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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@ -16,15 +16,308 @@ You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:UI;
import std;
import Crafter.Event;
import :Device;
import :Window;
import :RenderPass;
import :DescriptorHeapVulkan;
import :ImageVulkan;
import :VulkanBuffer;
import :ComputeShader;
import :FontAtlas;
import :Font;
export import :UILength;
export import :UIWidget;
export import :UILayout;
export import :UIDrawList;
export import :UIAtlas;
export import :UIWidgets;
export import :UITheme;
export import :UIHit;
export import :UIRenderer;
export import :UIScene;
export namespace Crafter {
// ─── push-constant header ───────────────────────────────────────────
// Mirrors shaders/ui-shared.glsl::UIDispatchHeader byte-for-byte. User
// shaders MUST embed this as the first member of their push-constant
// struct so UIRenderer::FillHeader works.
struct UIDispatchHeader {
std::uint32_t outImage;
std::uint32_t itemBuffer;
std::uint32_t surfaceWidth;
std::uint32_t surfaceHeight;
float clipX, clipY, clipW, clipH;
std::uint32_t itemCount;
std::uint32_t frameIdx;
std::uint32_t flags;
std::uint32_t _pad;
};
static_assert(sizeof(UIDispatchHeader) == 48);
// ─── standard item PODs (match GLSL std430) ─────────────────────────
struct QuadItem {
float x, y, w, h;
float r, g, b, a;
float cTL, cTR, cBR, cBL; // per-corner radius in px
float outline, oR, oG, oB; // outline thickness + RGB
};
static_assert(sizeof(QuadItem) == 64);
struct CircleItem {
float cx, cy, radius, _p0;
float r, g, b, a;
float outline, oR, oG, oB;
};
static_assert(sizeof(CircleItem) == 48);
struct ImageItem {
float x, y, w, h;
float u0, v0, u1, v1;
float tR, tG, tB, tA;
std::uint32_t texSlot, sampSlot, _p1, _p2;
};
static_assert(sizeof(ImageItem) == 64);
struct GlyphItem {
float x, y, w, h;
float u0, v0, u1, v1;
float r, g, b, a;
};
static_assert(sizeof(GlyphItem) == 48);
// ─── tiny rect-carving helper ───────────────────────────────────────
// Pure value semantics. No engine, just convenience. Skip if you'd rather
// compute pixels yourself.
struct Rect {
float x = 0, y = 0, w = 0, h = 0;
enum class Anchor { Top, Bottom, Left, Right };
// Returns a sub-rect of `size` along the given anchor edge of self.
// Does not modify `*this`. (Use `.Inset(...)` to drop a margin first.)
Rect SubRect(float size, Anchor a) const noexcept {
switch (a) {
case Anchor::Top: return { x, y, w, std::min(size, h) };
case Anchor::Bottom: return { x, y + h - std::min(size, h), w, std::min(size, h) };
case Anchor::Left: return { x, y, std::min(size, w), h };
case Anchor::Right: return { x + w - std::min(size, w), y, std::min(size, w), h };
}
return *this;
}
Rect Inset(float padding) const noexcept {
return Inset(padding, padding, padding, padding);
}
Rect Inset(float top, float right, float bottom, float left) const noexcept {
float nw = std::max(0.0f, w - left - right);
float nh = std::max(0.0f, h - top - bottom);
return { x + left, y + top, nw, nh };
}
bool Contains(float px, float py) const noexcept {
return px >= x && px < x + w && py >= y && py < y + h;
}
static Rect FromWindow(const Window& win) noexcept {
return { 0, 0, static_cast<float>(win.width), static_cast<float>(win.height) };
}
};
// ─── per-frame callback args ────────────────────────────────────────
struct UIBuildArgs {
VkCommandBuffer cmd;
std::uint32_t frameIdx;
};
// ─── UIRenderer ─────────────────────────────────────────────────────
// One per Window (typically). Owns the four standard compute shaders,
// pre-allocates heap slots for the swapchain images, and exposes a thin
// dispatch helper for both the standard shaders and user-supplied ones.
//
// Workflow:
// 1. Construct, configure (set fontAtlas if drawing text).
// 2. Initialize(window, heap, initCmd) — once, after window.descriptorHeap
// is set and before window.FinishInit().
// 3. window.passes.push_back(&ui).
// 4. Listen on `onBuild`. Inside the callback, fill your item buffers,
// flush them, and call DispatchQuads / DispatchCircles / DispatchImages
// / DispatchText / Dispatch as needed. Library inserts a SHADER_WRITE
// → SHADER_READ|WRITE memory barrier between consecutive dispatches.
class UIRenderer : public RenderPass {
public:
// Pre-loaded standard shaders (public so users can call Dispatch
// directly with them if they want to embed extra push-constant fields
// beyond the standard header).
ComputeShader drawQuads;
ComputeShader drawCircles;
ComputeShader drawImages;
ComputeShader drawText;
// Optional. If set before Initialize, the atlas is registered into a
// sampled-image slot + linear sampler slot, and Update(cmd) is called
// at the top of every Record() so any glyphs ensured during onBuild
// make it to the GPU before the text dispatch reads them.
FontAtlas* fontAtlas = nullptr;
// User callback. Subscribe by holding a Crafter::EventListener<UIBuildArgs>:
// EventListener<UIBuildArgs> sub(&ui.onBuild, [&](UIBuildArgs a) { ... });
// Listener lifetime governs the subscription.
Crafter::Event<UIBuildArgs> onBuild;
UIRenderer() = default;
UIRenderer(const UIRenderer&) = delete;
UIRenderer& operator=(const UIRenderer&) = delete;
// Default shader paths assume Crafter.Build placed the .spv files
// alongside the consumer binary (this is what cfg.shaders does).
void Initialize(Window& window, DescriptorHeapVulkan& heap, VkCommandBuffer initCmd,
std::filesystem::path quadsSpv = "ui-quads.comp.spv",
std::filesystem::path circlesSpv = "ui-circles.comp.spv",
std::filesystem::path imagesSpv = "ui-images.comp.spv",
std::filesystem::path textSpv = "ui-text.comp.spv");
// RenderPass interface — invoked from Window::Render.
void Record(VkCommandBuffer cmd, std::uint32_t frameIdx, Window& window) override;
// ─── helpers used inside `onBuild` ─────────────────────────────
// Builds a populated header. `clipRectPx` defaults to "no clip".
UIDispatchHeader FillHeader(std::uint32_t itemBufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f},
std::uint32_t flags = 0) const noexcept;
// Convenience: dispatches the named standard shader. Group count is
// computed from the window's surface size — the standard shaders
// dispatch one workgroup per 8×8 screen tile and iterate every item
// in the buffer in order, so item ORDER in the buffer == draw order
// on screen (later items overdraw earlier ones, race-free).
void DispatchQuads(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchCircles(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchImages(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
// For DispatchText, the font atlas image+sampler slots are taken from
// UIRenderer's Initialize-time registration (see fontAtlasImageSlot()
// / fontAtlasSamplerSlot()). Set `fontAtlas` before Initialize.
void DispatchText(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
// Generic dispatch — for user-authored shaders. Inserts the standard
// pre-dispatch barrier (skipped on the first call per frame).
void Dispatch(VkCommandBuffer cmd, const ComputeShader& shader,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy = 1, std::uint32_t gz = 1);
// Allocates a heap slot for the buffer and writes its descriptor into
// every per-frame heap. The user's mapped buffer is shared across
// frames — fine because Window::Render currently waits idle before
// submitting the next frame. Returns the slot index for use in headers.
template<typename T, bool Mapped>
std::uint16_t RegisterBuffer(VulkanBuffer<T, Mapped>& buffer);
// Same for an ImageVulkan-managed sampled image (e.g. a user texture).
// Caller specifies the layout the image will be sampled in (typically
// VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL).
template<typename Pixel>
std::uint16_t RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Allocates a sampler slot and writes a VkSamplerCreateInfo into
// every per-frame sampler heap. v1 takes the create-info inline.
std::uint16_t RegisterSampler(const VkSamplerCreateInfo& info);
// Convenience: a linear-filter, clamp-to-edge sampler. Returns the
// slot. Useful for the FontAtlas and most plain image sampling.
std::uint16_t RegisterLinearClampSampler();
// Shapes a UTF-8 string into glyph quads at (x, y) baseline. Calls
// FontAtlas::Ensure for each codepoint (rasterising on first use),
// emits one GlyphItem per visible glyph, returns the count written.
// Use this to fill a GlyphItem buffer that you then dispatch.
// Cursor advances along +X. No line-wrap, no kerning — single line.
std::uint32_t ShapeText(Font& font, float pxSize,
float x, float baselineY,
std::string_view utf8,
std::array<float,4> color,
GlyphItem* out, std::uint32_t outCapacity,
float* outAdvance = nullptr);
// Read after Initialize: the slot the font atlas was registered into.
// 0xFFFF means "no atlas" (set fontAtlas before Initialize).
std::uint16_t FontAtlasImageSlot() const noexcept { return fontAtlasImageSlot_; }
std::uint16_t FontAtlasSamplerSlot() const noexcept { return fontAtlasSamplerSlot_; }
private:
Window* window_ = nullptr;
DescriptorHeapVulkan* heap_ = nullptr;
// One image slot used for the swapchain output. In each per-frame
// heap, that slot points at THAT frame's swapchain image. So the
// shader's `uiImages[hdr.outImage]` is always the current frame's
// swapchain image regardless of which heap is bound.
std::uint16_t outImageSlot_ = 0;
// Stable VkImageViewCreateInfos for the descriptor heap to ingest.
// These must outlive the write call.
VkImageViewCreateInfo atlasViewCreateInfo_{};
std::uint16_t fontAtlasImageSlot_ = 0xFFFF;
std::uint16_t fontAtlasSamplerSlot_ = 0xFFFF;
bool firstDispatchThisFrame_ = true;
void WriteSwapchainDescriptors();
void WriteFontAtlasDescriptor();
// Helper used by RegisterBuffer template (defined in impl). Writes the
// address-range descriptor at `slot` into all per-frame heaps.
void WriteBufferDescriptor(std::uint16_t slot, VkDeviceAddress address, std::uint32_t size);
// Helper used by RegisterImage template — writes a sampled-image at
// `slot` referring to a stable VkImageViewCreateInfo (caller stores).
void WriteSampledImageDescriptor(std::uint16_t slot,
const VkImageViewCreateInfo& viewInfo,
VkImageLayout layout);
};
// ─── template-method implementations ────────────────────────────────
template<typename T, bool Mapped>
std::uint16_t UIRenderer::RegisterBuffer(VulkanBuffer<T, Mapped>& buffer) {
auto range = heap_->AllocateBufferSlots(1);
WriteBufferDescriptor(range.firstElement, buffer.address, buffer.size);
// GLSL `descriptor_heap` indexes buffer-typed views in buffer-descriptor
// units from heap byte 0; the actual buffer region starts past the
// image region at `bufferStartElement`. Return the absolute index so
// the user just hands it to FillHeader without thinking about it.
return static_cast<std::uint16_t>(heap_->bufferStartElement + range.firstElement);
}
template<typename Pixel>
std::uint16_t UIRenderer::RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout) {
auto range = heap_->AllocateImageSlots(1);
// Build a stable view-create-info that lives as long as the heap reads
// it. We co-locate it on the renderer for the font atlas; for arbitrary
// user images we lean on the fact that vkWriteResourceDescriptorsEXT
// copies the view descriptor immediately. (Validated by the heap spec:
// the descriptor is materialised at write time, the create-info need
// not persist past the call.)
VkImageViewCreateInfo info {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = image.image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = format,
.components = {
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
},
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = image.mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
WriteSampledImageDescriptor(range.firstElement, info, layout);
return range.firstElement;
}
}