feat(layout)!: move /gl and /vk into rendering directory

as I was adding the audio module I realized it looks really ugly that
the audio-related stuff will be in its own directory and the renderer
modules will be scattered in root directory it makes way more sense this
way

Signed-off-by: Lorenzo Torres <lorenzo@sagittarius-a.org>
This commit is contained in:
h3llll 2025-11-05 20:38:35 +02:00 committed by Lorenzo Torres
parent 5a4db88436
commit 1070d03815
14 changed files with 6187 additions and 8 deletions

60
rendering/vk/device.c Normal file
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/* SPDX-License-Identifier:BSD-3-Clause */
#include "device.h"
#include "physical_device.h"
#include "../../core/vector.h"
#include "../../core/log.h"
#include <string.h>
void vk_device_init(struct renderer_context *context)
{
struct vector *device_extensions = vector_init(0, sizeof(char *));
struct vector *physical_device_extensions = vk_physical_device_get_extensions(context);
for (usize i = 0; i < physical_device_extensions->length; i++) {
if (strcmp(((char **)physical_device_extensions->data)[i], "VK_KHR_portability_subset") == 0) {
/*
* The spec states that if VK_KHR_portability_subset is
* present in the physical device extensions, the
* device should also have that extension enabled.
*/
vector_push(device_extensions, char *, "VK_KHR_portability_subset");
}
free(((char **)physical_device_extensions->data)[i]);
}
f32 priority = 0.0;
VkDeviceQueueCreateInfo graphics_queue_create_info = {
.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO,
.queueFamilyIndex = context->queue_indices.graphics,
.queueCount = 1,
.pQueuePriorities = &priority
};
VkDeviceCreateInfo device_create_info = {
.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
.pNext = NULL,
.flags = 0,
.queueCreateInfoCount = 1,
.pQueueCreateInfos = &graphics_queue_create_info,
.enabledLayerCount = 0,
.ppEnabledLayerNames = NULL,
.enabledExtensionCount = device_extensions->length,
.ppEnabledExtensionNames = (const char **)device_extensions->data,
.pEnabledFeatures = NULL,
};
if (vkCreateDevice(context->physical_device, &device_create_info, NULL, &context->device) != VK_SUCCESS) {
fatal("Can't create Vulkan device.\n");
}
vkGetDeviceQueue(context->device, graphics_queue_create_info.queueFamilyIndex, 0, &context->graphics_queue);
vector_deinit(physical_device_extensions);
vector_deinit(device_extensions);
}
void vk_device_deinit(struct renderer_context *context)
{
vkDestroyDevice(context->device, NULL);
}

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rendering/vk/device.h Normal file
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/* SPDX-License-Identifier:BSD-3-Clause */
#ifndef DEVICE_H
#define DEVICE_H
#include "vk.h"
void vk_device_init(struct renderer_context *context);
void vk_device_deinit(struct renderer_context *context);
#endif

104
rendering/vk/instance.c Normal file
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/* SPDX-License-Identifier:BSD-3-Clause */
#include "instance.h"
#include "../../core/log.h"
#define RGFW_VULKAN
#include "../../rgfw.h"
#include "vk.h"
const char *extensions[] = {
#ifdef PLATFORM_MACOS
VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME,
VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME,
#endif
NULL
};
#ifdef DEBUG
const char *layers[] = {
"VK_LAYER_KHRONOS_validation"
};
#define LAYER_COUNT (sizeof(layers)/sizeof(layers[0]))
#else
#define LAYER_COUNT 0
const char *layers[] = {NULL};
#endif
/*
* Vulkan is modular by design. This means that some features that might not be
* always needed are not enabled by default. To enable those features (like
* macOS platform compatibility or windowing) extensions are needed. This
* function checks which extensions are required by RGFW and adds extensions
* required by the game itself.
*/
const char **vk_instance_extensions(usize * count)
{
usize rgfw_extension_count = 0;
const char **rgfw_extensions = RGFW_getRequiredInstanceExtensions_Vulkan(&rgfw_extension_count);
usize extension_count = sizeof(extensions) / sizeof(extensions[0]) - 1;
*count = rgfw_extension_count + extension_count;
const char **instance_extensions = malloc(*count * sizeof(char *));
log_info("Required Vulkan extensions: ");
for (usize i = 0; i < rgfw_extension_count; i++) {
printf("%s ", rgfw_extensions[i]);
instance_extensions[i] = rgfw_extensions[i];
}
for (usize i = 0; i < extension_count; i++) {
printf("%s ", extensions[i]);
instance_extensions[rgfw_extension_count + i] = extensions[i];
}
printf("\n");
return instance_extensions;
}
void vk_instance_init(struct renderer_context *context)
{
VkApplicationInfo application_info = {
.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO,
.pApplicationName = "topaz",
.applicationVersion = 0,
.pEngineName = "topaz",
.engineVersion = 0,
.apiVersion = VK_API_VERSION_1_4
};
usize extension_count = 0;
const char **extension_names = vk_instance_extensions(&extension_count);
VkInstanceCreateInfo instance_info = {
.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO,
.pApplicationInfo = &application_info,
.flags = VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR,
.enabledLayerCount = LAYER_COUNT,
.ppEnabledLayerNames = layers,
.enabledExtensionCount = extension_count,
.ppEnabledExtensionNames = extension_names,
};
VkResult result = vkCreateInstance(&instance_info, NULL, &context->instance);
switch (result) {
case VK_ERROR_INCOMPATIBLE_DRIVER:
free(extension_names);
fatal("Incompatible driver.\n");
case VK_ERROR_LAYER_NOT_PRESENT:
free(extension_names);
fatal("Requested vulkan layers are not present.\n");
case VK_SUCCESS:
log_info("Vulkan instance created.\n");
break;
default:
fatal("Can't create Vulkan instance.\n");
}
free(extension_names);
}
void vk_instance_deinit(struct renderer_context *context)
{
vkDestroyInstance(context->instance, NULL);
}

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rendering/vk/instance.h Normal file
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/* SPDX-License-Identifier:BSD-3-Clause */
#ifndef INSTANCE_H
#define INSTANCE_H
#include "../renderer.h"
void vk_instance_init(struct renderer_context *context);
void vk_instance_deinit(struct renderer_context *context);
#endif

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/* SPDX-License-Identifier:BSD-3-Clause */
#include "physical_device.h"
#include "../../core/log.h"
#include <stdio.h>
#include <string.h>
void vk_physical_device_pick(struct renderer_context *context)
{
u32 device_count = 0;
vkEnumeratePhysicalDevices(context->instance, &device_count, NULL);
VkPhysicalDevice *devices = malloc(sizeof(VkPhysicalDevice) * device_count);
if (vkEnumeratePhysicalDevices(context->instance, &device_count, devices) != VK_SUCCESS || device_count == 0) {
fatal("Can't get physical devices.\n");
}
log_info("Available devices:\n");
for (usize i = 0; i < device_count; i++) {
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(devices[i], &properties);
printf("%s\n", properties.deviceName);
}
context->physical_device = devices[0];
free(devices);
}
struct vector *vk_physical_device_get_extensions(struct renderer_context *context)
{
u32 property_count = 0;
VkExtensionProperties *properties = NULL;
vkEnumerateDeviceExtensionProperties(context->physical_device, NULL, &property_count, NULL);
struct vector *extensions = vector_init(property_count, sizeof(char *));
properties = (VkExtensionProperties *) malloc(sizeof(VkExtensionProperties) * property_count);
if (vkEnumerateDeviceExtensionProperties(context->physical_device, NULL, &property_count, properties) != VK_SUCCESS) {
free(properties);
fatal("Can't get physical device extension properties.\n");
}
for (usize i = 0; i < property_count; i++) {
char *name = malloc(strlen(properties[i].extensionName) + 1);
strcpy(name, properties[i].extensionName);
vector_push(extensions, char *, name);
}
free(properties);
return extensions;
}
void vk_physical_device_select_family_indices(struct renderer_context *context)
{
u32 property_count = 0;
VkQueueFamilyProperties *properties = NULL;
vkGetPhysicalDeviceQueueFamilyProperties(context->physical_device, &property_count, NULL);
properties = (VkQueueFamilyProperties *) malloc(sizeof(VkExtensionProperties) * property_count);
vkGetPhysicalDeviceQueueFamilyProperties(context->physical_device, &property_count, properties);
for (u32 i = 0; i < property_count; i++) {
VkQueueFamilyProperties prop = properties[i];
if (prop.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
context->queue_indices.graphics = i;
}
}
free(properties);
}

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/* SPDX-License-Identifier:BSD-3-Clause */
#ifndef PHYSICAL_DEVICE_H
#define PHYSICAL_DEVICE_H
#include "vk.h"
#include "../../types.h"
#include "../../core/vector.h"
/*
* Get the list of all available devices and pick the best option.
*/
void vk_physical_device_pick(struct renderer_context *context);
/*
* Get the list of all available device extensions and return a vector
* containing those.
*/
struct vector *vk_physical_device_get_extensions(struct renderer_context *context);
/*
* The physical device is responsible of selecting the queue family indices,
* used later by the device to create the queues. This function sets the family
* indices in the renderer context.
*/
void vk_physical_device_select_family_indices(struct renderer_context *context);
#endif

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rendering/vk/platform.c Normal file
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/* SPDX-License-Identifier:BSD-3-Clause */
#define RGFW_VULKAN
#define RGFW_IMPLEMENTATION
#include "../../rgfw.h"
#include <vulkan/vulkan.h>
#include "../../core/log.h"
#ifdef PLATFORM_MACOS
#include <vulkan/vulkan_macos.h>
#include <vulkan/vulkan_metal.h>
#endif
#include "../renderer.h"
/*
* This function is the entrypoint for the whole game. Its role is to
* initialize Vulkan, create the renderer and start the game loop.
*/
int platform_run(i32 argc, u8 * *argv)
{
(void)argc;
(void)argv;
log_info("Using Vulkan as rendering backend.\n");
RGFW_window *win = RGFW_createWindow("topaz", 0, 0, 800, 600, RGFW_windowCenter | RGFW_windowNoResize | RGFW_windowHide);
RGFW_window_show(win);
RGFW_window_setExitKey(win, RGFW_escape);
struct renderer_context *context = renderer_context_init();
while (RGFW_window_shouldClose(win) == RGFW_FALSE) {
RGFW_event event;
while (RGFW_window_checkEvent(win, &event));
}
renderer_context_deinit(context);
RGFW_window_close(win);
return 0;
}

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rendering/vk/renderer.c Normal file
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/* SPDX-License-Identifier:BSD-3-Clause */
#include "../renderer.h"
#include "instance.h"
#include "physical_device.h"
#include "device.h"
#include "vk.h"
#include "../../core/arena.h"
#include <stdlib.h>
#include <stdio.h>
struct renderer_context *renderer_context_init(void)
{
struct renderer_context *context = (struct renderer_context *)arena_alloc(global_arena, (sizeof(struct renderer_context)));
vk_instance_init(context);
vk_physical_device_pick(context);
vk_physical_device_select_family_indices(context);
vk_device_init(context);
return context;
}
void renderer_context_deinit(struct renderer_context *context)
{
vk_device_deinit(context);
vk_instance_deinit(context);
}
struct mesh *renderer_build_chunk_mesh(void)
{
return NULL;
}
void renderer_draw_mesh(struct renderer_context *context, struct mesh mesh)
{
(void) context;
(void)mesh;
}
void renderer_draw_chunk(struct renderer_context *context, struct mesh mesh)
{
(void)mesh;
(void)context;
}

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rendering/vk/vk.h Normal file
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/* SPDX-License-Identifier:BSD-3-Clause */
#ifndef VK_H
#define VK_H
#include <vulkan/vulkan.h>
#include "../../types.h"
struct queue_family_indices {
u32 graphics, present;
};
struct renderer_context {
VkInstance instance;
VkPhysicalDevice physical_device;
VkDevice device;
VkQueue graphics_queue;
struct queue_family_indices queue_indices;
};
#endif