Compare commits
18
Commits
| Author | SHA1 | Date | |
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cc196afd2e | ||
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8d9faaaee0 | ||
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fb63ee21f4 | ||
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deef204bd3 | ||
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25dd3aa920 |
@@ -1,7 +1,7 @@
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.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd camera_sandbox clips check test help
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.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd crowd_batch crowd_overdraw clip_thrash camera_sandbox clips check test help
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.PHONY: flame flame-build flame-record flame-svg flame-report flame-tools
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# Flamegraph profiling (needs: pacman -S perf). Example: make flame or make flame FLAME_EXAMPLE=toad
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# Flamegraph profiling (needs: pacman -S perf). Example: make flame or make flame FLAME_EXAMPLE=crowd_batch
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FLAME_EXAMPLE ?= crowd
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FLAME_BIN := $(FLAME_EXAMPLE)_perf
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FLAMEGRAPH_DIR ?= tools/FlameGraph
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@@ -24,6 +24,9 @@ help:
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@echo " toad Run the toad example (full demo)"
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@echo " hello_sprite Minimal load + draw"
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@echo " crowd Many sprites, one Character_Data"
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@echo " crowd_batch Multi-texture batching stress (two toad loads)"
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@echo " crowd_overdraw Stacked sprites overdraw stress"
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@echo " clip_thrash Per-frame idle/walk clip flip stress"
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@echo " camera_sandbox Pan camera / Space toggles follow"
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@echo " clips Keys 1/2 switch idle/walk"
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@echo " flame Build+record+SVG+JPG+text report (FLAME_EXAMPLE=$(FLAME_EXAMPLE))"
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@@ -54,6 +57,9 @@ check:
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odin check examples/toad -collection:pkg=.
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odin check examples/hello_sprite -collection:pkg=.
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odin check examples/crowd -collection:pkg=.
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odin check examples/crowd_batch -collection:pkg=.
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odin check examples/crowd_overdraw -collection:pkg=.
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odin check examples/clip_thrash -collection:pkg=.
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odin check examples/camera_sandbox -collection:pkg=.
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odin check examples/clips -collection:pkg=.
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@@ -66,6 +72,15 @@ hello_sprite:
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crowd:
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odin run examples/crowd -collection:pkg=.
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crowd_batch:
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odin run examples/crowd_batch -collection:pkg=.
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crowd_overdraw:
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odin run examples/crowd_overdraw -collection:pkg=.
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clip_thrash:
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odin run examples/clip_thrash -collection:pkg=.
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camera_sandbox:
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odin run examples/camera_sandbox -collection:pkg=.
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@@ -118,6 +118,63 @@ set_sprite_clip_switch_and_guards :: proc(t: ^testing.T) {
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testing.expect_value(t, sprite.time, f32(0.09))
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}
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@(test)
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set_sprite_clip_caches_clip_def :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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sprite := spawn_sprite(&data, {}, "idle", 0)
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testing.expect(t, sprite.has_clip, "spawn should cache a valid clip")
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testing.expect_value(t, sprite.clip, "idle")
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testing.expect(t, sprite.clip_def.loop, "idle clip loops")
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testing.expect_value(t, sprite.clip_def.fps, f32(10))
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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set_sprite_clip(&sprite, "once")
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testing.expect(t, sprite.has_clip, "switch should refresh cache")
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testing.expect_value(t, sprite.clip, "once")
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testing.expect(t, !sprite.clip_def.loop, "once clip does not loop")
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testing.expect_value(t, sprite.clip_def.fps, f32(10))
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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set_sprite_clip(&sprite, "nope")
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testing.expect(t, sprite.has_clip, "bad clip must leave cache intact")
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testing.expect_value(t, sprite.clip, "once")
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testing.expect(t, !sprite.clip_def.loop, "cached once clip preserved")
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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}
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@(test)
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set_sprite_clip_def_applies_and_guards :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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sprite := spawn_sprite(&data, {}, "idle", 0)
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sprite.frame = 2
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sprite.time = 0.05
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once := data.def.clips["once"]
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set_sprite_clip_def(&sprite, "once", once)
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testing.expect_value(t, sprite.clip, "once")
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testing.expect(t, sprite.has_clip, "def apply should mark clip present")
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testing.expect_value(t, sprite.frame, 0)
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testing.expect_value(t, sprite.time, f32(0))
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testing.expect(t, !sprite.clip_def.loop, "once clip does not loop")
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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sprite.frame = 1
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sprite.time = 0.09
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set_sprite_clip_def(&sprite, "once", once)
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testing.expect_value(t, sprite.frame, 1)
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testing.expect_value(t, sprite.time, f32(0.09))
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set_sprite_clip_def(&sprite, "empty", Clip_Def{loop = true, fps = 10, frames = nil})
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testing.expect_value(t, sprite.clip, "once")
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testing.expect_value(t, sprite.frame, 1)
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set_sprite_clip_def(nil, "once", once)
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}
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@(test)
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spawn_sprite_valid_and_invalid :: proc(t: ^testing.T) {
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data := make_test_character()
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+138
-29
@@ -11,13 +11,20 @@ Vertex :: struct {
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}
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SPRITE_VERT_COUNT :: 6
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MAX_SPRITES :: 1012 // 1000 game sprites + FPS overlay glyphs
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MAX_SPRITES :: 128
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SPRITE_VERTS_SIZE :: SPRITE_VERT_COUNT * size_of(Vertex)
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VERTEX_BUFFER_SIZE :: MAX_SPRITES * SPRITE_VERTS_SIZE
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Queued_Sprite :: struct {
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texture: ^sdl.GPUTexture,
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verts: [SPRITE_VERT_COUNT]Vertex,
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batch_group: u32, // 0 = strict order; nonzero = caller permits regrouping
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}
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Draw_Batch :: struct {
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start: int,
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count: int,
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texture: ^sdl.GPUTexture,
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verts: [SPRITE_VERT_COUNT]Vertex,
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}
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App :: struct {
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@@ -36,12 +43,6 @@ App :: struct {
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draw_list: [dynamic]Queued_Sprite,
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clear_color: sdl.FColor,
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camera: Camera,
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show_fps: bool,
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fps_texture: ^sdl.GPUTexture,
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fps_smooth: f32,
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fps_display: int,
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fps_last_time: f64,
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fps_update_accum: f32,
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}
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Shader_Backend :: enum {
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@@ -71,7 +72,7 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
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}
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requested: sdl.GPUShaderFormat = {.SPIRV, .DXIL, .MSL}
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app.device = sdl.CreateGPUDevice(requested, true, nil)
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app.device = sdl.CreateGPUDevice(requested, false, nil)
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if app.device == nil {
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fmt.eprintfln("CreateGPUDevice failed: %s", sdl.GetError())
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return false
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@@ -82,6 +83,10 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
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return false
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}
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if !sdl.SetGPUAllowedFramesInFlight(app.device, 3) {
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fmt.eprintfln("SetGPUAllowedFramesInFlight failed: %s", sdl.GetError())
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}
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// Prefer uncapped present for profiling; fall back if unsupported.
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present := sdl.GPUPresentMode.VSYNC
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if sdl.WindowSupportsGPUPresentMode(app.device, app.window, .IMMEDIATE) {
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@@ -146,10 +151,6 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
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app.camera = camera_default()
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if !fps_overlay_init(app) {
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fmt.eprintfln("fps overlay init failed; continuing without on-screen FPS")
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}
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return true
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}
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@@ -162,8 +163,6 @@ shutdown :: proc(app: ^App) {
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fmt.eprintfln("WaitForGPUIdle failed")
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}
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fps_overlay_shutdown(app)
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if app.transfer_buffer != nil {
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sdl.ReleaseGPUTransferBuffer(app.device, app.transfer_buffer)
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}
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@@ -207,8 +206,6 @@ events :: proc() -> bool {
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}
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begin_frame :: proc(app: ^App, clear_color: sdl.FColor = {0.12, 0.12, 0.16, 1}) {
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fps_overlay_begin_frame(app)
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clear(&app.draw_list)
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app.clear_color = clear_color
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app.render_pass = nil
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@@ -255,10 +252,12 @@ end_frame :: proc(app: ^App) {
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return
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}
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fps_overlay_queue(app)
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n := len(app.draw_list)
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batches: [dynamic]Draw_Batch
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defer delete(batches)
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if n > 0 {
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prepare_draw_batches(app.draw_list[:], &batches)
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map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false)
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if map_ptr == nil {
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fmt.eprintfln("MapGPUTransferBuffer failed: %s", sdl.GetError())
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@@ -302,26 +301,20 @@ end_frame :: proc(app: ^App) {
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app.render_pass = sdl.BeginGPURenderPass(cmd, &color_info, 1, nil)
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sdl.BindGPUGraphicsPipeline(app.render_pass, app.pipeline)
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i := 0
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for i < n {
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run := texture_run_len(app.draw_list[:], i)
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q0 := app.draw_list[i]
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for batch in batches {
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sampler_binding := sdl.GPUTextureSamplerBinding {
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texture = q0.texture,
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texture = batch.texture,
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sampler = app.sampler,
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}
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sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
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vb_binding := sdl.GPUBufferBinding {
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buffer = app.vertex_buffer,
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offset = u32(i * SPRITE_VERTS_SIZE),
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offset = u32(batch.start * SPRITE_VERTS_SIZE),
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}
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sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
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sdl.DrawGPUPrimitives(app.render_pass, u32(run * SPRITE_VERT_COUNT), 1, 0, 0)
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i += run
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sdl.DrawGPUPrimitives(app.render_pass, u32(batch.count * SPRITE_VERT_COUNT), 1, 0, 0)
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}
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sdl.EndGPURenderPass(app.render_pass)
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app.render_pass = nil
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@@ -470,3 +463,119 @@ texture_run_len :: proc(list: []Queued_Sprite, start: int) -> int {
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return n
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}
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texture_run_count :: proc(list: []Queued_Sprite) -> int {
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if len(list) == 0 do return 0
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count := 0
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i := 0
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for i < len(list) {
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run := texture_run_len(list, i)
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count += 1
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i += run
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}
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return count
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}
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prepare_draw_batches :: proc(list: []Queued_Sprite, batches: ^[dynamic]Draw_Batch) {
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clear(batches)
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group_texture_runs(list)
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i := 0
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for i < len(list) {
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run := texture_run_len(list, i)
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append(batches, Draw_Batch{start = i, count = run, texture = list[i].texture})
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i += run
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}
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}
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// Within each contiguous nonzero batch_group, stably sort by texture so
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// consecutive same-texture sprites become one draw. Group 0 and group
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// boundaries are never crossed.
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group_texture_runs :: proc(list: []Queued_Sprite) {
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start := 0
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for start < len(list) {
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group := list[start].batch_group
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if group == 0 {
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start += 1
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continue
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}
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end := start + 1
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for end < len(list) && list[end].batch_group == group {
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end += 1
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}
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stable_group_by_texture(list[start:end])
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start = end
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}
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}
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// Stably orders window by texture pointer. Fast path for 1–2 textures
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// (common); insertion sort for 3+.
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stable_group_by_texture :: proc(window: []Queued_Sprite) {
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n := len(window)
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if n <= 1 do return
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|
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already := true
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for i in 1 ..< n {
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if uintptr(window[i].texture) < uintptr(window[i - 1].texture) {
|
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already = false
|
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break
|
||||
}
|
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}
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if already do return
|
||||
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first := uintptr(window[0].texture)
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second: uintptr
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has_second := false
|
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third := false
|
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for i in 1 ..< n {
|
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t := uintptr(window[i].texture)
|
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if t == first do continue
|
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if !has_second {
|
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second = t
|
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has_second = true
|
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continue
|
||||
}
|
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if t != second {
|
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third = true
|
||||
break
|
||||
}
|
||||
}
|
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|
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if !has_second do return
|
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|
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if third {
|
||||
for i in 1 ..< n {
|
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item := window[i]
|
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j := i
|
||||
for j > 0 {
|
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if uintptr(window[j - 1].texture) <= uintptr(item.texture) {
|
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break
|
||||
}
|
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window[j] = window[j - 1]
|
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j -= 1
|
||||
}
|
||||
window[j] = item
|
||||
}
|
||||
return
|
||||
}
|
||||
|
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lo, hi := first, second
|
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if lo > hi do lo, hi = hi, lo
|
||||
|
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tmp: [MAX_SPRITES]Queued_Sprite
|
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w := 0
|
||||
for q in window {
|
||||
if uintptr(q.texture) == lo {
|
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tmp[w] = q
|
||||
w += 1
|
||||
}
|
||||
}
|
||||
for q in window {
|
||||
if uintptr(q.texture) == hi {
|
||||
tmp[w] = q
|
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w += 1
|
||||
}
|
||||
}
|
||||
copy(window, tmp[:w])
|
||||
}
|
||||
|
||||
@@ -7,6 +7,18 @@ fake_tex :: proc(id: uintptr) -> ^sdl.GPUTexture {
|
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return cast(^sdl.GPUTexture)id
|
||||
}
|
||||
|
||||
queued :: proc(tex_id: uintptr, group: u32, marker: f32) -> Queued_Sprite {
|
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q: Queued_Sprite
|
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q.texture = fake_tex(tex_id)
|
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q.batch_group = group
|
||||
q.verts[0].pos = {marker, 0}
|
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return q
|
||||
}
|
||||
|
||||
marker_of :: proc(q: Queued_Sprite) -> f32 {
|
||||
return q.verts[0].pos.x
|
||||
}
|
||||
|
||||
@(test)
|
||||
texture_run_len_empty_or_oob :: proc(t: ^testing.T) {
|
||||
testing.expect_value(t, texture_run_len(nil, 0), 0)
|
||||
@@ -62,3 +74,356 @@ texture_run_len_all_different :: proc(t: ^testing.T) {
|
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testing.expect_value(t, texture_run_len(list, 1), 1)
|
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testing.expect_value(t, texture_run_len(list, 2), 1)
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_strict_order_unchanged :: proc(t: ^testing.T) {
|
||||
// Group 0 alternates textures; sorting must not reorder (alpha order).
|
||||
list := []Queued_Sprite {
|
||||
queued(2, 0, 1),
|
||||
queued(1, 0, 2),
|
||||
queued(2, 0, 3),
|
||||
queued(1, 0, 4),
|
||||
}
|
||||
before_runs := texture_run_count(list)
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, texture_run_count(list), before_runs)
|
||||
testing.expect_value(t, marker_of(list[0]), f32(1))
|
||||
testing.expect_value(t, marker_of(list[1]), f32(2))
|
||||
testing.expect_value(t, marker_of(list[2]), f32(3))
|
||||
testing.expect_value(t, marker_of(list[3]), f32(4))
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_reduces_runs_inside_group :: proc(t: ^testing.T) {
|
||||
list := []Queued_Sprite {
|
||||
queued(2, 1, 1),
|
||||
queued(1, 1, 2),
|
||||
queued(2, 1, 3),
|
||||
queued(1, 1, 4),
|
||||
}
|
||||
testing.expect_value(t, texture_run_count(list), 4)
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, texture_run_count(list), 2)
|
||||
testing.expect(t, list[0].texture == fake_tex(1), "lower texture pointer first")
|
||||
testing.expect(t, list[1].texture == fake_tex(1), "same texture run")
|
||||
testing.expect(t, list[2].texture == fake_tex(2), "second texture run")
|
||||
testing.expect(t, list[3].texture == fake_tex(2), "second texture run cont")
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_stable_same_texture :: proc(t: ^testing.T) {
|
||||
list := []Queued_Sprite {
|
||||
queued(2, 1, 10),
|
||||
queued(1, 1, 20),
|
||||
queued(2, 1, 30),
|
||||
queued(1, 1, 40),
|
||||
}
|
||||
group_texture_runs(list)
|
||||
// Same-texture relative order preserved (stable sort).
|
||||
testing.expect_value(t, marker_of(list[0]), f32(20))
|
||||
testing.expect_value(t, marker_of(list[1]), f32(40))
|
||||
testing.expect_value(t, marker_of(list[2]), f32(10))
|
||||
testing.expect_value(t, marker_of(list[3]), f32(30))
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_respects_group_boundaries :: proc(t: ^testing.T) {
|
||||
list := []Queued_Sprite {
|
||||
queued(2, 1, 1),
|
||||
queued(1, 1, 2),
|
||||
queued(2, 0, 3), // strict barrier
|
||||
queued(1, 2, 4),
|
||||
queued(2, 2, 5),
|
||||
}
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, marker_of(list[2]), f32(3)) // barrier stays put
|
||||
testing.expect(t, list[0].texture == fake_tex(1))
|
||||
testing.expect(t, list[1].texture == fake_tex(2))
|
||||
testing.expect(t, list[3].texture == fake_tex(1))
|
||||
testing.expect(t, list[4].texture == fake_tex(2))
|
||||
testing.expect_value(t, list[0].batch_group, u32(1))
|
||||
testing.expect_value(t, list[1].batch_group, u32(1))
|
||||
testing.expect_value(t, list[2].batch_group, u32(0))
|
||||
testing.expect_value(t, list[3].batch_group, u32(2))
|
||||
testing.expect_value(t, list[4].batch_group, u32(2))
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_does_not_merge_across_different_groups :: proc(t: ^testing.T) {
|
||||
// Adjacent nonzero groups with different ids must not merge runs across.
|
||||
list := []Queued_Sprite {
|
||||
queued(1, 1, 1),
|
||||
queued(2, 1, 2),
|
||||
queued(1, 2, 3),
|
||||
queued(2, 2, 4),
|
||||
}
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, texture_run_count(list), 4)
|
||||
testing.expect_value(t, list[0].batch_group, u32(1))
|
||||
testing.expect_value(t, list[1].batch_group, u32(1))
|
||||
testing.expect_value(t, list[2].batch_group, u32(2))
|
||||
testing.expect_value(t, list[3].batch_group, u32(2))
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_empty :: proc(t: ^testing.T) {
|
||||
list := []Queued_Sprite{}
|
||||
testing.expect_value(t, texture_run_count(list), 0)
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, texture_run_count(list), 0)
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_already_optimal :: proc(t: ^testing.T) {
|
||||
list := []Queued_Sprite {
|
||||
queued(1, 1, 10),
|
||||
queued(1, 1, 20),
|
||||
queued(2, 1, 30),
|
||||
queued(2, 1, 40),
|
||||
}
|
||||
testing.expect_value(t, texture_run_count(list), 2)
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, texture_run_count(list), 2)
|
||||
testing.expect_value(t, marker_of(list[0]), f32(10))
|
||||
testing.expect_value(t, marker_of(list[1]), f32(20))
|
||||
testing.expect_value(t, marker_of(list[2]), f32(30))
|
||||
testing.expect_value(t, marker_of(list[3]), f32(40))
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_alternating_many_stable :: proc(t: ^testing.T) {
|
||||
// Characterization: large alternating group must collapse to two runs
|
||||
// while preserving same-texture submission order (markers).
|
||||
N :: 64
|
||||
list := make([]Queued_Sprite, N)
|
||||
defer delete(list)
|
||||
for i in 0 ..< N {
|
||||
tex: uintptr = 2 if (i % 2) == 0 else 1
|
||||
list[i] = queued(tex, 1, f32(i + 1))
|
||||
}
|
||||
testing.expect_value(t, texture_run_count(list), N)
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, texture_run_count(list), 2)
|
||||
testing.expect(t, list[0].texture == fake_tex(1))
|
||||
testing.expect(t, list[N / 2 - 1].texture == fake_tex(1))
|
||||
testing.expect(t, list[N / 2].texture == fake_tex(2))
|
||||
testing.expect(t, list[N - 1].texture == fake_tex(2))
|
||||
for i in 0 ..< N / 2 {
|
||||
testing.expect_value(t, marker_of(list[i]), f32(2 * i + 2)) // odd markers: 2,4,...,N
|
||||
testing.expect_value(t, marker_of(list[N / 2 + i]), f32(2 * i + 1)) // even markers: 1,3,...,N-1
|
||||
}
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_three_textures_stable :: proc(t: ^testing.T) {
|
||||
list := []Queued_Sprite {
|
||||
queued(3, 1, 1),
|
||||
queued(1, 1, 2),
|
||||
queued(2, 1, 3),
|
||||
queued(3, 1, 4),
|
||||
queued(1, 1, 5),
|
||||
queued(2, 1, 6),
|
||||
}
|
||||
testing.expect_value(t, texture_run_count(list), 6)
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, texture_run_count(list), 3)
|
||||
testing.expect_value(t, marker_of(list[0]), f32(2))
|
||||
testing.expect_value(t, marker_of(list[1]), f32(5))
|
||||
testing.expect_value(t, marker_of(list[2]), f32(3))
|
||||
testing.expect_value(t, marker_of(list[3]), f32(6))
|
||||
testing.expect_value(t, marker_of(list[4]), f32(1))
|
||||
testing.expect_value(t, marker_of(list[5]), f32(4))
|
||||
}
|
||||
|
||||
@(test)
|
||||
group_texture_runs_noncontiguous_same_group_id :: proc(t: ^testing.T) {
|
||||
// Same nonzero id split by group 0: each window regroups alone.
|
||||
list := []Queued_Sprite {
|
||||
queued(2, 1, 1),
|
||||
queued(1, 1, 2),
|
||||
queued(2, 0, 3),
|
||||
queued(2, 1, 4),
|
||||
queued(1, 1, 5),
|
||||
}
|
||||
group_texture_runs(list)
|
||||
testing.expect_value(t, marker_of(list[2]), f32(3))
|
||||
testing.expect(t, list[0].texture == fake_tex(1))
|
||||
testing.expect(t, list[1].texture == fake_tex(2))
|
||||
testing.expect_value(t, list[2].batch_group, u32(0))
|
||||
testing.expect(t, list[3].texture == fake_tex(1))
|
||||
testing.expect(t, list[4].texture == fake_tex(2))
|
||||
testing.expect_value(t, list[0].batch_group, u32(1))
|
||||
testing.expect_value(t, list[1].batch_group, u32(1))
|
||||
testing.expect_value(t, list[3].batch_group, u32(1))
|
||||
testing.expect_value(t, list[4].batch_group, u32(1))
|
||||
}
|
||||
|
||||
make_test_draw_app :: proc() -> App {
|
||||
app: App
|
||||
app.cmd = cast(^sdl.GPUCommandBuffer)uintptr(1)
|
||||
app.swapchain_texture = fake_tex(99)
|
||||
app.swapchain_w = 800
|
||||
app.swapchain_h = 600
|
||||
app.camera = camera_default()
|
||||
app.draw_list = make([dynamic]Queued_Sprite)
|
||||
return app
|
||||
}
|
||||
|
||||
destroy_test_draw_app :: proc(app: ^App) {
|
||||
if app == nil do return
|
||||
delete(app.draw_list)
|
||||
app^ = {}
|
||||
}
|
||||
|
||||
make_test_draw_character :: proc() -> Character_Data {
|
||||
data: Character_Data
|
||||
data.texture = fake_tex(42)
|
||||
data.width = 100
|
||||
data.height = 100
|
||||
data.def.pivot = {0.5, 1.0}
|
||||
data.def.clips = make(map[string]Clip_Def)
|
||||
frames := make([]Frame_Def, 1)
|
||||
frames[0] = Frame_Def {
|
||||
rect = {0, 0, 10, 10},
|
||||
source_size = {10, 10},
|
||||
trim_offset = {0, 0},
|
||||
}
|
||||
data.def.clips["idle"] = Clip_Def {
|
||||
loop = true,
|
||||
fps = 10,
|
||||
frames = frames,
|
||||
}
|
||||
return data
|
||||
}
|
||||
|
||||
destroy_test_draw_character :: proc(data: ^Character_Data) {
|
||||
if data == nil do return
|
||||
keys := make([dynamic]string, context.temp_allocator)
|
||||
for key, clip in data.def.clips {
|
||||
delete(clip.frames)
|
||||
append(&keys, key)
|
||||
}
|
||||
for key in keys {
|
||||
delete_key(&data.def.clips, key)
|
||||
}
|
||||
delete(data.def.clips)
|
||||
data^ = {}
|
||||
}
|
||||
|
||||
@(test)
|
||||
draw_sprite_stamps_batch_group_zero :: proc(t: ^testing.T) {
|
||||
app := make_test_draw_app()
|
||||
defer destroy_test_draw_app(&app)
|
||||
data := make_test_draw_character()
|
||||
defer destroy_test_draw_character(&data)
|
||||
|
||||
sprite := spawn_sprite(&data, {100, 200}, "idle", 0)
|
||||
draw_sprite(&app, &sprite)
|
||||
|
||||
testing.expect_value(t, len(app.draw_list), 1)
|
||||
testing.expect_value(t, app.draw_list[0].batch_group, u32(0))
|
||||
testing.expect(t, app.draw_list[0].texture == data.texture)
|
||||
}
|
||||
|
||||
@(test)
|
||||
draw_sprite_at_max_sprites_does_not_append :: proc(t: ^testing.T) {
|
||||
app := make_test_draw_app()
|
||||
defer destroy_test_draw_app(&app)
|
||||
data := make_test_draw_character()
|
||||
defer destroy_test_draw_character(&data)
|
||||
|
||||
for _ in 0 ..< MAX_SPRITES {
|
||||
append(&app.draw_list, Queued_Sprite{texture = data.texture})
|
||||
}
|
||||
testing.expect_value(t, len(app.draw_list), MAX_SPRITES)
|
||||
|
||||
sprite := spawn_sprite(&data, {100, 200}, "idle", 0)
|
||||
draw_sprite(&app, &sprite)
|
||||
|
||||
testing.expect_value(t, len(app.draw_list), MAX_SPRITES)
|
||||
}
|
||||
|
||||
@(test)
|
||||
draw_sprite_batched_stamps_batch_group :: proc(t: ^testing.T) {
|
||||
app := make_test_draw_app()
|
||||
defer destroy_test_draw_app(&app)
|
||||
data := make_test_draw_character()
|
||||
defer destroy_test_draw_character(&data)
|
||||
|
||||
sprite := spawn_sprite(&data, {100, 200}, "idle", 0)
|
||||
draw_sprite_batched(&app, &sprite, 7)
|
||||
|
||||
testing.expect_value(t, len(app.draw_list), 1)
|
||||
testing.expect_value(t, app.draw_list[0].batch_group, u32(7))
|
||||
testing.expect(t, app.draw_list[0].texture == data.texture)
|
||||
}
|
||||
|
||||
@(test)
|
||||
draw_sprite_batched_guards_leave_list_unchanged :: proc(t: ^testing.T) {
|
||||
app := make_test_draw_app()
|
||||
defer destroy_test_draw_app(&app)
|
||||
data := make_test_draw_character()
|
||||
defer destroy_test_draw_character(&data)
|
||||
sprite := spawn_sprite(&data, {100, 200}, "idle", 0)
|
||||
|
||||
app.cmd = nil
|
||||
draw_sprite_batched(&app, &sprite, 1)
|
||||
testing.expect_value(t, len(app.draw_list), 0)
|
||||
app.cmd = cast(^sdl.GPUCommandBuffer)uintptr(1)
|
||||
|
||||
app.swapchain_texture = nil
|
||||
draw_sprite_batched(&app, &sprite, 1)
|
||||
testing.expect_value(t, len(app.draw_list), 0)
|
||||
app.swapchain_texture = fake_tex(99)
|
||||
|
||||
draw_sprite_batched(&app, nil, 1)
|
||||
testing.expect_value(t, len(app.draw_list), 0)
|
||||
|
||||
no_data := sprite
|
||||
no_data.data = nil
|
||||
draw_sprite_batched(&app, &no_data, 1)
|
||||
testing.expect_value(t, len(app.draw_list), 0)
|
||||
|
||||
no_tex := sprite
|
||||
tex_data := data
|
||||
tex_data.texture = nil
|
||||
no_tex.data = &tex_data
|
||||
draw_sprite_batched(&app, &no_tex, 1)
|
||||
testing.expect_value(t, len(app.draw_list), 0)
|
||||
}
|
||||
|
||||
@(test)
|
||||
prepare_draw_batches_regroups_then_plans_runs :: proc(t: ^testing.T) {
|
||||
list := []Queued_Sprite {
|
||||
queued(2, 1, 1),
|
||||
queued(1, 1, 2),
|
||||
queued(2, 1, 3),
|
||||
queued(1, 1, 4),
|
||||
queued(3, 0, 5),
|
||||
queued(1, 0, 6),
|
||||
}
|
||||
batches := make([dynamic]Draw_Batch)
|
||||
defer delete(batches)
|
||||
|
||||
prepare_draw_batches(list, &batches)
|
||||
|
||||
testing.expect_value(t, len(batches), 4)
|
||||
testing.expect_value(t, batches[0].start, 0)
|
||||
testing.expect_value(t, batches[0].count, 2)
|
||||
testing.expect(t, batches[0].texture == fake_tex(1))
|
||||
testing.expect_value(t, batches[1].start, 2)
|
||||
testing.expect_value(t, batches[1].count, 2)
|
||||
testing.expect(t, batches[1].texture == fake_tex(2))
|
||||
testing.expect_value(t, batches[2].start, 4)
|
||||
testing.expect_value(t, batches[2].count, 1)
|
||||
testing.expect(t, batches[2].texture == fake_tex(3))
|
||||
testing.expect_value(t, batches[3].start, 5)
|
||||
testing.expect_value(t, batches[3].count, 1)
|
||||
testing.expect(t, batches[3].texture == fake_tex(1))
|
||||
|
||||
// Group 0 submission order preserved.
|
||||
testing.expect_value(t, marker_of(list[4]), f32(5))
|
||||
testing.expect_value(t, marker_of(list[5]), f32(6))
|
||||
testing.expect_value(t, list[4].batch_group, u32(0))
|
||||
testing.expect_value(t, list[5].batch_group, u32(0))
|
||||
}
|
||||
|
||||
@@ -1,279 +0,0 @@
|
||||
package engine
|
||||
|
||||
import "core:fmt"
|
||||
import "core:mem"
|
||||
import sdl "vendor:sdl3"
|
||||
|
||||
// Enough for an 8-digit rate plus " FPS".
|
||||
FPS_OVERLAY_MAX_GLYPHS :: 12
|
||||
FPS_GLYPH_W :: 5
|
||||
FPS_GLYPH_H :: 7
|
||||
FPS_CELL_W :: 6
|
||||
FPS_CELL_H :: 8
|
||||
FPS_ATLAS_COLS :: 16
|
||||
FPS_SCALE :: 2
|
||||
FPS_MARGIN :: 8
|
||||
FPS_UPDATE_INTERVAL :: 0.25
|
||||
|
||||
// Glyph indices in the debug atlas.
|
||||
FPS_GLYPH_DIGIT_0 :: 0
|
||||
FPS_GLYPH_F :: 10
|
||||
FPS_GLYPH_P :: 11
|
||||
FPS_GLYPH_S :: 12
|
||||
FPS_GLYPH_SPACE :: 13
|
||||
|
||||
// 5x7 bitmaps (MSB = left). Digits 0-9, then F/P/S/space.
|
||||
@(private)
|
||||
fps_glyph_rows := [14][7]u8 {
|
||||
{0x0E, 0x11, 0x13, 0x15, 0x19, 0x11, 0x0E}, // 0
|
||||
{0x04, 0x0C, 0x04, 0x04, 0x04, 0x04, 0x0E}, // 1
|
||||
{0x0E, 0x11, 0x01, 0x06, 0x08, 0x10, 0x1F}, // 2
|
||||
{0x0E, 0x11, 0x01, 0x06, 0x01, 0x11, 0x0E}, // 3
|
||||
{0x02, 0x06, 0x0A, 0x12, 0x1F, 0x02, 0x02}, // 4
|
||||
{0x1F, 0x10, 0x1E, 0x01, 0x01, 0x11, 0x0E}, // 5
|
||||
{0x06, 0x08, 0x10, 0x1E, 0x11, 0x11, 0x0E}, // 6
|
||||
{0x1F, 0x01, 0x02, 0x04, 0x08, 0x08, 0x08}, // 7
|
||||
{0x0E, 0x11, 0x11, 0x0E, 0x11, 0x11, 0x0E}, // 8
|
||||
{0x0E, 0x11, 0x11, 0x0F, 0x01, 0x02, 0x0C}, // 9
|
||||
{0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x10}, // F
|
||||
{0x1E, 0x11, 0x11, 0x1E, 0x10, 0x10, 0x10}, // P
|
||||
{0x0F, 0x10, 0x10, 0x0E, 0x01, 0x01, 0x1E}, // S
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}, // space
|
||||
}
|
||||
|
||||
set_show_fps :: proc(app: ^App, enabled: bool) {
|
||||
if app == nil do return
|
||||
app.show_fps = enabled
|
||||
}
|
||||
|
||||
@(private)
|
||||
fps_overlay_init :: proc(app: ^App) -> bool {
|
||||
app.show_fps = true
|
||||
app.fps_smooth = 0
|
||||
app.fps_display = 0
|
||||
app.fps_last_time = 0
|
||||
app.fps_update_accum = 0
|
||||
app.fps_texture = nil
|
||||
|
||||
atlas_w := FPS_ATLAS_COLS * FPS_CELL_W
|
||||
atlas_h := FPS_CELL_H
|
||||
pixels := make([]u8, atlas_w * atlas_h * 4)
|
||||
defer delete(pixels)
|
||||
|
||||
for gi in 0 ..< len(fps_glyph_rows) {
|
||||
gx := gi * FPS_CELL_W
|
||||
rows := fps_glyph_rows[gi]
|
||||
for row in 0 ..< FPS_GLYPH_H {
|
||||
bits := rows[row]
|
||||
for col in 0 ..< FPS_GLYPH_W {
|
||||
on := (bits >> u8(FPS_GLYPH_W - 1 - col)) & 1 == 1
|
||||
px := gx + col
|
||||
py := row
|
||||
i := (py * atlas_w + px) * 4
|
||||
if on {
|
||||
pixels[i + 0] = 255
|
||||
pixels[i + 1] = 255
|
||||
pixels[i + 2] = 255
|
||||
pixels[i + 3] = 255
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
app.fps_texture = sdl.CreateGPUTexture(
|
||||
app.device,
|
||||
{
|
||||
type = .D2,
|
||||
format = .R8G8B8A8_UNORM,
|
||||
usage = {.SAMPLER},
|
||||
width = u32(atlas_w),
|
||||
height = u32(atlas_h),
|
||||
layer_count_or_depth = 1,
|
||||
num_levels = 1,
|
||||
sample_count = ._1,
|
||||
},
|
||||
)
|
||||
if app.fps_texture == nil {
|
||||
fmt.eprintfln("FPS overlay CreateGPUTexture failed: %s", sdl.GetError())
|
||||
return false
|
||||
}
|
||||
|
||||
upload_size := atlas_w * atlas_h * 4
|
||||
tbuf := sdl.CreateGPUTransferBuffer(app.device, {usage = .UPLOAD, size = u32(upload_size)})
|
||||
if tbuf == nil {
|
||||
fmt.eprintfln("FPS overlay CreateGPUTransferBuffer failed: %s", sdl.GetError())
|
||||
sdl.ReleaseGPUTexture(app.device, app.fps_texture)
|
||||
app.fps_texture = nil
|
||||
return false
|
||||
}
|
||||
defer sdl.ReleaseGPUTransferBuffer(app.device, tbuf)
|
||||
|
||||
map_ptr := sdl.MapGPUTransferBuffer(app.device, tbuf, false)
|
||||
if map_ptr == nil {
|
||||
fmt.eprintfln("FPS overlay MapGPUTransferBuffer failed: %s", sdl.GetError())
|
||||
sdl.ReleaseGPUTexture(app.device, app.fps_texture)
|
||||
app.fps_texture = nil
|
||||
return false
|
||||
}
|
||||
mem.copy(map_ptr, raw_data(pixels), upload_size)
|
||||
sdl.UnmapGPUTransferBuffer(app.device, tbuf)
|
||||
|
||||
cmd := sdl.AcquireGPUCommandBuffer(app.device)
|
||||
if cmd == nil {
|
||||
fmt.eprintfln("FPS overlay AcquireGPUCommandBuffer failed: %s", sdl.GetError())
|
||||
sdl.ReleaseGPUTexture(app.device, app.fps_texture)
|
||||
app.fps_texture = nil
|
||||
return false
|
||||
}
|
||||
|
||||
copy_pass := sdl.BeginGPUCopyPass(cmd)
|
||||
transfer := sdl.GPUTextureTransferInfo {
|
||||
transfer_buffer = tbuf,
|
||||
offset = 0,
|
||||
pixels_per_row = u32(atlas_w),
|
||||
rows_per_layer = u32(atlas_h),
|
||||
}
|
||||
region := sdl.GPUTextureRegion {
|
||||
texture = app.fps_texture,
|
||||
w = u32(atlas_w),
|
||||
h = u32(atlas_h),
|
||||
d = 1,
|
||||
}
|
||||
sdl.UploadToGPUTexture(copy_pass, transfer, region, false)
|
||||
sdl.EndGPUCopyPass(copy_pass)
|
||||
|
||||
fence := sdl.SubmitGPUCommandBufferAndAcquireFence(cmd)
|
||||
if fence == nil {
|
||||
fmt.eprintfln("FPS overlay texture upload submit failed: %s", sdl.GetError())
|
||||
sdl.ReleaseGPUTexture(app.device, app.fps_texture)
|
||||
app.fps_texture = nil
|
||||
return false
|
||||
}
|
||||
defer sdl.ReleaseGPUFence(app.device, fence)
|
||||
|
||||
if !sdl.WaitForGPUFences(app.device, true, &fence, 1) {
|
||||
fmt.eprintfln("FPS overlay WaitForGPUFences failed: %s", sdl.GetError())
|
||||
sdl.ReleaseGPUTexture(app.device, app.fps_texture)
|
||||
app.fps_texture = nil
|
||||
return false
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
@(private)
|
||||
fps_overlay_shutdown :: proc(app: ^App) {
|
||||
if app.device != nil && app.fps_texture != nil {
|
||||
sdl.ReleaseGPUTexture(app.device, app.fps_texture)
|
||||
}
|
||||
app.fps_texture = nil
|
||||
}
|
||||
|
||||
@(private)
|
||||
fps_overlay_begin_frame :: proc(app: ^App) {
|
||||
now := now_seconds()
|
||||
if app.fps_last_time > 0 {
|
||||
dt := now - app.fps_last_time
|
||||
if dt > 0 {
|
||||
instant := f32(1.0 / dt)
|
||||
if app.fps_smooth <= 0 {
|
||||
app.fps_smooth = instant
|
||||
} else {
|
||||
app.fps_smooth = app.fps_smooth * 0.9 + instant * 0.1
|
||||
}
|
||||
app.fps_update_accum += f32(dt)
|
||||
if app.fps_display == 0 || app.fps_update_accum >= FPS_UPDATE_INTERVAL {
|
||||
app.fps_display = int(app.fps_smooth + 0.5)
|
||||
app.fps_update_accum = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
app.fps_last_time = now
|
||||
}
|
||||
|
||||
@(private)
|
||||
fps_overlay_queue :: proc(app: ^App) {
|
||||
if !app.show_fps || app.fps_texture == nil do return
|
||||
if app.cmd == nil || app.swapchain_texture == nil do return
|
||||
if app.swapchain_w == 0 || app.swapchain_h == 0 do return
|
||||
|
||||
fps := app.fps_display
|
||||
if fps < 0 do fps = 0
|
||||
|
||||
// Build "N… FPS" with the full measured rate (no artificial cap).
|
||||
glyphs: [FPS_OVERLAY_MAX_GLYPHS]int
|
||||
count := 0
|
||||
|
||||
digits: [8]int
|
||||
dcount := 0
|
||||
if fps == 0 {
|
||||
digits[0] = 0
|
||||
dcount = 1
|
||||
} else {
|
||||
v := fps
|
||||
for v > 0 && dcount < len(digits) {
|
||||
digits[dcount] = v % 10
|
||||
dcount += 1
|
||||
v /= 10
|
||||
}
|
||||
for i in 0 ..< dcount / 2 {
|
||||
digits[i], digits[dcount - 1 - i] = digits[dcount - 1 - i], digits[i]
|
||||
}
|
||||
}
|
||||
|
||||
for i in 0 ..< dcount {
|
||||
if count >= FPS_OVERLAY_MAX_GLYPHS do break
|
||||
glyphs[count] = FPS_GLYPH_DIGIT_0 + digits[i]
|
||||
count += 1
|
||||
}
|
||||
if count + 4 <= FPS_OVERLAY_MAX_GLYPHS {
|
||||
glyphs[count] = FPS_GLYPH_SPACE
|
||||
count += 1
|
||||
glyphs[count] = FPS_GLYPH_F
|
||||
count += 1
|
||||
glyphs[count] = FPS_GLYPH_P
|
||||
count += 1
|
||||
glyphs[count] = FPS_GLYPH_S
|
||||
count += 1
|
||||
}
|
||||
|
||||
sw := f32(app.swapchain_w)
|
||||
sh := f32(app.swapchain_h)
|
||||
atlas_w := f32(FPS_ATLAS_COLS * FPS_CELL_W)
|
||||
atlas_h := f32(FPS_CELL_H)
|
||||
gw := f32(FPS_GLYPH_W * FPS_SCALE)
|
||||
gh := f32(FPS_GLYPH_H * FPS_SCALE)
|
||||
advance := f32(FPS_CELL_W * FPS_SCALE)
|
||||
x := f32(FPS_MARGIN)
|
||||
y := f32(FPS_MARGIN)
|
||||
|
||||
for i in 0 ..< count {
|
||||
if len(app.draw_list) >= MAX_SPRITES do break
|
||||
|
||||
gi := glyphs[i]
|
||||
u0 := f32(gi * FPS_CELL_W) / atlas_w
|
||||
v0 := f32(0)
|
||||
u1 := f32(gi * FPS_CELL_W + FPS_GLYPH_W) / atlas_w
|
||||
v1 := f32(FPS_GLYPH_H) / atlas_h
|
||||
|
||||
x0 := x + f32(i) * advance
|
||||
y0 := y
|
||||
x1 := x0 + gw
|
||||
y1 := y0 + gh
|
||||
|
||||
p0 := to_clip(x0, y0, sw, sh)
|
||||
p1 := to_clip(x1, y0, sw, sh)
|
||||
p2 := to_clip(x1, y1, sw, sh)
|
||||
p3 := to_clip(x0, y1, sw, sh)
|
||||
|
||||
verts := [SPRITE_VERT_COUNT]Vertex {
|
||||
{pos = p0, uv = {u0, v0}},
|
||||
{pos = p1, uv = {u1, v0}},
|
||||
{pos = p2, uv = {u1, v1}},
|
||||
{pos = p0, uv = {u0, v0}},
|
||||
{pos = p2, uv = {u1, v1}},
|
||||
{pos = p3, uv = {u0, v1}},
|
||||
}
|
||||
append(&app.draw_list, Queued_Sprite{texture = app.fps_texture, verts = verts})
|
||||
}
|
||||
}
|
||||
@@ -27,6 +27,15 @@ choose_shader_runtime_prefers_msl :: proc(t: ^testing.T) {
|
||||
testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.MSL})
|
||||
}
|
||||
|
||||
@(test)
|
||||
choose_shader_runtime_prefers_dxil_without_msl :: proc(t: ^testing.T) {
|
||||
rt, ok := choose_shader_runtime_from_formats({.DXIL, .SPIRV})
|
||||
testing.expect(t, ok, "should pick a runtime when DXIL is available")
|
||||
testing.expect_value(t, rt.backend, Shader_Backend.DSD12_DXIL)
|
||||
testing.expect_value(t, rt.shader_dir, "shaders/d3d12")
|
||||
testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.DXIL})
|
||||
}
|
||||
|
||||
@(test)
|
||||
choose_shader_runtime_spirv_only :: proc(t: ^testing.T) {
|
||||
rt, ok := choose_shader_runtime_from_formats({.SPIRV})
|
||||
|
||||
+72
-34
@@ -5,12 +5,14 @@ import sdl "vendor:sdl3"
|
||||
Vec2 :: [2]f32
|
||||
|
||||
Sprite :: struct {
|
||||
data: ^Character_Data,
|
||||
position: Vec2,
|
||||
clip: string,
|
||||
frame: int,
|
||||
time: f32,
|
||||
flip_x: bool,
|
||||
data: ^Character_Data,
|
||||
position: Vec2,
|
||||
clip: string,
|
||||
clip_def: Clip_Def,
|
||||
has_clip: bool,
|
||||
frame: int,
|
||||
time: f32,
|
||||
flip_x: bool,
|
||||
}
|
||||
|
||||
spawn_sprite :: proc(
|
||||
@@ -24,16 +26,14 @@ spawn_sprite :: proc(
|
||||
position = position,
|
||||
}
|
||||
set_sprite_clip(&sprite, clip)
|
||||
if frame != 0 {
|
||||
c, ok := character_clip(sprite.data, sprite.clip)
|
||||
if ok {
|
||||
if frame < 0 {
|
||||
sprite.frame = 0
|
||||
} else if frame >= len(c.frames) {
|
||||
sprite.frame = len(c.frames) - 1
|
||||
} else {
|
||||
sprite.frame = frame
|
||||
}
|
||||
if frame != 0 && sprite.has_clip {
|
||||
c := sprite.clip_def
|
||||
if frame < 0 {
|
||||
sprite.frame = 0
|
||||
} else if frame >= len(c.frames) {
|
||||
sprite.frame = len(c.frames) - 1
|
||||
} else {
|
||||
sprite.frame = frame
|
||||
}
|
||||
}
|
||||
return sprite
|
||||
@@ -42,9 +42,9 @@ spawn_sprite :: proc(
|
||||
update_sprite :: proc(sprite: ^Sprite, dt: f32) {
|
||||
if sprite == nil || sprite.data == nil do return
|
||||
if dt <= 0 do return
|
||||
if !sprite.has_clip do return
|
||||
|
||||
clip, ok := character_clip(sprite.data, sprite.clip)
|
||||
if !ok do return
|
||||
clip := sprite.clip_def
|
||||
|
||||
frame_count := len(clip.frames)
|
||||
if frame_count <= 0 do return
|
||||
@@ -82,26 +82,46 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
|
||||
}
|
||||
}
|
||||
|
||||
// Axis-aligned quad: two unique x and y values, so scale once and reuse.
|
||||
sprite_quad_to_clip :: proc(x0, y0, x1, y1, sw, sh: f32) -> [4]Vec2 {
|
||||
sx := 2.0 / sw
|
||||
sy := 2.0 / sh
|
||||
|
||||
left := x0 * sx - 1
|
||||
right := x1 * sx - 1
|
||||
top := 1 - y0 * sy
|
||||
bottom := 1 - y1 * sy
|
||||
|
||||
return {
|
||||
{left, top},
|
||||
{right, top},
|
||||
{right, bottom},
|
||||
{left, bottom},
|
||||
}
|
||||
}
|
||||
|
||||
draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
|
||||
draw_sprite_batched(app, sprite, 0)
|
||||
}
|
||||
|
||||
// Nonzero batch_group lets end_frame regroup consecutive same-group sprites by
|
||||
// texture. Group 0 keeps exact submission order for correct alpha overlap.
|
||||
draw_sprite_batched :: proc(app: ^App, sprite: ^Sprite, batch_group: u32) {
|
||||
if app.cmd == nil || app.swapchain_texture == nil {
|
||||
return
|
||||
}
|
||||
if sprite == nil || sprite.data == nil || sprite.data.texture == nil {
|
||||
return
|
||||
}
|
||||
// Reserve room for the engine FPS overlay glyphs when enabled.
|
||||
max_game := MAX_SPRITES
|
||||
if app.show_fps && app.fps_texture != nil {
|
||||
max_game -= FPS_OVERLAY_MAX_GLYPHS
|
||||
if len(app.draw_list) >= MAX_SPRITES {
|
||||
return
|
||||
}
|
||||
if len(app.draw_list) >= max_game {
|
||||
if !sprite.has_clip do return
|
||||
if sprite.frame < 0 || sprite.frame >= len(sprite.clip_def.frames) {
|
||||
return
|
||||
}
|
||||
|
||||
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
frame := sprite.clip_def.frames[sprite.frame]
|
||||
|
||||
src_w := f32(frame.source_size[0])
|
||||
src_h := f32(frame.source_size[1])
|
||||
@@ -129,10 +149,8 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
|
||||
|
||||
sw := f32(app.swapchain_w)
|
||||
sh := f32(app.swapchain_h)
|
||||
p0 := to_clip(x0_px, y0_px, sw, sh)
|
||||
p1 := to_clip(x1_px, y0_px, sw, sh)
|
||||
p2 := to_clip(x1_px, y1_px, sw, sh)
|
||||
p3 := to_clip(x0_px, y1_px, sw, sh)
|
||||
points := sprite_quad_to_clip(x0_px, y0_px, x1_px, y1_px, sw, sh)
|
||||
p0, p1, p2, p3 := points[0], points[1], points[2], points[3]
|
||||
|
||||
tex_w := f32(sprite.data.width)
|
||||
tex_h := f32(sprite.data.height)
|
||||
@@ -147,18 +165,38 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
|
||||
{pos = p3, uv = {u0, v1}},
|
||||
}
|
||||
|
||||
append(&app.draw_list, Queued_Sprite{texture = sprite.data.texture, verts = verts})
|
||||
append(
|
||||
&app.draw_list,
|
||||
Queued_Sprite {
|
||||
texture = sprite.data.texture,
|
||||
verts = verts,
|
||||
batch_group = batch_group,
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
|
||||
if sprite == nil || sprite.data == nil do return
|
||||
|
||||
if sprite.clip == clip do return
|
||||
if sprite.clip == clip && sprite.has_clip do return
|
||||
|
||||
_, ok := character_clip(sprite.data, clip)
|
||||
def, ok := character_clip(sprite.data, clip)
|
||||
if !ok do return
|
||||
|
||||
set_sprite_clip_def(sprite, clip, def)
|
||||
}
|
||||
|
||||
// Applies a pre-resolved clip without looking up the character clip map.
|
||||
// Use when callers already hold Clip_Def (e.g. thrashing between known clips).
|
||||
set_sprite_clip_def :: proc(sprite: ^Sprite, clip: string, def: Clip_Def) {
|
||||
if sprite == nil do return
|
||||
if len(def.frames) == 0 do return
|
||||
|
||||
if sprite.clip == clip && sprite.has_clip do return
|
||||
|
||||
sprite.clip = clip
|
||||
sprite.clip_def = def
|
||||
sprite.has_clip = true
|
||||
sprite.frame = 0
|
||||
sprite.time = 0
|
||||
}
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Clip thrash: flip every sprite between idle/walk each frame via set_sprite_clip_def.
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
COLS :: 16
|
||||
FRAME_LOG_EVERY :: 60
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "clip_thrash", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
idle_def, idle_ok := eng.character_clip(&data, "idle")
|
||||
walk_def, walk_ok := eng.character_clip(&data, "walk")
|
||||
if !idle_ok || !walk_ok do return
|
||||
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
col := i % COLS
|
||||
row := i / COLS
|
||||
pos := eng.Vec2 {
|
||||
f32(40 + col * 48),
|
||||
f32(80 + row * 60),
|
||||
}
|
||||
sprites[i] = eng.spawn_sprite(&data, pos, "idle", i % 5)
|
||||
}
|
||||
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
use_walk := false
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"clip_thrash frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
clip := "walk" if use_walk else "idle"
|
||||
def := walk_def if use_walk else idle_def
|
||||
use_walk = !use_walk
|
||||
for &s in sprites {
|
||||
eng.set_sprite_clip_def(&s, clip, def)
|
||||
eng.update_sprite(&s, dt)
|
||||
}
|
||||
|
||||
eng.begin_frame(&app)
|
||||
for &s in sprites {
|
||||
eng.draw_sprite(&app, &s)
|
||||
}
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
+28
-14
@@ -1,14 +1,12 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Many sprites sharing one Character_Data (Flyweight) — good batching demo.
|
||||
COUNT :: 1000
|
||||
COLS :: 40
|
||||
CELL_W :: 20
|
||||
CELL_H :: 24
|
||||
ORIGIN_X :: 20
|
||||
ORIGIN_Y :: 40
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
COLS :: 16
|
||||
FRAME_LOG_EVERY :: 60
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
@@ -24,26 +22,42 @@ main :: proc() {
|
||||
col := i % COLS
|
||||
row := i / COLS
|
||||
pos := eng.Vec2 {
|
||||
f32(ORIGIN_X + col * CELL_W),
|
||||
f32(ORIGIN_Y + row * CELL_H),
|
||||
f32(40 + col * 48),
|
||||
f32(80 + row * 60),
|
||||
}
|
||||
clip := "idle" if (i % 2) == 0 else "walk"
|
||||
sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
|
||||
}
|
||||
|
||||
// Look at the middle of the grid
|
||||
rows := (COUNT + COLS - 1) / COLS
|
||||
app.camera.position = {
|
||||
f32(ORIGIN_X + (COLS - 1) * CELL_W / 2),
|
||||
f32(ORIGIN_Y + (rows - 1) * CELL_H / 2),
|
||||
}
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"crowd frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
for &s in sprites {
|
||||
eng.update_sprite(&s, dt)
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Multi-texture batching stress: two Character_Data (two GPU textures), alternating sprites.
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
COLS :: 16
|
||||
FRAME_LOG_EVERY :: 60
|
||||
BATCH_GROUP :: u32(1)
|
||||
TOAD_JSON :: "assets_baked/characters/toad/toad.char.json"
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "crowd_batch", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data_a, ok_a := eng.load_character_data(&app, TOAD_JSON)
|
||||
if !ok_a do return
|
||||
defer eng.destroy_character_data(&app, &data_a)
|
||||
|
||||
data_b, ok_b := eng.load_character_data(&app, TOAD_JSON)
|
||||
if !ok_b do return
|
||||
defer eng.destroy_character_data(&app, &data_b)
|
||||
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
col := i % COLS
|
||||
row := i / COLS
|
||||
pos := eng.Vec2 {
|
||||
f32(40 + col * 48),
|
||||
f32(80 + row * 60),
|
||||
}
|
||||
clip := "idle" if (i % 2) == 0 else "walk"
|
||||
data := &data_a if (i % 2) == 0 else &data_b
|
||||
sprites[i] = eng.spawn_sprite(data, pos, clip, i % 5)
|
||||
}
|
||||
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"crowd_batch frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
for &s in sprites {
|
||||
eng.update_sprite(&s, dt)
|
||||
}
|
||||
|
||||
eng.begin_frame(&app)
|
||||
for &s in sprites {
|
||||
eng.draw_sprite_batched(&app, &s, BATCH_GROUP)
|
||||
}
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// GPU overdraw stress: MAX_SPRITES stacked near one world point.
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
FRAME_LOG_EVERY :: 60
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "crowd_overdraw", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
center := eng.Vec2{400, 400}
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
jitter := eng.Vec2 {
|
||||
f32((i % 7) - 3),
|
||||
f32((i % 5) - 2),
|
||||
}
|
||||
clip := "idle" if (i % 2) == 0 else "walk"
|
||||
sprites[i] = eng.spawn_sprite(&data, center + jitter, clip, i % 5)
|
||||
}
|
||||
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"crowd_overdraw frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
for &s in sprites {
|
||||
eng.update_sprite(&s, dt)
|
||||
}
|
||||
|
||||
eng.begin_frame(&app)
|
||||
for &s in sprites {
|
||||
eng.draw_sprite(&app, &s)
|
||||
}
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user