legatt 1d65039e2f Swapchain presentation and GLFW
- Render objects list
- SDL2 replaced with GLFW
- Swapchain synchronization, presentation and recreation on resize
2025-09-27 12:30:00 +03:00

202 lines
4.7 KiB
C++

#pragma once
#include <thread>
#include <atomic>
#include <cstdint>
#include <vector>
#include <set>
#include <Boost/lockfree/spsc_queue.hpp>
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <RmlUi/Core.h>
#include "PipelineFactory.hpp"
#ifdef VALIDATION_LAYER_ON
#define VALIDATION_LAYER "VK_LAYER_KHRONOS_validation"
#else
#define VALIDATION_LAYER
#endif
// GPU properties priority for selection
#define GPU_DISCRETE_PRIORITY 1000
#define GPU_GRAPHICS_WITH_PRESENT_PRIORITY 500
#define GPU_B8G8R8_SRGB_PRIORITY 10
#define QUEUE_FAMILY_NO_VALUE UINT32_MAX
#define RENDER_PASS_BASE 438461662
#define RENDER_PASS_GUI
struct Transform
{
float x = 0.0f, y = 0.0f;
float scaleX = 1.0f, scaleY = 1.0f, scaleZ = 1.0f;
};
struct Mesh
{
uint32_t vertexCount = 0;
};
struct RenderObject
{
// Multiple transforms for batching
std::vector<Transform> transforms;
uint8_t depth = 0;
Mesh mesh; //TODO: mesh (vertex/index buffer)
//TODO: texture
AssetMaterial &material;
//TODO: materialParams (uniforms)
};
bool operator < (const RenderObject& lhs, const RenderObject& rhs);
struct RenderCommand
{
enum Type
{
NONE,
REGISTER_OBJECTS,
RESIZE_WINDOW, //STORE screenHeight and screenWidth BEFORE request
SHUTDOWN
} type = NONE;
RenderObject *objects;
size_t objectsSize;
};
struct QueueFamiliesBundle
{
uint32_t graphics = QUEUE_FAMILY_NO_VALUE;
uint32_t present = QUEUE_FAMILY_NO_VALUE;
};
struct QueuesBundle
{
VkQueue graphics;
VkQueue present;
};
struct DrawConfig
{
VkCommandBufferBeginInfo commandBeginConfig {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.pNext = nullptr,
.flags = 0,
.pInheritanceInfo = nullptr
};
VkClearValue clearColor {{{1.0f, 1.0f, 1.0f, 1.0f}}};
VkRenderPassBeginInfo renderPassBeginConfig {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
.pNext = nullptr,
.clearValueCount = 1,
.pClearValues = &clearColor
};
VkPipelineStageFlags waitImageStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo submitConfig {
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.pNext = nullptr,
.waitSemaphoreCount = 1,
.pWaitDstStageMask = &waitImageStage,
.commandBufferCount = 1,
.signalSemaphoreCount = 1
};
VkPresentInfoKHR presentConfig {
.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
.pNext = nullptr,
.waitSemaphoreCount = 1,
.swapchainCount = 1,
.pResults = nullptr
};
};
struct SurfaceInfo
{
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> availableFormats;
std::vector<VkPresentModeKHR> availablePresentModes;
VkSurfaceFormatKHR format;
VkPresentModeKHR presentMode;
VkExtent2D extent;
};
class Renderer
{
public:
std::atomic<bool> isRunning;
std::atomic<int> screenWidth, screenHeight;
Renderer(GLFWwindow *window, const AssetMaterial& baseMaterial);
~Renderer();
void Start();
void Shutdown();
void RegisterObjects(RenderObject* objects, size_t size);
void ResizeWindow(int width, int height);
private:
std::stop_token *stoken;
std::jthread renderThread;
boost::lockfree::spsc_queue<RenderCommand, boost::lockfree::capacity<512>> commands;
GLFWwindow *window;
VkInstance vulkan;
VkSurfaceKHR surface;
VkPhysicalDevice gpu;
VkDevice device;
VkSwapchainKHR swapchain;
VkRenderPass baseRenderPass;
VkCommandPool commandPool = nullptr;
std::vector<VkCommandBuffer> commandBuffers;
std::vector<VkImage> frames;
std::vector<VkImageView> frameViews;
std::vector<VkFramebuffer> baseFrameBuffers;
std::vector<VkSemaphore> imageAvailable;
std::vector<VkSemaphore> renderFinished;
std::vector<VkFence> inFlightFences;
std::vector<VkFence> imagesInFlight;
SurfaceInfo surfaceInfo;
QueueFamiliesBundle queueFamilies;
QueuesBundle queues;
DrawConfig drawConfig;
PipelineFactory *pipelineFactory;
size_t currentFrame = 0;
const float DEFAULT_QUEUE_PRIORITY = 1.0f;
const AssetMaterial &baseMaterial;
const size_t MAX_FRAMES_IN_FLIGHT = 2;
std::set<RenderObject> objects;
Rml::Context *uiContext;
void InitVulkan();
void SetupDevice();
void SetupSwapchain();
void RecreateSwapchain();
void ReleaseSwapchain();
void SetupRenderPasses();
void SetupBuffers();
void SetupSync();
void Draw();
void Threading();
void Request(const RenderCommand &command);
void Request(const RenderCommand::Type &type);
void Init();
void Loop();
void ProcessCommand(const RenderCommand &command);
void Release();
};