Blaze/Blaze.cpp

209 lines
5.7 KiB
C++

// Blaze.cpp : This file contains the 'main' function. Program execution begins and ends there.
//
#include <array>
#include <cassert>
#include <span>
#include <volk.h>
#define SDL_MAIN_USE_CALLBACKS 1
#include <memory>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_filesystem.h>
#include <SDL3/SDL_vulkan.h>
#include "AppState.h"
#include "Frame.h"
#include "GlobalMemory.h"
#include "MacroUtils.h"
#include "MathUtil.h"
#include "RenderDevice.h"
#include "MiscData.h"
constexpr uint32_t WIDTH = 1280;
constexpr uint32_t HEIGHT = 720;
constexpr uint32_t NUM_FRAMES = 3;
using Byte = uint8_t;
constexpr size_t operator ""_KiB(size_t const value)
{
return value * 1024;
}
constexpr size_t operator ""_MiB(size_t const value)
{
return value * 1024_KiB;
}
constexpr size_t operator ""_GiB(size_t const value)
{
return value * 1024_MiB;
}
namespace Blaze::Global
{
GlobalMemory g_Memory;
}
SDL_AppResult SDL_AppInit(void** pAppState, int, char**)
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
Blaze::Global::g_Memory.init(128_MiB);
*pAppState = CreateAppState(&Blaze::Global::g_Memory, WIDTH, HEIGHT);
if (!*pAppState)
return SDL_APP_FAILURE;
AppState& appState = *static_cast<AppState*>(*pAppState);
if (!appState.isInit())
{
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate)
{
AppState& appState = *static_cast<AppState*>(appstate);
RenderDevice& renderDevice = *appState.renderDevice;
MiscData& misc = *appState.miscData;
Frame& currentFrame = renderDevice.frames[renderDevice.frameIndex];
VK_CHECK(vkWaitForFences(renderDevice.device, 1, &currentFrame.frameReadyToReuse, VK_TRUE, std::numeric_limits<uint32_t>::max()));
// All resources of frame 'frameIndex' are free.
uint32_t currentImageIndex;
VK_CHECK(vkAcquireNextImageKHR(renderDevice.device, renderDevice.swapchain, std::numeric_limits<uint32_t>::max(), currentFrame.imageAcquiredSemaphore, nullptr, &currentImageIndex));
VK_CHECK(vkResetFences(renderDevice.device, 1, &currentFrame.frameReadyToReuse));
VK_CHECK(vkResetCommandPool(renderDevice.device, currentFrame.commandPool, 0));
misc.acquireToRenderBarrier.image = renderDevice.swapchainImages[currentImageIndex];
misc.renderToPresentBarrier.image = renderDevice.swapchainImages[currentImageIndex];
VkCommandBuffer cmd = currentFrame.commandBuffer;
VkCommandBufferBeginInfo constexpr beginInfo = {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.pNext = nullptr,
.flags = 0,
.pInheritanceInfo = nullptr,
};
VkClearColorValue constexpr static BLACK_CLEAR = {
.float32 = { 0.0f, 0.0f, 0.0f, 1.0f },
};
VK_CHECK(vkBeginCommandBuffer(cmd, &beginInfo));
{
VkRenderingAttachmentInfo const attachmentInfo = {
.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO,
.pNext = nullptr,
.imageView = renderDevice.swapchainViews[currentImageIndex],
.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.resolveMode = VK_RESOLVE_MODE_NONE,
.resolveImageView = nullptr,
.resolveImageLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR,
.storeOp = VK_ATTACHMENT_STORE_OP_STORE,
.clearValue = {.color = BLACK_CLEAR},
};
VkRenderingInfo renderingInfo = {
.sType = VK_STRUCTURE_TYPE_RENDERING_INFO,
.pNext = nullptr,
.flags = 0,
.renderArea = {.offset = {0,0}, .extent = renderDevice.swapchainExtent},
.layerCount = 1,
.viewMask = 0,
.colorAttachmentCount = 1,
.pColorAttachments = &attachmentInfo,
.pDepthAttachment = nullptr,
.pStencilAttachment = nullptr,
};
vkCmdPipelineBarrier2(cmd, &misc.acquireToRenderDependency);
vkCmdBeginRendering(cmd, &renderingInfo);
{
VkViewport viewport = {
.x = 0,
.y = static_cast<float>(renderDevice.swapchainExtent.height),
.width = static_cast<float>(renderDevice.swapchainExtent.width),
.height = -static_cast<float>(renderDevice.swapchainExtent.height),
.minDepth = 0.0f,
.maxDepth = 1.0f,
};
vkCmdSetViewport(cmd, 0, 1, &viewport);
VkRect2D scissor = {
.offset = {0, 0},
.extent = renderDevice.swapchainExtent,
};
vkCmdSetScissor(cmd, 0, 1, &scissor);
// Render Something?
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, misc.trianglePipeline);
vkCmdDraw(cmd, 3, 1, 0, 0);
}
vkCmdEndRendering(cmd);
vkCmdPipelineBarrier2(cmd, &misc.renderToPresentDependency);
}
VK_CHECK(vkEndCommandBuffer(cmd));
VkPipelineStageFlags stageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo const submitInfo = {
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.pNext = nullptr,
.waitSemaphoreCount = 1,
.pWaitSemaphores = &currentFrame.imageAcquiredSemaphore,
.pWaitDstStageMask = &stageMask,
.commandBufferCount = 1,
.pCommandBuffers = &cmd,
.signalSemaphoreCount = 1,
.pSignalSemaphores = &currentFrame.renderFinishedSemaphore,
};
VK_CHECK(vkQueueSubmit(renderDevice.directQueue, 1, &submitInfo, currentFrame.frameReadyToReuse));
VkPresentInfoKHR const presentInfo = {
.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
.pNext = nullptr,
.waitSemaphoreCount = 1,
.pWaitSemaphores = &currentFrame.renderFinishedSemaphore,
.swapchainCount = 1,
.pSwapchains = &renderDevice.swapchain,
.pImageIndices = &currentImageIndex,
.pResults = nullptr,
};
VK_CHECK(vkQueuePresentKHR(renderDevice.directQueue, &presentInfo));
renderDevice.frameIndex = (renderDevice.frameIndex + 1) % NUM_FRAMES;
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void*, SDL_Event* event)
{
if (event->type == SDL_EVENT_QUIT)
{
return SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void* appstate, SDL_AppResult)
{
AppState* appState = static_cast<AppState*> (appstate);
appState->cleanup();
Blaze::Global::g_Memory.destroy();
}