new input system

This commit is contained in:
Jorijn van der Graaf 2026-05-12 00:24:48 +02:00
commit ac2eb7fb0a
31 changed files with 3292 additions and 781 deletions

View file

@ -24,6 +24,7 @@ module;
export module Crafter.Graphics:Mesh;
import std;
import Crafter.Math;
import Crafter.Asset;
import :VulkanBuffer;
export namespace Crafter {
@ -33,11 +34,25 @@ export namespace Crafter {
VulkanBuffer<char, false> blasBuffer;
VulkanBuffer<Vector<float, 3, 3>, true> vertexBuffer;
VulkanBuffer<std::uint32_t, true> indexBuffer;
// Lives until the cmd buffer issued by the compressed Build path
// completes execution. Kept as a member so the recorded
// vkCmdDecompressMemoryEXT references valid memory until the queue
// submit signals — caller must not re-Build or destroy the Mesh
// before that submit's fence is signaled (same contract as the
// existing uncompressed path).
VulkanBuffer<std::byte, true> compressedStaging;
VkAccelerationStructureGeometryTrianglesDataKHR blasData;
VkAccelerationStructureGeometryKHR blas;
VkAccelerationStructureKHR accelerationStructure;
VkDeviceAddress blasAddr;
bool opaque;
void Build(std::span<Vector<float, 3, 3>> verticies, std::span<std::uint32_t> indicies, VkCommandBuffer cmd);
// GPU path: decompresses vertex (region 0) and index (region 1) streams
// from asset.blob into vertexBuffer / indexBuffer using
// VK_EXT_memory_decompression. Falls back to CPU decode + the
// uncompressed Build if Device::memoryDecompressionSupported is false.
// Region 2 (data) is not consumed here — the caller decompresses it
// into their own buffer if needed (or uses Compression::DecompressCPU).
void Build(const ::Crafter::CompressedMeshAsset& asset, VkCommandBuffer cmd);
};
}