UI rewrite 3rd attempt

This commit is contained in:
Jorijn van der Graaf 2026-05-02 21:08:20 +02:00
commit 1f5697326c
48 changed files with 2155 additions and 6190 deletions

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// Custom UI compute shader. Demonstrates the Tier 1 dispatch path:
// the user defines their own item struct, writes their own GLSL alongside
// the standard shaders (sharing the same UIDispatchHeader contract via
// ui-shared.glsl), and dispatches it via UIRenderer::Dispatch.
//
// What it does: each item is a circle. For every pixel the workgroup tile
// owns, if the pixel falls inside any item-circle, the pixel's RGB is
// inverted (1 - rgb). Composes naturally with whatever previous dispatches
// drew into the swapchain image — works on top of standard quads, custom
// effects, anything.
#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
// Application-defined item: just (cx, cy, radius, _pad). Layout matches the
// C++ InverseCircleItem struct in main.cpp byte-for-byte under std430.
struct InverseCircleItem {
vec4 centerRadius;
};
layout(descriptor_heap, std430) readonly buffer InvCircleBuf {
InverseCircleItem items[];
} invCircleHeap[];
// NVIDIA workaround — same per-member-load pattern the library shaders use
// for the descriptor-heap'd SSBO composite-load issue.
InverseCircleItem LoadInverseCircleItem(uint heap, uint i) {
InverseCircleItem it;
it.centerRadius = invCircleHeap[heap].items[i].centerRadius;
return it;
}
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec2 sp = vec2(screenPx) + 0.5;
// Find the strongest circle coverage at this pixel — using max instead
// of literal per-item invert so overlapping circles don't double-invert
// back to the original.
float coverage = 0.0;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
InverseCircleItem it = LoadInverseCircleItem(pc.hdr.itemBuffer, i);
vec2 c = it.centerRadius.xy;
float r = it.centerRadius.z;
float d = length(sp - c) - r;
coverage = max(coverage, clamp(0.5 - d, 0.0, 1.0));
}
if (coverage <= 0.0) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
dst.rgb = mix(dst.rgb, vec3(1.0) - dst.rgb, coverage);
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}

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// Tier 1 demo: a user-authored compute shader dispatched alongside the
// standard ones. The custom shader inverts RGB in the area covered by a
// list of circles. The mouse-tracking circle moves; two static ones sit
// on a striped background drawn with the standard DrawQuads shader.
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Event;
import std;
using namespace Crafter;
// Application-side item POD. Matches `struct InverseCircleItem { vec4
// centerRadius; }` in inverse-circle.comp.glsl byte-for-byte.
struct InverseCircleItem {
float cx, cy, radius, _pad;
};
int main() {
Device::Initialize();
Window window(1280, 720, "Custom Shader");
VkCommandBuffer init = window.StartInit();
DescriptorHeapVulkan heap;
heap.Initialize(/*images*/ 8, /*buffers*/ 8, /*samplers*/ 4);
window.descriptorHeap = &heap;
UIRenderer ui;
ui.Initialize(window, heap, init);
window.passes.push_back(&ui);
// Load the user-authored shader. Same wrapper as the four shipped with
// the library — there is no privileged path.
ComputeShader inverseCircle;
inverseCircle.Load("inverse-circle.comp.spv");
// User-owned buffers.
VulkanBuffer<QuadItem, true> quadsBuf;
VulkanBuffer<InverseCircleItem, true> invBuf;
quadsBuf.Create(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, 64);
invBuf.Create(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, 16);
auto quadsSlot = ui.RegisterBuffer(quadsBuf);
auto invSlot = ui.RegisterBuffer(invBuf);
EventListener<UIBuildArgs> buildSub(&ui.onBuild, [&](UIBuildArgs a) {
VkCommandBuffer cmd = a.cmd;
Rect canvas = Rect::FromWindow(window);
// Six vertical stripes covering the canvas — gives the inverse
// circles something visibly different to invert.
std::array<std::array<float, 4>, 6> palette = {{
{0.95f, 0.30f, 0.30f, 1.0f},
{0.95f, 0.65f, 0.20f, 1.0f},
{0.95f, 0.95f, 0.20f, 1.0f},
{0.30f, 0.85f, 0.30f, 1.0f},
{0.20f, 0.55f, 0.95f, 1.0f},
{0.65f, 0.30f, 0.95f, 1.0f},
}};
std::uint32_t qc = 0;
float stripeW = canvas.w / 6.0f;
for (int i = 0; i < 6; ++i) {
quadsBuf.value[qc++] = QuadItem{
i * stripeW, 0, stripeW, canvas.h,
palette[i][0], palette[i][1], palette[i][2], palette[i][3],
0, 0, 0, 0,
0, 0, 0, 0,
};
}
// Three inverse circles: one tracking the mouse, two stationary.
std::uint32_t ic = 0;
invBuf.value[ic++] = { window.currentMousePos.x, window.currentMousePos.y, 100.0f, 0.0f };
invBuf.value[ic++] = { canvas.w * 0.25f, canvas.h * 0.5f, 60.0f, 0.0f };
invBuf.value[ic++] = { canvas.w * 0.75f, canvas.h * 0.5f, 80.0f, 0.0f };
// Standard dispatch first — paints the stripes.
if (qc > 0) {
quadsBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
ui.DispatchQuads(cmd, quadsSlot, qc);
}
// Custom dispatch second — reads the stripes, inverts under
// circles, writes back. The library inserts the inter-dispatch
// SHADER_WRITE → SHADER_READ|WRITE barrier automatically.
if (ic > 0) {
invBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
struct PC { UIDispatchHeader hdr; } pc { ui.FillHeader(invSlot, ic) };
std::uint32_t gx = (window.width + 7) / 8;
std::uint32_t gy = (window.height + 7) / 8;
ui.Dispatch(cmd, inverseCircle, &pc, sizeof(pc), gx, gy, 1);
}
});
window.FinishInit();
window.Render();
window.StartUpdate();
window.StartSync();
}

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import std;
import Crafter.Build;
namespace fs = std::filesystem;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
Configuration* graphics = LocalProject({
.projectFile = "../../project.cpp",
.args = std::vector<std::string>(args.begin(), args.end()),
});
Configuration cfg;
cfg.path = "./";
cfg.name = "CustomShader";
cfg.outputName = "CustomShader";
ApplyStandardArgs(cfg, args);
cfg.dependencies = { graphics };
std::array<fs::path, 0> ifaces = {};
std::array<fs::path, 1> impls = { "main" };
cfg.GetInterfacesAndImplementations(ifaces, impls);
cfg.shaders.emplace_back(fs::path("inverse-circle.comp.glsl"), std::string("main"), ShaderType::Compute);
return cfg;
}