window window,
SwapchainComposition swapchainComposition,
PresentMode presentMode
) {
if (!window.Claimed)
{
Logger.LogError("Cannot set present mode on unclaimed window!");
return;
}
Refresh.Refresh_SetSwapchainPresentMode(
SDL_Gpu.SDL_GpuSetSwapchainParameters(
Handle,
window.Handle,
(Refresh.PresentMode) presentMode
(SDL_Gpu.SwapchainComposition) swapchainComposition,
(SDL_Gpu.PresentMode) presentMode
);
}
@ -288,7 +330,7 @@ namespace MoonWorks.Graphics
public CommandBuffer AcquireCommandBuffer()
{
var commandBuffer = CommandBufferPool.Obtain();
commandBuffer.SetHandle(Refresh.Refresh_AcquireCommandBuffer(Handle));
commandBuffer.SetHandle(SDL_Gpu.SDL_GpuAcquireCommandBuffer(Handle));
#if DEBUG
commandBuffer.ResetStateTracking();
#endif
@ -307,8 +349,7 @@ namespace MoonWorks.Graphics
}
#endif
Refresh.Refresh_Submit(
Handle,
SDL_Gpu.SDL_GpuSubmit(
commandBuffer.Handle
);
@ -325,8 +366,7 @@ namespace MoonWorks.Graphics
/// <returns></returns>
public Fence SubmitAndAcquireFence(CommandBuffer commandBuffer)
{
var fenceHandle = Refresh.Refresh_SubmitAndAcquireFence(
Handle,
var fenceHandle = SDL_Gpu.SDL_GpuSubmitAndAcquireFence(
commandBuffer.Handle
);
@ -341,7 +381,7 @@ namespace MoonWorks.Graphics
/// </summary>
public void Wait()
{
Refresh.Refresh_Wait(Handle);
SDL_Gpu.SDL_GpuWait(Handle);
}
/// <summary>
@ -349,14 +389,13 @@ namespace MoonWorks.Graphics
/// </summary>
public unsafe void WaitForFences(Fence fence)
{
var handlePtr = stackalloc nint[1];
handlePtr[0] = fence.Handle;
var fenceHandle = fence.Handle;
Refresh.Refresh_WaitForFences(
SDL_Gpu.SDL_GpuWaitForFences(
Handle,
1,
1,
(nint) handlePtr
&fenceHandle
);
}
@ -373,11 +412,11 @@ namespace MoonWorks.Graphics
handlePtr[0] = fenceOne.Handle;
handlePtr[1] = fenceTwo.Handle;
Refresh.Refresh_WaitForFences(
SDL_Gpu.SDL_GpuWaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
Conversions.BoolToInt(waitAll),
2,
(nint) handlePtr
handlePtr
);
}
@ -396,11 +435,11 @@ namespace MoonWorks.Graphics
handlePtr[1] = fenceTwo.Handle;
handlePtr[2] = fenceThree.Handle;
Refresh.Refresh_WaitForFences(
SDL_Gpu.SDL_GpuWaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
Conversions.BoolToInt(waitAll),
3,
(nint) handlePtr
handlePtr
);
}
@ -421,11 +460,11 @@ namespace MoonWorks.Graphics
handlePtr[2] = fenceThree.Handle;
handlePtr[3] = fenceFour.Handle;
Refresh.Refresh_WaitForFences(
SDL_Gpu.SDL_GpuWaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
Conversions.BoolToInt(waitAll),
4,
(nint) handlePtr
handlePtr
);
}
@ -433,7 +472,7 @@ namespace MoonWorks.Graphics
/// Wait for one or more fences to become signaled.
/// </summary>
/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
public unsafe void WaitForFences(Fence[] fences, bool waitAll)
public unsafe void WaitForFences(Span<Fence> fences, bool waitAll)
{
var handlePtr = stackalloc nint[fences.Length];
@ -442,11 +481,11 @@ namespace MoonWorks.Graphics
handlePtr[i] = fences[i].Handle;
}
Refresh.Refresh_WaitForFences(
SDL_Gpu.SDL_GpuWaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
Conversions.BoolToInt(waitAll),
4,
(nint) handlePtr
handlePtr
);
}
@ -456,7 +495,7 @@ namespace MoonWorks.Graphics
/// <exception cref="InvalidOperationException">Throws if the fence query indicates that the graphics device has been lost.</exception>
public bool QueryFence(Fence fence)
{
var result = Refresh.Refresh_QueryFence(Handle, fence.Handle);
var result = SDL_Gpu.SDL_GpuQueryFence(Handle, fence.Handle);
if (result < 0)
{
@ -471,126 +510,19 @@ namespace MoonWorks.Graphics
/// </summary>
public void ReleaseFence(Fence fence)
{
Refresh.Refresh_ReleaseFence(Handle, fence.Handle);
SDL_Gpu.SDL_GpuReleaseFence(Handle, fence.Handle);
fence.Handle = IntPtr.Zero;
FencePool.Return(fence);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads data from a Texture to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this texture in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromTexture(
in TextureRegion textureRegion,
TransferBuffer transferBuffer,
in BufferImageCopy copyParams,
TransferOptions transferOption
) {
Refresh.Refresh_DownloadFromTexture(
Handle,
textureRegion.ToRefreshTextureRegion(),
transferBuffer.Handle,
copyParams.ToRefresh(),
(Refresh.TransferOptions) transferOption
);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads all data from a 2D texture with no mips to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this texture in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromTexture(
Texture texture,
TransferBuffer transferBuffer,
TransferOptions transferOption
) {
DownloadFromTexture(
new TextureRegion(texture),
transferBuffer,
new BufferImageCopy(0, 0, 0),
transferOption
);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads data from a GpuBuffer to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this GpuBuffer in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromBuffer(
GpuBuffer gpuBuffer,
TransferBuffer transferBuffer,
in BufferCopy copyParams,
TransferOptions transferOption
) {
Refresh.Refresh_DownloadFromBuffer(
Handle,
gpuBuffer.Handle,
transferBuffer.Handle,
copyParams.ToRefresh(),
(Refresh.TransferOptions) transferOption
);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads all data in a GpuBuffer to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this GpuBuffer in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromBuffer(
GpuBuffer gpuBuffer,
TransferBuffer transferBuffer,
TransferOptions option
) {
DownloadFromBuffer(
gpuBuffer,
transferBuffer,
new BufferCopy(0, 0, gpuBuffer.Size),
option
);
}
private TextureFormat GetSwapchainFormat(Window window)
{
return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle);
if (!window.Claimed)
{
throw new System.ArgumentException("Cannot get swapchain format of unclaimed window!");
}
return (TextureFormat) SDL_Gpu.SDL_GpuGetSwapchainTextureFormat(Handle, window.Handle);
}
internal void AddResourceReference(GCHandle resourceReference)
@ -638,7 +570,7 @@ namespace MoonWorks.Graphics
}
}
Refresh.Refresh_DestroyDevice(Handle);
SDL_Gpu.SDL_GpuDestroyDevice(Handle);
IsDisposed = true;
}

View File

@ -19,6 +19,7 @@ namespace MoonWorks
internal Texture SwapchainTexture { get; set; }
public bool Claimed { get; internal set; }
public MoonWorks.Graphics.SwapchainComposition SwapchainComposition { get; internal set; }
public MoonWorks.Graphics.TextureFormat SwapchainFormat { get; internal set; }
public (int, int) Position