feat(renderer): add selectable debug render modes

This commit is contained in:
Serkyo 2026-07-27 21:10:26 +02:00
parent a5af42f119
commit 5f4b30a4dc
4 changed files with 76 additions and 9 deletions

View file

@ -53,9 +53,13 @@ pub fn create_logical_device(
let mut dynamic_rendering_features =
vk::PhysicalDeviceDynamicRenderingFeatures::default().dynamic_rendering(true);
// `fillModeNonSolid` unlocks the `POINT` and `LINE` polygon modes used by the debug render modes.
let enabled_features = vk::PhysicalDeviceFeatures::default().fill_mode_non_solid(true);
let create_info = vk::DeviceCreateInfo::default()
.queue_create_infos(std::slice::from_ref(&queue_info))
.enabled_extension_names(&device_extensions)
.enabled_features(&enabled_features)
.push_next(&mut synchronization2_features)
.push_next(&mut dynamic_rendering_features);

View file

@ -28,7 +28,7 @@ use raw_window_handle::{RawDisplayHandle, RawWindowHandle};
use std::ffi::c_char;
pub use error::RendererError;
pub use renderer::{MeshKey, Renderer};
pub use renderer::{MeshKey, RenderMode, Renderer};
use std::collections::HashMap;
@ -124,8 +124,17 @@ impl Renderer {
// 12. Graphics Pipeline Configuration
let pipeline_layout = pipeline::create_pipeline_layout(&device)?;
let graphics_pipeline =
pipeline::create_graphics_pipeline(&device, pipeline_layout, swapchain_format)?;
// 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.
let mut pipelines = [vk::Pipeline::null(); RenderMode::COUNT];
for mode in RenderMode::ALL {
pipelines[mode.index()] = pipeline::create_graphics_pipeline(
&device,
pipeline_layout,
swapchain_format,
mode.polygon_mode(),
)?;
}
let (depth_image, depth_allocation, depth_image_view) =
create_depth_resources(&device, &mut allocator, swapchain_extent)?;
@ -155,7 +164,8 @@ impl Renderer {
depth_allocation: Some(depth_allocation),
depth_image_view,
pipeline_layout,
graphics_pipeline,
pipelines,
render_mode: RenderMode::default(),
sync: Some(sync),
current_frame: 0,
})

View file

@ -67,6 +67,7 @@ pub fn create_graphics_pipeline(
device: &Device,
layout: vk::PipelineLayout,
color_format: vk::Format,
polygon_mode: vk::PolygonMode,
) -> Result<vk::Pipeline, RendererError> {
// 1. Load and compile shader modules
let (vert_module, frag_module) = load_shader_modules(device)?;
@ -101,7 +102,7 @@ pub fn create_graphics_pipeline(
let rasterizer = vk::PipelineRasterizationStateCreateInfo::default()
.depth_clamp_enable(false)
.rasterizer_discard_enable(false)
.polygon_mode(vk::PolygonMode::FILL)
.polygon_mode(polygon_mode)
.line_width(1.0)
.cull_mode(vk::CullModeFlags::BACK)
.front_face(vk::FrontFace::COUNTER_CLOCKWISE)

View file

@ -10,6 +10,41 @@ use std::collections::HashMap;
/// Opaque, renderer-side identifier for one uploaded chunk mesh.
pub type MeshKey = (i32, i32, i32);
/// Selects how chunk meshes are rasterised.
///
/// 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`].
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
pub enum RenderMode {
/// Filled triangles; the normal presentation path.
#[default]
Filled,
/// One point per polygon vertex, exposing the density of the geometry the mesher emitted.
Points,
}
impl RenderMode {
/// Number of variants, and therefore the number of pipelines built at initialisation.
pub const COUNT: usize = 2;
/// 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.
pub const ALL: [Self; Self::COUNT] = [Self::Filled, Self::Points];
/// Returns the rasterisation polygon mode backing this render mode.
#[must_use]
pub const fn polygon_mode(self) -> vk::PolygonMode {
match self {
Self::Filled => vk::PolygonMode::FILL,
Self::Points => vk::PolygonMode::POINT,
}
}
/// Returns this mode's position in [`RenderMode::ALL`], used to index [`Renderer::pipelines`].
#[must_use]
pub const fn index(self) -> usize {
self as usize
}
}
/// GPU resources for a single chunk mesh, drawn at a fixed world offset.
pub(crate) struct GpuMesh {
/// Buffer holding the chunk's vertex data.
@ -70,8 +105,10 @@ pub struct Renderer {
pub(crate) command_buffers: Vec<vk::CommandBuffer>,
/// The layout of the graphics pipeline.
pub(crate) pipeline_layout: vk::PipelineLayout,
/// The compiled graphics pipeline state.
pub(crate) graphics_pipeline: vk::Pipeline,
/// One compiled pipeline per [`RenderMode`], indexed by [`RenderMode::index`]. All variants share [`Renderer::pipeline_layout`] and differ only in rasterisation state.
pub(crate) pipelines: [vk::Pipeline; RenderMode::COUNT],
/// The rasterisation mode selected for subsequent frames, chosen by [`Renderer::set_render_mode`].
pub(crate) render_mode: RenderMode,
/// Memory manager for GPU allocations.
pub(crate) allocator: Option<Allocator>,
/// Uploaded chunk meshes, keyed by an opaque renderer-side handle and drawn independently.
@ -385,10 +422,11 @@ impl Renderer {
/// Issues the actual draw calls for the frame.
fn issue_draw_calls(&self, cmd: vk::CommandBuffer, camera_view: glam::Mat4) {
unsafe {
// The bound pipeline is the sole difference between render modes; every other command recorded below is mode-independent.
self.device.cmd_bind_pipeline(
cmd,
vk::PipelineBindPoint::GRAPHICS,
self.graphics_pipeline,
self.pipelines[self.render_mode.index()],
);
#[expect(
@ -592,6 +630,17 @@ impl Renderer {
Ok(())
}
/// Sets the rasterisation mode used for subsequent frames.
pub const fn set_render_mode(&mut self, mode: RenderMode) {
self.render_mode = mode;
}
/// Returns the rasterisation mode currently in use.
#[must_use]
pub const fn render_mode(&self) -> RenderMode {
self.render_mode
}
/// Frees the GPU mesh stored under `key`. Does nothing if no mesh is present.
pub fn remove_mesh(&mut self, key: MeshKey) {
let Some(mesh) = self.chunk_meshes.remove(&key) else {
@ -617,7 +666,10 @@ impl Drop for Renderer {
unsafe {
let _ = self.device.device_wait_idle();
self.device.destroy_pipeline(self.graphics_pipeline, None);
// Every rasterisation variant is a distinct pipeline object and must be destroyed, or the validation layers report the survivors as leaked at teardown.
for pipeline in self.pipelines {
self.device.destroy_pipeline(pipeline, None);
}
self.device
.destroy_pipeline_layout(self.pipeline_layout, None);