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53 Commits

Author SHA1 Message Date
446670bd29 Various debug to check lighting 2026-02-23 23:13:06 -05:00
581656568b Debug options: Stop moving light, camera and cubes.
F1 to have free camera
2026-02-23 22:05:46 -05:00
3277624ec2 Support lighting using a graphics buffer that is kep open! 2026-02-23 19:24:57 -05:00
4312ecd172 Fix crash on linux with proton 2026-02-22 22:22:42 -05:00
1056301981 Fix some errors with meshrenderer moving to engine that gemini didnt have time to fix
Will have to resync how to load more meshes. Probably need a command to do it but for now not needed.
2026-02-22 17:47:46 -05:00
932c45d844 New skyboxrenderer + moved meshrenderer inside engine and out from main to clean that up 2026-02-22 17:16:21 -05:00
a781facd48 Factorized Push Data 2026-02-22 15:54:09 -05:00
1e1ec84fa1 Added normals to vertexdata 2026-02-22 15:21:35 -05:00
f98be3c7f3 Made a ship version
Remove imgui from ship release, script to export fast. Can read assets from dev folder and ship folder.
2026-02-22 14:19:59 -05:00
bc6ce3afb6 remove log file 2026-02-22 12:22:34 -05:00
816fdc27b1 Fixed the weird stutter and added fps in title bar 2026-02-22 12:22:06 -05:00
b38cc5e3d5 Fix release 2026-02-22 12:08:03 -05:00
431015f009 Added rotation functions for matrix 2026-02-22 11:24:59 -05:00
a7947bfa17 Made MeshRenderer able to take a matrix transform for each mesh, and we are now able to draw 100 cubes.
Claude OPus helpes with implementation
2026-02-21 23:27:27 -05:00
8e83cd32f6 Fixed MeshRenderer, our cube is now totally drawn by mesh renderer ! 2026-02-21 22:45:20 -05:00
2362cefbc0 Fixed imgui and debug display renderer (nothing was actually broken but request were never flushed ... ) 2026-02-21 18:35:39 -05:00
bbd1095227 Some bug fix + debug level log that is not displayed by default 2026-02-21 18:16:13 -05:00
49fc0a24d1 Meshrenderer first step. Adding logs to debug a weird crash since the add of mesh renderer and some clean up. 2026-02-21 14:04:02 -05:00
e1eb9976ad na 2026-02-16 11:14:51 -05:00
3492cf52d8 Merge remote-tracking branch 'origin/main' 2026-02-16 11:14:32 -05:00
762cfe52cf Fix autoclose command + condition to pause the console only if no debugger and no autoclose 2026-02-16 11:14:21 -05:00
7a5bb0526f Fix autoclose command + condition to pause the console only if no debugger and no autoclose 2026-02-16 11:13:53 -05:00
b6e9d95552 misc change 2026-02-16 10:38:02 -05:00
87831d0fd6 Added basic concept of Mesh
Right now can create a quad or a cube.
Need a mesh renderer taht keep the buffer and all to optimally handle the mega buffer.
2026-02-15 17:44:48 -05:00
c2a5cb84b2 made claude opus update the skills and workflow 2026-02-15 13:35:49 -05:00
4ca3ef1706 Added temp arena and use it in hot reload 2026-02-15 13:33:27 -05:00
38f8662d80 Fixing some VectorArena to use external arena and reduce the number of alloc.
Made the passing of name to arena more flexible
2026-02-14 22:28:32 -05:00
36ee786128 Delete current_run.log 2026-02-14 21:28:22 -05:00
60e1656d88 Delete test.txt 2026-02-14 21:28:13 -05:00
f8fd1dc05e Merge pull request 'removing-memory-arena' (#2) from removing-memory-arena into main
Reviewed-on: #2
2026-02-14 21:26:10 -05:00
dfd7279e84 Fix build error in release 2026-02-14 18:12:19 -05:00
5a22a172a6 Removed the old Memory Arena and converted all to the new one 2026-02-14 18:09:47 -05:00
6260d9aacf Squashed commit of the following:
commit c138fe98ce
Author: Patedam <pgillen.pro@gmail.com>
Date:   Sat Feb 14 16:47:51 2026 -0500

    Updated the memory viewer to have better naming, tooltip, zoom, etc.
    Made by claude opus

commit 16120dd865
Author: Patedam <pgillen.pro@gmail.com>
Date:   Sat Feb 14 15:57:01 2026 -0500

    Made memory arena debugger show the new arenas. Made by gemini
2026-02-14 16:48:54 -05:00
be113fa89d Cleaned up vector unit test useless lines 2026-02-14 11:30:02 -05:00
96169123dd Merge pull request 'Reallocate-Arena' (#1) from Reallocate-Arena into main
Reviewed-on: #1
2026-02-14 11:24:29 -05:00
5337d4cb66 Made gemini improve and fix unit tests
Found and fixed some bugs at the same time
2026-02-13 23:00:14 -05:00
c6552d2def Allow reallocating when we use external arena.
Internal arena do not need reallocate as it is consecutive memory
2026-02-13 22:02:11 -05:00
6a6f34516c Fixed push back 2026-02-13 21:56:27 -05:00
536f6c5c60 Using reallocate for Vector. WIP, unit test not passing 2026-02-12 21:51:15 -05:00
f73b8284bb Adding base to reallocate + unit test 2026-02-10 23:01:42 -05:00
679edf48ed Converted everything that was using the old "EngineArena" to our new Arena type 2026-02-08 22:21:31 -05:00
0876ed8205 Port all window management to the new memory arena 2026-02-08 15:01:09 -05:00
16c3a6052f Adding more unit tests and fixing the last errors 2026-02-07 23:12:48 -05:00
76f094de4f fixing includes 2026-02-07 22:36:47 -05:00
f58a856308 Merge remote-tracking branch 'origin/main' 2026-02-07 22:28:50 -05:00
0a2310d18f clean vector unit tst 2026-02-07 22:28:33 -05:00
1d2b48c89e Supprimer log_direct.txt 2026-02-07 22:27:43 -05:00
3edd23996e Unit test for vector 2026-02-07 22:25:32 -05:00
6f4fc75b66 Added support for easily adding unit tests.
made by gemini, there is a mistake vector test are verifying std, but will be changed next iteration
2026-02-07 18:22:45 -05:00
84fe295e18 Vector class using arena 2026-02-07 18:06:09 -05:00
84f82ba478 More memory arena unit test
Starting to converting the display system to the new memory arena.
2026-02-07 16:21:18 -05:00
4d66261c9f Converted log manager to use arenas 2026-02-02 22:13:50 -05:00
45ef1134f7 Updating memory arena by hand because Gemini did something weird.
Added some os functions for memory handling.
Starting conversion to memory arena
2026-01-31 23:20:26 -05:00
131 changed files with 5279 additions and 1952 deletions

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@@ -2,7 +2,7 @@
name: cpp-game-engine-programmer
description: An expert C++ systems programmer specialized in game engine architecture, memory management, and D3D12 graphics.
trusted_commands:
- "misc\agent_build.bat *"
- "misc\\agent_build.bat *"
---
# C++ Game Engine Programmer Skill
@@ -10,21 +10,16 @@ trusted_commands:
## Role
You are a senior engine architect for the Juliet project. Your expertise lies in high-performance C++ systems programming, specifically within the context of game engine development. You value performance, memory efficiency, and maintainability.
## Coding Guidelines
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule. Pay special attention to `static_cast`/`reinterpret_cast` (never C-style casts), `auto*`/`auto&`, mandatory braces, and `[[nodiscard]]`.
## Focus Areas
1. **High Performance**: Always consider cache locality and CPU cycle cost.
2. **Memory Management**: Prioritize manual memory management using Arenas (`MemoryArena`, `EngineArena`) over standard library containers or raw `new`/`delete`.
3. **Unified Style**: Enforce the project's coding style strictly.
## Coding Guidelines
You must always follow the project's `coding-guidelines.md`. Key tenets include:
- **No Exceptions**: Use asserts and return codes.
- **[[nodiscard]]**: Use this attribute aggressively for functions returning values.
- **Type Safety**: Use strong types (CamelCase).
- **Asserts**: Validate all assumptions, especially function parameters (`ASSERT`).
- **Self-Documenting Code**: Prefer clear naming over excessive comments.
## Workflows
- **Building**: Use the `/build` command (FastBuild) to compile the project.
- **Building**: Use the `/build` workflow (FastBuild) to compile the project.
- **Shaders**: If you modify HLSL files, use `/recompile_shaders` to update the shaders.
- **Unit Tests**: When creating a new system, always implement a unit test. Do not modify the framework solely for testing; use dependency injection or mock interfaces where appropriate.

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@@ -2,24 +2,21 @@
name: debugger-programmer
description: An expert C++ systems programmer specialized in game engine debugging
trusted_commands:
- "miscagent_build.bat *"
- "misc\\agent_build.bat *"
---
# C++ Game Engine Programmer Skill
# C++ Game Engine Debugger Skill
## Role
You are a senior engine architect for the Juliet project. Your expertise lies in debugging C++ game engine. You add logs and use debug tricks to find the root cause of the issues.
You are a senior engine architect for the Juliet project. Your expertise lies in debugging C++ game engines. You add logs and use debug tricks to find the root cause of issues.
## Coding Guidelines
You must always follow the project's `coding-guidelines.md`. Key tenets include:
- **No Exceptions**: Use asserts and return codes.
- **[[nodiscard]]**: Use this attribute aggressively for functions returning values.
- **Type Safety**: Use strong types (CamelCase).
- **Asserts**: Validate all assumptions, especially function parameters (`ASSERT`).
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule. Even in debug/diagnostic code, use proper casts, braces, and `[[nodiscard]]`.
## Workflows
- **Building**: Use the misc\Agent_build.bat or the /build command to compile the project.
- **Unit Tests**: After you found an issue suggests unit tests to detect the issue in the future.
- **Building**: Use the `/build` workflow to compile the project.
- **Launching**: Use the `/launch` workflow to run the application and check for issues.
- **Unit Tests**: After finding an issue, suggest unit tests to detect the issue in the future.
## Tone
Professional, technical, and precise. Focus on explaining your debugging strategy.

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@@ -1,6 +1,9 @@
---
name: graphics-programmer
description: An expert in 3D rendering, shader development (HLSL), and visual aesthetics, acting as a bridge between technical implementation and artistic vision.
trusted_commands:
- "misc\\agent_build.bat *"
- "misc\\recompile_shaders.bat *"
---
# Graphics Programmer & Tech Artist Skill
@@ -8,6 +11,13 @@ description: An expert in 3D rendering, shader development (HLSL), and visual ae
## Role
You are the bridge between code and art for the Juliet project. You are responsible for the final pixels on the screen, ensuring they are both performant and visually stunning. You speak fluent C++ (D3D12) and HLSL.
## Coding Guidelines
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule. This applies to both C++ (D3D12) code and HLSL shaders.
### HLSL Specifics
- Use meaningful variable names.
- Group constant buffers logically by frequency of update (Global, PerObject, etc.).
## Focus Areas
1. **Visual Excellence**: Never settle for "it works." Make it look "premium." Use lighting, shadows, and post-processing to enhance the aesthetic.
2. **Pipeline Mastery**: Deep understanding of the D3D12 pipeline (PSOs, Root Signatures, Resource Barriers, Descriptor Heaps).
@@ -15,16 +25,9 @@ You are the bridge between code and art for the Juliet project. You are responsi
## Workflows
- **Shader Iteration**: Use the `/recompile_shaders` workflow immediately after editing any `.hlsl` file to catch syntax errors early.
- **Building**: Use the `/build` workflow to compile C++ changes.
- **Performance**: Be mindful of GPU bandwidth and generic overdraw.
- **Debugging**: Think like a frame capture (PIX/RenderDoc). Visualize data (normals, depth, etc.) if unsure.
## Coding Guidelines
- **HLSL**:
- Use meaningful variable names.
- Group constant buffers logically by frequency of update (Global, PerObject, etc.).
- **C++ (D3D12)**:
- Follow the general `coding-guidelines.md`.
- Ensure correct `D3D12_RESOURCE_BARRIER` usage to avoid race conditions.
## Tone
Creative, collaborative, and highly technical. You are excited about graphics techniques (PBR, Raytracing, etc.) but grounded in the reality of shipping a performant frame.

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@@ -1,6 +1,9 @@
---
name: video-game-tester
description: A rigorous QA specialist and test automation engineer focused on verifying game stability and correctness.
trusted_commands:
- "misc\\agent_build.bat *"
- "misc\\launch.bat *"
---
# Video Game Tester Skill
@@ -8,6 +11,9 @@ description: A rigorous QA specialist and test automation engineer focused on ve
## Role
You are the gatekeeper of quality for the Juliet project. Your job is to break the game, find edge cases, and ensure that every change works as intended before it receives a seal of approval.
## Coding Guidelines
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule, even when writing test harness or verification code.
## Focus Areas
1. **Verification**: Never assume a change works. Always run the game.
2. **Reproduction**: If you find an issue, define clear steps to reproduce it.
@@ -17,7 +23,7 @@ You are the gatekeeper of quality for the Juliet project. Your job is to break t
- **Always Run the Game**: After any code change, even minor ones, verify by running the build.
- **Launch Command**: Use the `/launch` workflow.
- **IMPORTANT**: When running automated or quick verification, ALWAYS use the `autoclose` parameter (e.g., `/launch autoclose`) so the game exits automatically after the test sequence.
- **Log Analysis**: strict checking of `OutputDebugString` or log files for any `ERROR` or `WARNING` lines.
- **Log Analysis**: Strict checking of `misc\agent_output.log` for any `ERROR` or `WARNING` lines after a build or launch.
- **Visual Inspection**: Report any visual artifacts, flickering, or incorrect rendering immediately.
## Reporting

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@@ -3,15 +3,19 @@ description: Build the Juliet project using FastBuild
---
// turbo-all
// @auto-approve: true
This workflow sets up the Juliet build environment and runs `fbuild`.
This workflow builds the Juliet project and writes output to `misc\agent_output.log`.
1. To build a specific configuration (e.g., msvc-Debug):
`misc\agent_build.bat clang-Debug"`
1. To build the default (clang-Debug):
// turbo
`misc\agent_build.bat clang 2>&1 | tee misc\agent_output.log`
2. To build the default clang:
`misc\agent_build.bat clang"`
2. To build a specific configuration (e.g., clang-Debug, msvc-Debug):
// turbo
`misc\agent_build.bat clang-Debug 2>&1 | tee misc\agent_output.log`
3. To see all available targets:
`misc\agent_build.bat -showtargets"`
// turbo
`misc\agent_build.bat -showtargets 2>&1 | tee misc\agent_output.log`
4. Check build results by reading `misc\agent_output.log`.

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@@ -2,5 +2,12 @@
description: Launch the Juliet application
---
1. Run the launch script
misc\launch.bat autoclose
// turbo-all
This workflow launches the Juliet application and writes output to `misc\agent_output.log`.
1. Run the launch script:
// turbo
`misc\launch.bat autoclose 2>&1 | tee misc\agent_output.log`
2. Check launch results by reading `misc\agent_output.log`.

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@@ -4,7 +4,10 @@ description: Recompile shaders for the Juliet project
// turbo-all
This workflow recompiles all shaders using the `recompile_shaders.bat` script.
This workflow recompiles all shaders and writes output to `misc\agent_output.log`.
1. Recompile all shaders:
`misc\recompile_shaders.bat"`
// turbo
`misc\recompile_shaders.bat 2>&1 | tee misc\agent_output.log`
2. Check shader compilation results by reading `misc\agent_output.log`.

3
.gitignore vendored
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@@ -13,6 +13,7 @@
.idea/
.vs/
[Ii]ntermediate/
[sS]hip/
# Logs
build_*.txt
@@ -51,3 +52,5 @@ launch_*.txt
*.out
*.app
misc/agent_error.log
misc/agent_output_ship.log

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@@ -0,0 +1,292 @@
# Lighting & Skybox Plan
## Current State
| Item | Current |
|------|---------|
| Vertex format | `float3 Position` + `float4 Color` (28 bytes, no normals) |
| Vertex shader | [Triangle.vert.hlsl](file:///w:/Classified/Juliet/Assets/source/Triangle.vert.hlsl) — bindless buffer read, `mul(VP, mul(Model, pos))` |
| Fragment shader | [SolidColor.frag.hlsl](file:///w:/Classified/Juliet/Assets/source/SolidColor.frag.hlsl) — passthrough `return Color` |
| Push constants | `ViewProjection` + `Model` + `BufferIndex` + extras |
| Texturing | None — no sampler usage, no texture reads |
---
## Phase 1: Add Normals to Vertex Data
Lighting requires normals. This is the foundation for everything else.
### Vertex Format Change
```diff
struct Vertex
{
float Position[3];
+ float Normal[3];
float Color[4];
};
```
- **Stride**: 28 → 40 bytes
- Update `Triangle.vert.hlsl` stride constant: `uint stride = 40;`
- Load normal after position: `float3 normal = asfloat(buffer.Load3(offset + 12));`
- Load color shifts to: `float4 col = asfloat(buffer.Load4(offset + 24));`
### Files to modify
| File | Change |
|------|--------|
| [VertexData.h](file:///w:/Classified/Juliet/Juliet/include/Graphics/VertexData.h) | Add `float Normal[3]` to `Vertex` |
| [MeshRenderer.cpp](file:///w:/Classified/Juliet/Juliet/src/Graphics/MeshRenderer.cpp) | Update `AddCube()` to include per-face normals |
| [Triangle.vert.hlsl](file:///w:/Classified/Juliet/Assets/source/Triangle.vert.hlsl) | Update stride, load normal, pass to fragment |
---
## Phase 2: Basic Directional Light (Diffuse)
Simple single directional light with diffuse (Lambert) shading.
### Approach: Push light data through RootConstants
Add light direction and color to `RootConstants.hlsl` and the C++ `PushData`:
```hlsl
// RootConstants.hlsl additions
float3 LightDirection; // Normalized, world-space
float _LightPad;
float3 LightColor;
float AmbientIntensity;
```
```cpp
// PushData additions
Vector3 LightDirection;
float _LightPad;
Vector3 LightColor;
float AmbientIntensity;
```
### Shader Changes
**Vertex shader** — transform normal to world space and pass it to fragment:
```hlsl
// Triangle.vert.hlsl output struct
struct Output
{
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float4 Position : SV_Position;
};
// In main():
float3 worldNormal = mul((float3x3)Model, normal);
output.WorldNormal = worldNormal;
```
> [!NOTE]
> Using `(float3x3)Model` for normal transform is only correct for uniform-scale transforms. For non-uniform scale, you'd need the inverse-transpose. Fine for now with translation-only transforms.
**Fragment shader** — apply Lambert diffuse:
```hlsl
// SolidColor.frag.hlsl → rename to Lit.frag.hlsl
#include "RootConstants.hlsl"
float4 main(float4 Color : TEXCOORD0, float3 WorldNormal : TEXCOORD1) : SV_Target0
{
float3 N = normalize(WorldNormal);
float NdotL = saturate(dot(N, -LightDirection));
float3 diffuse = Color.rgb * LightColor * NdotL;
float3 ambient = Color.rgb * AmbientIntensity;
return float4(diffuse + ambient, Color.a);
}
```
### Files to modify
| File | Change |
|------|--------|
| [RootConstants.hlsl](file:///w:/Classified/Juliet/Assets/source/RootConstants.hlsl) | Add light params |
| [MeshRenderer.h](file:///w:/Classified/Juliet/Juliet/include/Graphics/MeshRenderer.h) | Add light params to `PushData` |
| [Triangle.vert.hlsl](file:///w:/Classified/Juliet/Assets/source/Triangle.vert.hlsl) | Pass world normal to fragment |
| [SolidColor.frag.hlsl](file:///w:/Classified/Juliet/Assets/source/SolidColor.frag.hlsl) | Lambert diffuse + ambient |
| [DebugDisplayRenderer.cpp](file:///w:/Classified/Juliet/Juliet/src/Graphics/DebugDisplayRenderer.cpp) | Update push data struct to match new layout |
| [main.cpp](file:///w:/Classified/Juliet/JulietApp/main.cpp) | Set `LightDirection`, `LightColor`, `AmbientIntensity` |
---
## Phase 3: Skybox
A skybox renders a cubemap texture behind all geometry, giving the scene a background.
### Approach: Fullscreen-triangle with inverse VP
Render a fullscreen triangle as the very last thing (or first with depth write off), sample a cubemap using the camera view direction reconstructed from screen coordinates.
### New Assets
- **Skybox cubemap texture** — a `.dds` or 6 `.png` face images loaded as a `TextureCube`
- **New shaders**: `Skybox.vert.hlsl` + `Skybox.frag.hlsl`
### Shader Design
**Vertex shader** — fullscreen triangle using `SV_VertexID`:
```hlsl
// Skybox.vert.hlsl
#include "RootConstants.hlsl"
struct Output
{
float3 ViewDir : TEXCOORD0;
float4 Position : SV_Position;
};
Output main(uint vertexID : SV_VertexID)
{
Output output;
// Fullscreen triangle
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
float4 clipPos = float4(uv * 2.0 - 1.0, 1.0, 1.0);
clipPos.y = -clipPos.y;
output.Position = clipPos;
// Reconstruct view direction from clip space
// InverseViewProjection needs to be added to RootConstants
float4 worldPos = mul(InverseViewProjection, clipPos);
output.ViewDir = worldPos.xyz / worldPos.w;
return output;
}
```
**Fragment shader** — sample cubemap:
```hlsl
// Skybox.frag.hlsl
#include "RootConstants.hlsl"
float4 main(float3 ViewDir : TEXCOORD0) : SV_Target0
{
TextureCube skybox = ResourceDescriptorHeap[TextureIndex];
SamplerState samp = SamplerDescriptorHeap[0]; // Linear clamp
return skybox.Sample(samp, normalize(ViewDir));
}
```
### Pipeline Requirements
| Setting | Value |
|---------|-------|
| Depth write | **Off** (skybox is infinitely far) |
| Depth test | **LessEqual** or **Off** (render behind everything) |
| Cull mode | **None** (fullscreen triangle) |
| Draw call | `Draw(3, 0)` — no vertex buffer needed |
### New C++ Components
1. **Cubemap loading** — need to create `TextureCube` from 6 face images or a `.dds` cubemap file
2. **Skybox pipeline** — new `GraphicsPipeline` with the skybox shaders and the pipeline settings above
3. **Sampler** — need at least one linear sampler in the sampler heap (may already exist for ImGui)
4. **`InverseViewProjection`** — add to `RootConstants` and compute in C++ via a `MatrixInverse` function
> [!IMPORTANT]
> `MatrixInverse` needs to be implemented in `Matrix.h`. This is a non-trivial 4×4 matrix inversion (adjugate/determinant method or Gauss-Jordan).
### Files to modify/create
| File | Change |
|------|--------|
| [NEW] `Skybox.vert.hlsl` | Fullscreen triangle + view direction |
| [NEW] `Skybox.frag.hlsl` | Cubemap sample |
| [RootConstants.hlsl](file:///w:/Classified/Juliet/Assets/source/RootConstants.hlsl) | Add `InverseViewProjection` |
| [Matrix.h](file:///w:/Classified/Juliet/Juliet/include/Core/Math/Matrix.h) | Add `MatrixInverse()` |
| [MeshRenderer.h](file:///w:/Classified/Juliet/Juliet/include/Graphics/MeshRenderer.h) | Add `InverseViewProjection` to `PushData` |
| [main.cpp](file:///w:/Classified/Juliet/JulietApp/main.cpp) | Create skybox pipeline, load cubemap, render skybox |
---
## Recommended Implementation Order
```mermaid
graph LR
A["Phase 1<br/>Add Normals"] --> B["Phase 2<br/>Directional Light"]
B --> C["Phase 3<br/>Skybox"]
```
1. **Phase 1** (normals) is the smallest and unblocks Phase 2
2. **Phase 2** (lighting) gives the cubes visible 3D depth immediately
3. **Phase 3** (skybox) is independent of lighting but benefits from having `MatrixInverse` and sampler infrastructure
> [!TIP]
> Phases 1+2 together are a single session of work (~8 files). Phase 3 is larger due to cubemap loading and new pipeline creation.
---
## Open Questions (Answered)
1. **Cubemap source****Procedural gradient skybox** chosen because asset loading infrastructure is not yet established.
2. **Sampler heap** — Evaluate what exists. However, with a procedural skybox, we won't need a sampler for Phase 3! (The sky color can be procedurally generated from the reconstructed view direction).
3. **Specular****Blinn-Phong** specular, structured in an agnostic way so PBR (physically based rendering) parameters can be plugged in later.
---
## Phase 4: Forward Rendered Entity Lights
A simple, fast forward renderer using a Global Structured Buffer for entity-based point lights.
### Approach: Bindless Global Lights Buffer
Instead of passing each light via PushConstants, we pass a `StructuredBuffer<PointLight>` index and iterate over the active lights in the fragment shader.
### New C++ Components
```cpp
struct PointLight
{
Vector3 Position;
float Radius;
Vector3 Color;
float Intensity;
};
```
1. **Lights Buffer Allocation**: Allocate a `StructuredBuffer` large enough for all potential lights (e.g., max 1024).
2. **Buffer Upload**: Loop through the active game entity lights every frame and upload them using the TransferBuffer system.
3. **PushData Update**:
- `uint32 LightsBufferIndex`
- `uint32 ActiveLightCount`
### Shader Design
**Fragment Shader Expansion** loop over all `ActiveLightCount` to compute the attenuation and diffuse, then accumulate.
```hlsl
StructuredBuffer<PointLight> lights = ResourceDescriptorHeap[LightsBufferIndex];
float3 totalDiffuse = Color.rgb * LightColor * NdotL; // Include Directional Sun
for (uint i = 0; i < ActiveLightCount; ++i)
{
PointLight light = lights[i];
float3 lightVector = light.Position - WorldPosition;
float distance = length(lightVector);
if (distance > light.Radius) continue;
float3 L = lightVector / distance;
float NdotL = saturate(dot(N, L));
float attenuation = 1.0 - saturate(distance / light.Radius);
attenuation *= attenuation; // inverse square-ish
totalDiffuse += Color.rgb * light.Color * light.Intensity * NdotL * attenuation;
}
```
> [!NOTE]
> Passing `WorldPosition` to the Fragment shader from the Vertex shader is required for positional lighting.

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@@ -13,8 +13,8 @@ Output main(uint vertexIndex : SV_VertexID)
// Retrieve the vertex buffer using SM6.6 bindless syntax
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// TextureIndex is used as vertex offset for consolidated buffer (depth-tested at 0, overlay at halfMax)
uint actualVertexIndex = vertexIndex + TextureIndex;
// VertexOffset is used as vertex offset for consolidated buffer (depth-tested at 0, overlay at halfMax)
uint actualVertexIndex = vertexIndex + VertexOffset;
// Vertex layout: float3 Position (12 bytes) + float4 Color (16 bytes) = 28 bytes stride
uint stride = 28;

View File

@@ -8,31 +8,7 @@ struct Input
float4 main(Input input) : SV_Target0
{
// Retrieve the texture using SM6.6 bindless syntax
// Texture2D texture = ResourceDescriptorHeap[TextureIndex]; (Must cast to Texture2D<float4>)
// Wait, ResourceDescriptorHeap indexing returns a wrapper, usually we use Textures[TextureIndex]?
// Juliet seems to use `ResourceDescriptorHeap` for Buffers.
// Let's check Triangle.vert/frag.
// In bindless, usually:
// Texture2D<float4> tex = ResourceDescriptorHeap[TextureIndex];
// SamplerState samp = SamplerDescriptorHeap[0]; // Assuming static sampler or passed index
// I need to check how Juliet accesses textures.
// I'll assume standard SM6.6 usage.
Texture2D<float4> tex = ResourceDescriptorHeap[TextureIndex];
SamplerState samp = SamplerDescriptorHeap[0]; // Point sampler or Linear? ImGui usually uses Linear.
// D3D12GraphicsDevice.cpp created static samplers.
// Root signature has Static Samplers.
// RegisterSpace 0.
// Sampler register 0 is Point/Nearest?
// Let's check CreateGraphicsRootSignature in D3D12GraphicsDevice.cpp.
// It creates s_nearest at 0.
// If I want Linear, I might need another sampler or rely on s_nearest for font (pixel art font?)
// Default ImGui font is usually antialiased, so Linear is preferred.
// But pixel aligned UI...
// I will use `SamplerDescriptorHeap[0]` for now.
SamplerState samp = SamplerDescriptorHeap[0];
return input.Color * tex.Sample(samp, input.UV);
}

View File

@@ -18,14 +18,10 @@ Output main(uint vertexIndex : SV_VertexID)
{
Output output;
// Retrieve the vertex buffer using SM6.6 bindless syntax
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// Add VertexOffset for indexed drawing with bindless buffers
// (SV_VertexID in indexed draw is raw index from index buffer, doesn't include BaseVertexLocation)
uint actualVertexIndex = vertexIndex + VertexOffset;
// ImDrawVert stride = 20 bytes (Vec2 pos + Vec2 uv + uint color)
uint stride = 20;
uint offset = actualVertexIndex * stride;
@@ -33,34 +29,12 @@ Output main(uint vertexIndex : SV_VertexID)
float2 uv = asfloat(buffer.Load2(offset + 8));
uint col = buffer.Load(offset + 16);
// Unpack color (uint to float4)
// ImGui colors are 0xAABBGGRR (ABGR packed)
// We need to unpack to float4.
// HLSL unpacks as little endian.
// uint 0xAABBGGRR -> byte0=RR, byte1=GG, byte2=BB, byte3=AA
float4 c;
c.x = float(col & 0xFF) / 255.0f;
c.y = float((col >> 8) & 0xFF) / 255.0f;
c.z = float((col >> 16) & 0xFF) / 255.0f;
c.w = float((col >> 24) & 0xFF) / 255.0f;
// Transform
// ImGui sends pixel coordinates.
// We need to transform to NDC [-1, 1].
// PushConstants should contain Scale and Translate.
// float2 Scale = 2.0 / DisplaySize
// float2 Translate = -1.0 - (DisplayPos * Scale)
// We will assume PushConstants are float2 Scale, float2 Translate.
// Struct in RootConstants.hlsl?
// RootConstants.hlsl likely defines `cbuffer PushConstants : register(b0)`.
// Let's assume standard push constants usage.
// Debug.vert.hlsl used `ViewProjection`.
// We need to customize PushConstants or reuse `ViewProjection` slot?
// Juliet uses 128 bytes of push constants.
// We can map float4 ProjectionMatrix (or similar).
// Use Scale and Translate from RootConstants
output.Position = float4(pos * Scale + Translate, 0.0f, 1.0f);
output.Color = c;
output.UV = uv;

View File

@@ -1,15 +1,39 @@
#ifndef ROOT_CONSTANTS_HLSL
#define ROOT_CONSTANTS_HLSL
struct PointLight
{
float3 Position;
float Radius;
float3 Color;
float Intensity;
};
struct TransformData
{
row_major float4x4 Model;
};
cbuffer RootConstants : register(b0, space0)
{
row_major float4x4 ViewProjection;
uint MeshIndex;
uint TransformsBufferIndex;
uint BufferIndex;
uint TextureIndex;
uint VertexOffset; // Base vertex for indexed drawing with bindless buffers
uint _Padding; // Padding for alignment
float2 Scale; // 2D scale factor
float2 Translate; // 2D translation
float2 _Padding2; // Explicit padding to align LightDirection to 16 bytes
float3 GlobalLightDirection; // Normalized, world-space
float GlobalLightPad;
float3 GlobalLightColor;
float GlobalAmbientIntensity;
uint LightBufferIndex;
uint ActiveLightCount;
};

View File

@@ -0,0 +1,26 @@
#include "RootConstants.hlsl"
float4 main(float3 ViewDir : TEXCOORD0) : SV_Target0
{
float3 dir = normalize(ViewDir);
// Simple Procedural Gradient Skybox Colors
float3 skyZenithColor = float3(0.05f, 0.15f, 0.45f); // Deep blue top
float3 skyHorizonColor = float3(0.4f, 0.6f, 0.9f); // Light blue horizon
float3 groundColor = float3(0.1f, 0.1f, 0.15f); // Dark ground
float t = dir.z; // -1 to 1 based on vertical alignment
float3 finalColor = groundColor;
if (t > 0.0f) {
// Blend from horizon to zenith
finalColor = lerp(skyHorizonColor, skyZenithColor, t);
} else {
// Ground - quick blend from horizon to ground
finalColor = lerp(skyHorizonColor, groundColor, saturate(-t * 2.0f));
}
// Combine with overall ambient lighting scale
return float4(finalColor, 1.0f);
}

View File

@@ -0,0 +1,74 @@
#include "RootConstants.hlsl"
struct Output
{
float3 ViewDir : TEXCOORD0;
float4 Position : SV_Position;
};
float4x4 Inverse(float4x4 m)
{
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0];
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1];
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2];
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3];
float t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
float t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
float t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
float t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
float det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
float idet = 1.0f / det;
float4x4 ret;
ret[0][0] = t11 * idet;
ret[0][1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * idet;
ret[0][2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * idet;
ret[0][3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * idet;
ret[1][0] = t12 * idet;
ret[1][1] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * idet;
ret[1][2] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * idet;
ret[1][3] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * idet;
ret[2][0] = t13 * idet;
ret[2][1] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * idet;
ret[2][2] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * idet;
ret[2][3] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * idet;
ret[3][0] = t14 * idet;
ret[3][1] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * idet;
ret[3][2] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * idet;
ret[3][3] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * idet;
return ret;
}
Output main(uint vertexID : SV_VertexID)
{
Output output;
// Fullscreen triangle properties
// vertexID 0 -> uv(0,0) -> pos(-1, 1)
// vertexID 1 -> uv(2,0) -> pos( 3, 1)
// vertexID 2 -> uv(0,2) -> pos(-1, -3)
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
// Map uv to clip space position.
// Z is set to 1.0 (far plane in reverse-Z or standard depth)
// Assuming standard Z projection ranges from 0 to 1, we use 1.0 for the far plane.
// Depending on reverse-z, this might need to be 0.0, but let's stick to standard 1.0
// depth for skyboxes.
float4 clipPos = float4(uv * 2.0 - 1.0, 1.0, 1.0);
clipPos.y = -clipPos.y; // Flip Y for D3D
output.Position = clipPos;
// Reconstruct view direction from clip space
float4x4 inverseVP = Inverse(ViewProjection);
float4 worldPos = mul(inverseVP, clipPos);
output.ViewDir = worldPos.xyz / worldPos.w;
return output;
}

View File

@@ -1,4 +1,46 @@
float4 main(float4 Color : TEXCOORD0) : SV_Target0
#include "RootConstants.hlsl"
struct Input
{
return Color;
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
};
float4 main(Input input) : SV_Target0
{
float3 normal = normalize(input.WorldNormal);
// Initial ambient component
float3 result = input.Color.rgb * GlobalLightColor * GlobalAmbientIntensity;
// Directional light contribution
float ndotl = max(dot(normal, -GlobalLightDirection), 0.0);
result += input.Color.rgb * GlobalLightColor * ndotl;
// Point lights
if (ActiveLightCount > 0)
{
StructuredBuffer<PointLight> pointLights = ResourceDescriptorHeap[LightBufferIndex];
for (uint i = 0; i < ActiveLightCount; ++i)
{
PointLight light = pointLights[i];
float3 lightDir = light.Position - input.WorldPosition;
float dist = length(lightDir);
if (dist < light.Radius)
{
lightDir = normalize(lightDir);
float attenuation = 1.0 - (dist / light.Radius);
attenuation = max(attenuation, 0.0);
float pndotl = max(dot(normal, lightDir), 0.0);
result += light.Color * input.Color.rgb * pndotl * attenuation * light.Intensity;
}
}
}
return float4(result, input.Color.a);
}

View File

@@ -1,6 +1,8 @@
struct Output
{
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
float4 Position : SV_Position;
};
@@ -10,20 +12,25 @@ Output main(uint vertexIndex : SV_VertexID)
{
Output output;
// Retrieve the buffer using SM6.6 bindless syntax
// Use BufferIndex from RootConstants (pushed via SetPushConstants)
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// Read position from buffer (Index * stride)
// Stride = 2 float (pos) + 4 float (color) = 6 * 4 = 24 bytes ?
// Let's assume just position 2D (8 bytes) + Color (16 bytes)
uint stride = 24;
uint stride = 40;
uint offset = vertexIndex * stride;
float2 pos = asfloat(buffer.Load2(offset));
float4 col = asfloat(buffer.Load4(offset + 8));
float3 pos = asfloat(buffer.Load3(offset));
float3 normal = asfloat(buffer.Load3(offset + 12));
float4 col = asfloat(buffer.Load4(offset + 24));
output.Position = float4(pos, 0.0f, 1.0f);
// Fetch Model Matrix
StructuredBuffer<TransformData> transformsBuffer = ResourceDescriptorHeap[TransformsBufferIndex];
float4x4 Model = transformsBuffer[MeshIndex].Model;
float4 worldPos = mul(Model, float4(pos, 1.0f));
output.Position = mul(ViewProjection, worldPos);
output.Color = col;
output.WorldPosition = worldPos.xyz;
float3 worldNormal = mul((float3x3)Model, normal);
output.WorldNormal = worldNormal;
return output;
}

View File

@@ -196,7 +196,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;imgui;imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -226,7 +226,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;imgui;imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>

2
External/Imgui vendored

View File

@@ -47,15 +47,18 @@ namespace Game
requires EntityConcept<EntityType>
EntityType* MakeEntity(EntityManager& manager, float x, float y)
{
auto* arena = Juliet::GetGameArena();
EntityType* result = Juliet::ArenaPushType<EntityType>(arena, ConstString("EntityType"));
Entity* base = result->Base = Juliet::ArenaPushType<Entity>(arena, ConstString("Entity"));
base->X = x;
base->Y = y;
base->Derived = result;
base->Kind = EntityType::Kind;
auto* arena = manager.Arena;
EntityType* result = Juliet::ArenaPushStruct<EntityType>(arena);
Entity base;
base.X = x;
base.Y = y;
base.Derived = result;
base.Kind = EntityType::Kind;
manager.Entities.PushBack(base);
RegisterEntity(manager, base);
result->Base = manager.Entities.Back();
RegisterEntity(manager, &base);
return result;
}

View File

@@ -11,7 +11,16 @@ namespace Game
EntityID EntityManager::ID = 0;
void InitEntityManager() {}
void InitEntityManager(Juliet::NonNullPtr<Juliet::Arena> arena)
{
Manager.Arena = arena.Get();
Manager.Entities.Create(arena JULIET_DEBUG_PARAM("Entities"));
}
void ShutdownEntityManager()
{
Manager.Entities.Destroy();
}
EntityManager& GetEntityManager()
{

View File

@@ -1,6 +1,7 @@
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Core/Container/Vector.h>
namespace Game
{
@@ -10,10 +11,14 @@ namespace Game
struct EntityManager
{
static EntityID ID;
// May be this should contains the allocator for each entity types
Juliet::Arena* Arena;
// TODO: Should be a pool
Juliet::VectorArena<Entity, 1024> Entities;
};
void InitEntityManager();
void InitEntityManager(Juliet::NonNullPtr<Juliet::Arena> arena);
void ShutdownEntityManager();
EntityManager& GetEntityManager();
void RegisterEntity(EntityManager& manager, Entity* entity);
} // namespace Game

View File

@@ -257,7 +257,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -287,7 +287,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -317,7 +317,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\Juliet\include;..\Juliet\src;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -347,7 +347,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\Juliet\include;..\Juliet\src;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -377,7 +377,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\Juliet\include;..\Game;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -407,7 +407,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\Juliet\include;..\Game;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>

View File

@@ -31,7 +31,7 @@ namespace Game
using namespace Juliet;
extern "C" JULIET_API void GameInit(GameInitParams* /*params*/)
extern "C" JULIET_API void GameInit(GameInitParams* params)
{
// Example allocation in GameArena
struct GameState
@@ -40,7 +40,7 @@ extern "C" JULIET_API void GameInit(GameInitParams* /*params*/)
int Score;
};
auto* gameState = ArenaPushType<GameState>(GetGameArena(), ConstString("GameState"));
auto* gameState = ArenaPushStruct<GameState>(params->GameArena);
gameState->TotalTime = 0.0f;
gameState->Score = 0;
@@ -49,7 +49,7 @@ extern "C" JULIET_API void GameInit(GameInitParams* /*params*/)
using namespace Game;
// Entity Use case
InitEntityManager();
InitEntityManager(params->GameArena);
auto& manager = GetEntityManager();
Door* door = MakeEntity<Door>(manager, 10.0f, 2.0f);
door->IsOpened = true;
@@ -69,6 +69,10 @@ extern "C" JULIET_API void GameInit(GameInitParams* /*params*/)
extern "C" JULIET_API void __cdecl GameShutdown()
{
printf("Shutting down game...\n");
using namespace Game;
ShutdownEntityManager();
}
extern "C" JULIET_API void __cdecl GameUpdate([[maybe_unused]] float deltaTime)

View File

@@ -1,4 +1,4 @@
Microsoft Visual Studio Solution File, Format Version 12.00
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.22823.1
MinimumVisualStudioVersion = 10.0.40219.1
@@ -7,11 +7,6 @@ EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Game", "Game\Game.vcxproj", "{B1D040D0-6C94-4F93-BC2A-7F5284B7D434}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "JulietApp", "JulietApp\JulietApp.vcxproj", "{1DEE51CA-6C94-4F93-BC2A-7F5284B7D434}"
ProjectSection(ProjectDependencies) = postProject
{AB9C7E88-6C94-4F93-BC2A-7F5284B7D434} = {AB9C7E88-6C94-4F93-BC2A-7F5284B7D434}
{C16FFE36-6C94-4F93-BC2A-7F5284B7D434} = {C16FFE36-6C94-4F93-BC2A-7F5284B7D434}
{B1D040D0-6C94-4F93-BC2A-7F5284B7D434} = {B1D040D0-6C94-4F93-BC2A-7F5284B7D434}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Juliet", "Juliet\Juliet.vcxproj", "{AB9C7E88-6C94-4F93-BC2A-7F5284B7D434}"
EndProject

View File

@@ -47,8 +47,11 @@
// --- DLL BUILD ---
DLL( '$ProjectName$-Lib-$Platform$-$BuildConfigName$' )
{
.Libraries = { '$ProjectName$-Objs-$Platform$-$BuildConfigName$',
'ImGui-Lib-$Platform$-$BuildConfigName$' }
.Libraries = { '$ProjectName$-Objs-$Platform$-$BuildConfigName$' }
If ( .BuildConfigName != 'Release' )
{
^Libraries + { 'ImGui-Lib-$Platform$-$BuildConfigName$' }
}
.LinkerOutput = '$BinPath$/$Platform$-$BuildConfigName$/$ProjectName$.dll' // Output .dll to Bin

View File

@@ -72,18 +72,21 @@
<CustomBuild Include="include\Core\HAL\Keyboard\KeyCode.h" />
<CustomBuild Include="include\Core\HAL\Keyboard\ScanCode.h" />
<CustomBuild Include="include\Core\HAL\Mouse\Mouse.h" />
<CustomBuild Include="include\Core\HAL\OS\OS.h" />
<CustomBuild Include="include\Core\HotReload\HotReload.h" />
<CustomBuild Include="include\Core\ImGui\ImGuiService.h" />
<CustomBuild Include="include\Core\ImGui\ImGuiTests.h" />
<CustomBuild Include="include\Core\JulietInit.h" />
<CustomBuild Include="include\Core\Logging\LogManager.h" />
<CustomBuild Include="include\Core\Logging\LogTypes.h" />
<CustomBuild Include="include\Core\Main.h" />
<CustomBuild Include="include\Core\Math\MathUtils.h" />
<CustomBuild Include="include\Core\Math\Matrix.h" />
<CustomBuild Include="include\Core\Math\Shape.h" />
<CustomBuild Include="include\Core\Math\Vector.h" />
<CustomBuild Include="include\Core\Memory\Allocator.h" />
<CustomBuild Include="include\Core\Memory\MemoryArena.h" />
<CustomBuild Include="include\Core\Memory\MemoryArenaDebug.h" />
<CustomBuild Include="include\Core\Memory\ScratchArena.h" />
<CustomBuild Include="include\Core\Memory\Utils.h" />
<CustomBuild Include="include\Core\Networking\IPAddress.h" />
@@ -105,14 +108,17 @@
<CustomBuild Include="include\Graphics\GraphicsConfig.h" />
<CustomBuild Include="include\Graphics\GraphicsPipeline.h" />
<CustomBuild Include="include\Graphics\ImGuiRenderer.h" />
<CustomBuild Include="include\Graphics\Mesh.h" />
<CustomBuild Include="include\Graphics\RenderPass.h" />
<CustomBuild Include="include\Graphics\Shader.h" />
<CustomBuild Include="include\Graphics\Texture.h" />
<CustomBuild Include="include\Graphics\VertexData.h" />
<CustomBuild Include="include\Juliet.h" />
<CustomBuild Include="Juliet.bff" />
<CustomBuild Include="src\Core\Application\ApplicationManager.cpp" />
<CustomBuild Include="src\Core\Common\CoreUtils.cpp" />
<CustomBuild Include="src\Core\Common\String.cpp" />
<CustomBuild Include="src\Core\Container\Vector.cpp" />
<CustomBuild Include="src\Core\HAL\Display\Display.cpp" />
<CustomBuild Include="src\Core\HAL\Display\Display_Private.h" />
<CustomBuild Include="src\Core\HAL\Display\DisplayDevice.h" />
@@ -140,6 +146,9 @@
<CustomBuild Include="src\Core\HAL\IO\IOStream.cpp" />
<CustomBuild Include="src\Core\HAL\IO\IOStream_Private.h" />
<CustomBuild Include="src\Core\HAL\IO\Win32\Win32IOStream.cpp" />
<CustomBuild Include="src\Core\HAL\OS\OS.cpp" />
<CustomBuild Include="src\Core\HAL\OS\OS_Private.h" />
<CustomBuild Include="src\Core\HAL\OS\Win32\Win32OS.cpp" />
<CustomBuild Include="src\Core\HAL\Win32.h" />
<CustomBuild Include="src\Core\HotReload\HotReload.cpp" />
<CustomBuild Include="src\Core\HotReload\Win32\Win32HotReload.cpp" />
@@ -150,8 +159,8 @@
<CustomBuild Include="src\Core\Math\Math_Private.h" />
<CustomBuild Include="src\Core\Math\MathRound.cpp" />
<CustomBuild Include="src\Core\Memory\Allocator.cpp" />
<CustomBuild Include="src\Core\Memory\EngineArena.h" />
<CustomBuild Include="src\Core\Memory\MemoryArena.cpp" />
<CustomBuild Include="src\Core\Memory\MemoryArenaDebug.cpp" />
<CustomBuild Include="src\Core\Memory\MemoryArenaTests.cpp" />
<CustomBuild Include="src\Core\Memory\ScratchArena.cpp" />
<CustomBuild Include="src\Core\Networking\NetworkPacket.cpp" />
@@ -213,8 +222,15 @@
<CustomBuild Include="src\Graphics\Graphics.cpp" />
<CustomBuild Include="src\Graphics\GraphicsDevice.h" />
<CustomBuild Include="src\Graphics\ImGuiRenderer.cpp" />
<CustomBuild Include="src\Graphics\Mesh.cpp" />
<CustomBuild Include="src\UnitTest\Container\VectorUnitTest.cpp" />
<CustomBuild Include="src\UnitTest\RunUnitTests.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\Graphics\MeshRenderer.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\Graphics\MeshRenderer.cpp" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{ab9c7e88-6c94-4f93-bc2a-7f5284b7d434}</ProjectGuid>
@@ -336,7 +352,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -366,7 +382,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;IMGUI_API=__declspec(dllexport);</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -396,7 +412,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;include;src;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -426,7 +442,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache -clean $(ProjectName)-$(Configuration)</NMakeReBuildCommandLine>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakePreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;WIN32;_WIN32;__WINDOWS__;_HAS_EXCEPTIONS=0;WIN64;DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_DEBUG;JULIET_EXPORT;JULIET_WIN32;</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>..\;include;src;..\External\imgui;..\External\imgui\backends;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um;C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\shared;</NMakeIncludeSearchPath>
<AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>

View File

@@ -64,6 +64,9 @@
<CustomBuild Include="include\Core\HAL\Mouse\Mouse.h">
<Filter>include\Core\HAL\Mouse</Filter>
</CustomBuild>
<CustomBuild Include="include\Core\HAL\OS\OS.h">
<Filter>include\Core\HAL\OS</Filter>
</CustomBuild>
<CustomBuild Include="include\Core\HotReload\HotReload.h">
<Filter>include\Core\HotReload</Filter>
</CustomBuild>
@@ -82,6 +85,9 @@
<CustomBuild Include="include\Core\Logging\LogTypes.h">
<Filter>include\Core\Logging</Filter>
</CustomBuild>
<CustomBuild Include="include\Core\Main.h">
<Filter>include\Core</Filter>
</CustomBuild>
<CustomBuild Include="include\Core\Math\MathUtils.h">
<Filter>include\Core\Math</Filter>
</CustomBuild>
@@ -100,6 +106,9 @@
<CustomBuild Include="include\Core\Memory\MemoryArena.h">
<Filter>include\Core\Memory</Filter>
</CustomBuild>
<CustomBuild Include="include\Core\Memory\MemoryArenaDebug.h">
<Filter>include\Core\Memory</Filter>
</CustomBuild>
<CustomBuild Include="include\Core\Memory\ScratchArena.h">
<Filter>include\Core\Memory</Filter>
</CustomBuild>
@@ -163,6 +172,9 @@
<CustomBuild Include="include\Graphics\ImGuiRenderer.h">
<Filter>include\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="include\Graphics\Mesh.h">
<Filter>include\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="include\Graphics\RenderPass.h">
<Filter>include\Graphics</Filter>
</CustomBuild>
@@ -172,6 +184,9 @@
<CustomBuild Include="include\Graphics\Texture.h">
<Filter>include\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="include\Graphics\VertexData.h">
<Filter>include\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="include\Juliet.h">
<Filter>include</Filter>
</CustomBuild>
@@ -186,6 +201,9 @@
<CustomBuild Include="src\Core\Common\String.cpp">
<Filter>src\Core\Common</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\Container\Vector.cpp">
<Filter>src\Core\Container</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\HAL\Display\Display.cpp">
<Filter>src\Core\HAL\Display</Filter>
</CustomBuild>
@@ -267,6 +285,15 @@
<CustomBuild Include="src\Core\HAL\IO\Win32\Win32IOStream.cpp">
<Filter>src\Core\HAL\IO\Win32</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\HAL\OS\OS.cpp">
<Filter>src\Core\HAL\OS</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\HAL\OS\OS_Private.h">
<Filter>src\Core\HAL\OS</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\HAL\OS\Win32\Win32OS.cpp">
<Filter>src\Core\HAL\OS\Win32</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\HAL\Win32.h">
<Filter>src\Core\HAL</Filter>
</CustomBuild>
@@ -297,10 +324,10 @@
<CustomBuild Include="src\Core\Memory\Allocator.cpp">
<Filter>src\Core\Memory</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\Memory\EngineArena.h">
<CustomBuild Include="src\Core\Memory\MemoryArena.cpp">
<Filter>src\Core\Memory</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\Memory\MemoryArena.cpp">
<CustomBuild Include="src\Core\Memory\MemoryArenaDebug.cpp">
<Filter>src\Core\Memory</Filter>
</CustomBuild>
<CustomBuild Include="src\Core\Memory\MemoryArenaTests.cpp">
@@ -486,6 +513,15 @@
<CustomBuild Include="src\Graphics\ImGuiRenderer.cpp">
<Filter>src\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="src\Graphics\Mesh.cpp">
<Filter>src\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="src\UnitTest\Container\VectorUnitTest.cpp">
<Filter>src\UnitTest\Container</Filter>
</CustomBuild>
<CustomBuild Include="src\UnitTest\RunUnitTests.cpp">
<Filter>src\UnitTest</Filter>
</CustomBuild>
</ItemGroup>
<ItemGroup>
<Filter Include="include\Core\Application">
@@ -552,6 +588,11 @@
<UniqueIdentifier>{4c7d6b5f-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="include\Core\HAL\OS">
<UniqueIdentifier>{8d491e18-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="include\Core\HotReload">
<UniqueIdentifier>{fe4e9898-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
@@ -622,6 +663,11 @@
<UniqueIdentifier>{f763d340-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="src\Core\Container">
<UniqueIdentifier>{3e286bee-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="src\Core\HAL\Display">
<UniqueIdentifier>{82da0982-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
@@ -672,6 +718,16 @@
<UniqueIdentifier>{37523cd5-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="src\Core\HAL\OS">
<UniqueIdentifier>{d679d621-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="src\Core\HAL\OS\Win32">
<UniqueIdentifier>{f6713825-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="src\Core\HotReload">
<UniqueIdentifier>{35231af8-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
@@ -742,4 +798,14 @@
<UniqueIdentifier>{0fd13bb0-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="src\UnitTest\Container">
<UniqueIdentifier>{3fba0971-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Filter Include="src\UnitTest">
<UniqueIdentifier>{a650fa16-6c94-4f93-bc2a-7f5284b7d434}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>

View File

@@ -8,5 +8,6 @@ namespace Juliet
{
enum class JulietInit_Flags : uint8;
struct Arena;
extern JULIET_API void StartApplication(IApplication& app, JulietInit_Flags flags);
} // namespace Juliet

View File

@@ -1,5 +1,7 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
namespace Juliet
{
struct RenderPass;
@@ -7,25 +9,26 @@ namespace Juliet
struct Texture;
struct ColorTargetInfo;
struct DepthStencilTargetInfo;
struct Arena;
class IApplication
{
public:
virtual ~IApplication() = default;
virtual void Init() = 0;
virtual void Shutdown() = 0;
virtual void Update() = 0;
virtual bool IsRunning() = 0;
virtual ~IApplication() = default;
virtual void Init(NonNullPtr<Arena> arena) = 0;
virtual void Shutdown() = 0;
virtual void Update() = 0;
virtual bool IsRunning() = 0;
// Accessors for Engine Systems
virtual struct Window* GetPlatformWindow() = 0;
virtual struct GraphicsDevice* GetGraphicsDevice() = 0;
// Render Lifecycle (Engine-Managed Render Loop)
virtual void OnPreRender(CommandList* cmd) = 0;
virtual void OnRender(RenderPass* pass, CommandList* cmd) = 0;
virtual ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) = 0;
virtual DepthStencilTargetInfo* GetDepthTargetInfo() = 0;
virtual struct Camera GetDebugCamera() = 0;
virtual void OnPreRender(CommandList* cmd) = 0;
virtual void OnRender(RenderPass* pass, CommandList* cmd) = 0;
virtual ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) = 0;
virtual DepthStencilTargetInfo* GetDepthTargetInfo() = 0;
virtual struct Camera GetDebugCamera() = 0;
};
} // namespace Juliet

View File

@@ -16,7 +16,8 @@ using int64 = int64_t;
using Byte = std::byte;
using size_t = std::size_t;
using size_t = std::size_t;
using index_t = size_t;
struct ByteBuffer
{
@@ -24,6 +25,8 @@ struct ByteBuffer
size_t Size;
};
using ptrdiff_t = decltype(static_cast<int*>(nullptr) - static_cast<int*>(nullptr));
using FunctionPtr = auto (*)(void) -> void;
// Limits

View File

@@ -4,22 +4,72 @@
#include <Juliet.h>
#include <algorithm>
#include <bit>
#include <cassert>
#include <concepts>
#include <source_location>
namespace Juliet
{
#define global static
// 1. Stringify helpers
#define JULIET_STR(x) #x
#define JULIET_TOSTRING(x) JULIET_STR(x)
// 2. Define the pragma operator based on compiler
#if defined(__clang__) || defined(__GNUC__)
#define JULIET_PRAGMA(x) _Pragma(#x)
#define JULIET_SUPPRESS_MSVC(id)
#define JULIET_SUPPRESS_CLANG(str) JULIET_PRAGMA(clang diagnostic ignored str)
#elif defined(_MSC_VER)
#define JULIET_PRAGMA(x) __pragma(x)
#define JULIET_SUPPRESS_MSVC(id) JULIET_PRAGMA(warning(disable : id))
#define JULIET_SUPPRESS_CLANG(str)
#else
#define JULIET_PRAGMA(x)
#define JULIET_SUPPRESS_MSVC(id)
#define JULIET_SUPPRESS_CLANG(str)
#endif
// 3. The Agnostic "Push/Pop"
#if defined(__clang__)
#define JULIET_WARNING_PUSH JULIET_PRAGMA(clang diagnostic push)
#define JULIET_WARNING_POP JULIET_PRAGMA(clang diagnostic pop)
#elif defined(_MSC_VER)
#define JULIET_WARNING_PUSH JULIET_PRAGMA(warning(push))
#define JULIET_WARNING_POP JULIET_PRAGMA(warning(pop))
#else
#define JULIET_WARNING_PUSH
#define JULIET_WARNING_POP
#endif
#if defined(_MSC_VER)
// MSVC specific intrinsic
#define JULIET_PLATFORM_BREAK() (__nop(), __debugbreak())
#elif defined(__clang__) || defined(__GNUC__)
// Clang/GCC specific intrinsic
#define JULIET_PLATFORM_BREAK() __builtin_trap()
#else
#include <signal.h>
#define JULIET_PLATFORM_BREAK() raise(SIGTRAP)
#endif
#if JULIET_DEBUG
#define JULIET_ASSERT_INTERNAL(expression, message) \
__pragma(warning(push)) __pragma(warning(disable : 4127)) __pragma(warning(disable : 4548)) do \
JULIET_WARNING_PUSH \
JULIET_SUPPRESS_CLANG("-Wextra-semi-stmt") \
JULIET_SUPPRESS_MSVC(4127) \
JULIET_SUPPRESS_MSVC(4548) \
{ \
if (!(expression)) \
if (!(expression)) [[unlikely]] \
{ \
Juliet::JulietAssert(#expression, message); \
} \
} \
while (0) \
__pragma(warning(pop))
JULIET_WARNING_POP \
static_assert(true, "")
#define AssertHR(hr_expression, message) \
do \
@@ -64,6 +114,8 @@ namespace Juliet
}
}
#define Restrict __restrict
template <class Function>
class DeferredFunction
{
@@ -100,4 +152,46 @@ namespace Juliet
}
extern JULIET_API void Free(ByteBuffer& buffer);
template <std::integral T>
[[nodiscard]] constexpr T AlignPow2(T x, T alignment)
{
// Safety Check:
Assert(std::has_single_bit(static_cast<size_t>(alignment)));
return (x + alignment - 1) & ~(alignment - 1);
}
template <typename T>
inline void Swap(T* Restrict a, T* Restrict b)
{
T temp = std::move(*a);
*a = std::move(*b);
*b = std::move(temp);
}
// Move to another file dedicated to those
#if defined(__clang__)
#define COMPILER_CLANG 1
#elif defined(_MSC_VER)
#define COMPILER_MSVC 1
#endif
// Undef anything not defined
#if !defined(COMPILER_CLANG)
#define COMPILER_CLANG 0
#endif
#if !defined(COMPILER_MSVC)
#define COMPILER_MSVC 0
#endif
#if COMPILER_MSVC
#define AlignOf(T) __alignof(T)
#elif COMPILER_CLANG
#define AlignOf(T) __alignof(T)
#elif COMPILER_GCC
#define AlignOf(T) __alignof__(T)
#else
#error AlignOf not defined for this compiler.
#endif
} // namespace Juliet

View File

@@ -15,10 +15,10 @@ namespace Juliet
class NonNullPtr
{
public:
NonNullPtr(Type* ptr)
inline NonNullPtr(Type* ptr)
: InternalPtr(ptr)
{
Assert(ptr && "Tried to initialize a NonNullPtr with a null pointer");
Assert(ptr, "Tried to initialize a NonNullPtr with a null pointer");
}
template <typename OtherType>
@@ -26,13 +26,13 @@ namespace Juliet
NonNullPtr(const NonNullPtr<OtherType>& otherPtr)
: InternalPtr(otherPtr.Get())
{
Assert(InternalPtr && "Fatal Error: Assigned a non null ptr using another NonNullPtr but its was null.");
Assert(InternalPtr, "Fatal Error: Assigned a non null ptr using another NonNullPtr but its was null.");
}
// Assignment
NonNullPtr& operator=(Type* ptr)
{
Assert(ptr && "Tried to assign a null pointer to a NonNullPtr!");
Assert(ptr, "Tried to assign a null pointer to a NonNullPtr!");
InternalPtr = ptr;
return *this;
}
@@ -48,25 +48,25 @@ namespace Juliet
// Accessors
operator Type*() const
{
Assert(InternalPtr && "NonNullPtr: Internal Pointer is Null");
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return InternalPtr;
}
Type* Get() const
{
Assert(InternalPtr && "NonNullPtr: Internal Pointer is Null");
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return InternalPtr;
}
Type& operator*() const
{
Assert(InternalPtr && "NonNullPtr: Internal Pointer is Null");
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return *InternalPtr;
}
Type* operator->() const
inline Type* operator->() const
{
Assert(InternalPtr && "NonNullPtr: Internal Pointer is Null");
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return InternalPtr;
}
@@ -107,5 +107,5 @@ namespace Juliet
};
template <typename T>
NonNullPtr(T) -> NonNullPtr<T>;
NonNullPtr(T*) -> NonNullPtr<T>;
} // namespace Juliet

View File

@@ -1,10 +1,13 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
#include <Core/Math/MathUtils.h>
#include <Core/Memory/Utils.h>
namespace Juliet
{
struct Arena;
#define ConstString(str) { const_cast<char*>((str)), sizeof(str) - 1 }
#define CStr(str) ((str).Data)
#define InplaceString(name, size) \
@@ -38,6 +41,20 @@ namespace Juliet
size_t Capacity;
};
struct StringListNode
{
StringListNode* Next;
String Content;
};
struct StringList
{
StringListNode* First;
StringListNode* Last;
size_t NodeCount;
size_t Size;
};
constexpr uint32 kInvalidUTF8 = 0xFFFD;
inline size_t StringLength(String str)
@@ -140,6 +157,7 @@ namespace Juliet
extern JULIET_API bool ConvertString(StringEncoding from, StringEncoding to, String src, StringBuffer& dst, bool nullTerminate);
extern JULIET_API bool ConvertString(String from, String to, String src, StringBuffer& dst, bool nullTerminate);
JULIET_API String StringCopy(NonNullPtr<Arena> arena, String str);
} // namespace Juliet
#ifdef UNIT_TEST

View File

@@ -1,12 +1,240 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
#include <Core/Memory/MemoryArena.h>
#include <vector>
namespace Juliet
{
// TODO : Create my own Vector class based on https://github.com/niklas-ourmachinery/bitsquid-foundation/blob/master/collection_types.h
template <typename T>
class Vector : public std::vector<T>
template <typename Type, size_t ReserveSize = 16, bool AllowRealloc = false>
struct VectorArena
{
void Create(JULIET_DEBUG_PARAM_FIRST(const char* name = nullptr))
{
Assert(!Arena);
static_assert(AllowRealloc == false);
DataFirst = DataLast = nullptr;
Count = 0;
JULIET_DEBUG_ONLY(Name = name ? name : Name;)
ArenaParams params{ .AllowRealloc = AllowRealloc JULIET_DEBUG_PARAM(.CanReserveMore = false) };
Arena = ArenaAllocate(params JULIET_DEBUG_PARAM(Name));
InternalArena = true;
Reserve(ReserveSize);
}
void Create(NonNullPtr<Arena> arena JULIET_DEBUG_PARAM(const char* name = nullptr))
{
Assert(!Arena);
JULIET_DEBUG_ONLY(Name = name ? name : Name;)
DataFirst = DataLast = nullptr;
Count = 0;
Arena = arena.Get();
InternalArena = false;
Reserve(ReserveSize);
}
void Destroy()
{
if (InternalArena)
{
ArenaRelease(Arena);
}
DataFirst = DataLast = nullptr;
Count = 0;
Capacity = 0;
Arena = nullptr;
}
void Reserve(size_t newCapacity)
{
if (newCapacity > Capacity)
{
if (Data == nullptr)
{
Data = ArenaPushArray<Type>(Arena, newCapacity JULIET_DEBUG_PARAM(Name));
}
else if constexpr (AllowRealloc)
{
if (!InternalArena)
{
DataFirst = Data =
static_cast<Type*>(ArenaReallocate(Arena, Data, Capacity * sizeof(Type), newCapacity * sizeof(Type),
AlignOf(Type), true JULIET_DEBUG_PARAM("VectorRealloc")));
DataLast = Data + Count - 1;
}
}
Capacity = newCapacity;
}
}
void Resize(size_t newCount)
{
if (newCount == Count)
{
return;
}
if (newCount > Capacity)
{
Reserve(newCount);
}
Count = newCount;
if (Count > 0)
{
DataFirst = Data;
DataLast = Data + Count - 1;
}
else
{
DataFirst = DataLast = nullptr;
}
}
void PushBack(const Type* buffer, size_t amount)
{
Assert(Arena);
if (Count + amount > Capacity)
{
if (Capacity == 0 && Count + amount < ReserveSize)
{
Reserve(ReserveSize);
}
else
{
size_t newCapacity = Max(Capacity * 2, AlignPow2(Capacity + amount, AlignOf(Type)));
Reserve(newCapacity);
}
}
Type* dst = Data + Count;
MemCopy(dst, buffer, amount * sizeof(Type));
if (Count == 0)
{
DataFirst = dst;
}
DataLast = dst + amount;
Count += amount;
}
void PushBack(const Type& value)
{
Assert(Arena);
if (Count + 1 > Capacity)
{
Reserve(Capacity == 0 ? ReserveSize : Capacity * 2);
}
Type* entry = Data + Count;
*entry = value;
if (Count == 0)
{
DataFirst = entry;
}
DataLast = entry;
++Count;
}
void PushBack(Type&& value)
{
Assert(Arena);
if (Count + 1 > Capacity)
{
Reserve(Capacity == 0 ? ReserveSize : Capacity * 2);
}
Type* entry = Data + Count;
*entry = std::move(value);
if (Count == 0)
{
DataFirst = entry;
}
DataLast = entry;
++Count;
}
void RemoveAtFast(index_t index)
{
Assert(Arena);
Assert(index < Count);
Assert(Count > 0);
Type* elementAdr = DataFirst + index;
// Swap DataLast and element
if (DataLast != elementAdr)
{
Swap(DataLast, elementAdr);
}
--DataLast;
--Count;
if (Count == 0)
{
DataFirst = DataLast = nullptr;
}
}
void Clear()
{
Assert(Arena);
if (InternalArena)
{
ArenaClear(Arena);
Data = nullptr;
Capacity = 0;
Reserve(ReserveSize);
}
DataFirst = DataLast = nullptr;
Count = 0;
}
bool IsEmpty() const { return Count == 0; }
// C++ Accessors for loop supports and Index based access
Type& operator[](size_t index) { return DataFirst[index]; }
const Type& operator[](size_t index) const { return DataFirst[index]; }
Type* begin() { return DataFirst; }
Type* end() { return DataFirst + Count; }
const Type* begin() const { return DataFirst; }
const Type* end() const { return DataFirst + Count; }
Type* First() { return DataFirst; }
Type* Front() { return DataFirst; }
Type* Last() { return DataLast; }
Type* Back() { return DataLast; }
size_t Size() const { return Count; }
Arena* Arena;
Type* DataFirst;
Type* DataLast;
Type* Data;
size_t Count;
size_t Capacity;
bool InternalArena : 1;
JULIET_DEBUG_ONLY(const char* Name = "VectorArena";)
};
static_assert(std::is_standard_layout_v<VectorArena<int>>,
"VectorArena must have a standard layout to remain POD-like.");
static_assert(std::is_trivially_copyable_v<VectorArena<int>>,
"VectorArena must be trivially copyable (no custom destructors/assignment).");
} // namespace Juliet

View File

@@ -2,6 +2,7 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/String.h>
#include <Juliet.h>
namespace Juliet
@@ -16,4 +17,5 @@ namespace Juliet
extern JULIET_API void HideWindow(NonNullPtr<Window> window);
extern JULIET_API WindowID GetWindowID(NonNullPtr<Window> window);
extern JULIET_API void SetWindowTitle(NonNullPtr<Window> window, String title);
} // namespace Juliet

View File

@@ -5,7 +5,16 @@
namespace Juliet
{
// Returns the path to the application directory
extern JULIET_API String GetBasePath();
[[nodiscard]] extern JULIET_API String GetBasePath();
extern JULIET_API bool IsAbsolutePath(String path);
// Returns the resolved base path to the compiled shaders directory.
// In dev, this resolves to ../../Assets/compiled/ relative to the exe.
// In shipping, this resolves to Assets/Shaders/ next to the exe.
[[nodiscard]] extern JULIET_API String GetAssetBasePath();
// Builds a full path to an asset file given its filename (e.g. "Triangle.vert.dxil").
// The caller owns the returned buffer and must free it.
[[nodiscard]] extern JULIET_API String GetAssetPath(String filename);
[[nodiscard]]extern JULIET_API bool IsAbsolutePath(String path);
} // namespace Juliet

View File

@@ -0,0 +1,42 @@
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Graphics/D3D12/D3D12Buffer.h>
#include <Juliet.h>
namespace Juliet
{
namespace Memory
{
Byte* OS_Reserve(size_t size);
bool OS_Commit(Byte* ptr, size_t size);
void OS_Release(Byte* ptr, size_t size);
template <typename Type>
Type* OS_Reserve(size_t size)
{
return reinterpret_cast<Type*>(OS_Reserve(size));
}
template <typename Type>
bool OS_Commit(Type* ptr, size_t size)
{
return OS_Commit(reinterpret_cast<Byte*>(ptr), size);
}
template <typename Type>
void OS_Release(Type* ptr, size_t size)
{
OS_Release(reinterpret_cast<Byte*>(ptr), size);
}
} // namespace Memory
namespace Debug
{
JULIET_API bool IsDebuggerPresent();
} // namespace Debug
using EntryPointFunc = int (*)(int, wchar_t**);
JULIET_API int Bootstrap(EntryPointFunc entryPointFunc, int argc, wchar_t** argv);
} // namespace Juliet

View File

@@ -9,6 +9,8 @@ namespace Juliet
struct HotReloadCode
{
Arena* Arena;
String DLLFullPath;
String LockFullPath;
String TransientDLLName;
@@ -26,8 +28,7 @@ namespace Juliet
bool IsValid : 1;
};
extern JULIET_API void InitHotReloadCode(HotReloadCode& code, String dllName,
String transientDllName, String lockFilename);
extern JULIET_API void InitHotReloadCode(HotReloadCode& code, String dllName, String transientDllName, String lockFilename);
extern JULIET_API void ShutdownHotReloadCode(HotReloadCode& code);
extern JULIET_API void LoadCode(HotReloadCode& code);

View File

@@ -3,6 +3,8 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#ifdef JULIET_ENABLE_IMGUI
struct ImGuiContext;
namespace Juliet
@@ -25,3 +27,5 @@ namespace Juliet
JULIET_API void RunTests();
} // namespace ImGuiService
} // namespace Juliet
#endif // JULIET_ENABLE_IMGUI

View File

@@ -13,12 +13,12 @@ namespace Juliet
All = 0xFb
};
struct MemoryArena;
struct Arena;
struct GameInitParams
{
MemoryArena* GameArena;
MemoryArena* ScratchArena;
Arena* GameArena;
Arena* ScratchArena;
};
void JulietInit(JulietInit_Flags flags);

View File

@@ -1,49 +1,28 @@
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Memory/MemoryArena.h>
#include <Juliet.h>
// TODO : Juliet strings
#include <string>
// TODO Juliet Containers + Allocators...
#include <chrono>
#include <deque>
// TODO: Juliet chrono, because it prevents me from doing #define global static
namespace Juliet
{
enum class LogLevel : uint8;
enum class LogCategory : uint8;
class LogManager final
{
public:
LogManager();
void Init();
void Shutdown();
bool GetIsInitialized() const { return IsInitialized; }
private:
struct Entry
{
std::string Value;
std::chrono::system_clock::time_point Time;
LogLevel Level;
LogCategory Category;
Entry(std::string& value, LogLevel level, LogCategory category);
};
std::deque<Entry> Entries;
bool IsInitialized : 1;
friend void Log(LogLevel level, LogCategory category, const char* fmt, va_list args);
void AddEntry(Entry&& entry);
static void OutputLog(Entry& entry);
};
extern void JULIET_API InitializeLogManager();
extern void JULIET_API ShutdownLogManager();
extern void JULIET_API LogScopeBegin();
// TODO everything that happened in there to export them to file or something
extern void JULIET_API LogScopeEnd();
extern void JULIET_API Log(LogLevel level, LogCategory category, const char* fmt, ...);
extern void JULIET_API LogDebug(LogCategory category, const char* fmt, ...);
extern void JULIET_API LogMessage(LogCategory category, const char* fmt, ...);
extern void JULIET_API LogWarning(LogCategory category, const char* fmt, ...);
extern void JULIET_API LogError(LogCategory category, const char* fmt, ...);

View File

@@ -4,9 +4,10 @@ namespace Juliet
{
enum class LogLevel : uint8
{
Message = 0,
Warning = 1,
Error = 2,
Debug = 0,
Message = 1,
Warning = 2,
Error = 3,
};
enum class LogCategory : uint8
@@ -15,7 +16,7 @@ namespace Juliet
Graphics = 1,
Networking = 2,
Engine = 3,
Tool = 4,
Tool = 4,
Game = 5,
};
} // namespace Juliet

View File

@@ -0,0 +1,46 @@
#pragma once
#include <Core/HAL/OS/OS.h>
extern int JulietMain(int, wchar_t**);
#if JULIET_WIN32
#ifndef WINAPI
#define WINAPI __stdcall
#endif
#if UNICODE
int wmain(int argc, wchar_t** argv)
{
return Juliet::Bootstrap(JulietMain, argc, argv);
}
#else
int main(int argc, char** argv)
{
return Juliet::Bootstrap(JulietMain, argc, argv);
}
#endif
extern "C" {
typedef struct HINSTANCE__* HINSTANCE;
typedef char* LPSTR;
typedef wchar_t* PWSTR;
#if UNICODE
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw)
#else
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
#endif
{
(void)hInst;
(void)hPrev;
(void)szCmdLine;
(void)sw;
return Juliet::Bootstrap(JulietMain, __argc, __wargv);
}
}
#else
#error "Only windows main is implemented"
#endif

View File

@@ -24,6 +24,18 @@ namespace Juliet
return lhs < rhs ? rhs : lhs;
}
template <typename Type>
constexpr Type ClampTop(Type value, Type X)
{
return Min(value, X);
}
template <typename Type>
constexpr Type ClampBottom(Type value, Type X)
{
return Max(value, X);
}
template <typename Type>
constexpr Type Clamp(Type val, Type min, Type max)
{

View File

@@ -8,33 +8,99 @@ namespace Juliet
struct Matrix
{
float m[4][4];
};
static Matrix Identity()
{
Matrix result = {};
result.m[0][0] = 1.0f;
result.m[1][1] = 1.0f;
result.m[2][2] = 1.0f;
result.m[3][3] = 1.0f;
return result;
}
[[nodiscard]] inline Matrix MatrixIdentity()
{
Matrix result = {};
result.m[0][0] = 1.0f;
result.m[1][1] = 1.0f;
result.m[2][2] = 1.0f;
result.m[3][3] = 1.0f;
return result;
}
Matrix operator*(const Matrix& rhs) const
[[nodiscard]] inline Matrix operator*(const Matrix& lhs, const Matrix& rhs)
{
Matrix result = {};
for (int i = 0; i < 4; ++i)
{
Matrix result = {};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
{
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
{
for (int k = 0; k < 4; ++k)
{
result.m[i][j] += m[i][k] * rhs.m[k][j];
}
result.m[i][j] += lhs.m[i][k] * rhs.m[k][j];
}
}
return result;
}
};
return result;
}
[[nodiscard]] inline Matrix MatrixTranslation(float x, float y, float z)
{
Matrix result = MatrixIdentity();
result.m[0][3] = x;
result.m[1][3] = y;
result.m[2][3] = z;
return result;
}
[[nodiscard]] inline Matrix MatrixScale(float x, float y, float z)
{
Matrix result = MatrixIdentity();
result.m[0][0] = x;
result.m[1][1] = y;
result.m[2][2] = z;
return result;
}
[[nodiscard]] inline Matrix MatrixRotationX(float radians)
{
float c = cosf(radians);
float s = sinf(radians);
Matrix result = MatrixIdentity();
result.m[1][1] = c;
result.m[1][2] = -s;
result.m[2][1] = s;
result.m[2][2] = c;
return result;
}
[[nodiscard]] inline Matrix MatrixRotationY(float radians)
{
float c = cosf(radians);
float s = sinf(radians);
Matrix result = MatrixIdentity();
result.m[0][0] = c;
result.m[0][2] = s;
result.m[2][0] = -s;
result.m[2][2] = c;
return result;
}
[[nodiscard]] inline Matrix MatrixRotationZ(float radians)
{
float c = cosf(radians);
float s = sinf(radians);
Matrix result = MatrixIdentity();
result.m[0][0] = c;
result.m[0][1] = -s;
result.m[1][0] = s;
result.m[1][1] = c;
return result;
}
inline void MatrixTranslate(Matrix& m, const Vector3& v)
{
m.m[0][3] += v.x;
m.m[1][3] += v.y;
m.m[2][3] += v.z;
}
[[nodiscard]] inline Matrix MatrixRotation(float x, float y, float z)
{
return MatrixRotationX(x) * MatrixRotationY(y) * MatrixRotationZ(z);
}
inline Matrix LookAt(const Vector3& eye, const Vector3& target, const Vector3& up)
{
@@ -83,4 +149,46 @@ namespace Juliet
result.m[3][3] = 0.0f;
return result;
}
[[nodiscard]] inline Matrix MatrixInverse(const Matrix& m)
{
Matrix out = {};
float m00 = m.m[0][0], m01 = m.m[0][1], m02 = m.m[0][2], m03 = m.m[0][3];
float m10 = m.m[1][0], m11 = m.m[1][1], m12 = m.m[1][2], m13 = m.m[1][3];
float m20 = m.m[2][0], m21 = m.m[2][1], m22 = m.m[2][2], m23 = m.m[2][3];
float m30 = m.m[3][0], m31 = m.m[3][1], m32 = m.m[3][2], m33 = m.m[3][3];
out.m[0][0] = m11 * m22 * m33 - m11 * m23 * m32 - m21 * m12 * m33 + m21 * m13 * m32 + m31 * m12 * m23 - m31 * m13 * m22;
out.m[1][0] = -m10 * m22 * m33 + m10 * m23 * m32 + m20 * m12 * m33 - m20 * m13 * m32 - m30 * m12 * m23 + m30 * m13 * m22;
out.m[2][0] = m10 * m21 * m33 - m10 * m23 * m31 - m20 * m11 * m33 + m20 * m13 * m31 + m30 * m11 * m23 - m30 * m13 * m21;
out.m[3][0] = -m10 * m21 * m32 + m10 * m22 * m31 + m20 * m11 * m32 - m20 * m12 * m31 - m30 * m11 * m22 + m30 * m12 * m21;
out.m[0][1] = -m01 * m22 * m33 + m01 * m23 * m32 + m21 * m02 * m33 - m21 * m03 * m32 - m31 * m02 * m23 + m31 * m03 * m22;
out.m[1][1] = m00 * m22 * m33 - m00 * m23 * m32 - m20 * m02 * m33 + m20 * m03 * m32 + m30 * m02 * m23 - m30 * m03 * m22;
out.m[2][1] = -m00 * m21 * m33 + m00 * m23 * m31 + m20 * m01 * m33 - m20 * m03 * m31 - m30 * m01 * m23 + m30 * m03 * m21;
out.m[3][1] = m00 * m21 * m32 - m00 * m22 * m31 - m20 * m01 * m32 + m20 * m02 * m31 + m30 * m01 * m22 - m30 * m02 * m21;
out.m[0][2] = m01 * m12 * m33 - m01 * m13 * m32 - m11 * m02 * m33 + m11 * m03 * m32 + m31 * m02 * m13 - m31 * m03 * m12;
out.m[1][2] = -m00 * m12 * m33 + m00 * m13 * m32 + m10 * m02 * m33 - m10 * m03 * m32 - m30 * m02 * m13 + m30 * m03 * m12;
out.m[2][2] = m00 * m11 * m33 - m00 * m13 * m31 - m10 * m01 * m33 + m10 * m03 * m31 + m30 * m01 * m13 - m30 * m03 * m11;
out.m[3][2] = -m00 * m11 * m32 + m00 * m12 * m31 + m10 * m01 * m32 - m10 * m02 * m31 - m30 * m01 * m12 + m30 * m02 * m11;
out.m[0][3] = -m01 * m12 * m23 + m01 * m13 * m22 + m11 * m02 * m23 - m11 * m03 * m22 - m21 * m02 * m13 + m21 * m03 * m12;
out.m[1][3] = m00 * m12 * m23 - m00 * m13 * m22 - m10 * m02 * m23 + m10 * m03 * m22 + m20 * m02 * m13 - m20 * m03 * m12;
out.m[2][3] = -m00 * m11 * m23 + m00 * m13 * m21 + m10 * m01 * m23 - m10 * m03 * m21 - m20 * m01 * m13 + m20 * m03 * m11;
out.m[3][3] = m00 * m11 * m22 - m00 * m12 * m21 - m10 * m01 * m22 + m10 * m02 * m21 + m20 * m01 * m12 - m20 * m02 * m11;
float det = m00 * out.m[0][0] + m01 * out.m[1][0] + m02 * out.m[2][0] + m03 * out.m[3][0];
if (det != 0.0f)
{
float invDet = 1.0f / det;
for (int r = 0; r < 4; ++r)
for (int c = 0; c < 4; ++c)
out.m[r][c] *= invDet;
}
return out;
}
} // namespace Juliet

View File

@@ -2,120 +2,102 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/String.h>
#include <Core/Memory/Utils.h>
#include <Juliet.h>
#include <typeinfo> // Added for typeid
namespace Juliet
{
constexpr global uint64 g_Arena_Default_Reserve_Size = Megabytes(64);
constexpr global uint64 g_Arena_Default_Commit_Size = Kilobytes(64);
constexpr global uint64 k_ArenaHeaderSize = 128;
// --- Paged Memory Architecture ---
struct ArenaAllocation
{
size_t Offset;
size_t Size;
String Tag;
ArenaAllocation* Next;
};
struct MemoryBlock
{
static constexpr uint32 kMagic = 0xAA55AA55;
uint32 Magic;
MemoryBlock* Next; // Next block in the chain (Arena) or FreeList (Pool)
size_t TotalSize; // Total size of this block (including header)
size_t Used; // Offset relative to the start of Data
struct ArenaFreeNode;
#if JULIET_DEBUG
ArenaAllocation* FirstAllocation = nullptr;
uint64 Pad; // Ensure 16-byte alignment (Size 40 -> 48)
struct ArenaDebugInfo;
#endif
// Data follows immediately.
// We use a helper to access it to avoid C++ flexible array warning issues if strict
uint8* GetData() { return reinterpret_cast<uint8*>(this + 1); }
const uint8* GetData() const { return reinterpret_cast<const uint8*>(this + 1); }
struct Arena
{
Arena* Previous;
Arena* Current;
uint64 BasePosition;
uint64 Position;
uint64 Alignment;
uint64 CommitSize;
uint64 ReserveSize;
uint64 Committed;
uint64 Reserved;
Arena* FreeBlockLast;
ArenaFreeNode* FreeNodes;
bool AllowRealloc : 1;
JULIET_DEBUG_ONLY(uint16 LostNodeCount;)
JULIET_DEBUG_ONLY(bool CanReserveMore : 1;)
JULIET_DEBUG_ONLY(Arena* GlobalNext;)
JULIET_DEBUG_ONLY(Arena* GlobalPrev;)
JULIET_DEBUG_ONLY(ArenaDebugInfo* FirstDebugInfo;)
JULIET_DEBUG_ONLY(const char* Name;)
};
static_assert(sizeof(Arena) <= k_ArenaHeaderSize);
struct TempArena
{
Arena* Arena;
index_t Position;
};
struct MemoryPool
struct ArenaParams
{
void* BaseAddress = nullptr;
size_t TotalSize = 0;
MemoryBlock* FreeList = nullptr;
uint64 ReserveSize = g_Arena_Default_Reserve_Size;
uint64 CommitSize = g_Arena_Default_Commit_Size;
[[nodiscard]] MemoryBlock* AllocateBlock(size_t minCapacity);
void FreeBlock(MemoryBlock* block);
// True: All push will be 32 bytes minimum
bool AllowRealloc = false;
// When false, will assert if a new block is reserved.
JULIET_DEBUG_ONLY(bool CanReserveMore : 1 = true;)
};
struct MemoryArena
[[nodiscard]] JULIET_API Arena* ArenaAllocate(const ArenaParams& params JULIET_DEBUG_ONLY(, const char* name),
const std::source_location& loc = std::source_location::current());
JULIET_API void ArenaRelease(NonNullPtr<Arena> arena);
// Raw Push, can be used but templated helpers exists below
// Raw Push, can be used but templated helpers exists below
[[nodiscard]] JULIET_API void* ArenaPush(NonNullPtr<Arena> arena, size_t size, size_t align,
bool shouldBeZeroed JULIET_DEBUG_ONLY(, const char* tag));
[[nodiscard]] JULIET_API void* ArenaReallocate(NonNullPtr<Arena> arena, void* oldPtr, size_t oldSize, size_t newSize,
size_t align, bool shouldBeZeroed JULIET_DEBUG_ONLY(, const char* tag));
JULIET_API void ArenaPopTo(NonNullPtr<Arena> arena, size_t position);
JULIET_API void ArenaPop(NonNullPtr<Arena> arena, size_t amount);
JULIET_API void ArenaClear(NonNullPtr<Arena> arena);
[[nodiscard]] JULIET_API size_t ArenaPos(NonNullPtr<Arena> arena);
template <typename Type>
[[nodiscard]] Type* ArenaPushStruct(NonNullPtr<Arena> arena JULIET_DEBUG_PARAM(const char* tag = nullptr))
{
MemoryPool* BackingPool;
MemoryBlock* CurrentBlock;
MemoryBlock* FirstBlock;
// Marker behavior is now tricky with pages.
// Simple Marker = { Block*, Offset }
};
struct ArenaMarker
{
MemoryBlock* Block;
size_t Offset;
};
JULIET_API void MemoryArenaCreate(MemoryArena* arena, MemoryPool* pool);
JULIET_API void* ArenaPush(MemoryArena* arena, size_t size, size_t alignment, String tag);
JULIET_API void* ArenaRealloc(MemoryArena* arena, void* oldPtr, size_t oldSize, size_t newSize, size_t alignment, String tag);
JULIET_API bool ArenaPop(MemoryArena* arena, void* ptr, size_t size);
JULIET_API void ArenaReset(MemoryArena* arena);
JULIET_API ArenaMarker ArenaGetMarker(MemoryArena* arena);
JULIET_API void ArenaResetToMarker(MemoryArena* arena, ArenaMarker marker);
// --- Global Arenas & Management ---
// Returns a global arena that resets every frame.
JULIET_API MemoryArena* GetScratchArena();
// Persistent game arena.
JULIET_API MemoryArena* GetGameArena();
// Internal engine function to reset the scratch arena.
JULIET_API void ScratchArenaReset();
// Internal engine function to initialize memory arenas.
void MemoryArenasInit();
// Internal engine function to shutdown memory arenas.
void MemoryArenasShutdown();
template <typename T>
inline T* ArenaPushType(MemoryArena* arena, String tag)
{
T* result = static_cast<T*>(ArenaPush(arena, sizeof(T), alignof(T), tag));
if (result)
{
MemSet(result, 0, sizeof(T));
}
return result;
return static_cast<Type*>(
ArenaPush(arena, sizeof(Type) * 1, AlignOf(Type), true JULIET_DEBUG_PARAM(tag ? tag : typeid(Type).name())));
}
template <typename T>
inline T* ArenaPushArray(MemoryArena* arena, size_t count, String tag)
template <typename Type>
[[nodiscard]] Type* ArenaPushArray(NonNullPtr<Arena> arena, size_t count JULIET_DEBUG_PARAM(const char* tag = nullptr))
{
T* result = static_cast<T*>(ArenaPush(arena, sizeof(T) * count, alignof(T), tag));
if (result)
{
MemSet(result, 0, sizeof(T) * count);
}
return result;
return static_cast<Type*>(ArenaPush(arena, sizeof(Type) * count, Max(8ull, AlignOf(Type)),
true JULIET_DEBUG_PARAM(tag ? tag : typeid(Type).name())));
}
template <typename T>
inline T* ArenaRealloc(MemoryArena* arena, T* oldPtr, size_t oldCount, size_t newCount, String tag)
{
return static_cast<T*>(Juliet::ArenaRealloc(arena, static_cast<void*>(oldPtr), sizeof(T) * oldCount,
sizeof(T) * newCount, alignof(T), tag));
}
TempArena ArenaTempBegin(NonNullPtr<Arena> arena);
void ArenaTempEnd(TempArena temp);
} // namespace Juliet

View File

@@ -0,0 +1,50 @@
#pragma once
#include <Juliet.h>
#include <Core/Common/CoreTypes.h>
#include <Core/Common/String.h>
#include <Core/Common/NonNullPtr.h>
#if JULIET_DEBUG
namespace Juliet
{
struct Arena;
struct MemoryBlock;
// Arena (Struct)
struct ArenaDebugInfo
{
const char* Tag;
size_t Offset;
size_t Size;
ArenaDebugInfo* Next;
};
// MemoryArena (Pool-based)
struct ArenaAllocation
{
size_t Offset;
size_t Size;
String Tag;
ArenaAllocation* Next;
};
// Arena (Struct)
void DebugRegisterArena(NonNullPtr<Arena> arena);
void DebugUnregisterArena(NonNullPtr<Arena> arena);
void DebugArenaSetDebugName(NonNullPtr<Arena> arena, const char* name);
bool IsDebugInfoArena(const Arena* arena); // To prevent recursion
void DebugArenaFreeBlock(Arena* block); // To clear all debug infos in a block
void DebugArenaRemoveAllocation(Arena* block, size_t oldOffset);
void DebugArenaPopTo(Arena* block, size_t newPosition);
void DebugArenaAddDebugInfo(Arena* block, size_t size, size_t offset, const char* tag);
// MemoryArena (Pool-based)
void DebugFreeArenaAllocations(MemoryBlock* blk);
void DebugArenaAddAllocation(MemoryBlock* blk, size_t size, size_t offset, String tag);
void DebugArenaRemoveLastAllocation(MemoryBlock* blk);
} // namespace Juliet
#endif

View File

@@ -19,7 +19,71 @@ namespace Juliet
return size ? *left - *right : 0;
}
// TODO: homemade versions
// Single linked list
void SingleLinkedListPushNext(auto*& stackTop, auto* node)
{
node->Next = stackTop;
stackTop = node;
}
void SingleLinkedListPushPrevious(auto*& stackTop, auto* node)
{
node->Previous = stackTop;
stackTop = node;
}
void SingleLinkedListPopNext(auto*& stackTop)
{
stackTop = stackTop->Next;
}
template <typename SingleLinkedListType>
struct SingleLinkedListNode
{
SingleLinkedListType* Next;
};
// Double linked list
template <typename QueueType, typename QueueTypeNode>
void Enqueue(QueueType& queue, QueueTypeNode* node)
{
if (queue.First == nullptr)
{
queue.First = queue.Last = node;
node->Next = nullptr;
}
else
{
queue.Last->Next = node, queue.Last = node;
node->Next = nullptr;
}
queue.Nodecount += 1;
}
template <typename QueueType>
struct QueueNode
{
QueueType* Next;
};
#define DECLARE_QUEUE(type) \
struct type##Queue \
{ \
type* First; \
type* Last; \
size_t Nodecount; \
size_t Size; \
};
#define SLLQueuePush(f, l, n) SLLQueuePush_NZ(0, f, l, n, next)
#define SLLQueuePush_NZ(nil, f, l, n, next) \
(CheckNil(nil, f) ? ((f) = (l) = (n), SetNil(nil, (n)->next)) : ((l)->next = (n), (l) = (n), SetNil(nil, (n)->next)))
// TODO: homemade versions
#define MemSet memset
#define MemCopy memcpy
#define MemoryZero(dst, size) MemSet(dst, 0, size)
} // namespace Juliet

View File

@@ -5,6 +5,12 @@
namespace Juliet
{
// TODO Use VectorArena
template <typename T>
class Vector : public std::vector<T>
{
};
class NetworkPacket
{
public:

View File

@@ -1,9 +1,12 @@
#pragma once
#include <Core/Memory/MemoryArena.h>
#include <Juliet.h>
#if JULIET_DEBUG
namespace Juliet::Debug
{
JULIET_API void DebugDrawMemoryArena();
} // namespace Juliet::Debug
#endif

View File

@@ -8,7 +8,8 @@ namespace Juliet
struct Engine
{
IApplication* Application = nullptr;
IApplication* Application = nullptr;
Arena* PlatformArena = nullptr;
};
void InitializeEngine(JulietInit_Flags flags);

View File

@@ -134,13 +134,11 @@ namespace Juliet
extern JULIET_API void BindGraphicsPipeline(NonNullPtr<RenderPass> renderPass, NonNullPtr<GraphicsPipeline> graphicsPipeline);
extern JULIET_API void DrawPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numVertices, uint32 numInstances,
uint32 firstVertex, uint32 firstInstance);
extern JULIET_API void DrawIndexedPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numIndices,
uint32 numInstances, uint32 firstIndex, uint32 vertexOffset,
uint32 firstInstance);
extern JULIET_API void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer, IndexFormat format);
extern JULIET_API void DrawIndexedPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numIndices, uint32 numInstances,
uint32 firstIndex, uint32 vertexOffset, uint32 firstInstance);
extern JULIET_API void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer,
IndexFormat format, size_t indexCount, index_t offset);
extern JULIET_API void SetPushConstants(NonNullPtr<CommandList> commandList, ShaderStage stage,
uint32 rootParameterIndex, uint32 numConstants, const void* constants);
@@ -166,6 +164,8 @@ namespace Juliet
extern JULIET_API GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GraphicsDevice> device, const BufferCreateInfo& createInfo);
extern JULIET_API GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device,
const TransferBufferCreateInfo& createInfo);
extern JULIET_API void* MapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API void UnmapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API void* MapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
extern JULIET_API void UnmapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
extern JULIET_API void CopyBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> dst,

View File

@@ -8,7 +8,6 @@ namespace Juliet
IndexBuffer = 1 << 0,
ConstantBuffer = 1 << 1,
StructuredBuffer = 1 << 2,
VertexBuffer = 1 << 3,
};
enum class TransferBufferUsage : uint8
@@ -20,7 +19,9 @@ namespace Juliet
struct BufferCreateInfo
{
size_t Size;
size_t Stride;
BufferUsage Usage;
bool IsDynamic;
};
struct TransferBufferCreateInfo

View File

@@ -0,0 +1,15 @@
#pragma once
#include <Juliet.h>
#include <Core/Math/Vector.h>
namespace Juliet
{
struct PointLight
{
Vector3 Position;
float Radius;
Vector3 Color;
float Intensity;
};
} // namespace Juliet

View File

@@ -0,0 +1,23 @@
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Math/Matrix.h>
#include <Juliet.h>
namespace Juliet
{
struct Arena;
struct Vertex;
struct Mesh
{
size_t VertexCount;
size_t IndexCount;
index_t VertexOffset;
index_t IndexOffset;
Matrix Transform = MatrixIdentity();
};
} // namespace Juliet

View File

@@ -0,0 +1,75 @@
#pragma once
#include <Core/Container/Vector.h>
#include <Core/Math/Matrix.h>
#include <Graphics/Lighting.h>
#include <Graphics/PushConstants.h>
#include <Graphics/VertexData.h>
#include <Juliet.h>
namespace Juliet
{
struct GraphicsTransferBuffer;
struct RenderPass;
struct CommandList;
struct GraphicsBuffer;
struct Window;
struct GraphicsPipeline;
struct GraphicsDevice;
struct Mesh;
using MeshID = index_t;
using LightID = index_t;
constexpr size_t kGeometryPage = Megabytes(64);
constexpr size_t kIndexPage = Megabytes(32);
constexpr size_t kDefaultMeshNumber = 500;
constexpr size_t kDefaultVertexCount = 2'000'000; // Fit less than one geometry page
constexpr size_t kDefaultIndexCount = 16'000'000; // Fit less than one index page
constexpr size_t kDefaultLightCount = 1024;
struct MeshRenderer
{
// Note we prevent realloc for now.
VectorArena<Mesh, kDefaultMeshNumber, false> Meshes;
VectorArena<Vertex, kDefaultVertexCount, false> Vertices;
VectorArena<Index, kDefaultIndexCount, false> Indices;
VectorArena<PointLight, kDefaultLightCount, false> PointLights;
GraphicsBuffer* VertexBuffer;
GraphicsBuffer* IndexBuffer;
GraphicsTransferBuffer* StreamCopyBuffer;
GraphicsTransferBuffer* LoadCopyBuffer;
GraphicsBuffer* LightsBuffer;
PointLight* MappedLights;
GraphicsDevice* Device;
GraphicsPipeline* Pipeline;
};
JULIET_API void InitializeMeshRenderer(NonNullPtr<Arena> arena);
[[nodiscard]] JULIET_API bool InitializeMeshRendererGraphics(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window);
JULIET_API void ShutdownMeshRendererGraphics();
JULIET_API void ShutdownMeshRenderer();
JULIET_API void LoadMeshesOnGPU(NonNullPtr<CommandList> cmdList);
JULIET_API void RenderMeshes(NonNullPtr<RenderPass> pass, NonNullPtr<CommandList> cmdList, PushData& pushData);
// Lights
[[nodiscard]] JULIET_API LightID AddPointLight(const PointLight& light);
JULIET_API void SetPointLightPosition(LightID id, const Vector3& position);
JULIET_API void SetPointLightColor(LightID id, const Vector3& color);
JULIET_API void SetPointLightRadius(LightID id, float radius);
JULIET_API void SetPointLightIntensity(LightID id, float intensity);
JULIET_API void ClearPointLights();
// Utils
[[nodiscard]] JULIET_API MeshID AddCube();
[[nodiscard]] JULIET_API MeshID AddQuad();
JULIET_API void SetMeshTransform(MeshID id, const Matrix& transform);
#if ALLOW_SHADER_HOT_RELOAD
JULIET_API void ReloadMeshRendererShaders();
#endif
} // namespace Juliet

View File

@@ -0,0 +1,30 @@
#pragma once
#include <Core/Math/Matrix.h>
#include <Core/Math/Vector.h>
#include <Juliet.h>
namespace Juliet
{
struct PushData
{
Matrix ViewProjection;
uint32 MeshIndex;
uint32 TransformsBufferIndex;
uint32 BufferIndex;
uint32 TextureIndex;
uint32 VertexOffset;
uint32 Padding;
float Scale[2];
float Translate[2];
float Padding2[2];
Vector3 GlobalLightDirection;
float GlobalLightPad;
Vector3 GlobalLightColor;
float GlobalAmbientIntensity;
uint32 LightBufferIndex;
uint32 ActiveLightCount;
};
} // namespace Juliet

View File

@@ -0,0 +1,29 @@
#pragma once
#include <Core/Math/Matrix.h>
#include <Juliet.h>
namespace Juliet
{
struct RenderPass;
struct CommandList;
struct Window;
struct GraphicsPipeline;
struct GraphicsDevice;
struct SkyboxRenderer
{
GraphicsDevice* Device;
GraphicsPipeline* Pipeline;
};
[[nodiscard]] JULIET_API bool InitializeSkyboxRenderer(NonNullPtr<GraphicsDevice> device,
NonNullPtr<Window> window);
JULIET_API void ShutdownSkyboxRenderer();
JULIET_API void RenderSkybox(NonNullPtr<RenderPass> pass, NonNullPtr<CommandList> cmdList, const Matrix& viewProjection);
#if ALLOW_SHADER_HOT_RELOAD
JULIET_API void ReloadSkyboxShaders();
#endif
} // namespace Juliet

View File

@@ -0,0 +1,13 @@
#pragma once
namespace Juliet
{
struct Vertex
{
float Position[3];
float Normal[3];
float Color[4];
};
using Index = uint16;
} // namespace Juliet

View File

@@ -21,8 +21,14 @@
#ifdef DEBUG
#define JULIET_DEBUG 1
#define JULIET_DEBUG_ONLY(...) __VA_ARGS__
#define JULIET_DEBUG_PARAM_FIRST(...) __VA_ARGS__
#define JULIET_DEBUG_PARAM(...) , __VA_ARGS__
#else
#define JULIET_DEBUG 0
#define JULIET_DEBUG_ONLY(...)
#define JULIET_DEBUG_PARAM_FIRST(...)
#define JULIET_DEBUG_PARAM(...)
#endif
// Manual override to disable ImGui

View File

@@ -12,9 +12,7 @@ namespace Juliet
Log(LogLevel::Error, LogCategory::Core, "--- ASSERTION FAILED ---");
Log(LogLevel::Error, LogCategory::Core, "Expression: %s", expression);
Log(LogLevel::Error, LogCategory::Core, "Message: %s", message);
Log(LogLevel::Error, LogCategory::Core, "Location: %s(%u): %s",
location.file_name(),
location.line(),
Log(LogLevel::Error, LogCategory::Core, "Location: %s(%u): %s", location.file_name(), location.line(),
location.function_name());
if (handleResult < 0)
@@ -26,14 +24,7 @@ namespace Juliet
Log(LogLevel::Error, LogCategory::Core, "-------------------------");
if (IsDebuggerPresent())
{
__debugbreak();
}
else
{
exit(1);
}
JULIET_PLATFORM_BREAK();
}
void Free(ByteBuffer& buffer)

View File

@@ -2,6 +2,7 @@
#include <Core/Common/String.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Memory/Utils.h>
namespace Juliet
@@ -222,14 +223,14 @@ namespace Juliet
while (true)
{
{
uint32 leftFolded[3];
[[maybe_unused]] int8 num_folded = CaseFoldUnicode(StepUTF8(str1), leftFolded);
uint32 leftFolded[3];
[[maybe_unused]] int8 num_folded = CaseFoldUnicode(StepUTF8(str1), leftFolded);
Assert(num_folded == 1); // Only one uint32 codepoint supported for now (low ascii)
left = leftFolded[0];
}
{
uint32 rightFolded[3];
[[maybe_unused]] int8 num_folded = CaseFoldUnicode(StepUTF8(str2), rightFolded);
uint32 rightFolded[3];
[[maybe_unused]] int8 num_folded = CaseFoldUnicode(StepUTF8(str2), rightFolded);
Assert(num_folded == 1); // Only one uint32 codepoint supported for now (low ascii)
right = rightFolded[0];
}
@@ -487,4 +488,15 @@ namespace Juliet
return ConvertString(sourceFormat, destFormat, src, dst, nullTerminate);
}
String StringCopy(NonNullPtr<Arena> arena, String str)
{
String result;
result.Size = str.Size;
result.Data = static_cast<char*>(ArenaPush(arena, str.Size + 1, alignof(char), true JULIET_DEBUG_ONLY(, "String")));
MemCopy(result.Data, str.Data, str.Size);
result.Data[result.Size] = 0;
return result;
}
} // namespace Juliet

View File

@@ -0,0 +1,5 @@
#include <Core/Container/Vector.h>
namespace Juliet
{
}

View File

@@ -2,16 +2,16 @@
#include <Core/HAL/Display/Display_Private.h>
#include <Core/HAL/Display/DisplayDevice.h>
#include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h>
#include <Core/Memory/MemoryArena.h>
#include <format>
namespace Juliet
{
namespace
{
DisplayDevice* g_CurrentDisplayDevice = nullptr;
}
void DestroyPlatformWindow(index_t windowIndex);
} // namespace
namespace Internal::Display
{
@@ -23,13 +23,15 @@ namespace Juliet
{
Assert(!g_CurrentDisplayDevice);
Arena* arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Display System"));
DisplayDevice* candidateDevice = nullptr;
DisplayDeviceFactory* candidateFactory = nullptr;
for (DisplayDeviceFactory* factory : Internal::Display::Factories)
{
if (factory)
{
candidateDevice = factory->CreateDevice();
candidateDevice = factory->CreateDevice(arena);
if (candidateDevice)
{
candidateFactory = factory;
@@ -41,8 +43,9 @@ namespace Juliet
// TODO : handle error instead of crashing
Assert(candidateDevice);
g_CurrentDisplayDevice = candidateDevice;
g_CurrentDisplayDevice->Name = candidateFactory->Name;
g_CurrentDisplayDevice = candidateDevice;
g_CurrentDisplayDevice->Arena = arena;
g_CurrentDisplayDevice->Name = candidateFactory->Name;
if (!g_CurrentDisplayDevice->Initialize(g_CurrentDisplayDevice))
{
@@ -58,15 +61,17 @@ namespace Juliet
}
// Destroy all Windows that are still alive
if (g_CurrentDisplayDevice->MainWindow)
for (index_t idx = g_CurrentDisplayDevice->Windows.Size(); idx-- > 0;)
{
DestroyPlatformWindow(g_CurrentDisplayDevice->MainWindow);
DestroyPlatformWindow(idx);
}
g_CurrentDisplayDevice->Shutdown(g_CurrentDisplayDevice);
// Free anything that was freed by the shutdown and then free the display
// no op for now
g_CurrentDisplayDevice->Free(g_CurrentDisplayDevice);
ArenaRelease(g_CurrentDisplayDevice->Arena);
g_CurrentDisplayDevice = nullptr;
}
@@ -74,49 +79,59 @@ namespace Juliet
{
Assert(g_CurrentDisplayDevice->CreatePlatformWindow);
MemoryArena* arena = GetEngineArena();
auto window = ArenaPushType<Window>(arena, ConstString("Window"));
if (!window)
Window window = {};
window.Arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Window"));
window.Width = width;
window.Height = height;
window.Title = StringCopy(window.Arena, WrapString(title));
g_CurrentDisplayDevice->Windows.PushBack(window);
auto* pWindow = g_CurrentDisplayDevice->Windows.Last();
if (!g_CurrentDisplayDevice->CreatePlatformWindow(g_CurrentDisplayDevice, pWindow))
{
return nullptr;
}
window->Width = width;
window->Height = height;
auto titleLen = StringLength(title);
auto buffer = ArenaPushArray<char>(arena, titleLen, ConstString("Window Title Array"));
MemCopy(buffer, title, titleLen);
window->Title.Data = buffer;
window->Title.Size = titleLen;
g_CurrentDisplayDevice->MainWindow = window;
if (!g_CurrentDisplayDevice->CreatePlatformWindow(g_CurrentDisplayDevice, window))
{
// Note: We don't "free" from arena easily, but since this is catastrophic
// and persistent, we just leak the small amount of arena space or handle it if we had a marker.
ArenaRelease(window.Arena);
return nullptr;
}
// TODO : make SHOW optional on creation with a flag
g_CurrentDisplayDevice->ShowWindow(g_CurrentDisplayDevice, window);
g_CurrentDisplayDevice->ShowWindow(g_CurrentDisplayDevice, pWindow);
return window;
return pWindow;
}
namespace
{
void DestroyPlatformWindow(index_t windowIndex)
{
VectorArena<Window>& windows = g_CurrentDisplayDevice->Windows;
Window* window = &windows[windowIndex];
HideWindow(window);
g_CurrentDisplayDevice->DestroyPlatformWindow(g_CurrentDisplayDevice, window);
ArenaClear(window->Arena);
ArenaRelease(window->Arena);
windows.RemoveAtFast(windowIndex);
}
} // namespace
void DestroyPlatformWindow(NonNullPtr<Window> window)
{
Assert(g_CurrentDisplayDevice->MainWindow == window.Get());
HideWindow(window);
// We don't free from arena, these are persistent until shutdown.
window->Title.Data = nullptr;
window->Title.Size = 0;
g_CurrentDisplayDevice->DestroyPlatformWindow(g_CurrentDisplayDevice, window);
g_CurrentDisplayDevice->MainWindow = nullptr;
// Find and destroy
VectorArena<Window>& windows = g_CurrentDisplayDevice->Windows;
for (index_t idx = windows.Size(); idx-- > 0;)
{
Window& windowRef = windows[idx];
if (windowRef.ID == window->ID)
{
DestroyPlatformWindow(idx);
break;
}
}
}
void ShowWindow(NonNullPtr<Window> window)
@@ -134,6 +149,11 @@ namespace Juliet
return window->ID;
}
void SetWindowTitle(NonNullPtr<Window> window, String title)
{
g_CurrentDisplayDevice->SetWindowTitle(g_CurrentDisplayDevice, window, title);
}
// Display Device Utils. Not exposed in the API
DisplayDevice* GetDisplayDevice()
{

View File

@@ -1,6 +1,7 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
#include <Core/Container/Vector.h>
#include <Core/HAL/Display/Window.h>
namespace Juliet
@@ -10,6 +11,8 @@ namespace Juliet
// Acts as a singleton after Initialize has been called and is freed in Shutdown.
struct DisplayDevice
{
Arena* Arena;
const char* Name = "Unknown";
// Initialize all subsystems needed for the device to works
@@ -22,18 +25,18 @@ namespace Juliet
void (*DestroyPlatformWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*ShowWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*HideWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*SetWindowTitle)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window, String title);
// Events
void (*PumpEvents)(NonNullPtr<DisplayDevice> self);
// TODO : Use vector
Window* MainWindow = nullptr;
VectorArena<Window> Windows;
};
struct DisplayDeviceFactory
{
const char* Name = "Unknown";
DisplayDevice* (*CreateDevice)(void);
DisplayDevice* (*CreateDevice)(Arena* arena);
};
// TODO : Support more platforms

View File

@@ -1,9 +1,6 @@
#include <Core/HAL/Display/DisplayDevice.h>
#include <Core/HAL/Display/Win32/Win32DisplayEvent.h>
#include <Core/HAL/Display/Win32/Win32Window.h>
#include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h>
#include <Core/Memory/Utils.h>
namespace Juliet::Win32
{
@@ -14,11 +11,14 @@ namespace Juliet::Win32
return true;
}
void Shutdown(NonNullPtr<DisplayDevice> /*self*/) {}
void Free(NonNullPtr<DisplayDevice> /*self*/) {}
DisplayDevice* CreateDevice()
void Free(NonNullPtr<DisplayDevice> device)
{
auto device = ArenaPushType<DisplayDevice>(GetEngineArena(), ConstString("DisplayDevice"));
device->Windows.Destroy();
}
DisplayDevice* CreateDevice(Arena* arena)
{
auto device = ArenaPushStruct<DisplayDevice>(arena);
if (!device)
{
@@ -33,9 +33,12 @@ namespace Juliet::Win32
device->DestroyPlatformWindow = DestroyPlatformWindow;
device->ShowWindow = ShowWindow;
device->HideWindow = HideWindow;
device->SetWindowTitle = SetWindowTitle;
device->PumpEvents = PumpEvents;
device->Windows.Create(arena JULIET_DEBUG_PARAM("Display Windows"));
return device;
}
} // namespace

View File

@@ -14,9 +14,10 @@
// For GET_X_LPARAM, GET_Y_LPARAM.
#include <windowsx.h>
#ifdef JULIET_ENABLE_IMGUI
#include <imgui.h> // Need For IMGUI_IMPL_API
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
namespace Juliet::Win32
{
@@ -29,17 +30,12 @@ namespace Juliet::Win32
{
if (auto* displayDevice = GetDisplayDevice())
{
auto* window = displayDevice->MainWindow;
// TODO : use a vector
// for (Window* window : displayDevice->MainWindow)
for (auto& window : displayDevice->Windows)
{
if (window)
auto state = static_cast<Window32State*>(window.State);
if (state && state->Handle == handle)
{
auto state = static_cast<Window32State*>(window->State);
if (state && state->Handle == handle)
{
return state;
}
return state;
}
}
}
@@ -151,14 +147,15 @@ namespace Juliet::Win32
LRESULT CALLBACK Win32MainWindowCallback(HWND handle, UINT message, WPARAM wParam, LPARAM lParam)
{
#ifdef JULIET_ENABLE_IMGUI
if (ImGui_ImplWin32_WndProcHandler(handle, message, wParam, lParam))
{
return true;
}
#endif
LRESULT returnCode = -1;
// Wait until the window state is created before doing anything
auto* windowState = GetWindowStateFromHandle(handle);
if (!windowState)

View File

@@ -2,8 +2,7 @@
#include <Core/HAL/Display/Win32/Win32Window.h>
#include <Core/HAL/Display/Window.h>
#include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h>
#include <Core/Memory/Utils.h>
#include <Core/Memory/MemoryArena.h>
namespace Juliet::Win32
{
@@ -14,7 +13,7 @@ namespace Juliet::Win32
bool SetupWindowState(NonNullPtr<DisplayDevice> /*self*/, NonNullPtr<Window> window, HWND handle)
{
auto state = ArenaPushType<Window32State>(GetEngineArena(), ConstString("Window32State"));
auto* state = ArenaPushStruct<Window32State>(window->Arena);
window->State = state;
state->Handle = handle;
@@ -23,18 +22,15 @@ namespace Juliet::Win32
state->IsMouseTracked = false;
// TODO Use SetProp to associate data to the window handle. Could be used to fetch it from the WinProc
return true;
}
void CleanUpWindowState(NonNullPtr<DisplayDevice> /*self*/, NonNullPtr<Window> window)
{
if (auto* state = static_cast<Window32State*>(window->State))
{
ReleaseDC(state->Handle, state->HDC);
DestroyWindow(state->Handle);
}
auto* state = static_cast<Window32State*>(window->State);
Assert(state);
ReleaseDC(state->Handle, state->HDC);
DestroyWindow(state->Handle);
window->State = nullptr;
}
} // namespace
@@ -63,8 +59,8 @@ namespace Juliet::Win32
int x = CW_USEDEFAULT, y = CW_USEDEFAULT;
const int w = window->Width, h = window->Height;
HWND handle = CreateWindowExA(styleEx, WindowClassPtr, "JULIET TODO PASS TITLE", style, x, y, w, h, nullptr,
nullptr, instance, nullptr);
HWND handle = CreateWindowExA(styleEx, WindowClassPtr, window->Title.Data, style, x, y, w, h, nullptr, nullptr,
instance, nullptr);
PumpEvents(self);
@@ -96,4 +92,13 @@ namespace Juliet::Win32
auto& win32State = static_cast<Window32State&>(*window->State);
::ShowWindow(win32State.Handle, SW_HIDE);
}
void SetWindowTitle(NonNullPtr<DisplayDevice> /*self*/, NonNullPtr<Window> window, String title)
{
Assert(window);
Assert(window->State);
auto& win32State = static_cast<Window32State&>(*window->State);
SetWindowTextA(win32State.Handle, CStr(title));
}
} // namespace Juliet::Win32

View File

@@ -25,4 +25,5 @@ namespace Juliet::Win32
extern void DestroyPlatformWindow(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
extern void ShowWindow(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
extern void HideWindow(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
extern void SetWindowTitle(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window, String title);
} // namespace Juliet::Win32

View File

@@ -15,9 +15,10 @@ namespace Juliet
{
WindowID ID;
WindowState* State;
Arena* Arena;
int32 Width;
int32 Height;
int32 Width;
int32 Height;
String Title;
};
} // namespace Juliet

View File

@@ -1,9 +1,13 @@
#include <chrono>
#include <queue>
#include <Core/HAL/Display/DisplayDevice.h>
#include <Core/HAL/Event/SystemEvent.h>
#pragma push_macro("global")
#undef global
#include <chrono>
#pragma pop_macro("global")
#include <queue>
namespace Juliet
{
namespace

View File

@@ -1,14 +1,29 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Common/String.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Filesystem/Filesystem_Platform.h>
#include <Core/HAL/Filesystem/Filesystem_Private.h>
#include <Core/HAL/Win32.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Memory/Allocator.h>
#include <cstdio>
namespace Juliet
{
namespace
{
String CachedBasePath = {};
String CachedBasePath = {};
String CachedAssetBasePath = {};
bool DirectoryExists(const char* path)
{
Assert(path);
DWORD attributes = GetFileAttributesA(path);
return (attributes != INVALID_FILE_ATTRIBUTES) && (attributes & FILE_ATTRIBUTE_DIRECTORY);
}
}
String GetBasePath()
@@ -20,6 +35,27 @@ namespace Juliet
return CachedBasePath;
}
String GetAssetBasePath()
{
return CachedAssetBasePath;
}
[[nodiscard]] String GetAssetPath(String filename)
{
Assert(IsValid(CachedAssetBasePath));
Assert(IsValid(filename));
size_t totalSize = CachedAssetBasePath.Size + filename.Size + 1;
auto* buffer = static_cast<char*>(Calloc(totalSize, sizeof(char)));
if (!buffer)
{
return {};
}
snprintf(buffer, totalSize, "%s%s", CStr(CachedAssetBasePath), CStr(filename));
return { buffer, totalSize - 1 };
}
bool IsAbsolutePath(String path)
{
if (!IsValid(path))
@@ -29,7 +65,40 @@ namespace Juliet
return Platform::IsAbsolutePath(path);
}
void InitFilesystem() {}
void InitFilesystem()
{
String basePath = GetBasePath();
Assert(IsValid(basePath));
// Probe candidate paths for compiled shader directory
// 1. Shipping layout: Assets/Shaders/ next to the exe
// 2. Dev layout: ../../Assets/compiled/ (exe is in bin/x64Clang-<Config>/)
constexpr const char* kCandidates[] = {
"Assets/Shaders/",
"../../Assets/compiled/"
};
for (const char* candidate : kCandidates)
{
char probePath[512];
snprintf(probePath, sizeof(probePath), "%s%s", CStr(basePath), candidate);
if (DirectoryExists(probePath))
{
size_t len = strlen(probePath);
auto* buffer = static_cast<char*>(Calloc(len + 1, sizeof(char)));
if (buffer)
{
snprintf(buffer, len + 1, "%s", probePath);
CachedAssetBasePath = { buffer, len };
Log(LogLevel::Message, LogCategory::Core, "Asset base path: %s", buffer);
}
return;
}
}
Log(LogLevel::Error, LogCategory::Core, "Filesystem: Could not find Assets/compiled/ directory!");
}
void ShutdownFilesystem()
{
@@ -38,5 +107,10 @@ namespace Juliet
CachedBasePath.Size = 0;
SafeFree(CachedBasePath.Data);
}
if (IsValid(CachedAssetBasePath))
{
CachedAssetBasePath.Size = 0;
SafeFree(CachedAssetBasePath.Data);
}
}
} // namespace Juliet

View File

@@ -58,7 +58,7 @@ namespace Juliet::Platform
bool IsAbsolutePath(String path)
{
if (path.Data || path.Size == 0)
if (!path.Data || path.Size == 0)
{
return false;
}

View File

@@ -0,0 +1,37 @@
#include <Core/HAL/OS/OS.h>
#include <Core/HAL/OS/OS_Private.h>
namespace Juliet
{
namespace Memory
{
Byte* OS_Reserve(size_t size)
{
return Internal::OS_Reserve(size);
}
bool OS_Commit(Byte* ptr, size_t size)
{
return Internal::OS_Commit(ptr, size);
}
void OS_Release(Byte* ptr, size_t size)
{
Internal::OS_Release(ptr, size);
}
} // namespace Memory
namespace Debug
{
bool IsDebuggerPresent()
{
return Internal::IsDebuggerPresent();
}
} // namespace Debug
int Bootstrap(EntryPointFunc entryPointFunc, int argc, wchar_t** argv)
{
return Internal::OS_Main(entryPointFunc, argc, argv);
}
} // namespace Juliet

View File

@@ -0,0 +1,20 @@
#pragma once
namespace Juliet
{
namespace Memory::Internal
{
Byte* OS_Reserve(size_t size);
bool OS_Commit(Byte* ptr, size_t size);
void OS_Release(Byte* ptr, size_t size);
} // namespace Memory::Internal
namespace Debug::Internal
{
bool IsDebuggerPresent();
} // namespace Debug::Internal
namespace Internal
{
int OS_Main(EntryPointFunc entryPointFunc, int argc, wchar_t** argv);
}
} // namespace Juliet

View File

@@ -0,0 +1,97 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/HAL/OS/OS.h>
#include <Core/HAL/OS/OS_Private.h>
#include <Core/HAL/Win32.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
namespace Juliet
{
namespace
{
global RIO_EXTENSION_FUNCTION_TABLE w32_rio_functions = {};
}
namespace Memory::Internal
{
Byte* OS_Reserve(size_t size)
{
auto* result = static_cast<Byte*>(VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE));
return result;
}
bool OS_Commit(Byte* ptr, size_t size)
{
bool result = (VirtualAlloc(ptr, size, MEM_COMMIT, PAGE_READWRITE) != nullptr);
Assert(size <= static_cast<size_t>(MaxValueOf<DWORD>()));
if (w32_rio_functions.RIORegisterBuffer != nullptr && w32_rio_functions.RIODeregisterBuffer != nullptr)
{
w32_rio_functions.RIODeregisterBuffer(
w32_rio_functions.RIORegisterBuffer(reinterpret_cast<PCHAR>(ptr), static_cast<DWORD>(size)));
}
return result;
}
void OS_Release(Byte* ptr, size_t size)
{
// size not used on windows
std::ignore = size;
VirtualFree(ptr, 0, MEM_RELEASE);
}
} // namespace Memory::Internal
namespace Debug::Internal
{
bool IsDebuggerPresent()
{
return ::IsDebuggerPresent();
}
} // namespace Debug::Internal
namespace
{
// Used to handle a crash/exception
LONG WINAPI ExceptionFilter(EXCEPTION_POINTERS* exceptionPtrs)
{
(void)exceptionPtrs;
// See for more info https://github.com/EpicGamesExt/raddebugger/blob/master/src/os/core/win32/os_core_win32.c
ExitProcess(1);
}
} // namespace
namespace Internal
{
int OS_Main(EntryPointFunc entryPointFunc, int argc, wchar_t** argv)
{
SetUnhandledExceptionFilter(&ExceptionFilter);
// Allow only one instance to be launched.
CreateMutex(nullptr, false, L"Local\\Juliet.App");
if (GetLastError() == ERROR_ALREADY_EXISTS)
{
MessageBox(nullptr, L"An instance of Juliet is already running.", L"Juliet", MB_OK | MB_ICONEXCLAMATION);
return EXIT_FAILURE;
}
// Create a dummy socket to access RIO functions. Those will be used to do fine memory management
{
WSADATA WinSockData;
WSAStartup(MAKEWORD(2, 2), &WinSockData);
GUID guid = WSAID_MULTIPLE_RIO;
DWORD rio_byte = 0;
SOCKET Sock = socket(AF_UNSPEC, SOCK_STREAM, IPPROTO_TCP);
WSAIoctl(Sock, SIO_GET_MULTIPLE_EXTENSION_FUNCTION_POINTER, &guid, sizeof(guid),
reinterpret_cast<void**>(&w32_rio_functions), sizeof(w32_rio_functions), &rio_byte, nullptr, nullptr);
closesocket(Sock);
}
int result = entryPointFunc(argc, argv);
return result;
}
} // namespace Internal
} // namespace Juliet

View File

@@ -26,7 +26,7 @@
#define WINVER _WIN32_WINNT
#ifdef __clang__
#pragma clang diagnostic pop
#pragma clang diagnostic pop
#endif
#define NOIME
@@ -66,6 +66,11 @@
#define NOTAPE
#define ANSI_ONLY
// Keep includes in that order
#include <WinSock2.h>
#include <MSWSock.h>
#include <Windows.h>
#undef min

View File

@@ -2,8 +2,6 @@
#include <Core/HotReload/HotReload.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Thread/Thread.h>
@@ -13,6 +11,8 @@ namespace Juliet
{
void InitHotReloadCode(HotReloadCode& code, String dllName, String transientDllName, String lockFilename)
{
code.Arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Hot Reload"));
// Get the app base path and build the dll path from there.
String basePath = GetBasePath();
size_t basePathLength = StringLength(basePath);
@@ -24,7 +24,8 @@ namespace Juliet
// TODO: Add path composition into filesystem + string format + string builder
const size_t dllFullPathLength =
basePathLength + StringLength(dllName) + 1; // Need +1 because snprintf needs 0 terminated strings
code.DLLFullPath.Data = ArenaPushArray<char>(GetEngineArena(), dllFullPathLength, ConstString("DLLFullPath"));
code.DLLFullPath.Data = static_cast<char*>(ArenaPush(code.Arena, dllFullPathLength, alignof(char), true JULIET_DEBUG_ONLY(, "DLL Path")));
int writtenSize = snprintf(CStr(code.DLLFullPath), dllFullPathLength, "%s%s", CStr(basePath), CStr(dllName));
if (writtenSize < static_cast<int>(dllFullPathLength) - 1)
{
@@ -37,7 +38,7 @@ namespace Juliet
// Lock filename path
const size_t lockPathLength =
basePathLength + StringLength(lockFilename) + 1; // Need +1 because snprintf needs 0 terminated strings
code.LockFullPath.Data = ArenaPushArray<char>(GetEngineArena(), lockPathLength, ConstString("LockFullPath"));
code.LockFullPath.Data = static_cast<char*>(ArenaPush(code.Arena, lockPathLength, alignof(char), true JULIET_DEBUG_ONLY(, "Lock File Path")));
writtenSize = snprintf(CStr(code.LockFullPath), lockPathLength, "%s%s", CStr(basePath), CStr(lockFilename));
if (writtenSize < static_cast<int>(lockPathLength) - 1)
{
@@ -59,6 +60,8 @@ namespace Juliet
// Arena memory persists until engine shutdown
code.LockFullPath.Size = 0;
// Arena memory persists until engine shutdown
ArenaRelease(code.Arena);
}
void ReloadCode(HotReloadCode& code)

View File

@@ -56,7 +56,8 @@ namespace Juliet
basePathLength + StringLength(code.TransientDLLName) + /* _ */ 1 + kTempDLLBufferSizeForID + 1 /* \0 */;
// Allocate from Scratch Arena (transient)
auto tempDllPath = ArenaPushArray<char>(GetScratchArena(), tempDllMaxBufferSize, ConstString("tempDllPath"));
TempArena temp = ArenaTempBegin(code.Arena);
auto tempDllPath = ArenaPushArray<char>(temp.Arena, tempDllMaxBufferSize);
for (uint32 attempt = 0; attempt < kMaxAttempts; ++attempt)
{
@@ -96,6 +97,7 @@ namespace Juliet
break;
}
}
ArenaTempEnd(temp);
code.Dll = LoadDynamicLibrary(tempDllPath);
if (code.Dll)

View File

@@ -3,13 +3,13 @@
#include <Core/ImGui/ImGuiService.h>
#include <Core/ImGui/ImGuiTests.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#ifdef JULIET_ENABLE_IMGUI
#include <backends/imgui_impl_win32.h>
#include <imgui.h>
#include <Core/Memory/EngineArena.h>
#include <cstdio>
// Forward declare implementation functions from backends
@@ -24,34 +24,16 @@ namespace Juliet::ImGuiService
// Dedicated Paged Arena for ImGui
// Sharing the same underlying Engine Pool for blocks, but separate Arena chain.
MemoryArena g_ImGuiArena;
Arena* g_ImGuiArena = {};
void* ImGuiAllocWrapper(size_t size, void* /*user_data*/)
{
// Store size in header to allow Pop
// Align total size to 16 to avoid padding issues with ArenaPop LIFO check
size_t actualSize = size + 16;
actualSize = (actualSize + 15) & ~static_cast<size_t>(15);
// We do save the size when we push so we can pop exactly the size.
if (void* ptr = ArenaPush(&g_ImGuiArena, actualSize, 16, ConstString("ImGui")))
{
// Write size at start
*static_cast<size_t*>(ptr) = actualSize;
return static_cast<uint8*>(ptr) + 16;
}
return nullptr;
return ArenaPush(g_ImGuiArena, size, 8, false JULIET_DEBUG_ONLY(, "ImGuiAlloc"));
}
void ImGuiFreeWrapper(void* ptr, void* /*user_data*/)
void ImGuiFreeWrapper(void* /*ptr*/, void* /*user_data*/)
{
Assert(ptr);
uint8* originalPtr = static_cast<uint8*>(ptr) - 16;
size_t actualSize = *reinterpret_cast<size_t*>(originalPtr);
// Attempt LIFO Pop
ArenaPop(&g_ImGuiArena, originalPtr, actualSize);
// TODO : Free list of imgui elements.
}
} // namespace
@@ -60,7 +42,7 @@ namespace Juliet::ImGuiService
Assert(!g_Initialized);
// Initialize ImGui Arena using Engine Pool
MemoryArenaCreate(&g_ImGuiArena, GetEngineArena()->BackingPool);
g_ImGuiArena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "ImGui"));
// Setup Allocator
ImGui::SetAllocatorFunctions(ImGuiAllocWrapper, ImGuiFreeWrapper, nullptr);
@@ -121,3 +103,5 @@ namespace Juliet::ImGuiService
Juliet::UnitTest::TestImGui();
}
} // namespace Juliet::ImGuiService
#endif // JULIET_ENABLE_IMGUI

View File

@@ -10,6 +10,7 @@ namespace Juliet::UnitTest
{
void TestImGui()
{
#ifdef JULIET_ENABLE_IMGUI
ImGuiContext* ctx = ImGuiService::GetContext();
if (ImGui::GetCurrentContext() != ctx)
@@ -68,5 +69,6 @@ namespace Juliet::UnitTest
(void)drawList;
printf("ImGui tests passed (Exhaustive).\n");
#endif
}
} // namespace Juliet::UnitTest

View File

@@ -3,6 +3,7 @@
#include <Core/HAL/Display/Display_Private.h>
#include <Core/HAL/Filesystem/Filesystem_Private.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
namespace Juliet
@@ -41,11 +42,6 @@ namespace Juliet
void JulietInit(JulietInit_Flags flags)
{
// Mandatory systems
MemoryArenasInit();
InitFilesystem();
// Optional systems
if ((flags & JulietInit_Flags::Display) != JulietInit_Flags::None)
{
@@ -62,9 +58,6 @@ namespace Juliet
DecrementSystemRefCount(JulietInit_Flags::Display);
ShutdownDisplaySystem();
}
ShutdownFilesystem();
MemoryArenasShutdown();
}
} // namespace Juliet

View File

@@ -2,10 +2,10 @@
#include <Core/Logging/LogTypes.h>
#include <chrono>
#include <cstdarg>
// Begin Todo JULIET debug output
#include <cinttypes>
#include <Core/Memory/MemoryArena.h>
#ifdef JULIET_WIN32
#include <Core/HAL/Win32.h>
@@ -13,67 +13,87 @@
#endif
// End Todo
// TODO Juliet chrono
namespace Juliet
{
namespace
{
LogManager LogManagerSingleton;
constexpr size_t kLogBufferSize = 1024;
} // namespace
LogManager::Entry::Entry(std::string& value, LogLevel level, LogCategory category)
: Value(value)
, Level(level)
, Category(category)
{
// TODO Juliet clock
Time = std::chrono::system_clock::now();
}
LogManager::LogManager()
: IsInitialized(false)
{
}
void LogManager::Init()
{
IsInitialized = true;
Log(LogLevel::Message, LogCategory::Engine, "Initializing Log Manager");
}
void LogManager::Shutdown()
{
Log(LogLevel::Message, LogCategory::Engine, "Shutting down Log Manager");
Entries.clear();
IsInitialized = false;
}
void LogManager::AddEntry(Entry&& entry)
{
if (Entries.size() >= kLogBufferSize)
struct LogsEntry : public QueueNode<LogsEntry>
{
Entries.pop_front();
String Value;
std::chrono::system_clock::time_point Time;
LogLevel Level;
LogCategory Category;
};
DECLARE_QUEUE(LogsEntry);
// TODO: Debug level per category
const bool kPrintDebugLog = false;
// A log scope accumulates log until end of scope.
// Can be used to accumulate then write in a log file each frame.
struct LogScope
{
LogScope* Next;
size_t Position;
LogsEntryQueue Entries;
};
// Logs contains the current scopes and the arena
struct Logs
{
Arena* Arena = nullptr;
LogScope* TopScope = nullptr;
};
Logs* ActiveLog = nullptr;
Logs* LogAllocate()
{
Arena* arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Log Manager"));
Logs* logs = ArenaPushStruct<Logs>(arena);
logs->Arena = arena;
return logs;
}
Entries.push_back(std::move(entry));
}
void LogRelease(NonNullPtr<Logs> logs)
{
ArenaRelease(logs->Arena);
}
void LogManager::OutputLog(Entry& entry)
{
// TODO Juliet Output io for each platform
void OutputLog(LogsEntry& entry)
{
// TODO Juliet Output io for each platform
// {:%F} is YYYY-MM-DD, {:%T} is HH:MM:SS.ffffff
std::string timestamp = std::format("[{:%F %T}] ", entry.Time);
std::string fullMessage = timestamp + entry.Value + "\n";
// {:%F} is YYYY-MM-DD, {:%T} is HH:MM:SS.ffffff
std::string timestamp = std::format("[{:%F %T}] ", entry.Time);
std::string fullMessage = timestamp + CStr(entry.Value) + "\n";
#ifdef JULIET_WIN32
OutputDebugStringA(fullMessage.c_str());
OutputDebugStringA(fullMessage.c_str());
#endif
printf("%s", fullMessage.c_str());
}
printf("%s", fullMessage.c_str());
}
void PushLogEntry(NonNullPtr<Logs> logs, String value, LogLevel level, LogCategory category)
{
Arena* arena = logs->Arena;
String str = StringCopy(arena, value);
// Push onto the current scope
LogsEntry* newEntry = ArenaPushStruct<LogsEntry>(arena);
newEntry->Time = std::chrono::system_clock::now();
newEntry->Level = level;
newEntry->Category = category;
newEntry->Value = str;
Enqueue(logs->TopScope->Entries, newEntry);
logs->TopScope->Entries.Size += sizeof(LogsEntry) + str.Size;
OutputLog(*newEntry);
}
} // namespace
void InitializeLogManager()
{
@@ -82,16 +102,45 @@ namespace Juliet
SetConsoleCP(CP_UTF8);
#endif
LogManagerSingleton.Init();
ActiveLog = LogAllocate();
LogScopeBegin();
}
void ShutdownLogManager()
{
LogManagerSingleton.Shutdown();
LogScopeEnd();
LogRelease(ActiveLog);
}
void LogScopeBegin()
{
Assert(ActiveLog != nullptr);
size_t position = ArenaPos(ActiveLog->Arena);
LogScope* scope = ArenaPushStruct<LogScope>(ActiveLog->Arena);
scope->Position = position;
SingleLinkedListPushNext(ActiveLog->TopScope, scope);
}
void LogScopeEnd()
{
Assert(ActiveLog != nullptr);
LogScope* scope = ActiveLog->TopScope;
Assert(scope != nullptr);
SingleLinkedListPopNext(ActiveLog->TopScope);
ArenaPopTo(ActiveLog->Arena, scope->Position);
}
void Log(LogLevel level, LogCategory category, const char* fmt, va_list args)
{
if (level == LogLevel::Debug && kPrintDebugLog == false)
{
return;
}
// TODO : Revisit, copy from https://github.com/Eclmist/Ether/blob/develop/src/common/logging/loggingmanager.cpp
char formattedBuffer[4096];
@@ -104,12 +153,12 @@ namespace Juliet
while (std::getline(ss, individualLine, '\n'))
{
LogManager::Entry entry(individualLine, level, category);
LogManagerSingleton.OutputLog(entry);
if (LogManagerSingleton.GetIsInitialized())
// Logs can happen before the active log is set, in that case, we can write to the console but not register the entry.
// One case is the Arena Allocate that calls logs and will happen before the logs are properly set because logs need to allocate an arena.
if (ActiveLog != nullptr)
{
LogManagerSingleton.AddEntry(std::move(entry));
String julietstr = WrapString(individualLine.c_str());
PushLogEntry(ActiveLog, julietstr, level, category);
}
}
}
@@ -122,6 +171,14 @@ namespace Juliet
va_end(args);
}
void LogDebug(LogCategory category, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
Log(LogLevel::Debug, category, fmt, args);
va_end(args);
}
void LogMessage(LogCategory category, const char* fmt, ...)
{
va_list args;

View File

@@ -1,10 +0,0 @@
#pragma once
#include <Core/Memory/MemoryArena.h>
namespace Juliet
{
// Persistent engine-only arena.
// Not exported to the Game DLL.
MemoryArena* GetEngineArena();
} // namespace Juliet

View File

@@ -1,428 +1,341 @@
#include <Core/Logging/LogManager.h>
#include <Core/Memory/Allocator.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Memory/MemoryArenaDebug.h>
#include <Core/Memory/Utils.h>
#include <algorithm> // For std::max
#include <Core/Common/NonNullPtr.h>
#include <Core/HAL/OS/OS.h>
#include <Core/Logging/LogTypes.h>
#include <cstring>
namespace Juliet
{
namespace UnitTest
// TODO Get page size from os kernel call (dwPageSize)
namespace
{
extern void TestMemoryArena();
}
constexpr uint64 k_PageSize = Kilobytes(4);
} // namespace
// --- MemoryPool Implementation ---
#if JULIET_DEBUG
static void FreeDebugAllocations(MemoryBlock* blk)
struct ArenaFreeNode
{
if (!blk) return;
ArenaAllocation* curr = blk->FirstAllocation;
while (curr)
{
ArenaAllocation* next = curr->Next;
SafeFree(curr);
curr = next;
}
blk->FirstAllocation = nullptr;
}
#endif
// Simple First-Fit Allocator
MemoryBlock* MemoryPool::AllocateBlock(size_t minCapacity)
{
// Require space for Header + Data
size_t totalUnalignedSize = sizeof(MemoryBlock) + minCapacity;
size_t requiredSize = (totalUnalignedSize + 15) & ~static_cast<size_t>(15);
MemoryBlock** prevPtr = &FreeList;
MemoryBlock* curr = FreeList;
while (curr)
{
if (curr->TotalSize >= requiredSize)
{
// Match
// Check if we can split this block?
if (curr->TotalSize >= requiredSize + sizeof(MemoryBlock) + 16)
{
// Split
size_t remainingSize = curr->TotalSize - requiredSize;
MemoryBlock* nextBlock = reinterpret_cast<MemoryBlock*>((uint8*)curr + requiredSize);
nextBlock->Magic = MemoryBlock::kMagic;
nextBlock->TotalSize = remainingSize;
nextBlock->Used = 0;
nextBlock->Next = curr->Next;
// Update FreeList to point to the new remaining block instead of curr
*prevPtr = nextBlock;
// Update curr to be the allocated chunk
curr->TotalSize = requiredSize;
}
else
{
// Take the whole block
*prevPtr = curr->Next;
}
curr->Next = nullptr;
curr->Used = 0;
curr->Magic = MemoryBlock::kMagic;
#if JULIET_DEBUG
curr->FirstAllocation = nullptr;
#endif
#if JULIET_DEBUG
if (curr->TotalSize > sizeof(MemoryBlock))
{
MemSet(curr->GetData(), 0xCD, curr->TotalSize - sizeof(MemoryBlock));
}
#endif
return curr;
}
prevPtr = &curr->Next;
curr = curr->Next;
}
// Out of Memory in Pool
Assert(false, "MemoryPool exhausted!");
return nullptr;
}
void MemoryPool::FreeBlock(MemoryBlock* block)
{
if (!block)
{
return;
}
Assert(block->Magic == MemoryBlock::kMagic);
// Poison Header and Data in Debug
#if JULIET_DEBUG
FreeDebugAllocations(block);
// 0xDD = Dead Data
MemSet(block->GetData(), 0xDD, block->TotalSize - sizeof(MemoryBlock));
block->Magic = 0xDEADBEEF;
#endif
// Insert at Head of FreeList (Simplest, no coalescing yet)
block->Next = FreeList;
FreeList = block;
}
// --- MemoryArena Implementation ---
void MemoryArenaCreate(MemoryArena* arena, MemoryPool* pool)
{
Assert(arena);
Assert(pool);
arena->BackingPool = pool;
arena->CurrentBlock = nullptr;
arena->FirstBlock = nullptr;
}
// Overload for backward compatibility / tests if needed, but we should switch to using Pools.
// NOTE: The previous signature was (Arena*, void* backing, size_t).
// We are changing the API.
void* ArenaPush(MemoryArena* arena, size_t size, size_t alignment, [[maybe_unused]] String tag)
{
Assert(arena);
Assert(arena->BackingPool);
// Default Block Size (e.g., 64KB or 1MB? Let's use 16KB for granular tests,
// or larger for prod. Let's make it dynamic or standard constant.
constexpr size_t kDefaultBlockSize = 64 * 1024; // 64KB pages
// Alignment check
Assert((alignment & (alignment - 1)) == 0);
if (!arena->CurrentBlock)
{
// Initial Allocation
size_t allocSize = std::max(size, kDefaultBlockSize);
arena->CurrentBlock = arena->BackingPool->AllocateBlock(allocSize);
arena->FirstBlock = arena->CurrentBlock;
}
// Try allocation in CurrentBlock
MemoryBlock* blk = arena->CurrentBlock;
size_t currentAddr = reinterpret_cast<size_t>(blk->GetData()) + blk->Used;
size_t alignmentOffset = 0;
size_t mask = alignment - 1;
if (currentAddr & mask)
{
alignmentOffset = alignment - (currentAddr & mask);
}
if (blk->Used + alignmentOffset + size > blk->TotalSize - sizeof(MemoryBlock))
{
// Overflow! Request new block.
// Strict minimum: what we need now.
// Better: Max(Default, size) to avoid repeating large allocs for tiny overflow?
size_t allocSize = std::max(size, kDefaultBlockSize);
MemoryBlock* newBlock = arena->BackingPool->AllocateBlock(allocSize);
// Link
blk->Next = newBlock;
arena->CurrentBlock = newBlock;
blk = newBlock;
// Recalc for new block (Used should be 0)
currentAddr = reinterpret_cast<size_t>(blk->GetData());
alignmentOffset = 0;
// newBlock check
if (currentAddr & mask)
{
alignmentOffset = alignment - (currentAddr & mask);
}
}
// Commit
blk->Used += alignmentOffset;
void* ptr = blk->GetData() + blk->Used;
#if JULIET_DEBUG
ArenaAllocation* node = (ArenaAllocation*)Malloc(sizeof(ArenaAllocation));
node->Offset = blk->Used;
node->Size = size;
node->Tag = tag;
node->Next = nullptr;
if (!blk->FirstAllocation) blk->FirstAllocation = node;
else
{
ArenaAllocation* t = blk->FirstAllocation;
while(t->Next) t = t->Next;
t->Next = node;
}
#endif
blk->Used += size;
return ptr;
}
void* ArenaRealloc(MemoryArena* arena, void* oldPtr, size_t oldSize, size_t newSize, size_t alignment, String tag)
{
Assert(arena);
Assert(oldPtr);
Assert(newSize != 0);
// Optimized Case: Expanding the LAST allocation in the Current Block
MemoryBlock* blk = arena->CurrentBlock;
uint8* oldBytes = static_cast<uint8*>(oldPtr);
// Is oldPtr inside current block?
if (oldBytes >= blk->GetData() && oldBytes < blk->GetData() + blk->TotalSize - sizeof(MemoryBlock))
{
// Is it the last one?
if (oldBytes + oldSize == blk->GetData() + blk->Used)
{
// Can we expand?
if (blk->Used + (newSize - oldSize) <= blk->TotalSize - sizeof(MemoryBlock))
{
// Yes, expand in place
blk->Used += (newSize - oldSize);
#if JULIET_DEBUG
{
ArenaAllocation* t = blk->FirstAllocation;
while (t && t->Next) t = t->Next;
if (t) t->Size += (newSize - oldSize);
}
#endif
return oldPtr;
}
}
}
// Fallback: Copy
void* newPtr = ArenaPush(arena, newSize, alignment, tag);
MemCopy(newPtr, oldPtr, std::min(oldSize, newSize));
return newPtr;
}
bool ArenaPop(MemoryArena* arena, void* ptr, size_t size)
{
Assert(arena);
Assert(ptr);
Assert(size);
MemoryBlock* blk = arena->CurrentBlock;
Assert(blk);
uint8* ptrBytes = static_cast<uint8*>(ptr);
uint8* currentTop = blk->GetData() + blk->Used;
// Check if this pointer is exactly at the top of the stack (LIFO)
if (ptrBytes + size == currentTop)
{
// Yes, we can just rewind the Used pointer
blk->Used -= size;
#if JULIET_DEBUG
{
ArenaAllocation* t = blk->FirstAllocation;
ArenaAllocation* prev = nullptr;
while (t && t->Next) { prev = t; t = t->Next; }
if (t) {
SafeFree(t);
if (prev) prev->Next = nullptr;
else blk->FirstAllocation = nullptr;
}
}
#endif
return true;
}
return false;
}
void ArenaReset(MemoryArena* arena)
{
Assert(arena);
Assert(arena->FirstBlock);
// Keep FirstBlock, Free the rest.
MemoryBlock* curr = arena->FirstBlock->Next;
while (curr)
{
MemoryBlock* next = curr->Next;
arena->BackingPool->FreeBlock(curr);
curr = next;
}
arena->FirstBlock->Next = nullptr;
arena->FirstBlock->Used = 0;
arena->CurrentBlock = arena->FirstBlock;
#if JULIET_DEBUG
// Poison First Block
FreeDebugAllocations(arena->FirstBlock);
MemSet(arena->FirstBlock->GetData(), 0xCD, arena->FirstBlock->TotalSize - sizeof(MemoryBlock));
#endif
}
ArenaMarker ArenaGetMarker(MemoryArena* arena)
{
Assert(arena);
return { arena->CurrentBlock, arena->CurrentBlock ? arena->CurrentBlock->Used : 0 };
}
void ArenaResetToMarker(MemoryArena* arena, ArenaMarker marker)
{
Assert(arena);
if (!marker.Block)
{
// If marker block is null, it might mean "start" or "empty".
// But if the arena has blocks, this is suspicious.
// If the arena was empty when marker was taken, this is valid.
ArenaReset(arena);
return;
}
// Free blocks *after* the marker block
MemoryBlock* curr = marker.Block->Next;
while (curr)
{
MemoryBlock* next = curr->Next;
arena->BackingPool->FreeBlock(curr);
curr = next;
}
marker.Block->Next = nullptr;
marker.Block->Used = marker.Offset;
arena->CurrentBlock = marker.Block;
}
// --- Global Arenas ---
ArenaFreeNode* Next;
ArenaFreeNode* Previous;
index_t Position;
size_t Size;
};
namespace
{
MemoryPool g_ScratchMemory;
MemoryPool g_EngineMemory;
MemoryPool g_GameMemory;
MemoryArena g_ScratchArena;
MemoryArena g_EngineArena;
MemoryArena g_GameArena;
// Backing Buffers
void* g_ScratchBuffer = nullptr;
void* g_EngineBuffer = nullptr;
void* g_GameBuffer = nullptr;
constexpr size_t kScratchSize = Megabytes(64);
constexpr size_t kEngineSize = Megabytes(256);
constexpr size_t kGameSize = Megabytes(512);
void InitPool(MemoryPool* pool, void* buffer, size_t size)
{
pool->BaseAddress = buffer;
pool->TotalSize = size;
// Create one giant initial block
Assert(size > sizeof(MemoryBlock));
MemoryBlock* block = static_cast<MemoryBlock*>(buffer);
block->Magic = MemoryBlock::kMagic;
block->Next = nullptr;
block->TotalSize = size;
block->Used = 0;
pool->FreeList = block;
}
static_assert(sizeof(ArenaFreeNode) == 32, "ArenaFreeNode should be 32 bytes and not more");
constexpr size_t k_ArenaFreeNodeSize = sizeof(ArenaFreeNode);
} // namespace
MemoryArena* GetScratchArena()
{
return &g_ScratchArena;
}
MemoryArena* GetEngineArena()
{
return &g_EngineArena;
}
MemoryArena* GetGameArena()
{
return &g_GameArena;
}
// https://github.com/EpicGamesExt/raddebugger/blob/master/src/base/base_arena.c
void ScratchArenaReset()
Arena* ArenaAllocate(const ArenaParams& params JULIET_DEBUG_ONLY(, const char* name), const std::source_location& loc)
{
ArenaReset(&g_ScratchArena);
}
Log(LogLevel::Message, LogCategory::Core, "Allocating from %s : %ul", loc.file_name(), loc.line());
void MemoryArenasInit()
{
g_ScratchBuffer = Malloc(kScratchSize);
g_EngineBuffer = Malloc(kEngineSize);
g_GameBuffer = Malloc(kGameSize);
Byte* baseMem = nullptr;
InitPool(&g_ScratchMemory, g_ScratchBuffer, kScratchSize);
InitPool(&g_EngineMemory, g_EngineBuffer, kEngineSize);
InitPool(&g_GameMemory, g_GameBuffer, kGameSize);
uint64 reserve_size = AlignPow2(params.ReserveSize, k_PageSize);
uint64 commit_size = AlignPow2(params.CommitSize, k_PageSize);
MemoryArenaCreate(&g_ScratchArena, &g_ScratchMemory);
MemoryArenaCreate(&g_EngineArena, &g_EngineMemory);
MemoryArenaCreate(&g_GameArena, &g_GameMemory);
// TODO: handle large pages
baseMem = Memory::OS_Reserve(reserve_size);
Memory::OS_Commit(baseMem, commit_size);
Arena* arena = reinterpret_cast<Arena*>(baseMem);
arena->Current = arena;
arena->CommitSize = commit_size;
arena->ReserveSize = reserve_size;
arena->Committed = commit_size;
arena->Reserved = reserve_size;
arena->BasePosition = 0;
arena->Position = k_ArenaHeaderSize;
arena->FreeNodes = nullptr;
arena->AllowRealloc = params.AllowRealloc;
#if JULIET_DEBUG
UnitTest::TestMemoryArena();
arena->CanReserveMore = params.CanReserveMore;
arena->FirstDebugInfo = nullptr;
DebugArenaSetDebugName(arena, name);
DebugRegisterArena(arena);
#endif
return arena;
}
void MemoryArenasShutdown()
void ArenaRelease(NonNullPtr<Arena> arena)
{
// Technically we should free blocks?
// But since we own the giant buffers, we can just free them.
SafeFree(g_ScratchBuffer);
SafeFree(g_EngineBuffer);
SafeFree(g_GameBuffer);
// Release active blocks (Current chain)
for (Arena *node = arena->Current, *previous = nullptr; node != nullptr; node = previous)
{
previous = node->Previous;
JULIET_DEBUG_ONLY(DebugUnregisterArena(node);)
JULIET_DEBUG_ONLY(DebugArenaFreeBlock(node);)
Memory::OS_Release(node, node->Reserved);
}
}
void* ArenaPush(NonNullPtr<Arena> arena, size_t size, size_t align, bool shouldBeZeroed JULIET_DEBUG_ONLY(, const char* tag))
{
// Assert(IsPowerOfTwo(align));
Arena* current = arena->Current;
size_t positionPrePush = AlignPow2(current->Position, align);
size_t positionPostPush = positionPrePush + size;
if (arena->AllowRealloc)
{
size = Max(size, k_ArenaFreeNodeSize);
for (ArenaFreeNode* freeNode = current->FreeNodes; freeNode != nullptr; freeNode = freeNode->Next)
{
if (size <= freeNode->Size)
{
index_t position = freeNode->Position;
size_t remainingSize = freeNode->Size - size;
if (remainingSize < k_ArenaFreeNodeSize)
{
ArenaFreeNode* previous = freeNode->Previous;
ArenaFreeNode* next = freeNode->Next;
if (previous)
{
previous->Next = next;
}
if (next)
{
next->Previous = previous;
}
#if JULIET_DEBUG
if (remainingSize > 0)
{
++current->LostNodeCount;
}
#endif
}
else
{
freeNode->Position += size;
}
auto* result = reinterpret_cast<Byte*>(current) + position;
if (shouldBeZeroed)
{
MemoryZero(result, size);
}
return result;
}
}
}
// If allowed and needed, add a new block and chain it to the arena.
if (current->Reserved < positionPostPush /* flags : chaining allowed */)
{
Assert(arena->CanReserveMore);
Arena* newBlock = nullptr;
{
Arena* prev_block;
for (newBlock = arena->FreeBlockLast, prev_block = nullptr; newBlock != nullptr;
prev_block = newBlock, newBlock = newBlock->Previous)
{
if (newBlock->Reserved >= AlignPow2(newBlock->Position, align) + size)
{
if (prev_block)
{
prev_block->Previous = newBlock->Previous;
}
else
{
arena->FreeBlockLast = newBlock->Previous;
}
break;
}
}
}
if (newBlock == nullptr)
{
size_t reserveSize = current->ReserveSize;
size_t commitSize = current->CommitSize;
if (size + k_ArenaHeaderSize > reserveSize)
{
reserveSize = AlignPow2(size + k_ArenaHeaderSize, align);
commitSize = AlignPow2(size + k_ArenaHeaderSize, align);
}
newBlock =
ArenaAllocate({ .ReserveSize = reserveSize, .CommitSize = commitSize } JULIET_DEBUG_ONLY(, arena->Name));
}
newBlock->BasePosition = current->BasePosition + current->Reserved;
SingleLinkedListPushPrevious(arena->Current, newBlock);
current = newBlock;
positionPrePush = AlignPow2(current->Position, align);
positionPostPush = positionPrePush + size;
}
size_t sizeToZero = 0;
if (shouldBeZeroed)
{
sizeToZero = Min(current->Committed, positionPostPush) - positionPrePush;
}
// If needed commit new pages
if (current->Committed < positionPostPush)
{
size_t commitPostAligned = positionPostPush + current->CommitSize - 1;
commitPostAligned -= commitPostAligned % current->CommitSize;
size_t commitPostClamped = ClampTop(commitPostAligned, current->Reserved);
size_t commitSize = commitPostClamped - current->Committed;
Byte* commitPtr = reinterpret_cast<Byte*>(current) + current->Committed;
// TODO commit_large
Memory::OS_Commit(commitPtr, commitSize);
current->Committed = commitPostClamped;
}
// Push on the current block
void* result = nullptr;
if (current->Committed >= positionPostPush)
{
result = reinterpret_cast<Byte*>(current) + positionPrePush;
current->Position = positionPostPush;
if (sizeToZero != 0)
{
MemoryZero(result, sizeToZero);
}
}
if (result == nullptr) [[unlikely]]
{
Log(LogLevel::Error, LogCategory::Core, "Fatal Allocation Failure - Unexpected allocation failure");
Assert(false, "Fatal Allocation Failure - Unexpected allocation failure");
}
JULIET_DEBUG_ONLY(if (!IsDebugInfoArena(arena)) { DebugArenaAddDebugInfo(current, size, positionPrePush, tag); })
return result;
}
void* ArenaReallocate(NonNullPtr<Arena> arena, void* oldPtr, size_t oldSize, size_t newSize, size_t align,
bool shouldBeZeroed JULIET_DEBUG_ONLY(, const char* tag))
{
void* result = ArenaPush(arena, newSize, align, shouldBeZeroed JULIET_DEBUG_ONLY(, tag));
// Find the correct block to release
Arena* block = nullptr;
for (block = arena->Current; block != nullptr; block = block->Previous)
{
if ((reinterpret_cast<Byte*>(block) < static_cast<Byte*>(oldPtr)) &&
(static_cast<Byte*>(oldPtr) <= (reinterpret_cast<Byte*>(block) + block->Reserved)))
{
break;
}
}
Assert(block != nullptr);
// Copy old to new
MemCopy(result, oldPtr, std::min(oldSize, newSize));
// Zero the old memory
MemoryZero(oldPtr, oldSize);
if (oldSize >= sizeof(ArenaFreeNode))
{
ArenaFreeNode* freeNode = static_cast<ArenaFreeNode*>(oldPtr);
ptrdiff_t posPtr = static_cast<Byte*>(oldPtr) - reinterpret_cast<Byte*>(block);
index_t position = static_cast<index_t>(posPtr);
freeNode->Position = position;
freeNode->Size = oldSize;
// Insert at head of the free list
freeNode->Next = block->FreeNodes;
freeNode->Previous = nullptr;
if (block->FreeNodes)
{
block->FreeNodes->Previous = freeNode;
}
block->FreeNodes = freeNode;
#if JULIET_DEBUG
// Remove the debug info for the old allocation (since it's now free)
size_t oldOffset = static_cast<size_t>(static_cast<Byte*>(oldPtr) - reinterpret_cast<Byte*>(block));
DebugArenaRemoveAllocation(block, oldOffset);
#endif
}
return result;
}
void ArenaPopTo(NonNullPtr<Arena> arena, size_t position)
{
size_t clampedPosition = ClampBottom(k_ArenaHeaderSize, position);
Arena* current = arena->Current;
for (Arena* previous = nullptr; current->BasePosition >= clampedPosition; current = previous)
{
previous = current->Previous;
current->Position = k_ArenaHeaderSize;
JULIET_DEBUG_ONLY(DebugArenaFreeBlock(current);)
SingleLinkedListPushPrevious(arena->FreeBlockLast, current);
}
arena->Current = current;
size_t newPosition = clampedPosition - current->BasePosition;
Assert(newPosition <= current->Position);
current->Position = newPosition;
JULIET_DEBUG_ONLY(DebugArenaPopTo(current, newPosition);)
}
void ArenaPop(NonNullPtr<Arena> arena, size_t amount)
{
size_t oldPosition = ArenaPos(arena);
size_t newPosition = oldPosition;
if (amount < oldPosition)
{
newPosition = oldPosition - amount;
}
ArenaPopTo(arena, newPosition);
}
void ArenaClear(NonNullPtr<Arena> arena)
{
ArenaPopTo(arena, 0);
}
size_t ArenaPos(NonNullPtr<Arena> arena)
{
Arena* current = arena->Current;
size_t position = current->BasePosition + current->Position;
return position;
}
TempArena ArenaTempBegin(NonNullPtr<Arena> arena)
{
index_t position = ArenaPos(arena);
return { arena.Get(), position };
}
void ArenaTempEnd(TempArena temp)
{
ArenaPopTo(temp.Arena, temp.Position);
}
} // namespace Juliet

View File

@@ -0,0 +1,156 @@
#include <Core/Memory/MemoryArena.h> // For Arena definition
#include <Core/Memory/MemoryArenaDebug.h>
#if JULIET_DEBUG
namespace Juliet
{
Arena* g_ArenaGlobalHead = nullptr;
Arena* g_DebugInfoArena = nullptr;
ArenaDebugInfo* g_DebugInfoFreeList = nullptr;
ArenaAllocation* g_ArenaAllocationFreeList = nullptr;
// --- Internal Helpers ---
static ArenaDebugInfo* AllocDebugInfo()
{
if (g_DebugInfoFreeList)
{
ArenaDebugInfo* info = g_DebugInfoFreeList;
g_DebugInfoFreeList = info->Next;
info->Next = nullptr;
return info;
}
if (!g_DebugInfoArena)
{
// Create a dedicated arena for debug info
g_DebugInfoArena = ArenaAllocate(
{ .ReserveSize = Megabytes(16), .CommitSize = Kilobytes(64) } JULIET_DEBUG_ONLY(, "Debug Info Arena"));
}
return ArenaPushStruct<ArenaDebugInfo>(g_DebugInfoArena);
}
static void FreeDebugInfo(ArenaDebugInfo* info)
{
if (info)
{
info->Next = g_DebugInfoFreeList;
g_DebugInfoFreeList = info;
}
}
void DebugRegisterArena(NonNullPtr<Arena> arena)
{
// Add to Global List
// Note: Not thread safe, assuming single thread for now as per context
if (g_ArenaGlobalHead)
{
g_ArenaGlobalHead->GlobalPrev = arena;
}
arena->GlobalNext = g_ArenaGlobalHead;
arena->GlobalPrev = nullptr;
g_ArenaGlobalHead = arena;
}
void DebugUnregisterArena(NonNullPtr<Arena> arena)
{
// Remove from Global List
if (arena->GlobalPrev)
{
arena->GlobalPrev->GlobalNext = arena->GlobalNext;
}
else
{
g_ArenaGlobalHead = arena->GlobalNext;
}
if (arena->GlobalNext)
{
arena->GlobalNext->GlobalPrev = arena->GlobalPrev;
}
arena->GlobalPrev = nullptr;
arena->GlobalNext = nullptr;
}
void DebugArenaSetDebugName(NonNullPtr<Arena> arena, const char* name)
{
arena->Name = name;
}
bool IsDebugInfoArena(const Arena* arena)
{
return arena == g_DebugInfoArena;
}
void DebugArenaFreeBlock(Arena* block)
{
ArenaDebugInfo* info = block->FirstDebugInfo;
while (info)
{
ArenaDebugInfo* nextInfo = info->Next;
FreeDebugInfo(info);
info = nextInfo;
}
block->FirstDebugInfo = nullptr;
}
void DebugArenaRemoveAllocation(Arena* block, size_t oldOffset)
{
ArenaDebugInfo** prevInfo = &block->FirstDebugInfo;
ArenaDebugInfo* info = block->FirstDebugInfo;
while (info)
{
if (info->Offset == oldOffset) // Found it
{
*prevInfo = info->Next;
FreeDebugInfo(info);
break;
}
prevInfo = &info->Next;
info = info->Next;
}
}
void DebugArenaPopTo(Arena* block, size_t newPosition)
{
ArenaDebugInfo** prevInfo = &block->FirstDebugInfo;
ArenaDebugInfo* info = block->FirstDebugInfo;
while (info)
{
if (info->Offset >= newPosition)
{
ArenaDebugInfo* toFree = info;
*prevInfo = info->Next; // Unlink
info = info->Next; // Advance
FreeDebugInfo(toFree);
}
else
{
prevInfo = &info->Next;
info = info->Next;
}
}
}
void DebugArenaAddDebugInfo(Arena* block, size_t size, size_t offset, const char* tag)
{
ArenaDebugInfo* info = AllocDebugInfo();
if (info)
{
info->Tag = tag ? tag : "Untagged";
info->Size = size;
info->Offset = offset;
info->Next = block->FirstDebugInfo;
block->FirstDebugInfo = info;
}
}
Arena* GetGlobalArenaListHead()
{
return g_ArenaGlobalHead;
}
} // namespace Juliet
#endif

View File

@@ -7,68 +7,169 @@
namespace Juliet::UnitTest
{
struct TestStruct
{
uint8 First;
uint16 Second;
};
// Need access to internal Pool functions? They are in the header now!
// MemoryPool is declared in header.
void TestMemoryArena()
{
printf("Running Paged Memory Arena Tests...\n");
// Setup Pool and Arena for Pop Tests
size_t testPoolSize = Megabytes(1);
void* testBacking = Calloc(1, testPoolSize);
MemoryPool pool;
pool.BaseAddress = testBacking;
pool.TotalSize = testPoolSize;
pool.FreeList = nullptr;
// New Arena!
ArenaParams param{ .ReserveSize = Megabytes(64llu), .CommitSize = Kilobytes(64llu) };
Arena* testArena = ArenaAllocate(param JULIET_DEBUG_ONLY(, "Test Arena"));
size_t pos = ArenaPos(testArena);
Assert(pos == k_ArenaHeaderSize);
TestStruct* myStruct = ArenaPushStruct<TestStruct>(testArena);
Assert(myStruct->First == 0);
Assert(myStruct->Second == 0);
pos = ArenaPos(testArena);
Assert(pos == k_ArenaHeaderSize + sizeof(TestStruct));
TestStruct* myStruct2 = ArenaPushStruct<TestStruct>(testArena);
Assert(myStruct2->First == 0);
Assert(myStruct2->Second == 0);
myStruct->First = 5;
myStruct->Second = 125;
myStruct2->First = 5;
myStruct2->Second = 125;
ArenaClear(testArena);
pos = ArenaPos(testArena);
Assert(pos == k_ArenaHeaderSize);
myStruct = ArenaPushStruct<TestStruct>(testArena);
Assert(myStruct->First == 0);
Assert(myStruct->Second == 0);
pos = ArenaPos(testArena);
Assert(pos == k_ArenaHeaderSize + sizeof(TestStruct));
TestStruct* myStruct3 = ArenaPushStruct<TestStruct>(testArena);
Assert(myStruct3->First == 0);
Assert(myStruct3->Second == 0);
pos = ArenaPos(testArena);
Assert(pos == k_ArenaHeaderSize + sizeof(TestStruct) * 2);
ArenaClear(testArena);
// TEST COMMIT
// Push more than the default commit size
uint8* myArray = ArenaPushArray<uint8>(testArena, 100'000);
*myArray = 5;
Assert(*myArray == 5);
bool isCommitSizeSame = testArena->Committed == (2 * param.CommitSize);
Assert(isCommitSizeSame);
ArenaClear(testArena);
// Push again above default commit size
myArray = ArenaPushArray<uint8>(testArena, 100'000);
// Shoud be zero again
Assert(*myArray == 0);
// Should not have commited more
isCommitSizeSame = testArena->Current->Committed == (2 * param.CommitSize);
Assert(isCommitSizeSame);
ArenaClear(testArena);
// TEST RESERVE
size_t posPreBigArray = ArenaPos(testArena);
size_t reservedSizePreBigArray = testArena->Current->Reserved;
size_t arraySize = Megabytes(100llu);
myArray = ArenaPushArray<uint8>(testArena, arraySize);
// Align and support the header size because we need to allocate a new block + header
size_t reserve_size = AlignPow2(arraySize + k_ArenaHeaderSize, AlignOf(uint8));
Assert(reserve_size == testArena->Current->Position);
Assert(reservedSizePreBigArray == testArena->Current->BasePosition);
// TODO Get page size from os kernel call (dwPageSize)
constexpr uint64 k_PageSizeUnitTest = Kilobytes(4);
size_t reserve_sizeAlignToPage = AlignPow2(reserve_size, k_PageSizeUnitTest);
bool isReserveSizeSame = testArena->Current->Reserved == reserve_sizeAlignToPage;
Assert(isReserveSizeSame);
Assert(testArena->Current->Reserved == testArena->Current->Committed);
size_t basePos = ArenaPos(testArena);
Assert(basePos == reserve_size + testArena->Current->BasePosition);
myStruct = ArenaPushStruct<TestStruct>(testArena);
// Should not delete the current block because we only delete the struct
ArenaPopTo(testArena, basePos);
Assert(testArena->Current->Previous != nullptr);
// Should still not delete the current block. We only remove the array
ArenaPop(testArena, arraySize);
Assert(testArena->Current->Previous != nullptr);
// We should only have the header remaining
Assert(testArena->Current->Position == k_ArenaHeaderSize);
// This one should delete the block
ArenaPopTo(testArena, posPreBigArray);
Assert(testArena->Current->Previous == nullptr);
ArenaRelease(testArena);
// Initialize FreeList (Simulate pool)
size_t blockSize = Kilobytes(128);
size_t numBlocks = testPoolSize / blockSize;
uint8* ptr = static_cast<uint8*>(testBacking);
for (size_t i = 0; i < numBlocks; ++i)
{
MemoryBlock* blk = reinterpret_cast<MemoryBlock*>(ptr + i * blockSize);
blk->Magic = MemoryBlock::kMagic;
blk->TotalSize = blockSize;
blk->Used = 0;
blk->Next = pool.FreeList;
pool.FreeList = blk;
// Test reallocate
Arena* arena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_ONLY(, "Test Realloc"));
char* charArray = ArenaPushArray<char>(arena, 128);
char* secondCharArray = ArenaPushArray<char>(arena, 128);
char* thirdCharArray = ArenaPushArray<char>(arena, 128);
secondCharArray = static_cast<char*>(ArenaReallocate(arena, secondCharArray, 128, 256, alignof(char), true JULIET_DEBUG_ONLY(, "ReallocChar")));
char* fourthCharArray = ArenaPushArray<char>(arena, 128);
Assert(charArray);
Assert(secondCharArray);
Assert(thirdCharArray);
Assert(fourthCharArray);
ArenaRelease(arena);
}
MemoryArena arena;
MemoryArenaCreate(&arena, &pool);
{
// Test Reallocate Shrink (Buffer Overflow Bug Check)
Arena* arena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_ONLY(, "Test Shrink"));
// 5. Arena Pop
// Align sizes to 16 to avoid padding issues during Pop
void* pop1 = ArenaPush(&arena, 5008, 16, ConstString("Pop1"));
size_t largeSize = 100;
char* large = ArenaPushArray<char>(arena, largeSize);
MemSet(large, 'A', largeSize);
void* pop2 = ArenaPush(&arena, 208, 16, ConstString("Pop2"));
// Pop Middle (Should Fail)
bool res1 = ArenaPop(&arena, pop1, 5008);
Assert(res1 == false);
size_t smallSize = 50;
char* smallData = static_cast<char*>(ArenaReallocate(arena, large, largeSize, smallSize, alignof(char), true JULIET_DEBUG_ONLY(, "ResizeSmall")));
// Pop Top (Should Success)
bool res2 = ArenaPop(&arena, pop2, 208); // 200->208
Assert(res2 == true);
for (size_t i = 0; i < smallSize; ++i)
{
Assert(smallData[i] == 'A');
}
// Verify Used space is back to pop1 end
Assert(arena.CurrentBlock->Used == ArenaGetMarker(&arena).Offset); // This usage of GetMarker is valid if marker was implicit?
// Actually we didn't take a marker.
// We can verify by allocating pop3. It should overwrite pop2 location.
void* pop3 = ArenaPush(&arena, 16, 16, ConstString("Pop3"));
Assert(pop3 == pop2);
// Allocate next block (should be immediately after 'small')
// Don't zero it, if overflow happened it will contain 'A's
char* next = static_cast<char*>(ArenaPush(arena, 50, alignof(char), false JULIET_DEBUG_ONLY(, "OverflowCheck")));
// Cleanup popped items from stack logic for reset...
// Pop pop3
ArenaPop(&arena, pop3, 16);
// Pop pop1
ArenaPop(&arena, pop1, 5008);
Assert(arena.CurrentBlock->Used == 0); // Should be effectively 0
bool corrupted = false;
for(size_t i = 0; i < 50; ++i)
{
if (next[i] == 'A')
{
corrupted = true;
break;
}
}
printf("[Success] Arena Pop\n");
Assert(!corrupted);
// Cleanup
SafeFree(testBacking);
ArenaRelease(arena);
}
printf("All Paged MemoryArena tests passed.\n");
}

View File

@@ -5,13 +5,11 @@
// Windows uses a non standard header to define its socket types.
// Because of that we need to include those in this header.
// TODO : implement for other platforms
#if JULIET_WIN32
#include <WinSock2.h>
#else
// UNIMPLEMENT_SOCKETS
#endif
// #if JULIET_WIN32
// #include <WinSock2.h>
// #else
// // UNIMPLEMENT_SOCKETS
// #endif
namespace Juliet::SocketImpl
{

View File

@@ -1,3 +1,4 @@
#include <Core/HAL/Win32.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Networking/Socket.h>

View File

@@ -1,9 +1,17 @@
#include <Core/Common/String.h>
#include <Core/Memory/EngineArena.h>
#include <Core/Container/Vector.h>
#include <Core/Memory/MemoryArena.h> // Added for Arena definition
#include <Core/Memory/MemoryArenaDebug.h>
#include <Engine/Debug/MemoryDebugger.h>
#include <imgui.h>
#include <algorithm>
#if JULIET_DEBUG
namespace Juliet
{
Arena* GetGlobalArenaListHead();
} // namespace Juliet
namespace Juliet::Debug
{
@@ -17,154 +25,190 @@ namespace Juliet::Debug
bool ScrollListToSelected = false;
};
ArenaDebugState& GetState(const String& name)
struct PagedArenaDebugState
{
// Simple static map-like storage using standard map would be better but we minimize deps.
// Just use a few static vars since we have known 3 arenas.
static ArenaDebugState s_GameState;
static ArenaDebugState s_EngineState;
static ArenaDebugState s_ScratchState;
float Zoom = 1.0f;
ArenaDebugInfo* SelectedAlloc = nullptr;
bool ScrollVisualToSelected = false;
bool ScrollListToSelected = false;
};
if (StringCompare(name, ConstString("Game Arena")) == 0)
struct PagedArenaStateEntry
{
const Arena* Arena;
PagedArenaDebugState State;
};
// Static Vector for lookup
VectorArena<PagedArenaStateEntry> s_PagedArenaStates;
PagedArenaDebugState& GetPagedArenaState(const Arena* arena)
{
if (s_PagedArenaStates.Arena == nullptr)
{
return s_GameState;
s_PagedArenaStates.Create(JULIET_DEBUG_ONLY("DebugState States"));
}
if (StringCompare(name, ConstString("Engine Arena")) == 0)
for (auto& entry : s_PagedArenaStates)
{
return s_EngineState;
if (entry.Arena == arena)
{
return entry.State;
}
}
return s_ScratchState;
PagedArenaStateEntry newEntry;
newEntry.Arena = arena;
// Default construct state
newEntry.State = PagedArenaDebugState();
s_PagedArenaStates.PushBack(newEntry);
return s_PagedArenaStates.Last()->State;
}
#if JULIET_DEBUG
// Generate a stable color from a string tag
uint32 GetColorForTag(const String& tag)
// Generate a unique color per allocation, using tag + offset + size
// so entries with same tag name get distinct colors
uint32 GetColorForAllocation(const char* tag, size_t offset, size_t size)
{
uint32 hash = 0;
size_t len = tag.Size;
const char* s = tag.Data;
// Simple FNV-1a style hash
for (size_t i = 0; i < len; ++i)
uint32 hash = 2166136261u;
if (tag)
{
hash = hash * 65599 + (uint8)s[i];
for (const char* s = tag; *s; ++s)
{
hash ^= static_cast<uint8>(*s);
hash *= 16777619u;
}
}
// Use hash to pick a Hue
// Mix in offset and size to differentiate same-tag entries
hash ^= static_cast<uint32>(offset);
hash *= 16777619u;
hash ^= static_cast<uint32>(size);
hash *= 16777619u;
float h = static_cast<float>(hash % 360) / 360.0f;
return ImColor::HSV(h, 0.7f, 0.8f);
float s = 0.5f + static_cast<float>((hash >> 12) % 30) / 100.0f;
float v = 0.65f + static_cast<float>((hash >> 20) % 25) / 100.0f;
return ImColor::HSV(h, s, v);
}
#endif
void DrawMemoryArena(String name, const MemoryArena& arena, [[maybe_unused]] ArenaAllocation* currentHighlight,
[[maybe_unused]] ArenaAllocation*& outNewHighlight)
void DrawPagedArena(const Arena* arena)
{
ArenaDebugState& state = GetState(name);
ImGui::PushID(arena);
const char* name = (arena->Name && arena->Name[0] != '\0') ? arena->Name : "Unnamed Arena";
PagedArenaDebugState& state = GetPagedArenaState(arena);
if (ImGui::CollapsingHeader(CStr(name), ImGuiTreeNodeFlags_DefaultOpen))
if (ImGui::CollapsingHeader(name))
{
ImGui::PushID(CStr(name));
// Collect Blocks (Pages) in order (Oldest -> Newest)
// Arena->Previous chain goes Newest -> Oldest.
static VectorArena<const Arena*> blocks;
if (blocks.Arena == nullptr)
{
blocks.Create(JULIET_DEBUG_ONLY("DebugState Blocks"));
}
blocks.Clear();
for (const Arena* curr = arena->Current; curr != nullptr; curr = curr->Previous)
{
blocks.PushBack(curr);
}
// Reverse manually
size_t count = blocks.Count;
for (size_t i = 0; i < count / 2; ++i)
{
const Arena* temp = blocks[i];
blocks[i] = blocks[count - 1 - i];
blocks[count - 1 - i] = temp;
}
// Calculate Stats
size_t totalCapacity = 0;
size_t totalUsed = 0;
size_t blockCount = 0;
MemoryBlock* curr = arena.FirstBlock;
while (curr)
for (const Arena* blk : blocks)
{
totalCapacity += curr->TotalSize;
totalUsed += curr->Used;
blockCount++;
curr = curr->Next;
totalCapacity += blk->Reserved;
totalUsed += blk->Position;
}
ImGui::Text("Used: %zu / %zu bytes (%zu blocks)", totalUsed, totalCapacity, blockCount);
ImGui::Text("Used: %zu / %zu bytes (%zu pages)", totalUsed, totalCapacity, blocks.Size());
ImGui::SliderFloat("Zoom", &state.Zoom, 0.1f, 1000000.0f, "%.2f", ImGuiSliderFlags_Logarithmic);
// Zoom Control
ImGui::SliderFloat("Zoom", &state.Zoom, 0.1f, 1000.0f, "%.2f");
#if JULIET_DEBUG
// --- Visual View (Scrollable + Zoom) ---
// --- Visual View ---
ImGui::Separator();
ImGui::Text("Visual Map");
// Calculate Dynamic Height
// Height = blockCount * (blockHeight + spacing) + padding
// Constrain between minHeight and maxHeight
float blockHeight = 24.0f;
float blockSpacing = 4.0f;
// Add extra padding to avoid vertical scrollbar triggering due to varying style padding
float requiredVisHeight = (float)blockCount * (blockHeight + blockSpacing) + 30.0f;
if (requiredVisHeight > 300.0f) requiredVisHeight = 300.0f;
if (requiredVisHeight < 50.0f) requiredVisHeight = 50.0f;
float blockHeight = 24.0f;
float blockSpacing = 4.0f;
float requiredVisHeight = static_cast<float>(blocks.Size()) * (blockHeight + blockSpacing) + 30.0f;
// constrains
if (requiredVisHeight > 300.0f)
{
requiredVisHeight = 300.0f;
}
if (requiredVisHeight < 50.0f)
{
requiredVisHeight = 50.0f;
}
// Use ImGuiWindowFlags_NoScrollbar if we fit?
// No, we want horizontal scrollbar. If we provide just enough height, vertical shouldn't show.
if (ImGui::BeginChild("VisualMap", ImVec2(0, requiredVisHeight), true,
ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar))
{
ImGui::SetScrollY(0.0f); // Lock Vertical Scroll to separate Zoom from Scroll
ImGui::SetScrollY(0.0f);
ImDrawList* dl = ImGui::GetWindowDrawList();
float availWidth = ImGui::GetContentRegionAvail().x;
ImVec2 startPos = ImGui::GetCursorScreenPos();
// Reserve space for the virtual width FIRST to satisfy layout
// Also reserve explicit height > window height to ensure Child captures MouseWheel (stops bubbling)
float virtualWidth = availWidth * state.Zoom;
if (virtualWidth < availWidth) virtualWidth = availWidth;
if (virtualWidth < availWidth)
{
virtualWidth = availWidth;
}
ImGui::Dummy(ImVec2(virtualWidth, requiredVisHeight + 1.0f));
bool isMapHovered = ImGui::IsWindowHovered();
// Interaction Logic
// 1. Zoom with Pivot
// Zoom with pivot
if (isMapHovered)
{
float wheel = ImGui::GetIO().MouseWheel;
if (wheel != 0.0f)
{
// Pivot Logic
float mouseXScreen = ImGui::GetMousePos().x;
float activeScrollX = ImGui::GetScrollX();
// Viewport Left
float mouseXScreen = ImGui::GetMousePos().x;
float activeScrollX = ImGui::GetScrollX();
float viewportLeft = ImGui::GetWindowPos().x;
float mouseRelViewport = mouseXScreen - viewportLeft;
// Current Ratio
float virtualWidthOld = std::max(availWidth * state.Zoom, availWidth);
float mouseContentPos = activeScrollX + mouseRelViewport;
float ratio = mouseContentPos / virtualWidthOld;
// Apply Zoom
state.Zoom += wheel * 0.2f * state.Zoom;
if (state.Zoom < 0.1f) state.Zoom = 0.1f;
if (state.Zoom > 1000.0f) state.Zoom = 1000.0f;
state.Zoom = std::max(state.Zoom, 0.1f);
state.Zoom = std::min(state.Zoom, 1000000.0f);
// New Ratio
float virtualWidthNew = std::max(availWidth * state.Zoom, availWidth);
// flNewScroll + MouseRel = Ratio * NewWidth
float desiredScrollX = (ratio * virtualWidthNew) - mouseRelViewport;
float desiredScrollX = (ratio * virtualWidthNew) - mouseRelViewport;
ImGui::SetScrollX(desiredScrollX);
}
}
// 2. Pan (Left, Right, or Middle Mouse)
// Pan
if (isMapHovered && (ImGui::IsMouseDragging(ImGuiMouseButton_Left) || ImGui::IsMouseDragging(ImGuiMouseButton_Right) ||
ImGui::IsMouseDragging(ImGuiMouseButton_Middle)))
{
ImGui::SetScrollX(ImGui::GetScrollX() - ImGui::GetIO().MouseDelta.x);
}
// 3. Jump to Selected (Sync from List)
// Jump to Selected (Sync from List)
if (state.ScrollVisualToSelected && state.SelectedAlloc)
{
MemoryBlock* searchBlk = arena.FirstBlock;
while (searchBlk)
for (const Arena* searchBlk : blocks)
{
ArenaAllocation* search = searchBlk->FirstAllocation;
bool found = false;
ArenaDebugInfo* search = searchBlk->FirstDebugInfo;
bool found = false;
while (search)
{
if (search == state.SelectedAlloc)
@@ -177,65 +221,174 @@ namespace Juliet::Debug
if (found)
{
float virtualWidthLocal = std::max(availWidth * state.Zoom, availWidth);
size_t dataSize = searchBlk->TotalSize - sizeof(MemoryBlock);
if (dataSize > 0)
float virtualWidthLocal = std::max(availWidth * state.Zoom, availWidth);
if (searchBlk->Reserved > 0)
{
double scale = (double)virtualWidthLocal / (double)dataSize;
float xStart = (float)((double)state.SelectedAlloc->Offset * scale);
// Scroll to center xStart
double scale =
static_cast<double>(virtualWidthLocal) / static_cast<double>(searchBlk->Reserved);
float xStart = static_cast<float>(static_cast<double>(state.SelectedAlloc->Offset) * scale);
float centerOffset = availWidth * 0.5f;
ImGui::SetScrollX(xStart - centerOffset);
}
state.ScrollVisualToSelected = false; // Consumed
state.ScrollVisualToSelected = false;
break;
}
searchBlk = searchBlk->Next;
}
}
MemoryBlock* blk = arena.FirstBlock;
ImVec2 pos = startPos;
int bIdx = 0;
while (blk)
ImVec2 pos = startPos;
for (const Arena* blk : blocks)
{
// Draw Block Frame
ImGui::PushID(blk);
ImVec2 rectMin = pos;
auto rectMax = ImVec2(pos.x + virtualWidth, pos.y + blockHeight);
ImVec2 rectMax = ImVec2(pos.x + virtualWidth, pos.y + blockHeight);
// Border Color
ImU32 borderColor = (uint32)ImColor::HSV(((float)bIdx * 0.1f), 0.0f, 0.7f);
dl->AddRect(rectMin, rectMax, borderColor);
dl->AddRect(rectMin, rectMax, IM_COL32(100, 100, 100, 255));
size_t dataSize = blk->TotalSize - sizeof(MemoryBlock);
size_t dataSize = blk->Reserved - k_ArenaHeaderSize;
if (dataSize > 0)
{
double scale = (double)virtualWidth / (double)dataSize;
double scale = static_cast<double>(virtualWidth) / static_cast<double>(blk->Reserved);
ArenaAllocation* alloc = blk->FirstAllocation;
while (alloc)
// Draw Arena Header
{
float xStart = pos.x + (float)((double)alloc->Offset * scale);
float width = (float)((double)alloc->Size * scale);
float hdrWidth = static_cast<float>(static_cast<double>(k_ArenaHeaderSize) * scale);
hdrWidth = std::max(hdrWidth, 1.0f);
ImVec2 hMin(pos.x, pos.y + 1);
ImVec2 hMax(pos.x + hdrWidth, pos.y + blockHeight - 1);
dl->AddRectFilled(hMin, hMax, IM_COL32(40, 60, 120, 255));
if (hdrWidth > 30.0f)
{
const char* hdrLabel = "Header";
ImVec2 textSize = ImGui::CalcTextSize(hdrLabel);
if (hdrWidth >= textSize.x + 4.0f)
{
float textX = hMin.x + (hdrWidth - textSize.x) * 0.5f;
float textY = hMin.y + (blockHeight - 2.0f - textSize.y) * 0.5f;
dl->AddText(ImVec2(textX, textY), IM_COL32(180, 200, 255, 255), hdrLabel);
}
}
if (ImGui::IsMouseHoveringRect(hMin, hMax) && ImGui::IsWindowHovered())
{
ImGui::BeginTooltip();
ImGui::TextColored(ImVec4(0.5f, 0.6f, 0.9f, 1.0f), "Arena Header");
ImGui::Separator();
ImGui::Text("Size: %zu bytes", k_ArenaHeaderSize);
ImGui::EndTooltip();
}
}
// Draw Allocations
ArenaDebugInfo* info = blk->FirstDebugInfo;
size_t expectedOffset = k_ArenaHeaderSize;
while (info)
{
// Draw alignment padding gap if present (only for small gaps that are actual alignment)
if (info->Offset > expectedOffset)
{
size_t padSize = info->Offset - expectedOffset;
constexpr size_t k_MaxAlignmentPadding = 256;
float padXStart = pos.x + static_cast<float>(static_cast<double>(expectedOffset) * scale);
float padWidth = static_cast<float>(static_cast<double>(padSize) * scale);
if (padSize <= k_MaxAlignmentPadding && padWidth >= 1.0f)
{
ImVec2 pMin(padXStart, pos.y + 1);
ImVec2 pMax(padXStart + padWidth, pos.y + blockHeight - 1);
// Clip
if (pMin.x < rectMin.x)
{
pMin.x = rectMin.x;
}
if (pMax.x > rectMax.x)
{
pMax.x = rectMax.x;
}
// Draw hatched pattern (diagonal lines) - clipped to visible area
float visLeft = ImGui::GetWindowPos().x;
float visRight = visLeft + ImGui::GetWindowSize().x;
float clippedLeft = std::max(pMin.x, visLeft);
float clippedRight = std::min(pMax.x, visRight);
dl->AddRectFilled(pMin, pMax, IM_COL32(30, 30, 30, 200));
if (clippedLeft < clippedRight)
{
float step = 6.0f;
float startX = clippedLeft - (pMax.y - pMin.y);
startX = pMin.x + step * std::floor((startX - pMin.x) / step);
if (startX < pMin.x)
{
startX = pMin.x;
}
int lineCount = 0;
for (float lx = startX; lx < clippedRight && lineCount < 500; lx += step, ++lineCount)
{
float ly0 = pMin.y;
float lx1 = lx + (pMax.y - pMin.y);
float ly1 = pMax.y;
if (lx1 > pMax.x)
{
ly1 = pMin.y + (pMax.x - lx);
lx1 = pMax.x;
}
dl->AddLine(ImVec2(lx, ly0), ImVec2(lx1, ly1), IM_COL32(80, 80, 80, 180));
}
}
// Label when zoomed
if (padWidth > 30.0f)
{
const char* padLabel = "Pad";
ImVec2 textSize = ImGui::CalcTextSize(padLabel);
if (padWidth >= textSize.x + 4.0f)
{
float textX = pMin.x + (padWidth - textSize.x) * 0.5f;
float textY = pMin.y + (blockHeight - 2.0f - textSize.y) * 0.5f;
dl->AddText(ImVec2(textX, textY), IM_COL32(120, 120, 120, 255), padLabel);
}
}
if (ImGui::IsMouseHoveringRect(pMin, pMax) && ImGui::IsWindowHovered())
{
ImGui::BeginTooltip();
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Alignment Padding");
ImGui::Separator();
ImGui::Text("Size: %zu bytes", padSize);
ImGui::Text("Offset: %zu - %zu", expectedOffset, info->Offset);
ImGui::EndTooltip();
}
}
}
expectedOffset = info->Offset + info->Size;
ImGui::PushID(info);
float xStart = pos.x + static_cast<float>(static_cast<double>(info->Offset) * scale);
float width = static_cast<float>(static_cast<double>(info->Size) * scale);
width = std::max(width, 1.0f);
auto aMin = ImVec2(xStart, pos.y + 1);
auto aMax = ImVec2(xStart + width, pos.y + blockHeight - 1);
ImVec2 aMin(xStart, pos.y + 1);
ImVec2 aMax(xStart + width, pos.y + blockHeight - 1);
// Clip visually to block bounds (simplistic)
if (aMin.x < rectMin.x) aMin.x = rectMin.x;
if (aMax.x > rectMax.x) aMax.x = rectMax.x;
ImU32 color = GetColorForTag(alloc->Tag);
bool isSelected = (state.SelectedAlloc == alloc);
bool isHovered = (currentHighlight == alloc);
if (isSelected || isHovered)
// Clip to block bounds
if (aMin.x < rectMin.x)
{
aMin.x = rectMin.x;
}
if (aMax.x > rectMax.x)
{
aMax.x = rectMax.x;
}
ImU32 color = GetColorForAllocation(info->Tag, info->Offset, info->Size);
bool isSelected = (state.SelectedAlloc == info);
if (isSelected)
{
// Highlight
dl->AddRectFilled(aMin, aMax, IM_COL32_WHITE);
dl->AddRect(aMin, aMax, IM_COL32_BLACK);
}
@@ -244,115 +397,132 @@ namespace Juliet::Debug
dl->AddRectFilled(aMin, aMax, color);
}
// Draw Text if zoomed enough and fits
if (width > 20.0f) // Threshold width to attempt drawing text
// Draw text label when zoomed enough
if (width > 20.0f && info->Tag)
{
// Need to check actual text size
ImVec2 textSize = ImGui::CalcTextSize(alloc->Tag.Data, alloc->Tag.Data + alloc->Tag.Size);
const char* tagStr = info->Tag;
size_t tagLen = 0;
while (tagStr[tagLen] != '\0')
{
++tagLen;
}
ImVec2 textSize = ImGui::CalcTextSize(tagStr, tagStr + tagLen);
if (width >= textSize.x + 4.0f)
{
// Center text
float textX = aMin.x + (width - textSize.x) * 0.5f;
float textY = aMin.y + (blockHeight - 2.0f - textSize.y) * 0.5f;
// Contrast color
float textX = aMin.x + (width - textSize.x) * 0.5f;
float textY = aMin.y + (blockHeight - 2.0f - textSize.y) * 0.5f;
ImU32 textColor = IM_COL32_BLACK;
dl->AddText(ImVec2(textX, textY), textColor, alloc->Tag.Data,
alloc->Tag.Data + alloc->Tag.Size);
dl->AddText(ImVec2(textX, textY), textColor, tagStr, tagStr + tagLen);
}
}
if (ImGui::IsMouseHoveringRect(aMin, aMax) && ImGui::IsWindowHovered())
{
outNewHighlight = alloc;
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left))
{
state.SelectedAlloc = alloc;
state.ScrollListToSelected = true; // Sync to list
state.ScrollVisualToSelected = false;
}
ImGui::BeginTooltip();
ImGui::Text("Tag: %.*s", (int)alloc->Tag.Size, alloc->Tag.Data);
ImGui::Text("Size: %zu bytes", alloc->Size);
ImGui::Text("Offset: %zu", alloc->Offset);
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.3f, 1.0f), "%s", info->Tag);
ImGui::Separator();
ImGui::Text("Size: %zu bytes", info->Size);
ImGui::Text("Offset: %zu", info->Offset);
uint8* dataPtr = blk->GetData() + alloc->Offset;
// Hex data dump (first 16 bytes)
ImGui::Separator();
uint8* dataPtr = reinterpret_cast<uint8*>(const_cast<Arena*>(blk)) + info->Offset;
ImGui::Text("Data: ");
for (int i = 0; i < 16 && i < (int)alloc->Size; ++i)
for (int i = 0; i < 16 && i < static_cast<int>(info->Size); ++i)
{
ImGui::SameLine();
ImGui::Text("%02X", dataPtr[i]);
}
ImGui::EndTooltip();
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left))
{
state.SelectedAlloc = info;
state.ScrollListToSelected = true;
state.ScrollVisualToSelected = false;
}
}
alloc = alloc->Next;
info = info->Next;
ImGui::PopID();
}
// Draw Free Nodes (Holes) if Realloc is enabled
if (arena->AllowRealloc && blk->FreeNodes)
{
ArenaFreeNode* freeNode = blk->FreeNodes;
while (freeNode)
{
float fxStart = pos.x + static_cast<float>(static_cast<double>(freeNode->Position) * scale);
float fWidth = static_cast<float>(static_cast<double>(freeNode->Size) * scale);
ImVec2 fMin(fxStart, pos.y + 1);
ImVec2 fMax(fxStart + fWidth, pos.y + blockHeight - 1);
dl->AddRectFilled(fMin, fMax, IM_COL32(50, 50, 50, 200));
freeNode = freeNode->Next;
}
}
}
pos.y += blockHeight + 4;
blk = blk->Next;
bIdx++;
pos.y += blockHeight + blockSpacing;
ImGui::PopID();
}
// Final spacing
ImGui::Dummy(ImVec2(0, pos.y - startPos.y));
}
ImGui::EndChild();
// --- Tree View (Scrollable) ---
// --- Tree View (Allocations List) ---
ImGui::Separator();
if (ImGui::TreeNode("Allocations List"))
{
// Calculate item count for Dynamic Height
int totalAllocCount = 0;
MemoryBlock* countBlk = arena.FirstBlock;
while (countBlk)
// Calculate item count for dynamic height
int totalAllocCount = 0;
for (const Arena* blk : blocks)
{
// Add 1 for Block Node
totalAllocCount++;
// If Block Node is Open? We don't know if we don't query it.
// But actually we are inside a Child window inside the TreeNode.
// We want the Child Window to be sized appropriately.
// Simplification: Just count ALL allocations to assume "expanded" state or just use a max cap.
// User wants "Grow until 25 elements".
// This implies if we have 5 items, height is small. If 100, height is capped at 25.
// We'll just count total allocations + blocks as a rough estimate of potential height.
ArenaAllocation* countAlloc = countBlk->FirstAllocation;
while (countAlloc)
ArenaDebugInfo* countInfo = blk->FirstDebugInfo;
while (countInfo)
{
totalAllocCount++;
countAlloc = countAlloc->Next;
countInfo = countInfo->Next;
}
countBlk = countBlk->Next;
}
float lineHeight = ImGui::GetTextLineHeightWithSpacing();
float currentNeededHeight = (float)totalAllocCount * lineHeight;
float currentNeededHeight = static_cast<float>(totalAllocCount) * lineHeight;
float maxHeight = lineHeight * 25.0f;
float listHeight = currentNeededHeight;
if (listHeight > maxHeight) listHeight = maxHeight;
if (listHeight < lineHeight) listHeight = lineHeight; // Min 1 line
if (listHeight > maxHeight)
{
listHeight = maxHeight;
}
if (listHeight < lineHeight)
{
listHeight = lineHeight;
}
if (ImGui::BeginChild("AllocList", ImVec2(0, listHeight), true))
{
MemoryBlock* blk = arena.FirstBlock;
int blkIdx = 0;
while (blk)
int blkIdx = 0;
for (const Arena* blk : blocks)
{
if (ImGui::TreeNode((void*)blk, "Block %d (%zu bytes)", blkIdx, blk->TotalSize))
if (ImGui::TreeNode(reinterpret_cast<const void*>(blk), "Page %d (%zu bytes, pos %zu)",
blkIdx, blk->Reserved, blk->Position))
{
ArenaAllocation* alloc = blk->FirstAllocation;
while (alloc)
ArenaDebugInfo* info = blk->FirstDebugInfo;
if (!info)
{
bool isSelected = (state.SelectedAlloc == alloc);
bool isHovered = (currentHighlight == alloc);
ImGui::TextDisabled("No allocations");
}
while (info)
{
bool isSelected = (state.SelectedAlloc == info);
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen;
if (isSelected || isHovered)
if (isSelected)
{
flags |= ImGuiTreeNodeFlags_Selected;
}
@@ -360,36 +530,29 @@ namespace Juliet::Debug
if (isSelected && state.ScrollListToSelected)
{
ImGui::SetScrollHereY();
state.ScrollListToSelected = false; // Consumed
state.ScrollListToSelected = false;
}
// Color Square
ImU32 color = GetColorForTag(alloc->Tag);
ImU32 color = GetColorForAllocation(info->Tag, info->Offset, info->Size);
ImGui::ColorButton("##color", ImColor(color),
ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop,
ImVec2(12, 12));
ImGui::SameLine();
// Use implicit string length from String struct
ImGui::TreeNodeEx(alloc, flags, "[%zu] %.*s (%zu bytes)", alloc->Offset,
(int)alloc->Tag.Size, alloc->Tag.Data, alloc->Size);
ImGui::TreeNodeEx(info, flags, "[%zu] %s (%zu bytes)", info->Offset, info->Tag, info->Size);
if (ImGui::IsItemClicked())
{
state.SelectedAlloc = alloc;
state.ScrollVisualToSelected = true; // Sync to visual
state.SelectedAlloc = info;
state.ScrollVisualToSelected = true;
state.ScrollListToSelected = false;
}
if (ImGui::IsItemHovered())
{
outNewHighlight = alloc;
}
alloc = alloc->Next;
info = info->Next;
}
ImGui::TreePop();
}
blk = blk->Next;
blkIdx++;
}
}
@@ -397,35 +560,58 @@ namespace Juliet::Debug
ImGui::TreePop();
}
#else
ImGui::TextColored(ImVec4(1, 0, 0, 1), "Compile with JULIET_DEBUG for Memory Visualization");
#endif
ImGui::PopID();
}
ImGui::PopID();
}
ArenaAllocation* s_ConfirmedHovered = nullptr;
} // namespace
void DebugDrawMemoryArena()
{
#if JULIET_DEBUG
// Cross-frame hover state
static ArenaAllocation* s_ConfirmedHovered = nullptr;
ArenaAllocation* frameHovered = nullptr;
#else
ArenaAllocation* s_ConfirmedHovered = nullptr;
ArenaAllocation* frameHovered = nullptr;
#endif
ArenaAllocation* frameHovered = nullptr;
if (ImGui::Begin("Memory Debugger"))
{
DrawMemoryArena(ConstString("Game Arena"), *GetGameArena(), s_ConfirmedHovered, frameHovered);
DrawMemoryArena(ConstString("Engine Arena"), *GetEngineArena(), s_ConfirmedHovered, frameHovered);
if (ImGui::BeginTabBar("ArenaTabs"))
{
if (ImGui::BeginTabItem("Paged Arenas"))
{
Arena* head = GetGlobalArenaListHead();
if (!head)
{
ImGui::Text("No active paged arenas.");
}
else
{
for (Arena* a = head; a != nullptr; a = a->GlobalNext)
{
// Skip test and internal debug arenas
if (a->Name)
{
bool isTest = (a->Name[0] == 'T' && a->Name[1] == 'e' && a->Name[2] == 's' && a->Name[3] == 't');
bool isDebugInfo =
(a->Name[0] == 'D' && a->Name[1] == 'e' && a->Name[2] == 'b' && a->Name[3] == 'u' &&
a->Name[4] == 'g' && a->Name[5] == ' ' && a->Name[6] == 'I');
if (isTest || isDebugInfo)
{
continue;
}
}
DrawPagedArena(a);
}
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
ImGui::End();
#if JULIET_DEBUG
s_ConfirmedHovered = frameHovered;
#endif
}
} // namespace Juliet::Debug
#endif

View File

@@ -1,11 +1,14 @@
#include <Core/Common/CoreUtils.h>
#include <Core/HAL/Filesystem/Filesystem_Private.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Engine/Engine.h>
#include <Graphics/DebugDisplay.h>
#include <Graphics/Graphics.h>
#include <Graphics/MeshRenderer.h>
#include <Graphics/RenderPass.h>
#include <Graphics/SkyboxRenderer.h>
#include <time.h>
#ifdef JULIET_ENABLE_IMGUI
@@ -16,6 +19,13 @@
namespace Juliet
{
#if JULIET_DEBUG
namespace UnitTest
{
extern void RunUnitTests();
}
#endif
namespace
{
Engine EngineInstance;
@@ -29,6 +39,16 @@ namespace Juliet
if (device)
{
DebugDisplay_Initialize(device);
if (Window* window = EngineInstance.Application->GetPlatformWindow())
{
bool success = InitializeMeshRendererGraphics(device, window);
Assert(success);
(void)(success);
success = InitializeSkyboxRenderer(device, window);
Assert(success);
(void)(success);
}
}
#ifdef JULIET_ENABLE_IMGUI
@@ -65,6 +85,8 @@ namespace Juliet
if (device)
{
DebugDisplay_Shutdown(device);
ShutdownSkyboxRenderer();
ShutdownMeshRendererGraphics();
}
}
@@ -114,6 +136,9 @@ namespace Juliet
Camera debugCamera = EngineInstance.Application->GetDebugCamera();
DebugDisplay_Flush(cmdList, pass, debugCamera);
// Note: The MeshRenderer and SkyboxRenderer draw calls are still inside Application->OnRender
// They shouldn't be moved here directly without an interface since they require PushData.
#ifdef JULIET_ENABLE_IMGUI
// ImGui rendering (always last before EndRenderPass)
ImGuiRenderer_Render(cmdList, pass);
@@ -128,20 +153,36 @@ namespace Juliet
void InitializeEngine(JulietInit_Flags flags)
{
EngineInstance.PlatformArena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_PARAM("Platform Arena"));
InitializeLogManager();
#if JULIET_DEBUG
UnitTest::RunUnitTests();
#endif
InitFilesystem();
JulietInit(flags);
}
void ShutdownEngine()
{
JulietShutdown();
ShutdownFilesystem();
ShutdownLogManager();
ArenaRelease(EngineInstance.PlatformArena);
}
void LoadApplication(IApplication& app)
{
EngineInstance.Application = &app;
EngineInstance.Application->Init();
InitializeMeshRenderer(EngineInstance.PlatformArena);
EngineInstance.Application->Init(EngineInstance.PlatformArena);
// Systems depending on Window/GraphicsDevice
InitializeDependentSystems();
@@ -153,6 +194,9 @@ namespace Juliet
ShutdownDependentSystems();
EngineInstance.Application->Shutdown();
ShutdownMeshRenderer();
EngineInstance.Application = nullptr;
}
@@ -169,9 +213,6 @@ namespace Juliet
// Render tick
RenderFrame();
// Reset scratch arena at end of frame
ScratchArenaReset();
}
}
} // namespace Juliet

View File

@@ -23,9 +23,9 @@ namespace Juliet::D3D12
{
switch (type)
{
case D3D12BufferType::Base: return "Base";
case D3D12BufferType::TransferDownload: return "TransferDownload";
case D3D12BufferType::TransferUpload: return "TransferUpload";
case D3D12BufferType::Base: return "Base";
case D3D12BufferType::TransferDownload: return "TransferDownload";
case D3D12BufferType::TransferUpload: return "TransferUpload";
}
return "Unknown";
}
@@ -34,11 +34,10 @@ namespace Juliet::D3D12
{
switch (usage)
{
case BufferUsage::None: return "None";
case BufferUsage::ConstantBuffer: return "ConstantBuffer";
case BufferUsage::StructuredBuffer: return "StructuredBuffer";
case BufferUsage::IndexBuffer: return "IndexBuffer";
case BufferUsage::VertexBuffer: return "VertexBuffer";
case BufferUsage::None: return "None";
case BufferUsage::ConstantBuffer: return "ConstantBuffer";
case BufferUsage::StructuredBuffer: return "StructuredBuffer";
case BufferUsage::IndexBuffer: return "IndexBuffer";
}
return "Unknown";
}
@@ -62,94 +61,62 @@ namespace Juliet::D3D12
Free(buffer);
}
D3D12Buffer* CreateBuffer(NonNullPtr<D3D12Driver> d3d12Driver, size_t size, BufferUsage usage, D3D12BufferType type)
D3D12Buffer* CreateBuffer(NonNullPtr<D3D12Driver> d3d12Driver, size_t size, size_t stride, BufferUsage usage,
D3D12BufferType type, bool isDynamic)
{
auto buffer = static_cast<D3D12Buffer*>(Calloc(1, sizeof(D3D12Buffer)));
auto* buffer = static_cast<D3D12Buffer*>(Calloc(1, sizeof(D3D12Buffer)));
if (!buffer)
{
return nullptr;
}
if (type == D3D12BufferType::Base && usage == BufferUsage::None)
{
Assert(false, "Creating Base buffer with BufferUsage::None is invalid");
DestroyBuffer(buffer);
return nullptr;
}
// Align size for Constant Buffers
if (usage == BufferUsage::ConstantBuffer)
{
size = (size + 255U) & ~255U;
}
D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
D3D12_HEAP_PROPERTIES heapProperties = {};
D3D12_HEAP_FLAGS heapFlags = D3D12_HEAP_FLAG_NONE;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
switch (type)
D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
D3D12_HEAP_FLAGS heapFlags = D3D12_HEAP_FLAG_NONE;
// Constant buffers or Dynamic buffers generally need to be uploaded every frame
const bool isUpload = isDynamic || (type == D3D12BufferType::TransferUpload) || (usage == BufferUsage::ConstantBuffer);
if (type == D3D12BufferType::TransferDownload)
{
case D3D12BufferType::Base:
heapProperties.Type = D3D12_HEAP_TYPE_READBACK;
initialState = D3D12_RESOURCE_STATE_COPY_DEST;
}
else if (isUpload)
{
if (d3d12Driver->GPUUploadHeapSupported)
{
switch (usage)
{
case BufferUsage::None:
{
Assert(false, "Creating buffer with invalid usage");
DestroyBuffer(buffer);
return nullptr;
}
case BufferUsage::IndexBuffer:
case BufferUsage::StructuredBuffer:
case BufferUsage::VertexBuffer:
{
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapFlags = D3D12_HEAP_FLAG_NONE;
break;
}
case BufferUsage::ConstantBuffer:
{
if (d3d12Driver->GPUUploadHeapSupported)
{
heapProperties.Type = D3D12_HEAP_TYPE_GPU_UPLOAD;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
}
else
{
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
initialState = D3D12_RESOURCE_STATE_GENERIC_READ;
heapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
}
// heapFlags = D3D12_HEAP_FLAG_NONE; // Avoid overwriting if set above
if (heapProperties.Type == D3D12_HEAP_TYPE_GPU_UPLOAD)
{
heapFlags = D3D12_HEAP_FLAG_NONE; // Or appropriate flags
}
break;
}
}
break;
heapProperties.Type = D3D12_HEAP_TYPE_GPU_UPLOAD;
initialState = D3D12_RESOURCE_STATE_COMMON;
}
case D3D12BufferType::TransferDownload:
else
{
heapProperties.Type = D3D12_HEAP_TYPE_READBACK;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapFlags = D3D12_HEAP_FLAG_NONE;
initialState = D3D12_RESOURCE_STATE_COPY_DEST;
break;
}
case D3D12BufferType::TransferUpload:
{
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapFlags = D3D12_HEAP_FLAG_NONE;
initialState = D3D12_RESOURCE_STATE_GENERIC_READ;
break;
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
initialState = D3D12_RESOURCE_STATE_GENERIC_READ;
}
}
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
else
{
// Must be a static buffer (Base type)
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
initialState = D3D12_RESOURCE_STATE_COMMON;
}
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
@@ -164,20 +131,24 @@ namespace Juliet::D3D12
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
Log(LogLevel::Message, LogCategory::Graphics, "CreateBuffer: Device=%p, Size=%zu, Type=%s Use=%s", (void*)d3d12Driver->D3D12Device, size, D3D12BufferTypeToString(type), BufferUsageToString(usage));
Log(LogLevel::Message, LogCategory::Graphics, "CreateBuffer: Device=%p, Size=%zu, Type=%s Use=%s",
(void*)d3d12Driver->D3D12Device, size, D3D12BufferTypeToString(type), BufferUsageToString(usage));
ID3D12Resource* handle = nullptr;
HRESULT result = d3d12Driver->D3D12Device->CreateCommittedResource(&heapProperties, heapFlags,
&desc, initialState, nullptr,
IID_ID3D12Resource, reinterpret_cast<void**>(&handle));
HRESULT result = d3d12Driver->D3D12Device->CreateCommittedResource(&heapProperties, heapFlags, &desc,
initialState, nullptr, IID_ID3D12Resource,
reinterpret_cast<void**>(&handle));
if (FAILED(result))
{
Log(LogLevel::Error, LogCategory::Graphics, "Could not create buffer! HRESULT=0x%08X", (uint32)result);
Log(LogLevel::Error, LogCategory::Graphics, "Failed Desc: Width=%llu Layout=%d HeapType=%d", (unsigned long long)desc.Width, (int)desc.Layout, (int)heapProperties.Type);
Log(LogLevel::Error, LogCategory::Graphics, "Could not create buffer! HRESULT=0x%08X", static_cast<uint32>(result));
Log(LogLevel::Error, LogCategory::Graphics, "Failed Desc: Width=%llu Layout=%d HeapType=%d",
(unsigned long long)desc.Width, (int)desc.Layout, (int)heapProperties.Type);
HRESULT removeReason = d3d12Driver->D3D12Device->GetDeviceRemovedReason();
if (FAILED(removeReason))
{
Log(LogLevel::Error, LogCategory::Graphics, "Device Removed Reason: 0x%08X", (uint32)removeReason);
Log(LogLevel::Error, LogCategory::Graphics, "Device Removed Reason: 0x%08X", static_cast<uint32>(removeReason));
}
DestroyBuffer(buffer);
@@ -202,20 +173,33 @@ namespace Juliet::D3D12
if (usage == BufferUsage::ConstantBuffer)
{
cbvDesc.BufferLocation = handle->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<uint32>(size);
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = handle->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<uint32>(size);
d3d12Driver->D3D12Device->CreateConstantBufferView(&cbvDesc, cpuHandle);
}
else if (usage == BufferUsage::StructuredBuffer)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = static_cast<uint32>(size / 4);
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
if (stride > 0)
{
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.Buffer.NumElements = static_cast<uint32>(size / stride);
srvDesc.Buffer.StructureByteStride = static_cast<uint32>(stride);
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
}
else
{
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
srvDesc.Buffer.NumElements = static_cast<uint32>(size / 4);
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
}
d3d12Driver->D3D12Device->CreateShaderResourceView(handle, &srvDesc, cpuHandle);
Log(LogLevel::Message, LogCategory::Graphics, " -> SRV DescriptorIndex=%u", descriptor.Index);
}
@@ -230,10 +214,10 @@ namespace Juliet::D3D12
}
} // namespace
GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, BufferUsage usage)
GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, size_t stride, BufferUsage usage, bool isDynamic)
{
auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
return reinterpret_cast<GraphicsBuffer*>(CreateBuffer(d3d12Driver, size, usage, D3D12BufferType::Base));
return reinterpret_cast<GraphicsBuffer*>(CreateBuffer(d3d12Driver, size, stride, usage, D3D12BufferType::Base, isDynamic));
}
void DestroyGraphicsBuffer(NonNullPtr<GraphicsBuffer> buffer)
@@ -245,8 +229,9 @@ namespace Juliet::D3D12
{
auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
return reinterpret_cast<GraphicsTransferBuffer*>(
CreateBuffer(d3d12Driver, size, BufferUsage::None,
usage == TransferBufferUsage::Upload ? D3D12BufferType::TransferUpload : D3D12BufferType::TransferDownload));
CreateBuffer(d3d12Driver, size, 0, BufferUsage::None,
usage == TransferBufferUsage::Upload ? D3D12BufferType::TransferUpload : D3D12BufferType::TransferDownload,
false));
}
void DestroyGraphicsTransferBuffer(NonNullPtr<GraphicsTransferBuffer> buffer)
@@ -273,6 +258,24 @@ namespace Juliet::D3D12
d3d12Buffer->Handle->Unmap(0, nullptr);
}
void* MapBuffer(NonNullPtr<GPUDriver> /*driver*/, NonNullPtr<GraphicsBuffer> buffer)
{
auto d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get());
void* ptr = nullptr;
D3D12_RANGE readRange = { 0, 0 };
if (FAILED(d3d12Buffer->Handle->Map(0, &readRange, &ptr)))
{
return nullptr;
}
return ptr;
}
void UnmapBuffer(NonNullPtr<GPUDriver> /*driver*/, NonNullPtr<GraphicsBuffer> buffer)
{
auto d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get());
d3d12Buffer->Handle->Unmap(0, nullptr);
}
uint32 GetDescriptorIndex(NonNullPtr<GPUDriver> /*driver*/, NonNullPtr<GraphicsBuffer> buffer)
{
auto d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get());
@@ -305,8 +308,8 @@ namespace Juliet::D3D12
// We assume Upload buffers are always in state GENERIC_READ or similar suitable for CopySrc.
// D3D12 Upload heaps start in GENERIC_READ and cannot transition.
d3d12CmdList->GraphicsCommandList.CommandList->CopyBufferRegion(d3d12Dst->Handle,
dstOffset, d3d12Src->Handle, srcOffset, size);
d3d12CmdList->GraphicsCommandList.CommandList->CopyBufferRegion(d3d12Dst->Handle, dstOffset, d3d12Src->Handle,
srcOffset, size);
}
void TransitionBufferToReadable(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer)

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