moved rendering to a system.

To ensure that the rendering system is being run in the main thread, I
added the concept of "Sync systems", so that when a system group is
created it's possible to specify whether it's possible to run it on a
separate thread or not.
This commit is contained in:
Lorenzo Torres 2025-03-29 16:15:56 +01:00
parent fd7973173f
commit 16a2a40418
9 changed files with 85 additions and 64 deletions

View file

@ -1,4 +1,5 @@
const c = @import("c.zig");
const ecs = @import("ecs");
const std = @import("std");
const vk = @import("vulkan.zig");
pub const Window = @import("Window.zig");
@ -18,7 +19,7 @@ current_frame: u32,
vertex_buffer: vk.Buffer,
index_buffer: vk.Buffer,
pub fn create(allocator: Allocator, w: Window) !Renderer {
pub fn init(allocator: Allocator, w: Window) !Renderer {
const instance = try vk.Instance.create(allocator);
const surface = try vk.Surface.create(instance, w);
@ -61,7 +62,7 @@ pub fn create(allocator: Allocator, w: Window) !Renderer {
};
}
pub fn destroy(self: Renderer) void {
pub fn deinit(self: Renderer) void {
self.device.waitIdle();
self.index_buffer.destroy(self.device.handle);
self.vertex_buffer.destroy(self.device.handle);
@ -73,22 +74,24 @@ pub fn destroy(self: Renderer) void {
self.instance.destroy();
}
// TODO: tick is maybe a bad name? something like present() or submit() is better?
pub fn tick(self: *Renderer) !void {
try self.device.waitFence(self.current_frame);
const image = try self.swapchain.nextImage(self.device, self.current_frame);
try self.device.resetCommand(self.current_frame);
try self.device.beginCommand(self.current_frame);
self.render_pass.begin(self.swapchain, self.device, image, self.current_frame);
self.graphics_pipeline.bind(self.device, self.current_frame);
self.device.bindVertexBuffer(self.vertex_buffer, self.current_frame);
self.device.bindIndexBuffer(self.index_buffer, self.current_frame);
self.device.bindDescriptorSets(self.graphics_pipeline, self.current_frame);
self.device.draw(@intCast(self.index_buffer.size / @sizeOf(u16)), self.current_frame);
self.render_pass.end(self.device, self.current_frame);
try self.device.endCommand(self.current_frame);
// TODO: render is maybe a bad name? something like present() or submit() is better?
pub fn render(pool: *ecs.Pool) anyerror!void {
var renderer = pool.resources.renderer;
try self.device.submit(self.swapchain, image, self.current_frame);
try renderer.device.waitFence(renderer.current_frame);
const image = try renderer.swapchain.nextImage(renderer.device, renderer.current_frame);
try renderer.device.resetCommand(renderer.current_frame);
try renderer.device.beginCommand(renderer.current_frame);
renderer.render_pass.begin(renderer.swapchain, renderer.device, image, renderer.current_frame);
renderer.graphics_pipeline.bind(renderer.device, renderer.current_frame);
renderer.device.bindVertexBuffer(renderer.vertex_buffer, renderer.current_frame);
renderer.device.bindIndexBuffer(renderer.index_buffer, renderer.current_frame);
renderer.device.bindDescriptorSets(renderer.graphics_pipeline, renderer.current_frame);
renderer.device.draw(@intCast(renderer.index_buffer.size / @sizeOf(u16)), renderer.current_frame);
renderer.render_pass.end(renderer.device, renderer.current_frame);
try renderer.device.endCommand(renderer.current_frame);
self.current_frame = (self.current_frame + 1) % 2;
try renderer.device.submit(renderer.swapchain, image, renderer.current_frame);
renderer.current_frame = (renderer.current_frame + 1) % 2;
}