Implemented mesh batching at startup

This commit is contained in:
Lorenzo Torres 2025-08-07 19:48:40 +02:00
parent 1ed403dc9e
commit 214317e0bf
5 changed files with 181 additions and 114 deletions

View file

@ -1,5 +1,6 @@
const std = @import("std");
const vk = @import("vulkan.zig");
const Mesh = @import("Mesh.zig");
const Texture = vk.Texture;
const c = vk.c;
const frames_in_flight = vk.frames_in_flight;
@ -162,9 +163,9 @@ pub fn transitionImageLayout(self: Self, image: c.VkImage, format: c.VkFormat, o
pub fn draw(self: Self, indices: u32, frame: usize) void {
pub fn draw(self: Self, indices: u32, frame: usize, mesh: Mesh) void {
std.debug.assert(frame < frames_in_flight);
c.vkCmdDrawIndexed(self.command_buffers[frame], indices, 1, 0, 0, 0);
c.vkCmdDrawIndexed(self.command_buffers[frame], indices, 1, mesh.index_buffer, mesh.vertex_buffer, 0);
}
pub fn findMemoryType(self: Self, filter: u32, properties: c.VkMemoryPropertyFlags) error{NoSuitableMemory}!u32 {

View file

@ -5,9 +5,13 @@ const vk = @import("vulkan.zig");
const Texture = vk.Texture;
const c = vk.c;
const math = @import("math");
const gltf = @import("gltf.zig");
const Allocator = std.mem.Allocator;
layout: c.VkPipelineLayout,
handle: c.VkPipeline,
vertex_buffer: vk.Buffer,
index_buffer: vk.Buffer,
texture_set_layout: c.VkDescriptorSetLayout,
descriptor_pool: c.VkDescriptorPool,
descriptor_set: c.VkDescriptorSet,
@ -25,7 +29,164 @@ light_pos: [*]f32,
const Self = @This();
pub fn init(allocator: std.mem.Allocator, device: vk.Device, swapchain: vk.Swapchain, render_pass: vk.RenderPass, vertex_shader: c.VkShaderModule, fragment_shader: c.VkShaderModule) !Self {
pub const Builder = struct {
current_vertex: i32 = 0,
current_index: u32 = 0,
vertex_buffers: std.ArrayList(vk.Buffer),
index_buffers: std.ArrayList(vk.Buffer),
device: vk.Device,
allocator: Allocator,
pub fn init(allocator: Allocator, device: vk.Device) Builder {
return .{
.vertex_buffers = std.ArrayList(vk.Buffer).init(allocator),
.index_buffers = std.ArrayList(vk.Buffer).init(allocator),
.device = device,
.allocator = allocator,
};
}
pub fn addMesh(self: *Builder, path: []const u8) !Mesh {
const gltf_data = try gltf.parseFile(self.allocator, path);
const vertex_buffer = try createVertexBuffer(self.allocator, self.device, gltf_data);
const index_buffer = try createIndexBuffer(self.allocator, self.device, gltf_data);
const vertex_cursor = self.current_vertex;
const index_cursor = self.current_index;
self.current_vertex += @intCast(vertex_buffer.size);
self.current_index += @intCast(index_buffer.size);
try self.vertex_buffers.append(vertex_buffer);
try self.index_buffers.append(index_buffer);
return .{
.vertex_buffer = vertex_cursor,
.index_buffer = index_cursor,
.index_count = @intCast(index_buffer.size / @sizeOf(u16)),
};
}
pub fn build(self: *Builder, swapchain: vk.Swapchain, render_pass: vk.RenderPass, vertex_shader: c.VkShaderModule, fragment_shader: c.VkShaderModule) !Self {
const vertex_buffer, const index_buffer = try self.createBuffers();
return Self.init(self.allocator, self.device, swapchain, render_pass, vertex_shader, fragment_shader, vertex_buffer, index_buffer);
}
pub fn createBuffers(self: *Builder) !struct { vk.Buffer, vk.Buffer } {
const vertex_buffer = try self.device.initBuffer(vk.BufferUsage{ .vertex_buffer = true, .transfer_dst = true }, vk.BufferFlags{ .device_local = true }, @intCast(self.current_vertex));
var vertex_cursor = @as(usize, 0);
for (self.vertex_buffers.items) |buffer| {
try buffer.copyTo(self.device, vertex_buffer, vertex_cursor);
vertex_cursor += buffer.size;
buffer.deinit(self.device.handle);
}
const index_buffer = try self.device.initBuffer(vk.BufferUsage{ .index_buffer = true, .transfer_dst = true }, vk.BufferFlags{ .device_local = true }, self.current_index);
var index_cursor = @as(usize, 0);
for (self.index_buffers.items) |buffer| {
try buffer.copyTo(self.device, index_buffer, index_cursor);
index_cursor += buffer.size;
buffer.deinit(self.device.handle);
}
self.vertex_buffers.deinit();
self.index_buffers.deinit();
return .{
vertex_buffer,
index_buffer,
};
}
fn createVertexBuffer(allocator: Allocator, device: vk.Device, gltf_data: anytype) !vk.Buffer {
const vertices = gltf_data.vertices;
const normals = gltf_data.normals;
const uvs = gltf_data.uvs;
defer allocator.free(uvs);
defer allocator.free(normals);
defer allocator.free(vertices);
const final_array = try allocator.alloc([8]f32, vertices.len);
defer allocator.free(final_array);
for (vertices, normals, uvs, final_array) |vertex, normal, uv, *final| {
final[0] = vertex[0];
final[1] = vertex[1];
final[2] = vertex[2];
final[3] = normal[0];
final[4] = normal[1];
final[5] = normal[2];
final[6] = uv[0];
final[7] = uv[1];
}
var data: [*c]?*anyopaque = null;
const buffer = try device.initBuffer(vk.BufferUsage{ .transfer_src = true }, vk.BufferFlags{ .host_visible = true, .host_coherent = true }, @sizeOf([8]f32) * vertices.len);
try vk.mapError(vk.c.vkMapMemory(
device.handle,
buffer.memory,
0,
buffer.size,
0,
@ptrCast(&data),
));
if (data) |ptr| {
const gpu_vertices: [*]Mesh.Vertex = @ptrCast(@alignCast(ptr));
@memcpy(gpu_vertices, @as([]Mesh.Vertex, @ptrCast(final_array[0..])));
}
vk.c.vkUnmapMemory(device.handle, buffer.memory);
const vertex_buffer = try device.initBuffer(vk.BufferUsage{ .vertex_buffer = true, .transfer_dst = true, .transfer_src = true }, vk.BufferFlags{ .device_local = true }, @sizeOf(Mesh.Vertex) * vertices.len);
try buffer.copyTo(device, vertex_buffer, 0);
buffer.deinit(device.handle);
return vertex_buffer;
}
pub fn createIndexBuffer(allocator: Allocator, device: anytype, gltf_data: anytype) !vk.Buffer {
const indices = gltf_data.indices;
defer allocator.free(indices);
var data: [*c]?*anyopaque = null;
const buffer = try device.initBuffer(vk.BufferUsage{ .transfer_src = true }, vk.BufferFlags{ .host_visible = true, .host_coherent = true }, @sizeOf(u16) * indices.len);
try vk.mapError(vk.c.vkMapMemory(
device.handle,
buffer.memory,
0,
buffer.size,
0,
@ptrCast(&data),
));
if (data) |ptr| {
const gpu_indices: [*]u16 = @ptrCast(@alignCast(ptr));
@memcpy(gpu_indices, indices[0..]);
}
vk.c.vkUnmapMemory(device.handle, buffer.memory);
const index_buffer = try device.initBuffer(vk.BufferUsage{ .index_buffer = true, .transfer_dst = true, .transfer_src = true }, vk.BufferFlags{ .device_local = true }, @sizeOf(u16) * indices.len);
try buffer.copyTo(device, index_buffer, 0);
buffer.deinit(device.handle);
return index_buffer;
}
};
pub fn init(allocator: Allocator, device: vk.Device, swapchain: vk.Swapchain, render_pass: vk.RenderPass, vertex_shader: c.VkShaderModule, fragment_shader: c.VkShaderModule, vertex_buffer: vk.Buffer, index_buffer: vk.Buffer) !Self {
const vertex_shader_stage_info: c.VkPipelineShaderStageCreateInfo = .{
.sType = c.VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = c.VK_SHADER_STAGE_VERTEX_BIT,
@ -439,6 +600,8 @@ pub fn init(allocator: std.mem.Allocator, device: vk.Device, swapchain: vk.Swapc
.diffuse_sampler = try vk.Sampler.init(device),
.textures = std.ArrayList(c.VkDescriptorSet).init(allocator),
.light_pos = light_pos,
.vertex_buffer = vertex_buffer,
.index_buffer = index_buffer,
};
}

View file

@ -6,6 +6,10 @@ const c = vk.c;
const Mesh = @This();
vertex_buffer: i32,
index_buffer: u32,
index_count: u32,
pub const Vertex = struct {
position: [3]f32,
normal: [3]f32,
@ -55,102 +59,6 @@ pub const Vertex = struct {
}
};
vertex_buffer: vk.Buffer,
index_buffer: vk.Buffer,
pub fn createVertexBuffer(allocator: Allocator, device: anytype) !vk.Buffer {
const gltf_data = try gltf.parseFile(allocator, "assets/models/cube.glb");
const vertices = gltf_data.vertices;
const normals = gltf_data.normals;
const uvs = gltf_data.uvs;
defer allocator.free(uvs);
defer allocator.free(normals);
defer allocator.free(vertices);
defer allocator.free(gltf_data.indices);
const final_array = try allocator.alloc([8]f32, vertices.len);
defer allocator.free(final_array);
for (vertices, normals, uvs, final_array) |vertex, normal, uv, *final| {
final[0] = vertex[0];
final[1] = vertex[1];
final[2] = vertex[2];
final[3] = normal[0];
final[4] = normal[1];
final[5] = normal[2];
final[6] = uv[0];
final[7] = uv[1];
}
var data: [*c]?*anyopaque = null;
const buffer = try device.initBuffer(vk.BufferUsage{ .transfer_src = true }, vk.BufferFlags{ .host_visible = true, .host_coherent = true }, @sizeOf([8]f32) * vertices.len);
try vk.mapError(vk.c.vkMapMemory(
device.handle,
buffer.memory,
0,
buffer.size,
0,
@ptrCast(&data),
));
if (data) |ptr| {
const gpu_vertices: [*]Vertex = @ptrCast(@alignCast(ptr));
@memcpy(gpu_vertices, @as([]Vertex, @ptrCast(final_array[0..])));
}
vk.c.vkUnmapMemory(device.handle, buffer.memory);
const vertex_buffer = try device.initBuffer(vk.BufferUsage{ .vertex_buffer = true, .transfer_dst = true }, vk.BufferFlags{ .device_local = true }, @sizeOf(Vertex) * vertices.len);
try buffer.copyTo(device, vertex_buffer);
buffer.deinit(device.handle);
return vertex_buffer;
}
pub fn createIndexBuffer(allocator: Allocator, device: anytype) !vk.Buffer {
const gltf_data = try gltf.parseFile(allocator, "assets/models/cube.glb");
const indices = gltf_data.indices;
defer allocator.free(indices);
defer allocator.free(gltf_data.vertices);
defer allocator.free(gltf_data.normals);
defer allocator.free(gltf_data.uvs);
var data: [*c]?*anyopaque = null;
const buffer = try device.initBuffer(vk.BufferUsage{ .transfer_src = true }, vk.BufferFlags{ .host_visible = true, .host_coherent = true }, @sizeOf(u16) * indices.len);
try vk.mapError(vk.c.vkMapMemory(
device.handle,
buffer.memory,
0,
buffer.size,
0,
@ptrCast(&data),
));
if (data) |ptr| {
const gpu_indices: [*]u16 = @ptrCast(@alignCast(ptr));
@memcpy(gpu_indices, indices[0..]);
}
vk.c.vkUnmapMemory(device.handle, buffer.memory);
const index_buffer = try device.initBuffer(vk.BufferUsage{ .index_buffer = true, .transfer_dst = true }, vk.BufferFlags{ .device_local = true }, @sizeOf(u16) * indices.len);
try buffer.copyTo(device, index_buffer);
buffer.deinit(device.handle);
return index_buffer;
}
pub fn init(allocator: Allocator, device: anytype) !Mesh {
const vertex_buffer = try Mesh.createVertexBuffer(allocator, device);
const index_buffer = try Mesh.createIndexBuffer(allocator, device);

View file

@ -17,8 +17,7 @@ render_pass: vk.RenderPass,
swapchain: vk.Swapchain,
graphics_pipeline: vk.GraphicsPipeline,
current_frame: u32,
vertex_buffer: vk.Buffer,
index_buffer: vk.Buffer,
mesh: Mesh,
transform: math.Transform,
previous_time: std.time.Instant,
@ -37,7 +36,9 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
const swapchain = try vk.Swapchain.init(allocator, surface, device, physical_device, render_pass);
var graphics_pipeline = try vk.GraphicsPipeline.init(allocator, device, swapchain, render_pass, vertex_shader, fragment_shader);
var pipeline_builder = vk.GraphicsPipeline.Builder.init(allocator, device);
const mesh = try pipeline_builder.addMesh("assets/models/cube.glb");
var graphics_pipeline = try pipeline_builder.build(swapchain, render_pass, vertex_shader, fragment_shader);
// TODO: I think the renderer shouldn't have to interact with buffers. I think the API should change to
// something along the lines of
@ -46,8 +47,6 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
// renderer.render(some_other_thing);
// ...
// renderer.submit()
const triangle = try Mesh.init(allocator, device);
const texture = try Texture.init("assets/textures/container.png", device);
const diffuse = try Texture.init("assets/textures/container_specular.png", device);
@ -66,18 +65,14 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
.swapchain = swapchain,
.graphics_pipeline = graphics_pipeline,
.current_frame = 0,
// TODO: Why are we storing the buffer and not the Mesh?
.vertex_buffer = triangle.vertex_buffer,
.index_buffer = triangle.index_buffer,
.transform = math.Transform.init(.{0.0, 0.0, 0.0}, .{1.0, 1.0, 1.0}, .{0.0, 0.0, 0.0}),
.previous_time = try std.time.Instant.now(),
.mesh = mesh,
};
}
pub fn deinit(self: Renderer) void {
self.device.waitIdle();
self.index_buffer.deinit(self.device.handle);
self.vertex_buffer.deinit(self.device.handle);
self.graphics_pipeline.deinit(self.device);
self.swapchain.deinit(self.device);
self.render_pass.deinit(self.device);
@ -113,10 +108,10 @@ pub fn render(pool: *ecs.Pool) anyerror!void {
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.bindVertexBuffer(renderer.graphics_pipeline.vertex_buffer, renderer.current_frame);
renderer.device.bindIndexBuffer(renderer.graphics_pipeline.index_buffer, renderer.current_frame);
renderer.device.bindDescriptorSets(renderer.graphics_pipeline, renderer.current_frame, 0);
renderer.device.draw(@intCast(renderer.index_buffer.size / @sizeOf(u16)), renderer.current_frame);
renderer.device.draw(renderer.mesh.index_count, renderer.current_frame, renderer.mesh);
renderer.render_pass.end(renderer.device, renderer.current_frame);
try renderer.device.endCommand(renderer.current_frame);

View file

@ -83,12 +83,12 @@ pub const Buffer = struct {
memory: c.VkDeviceMemory,
size: usize,
pub fn copyTo(self: Buffer, device: anytype, dest: Buffer) !void {
pub fn copyTo(self: Buffer, device: anytype, dest: Buffer, offset: usize) !void {
const command_buffer = try device.beginSingleTimeCommands();
const copy_region: c.VkBufferCopy = .{
.srcOffset = 0,
.dstOffset = 0,
.dstOffset = offset,
.size = self.size,
};