325 lines
11 KiB
Rust
325 lines
11 KiB
Rust
// SPDX-License-Identifier: AGPL-3.0-only
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#![allow(unsafe_code)]
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//! Voxel rendering engine using Vulkan 1.3 and dynamic rendering.
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//!
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//! This crate provides the core `Renderer` structure and associated types
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//! for handling GPU resources and drawing operations.
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mod device;
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pub mod error;
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mod frustum;
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mod instance;
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pub mod meshing;
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mod pipeline;
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mod renderer;
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pub mod stats;
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mod surface;
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mod swapchain;
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mod sync;
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pub mod vertex;
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/// The maximum number of frames that can be processed by the GPU and CPU simultaneously.
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pub const MAX_FRAMES_IN_FLIGHT: usize = 3;
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use ash::{Entry, vk};
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use gpu_allocator::vulkan::{Allocation, Allocator};
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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, RasterPass, RenderMode, Renderer};
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pub use stats::{GpuInfo, MemoryUsage, ProjectionInfo, RenderStats, SwapchainInfo};
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use std::collections::HashMap;
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impl Renderer {
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/// Initializes the Vulkan renderer.
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///
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/// This function loads the Vulkan library, creates an instance, selects a GPU,
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/// and initializes a logical device with a graphics queue.
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///
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/// # Errors
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///
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/// Returns [`RendererError`] if any initialization step fails: loading Vulkan, creating the instance, surface, device, swapchain, pipeline, allocator, or initial geometry.
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///
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/// # Panics
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///
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/// Panics if `MAX_FRAMES_IN_FLIGHT` exceeds `u32`'s range.
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// TODO: partial-construction leak. Each `?` below early-returns and leaks every Vulkan resource created so far; only a fully successful `new` reaches `Drop for Renderer`. Once the renderer grows more state, wrap each resource in an RAII guard so failure paths tear them down too.
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pub fn new(
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display_handle: RawDisplayHandle,
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window_handle: RawWindowHandle,
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width: u32,
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height: u32,
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required_extensions: &[*const c_char],
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) -> Result<Self, RendererError> {
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let entry = unsafe { Entry::load() }?;
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// 1. Instance and Debug Messenger
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let (instance, debug_utils, debug_messenger) =
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instance::create_instance(&entry, required_extensions)?;
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// 2. Surface
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let (surface_loader, surface) =
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surface::create_surface(&entry, &instance, display_handle, window_handle)?;
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// 3. Physical Device (GPU)
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let physical_device = device::pick_physical_device(&instance, &surface_loader, surface)?;
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// 4. Graphics Queue Index
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let graphics_queue_index = device::find_graphics_queue_family(
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&instance,
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physical_device,
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&surface_loader,
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surface,
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)?;
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// 5. Logical Device and Queue
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// Driver-side memory reporting is optional; the extension is detected here so it can be both enabled on the device and recorded in the reported device information.
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let memory_budget = device::supports_memory_budget(&instance, physical_device);
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let (device, graphics_queue) = device::create_logical_device(
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&instance,
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physical_device,
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graphics_queue_index,
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memory_budget,
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)?;
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let gpu_info = device::query_gpu_info(&instance, physical_device, memory_budget);
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// 6. Swapchain
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let (swapchain_loader, swapchain, swapchain_images, swapchain_format, swapchain_extent) =
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swapchain::create_swapchain(
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&instance,
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physical_device,
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&device,
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&surface_loader,
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surface,
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width,
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height,
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)?;
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// 7. Image Views
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let image_views =
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swapchain::create_image_views(&device, &swapchain_images, swapchain_format)?;
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// 8. Command Pool
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let pool_create_info = vk::CommandPoolCreateInfo::default()
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.queue_family_index(graphics_queue_index)
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.flags(vk::CommandPoolCreateFlags::RESET_COMMAND_BUFFER);
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let command_pool = unsafe { device.create_command_pool(&pool_create_info, None)? };
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// 9. Command Buffers
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#[expect(
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clippy::expect_used,
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reason = "MAX_FRAMES_IN_FLIGHT is a small compile-time constant"
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)]
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let alloc_info = vk::CommandBufferAllocateInfo::default()
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.command_pool(command_pool)
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.level(vk::CommandBufferLevel::PRIMARY)
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.command_buffer_count(
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u32::try_from(MAX_FRAMES_IN_FLIGHT).expect("MAX_FRAMES_IN_FLIGHT exceeds u32"),
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);
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let command_buffers = unsafe { device.allocate_command_buffers(&alloc_info)? };
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// 10. Synchronization Primitives
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let sync =
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sync::create_sync_primitives(&device, MAX_FRAMES_IN_FLIGHT, swapchain_images.len())?;
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// 11. GPU Memory Allocator
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let mut allocator = create_allocator(&instance, &device, physical_device)?;
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// 12. Graphics Pipeline Configuration
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let pipeline_layout = pipeline::create_pipeline_layout(&device)?;
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// One pipeline per raster pass, built up front so selecting a mode is a bind-time choice rather than a pipeline compilation stall. All variants share `pipeline_layout`; only their rasterisation and depth-compare state differs.
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let mut pipelines = [vk::Pipeline::null(); RasterPass::COUNT];
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for pass in RasterPass::ALL {
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pipelines[pass.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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pass.polygon_mode(),
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pass.depth_compare_op(),
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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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Ok(Self {
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_entry: entry,
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instance,
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debug_utils,
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debug_messenger,
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physical_device,
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device,
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graphics_queue,
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graphics_queue_index,
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surface_loader,
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surface,
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swapchain_loader,
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swapchain,
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swapchain_images,
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swapchain_format,
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swapchain_extent,
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swapchain_image_views: image_views,
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command_pool,
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command_buffers,
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allocator: Some(allocator),
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chunk_meshes: HashMap::new(),
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depth_image,
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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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pipelines,
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render_mode: RenderMode::default(),
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gpu_info,
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memory_budget,
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sync: Some(sync),
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current_frame: 0,
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present_mode: swapchain::present_mode_name(swapchain::PRESENT_MODE),
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frames_presented: 0,
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frames_skipped: 0,
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last_frame_stats: None,
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})
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}
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}
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/// Creates a GPU memory allocator.
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///
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/// # Errors
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///
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/// Returns [`RendererError::AllocationError`] if the allocator cannot be initialized.
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fn create_allocator(
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instance: &ash::Instance,
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device: &ash::Device,
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physical_device: vk::PhysicalDevice,
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) -> Result<gpu_allocator::vulkan::Allocator, RendererError> {
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let allocator_create_info = gpu_allocator::vulkan::AllocatorCreateDesc {
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instance: instance.clone(),
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device: device.clone(),
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physical_device,
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debug_settings: gpu_allocator::AllocatorDebugSettings::default(),
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buffer_device_address: false,
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allocation_sizes: gpu_allocator::AllocationSizes::default(),
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};
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let allocator = gpu_allocator::vulkan::Allocator::new(&allocator_create_info)
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.map_err(RendererError::AllocationError)?;
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Ok(allocator)
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}
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/// Creates the depth buffer resources (image, memory, and view).
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///
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/// # Errors
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///
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/// Returns [`RendererError::AllocationError`] if GPU memory cannot be allocated, or [`RendererError::VulkanError`] if the depth image or its view cannot be created.
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fn create_depth_resources(
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device: &ash::Device,
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allocator: &mut Allocator,
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extent: vk::Extent2D,
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) -> Result<(vk::Image, Allocation, vk::ImageView), RendererError> {
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let depth_format = vk::Format::D32_SFLOAT;
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let image_create_info = vk::ImageCreateInfo::default()
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.image_type(vk::ImageType::TYPE_2D)
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.format(depth_format)
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.extent(vk::Extent3D {
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width: extent.width,
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height: extent.height,
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depth: 1,
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})
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.mip_levels(1)
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.array_layers(1)
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.samples(vk::SampleCountFlags::TYPE_1)
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.tiling(vk::ImageTiling::OPTIMAL)
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.usage(vk::ImageUsageFlags::DEPTH_STENCIL_ATTACHMENT)
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.sharing_mode(vk::SharingMode::EXCLUSIVE)
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.initial_layout(vk::ImageLayout::UNDEFINED);
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let depth_image = unsafe { device.create_image(&image_create_info, None)? };
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let requirements = unsafe { device.get_image_memory_requirements(depth_image) };
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let depth_allocation = allocator.allocate(&gpu_allocator::vulkan::AllocationCreateDesc {
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name: "Depth Image",
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requirements,
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location: gpu_allocator::MemoryLocation::GpuOnly,
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linear: false,
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allocation_scheme: gpu_allocator::vulkan::AllocationScheme::GpuAllocatorManaged,
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})?;
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unsafe {
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device.bind_image_memory(
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depth_image,
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depth_allocation.memory(),
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depth_allocation.offset(),
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)?;
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}
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let view_create_info = vk::ImageViewCreateInfo::default()
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.image(depth_image)
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.view_type(vk::ImageViewType::TYPE_2D)
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.format(depth_format)
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.subresource_range(vk::ImageSubresourceRange {
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aspect_mask: vk::ImageAspectFlags::DEPTH,
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base_mip_level: 0,
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level_count: 1,
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base_array_layer: 0,
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layer_count: 1,
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});
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let depth_image_view = unsafe { device.create_image_view(&view_create_info, None)? };
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Ok((depth_image, depth_allocation, depth_image_view))
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}
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/// Helper function to create and populate a GPU buffer.
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///
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/// # Errors
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///
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/// Returns [`RendererError::AllocationError`] if GPU memory cannot be allocated, or [`RendererError::VulkanError`] if the buffer cannot be created or bound.
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fn create_gpu_buffer(
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device: &ash::Device,
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allocator: &mut Allocator,
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data: &[u8],
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usage: vk::BufferUsageFlags,
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name: &str,
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) -> Result<(vk::Buffer, Allocation), RendererError> {
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let size = data.len() as u64;
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let buffer_info = vk::BufferCreateInfo::default()
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.size(size)
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.usage(usage)
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.sharing_mode(vk::SharingMode::EXCLUSIVE);
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let buffer = unsafe { device.create_buffer(&buffer_info, None)? };
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let requirements = unsafe { device.get_buffer_memory_requirements(buffer) };
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let allocation = allocator.allocate(&gpu_allocator::vulkan::AllocationCreateDesc {
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name,
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requirements,
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location: gpu_allocator::MemoryLocation::CpuToGpu,
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linear: true,
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allocation_scheme: gpu_allocator::vulkan::AllocationScheme::GpuAllocatorManaged,
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})?;
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unsafe {
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device.bind_buffer_memory(buffer, allocation.memory(), allocation.offset())?;
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}
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let ptr = allocation
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.mapped_ptr()
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.ok_or(RendererError::NoSuitableGpu)?
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.as_ptr();
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unsafe {
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std::ptr::copy_nonoverlapping(data.as_ptr(), ptr.cast(), data.len());
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}
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Ok((buffer, allocation))
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}
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