adding pipeline dynamic state and vertex output interpollation
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This commit is contained in:
2026-04-27 19:39:49 +02:00
parent f35bce907e
commit 02bb54b841
12 changed files with 286 additions and 80 deletions
+90 -18
View File
@@ -8,14 +8,76 @@ const VkError = base.VkError;
const lib = @import("../lib.zig");
const Renderer = @import("Renderer.zig");
const spv = @import("spv");
pub const F32x4 = zm.F32x4;
pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: F32x4, v1: F32x4) VkError!void {
var x0: i32 = @intFromFloat(v0[0]);
var y0: i32 = @intFromFloat(v0[1]);
var x1: i32 = @intFromFloat(v1[0]);
var y1: i32 = @intFromFloat(v1[1]);
fn writePacked(comptime T: type, bytes: []u8, value: T) void {
const raw: [@sizeOf(T)]u8 = @bitCast(value);
@memcpy(bytes[0..@sizeOf(T)], raw[0..]);
}
fn interpolateF32x4(value0: F32x4, value1: F32x4, value2: F32x4, b0: f32, b1: f32, b2: f32) F32x4 {
return (value0 * @as(F32x4, @splat(b0))) + (value1 * @as(F32x4, @splat(b1))) + (value2 * @as(F32x4, @splat(b2)));
}
fn interpolateVertexOutputs(
allocator: std.mem.Allocator,
v0: *const Renderer.Vertex,
v1: *const Renderer.Vertex,
v2: *const Renderer.Vertex,
b0: f32,
b1: f32,
b2: f32,
) VkError![spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 {
var inputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 = undefined;
for (0..spv.SPIRV_MAX_OUTPUT_LOCATIONS) |location| {
const out0 = v0.outputs[location] orelse continue;
const out1 = v1.outputs[location] orelse continue;
const out2 = v2.outputs[location] orelse continue;
if (out0.len == 0) {
inputs[location] = out0;
continue;
}
const len = @min(out0.len, out1.len, out2.len);
const input = allocator.alloc(u8, len) catch return VkError.OutOfDeviceMemory;
var byte_index: usize = 0;
while (byte_index + @sizeOf(F32x4) <= len) : (byte_index += @sizeOf(F32x4)) {
const value0 = std.mem.bytesToValue(F32x4, out0[byte_index..]);
const value1 = std.mem.bytesToValue(F32x4, out1[byte_index..]);
const value2 = std.mem.bytesToValue(F32x4, out2[byte_index..]);
writePacked(F32x4, input[byte_index..], interpolateF32x4(value0, value1, value2, b0, b1, b2));
}
while (byte_index + @sizeOf(f32) <= len) : (byte_index += @sizeOf(f32)) {
const value0 = std.mem.bytesToValue(f32, out0[byte_index..]);
const value1 = std.mem.bytesToValue(f32, out1[byte_index..]);
const value2 = std.mem.bytesToValue(f32, out2[byte_index..]);
writePacked(f32, input[byte_index..], (value0 * b0) + (value1 * b1) + (value2 * b2));
}
if (byte_index < len)
@memcpy(input[byte_index..], out0[byte_index..len]);
inputs[location] = input;
}
return inputs;
}
fn interpolateLineOutputs(allocator: std.mem.Allocator, v0: *const Renderer.Vertex, v1: *const Renderer.Vertex, t: f32) VkError![spv.SPIRV_MAX_OUTPUT_LOCATIONS][]u8 {
return interpolateVertexOutputs(allocator, v0, v1, v0, 1.0 - t, t, 0.0);
}
pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: *Renderer.Vertex, v1: *Renderer.Vertex) VkError!void {
var x0: i32 = @intFromFloat(v0.position[0]);
var y0: i32 = @intFromFloat(v0.position[1]);
var x1: i32 = @intFromFloat(v1.position[0]);
var y1: i32 = @intFromFloat(v1.position[1]);
const steep = blk: {
if (@abs(y1 - y0) > @abs(x1 - x0)) {
@@ -26,9 +88,12 @@ pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList
break :blk false;
};
var start_vertex = v0;
var end_vertex = v1;
if (x0 > x1) {
std.mem.swap(i32, &x0, &x1);
std.mem.swap(i32, &y0, &y1);
std.mem.swap(*Renderer.Vertex, &start_vertex, &end_vertex);
}
const d_err = @abs(y1 - y0);
@@ -42,10 +107,14 @@ pub fn drawLineBresenham(allocator: std.mem.Allocator, fragments: *std.ArrayList
while (x <= x1) : (x += 1) {
const x_fragment: f32 = @floatFromInt(if (steep) y else x);
const y_fragment: f32 = @floatFromInt(if (steep) x else y);
const t = @as(f32, @floatFromInt(x - x0)) / @as(f32, @floatFromInt(@max(d_x, 1)));
const z = ((1.0 - t) * start_vertex.position[2]) + (t * end_vertex.position[2]);
fragments.append(allocator, .{
.position = zm.f32x4(x_fragment, y_fragment, 0.0, 1.0),
.position = zm.f32x4(x_fragment, y_fragment, z, 1.0),
.color = zm.f32x4(1.0, 1.0, 1.0, 1.0),
.inputs = try interpolateLineOutputs(allocator, start_vertex, end_vertex, t),
}) catch return VkError.OutOfDeviceMemory;
err -= @intCast(d_err);
@@ -60,14 +129,15 @@ fn edgeFunction(a: F32x4, b: F32x4, p: F32x4) f32 {
return ((p[0] - a[0]) * (b[1] - a[1])) - ((p[1] - a[1]) * (b[0] - a[0]));
}
pub fn drawTriangleFilled(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: F32x4, v1: F32x4, v2: F32x4) VkError!void {
const min_x: i32 = @intFromFloat(@floor(@min(v0[0], @min(v1[0], v2[0]))));
const max_x: i32 = @intFromFloat(@ceil(@max(v0[0], @max(v1[0], v2[0]))));
const min_y: i32 = @intFromFloat(@floor(@min(v0[1], @min(v1[1], v2[1]))));
const max_y: i32 = @intFromFloat(@ceil(@max(v0[1], @max(v1[1], v2[1]))));
pub fn drawTriangleFilled(allocator: std.mem.Allocator, fragments: *std.ArrayList(Renderer.Fragment), v0: *Renderer.Vertex, v1: *Renderer.Vertex, v2: *Renderer.Vertex) VkError!void {
const min_x: i32 = @intFromFloat(@floor(@min(v0.position[0], v1.position[0], v2.position[0])));
const max_x: i32 = @intFromFloat(@ceil(@max(v0.position[0], v1.position[0], v2.position[0])));
const min_y: i32 = @intFromFloat(@floor(@min(v0.position[1], v1.position[1], v2.position[1])));
const max_y: i32 = @intFromFloat(@ceil(@max(v0.position[1], v1.position[1], v2.position[1])));
const area = edgeFunction(v0, v1, v2);
if (area == 0.0) return;
const area = edgeFunction(v0.position, v1.position, v2.position);
if (area == 0.0)
return;
var y = min_y;
while (y <= max_y) : (y += 1) {
@@ -75,25 +145,27 @@ pub fn drawTriangleFilled(allocator: std.mem.Allocator, fragments: *std.ArrayLis
while (x <= max_x) : (x += 1) {
const p = zm.f32x4(@as(f32, @floatFromInt(x)) + 0.5, @as(f32, @floatFromInt(y)) + 0.5, 0.0, 1.0);
const w0 = edgeFunction(v1, v2, p);
const w1 = edgeFunction(v2, v0, p);
const w2 = edgeFunction(v0, v1, p);
const w0 = edgeFunction(v1.position, v2.position, p);
const w1 = edgeFunction(v2.position, v0.position, p);
const w2 = edgeFunction(v0.position, v1.position, p);
const inside = if (area > 0.0)
w0 >= 0.0 and w1 >= 0.0 and w2 >= 0.0
else
w0 <= 0.0 and w1 <= 0.0 and w2 <= 0.0;
if (!inside) continue;
if (!inside)
continue;
const b0 = w0 / area;
const b1 = w1 / area;
const b2 = w2 / area;
const z = (b0 * v0[2]) + (b1 * v1[2]) + (b2 * v2[2]);
const z = (b0 * v0.position[2]) + (b1 * v1.position[2]) + (b2 * v2.position[2]);
fragments.append(allocator, .{
.position = zm.f32x4(@floatFromInt(x), @floatFromInt(y), z, 1.0),
.color = zm.f32x4(1.0, 1.0, 1.0, 1.0),
.inputs = try interpolateVertexOutputs(allocator, v0, v1, v2, b0, b1, b2),
}) catch return VkError.OutOfDeviceMemory;
}
}