package main import "core:fmt" import "core:mem" import "core:os" import bk "../../backend" import compiler "../../compiler" import gpu "../.." import proof "../parity_common" import ir "../../render_ir" import resource "../../resource" WIDTH :: u32(256) HEIGHT :: u32(256) Instance_PNUC :: struct { position: [3]f32, normal: [3]f32, uv: [2]f32, color: [4]f32, } VERTEX_SHADER :: ` @varying struct VertexOutput @builtin(position) position: vec4 @location(0) uv: vec2 end @entry(vertex) function main(@location(0) pos: vec3, @location(1) normal: vec3, @location(2) uv: vec2) -> VertexOutput return VertexOutput { position = vec4(pos, 1.0), uv = uv, } end ` INSTANCE_VERTEX_SHADER :: ` @varying struct InstanceVertexOutput @builtin(position) position: vec4 @location(0) color: vec4 end @entry(vertex) function main( @location(0) pos: vec3, @location(1) normal: vec3, @location(2) uv: vec2, @location(3) instance_pos: vec3, @location(4) instance_normal: vec3, @location(5) instance_uv: vec2, @location(6) instance_color: vec4 ) -> InstanceVertexOutput return InstanceVertexOutput { position = vec4(pos + instance_pos, 1.0), color = instance_color, } end ` RED_FRAGMENT_SHADER :: ` struct FragmentOutput color: vec4 end @entry(fragment) function main() -> FragmentOutput return FragmentOutput { color = vec4(240.0 / 255.0, 64.0 / 255.0, 64.0 / 255.0, 1.0), } end ` INSTANCE_FRAGMENT_SHADER :: ` struct FragmentOutput color: vec4 end @entry(fragment) function main(@location(0) color: vec4) -> FragmentOutput return FragmentOutput { color = color, } end ` BLUE_FRAGMENT_SHADER :: ` struct FragmentOutput color: vec4 end @entry(fragment) function main() -> FragmentOutput return FragmentOutput { color = vec4(64.0 / 255.0, 64.0 / 255.0, 240.0 / 255.0, 1.0), } end ` SAMPLE_FRAGMENT_SHADER :: ` struct FragmentOutput color: vec4 end group frame = 0 @binding(0) texture offscreen_color: sampler2D end @entry(fragment) function main(@location(0) uv: vec2) -> FragmentOutput return FragmentOutput { color = sample(offscreen_color, uv), } end ` quad_vertices :: proc(x0, y0, x1, y1: f32) -> [6]resource.Mesh_Vertex_PNU { n := [3]f32{0, 0, 1} return { {position = {x0, y0, 0}, normal = n, tex_coord = {0, 1}}, {position = {x1, y0, 0}, normal = n, tex_coord = {1, 1}}, {position = {x1, y1, 0}, normal = n, tex_coord = {1, 0}}, {position = {x0, y0, 0}, normal = n, tex_coord = {0, 1}}, {position = {x1, y1, 0}, normal = n, tex_coord = {1, 0}}, {position = {x0, y1, 0}, normal = n, tex_coord = {0, 0}}, } } write_bytes :: proc(backend: ^bk.Backend, buffer: bk.Buffer_Handle, data: rawptr, size: int) -> bool { mapped := backend.map_buffer(buffer) if mapped == nil { return false } mem.copy(mapped, data, size) backend.unmap_buffer(buffer) return true } write_ppm_rgba8 :: proc(path: string, rgba: []u8, width, height: u32) -> bool { if len(path) == 0 { return false } header := fmt.aprintf("P6\n%d %d\n255\n", width, height, allocator = context.temp_allocator) out := make([]u8, len(header) + int(width * height * 3)) defer delete(out) copy(out[:len(header)], transmute([]u8)header) dst := len(header) for i in 0 ..< int(width * height) { out[dst + i * 3 + 0] = rgba[i * 4 + 0] out[dst + i * 3 + 1] = rgba[i * 4 + 1] out[dst + i * 3 + 2] = rgba[i * 4 + 2] } return os.write_entire_file(path, out) == nil } fail :: proc(message: string) { fmt.println(message) os.exit(1) } make_frame :: proc() -> ( frame: ir.Frame_IR, color: ir.Resource_Handle, mrt_geometry: ir.Resource_Handle, indirect_geometry: ir.Resource_Handle, instance_data: ir.Resource_Handle, indirect_args: ir.Resource_Handle, offscreen_geometry: ir.Resource_Handle, sample_geometry: ir.Resource_Handle, ) { frame = ir.init_frame_ir() color = ir.add_texture(&frame, "proof-color", WIDTH, HEIGHT, .R8G8B8A8_UNORM, {.Color_Attachment, .Sampled}, .Transient) secondary := ir.add_texture(&frame, "mrt-secondary", WIDTH, HEIGHT, .R8G8B8A8_UNORM, {.Color_Attachment, .Sampled}, .Transient) offscreen := ir.add_texture(&frame, "offscreen-sampled-proof", WIDTH, HEIGHT, .R8G8B8A8_UNORM, {.Color_Attachment, .Sampled}, .Transient) sampler := ir.add_sampler(&frame, "nearest-sampler", { mag_filter = .Nearest, min_filter = .Nearest, address_mode_u = .Clamp_To_Edge, address_mode_v = .Clamp_To_Edge, mipmap_mode = .Nearest, }, .Transient) mrt_geometry = ir.add_buffer(&frame, "mrt-vertices", u64(6 * size_of(resource.Mesh_Vertex_PNU)), {.Vertex}, {.Host_Visible, .Host_Coherent}, .Transient) indirect_geometry = ir.add_buffer(&frame, "indirect-vertices", u64(6 * size_of(resource.Mesh_Vertex_PNU)), {.Vertex}, {.Host_Visible, .Host_Coherent}, .Transient) instance_data = ir.add_buffer(&frame, "instances", u64(size_of(Instance_PNUC)), {.Vertex}, {.Host_Visible, .Host_Coherent}, .Transient) indirect_args = ir.add_buffer(&frame, "indirect-args", u64(size_of(bk.Indirect_Draw_Args)), {.Indirect_Argument}, {.Host_Visible, .Host_Coherent}, .Transient) offscreen_geometry = ir.add_buffer(&frame, "offscreen-vertices", u64(6 * size_of(resource.Mesh_Vertex_PNU)), {.Vertex}, {.Host_Visible, .Host_Coherent}, .Transient) sample_geometry = ir.add_buffer(&frame, "sample-vertices", u64(6 * size_of(resource.Mesh_Vertex_PNU)), {.Vertex}, {.Host_Visible, .Host_Coherent}, .Transient) vs := ir.add_shader_source(&frame, "parity_backend_features.vert", .Vertex, VERTEX_SHADER) blue_fs := ir.add_shader_source(&frame, "parity_backend_features_blue.frag", .Fragment, BLUE_FRAGMENT_SHADER) offscreen_pass_desc := ir.Pass_Desc{kind = .Render, name = "write-offscreen-sampled"} _ = ir.pass_add_color_target(&offscreen_pass_desc, ir.make_color_target(offscreen, .R8G8B8A8_UNORM, .Clear, .Store, {16.0 / 255.0, 16.0 / 255.0, 24.0 / 255.0, 1})) ir.pass_set_viewport(&offscreen_pass_desc, {x = 0, y = 0, width = f32(WIDTH), height = f32(HEIGHT), min_depth = 0, max_depth = 1}) ir.pass_set_scissor(&offscreen_pass_desc, {x = 0, y = 0, width = WIDTH, height = HEIGHT}) offscreen_pass := ir.add_pass(&frame, offscreen_pass_desc) offscreen_target := ir.add_target(&frame, {kind = .Offscreen, name = "offscreen-sampled-target", width = WIDTH, height = HEIGHT, pass = offscreen_pass, color_format = .R8G8B8A8_UNORM, color_resource = offscreen}) offscreen_state := ir.default_graphics_pipeline_state() offscreen_state.vertex_shader = vs offscreen_state.fragment_shader = blue_fs offscreen_state.color_format = .R8G8B8A8_UNORM offscreen_state.cull_mode = .None offscreen_pipeline := ir.add_graphics_pipeline(&frame, "offscreen-blue", offscreen_state) _ = ir.add_draw_packet(&frame, offscreen_pass, offscreen_pipeline, .Vertex_Stream, { target = offscreen_target, geometry = {kind = .Vertex_Stream, resource = offscreen_geometry, vertex_count = 6}, order = .Strict, }) pass_desc := ir.Pass_Desc{kind = .Render, name = "backend-feature-proof"} _ = ir.pass_add_color_target(&pass_desc, ir.make_color_target(color, .R8G8B8A8_UNORM, .Clear, .Store, {16.0 / 255.0, 16.0 / 255.0, 24.0 / 255.0, 1})) _ = ir.pass_add_color_target(&pass_desc, ir.make_color_target(secondary, .R8G8B8A8_UNORM, .Clear, .Store, {0, 0, 0, 1})) ir.pass_set_viewport(&pass_desc, {x = 0, y = 0, width = f32(WIDTH), height = f32(HEIGHT), min_depth = 0, max_depth = 1}) ir.pass_set_scissor(&pass_desc, {x = 0, y = 0, width = WIDTH, height = HEIGHT}) pass := ir.add_pass(&frame, pass_desc) target := ir.add_target(&frame, {kind = .Offscreen, name = "proof-target", width = WIDTH, height = HEIGHT, pass = pass, color_format = .R8G8B8A8_UNORM, color_resource = color}) red_fs := ir.add_shader_source(&frame, "parity_backend_features_red.frag", .Fragment, RED_FRAGMENT_SHADER) red_state := ir.default_graphics_pipeline_state() red_state.vertex_shader = vs red_state.fragment_shader = red_fs red_state.color_format = .R8G8B8A8_UNORM red_state.cull_mode = .None red_pipeline := ir.add_graphics_pipeline(&frame, "mrt-red", red_state) _ = ir.add_draw_packet(&frame, pass, red_pipeline, .Vertex_Stream, { target = target, geometry = {kind = .Vertex_Stream, resource = mrt_geometry, vertex_count = 6}, order = .Strict, }) instance_vs := ir.add_shader_source(&frame, "parity_backend_features_instance.vert", .Vertex, INSTANCE_VERTEX_SHADER) instance_fs := ir.add_shader_source(&frame, "parity_backend_features_instance.frag", .Fragment, INSTANCE_FRAGMENT_SHADER) instance_state := ir.default_graphics_pipeline_state() instance_state.vertex_shader = instance_vs instance_state.fragment_shader = instance_fs instance_state.color_format = .R8G8B8A8_UNORM instance_state.cull_mode = .None instance_state.has_instance_layout = true instance_state.instance_layout_variant = .PNUC instance_pipeline := ir.add_graphics_pipeline(&frame, "indirect-instance", instance_state) _ = ir.add_draw_packet(&frame, pass, instance_pipeline, .Indirect, { target = target, geometry = {kind = .Vertex_Stream, resource = indirect_geometry, vertex_count = 6}, instances = { resource = instance_data, indirect = indirect_args, count = 1, stride = u32(size_of(bk.Indirect_Draw_Args)), }, order = .Strict, }) layout_desc := ir.make_descriptor_set_layout("offscreen-sampled-layout") _ = ir.descriptor_layout_add_binding(&layout_desc, 0, .Combined_Image_Sampler, 1, {.Fragment}) layout := ir.add_descriptor_set_layout(&frame, layout_desc) set_desc := ir.make_descriptor_set("offscreen-sampled-set", layout) _ = ir.descriptor_set_bind_texture_sampler(&set_desc, 0, offscreen, sampler) set := ir.add_descriptor_set(&frame, set_desc) sample_fs := ir.add_shader_source(&frame, "parity_backend_features_sample.frag", .Fragment, SAMPLE_FRAGMENT_SHADER) sample_state := ir.default_graphics_pipeline_state() sample_state.vertex_shader = vs sample_state.fragment_shader = sample_fs sample_state.color_format = .R8G8B8A8_UNORM sample_state.cull_mode = .None sample_pipeline_desc := ir.Pipeline_Desc { kind = .Graphics, name = "sample-offscreen", graphics = sample_state, } _ = ir.pipeline_add_descriptor_layout(&sample_pipeline_desc, layout) sample_pipeline := ir.add_pipeline(&frame, sample_pipeline_desc) material := ir.add_material(&frame, {name = "sample-offscreen", pipeline = sample_pipeline, descriptor_set = set}) _ = ir.add_draw_packet(&frame, pass, sample_pipeline, .Vertex_Stream, { target = target, material = material, geometry = {kind = .Vertex_Stream, resource = sample_geometry, vertex_count = 6}, order = .Strict, sort_key = 2, }) return } main :: proc() { runtime, ok := proof.init_runtime(WIDTH, HEIGHT, "GPU parity backend features") if !ok { fail("parity_backend_features: failed to initialize proof runtime") } defer proof.shutdown_runtime(&runtime) backend := gpu.get_backend() if backend == nil || backend.read_texture_rgba8 == nil { fail("parity_backend_features: backend readback unsupported") } frame, color, mrt_geometry, indirect_geometry, instance_data, indirect_args, offscreen_geometry, sample_geometry := make_frame() defer ir.destroy_frame_ir(&frame) exec := compiler.init_execution_state(backend) defer compiler.destroy_execution_state(&exec) if !compiler.prepare_planned_frame(&exec, &frame) { fail("parity_backend_features: failed to prepare planned frame") } mrt_buffer, mrt_ok := compiler.prepared_buffer(&exec, mrt_geometry) indirect_buffer, indirect_ok := compiler.prepared_buffer(&exec, indirect_geometry) instance_buffer, instance_ok := compiler.prepared_buffer(&exec, instance_data) args_buffer, args_ok := compiler.prepared_buffer(&exec, indirect_args) offscreen_buffer, offscreen_ok := compiler.prepared_buffer(&exec, offscreen_geometry) sample_buffer, sample_ok := compiler.prepared_buffer(&exec, sample_geometry) if !mrt_ok || !indirect_ok || !instance_ok || !args_ok || !offscreen_ok || !sample_ok { fail("parity_backend_features: failed to resolve prepared buffers") } mrt_vertices := quad_vertices(-0.85, -0.5, -0.35, 0.5) indirect_vertices := quad_vertices(-0.25, -0.5, 0.25, 0.5) offscreen_vertices := quad_vertices(-1, -1, 1, 1) sample_vertices := quad_vertices(0.35, -0.5, 0.85, 0.5) instance := Instance_PNUC{normal = {0, 0, 1}, color = {64.0 / 255.0, 240.0 / 255.0, 64.0 / 255.0, 1}} args := bk.Indirect_Draw_Args{vertex_count = 6, instance_count = 1} if !write_bytes(backend, mrt_buffer, raw_data(mrt_vertices[:]), len(mrt_vertices) * size_of(resource.Mesh_Vertex_PNU)) || !write_bytes(backend, indirect_buffer, raw_data(indirect_vertices[:]), len(indirect_vertices) * size_of(resource.Mesh_Vertex_PNU)) || !write_bytes(backend, instance_buffer, &instance, size_of(Instance_PNUC)) || !write_bytes(backend, args_buffer, &args, size_of(bk.Indirect_Draw_Args)) || !write_bytes(backend, offscreen_buffer, raw_data(offscreen_vertices[:]), len(offscreen_vertices) * size_of(resource.Mesh_Vertex_PNU)) || !write_bytes(backend, sample_buffer, raw_data(sample_vertices[:]), len(sample_vertices) * size_of(resource.Mesh_Vertex_PNU)) { fail("parity_backend_features: failed to upload proof buffers") } if !compiler.execute_prepared_planned_frame(&exec, &frame, {0, 0, 0, 1}) { fail("parity_backend_features: failed to execute planned frame") } texture, tex_ok := compiler.prepared_texture(&exec, color) if !tex_ok { fail("parity_backend_features: failed to resolve readback target") } rgba := make([]u8, int(WIDTH * HEIGHT * 4)) defer delete(rgba) if !backend.read_texture_rgba8({texture = texture, width = WIDTH, height = HEIGHT, current_layout = .Shader_Read_Only}, rgba) { fail("parity_backend_features: readback failed") } readback_path := os.get_env("GPU_PROOF_READBACK", context.allocator) if !write_ppm_rgba8(readback_path, rgba, WIDTH, HEIGHT) { fail("parity_backend_features: failed to write readback") } profile_path := os.get_env("GPU_PROFILE_JSON", context.allocator) if len(profile_path) > 0 { _ = gpu.write_profile(profile_path, 0, 1) } }