queue drawing

- `draw_sprite` now builds verts on the CPU and appends to a per-frame draw list instead of uploading mid-render-pass.
- `begin_frame` only acquires the command buffer / swapchain; `end_frame` does one copy pass on that same buffer, then the render pass, then submit.
- Removes the second command buffer + `WaitForGPUFences` that stalled the CPU once per sprite every frame.
- Vertex/transfer buffers sized for `MAX_SPRITES` (128). Example API unchanged: `begin_frame` → `draw_sprite` → `end_frame`.
This commit is contained in:
2026-08-01 12:15:43 -07:00
committed by GitHub
2 changed files with 109 additions and 72 deletions
+100 -20
View File
@@ -1,6 +1,7 @@
package engine
import "core:fmt"
import "core:mem"
import "core:path/filepath"
import sdl "vendor:sdl3"
@@ -10,7 +11,14 @@ Vertex :: struct {
}
SPRITE_VERT_COUNT :: 6
VERTEX_BUFFER_SIZE :: SPRITE_VERT_COUNT * size_of(Vertex)
MAX_SPRITES :: 128
SPRITE_VERTS_SIZE :: SPRITE_VERT_COUNT * size_of(Vertex)
VERTEX_BUFFER_SIZE :: MAX_SPRITES * SPRITE_VERTS_SIZE
Queued_Sprite :: struct {
texture: ^sdl.GPUTexture,
verts: [SPRITE_VERT_COUNT]Vertex,
}
App :: struct {
window: ^sdl.Window,
@@ -25,6 +33,8 @@ App :: struct {
swapchain_h: u32,
vertex_buffer: ^sdl.GPUBuffer,
transfer_buffer: ^sdl.GPUTransferBuffer,
draw_list: [dynamic]Queued_Sprite,
clear_color: sdl.FColor,
}
Shader_Backend :: enum {
@@ -112,10 +122,14 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
return false
}
app.draw_list = make([dynamic]Queued_Sprite)
return true
}
shutdown :: proc(app: ^App) {
delete(app.draw_list)
if app.device != nil {
ok := sdl.WaitForGPUIdle(app.device)
if !ok {
@@ -164,9 +178,13 @@ events :: proc() -> bool {
return true
}
begin_frame :: proc(app: ^App, clear: sdl.FColor = {0.12, 0.12, 0.16, 1}) {
app.cmd = sdl.AcquireGPUCommandBuffer(app.device)
begin_frame :: proc(app: ^App, clear_color: sdl.FColor = {0.12, 0.12, 0.16, 1}) {
clear(&app.draw_list)
app.clear_color = clear_color
app.render_pass = nil
app.swapchain_texture = nil
app.cmd = sdl.AcquireGPUCommandBuffer(app.device)
if app.cmd == nil {
fmt.eprintfln("AcquireGPUCommandBuffer failed: %s", sdl.GetError())
return
@@ -181,36 +199,98 @@ begin_frame :: proc(app: ^App, clear: sdl.FColor = {0.12, 0.12, 0.16, 1}) {
)
if !ok || app.swapchain_texture == nil {
app.swapchain_texture = nil
return
}
}
end_frame :: proc(app: ^App) {
if app.cmd == nil {
clear(&app.draw_list)
return
}
cmd := app.cmd
defer {
app.render_pass = nil
app.swapchain_texture = nil
app.cmd = nil
clear(&app.draw_list)
}
if app.swapchain_texture == nil {
if !sdl.SubmitGPUCommandBuffer(cmd) {
fmt.eprintfln("SubmitGPUCommandBuffer failed")
}
return
}
n := len(app.draw_list)
if n > 0 {
map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false)
if map_ptr == nil {
fmt.eprintfln("MapGPUTransferBuffer failed: %s", sdl.GetError())
if !sdl.SubmitGPUCommandBuffer(cmd) {
fmt.eprintfln("SubmitGPUCommandBuffer failed")
}
return
}
for i in 0 ..< n {
q := &app.draw_list[i]
offset := i * SPRITE_VERTS_SIZE
mem.copy(
rawptr(uintptr(map_ptr) + uintptr(offset)),
raw_data(q.verts[:]),
SPRITE_VERTS_SIZE,
)
}
sdl.UnmapGPUTransferBuffer(app.device, app.transfer_buffer)
copy_pass := sdl.BeginGPUCopyPass(cmd)
src := sdl.GPUTransferBufferLocation {
transfer_buffer = app.transfer_buffer,
offset = 0,
}
dst := sdl.GPUBufferRegion {
buffer = app.vertex_buffer,
offset = 0,
size = u32(n * SPRITE_VERTS_SIZE),
}
sdl.UploadToGPUBuffer(copy_pass, src, dst, false)
sdl.EndGPUCopyPass(copy_pass)
}
color_info := sdl.GPUColorTargetInfo {
texture = app.swapchain_texture,
clear_color = clear,
clear_color = app.clear_color,
load_op = .CLEAR,
store_op = .STORE,
}
app.render_pass = sdl.BeginGPURenderPass(app.cmd, &color_info, 1, nil)
app.render_pass = sdl.BeginGPURenderPass(cmd, &color_info, 1, nil)
sdl.BindGPUGraphicsPipeline(app.render_pass, app.pipeline)
}
end_frame :: proc(app: ^App) {
if app.render_pass != nil {
sdl.EndGPURenderPass(app.render_pass)
app.render_pass = nil
}
if app.cmd != nil {
ok := sdl.SubmitGPUCommandBuffer(app.cmd)
if !ok {
fmt.eprintfln("SubmitGPUCommandBuffer failed")
for q, i in app.draw_list {
sampler_binding := sdl.GPUTextureSamplerBinding {
texture = q.texture,
sampler = app.sampler,
}
app.cmd = nil
sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
vb_binding := sdl.GPUBufferBinding {
buffer = app.vertex_buffer,
offset = u32(i * SPRITE_VERTS_SIZE),
}
sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
sdl.DrawGPUPrimitives(app.render_pass, SPRITE_VERT_COUNT, 1, 0, 0)
}
app.swapchain_texture = nil
sdl.EndGPURenderPass(app.render_pass)
app.render_pass = nil
if !sdl.SubmitGPUCommandBuffer(cmd) {
fmt.eprintfln("SubmitGPUCommandBuffer failed")
}
}
load_gpu_shader :: proc(
+9 -52
View File
@@ -1,6 +1,5 @@
package engine
import "core:mem"
import sdl "vendor:sdl3"
Vec2 :: [2]f32
@@ -40,7 +39,6 @@ spawn_sprite :: proc(
return sprite
}
// stubbed for later
update_sprite :: proc(sprite: ^Sprite, dt: f32) {
if sprite == nil || sprite.data == nil do return
if dt <= 0 do return
@@ -85,12 +83,15 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
}
draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
if app.render_pass == nil || app.cmd == nil || app.swapchain_texture == nil {
if app.cmd == nil || app.swapchain_texture == nil {
return // begin_frame may have skipped (minimized window, etc.)
}
if sprite == nil || sprite.data == nil || sprite.data.texture == nil {
return
}
if len(app.draw_list) >= MAX_SPRITES {
return
}
rect, ok := character_frame_rect(sprite.data, sprite.clip, sprite.frame)
if !ok {
@@ -123,7 +124,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
if sprite.flip_x do u0, u1 = u1, u0
// Two triangles: (0,1,2) and (0,2,3)
verts := [6]Vertex {
verts := [SPRITE_VERT_COUNT]Vertex {
{pos = p0, uv = {u0, v0}},
{pos = p1, uv = {u1, v0}},
{pos = p2, uv = {u1, v1}},
@@ -132,54 +133,10 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
{pos = p3, uv = {u0, v1}},
}
map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false)
if map_ptr == nil {
return
}
mem.copy(map_ptr, raw_data(verts[:]), size_of(verts))
sdl.UnmapGPUTransferBuffer(app.device, app.transfer_buffer)
// IMPORTANT: SDL does not allow beginning a copy pass while a render pass
// is active on the same command buffer. Upload on a separate command buffer.
copy_cmd := sdl.AcquireGPUCommandBuffer(app.device)
if copy_cmd == nil {
return
}
copy_pass := sdl.BeginGPUCopyPass(copy_cmd)
src := sdl.GPUTransferBufferLocation {
transfer_buffer = app.transfer_buffer,
offset = 0,
}
dst := sdl.GPUBufferRegion {
buffer = app.vertex_buffer,
offset = 0,
size = u32(size_of(verts)),
}
sdl.UploadToGPUBuffer(copy_pass, src, dst, false)
sdl.EndGPUCopyPass(copy_pass)
fence := sdl.SubmitGPUCommandBufferAndAcquireFence(copy_cmd)
if fence == nil {
return
}
defer sdl.ReleaseGPUFence(app.device, fence)
if !sdl.WaitForGPUFences(app.device, true, &fence, 1) {
return
}
sampler_binding := sdl.GPUTextureSamplerBinding {
texture = sprite.data.texture,
sampler = app.sampler,
}
sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
vb_binding := sdl.GPUBufferBinding {
buffer = app.vertex_buffer,
offset = 0,
}
sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
sdl.DrawGPUPrimitives(app.render_pass, 6, 1, 0, 0)
append(
&app.draw_list,
Queued_Sprite{texture = sprite.data.texture, verts = verts},
)
}
set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {