feat(renderer): add selectable debug render modes
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@ -53,9 +53,13 @@ pub fn create_logical_device(
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let mut dynamic_rendering_features =
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vk::PhysicalDeviceDynamicRenderingFeatures::default().dynamic_rendering(true);
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// `fillModeNonSolid` unlocks the `POINT` and `LINE` polygon modes used by the debug render modes.
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let enabled_features = vk::PhysicalDeviceFeatures::default().fill_mode_non_solid(true);
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let create_info = vk::DeviceCreateInfo::default()
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.queue_create_infos(std::slice::from_ref(&queue_info))
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.enabled_extension_names(&device_extensions)
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.enabled_features(&enabled_features)
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.push_next(&mut synchronization2_features)
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.push_next(&mut dynamic_rendering_features);
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@ -28,7 +28,7 @@ use raw_window_handle::{RawDisplayHandle, RawWindowHandle};
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use std::ffi::c_char;
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pub use error::RendererError;
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pub use renderer::{MeshKey, Renderer};
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pub use renderer::{MeshKey, RenderMode, Renderer};
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use std::collections::HashMap;
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@ -124,8 +124,17 @@ impl Renderer {
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// 12. Graphics Pipeline Configuration
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let pipeline_layout = pipeline::create_pipeline_layout(&device)?;
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let graphics_pipeline =
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pipeline::create_graphics_pipeline(&device, pipeline_layout, swapchain_format)?;
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// One pipeline per render mode, built up front so switching modes is a bind-time choice rather than a pipeline compilation stall. All variants share `pipeline_layout`; only their rasterisation state differs.
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let mut pipelines = [vk::Pipeline::null(); RenderMode::COUNT];
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for mode in RenderMode::ALL {
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pipelines[mode.index()] = pipeline::create_graphics_pipeline(
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&device,
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pipeline_layout,
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swapchain_format,
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mode.polygon_mode(),
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)?;
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}
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let (depth_image, depth_allocation, depth_image_view) =
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create_depth_resources(&device, &mut allocator, swapchain_extent)?;
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@ -155,7 +164,8 @@ impl Renderer {
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depth_allocation: Some(depth_allocation),
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depth_image_view,
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pipeline_layout,
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graphics_pipeline,
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pipelines,
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render_mode: RenderMode::default(),
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sync: Some(sync),
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current_frame: 0,
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})
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@ -67,6 +67,7 @@ pub fn create_graphics_pipeline(
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device: &Device,
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layout: vk::PipelineLayout,
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color_format: vk::Format,
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polygon_mode: vk::PolygonMode,
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) -> Result<vk::Pipeline, RendererError> {
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// 1. Load and compile shader modules
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let (vert_module, frag_module) = load_shader_modules(device)?;
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@ -101,7 +102,7 @@ pub fn create_graphics_pipeline(
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let rasterizer = vk::PipelineRasterizationStateCreateInfo::default()
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.depth_clamp_enable(false)
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.rasterizer_discard_enable(false)
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.polygon_mode(vk::PolygonMode::FILL)
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.polygon_mode(polygon_mode)
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.line_width(1.0)
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.cull_mode(vk::CullModeFlags::BACK)
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.front_face(vk::FrontFace::COUNTER_CLOCKWISE)
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@ -10,6 +10,41 @@ use std::collections::HashMap;
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/// Opaque, renderer-side identifier for one uploaded chunk mesh.
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pub type MeshKey = (i32, i32, i32);
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/// Selects how chunk meshes are rasterised.
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///
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/// Non-[`RenderMode::Filled`] variants are debug modes for inspecting the mesher's output; they are not gameplay state. One pipeline is built per variant at initialisation and held in [`Renderer::pipelines`], indexed by [`RenderMode::index`].
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#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub enum RenderMode {
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/// Filled triangles; the normal presentation path.
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#[default]
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Filled,
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/// One point per polygon vertex, exposing the density of the geometry the mesher emitted.
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Points,
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}
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impl RenderMode {
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/// Number of variants, and therefore the number of pipelines built at initialisation.
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pub const COUNT: usize = 2;
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/// Every variant, in discriminant order. The array length is checked against [`RenderMode::COUNT`] at compile time, so a new variant that is not listed here fails to build.
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pub const ALL: [Self; Self::COUNT] = [Self::Filled, Self::Points];
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/// Returns the rasterisation polygon mode backing this render mode.
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#[must_use]
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pub const fn polygon_mode(self) -> vk::PolygonMode {
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match self {
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Self::Filled => vk::PolygonMode::FILL,
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Self::Points => vk::PolygonMode::POINT,
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}
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}
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/// Returns this mode's position in [`RenderMode::ALL`], used to index [`Renderer::pipelines`].
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#[must_use]
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pub const fn index(self) -> usize {
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self as usize
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}
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}
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/// GPU resources for a single chunk mesh, drawn at a fixed world offset.
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pub(crate) struct GpuMesh {
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/// Buffer holding the chunk's vertex data.
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@ -70,8 +105,10 @@ pub struct Renderer {
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pub(crate) command_buffers: Vec<vk::CommandBuffer>,
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/// The layout of the graphics pipeline.
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pub(crate) pipeline_layout: vk::PipelineLayout,
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/// The compiled graphics pipeline state.
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pub(crate) graphics_pipeline: vk::Pipeline,
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/// One compiled pipeline per [`RenderMode`], indexed by [`RenderMode::index`]. All variants share [`Renderer::pipeline_layout`] and differ only in rasterisation state.
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pub(crate) pipelines: [vk::Pipeline; RenderMode::COUNT],
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/// The rasterisation mode selected for subsequent frames, chosen by [`Renderer::set_render_mode`].
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pub(crate) render_mode: RenderMode,
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/// Memory manager for GPU allocations.
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pub(crate) allocator: Option<Allocator>,
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/// Uploaded chunk meshes, keyed by an opaque renderer-side handle and drawn independently.
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@ -385,10 +422,11 @@ impl Renderer {
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/// Issues the actual draw calls for the frame.
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fn issue_draw_calls(&self, cmd: vk::CommandBuffer, camera_view: glam::Mat4) {
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unsafe {
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// The bound pipeline is the sole difference between render modes; every other command recorded below is mode-independent.
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self.device.cmd_bind_pipeline(
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cmd,
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vk::PipelineBindPoint::GRAPHICS,
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self.graphics_pipeline,
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self.pipelines[self.render_mode.index()],
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);
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#[expect(
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@ -592,6 +630,17 @@ impl Renderer {
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Ok(())
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}
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/// Sets the rasterisation mode used for subsequent frames.
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pub const fn set_render_mode(&mut self, mode: RenderMode) {
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self.render_mode = mode;
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}
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/// Returns the rasterisation mode currently in use.
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#[must_use]
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pub const fn render_mode(&self) -> RenderMode {
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self.render_mode
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}
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/// Frees the GPU mesh stored under `key`. Does nothing if no mesh is present.
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pub fn remove_mesh(&mut self, key: MeshKey) {
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let Some(mesh) = self.chunk_meshes.remove(&key) else {
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@ -617,7 +666,10 @@ impl Drop for Renderer {
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unsafe {
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let _ = self.device.device_wait_idle();
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self.device.destroy_pipeline(self.graphics_pipeline, None);
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// Every rasterisation variant is a distinct pipeline object and must be destroyed, or the validation layers report the survivors as leaked at teardown.
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for pipeline in self.pipelines {
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self.device.destroy_pipeline(pipeline, None);
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}
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self.device
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.destroy_pipeline_layout(self.pipeline_layout, None);
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