sarekt 0.0.4

A rendering engine based on Vulkan, but capable of being expanded to other graphics API backends such as Metal or D3D12
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
use crate::{
  error::{SarektError, SarektResult},
  image_data::{ImageData, ImageDataFormat},
  renderer::config::NumSamples,
};
use log::warn;
use slotmap::{DefaultKey, SlotMap};
use std::{
  fmt::Debug,
  sync::{Arc, RwLock, Weak},
};

/// A type that can be used to retrieve a buffer from the renderer and
/// BufferStore that will destroy the shader when it goes out of scope.
///
/// As always, In order to pass this around with multiple ownership, wrap it in
/// an Arc.
pub struct BufferImageHandle<BL>
where
  BL: BufferAndImageLoader,
  BL::BackendHandle: BackendHandleTrait + Copy + Debug,
{
  inner_key: DefaultKey,
  resource_type: ResourceType,
  buffer_store: Weak<RwLock<BufferImageStore<BL>>>,
}
impl<BL> Drop for BufferImageHandle<BL>
where
  BL: BufferAndImageLoader,
  BL::BackendHandle: BackendHandleTrait + Copy + Debug,
{
  fn drop(&mut self) {
    let buffer_store = self.buffer_store.upgrade();
    if matches!(buffer_store, None) {
      return;
    }

    let mut buffer_store_guard = buffer_store
      .as_ref()
      .unwrap()
      .write()
      .expect("Could not unlock BufferStore due to previous panic");

    let result = match self.resource_type {
      ResourceType::Buffer(_) => buffer_store_guard.destroy_buffer(self.inner_key),
      ResourceType::Image => buffer_store_guard.destroy_image(self.inner_key),
    };

    match result {
      // Already deleted, likely shutting down. Nothing to do.
      Err(SarektError::UnknownResource) => {}
      Err(e) => warn!(
        "resource not destroyed, maybe it was already? Error: {:?}",
        e
      ),
      Ok(()) => {}
    }
  }
}

/// Which kind of buffer or image is this.  The Renderer and DrawableObject wil
/// use this information to utilize it correctly.
#[derive(Copy, Clone, Debug)]
pub enum ResourceType {
  Image,
  Buffer(BufferType),
}

/// Which type of buffer the resource is.
#[derive(Copy, Clone, Debug)]
pub enum BufferType {
  Vertex,
  Uniform,
  Index(IndexBufferElemSize),
}

/// Different backends support different index buffer sizes, select which one
/// when you load it.
#[derive(Copy, Clone, Debug)]
pub enum IndexBufferElemSize {
  UInt16,
  UInt32,
}

/// The handle that represents a buffer or image in the backend.
///
/// Unsafe because:
/// This must specifically be the handle used to delete your
/// image or buffer in the backend/GPU in
/// [ShaderLoader](trait.ShaderLoader.html).
pub unsafe trait BackendHandleTrait: Copy {}

/// A special handle for uniform buffers.  On some backends there are special
/// cases needed to be handled more so than other (vertex and index) buffers.
/// BufferLoader is the backing loader for the buffer and BufElem is the type
/// that the buffer contains.
///
/// For example, on Vulkan more than one frame can be in flight so this needs to
/// actually create uniform buffers for each framebuffer.
#[derive(Clone, Debug)]
pub struct UniformBufferHandle<BL: BufferAndImageLoader, BufElem: Sized + Copy> {
  pub uniform_buffer_backend_handle: BL::UniformBufferHandle,
  _marker: std::marker::PhantomData<BufElem>,
}
impl<BL: BufferAndImageLoader, BufElem: Sized + Copy> UniformBufferHandle<BL, BufElem> {
  pub fn new(uniform_buffer_backend_handle: BL::UniformBufferHandle) -> Self {
    Self {
      uniform_buffer_backend_handle,
      _marker: std::marker::PhantomData,
    }
  }
}

/// A trait used by each implementation in order to load buffers and images in
/// their own way.
///
/// Unsafe because:
/// * The lifetimes of the functions to create them (which are
/// usually dynamically loaded) must outlive the Loader itself.
///
/// * BackendHandle must be an implementer of
///   [ShaderBackendHandle](trait.ShaderBackendHandleTrait.html)
///
///  * It is the responsibility of the implementor to drop anything loaded using
///    delete_buffer_or_image cleanly on all elements, if the ShaderHandle
///    dropping doesn't handle it.
///
///  * Cleanup must be called if the application controls object lifetimes.
pub unsafe trait BufferAndImageLoader {
  type BackendHandle;
  type UniformBufferDataHandle: Debug;
  type UniformBufferHandle;

  /// TODO(issue#5) PERFORMANCE some platforms might not actually ever benefit
  /// from staging.  Detect this and elide the staging.

  /// # Safety
  /// Must call before exiting.
  unsafe fn cleanup(&self) -> SarektResult<()>;

  /// Loads a buffer using a staging buffer and then transfers it into GPU only
  /// memory for efficiency.
  fn load_buffer_with_staging<BufElem: Sized + Copy>(
    &self, buffer_type: BufferType, buffer: &[BufElem],
  ) -> SarektResult<Self::BackendHandle>;

  /// Loads a buffer without staging.  Frequently updated buffers will just be
  /// slowed down by waiting for transfer, such as uniform buffers.
  fn load_buffer_without_staging<BufElem: Sized + Copy>(
    &self, buffer_type: BufferType, buffer: &[BufElem],
  ) -> SarektResult<Self::BackendHandle>;

  // TODO(issue#31) Allow cpu accessible images and updating all images.

  /// Same as `load_buffer_with_staging` but loads an r8g8b8a8 32 bit format
  /// image instead.
  fn load_image_with_staging_initialization(
    &self, pixels: impl ImageData, magnification_filter: MagnificationMinificationFilter,
    minification_filter: MagnificationMinificationFilter, address_x: TextureAddressMode,
    address_y: TextureAddressMode, address_z: TextureAddressMode, mip_levels: u32,
  ) -> SarektResult<Self::BackendHandle>;

  /// Loads an image, much like `load_image_with_staging_initialization`, but
  /// does not give it any initial value, only a size and format.  This is
  /// useful for initializing internally used attachments, depth buffers, etc.
  fn create_uninitialized_image(
    &self, dimensions: (u32, u32), format: ImageDataFormat, num_msaa_samples: NumSamples,
  ) -> SarektResult<Self::BackendHandle>;

  /// Deletes that resource, baby!
  fn delete_buffer_or_image(&self, handle: Self::BackendHandle) -> SarektResult<()>;
}

/// A storage for all buffers to be loaded or destroyed from.  Returns a handle
/// that can be used to retrieve the associated buffer, which includes it's type
/// and it's handle to whichever backend you're using.
pub struct BufferImageStore<BL>
where
  BL: BufferAndImageLoader,
  BL::BackendHandle: BackendHandleTrait + Copy + Debug,
{
  loaded_buffers_and_images: SlotMap<DefaultKey, BufferOrImage<BL::BackendHandle>>,
  buffer_image_loader: BL,
}
impl<BL> BufferImageStore<BL>
where
  BL: BufferAndImageLoader,
  BL::BackendHandle: BackendHandleTrait + Copy + Debug,
{
  pub fn new(buffer_loader: BL) -> Self {
    Self {
      loaded_buffers_and_images: SlotMap::new(),
      buffer_image_loader: buffer_loader,
    }
  }

  /// Must be called by the backend when cleaning up all resources, if they are
  /// managed by the application (as in Vulkan/D3D12).
  ///
  /// # Safety
  /// Unsafe because afterwards the object becomes invalid and should not be
  /// used again.
  pub unsafe fn cleanup(&mut self) -> SarektResult<()> {
    self.buffer_image_loader.cleanup()?;
    self.destroy_all_images_and_buffers();
    Ok(())
  }

  /// Load a buffer and allocate memory into the backend/GPU and return a
  /// handle.
  pub(crate) fn load_buffer_with_staging<BufElem: Sized + Copy>(
    this: &Arc<RwLock<Self>>, buffer_type: BufferType, buffer: &[BufElem],
  ) -> SarektResult<(BufferImageHandle<BL>, BufferOrImage<BL::BackendHandle>)> {
    let mut buffer_store = this
      .write()
      .expect("Could not unlock BufferStore due to previous panic");

    let buffer_backend_handle = buffer_store
      .buffer_image_loader
      .load_buffer_with_staging(buffer_type, buffer)?;
    let buffer_or_image =
      BufferOrImage::new(buffer_backend_handle, ResourceType::Buffer(buffer_type));

    let inner_key = buffer_store
      .loaded_buffers_and_images
      .insert(buffer_or_image);

    Ok((
      BufferImageHandle {
        inner_key,
        resource_type: ResourceType::Buffer(buffer_type),
        buffer_store: Arc::downgrade(this),
      },
      buffer_or_image,
    ))
  }

  /// Same as above but keeps the buffer in cpu accessible memory.  Useful for
  /// things updated frequently like MVP uniforms.
  pub(crate) fn load_buffer_without_staging<BufElem: Sized + Copy>(
    this: &Arc<RwLock<Self>>, buffer_type: BufferType, buffer: &[BufElem],
  ) -> SarektResult<(BufferImageHandle<BL>, BufferOrImage<BL::BackendHandle>)> {
    let mut buffer_store = this
      .write()
      .expect("Could not unlock BufferStore due to previous panic");

    let buffer_backend_handle = buffer_store
      .buffer_image_loader
      .load_buffer_without_staging(buffer_type, buffer)?;
    let buffer_or_image =
      BufferOrImage::new(buffer_backend_handle, ResourceType::Buffer(buffer_type));

    let inner_key = buffer_store
      .loaded_buffers_and_images
      .insert(buffer_or_image);

    Ok((
      BufferImageHandle {
        inner_key,
        resource_type: ResourceType::Buffer(buffer_type),
        buffer_store: Arc::downgrade(this),
      },
      buffer_or_image,
    ))
  }

  /// Destroy a buffer and free the memory associated with it from the
  /// backend/GPU.
  fn destroy_buffer(&mut self, inner_key: DefaultKey) -> SarektResult<()> {
    let buffer = self.loaded_buffers_and_images.remove(inner_key);
    if buffer.is_none() {
      return Err(SarektError::UnknownResource);
    }

    self
      .buffer_image_loader
      .delete_buffer_or_image(buffer.unwrap().handle)
  }

  /// Same as `load_buffer_with_staging` but loads an r8b8g8a8 image instead.
  pub(crate) fn load_image_with_staging_initialization(
    this: &Arc<RwLock<Self>>, pixels: impl ImageData,
    magnification_filter: MagnificationMinificationFilter,
    minification_filter: MagnificationMinificationFilter, address_x: TextureAddressMode,
    address_y: TextureAddressMode, address_z: TextureAddressMode, mip_levels: u32,
  ) -> SarektResult<(BufferImageHandle<BL>, BufferOrImage<BL::BackendHandle>)> {
    let mut buffer_store = this
      .write()
      .expect("Could not unlock BufferStore due to previous panic");

    let buffer_backend_handle = buffer_store
      .buffer_image_loader
      .load_image_with_staging_initialization(
        pixels,
        magnification_filter,
        minification_filter,
        address_x,
        address_y,
        address_z,
        mip_levels,
      )?;
    let buffer_or_image = BufferOrImage::new(buffer_backend_handle, ResourceType::Image);

    let inner_key = buffer_store
      .loaded_buffers_and_images
      .insert(buffer_or_image);

    Ok((
      BufferImageHandle {
        inner_key,
        resource_type: ResourceType::Image,
        buffer_store: Arc::downgrade(this),
      },
      buffer_or_image,
    ))
  }

  /// Returns the handle to buffer or image and the backend buffer or image and
  /// memory.
  pub(crate) fn create_uninitialized_image(
    this: &Arc<RwLock<Self>>, dimensions: (u32, u32), format: ImageDataFormat,
  ) -> SarektResult<(BufferImageHandle<BL>, BufferOrImage<BL::BackendHandle>)> {
    Self::create_uninitialized_image_msaa(this, dimensions, format, NumSamples::One)
  }

  /// Same as above but allows for MSAA to be used, useful when creating
  /// internal render targets.
  pub(crate) fn create_uninitialized_image_msaa(
    this: &Arc<RwLock<Self>>, dimensions: (u32, u32), format: ImageDataFormat,
    num_msaa_samples: NumSamples,
  ) -> SarektResult<(BufferImageHandle<BL>, BufferOrImage<BL::BackendHandle>)> {
    let mut buffer_store = this
      .write()
      .expect("Could not unlock BufferStore due to previous panic");

    let buffer_backend_handle = buffer_store
      .buffer_image_loader
      .create_uninitialized_image(dimensions, format, num_msaa_samples)?;
    let buffer_or_image = BufferOrImage::new(buffer_backend_handle, ResourceType::Image);

    let inner_key = buffer_store
      .loaded_buffers_and_images
      .insert(buffer_or_image);

    Ok((
      BufferImageHandle {
        inner_key,
        resource_type: ResourceType::Image,
        buffer_store: Arc::downgrade(this),
      },
      buffer_or_image,
    ))
  }

  /// Same as `destroy_buffer` but for images.
  fn destroy_image(&mut self, inner_key: DefaultKey) -> SarektResult<()> {
    let image = self.loaded_buffers_and_images.remove(inner_key);
    if image.is_none() {
      return Err(SarektError::UnknownResource);
    }

    self
      .buffer_image_loader
      .delete_buffer_or_image(image.unwrap().handle)
  }

  /// Retrieves the buffer associated with the handle to be bound etc.
  pub(crate) fn get_buffer(
    &self, handle: &BufferImageHandle<BL>,
  ) -> SarektResult<&BufferOrImage<BL::BackendHandle>> {
    if !matches!(handle.resource_type, ResourceType::Buffer(_)) {
      return Err(SarektError::IncorrectResourceType);
    }

    let buffer = self.loaded_buffers_and_images.get(handle.inner_key);
    if let Some(buffer) = buffer {
      return Ok(buffer);
    }
    Err(SarektError::UnknownResource)
  }

  /// Same as `get_buffer` but for images.
  pub(crate) fn get_image(
    &self, handle: &BufferImageHandle<BL>,
  ) -> SarektResult<&BufferOrImage<BL::BackendHandle>> {
    if !matches!(handle.resource_type, ResourceType::Image) {
      return Err(SarektError::IncorrectResourceType);
    }

    let image = self.loaded_buffers_and_images.get(handle.inner_key);
    if let Some(image) = image {
      return Ok(image);
    }
    Err(SarektError::UnknownResource)
  }

  /// Does what it says on the tin, but for all the buffers.  See
  /// destroy_buffers.
  pub(crate) fn destroy_all_images_and_buffers(&mut self) {
    for resource in self.loaded_buffers_and_images.iter() {
      if let Err(err) = self
        .buffer_image_loader
        .delete_buffer_or_image(resource.1.handle)
      {
        warn!(
          "Buffer/image not destroyed, maybe it was already? Error: {:?}",
          err
        );
      }
    }

    self.loaded_buffers_and_images.clear();
  }
}

/// The Buffer in terms of its backend handle and the type of buffer.
#[derive(Copy, Clone, Debug)]
pub struct BufferOrImage<BackendHandle: BackendHandleTrait + Copy> {
  pub handle: BackendHandle,
  pub resource_type: ResourceType,
}
impl<BackendHandle: BackendHandleTrait + Copy> BufferOrImage<BackendHandle> {
  fn new(buffer_handle: BackendHandle, buffer_type: ResourceType) -> Self {
    Self {
      handle: buffer_handle,
      resource_type: buffer_type,
    }
  }
}

/// What filtering strategy to use on uv texture filtering.
pub enum MagnificationMinificationFilter {
  /// Linear interpolation
  Linear,
  /// Nearest pixel
  Nearest,
}

/// What to do when u/v are greater than extent.
pub enum TextureAddressMode {
  Repeat,
  MirroredRepeat,
  ClampToEdge,
  MirroredClampToEdge,
}