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42 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
121 changed files with 4138 additions and 1995 deletions

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@@ -2,7 +2,7 @@
name: cpp-game-engine-programmer name: cpp-game-engine-programmer
description: An expert C++ systems programmer specialized in game engine architecture, memory management, and D3D12 graphics. description: An expert C++ systems programmer specialized in game engine architecture, memory management, and D3D12 graphics.
trusted_commands: trusted_commands:
- "misc\agent_build.bat *" - "misc\\agent_build.bat *"
--- ---
# C++ Game Engine Programmer Skill # C++ Game Engine Programmer Skill
@@ -10,21 +10,16 @@ trusted_commands:
## Role ## 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. 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 ## Focus Areas
1. **High Performance**: Always consider cache locality and CPU cycle cost. 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`. 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. 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 ## 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. - **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. - **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 name: debugger-programmer
description: An expert C++ systems programmer specialized in game engine debugging description: An expert C++ systems programmer specialized in game engine debugging
trusted_commands: trusted_commands:
- "miscagent_build.bat *" - "misc\\agent_build.bat *"
--- ---
# C++ Game Engine Programmer Skill # C++ Game Engine Debugger Skill
## Role ## 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 ## Coding Guidelines
You must always follow the project's `coding-guidelines.md`. Key tenets include: 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]]`.
- **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`).
## Workflows ## Workflows
- **Building**: Use the misc\Agent_build.bat or the /build command to compile the project. - **Building**: Use the `/build` workflow to compile the project.
- **Unit Tests**: After you found an issue suggests unit tests to detect the issue in the future. - **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 ## Tone
Professional, technical, and precise. Focus on explaining your debugging strategy. Professional, technical, and precise. Focus on explaining your debugging strategy.

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@@ -1,6 +1,9 @@
--- ---
name: graphics-programmer 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. 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 # Graphics Programmer & Tech Artist Skill
@@ -8,6 +11,13 @@ description: An expert in 3D rendering, shader development (HLSL), and visual ae
## Role ## 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. 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 ## Focus Areas
1. **Visual Excellence**: Never settle for "it works." Make it look "premium." Use lighting, shadows, and post-processing to enhance the aesthetic. 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). 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 ## Workflows
- **Shader Iteration**: Use the `/recompile_shaders` workflow immediately after editing any `.hlsl` file to catch syntax errors early. - **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. - **Performance**: Be mindful of GPU bandwidth and generic overdraw.
- **Debugging**: Think like a frame capture (PIX/RenderDoc). Visualize data (normals, depth, etc.) if unsure. - **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 ## 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. 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 name: video-game-tester
description: A rigorous QA specialist and test automation engineer focused on verifying game stability and correctness. 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 # Video Game Tester Skill
@@ -8,6 +11,9 @@ description: A rigorous QA specialist and test automation engineer focused on ve
## Role ## 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. 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 ## Focus Areas
1. **Verification**: Never assume a change works. Always run the game. 1. **Verification**: Never assume a change works. Always run the game.
2. **Reproduction**: If you find an issue, define clear steps to reproduce it. 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. - **Always Run the Game**: After any code change, even minor ones, verify by running the build.
- **Launch Command**: Use the `/launch` workflow. - **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. - **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. - **Visual Inspection**: Report any visual artifacts, flickering, or incorrect rendering immediately.
## Reporting ## Reporting

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@@ -3,15 +3,19 @@ description: Build the Juliet project using FastBuild
--- ---
// turbo-all // 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): 1. To build the default (clang-Debug):
`misc\agent_build.bat clang-Debug"` // turbo
`misc\agent_build.bat clang 2>&1 | tee misc\agent_output.log`
2. To build the default clang: 2. To build a specific configuration (e.g., clang-Debug, msvc-Debug):
`misc\agent_build.bat clang"` // turbo
`misc\agent_build.bat clang-Debug 2>&1 | tee misc\agent_output.log`
3. To see all available targets: 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 description: Launch the Juliet application
--- ---
1. Run the launch script // turbo-all
misc\launch.bat autoclose
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 // 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: 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/ .idea/
.vs/ .vs/
[Ii]ntermediate/ [Ii]ntermediate/
[sS]hip/
# Logs # Logs
build_*.txt build_*.txt
@@ -51,3 +52,5 @@ launch_*.txt
*.out *.out
*.app *.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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View File

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

View File

@@ -8,31 +8,7 @@ struct Input
float4 main(Input input) : SV_Target0 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]; Texture2D<float4> tex = ResourceDescriptorHeap[TextureIndex];
SamplerState samp = SamplerDescriptorHeap[0]; // Point sampler or Linear? ImGui usually uses Linear. SamplerState samp = SamplerDescriptorHeap[0];
// 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.
return input.Color * tex.Sample(samp, input.UV); return input.Color * tex.Sample(samp, input.UV);
} }

View File

@@ -18,14 +18,10 @@ Output main(uint vertexIndex : SV_VertexID)
{ {
Output output; Output output;
// Retrieve the vertex buffer using SM6.6 bindless syntax
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex]; 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; uint actualVertexIndex = vertexIndex + VertexOffset;
// ImDrawVert stride = 20 bytes (Vec2 pos + Vec2 uv + uint color)
uint stride = 20; uint stride = 20;
uint offset = actualVertexIndex * stride; uint offset = actualVertexIndex * stride;
@@ -33,34 +29,12 @@ Output main(uint vertexIndex : SV_VertexID)
float2 uv = asfloat(buffer.Load2(offset + 8)); float2 uv = asfloat(buffer.Load2(offset + 8));
uint col = buffer.Load(offset + 16); 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; float4 c;
c.x = float(col & 0xFF) / 255.0f; c.x = float(col & 0xFF) / 255.0f;
c.y = float((col >> 8) & 0xFF) / 255.0f; c.y = float((col >> 8) & 0xFF) / 255.0f;
c.z = float((col >> 16) & 0xFF) / 255.0f; c.z = float((col >> 16) & 0xFF) / 255.0f;
c.w = float((col >> 24) & 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.Position = float4(pos * Scale + Translate, 0.0f, 1.0f);
output.Color = c; output.Color = c;
output.UV = uv; output.UV = uv;

View File

@@ -1,15 +1,39 @@
#ifndef ROOT_CONSTANTS_HLSL #ifndef ROOT_CONSTANTS_HLSL
#define 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) cbuffer RootConstants : register(b0, space0)
{ {
row_major float4x4 ViewProjection; row_major float4x4 ViewProjection;
uint MeshIndex;
uint TransformsBufferIndex;
uint BufferIndex; uint BufferIndex;
uint TextureIndex; uint TextureIndex;
uint VertexOffset; // Base vertex for indexed drawing with bindless buffers uint VertexOffset; // Base vertex for indexed drawing with bindless buffers
uint _Padding; // Padding for alignment uint _Padding; // Padding for alignment
float2 Scale; // 2D scale factor float2 Scale; // 2D scale factor
float2 Translate; // 2D translation 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 struct Output
{ {
float4 Color : TEXCOORD0; float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
float4 Position : SV_Position; float4 Position : SV_Position;
}; };
@@ -10,20 +12,25 @@ Output main(uint vertexIndex : SV_VertexID)
{ {
Output output; Output output;
// Retrieve the buffer using SM6.6 bindless syntax
// Use BufferIndex from RootConstants (pushed via SetPushConstants)
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex]; ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// Read position from buffer (Index * stride) uint stride = 40;
// 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 offset = vertexIndex * stride; uint offset = vertexIndex * stride;
float2 pos = asfloat(buffer.Load2(offset)); float3 pos = asfloat(buffer.Load3(offset));
float4 col = asfloat(buffer.Load4(offset + 8)); 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.Color = col;
output.WorldPosition = worldPos.xyz;
float3 worldNormal = mul((float3x3)Model, normal);
output.WorldNormal = worldNormal;
return output; return output;
} }

View File

@@ -196,7 +196,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -226,7 +226,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>

2
External/Imgui vendored

View File

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

View File

@@ -11,7 +11,16 @@ namespace Game
EntityID EntityManager::ID = 0; 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() EntityManager& GetEntityManager()
{ {

View File

@@ -1,6 +1,7 @@
#pragma once #pragma once
#include <Core/Common/CoreTypes.h> #include <Core/Common/CoreTypes.h>
#include <Core/Container/Vector.h>
namespace Game namespace Game
{ {
@@ -10,10 +11,14 @@ namespace Game
struct EntityManager struct EntityManager
{ {
static EntityID ID; 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(); EntityManager& GetEntityManager();
void RegisterEntity(EntityManager& manager, Entity* entity); void RegisterEntity(EntityManager& manager, Entity* entity);
} // namespace Game } // namespace Game

View File

@@ -257,7 +257,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -287,7 +287,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -317,7 +317,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -347,7 +347,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -377,7 +377,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -407,7 +407,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>

View File

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

View File

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

View File

@@ -86,6 +86,7 @@
<CustomBuild Include="include\Core\Math\Vector.h" /> <CustomBuild Include="include\Core\Math\Vector.h" />
<CustomBuild Include="include\Core\Memory\Allocator.h" /> <CustomBuild Include="include\Core\Memory\Allocator.h" />
<CustomBuild Include="include\Core\Memory\MemoryArena.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\ScratchArena.h" />
<CustomBuild Include="include\Core\Memory\Utils.h" /> <CustomBuild Include="include\Core\Memory\Utils.h" />
<CustomBuild Include="include\Core\Networking\IPAddress.h" /> <CustomBuild Include="include\Core\Networking\IPAddress.h" />
@@ -107,9 +108,11 @@
<CustomBuild Include="include\Graphics\GraphicsConfig.h" /> <CustomBuild Include="include\Graphics\GraphicsConfig.h" />
<CustomBuild Include="include\Graphics\GraphicsPipeline.h" /> <CustomBuild Include="include\Graphics\GraphicsPipeline.h" />
<CustomBuild Include="include\Graphics\ImGuiRenderer.h" /> <CustomBuild Include="include\Graphics\ImGuiRenderer.h" />
<CustomBuild Include="include\Graphics\Mesh.h" />
<CustomBuild Include="include\Graphics\RenderPass.h" /> <CustomBuild Include="include\Graphics\RenderPass.h" />
<CustomBuild Include="include\Graphics\Shader.h" /> <CustomBuild Include="include\Graphics\Shader.h" />
<CustomBuild Include="include\Graphics\Texture.h" /> <CustomBuild Include="include\Graphics\Texture.h" />
<CustomBuild Include="include\Graphics\VertexData.h" />
<CustomBuild Include="include\Juliet.h" /> <CustomBuild Include="include\Juliet.h" />
<CustomBuild Include="Juliet.bff" /> <CustomBuild Include="Juliet.bff" />
<CustomBuild Include="src\Core\Application\ApplicationManager.cpp" /> <CustomBuild Include="src\Core\Application\ApplicationManager.cpp" />
@@ -156,8 +159,8 @@
<CustomBuild Include="src\Core\Math\Math_Private.h" /> <CustomBuild Include="src\Core\Math\Math_Private.h" />
<CustomBuild Include="src\Core\Math\MathRound.cpp" /> <CustomBuild Include="src\Core\Math\MathRound.cpp" />
<CustomBuild Include="src\Core\Memory\Allocator.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\MemoryArena.cpp" />
<CustomBuild Include="src\Core\Memory\MemoryArenaDebug.cpp" />
<CustomBuild Include="src\Core\Memory\MemoryArenaTests.cpp" /> <CustomBuild Include="src\Core\Memory\MemoryArenaTests.cpp" />
<CustomBuild Include="src\Core\Memory\ScratchArena.cpp" /> <CustomBuild Include="src\Core\Memory\ScratchArena.cpp" />
<CustomBuild Include="src\Core\Networking\NetworkPacket.cpp" /> <CustomBuild Include="src\Core\Networking\NetworkPacket.cpp" />
@@ -219,10 +222,15 @@
<CustomBuild Include="src\Graphics\Graphics.cpp" /> <CustomBuild Include="src\Graphics\Graphics.cpp" />
<CustomBuild Include="src\Graphics\GraphicsDevice.h" /> <CustomBuild Include="src\Graphics\GraphicsDevice.h" />
<CustomBuild Include="src\Graphics\ImGuiRenderer.cpp" /> <CustomBuild Include="src\Graphics\ImGuiRenderer.cpp" />
<CustomBuild Include="src\Graphics\Mesh.cpp" />
<CustomBuild Include="src\UnitTest\Container\VectorUnitTest.cpp" /> <CustomBuild Include="src\UnitTest\Container\VectorUnitTest.cpp" />
<CustomBuild Include="src\UnitTest\RunUnitTests.cpp" /> <CustomBuild Include="src\UnitTest\RunUnitTests.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="include\Graphics\MeshRenderer.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\Graphics\MeshRenderer.cpp" />
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{ab9c7e88-6c94-4f93-bc2a-7f5284b7d434}</ProjectGuid> <ProjectGuid>{ab9c7e88-6c94-4f93-bc2a-7f5284b7d434}</ProjectGuid>
@@ -344,7 +352,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -374,7 +382,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 /wd4365 /wd5219 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -404,7 +412,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>
@@ -434,7 +442,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='x64Clang-Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\fbuild -ide -dist -monitor -cache $(ProjectName)-$(Configuration)</NMakeBuildCommandLine> <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> <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> <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> <AdditionalOptions>/std:c++20 /wd5267 /wd4061 /wd4505 /wd4514 /wd4577 /wd4625 /wd4710 /wd4711 /wd4746 /wd4820 /wd5045 /wd5220 /wd5245 </AdditionalOptions>
<LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(SolutionDir)\bin\$(Configuration)\</LocalDebuggerWorkingDirectory>

View File

@@ -106,6 +106,9 @@
<CustomBuild Include="include\Core\Memory\MemoryArena.h"> <CustomBuild Include="include\Core\Memory\MemoryArena.h">
<Filter>include\Core\Memory</Filter> <Filter>include\Core\Memory</Filter>
</CustomBuild> </CustomBuild>
<CustomBuild Include="include\Core\Memory\MemoryArenaDebug.h">
<Filter>include\Core\Memory</Filter>
</CustomBuild>
<CustomBuild Include="include\Core\Memory\ScratchArena.h"> <CustomBuild Include="include\Core\Memory\ScratchArena.h">
<Filter>include\Core\Memory</Filter> <Filter>include\Core\Memory</Filter>
</CustomBuild> </CustomBuild>
@@ -169,6 +172,9 @@
<CustomBuild Include="include\Graphics\ImGuiRenderer.h"> <CustomBuild Include="include\Graphics\ImGuiRenderer.h">
<Filter>include\Graphics</Filter> <Filter>include\Graphics</Filter>
</CustomBuild> </CustomBuild>
<CustomBuild Include="include\Graphics\Mesh.h">
<Filter>include\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="include\Graphics\RenderPass.h"> <CustomBuild Include="include\Graphics\RenderPass.h">
<Filter>include\Graphics</Filter> <Filter>include\Graphics</Filter>
</CustomBuild> </CustomBuild>
@@ -178,6 +184,9 @@
<CustomBuild Include="include\Graphics\Texture.h"> <CustomBuild Include="include\Graphics\Texture.h">
<Filter>include\Graphics</Filter> <Filter>include\Graphics</Filter>
</CustomBuild> </CustomBuild>
<CustomBuild Include="include\Graphics\VertexData.h">
<Filter>include\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="include\Juliet.h"> <CustomBuild Include="include\Juliet.h">
<Filter>include</Filter> <Filter>include</Filter>
</CustomBuild> </CustomBuild>
@@ -315,10 +324,10 @@
<CustomBuild Include="src\Core\Memory\Allocator.cpp"> <CustomBuild Include="src\Core\Memory\Allocator.cpp">
<Filter>src\Core\Memory</Filter> <Filter>src\Core\Memory</Filter>
</CustomBuild> </CustomBuild>
<CustomBuild Include="src\Core\Memory\EngineArena.h"> <CustomBuild Include="src\Core\Memory\MemoryArena.cpp">
<Filter>src\Core\Memory</Filter> <Filter>src\Core\Memory</Filter>
</CustomBuild> </CustomBuild>
<CustomBuild Include="src\Core\Memory\MemoryArena.cpp"> <CustomBuild Include="src\Core\Memory\MemoryArenaDebug.cpp">
<Filter>src\Core\Memory</Filter> <Filter>src\Core\Memory</Filter>
</CustomBuild> </CustomBuild>
<CustomBuild Include="src\Core\Memory\MemoryArenaTests.cpp"> <CustomBuild Include="src\Core\Memory\MemoryArenaTests.cpp">
@@ -504,6 +513,9 @@
<CustomBuild Include="src\Graphics\ImGuiRenderer.cpp"> <CustomBuild Include="src\Graphics\ImGuiRenderer.cpp">
<Filter>src\Graphics</Filter> <Filter>src\Graphics</Filter>
</CustomBuild> </CustomBuild>
<CustomBuild Include="src\Graphics\Mesh.cpp">
<Filter>src\Graphics</Filter>
</CustomBuild>
<CustomBuild Include="src\UnitTest\Container\VectorUnitTest.cpp"> <CustomBuild Include="src\UnitTest\Container\VectorUnitTest.cpp">
<Filter>src\UnitTest\Container</Filter> <Filter>src\UnitTest\Container</Filter>
</CustomBuild> </CustomBuild>

View File

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

View File

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

View File

@@ -25,6 +25,8 @@ struct ByteBuffer
size_t Size; size_t Size;
}; };
using ptrdiff_t = decltype(static_cast<int*>(nullptr) - static_cast<int*>(nullptr));
using FunctionPtr = auto (*)(void) -> void; using FunctionPtr = auto (*)(void) -> void;
// Limits // Limits

View File

@@ -162,11 +162,12 @@ namespace Juliet
return (x + alignment - 1) & ~(alignment - 1); return (x + alignment - 1) & ~(alignment - 1);
} }
inline void Swap(auto* Restrict a, auto* Restrict b) template <typename T>
inline void Swap(T* Restrict a, T* Restrict b)
{ {
auto temp = *a; T temp = std::move(*a);
*a = *b; *a = std::move(*b);
*b = temp; *b = std::move(temp);
} }
// Move to another file dedicated to those // Move to another file dedicated to those

View File

@@ -15,7 +15,7 @@ namespace Juliet
class NonNullPtr class NonNullPtr
{ {
public: public:
NonNullPtr(Type* ptr) inline NonNullPtr(Type* ptr)
: InternalPtr(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");
@@ -64,7 +64,7 @@ namespace Juliet
return *InternalPtr; 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; return InternalPtr;

View File

@@ -3,110 +3,238 @@
#include <Core/Common/NonNullPtr.h> #include <Core/Common/NonNullPtr.h>
#include <Core/Memory/MemoryArena.h> #include <Core/Memory/MemoryArena.h>
#include <vector> #include <vector>
#include <WinSock2.h>
namespace Juliet namespace Juliet
{ {
template <typename Type> template <typename Type, size_t ReserveSize = 16, bool AllowRealloc = false>
struct VectorArena struct VectorArena
{ {
public: void Create(JULIET_DEBUG_PARAM_FIRST(const char* name = nullptr))
VectorArena()
: First(nullptr)
, Last(nullptr)
, Count(0)
, Stride(sizeof(Type))
{ {
Arena = ArenaAllocate(); 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);
} }
~VectorArena() { ArenaRelease(Arena); } void Create(NonNullPtr<Arena> arena JULIET_DEBUG_PARAM(const char* name = nullptr))
{
Assert(!Arena);
VectorArena(const VectorArena&) JULIET_DEBUG_ONLY(Name = name ? name : Name;)
: Arena(nullptr)
, First(nullptr) DataFirst = DataLast = nullptr;
, Last(nullptr) Count = 0;
, Count(0) Arena = arena.Get();
, Stride(sizeof(Type)) InternalArena = false;
{
Assert(false, "Copying VectorArena is not allowed"); Reserve(ReserveSize);
} }
VectorArena(VectorArena&&) noexcept
: Arena(nullptr) void Destroy()
, First(nullptr)
, Last(nullptr)
, Count(0)
, Stride(sizeof(Type))
{ {
Assert(false, "Moving VectorArena is not allowed"); 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 operator=(const VectorArena&) { Assert(false, "Copying VectorArena is not allowed"); }
void operator=(VectorArena&&) noexcept { Assert(false, "Moving VectorArena is not allowed"); }
void PushBack(Type&& value) void PushBack(Type&& value)
{ {
Type* entry = ArenaPushStruct<Type>(Arena); Assert(Arena);
if (Count + 1 > Capacity)
{
Reserve(Capacity == 0 ? ReserveSize : Capacity * 2);
}
Type* entry = Data + Count;
*entry = std::move(value); *entry = std::move(value);
if (Count == 0) if (Count == 0)
{ {
First = entry; DataFirst = entry;
} }
Last = entry; DataLast = entry;
++Count; ++Count;
} }
void RemoveAtFast(index_t index) void RemoveAtFast(index_t index)
{ {
Assert(Arena);
Assert(index < Count); Assert(index < Count);
Assert(Count > 0); Assert(Count > 0);
Type* elementAdr = First + index; Type* elementAdr = DataFirst + index;
// Swap Last and element // Swap DataLast and element
Swap(Last, elementAdr); if (DataLast != elementAdr)
--Last; {
Swap(DataLast, elementAdr);
}
--DataLast;
--Count; --Count;
if (Count == 0) if (Count == 0)
{ {
First = Last = nullptr; DataFirst = DataLast = nullptr;
} }
ArenaPop(Arena, Stride);
} }
void Clear() void Clear()
{ {
ArenaClear(Arena); Assert(Arena);
First = Last = nullptr;
Count = 0; 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 // C++ Accessors for loop supports and Index based access
Type& operator[](size_t index) { return First[index]; } Type& operator[](size_t index) { return DataFirst[index]; }
const Type& operator[](size_t index) const { return First[index]; } const Type& operator[](size_t index) const { return DataFirst[index]; }
Type* begin() { return First; } Type* begin() { return DataFirst; }
Type* end() { return First + Count; } Type* end() { return DataFirst + Count; }
const Type* begin() const { return First; } const Type* begin() const { return DataFirst; }
const Type* end() const { return First + Count; } 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; } size_t Size() const { return Count; }
private:
Arena* Arena; Arena* Arena;
Type* First; Type* DataFirst;
Type* Last; Type* DataLast;
Type* Data;
size_t Count; size_t Count;
size_t Stride; size_t Capacity;
}; bool InternalArena : 1;
JULIET_DEBUG_ONLY(const char* Name = "VectorArena";)
// 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>
{
}; };
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 } // namespace Juliet

View File

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

View File

@@ -5,7 +5,16 @@
namespace Juliet namespace Juliet
{ {
// Returns the path to the application directory // 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 } // namespace Juliet

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@@ -1,6 +1,7 @@
#pragma once #pragma once
#include <Core/Common/CoreTypes.h> #include <Core/Common/CoreTypes.h>
#include <Graphics/D3D12/D3D12Buffer.h>
#include <Juliet.h> #include <Juliet.h>
namespace Juliet namespace Juliet
@@ -31,6 +32,11 @@ namespace Juliet
} // namespace Memory } // namespace Memory
namespace Debug
{
JULIET_API bool IsDebuggerPresent();
} // namespace Debug
using EntryPointFunc = int (*)(int, wchar_t**); using EntryPointFunc = int (*)(int, wchar_t**);
JULIET_API int Bootstrap(EntryPointFunc entryPointFunc, int argc, wchar_t** argv); JULIET_API int Bootstrap(EntryPointFunc entryPointFunc, int argc, wchar_t** argv);
} // namespace Juliet } // namespace Juliet

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

View File

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

View File

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

View File

@@ -22,6 +22,7 @@ namespace Juliet
extern void JULIET_API LogScopeEnd(); extern void JULIET_API LogScopeEnd();
extern void JULIET_API Log(LogLevel level, LogCategory category, const char* fmt, ...); 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 LogMessage(LogCategory category, const char* fmt, ...);
extern void JULIET_API LogWarning(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, ...); extern void JULIET_API LogError(LogCategory category, const char* fmt, ...);

View File

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

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@@ -9,7 +9,6 @@ extern int JulietMain(int, wchar_t**);
#define WINAPI __stdcall #define WINAPI __stdcall
#endif #endif
#if COMPILER_MSVC
#if UNICODE #if UNICODE
int wmain(int argc, wchar_t** argv) int wmain(int argc, wchar_t** argv)
{ {
@@ -21,7 +20,6 @@ int main(int argc, char** argv)
return Juliet::Bootstrap(JulietMain, argc, argv); return Juliet::Bootstrap(JulietMain, argc, argv);
} }
#endif #endif
#endif
extern "C" { extern "C" {
@@ -39,6 +37,7 @@ int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
(void)hPrev; (void)hPrev;
(void)szCmdLine; (void)szCmdLine;
(void)sw; (void)sw;
return Juliet::Bootstrap(JulietMain, __argc, __wargv); return Juliet::Bootstrap(JulietMain, __argc, __wargv);
} }
} }

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@@ -8,33 +8,99 @@ namespace Juliet
struct Matrix struct Matrix
{ {
float m[4][4]; float m[4][4];
};
static Matrix Identity() [[nodiscard]] inline Matrix MatrixIdentity()
{ {
Matrix result = {}; Matrix result = {};
result.m[0][0] = 1.0f; result.m[0][0] = 1.0f;
result.m[1][1] = 1.0f; result.m[1][1] = 1.0f;
result.m[2][2] = 1.0f; result.m[2][2] = 1.0f;
result.m[3][3] = 1.0f; result.m[3][3] = 1.0f;
return result; 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 j = 0; j < 4; ++j)
for (int i = 0; i < 4; ++i)
{ {
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] += lhs.m[i][k] * rhs.m[k][j];
{
result.m[i][j] += 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) inline Matrix LookAt(const Vector3& eye, const Vector3& target, const Vector3& up)
{ {
@@ -83,4 +149,46 @@ namespace Juliet
result.m[3][3] = 0.0f; result.m[3][3] = 0.0f;
return result; 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 } // namespace Juliet

View File

@@ -6,6 +6,7 @@
#include <Core/Common/String.h> #include <Core/Common/String.h>
#include <Core/Memory/Utils.h> #include <Core/Memory/Utils.h>
#include <Juliet.h> #include <Juliet.h>
#include <typeinfo> // Added for typeid
namespace Juliet namespace Juliet
{ {
@@ -13,7 +14,12 @@ namespace Juliet
constexpr global uint64 g_Arena_Default_Commit_Size = Kilobytes(64); constexpr global uint64 g_Arena_Default_Commit_Size = Kilobytes(64);
constexpr global uint64 k_ArenaHeaderSize = 128; constexpr global uint64 k_ArenaHeaderSize = 128;
// Refactor struct ArenaFreeNode;
#if JULIET_DEBUG
struct ArenaDebugInfo;
#endif
struct Arena struct Arena
{ {
Arena* Previous; Arena* Previous;
@@ -29,150 +35,69 @@ namespace Juliet
uint64 Committed; uint64 Committed;
uint64 Reserved; uint64 Reserved;
Arena* FreeLast; 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); static_assert(sizeof(Arena) <= k_ArenaHeaderSize);
struct TempArena
{
Arena* Arena;
index_t Position;
};
struct ArenaParams struct ArenaParams
{ {
uint64 ReserveSize = g_Arena_Default_Reserve_Size; uint64 ReserveSize = g_Arena_Default_Reserve_Size;
uint64 CommitSize = g_Arena_Default_Commit_Size; uint64 CommitSize = g_Arena_Default_Commit_Size;
// 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;)
}; };
[[nodiscard]] Arena* ArenaAllocate(const ArenaParams& params = {}, [[nodiscard]] JULIET_API Arena* ArenaAllocate(const ArenaParams& params JULIET_DEBUG_ONLY(, const char* name),
const std::source_location& loc = std::source_location::current()); const std::source_location& loc = std::source_location::current());
void ArenaRelease(NonNullPtr<Arena> arena); 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]] void* ArenaPush(NonNullPtr<Arena> arena, size_t size, size_t align, bool shouldBeZeroed); // Raw Push, can be used but templated helpers exists below
void ArenaPopTo(NonNullPtr<Arena> arena, size_t position); [[nodiscard]] JULIET_API void* ArenaPush(NonNullPtr<Arena> arena, size_t size, size_t align,
void ArenaPop(NonNullPtr<Arena> arena, size_t amount); bool shouldBeZeroed JULIET_DEBUG_ONLY(, const char* tag));
void ArenaClear(NonNullPtr<Arena> arena); [[nodiscard]] JULIET_API void* ArenaReallocate(NonNullPtr<Arena> arena, void* oldPtr, size_t oldSize, size_t newSize,
[[nodiscard]] size_t ArenaPos(NonNullPtr<Arena> arena); 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> template <typename Type>
[[nodiscard]] Type* ArenaPushStruct(NonNullPtr<Arena> arena) [[nodiscard]] Type* ArenaPushStruct(NonNullPtr<Arena> arena JULIET_DEBUG_PARAM(const char* tag = nullptr))
{ {
return static_cast<Type*>(ArenaPush(arena, sizeof(Type) * 1, AlignOf(Type), true)); return static_cast<Type*>(
ArenaPush(arena, sizeof(Type) * 1, AlignOf(Type), true JULIET_DEBUG_PARAM(tag ? tag : typeid(Type).name())));
} }
// #define push_array_no_zero_aligned(a, T, c, align) (T *)arena_push((a), sizeof(T)*(c), (align), (0))
// #define push_array_aligned(a, T, c, align) (T *)arena_push((a), sizeof(T)*(c), (align), (1))
// #define push_array_no_zero(a, T, c) push_array_no_zero_aligned(a, T, c, Max(8, AlignOf(T)))
// #define push_array(a, T, c) push_array_aligned(a, T, c, Max(8, AlignOf(T)))
template <typename Type> template <typename Type>
[[nodiscard]] Type* ArenaPushArray(NonNullPtr<Arena> arena, size_t count) [[nodiscard]] Type* ArenaPushArray(NonNullPtr<Arena> arena, size_t count JULIET_DEBUG_PARAM(const char* tag = nullptr))
{ {
return static_cast<Type*>(ArenaPush(arena, sizeof(Type) * count, Max(8ull, AlignOf(Type)), true)); return static_cast<Type*>(ArenaPush(arena, sizeof(Type) * count, Max(8ull, AlignOf(Type)),
true JULIET_DEBUG_PARAM(tag ? tag : typeid(Type).name())));
} }
// --- Paged Memory Architecture --- TempArena ArenaTempBegin(NonNullPtr<Arena> arena);
struct ArenaAllocation void ArenaTempEnd(TempArena temp);
{
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
#if JULIET_DEBUG
ArenaAllocation* FirstAllocation = nullptr;
uint64 Pad; // Ensure 16-byte alignment (Size 40 -> 48)
#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 MemoryPool
{
void* BaseAddress = nullptr;
size_t TotalSize = 0;
MemoryBlock* FreeList = nullptr;
[[nodiscard]] MemoryBlock* AllocateBlock(size_t minCapacity);
void FreeBlock(MemoryBlock* block);
};
struct MemoryArena
{
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;
}
template <typename T>
inline T* ArenaPushArray(MemoryArena* arena, size_t count, String tag)
{
T* result = static_cast<T*>(ArenaPush(arena, sizeof(T) * count, alignof(T), tag));
if (result)
{
MemSet(result, 0, sizeof(T) * count);
}
return result;
}
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));
}
} // namespace Juliet } // 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

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

View File

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

View File

@@ -8,7 +8,8 @@ namespace Juliet
struct Engine struct Engine
{ {
IApplication* Application = nullptr; IApplication* Application = nullptr;
Arena* PlatformArena = nullptr;
}; };
void InitializeEngine(JulietInit_Flags flags); 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 BindGraphicsPipeline(NonNullPtr<RenderPass> renderPass, NonNullPtr<GraphicsPipeline> graphicsPipeline);
extern JULIET_API void DrawPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numVertices, uint32 numInstances, extern JULIET_API void DrawPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numVertices, uint32 numInstances,
uint32 firstVertex, uint32 firstInstance); uint32 firstVertex, uint32 firstInstance);
extern JULIET_API void DrawIndexedPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numIndices, extern JULIET_API void DrawIndexedPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numIndices, uint32 numInstances,
uint32 numInstances, uint32 firstIndex, uint32 vertexOffset, uint32 firstIndex, uint32 vertexOffset, uint32 firstInstance);
uint32 firstInstance);
extern JULIET_API void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer, IndexFormat format);
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, extern JULIET_API void SetPushConstants(NonNullPtr<CommandList> commandList, ShaderStage stage,
uint32 rootParameterIndex, uint32 numConstants, const void* constants); 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 GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GraphicsDevice> device, const BufferCreateInfo& createInfo);
extern JULIET_API GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, extern JULIET_API GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device,
const TransferBufferCreateInfo& createInfo); 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* MapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
extern JULIET_API void UnmapGraphicsTransferBuffer(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, extern JULIET_API void CopyBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> dst,

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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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

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

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@@ -493,7 +493,7 @@ namespace Juliet
{ {
String result; String result;
result.Size = str.Size; result.Size = str.Size;
result.Data = ArenaPushArray<char>(arena, str.Size + 1); result.Data = static_cast<char*>(ArenaPush(arena, str.Size + 1, alignof(char), true JULIET_DEBUG_ONLY(, "String")));
MemCopy(result.Data, str.Data, str.Size); MemCopy(result.Data, str.Data, str.Size);
result.Data[result.Size] = 0; result.Data[result.Size] = 0;
return result; return result;

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@@ -2,7 +2,6 @@
#include <Core/HAL/Display/Display_Private.h> #include <Core/HAL/Display/Display_Private.h>
#include <Core/HAL/Display/DisplayDevice.h> #include <Core/HAL/Display/DisplayDevice.h>
#include <Core/Memory/Allocator.h> #include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h>
#include <Core/Memory/MemoryArena.h> #include <Core/Memory/MemoryArena.h>
namespace Juliet namespace Juliet
@@ -10,7 +9,9 @@ namespace Juliet
namespace namespace
{ {
DisplayDevice* g_CurrentDisplayDevice = nullptr; DisplayDevice* g_CurrentDisplayDevice = nullptr;
}
void DestroyPlatformWindow(index_t windowIndex);
} // namespace
namespace Internal::Display namespace Internal::Display
{ {
@@ -22,7 +23,7 @@ namespace Juliet
{ {
Assert(!g_CurrentDisplayDevice); Assert(!g_CurrentDisplayDevice);
Arena* arena = ArenaAllocate(); Arena* arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Display System"));
DisplayDevice* candidateDevice = nullptr; DisplayDevice* candidateDevice = nullptr;
DisplayDeviceFactory* candidateFactory = nullptr; DisplayDeviceFactory* candidateFactory = nullptr;
@@ -60,9 +61,9 @@ namespace Juliet
} }
// Destroy all Windows that are still alive // 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); g_CurrentDisplayDevice->Shutdown(g_CurrentDisplayDevice);
@@ -78,44 +79,59 @@ namespace Juliet
{ {
Assert(g_CurrentDisplayDevice->CreatePlatformWindow); Assert(g_CurrentDisplayDevice->CreatePlatformWindow);
auto* arena = g_CurrentDisplayDevice->Arena; Window window = {};
Assert(arena); window.Arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Window"));
window.Width = width;
window.Height = height;
auto* window = ArenaPushStruct<Window>(arena); window.Title = StringCopy(window.Arena, WrapString(title));
Assert(window);
window->Width = width; g_CurrentDisplayDevice->Windows.PushBack(window);
window->Height = height;
window->Title = StringCopy(arena, WrapString(title)); auto* pWindow = g_CurrentDisplayDevice->Windows.Last();
if (!g_CurrentDisplayDevice->CreatePlatformWindow(g_CurrentDisplayDevice, pWindow))
g_CurrentDisplayDevice->MainWindow = window;
if (!g_CurrentDisplayDevice->CreatePlatformWindow(g_CurrentDisplayDevice, window))
{ {
// Note: We don't "free" from arena easily, but since this is catastrophic ArenaRelease(window.Arena);
// and persistent, we just leak the small amount of arena space or handle it if we had a marker.
return nullptr; return nullptr;
} }
// TODO : make SHOW optional on creation with a flag // 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) void DestroyPlatformWindow(NonNullPtr<Window> window)
{ {
Assert(g_CurrentDisplayDevice->MainWindow == window.Get()); // Find and destroy
VectorArena<Window>& windows = g_CurrentDisplayDevice->Windows;
HideWindow(window); for (index_t idx = windows.Size(); idx-- > 0;)
{
// TODO: Pop from arena. Window& windowRef = windows[idx];
window->Title.Data = nullptr; if (windowRef.ID == window->ID)
window->Title.Size = 0; {
DestroyPlatformWindow(idx);
g_CurrentDisplayDevice->DestroyPlatformWindow(g_CurrentDisplayDevice, window); break;
}
g_CurrentDisplayDevice->MainWindow = nullptr; }
} }
void ShowWindow(NonNullPtr<Window> window) void ShowWindow(NonNullPtr<Window> window)
@@ -133,6 +149,11 @@ namespace Juliet
return window->ID; 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 // Display Device Utils. Not exposed in the API
DisplayDevice* GetDisplayDevice() DisplayDevice* GetDisplayDevice()
{ {

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@@ -25,13 +25,12 @@ namespace Juliet
void (*DestroyPlatformWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window); void (*DestroyPlatformWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*ShowWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window); void (*ShowWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*HideWindow)(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 // Events
void (*PumpEvents)(NonNullPtr<DisplayDevice> self); void (*PumpEvents)(NonNullPtr<DisplayDevice> self);
// TODO : Use vector VectorArena<Window> Windows;
VectorArena<Window*> Windows;
Window* MainWindow = nullptr;
}; };
struct DisplayDeviceFactory struct DisplayDeviceFactory

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@@ -1,9 +1,6 @@
#include <Core/HAL/Display/DisplayDevice.h> #include <Core/HAL/Display/DisplayDevice.h>
#include <Core/HAL/Display/Win32/Win32DisplayEvent.h> #include <Core/HAL/Display/Win32/Win32DisplayEvent.h>
#include <Core/HAL/Display/Win32/Win32Window.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 namespace Juliet::Win32
{ {
@@ -14,7 +11,10 @@ namespace Juliet::Win32
return true; return true;
} }
void Shutdown(NonNullPtr<DisplayDevice> /*self*/) {} void Shutdown(NonNullPtr<DisplayDevice> /*self*/) {}
void Free(NonNullPtr<DisplayDevice> /*self*/) {} void Free(NonNullPtr<DisplayDevice> device)
{
device->Windows.Destroy();
}
DisplayDevice* CreateDevice(Arena* arena) DisplayDevice* CreateDevice(Arena* arena)
{ {
@@ -33,9 +33,12 @@ namespace Juliet::Win32
device->DestroyPlatformWindow = DestroyPlatformWindow; device->DestroyPlatformWindow = DestroyPlatformWindow;
device->ShowWindow = ShowWindow; device->ShowWindow = ShowWindow;
device->HideWindow = HideWindow; device->HideWindow = HideWindow;
device->SetWindowTitle = SetWindowTitle;
device->PumpEvents = PumpEvents; device->PumpEvents = PumpEvents;
device->Windows.Create(arena JULIET_DEBUG_PARAM("Display Windows"));
return device; return device;
} }
} // namespace } // namespace

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

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@@ -2,8 +2,7 @@
#include <Core/HAL/Display/Win32/Win32Window.h> #include <Core/HAL/Display/Win32/Win32Window.h>
#include <Core/HAL/Display/Window.h> #include <Core/HAL/Display/Window.h>
#include <Core/Memory/Allocator.h> #include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h> #include <Core/Memory/MemoryArena.h>
#include <Core/Memory/Utils.h>
namespace Juliet::Win32 namespace Juliet::Win32
{ {
@@ -14,7 +13,7 @@ namespace Juliet::Win32
bool SetupWindowState(NonNullPtr<DisplayDevice> /*self*/, NonNullPtr<Window> window, HWND handle) 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; window->State = state;
state->Handle = handle; state->Handle = handle;
@@ -23,18 +22,15 @@ namespace Juliet::Win32
state->IsMouseTracked = false; state->IsMouseTracked = false;
// TODO Use SetProp to associate data to the window handle. Could be used to fetch it from the WinProc
return true; return true;
} }
void CleanUpWindowState(NonNullPtr<DisplayDevice> /*self*/, NonNullPtr<Window> window) void CleanUpWindowState(NonNullPtr<DisplayDevice> /*self*/, NonNullPtr<Window> window)
{ {
if (auto* state = static_cast<Window32State*>(window->State)) auto* state = static_cast<Window32State*>(window->State);
{ Assert(state);
ReleaseDC(state->Handle, state->HDC); ReleaseDC(state->Handle, state->HDC);
DestroyWindow(state->Handle); DestroyWindow(state->Handle);
}
window->State = nullptr; window->State = nullptr;
} }
} // namespace } // namespace
@@ -96,4 +92,13 @@ namespace Juliet::Win32
auto& win32State = static_cast<Window32State&>(*window->State); auto& win32State = static_cast<Window32State&>(*window->State);
::ShowWindow(win32State.Handle, SW_HIDE); ::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 } // namespace Juliet::Win32

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

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

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@@ -1,14 +1,29 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Common/String.h> #include <Core/Common/String.h>
#include <Core/HAL/Filesystem/Filesystem.h> #include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Filesystem/Filesystem_Platform.h> #include <Core/HAL/Filesystem/Filesystem_Platform.h>
#include <Core/HAL/Filesystem/Filesystem_Private.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 <Core/Memory/Allocator.h>
#include <cstdio>
namespace Juliet namespace Juliet
{ {
namespace 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() String GetBasePath()
@@ -20,6 +35,27 @@ namespace Juliet
return CachedBasePath; 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) bool IsAbsolutePath(String path)
{ {
if (!IsValid(path)) if (!IsValid(path))
@@ -29,7 +65,40 @@ namespace Juliet
return Platform::IsAbsolutePath(path); 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() void ShutdownFilesystem()
{ {
@@ -38,5 +107,10 @@ namespace Juliet
CachedBasePath.Size = 0; CachedBasePath.Size = 0;
SafeFree(CachedBasePath.Data); SafeFree(CachedBasePath.Data);
} }
if (IsValid(CachedAssetBasePath))
{
CachedAssetBasePath.Size = 0;
SafeFree(CachedAssetBasePath.Data);
}
} }
} // namespace Juliet } // namespace Juliet

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

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@@ -21,6 +21,14 @@ namespace Juliet
} }
} // namespace Memory } // namespace Memory
namespace Debug
{
bool IsDebuggerPresent()
{
return Internal::IsDebuggerPresent();
}
} // namespace Debug
int Bootstrap(EntryPointFunc entryPointFunc, int argc, wchar_t** argv) int Bootstrap(EntryPointFunc entryPointFunc, int argc, wchar_t** argv)
{ {
return Internal::OS_Main(entryPointFunc, argc, argv); return Internal::OS_Main(entryPointFunc, argc, argv);

View File

@@ -2,16 +2,17 @@
namespace Juliet namespace Juliet
{ {
namespace Memory namespace Memory::Internal
{ {
namespace Internal Byte* OS_Reserve(size_t size);
{ bool OS_Commit(Byte* ptr, size_t size);
Byte* OS_Reserve(size_t size); void OS_Release(Byte* ptr, size_t size);
bool OS_Commit(Byte* ptr, size_t size); } // namespace Memory::Internal
void OS_Release(Byte* ptr, size_t size);
} // namespace Internal
} // namespace Memory
namespace Debug::Internal
{
bool IsDebuggerPresent();
} // namespace Debug::Internal
namespace Internal namespace Internal
{ {
int OS_Main(EntryPointFunc entryPointFunc, int argc, wchar_t** argv); int OS_Main(EntryPointFunc entryPointFunc, int argc, wchar_t** argv);

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@@ -3,6 +3,8 @@
#include <Core/HAL/OS/OS.h> #include <Core/HAL/OS/OS.h>
#include <Core/HAL/OS/OS_Private.h> #include <Core/HAL/OS/OS_Private.h>
#include <Core/HAL/Win32.h> #include <Core/HAL/Win32.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
namespace Juliet namespace Juliet
{ {
@@ -15,7 +17,7 @@ namespace Juliet
{ {
Byte* OS_Reserve(size_t size) Byte* OS_Reserve(size_t size)
{ {
auto result = static_cast<Byte*>(VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE)); auto* result = static_cast<Byte*>(VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE));
return result; return result;
} }
@@ -25,8 +27,12 @@ namespace Juliet
Assert(size <= static_cast<size_t>(MaxValueOf<DWORD>())); Assert(size <= static_cast<size_t>(MaxValueOf<DWORD>()));
w32_rio_functions.RIODeregisterBuffer( if (w32_rio_functions.RIORegisterBuffer != nullptr && w32_rio_functions.RIODeregisterBuffer != nullptr)
w32_rio_functions.RIORegisterBuffer(reinterpret_cast<PCHAR>(ptr), static_cast<DWORD>(size))); {
w32_rio_functions.RIODeregisterBuffer(
w32_rio_functions.RIORegisterBuffer(reinterpret_cast<PCHAR>(ptr), static_cast<DWORD>(size)));
}
return result; return result;
} }
@@ -39,6 +45,14 @@ namespace Juliet
} }
} // namespace Memory::Internal } // namespace Memory::Internal
namespace Debug::Internal
{
bool IsDebuggerPresent()
{
return ::IsDebuggerPresent();
}
} // namespace Debug::Internal
namespace namespace
{ {
// Used to handle a crash/exception // Used to handle a crash/exception
@@ -54,8 +68,6 @@ namespace Juliet
{ {
int OS_Main(EntryPointFunc entryPointFunc, int argc, wchar_t** argv) int OS_Main(EntryPointFunc entryPointFunc, int argc, wchar_t** argv)
{ {
(void)argc;
(void)argv;
SetUnhandledExceptionFilter(&ExceptionFilter); SetUnhandledExceptionFilter(&ExceptionFilter);
// Allow only one instance to be launched. // Allow only one instance to be launched.
@@ -74,11 +86,12 @@ namespace Juliet
DWORD rio_byte = 0; DWORD rio_byte = 0;
SOCKET Sock = socket(AF_UNSPEC, SOCK_STREAM, IPPROTO_TCP); SOCKET Sock = socket(AF_UNSPEC, SOCK_STREAM, IPPROTO_TCP);
WSAIoctl(Sock, SIO_GET_MULTIPLE_EXTENSION_FUNCTION_POINTER, &guid, sizeof(guid), WSAIoctl(Sock, SIO_GET_MULTIPLE_EXTENSION_FUNCTION_POINTER, &guid, sizeof(guid),
(void**)&w32_rio_functions, sizeof(w32_rio_functions), &rio_byte, nullptr, nullptr); reinterpret_cast<void**>(&w32_rio_functions), sizeof(w32_rio_functions), &rio_byte, nullptr, nullptr);
closesocket(Sock); closesocket(Sock);
} }
return entryPointFunc(argc, argv); int result = entryPointFunc(argc, argv);
return result;
} }
} // namespace Internal } // namespace Internal
} // namespace Juliet } // namespace Juliet

View File

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

View File

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

View File

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

View File

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

View File

@@ -28,6 +28,9 @@ namespace Juliet
}; };
DECLARE_QUEUE(LogsEntry); DECLARE_QUEUE(LogsEntry);
// TODO: Debug level per category
const bool kPrintDebugLog = false;
// A log scope accumulates log until end of scope. // A log scope accumulates log until end of scope.
// Can be used to accumulate then write in a log file each frame. // Can be used to accumulate then write in a log file each frame.
struct LogScope struct LogScope
@@ -48,7 +51,7 @@ namespace Juliet
Logs* LogAllocate() Logs* LogAllocate()
{ {
Arena* arena = ArenaAllocate(); Arena* arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Log Manager"));
Logs* logs = ArenaPushStruct<Logs>(arena); Logs* logs = ArenaPushStruct<Logs>(arena);
logs->Arena = arena; logs->Arena = arena;
return logs; return logs;
@@ -133,6 +136,11 @@ namespace Juliet
void Log(LogLevel level, LogCategory category, const char* fmt, va_list args) 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 // TODO : Revisit, copy from https://github.com/Eclmist/Ether/blob/develop/src/common/logging/loggingmanager.cpp
char formattedBuffer[4096]; char formattedBuffer[4096];
@@ -163,6 +171,14 @@ namespace Juliet
va_end(args); 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, ...) void LogMessage(LogCategory category, const char* fmt, ...)
{ {
va_list args; 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

@@ -1,6 +1,7 @@
#include <Core/Logging/LogManager.h> #include <Core/Logging/LogManager.h>
#include <Core/Memory/Allocator.h> #include <Core/Memory/Allocator.h>
#include <Core/Memory/MemoryArena.h> #include <Core/Memory/MemoryArena.h>
#include <Core/Memory/MemoryArenaDebug.h>
#include <Core/Memory/Utils.h> #include <Core/Memory/Utils.h>
#include <algorithm> // For std::max #include <algorithm> // For std::max
@@ -17,9 +18,23 @@ namespace Juliet
constexpr uint64 k_PageSize = Kilobytes(4); constexpr uint64 k_PageSize = Kilobytes(4);
} // namespace } // namespace
struct ArenaFreeNode
{
ArenaFreeNode* Next;
ArenaFreeNode* Previous;
index_t Position;
size_t Size;
};
namespace
{
static_assert(sizeof(ArenaFreeNode) == 32, "ArenaFreeNode should be 32 bytes and not more");
constexpr size_t k_ArenaFreeNodeSize = sizeof(ArenaFreeNode);
} // namespace
// https://github.com/EpicGamesExt/raddebugger/blob/master/src/base/base_arena.c // https://github.com/EpicGamesExt/raddebugger/blob/master/src/base/base_arena.c
Arena* ArenaAllocate(const ArenaParams& params, const std::source_location& loc) Arena* ArenaAllocate(const ArenaParams& params JULIET_DEBUG_ONLY(, const char* name), const std::source_location& loc)
{ {
Log(LogLevel::Message, LogCategory::Core, "Allocating from %s : %ul", loc.file_name(), loc.line()); Log(LogLevel::Message, LogCategory::Core, "Allocating from %s : %ul", loc.file_name(), loc.line());
@@ -44,31 +59,96 @@ namespace Juliet
arena->BasePosition = 0; arena->BasePosition = 0;
arena->Position = k_ArenaHeaderSize; arena->Position = k_ArenaHeaderSize;
arena->FreeNodes = nullptr;
arena->AllowRealloc = params.AllowRealloc;
#if JULIET_DEBUG
arena->CanReserveMore = params.CanReserveMore;
arena->FirstDebugInfo = nullptr;
DebugArenaSetDebugName(arena, name);
DebugRegisterArena(arena);
#endif
return arena; return arena;
} }
void ArenaRelease(NonNullPtr<Arena> arena) void ArenaRelease(NonNullPtr<Arena> arena)
{ {
// Release active blocks (Current chain)
for (Arena *node = arena->Current, *previous = nullptr; node != nullptr; node = previous) for (Arena *node = arena->Current, *previous = nullptr; node != nullptr; node = previous)
{ {
previous = node->Previous; previous = node->Previous;
JULIET_DEBUG_ONLY(DebugUnregisterArena(node);)
JULIET_DEBUG_ONLY(DebugArenaFreeBlock(node);)
Memory::OS_Release(node, node->Reserved); Memory::OS_Release(node, node->Reserved);
} }
} }
void* ArenaPush(NonNullPtr<Arena> arena, size_t size, size_t align, bool shouldBeZeroed) 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; Arena* current = arena->Current;
size_t positionPrePush = AlignPow2(current->Position, align); size_t positionPrePush = AlignPow2(current->Position, align);
size_t positionPostPush = positionPrePush + size; 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 allowed and needed, add a new block and chain it to the arena.
if (current->Reserved < positionPostPush /* flags : chaining allowed */) if (current->Reserved < positionPostPush /* flags : chaining allowed */)
{ {
Assert(arena->CanReserveMore);
Arena* newBlock = nullptr; Arena* newBlock = nullptr;
{ {
Arena* prev_block; Arena* prev_block;
for (newBlock = arena->FreeLast, prev_block = nullptr; newBlock != nullptr; for (newBlock = arena->FreeBlockLast, prev_block = nullptr; newBlock != nullptr;
prev_block = newBlock, newBlock = newBlock->Previous) prev_block = newBlock, newBlock = newBlock->Previous)
{ {
if (newBlock->Reserved >= AlignPow2(newBlock->Position, align) + size) if (newBlock->Reserved >= AlignPow2(newBlock->Position, align) + size)
@@ -79,7 +159,7 @@ namespace Juliet
} }
else else
{ {
arena->FreeLast = newBlock->Previous; arena->FreeBlockLast = newBlock->Previous;
} }
break; break;
} }
@@ -96,7 +176,9 @@ namespace Juliet
reserveSize = AlignPow2(size + k_ArenaHeaderSize, align); reserveSize = AlignPow2(size + k_ArenaHeaderSize, align);
commitSize = AlignPow2(size + k_ArenaHeaderSize, align); commitSize = AlignPow2(size + k_ArenaHeaderSize, align);
} }
newBlock = ArenaAllocate({ .ReserveSize = reserveSize, .CommitSize = commitSize });
newBlock =
ArenaAllocate({ .ReserveSize = reserveSize, .CommitSize = commitSize } JULIET_DEBUG_ONLY(, arena->Name));
} }
newBlock->BasePosition = current->BasePosition + current->Reserved; newBlock->BasePosition = current->BasePosition + current->Reserved;
@@ -140,12 +222,63 @@ namespace Juliet
} }
} }
// If alloc failed, log and assert
if (result == nullptr) [[unlikely]] if (result == nullptr) [[unlikely]]
{ {
Log(LogLevel::Error, LogCategory::Core, "Fatal Allocation Failure - Unexpected allocation failure");
Assert(false, "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; return result;
} }
@@ -158,20 +291,18 @@ namespace Juliet
{ {
previous = current->Previous; previous = current->Previous;
current->Position = k_ArenaHeaderSize; current->Position = k_ArenaHeaderSize;
SingleLinkedListPushPrevious(arena->FreeLast, current);
}
// No freelist : JULIET_DEBUG_ONLY(DebugArenaFreeBlock(current);)
// for (Arena* previous = nullptr; current->BasePosition >= clampedPosition; current = previous)
// { SingleLinkedListPushPrevious(arena->FreeBlockLast, current);
// previous = current->Previous; }
// Memory::OS_Release(current, current->Reserved);
// }
arena->Current = current; arena->Current = current;
size_t newPosition = clampedPosition - current->BasePosition; size_t newPosition = clampedPosition - current->BasePosition;
Assert(newPosition <= current->Position); Assert(newPosition <= current->Position);
current->Position = newPosition; current->Position = newPosition;
JULIET_DEBUG_ONLY(DebugArenaPopTo(current, newPosition);)
} }
void ArenaPop(NonNullPtr<Arena> arena, size_t amount) void ArenaPop(NonNullPtr<Arena> arena, size_t amount)
@@ -197,438 +328,14 @@ namespace Juliet
return position; return position;
} }
namespace UnitTest TempArena ArenaTempBegin(NonNullPtr<Arena> arena)
{ {
extern void TestMemoryArena(); index_t position = ArenaPos(arena);
return { arena.Get(), position };
} }
// --- MemoryPool Implementation --- void ArenaTempEnd(TempArena temp)
#if JULIET_DEBUG
static void FreeDebugAllocations(MemoryBlock* blk)
{ {
if (!blk) ArenaPopTo(temp.Arena, temp.Position);
{
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 ---
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;
}
} // namespace
MemoryArena* GetScratchArena()
{
return &g_ScratchArena;
}
MemoryArena* GetEngineArena()
{
return &g_EngineArena;
}
MemoryArena* GetGameArena()
{
return &g_GameArena;
}
void ScratchArenaReset()
{
ArenaReset(&g_ScratchArena);
}
void MemoryArenasInit()
{
g_ScratchBuffer = Malloc(kScratchSize);
g_EngineBuffer = Malloc(kEngineSize);
g_GameBuffer = Malloc(kGameSize);
InitPool(&g_ScratchMemory, g_ScratchBuffer, kScratchSize);
InitPool(&g_EngineMemory, g_EngineBuffer, kEngineSize);
InitPool(&g_GameMemory, g_GameBuffer, kGameSize);
MemoryArenaCreate(&g_ScratchArena, &g_ScratchMemory);
MemoryArenaCreate(&g_EngineArena, &g_EngineMemory);
MemoryArenaCreate(&g_GameArena, &g_GameMemory);
#if JULIET_DEBUG
UnitTest::TestMemoryArena();
#endif
}
void MemoryArenasShutdown()
{
// 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);
}
} // namespace Juliet } // 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

@@ -20,7 +20,7 @@ namespace Juliet::UnitTest
// New Arena! // New Arena!
ArenaParams param{ .ReserveSize = Megabytes(64llu), .CommitSize = Kilobytes(64llu) }; ArenaParams param{ .ReserveSize = Megabytes(64llu), .CommitSize = Kilobytes(64llu) };
Arena* testArena = ArenaAllocate(param); Arena* testArena = ArenaAllocate(param JULIET_DEBUG_ONLY(, "Test Arena"));
size_t pos = ArenaPos(testArena); size_t pos = ArenaPos(testArena);
Assert(pos == k_ArenaHeaderSize); Assert(pos == k_ArenaHeaderSize);
@@ -117,62 +117,59 @@ namespace Juliet::UnitTest
ArenaRelease(testArena); ArenaRelease(testArena);
// 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;
// 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); // Test reallocate
blk->Magic = MemoryBlock::kMagic; Arena* arena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_ONLY(, "Test Realloc"));
blk->TotalSize = blockSize; char* charArray = ArenaPushArray<char>(arena, 128);
blk->Used = 0; char* secondCharArray = ArenaPushArray<char>(arena, 128);
blk->Next = pool.FreeList; char* thirdCharArray = ArenaPushArray<char>(arena, 128);
pool.FreeList = blk;
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"));
size_t largeSize = 100;
char* large = ArenaPushArray<char>(arena, largeSize);
MemSet(large, 'A', largeSize);
// 5. Arena Pop size_t smallSize = 50;
// Align sizes to 16 to avoid padding issues during Pop char* smallData = static_cast<char*>(ArenaReallocate(arena, large, largeSize, smallSize, alignof(char), true JULIET_DEBUG_ONLY(, "ResizeSmall")));
void* pop1 = ArenaPush(&arena, 5008, 16, ConstString("Pop1"));
void* pop2 = ArenaPush(&arena, 208, 16, ConstString("Pop2")); for (size_t i = 0; i < smallSize; ++i)
// Pop Middle (Should Fail) {
bool res1 = ArenaPop(&arena, pop1, 5008); Assert(smallData[i] == 'A');
Assert(res1 == false); }
// Pop Top (Should Success) // Allocate next block (should be immediately after 'small')
bool res2 = ArenaPop(&arena, pop2, 208); // 200->208 // Don't zero it, if overflow happened it will contain 'A's
Assert(res2 == true); char* next = static_cast<char*>(ArenaPush(arena, 50, alignof(char), false JULIET_DEBUG_ONLY(, "OverflowCheck")));
// Verify Used space is back to pop1 end bool corrupted = false;
Assert(arena.CurrentBlock->Used == ArenaGetMarker(&arena).Offset); // This usage of GetMarker is valid if marker was implicit? for(size_t i = 0; i < 50; ++i)
// Actually we didn't take a marker. {
// We can verify by allocating pop3. It should overwrite pop2 location. if (next[i] == 'A')
void* pop3 = ArenaPush(&arena, 16, 16, ConstString("Pop3")); {
Assert(pop3 == pop2); corrupted = true;
break;
}
}
Assert(!corrupted);
// Cleanup popped items from stack logic for reset... ArenaRelease(arena);
// Pop pop3 }
ArenaPop(&arena, pop3, 16);
// Pop pop1
ArenaPop(&arena, pop1, 5008);
Assert(arena.CurrentBlock->Used == 0); // Should be effectively 0
printf("[Success] Arena Pop\n");
// Cleanup
SafeFree(testBacking);
printf("All Paged MemoryArena tests passed.\n"); printf("All Paged MemoryArena tests passed.\n");
} }

View File

@@ -1,9 +1,17 @@
#include <Core/Common/String.h> #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 <Engine/Debug/MemoryDebugger.h>
#include <imgui.h> #include <imgui.h>
#include <algorithm> #if JULIET_DEBUG
namespace Juliet
{
Arena* GetGlobalArenaListHead();
} // namespace Juliet
namespace Juliet::Debug namespace Juliet::Debug
{ {
@@ -17,154 +25,190 @@ namespace Juliet::Debug
bool ScrollListToSelected = false; 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. float Zoom = 1.0f;
// Just use a few static vars since we have known 3 arenas. ArenaDebugInfo* SelectedAlloc = nullptr;
static ArenaDebugState s_GameState; bool ScrollVisualToSelected = false;
static ArenaDebugState s_EngineState; bool ScrollListToSelected = false;
static ArenaDebugState s_ScratchState; };
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 unique color per allocation, using tag + offset + size
// Generate a stable color from a string tag // so entries with same tag name get distinct colors
uint32 GetColorForTag(const String& tag) uint32 GetColorForAllocation(const char* tag, size_t offset, size_t size)
{ {
uint32 hash = 0; uint32 hash = 2166136261u;
size_t len = tag.Size; if (tag)
const char* s = tag.Data;
// Simple FNV-1a style hash
for (size_t i = 0; i < len; ++i)
{ {
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; 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, void DrawPagedArena(const Arena* arena)
[[maybe_unused]] ArenaAllocation*& outNewHighlight)
{ {
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 // Calculate Stats
size_t totalCapacity = 0; size_t totalCapacity = 0;
size_t totalUsed = 0; size_t totalUsed = 0;
size_t blockCount = 0;
MemoryBlock* curr = arena.FirstBlock; for (const Arena* blk : blocks)
while (curr)
{ {
totalCapacity += curr->TotalSize; totalCapacity += blk->Reserved;
totalUsed += curr->Used; totalUsed += blk->Position;
blockCount++;
curr = curr->Next;
} }
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 // --- Visual View ---
ImGui::SliderFloat("Zoom", &state.Zoom, 0.1f, 1000.0f, "%.2f");
#if JULIET_DEBUG
// --- Visual View (Scrollable + Zoom) ---
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Visual Map"); ImGui::Text("Visual Map");
// Calculate Dynamic Height float blockHeight = 24.0f;
// Height = blockCount * (blockHeight + spacing) + padding float blockSpacing = 4.0f;
// Constrain between minHeight and maxHeight float requiredVisHeight = static_cast<float>(blocks.Size()) * (blockHeight + blockSpacing) + 30.0f;
float blockHeight = 24.0f; // constrains
float blockSpacing = 4.0f; if (requiredVisHeight > 300.0f)
// Add extra padding to avoid vertical scrollbar triggering due to varying style padding {
float requiredVisHeight = (float)blockCount * (blockHeight + blockSpacing) + 30.0f; requiredVisHeight = 300.0f;
if (requiredVisHeight > 300.0f) requiredVisHeight = 300.0f; }
if (requiredVisHeight < 50.0f) requiredVisHeight = 50.0f; 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, if (ImGui::BeginChild("VisualMap", ImVec2(0, requiredVisHeight), true,
ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar)) 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(); ImDrawList* dl = ImGui::GetWindowDrawList();
float availWidth = ImGui::GetContentRegionAvail().x; float availWidth = ImGui::GetContentRegionAvail().x;
ImVec2 startPos = ImGui::GetCursorScreenPos(); 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; float virtualWidth = availWidth * state.Zoom;
if (virtualWidth < availWidth) virtualWidth = availWidth; if (virtualWidth < availWidth)
{
virtualWidth = availWidth;
}
ImGui::Dummy(ImVec2(virtualWidth, requiredVisHeight + 1.0f)); ImGui::Dummy(ImVec2(virtualWidth, requiredVisHeight + 1.0f));
bool isMapHovered = ImGui::IsWindowHovered(); bool isMapHovered = ImGui::IsWindowHovered();
// Interaction Logic // Zoom with pivot
// 1. Zoom with Pivot
if (isMapHovered) if (isMapHovered)
{ {
float wheel = ImGui::GetIO().MouseWheel; float wheel = ImGui::GetIO().MouseWheel;
if (wheel != 0.0f) if (wheel != 0.0f)
{ {
// Pivot Logic float mouseXScreen = ImGui::GetMousePos().x;
float mouseXScreen = ImGui::GetMousePos().x; float activeScrollX = ImGui::GetScrollX();
float activeScrollX = ImGui::GetScrollX();
// Viewport Left
float viewportLeft = ImGui::GetWindowPos().x; float viewportLeft = ImGui::GetWindowPos().x;
float mouseRelViewport = mouseXScreen - viewportLeft; float mouseRelViewport = mouseXScreen - viewportLeft;
// Current Ratio
float virtualWidthOld = std::max(availWidth * state.Zoom, availWidth); float virtualWidthOld = std::max(availWidth * state.Zoom, availWidth);
float mouseContentPos = activeScrollX + mouseRelViewport; float mouseContentPos = activeScrollX + mouseRelViewport;
float ratio = mouseContentPos / virtualWidthOld; float ratio = mouseContentPos / virtualWidthOld;
// Apply Zoom
state.Zoom += wheel * 0.2f * state.Zoom; state.Zoom += wheel * 0.2f * state.Zoom;
if (state.Zoom < 0.1f) state.Zoom = 0.1f; state.Zoom = std::max(state.Zoom, 0.1f);
if (state.Zoom > 1000.0f) state.Zoom = 1000.0f; state.Zoom = std::min(state.Zoom, 1000000.0f);
// New Ratio
float virtualWidthNew = std::max(availWidth * state.Zoom, availWidth); float virtualWidthNew = std::max(availWidth * state.Zoom, availWidth);
float desiredScrollX = (ratio * virtualWidthNew) - mouseRelViewport;
// flNewScroll + MouseRel = Ratio * NewWidth
float desiredScrollX = (ratio * virtualWidthNew) - mouseRelViewport;
ImGui::SetScrollX(desiredScrollX); ImGui::SetScrollX(desiredScrollX);
} }
} }
// 2. Pan (Left, Right, or Middle Mouse) // Pan
if (isMapHovered && (ImGui::IsMouseDragging(ImGuiMouseButton_Left) || ImGui::IsMouseDragging(ImGuiMouseButton_Right) || if (isMapHovered && (ImGui::IsMouseDragging(ImGuiMouseButton_Left) || ImGui::IsMouseDragging(ImGuiMouseButton_Right) ||
ImGui::IsMouseDragging(ImGuiMouseButton_Middle))) ImGui::IsMouseDragging(ImGuiMouseButton_Middle)))
{ {
ImGui::SetScrollX(ImGui::GetScrollX() - ImGui::GetIO().MouseDelta.x); 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) if (state.ScrollVisualToSelected && state.SelectedAlloc)
{ {
MemoryBlock* searchBlk = arena.FirstBlock; for (const Arena* searchBlk : blocks)
while (searchBlk)
{ {
ArenaAllocation* search = searchBlk->FirstAllocation; ArenaDebugInfo* search = searchBlk->FirstDebugInfo;
bool found = false; bool found = false;
while (search) while (search)
{ {
if (search == state.SelectedAlloc) if (search == state.SelectedAlloc)
@@ -177,65 +221,174 @@ namespace Juliet::Debug
if (found) if (found)
{ {
float virtualWidthLocal = std::max(availWidth * state.Zoom, availWidth); float virtualWidthLocal = std::max(availWidth * state.Zoom, availWidth);
size_t dataSize = searchBlk->TotalSize - sizeof(MemoryBlock); if (searchBlk->Reserved > 0)
if (dataSize > 0)
{ {
double scale = (double)virtualWidthLocal / (double)dataSize; double scale =
float xStart = (float)((double)state.SelectedAlloc->Offset * scale); static_cast<double>(virtualWidthLocal) / static_cast<double>(searchBlk->Reserved);
float xStart = static_cast<float>(static_cast<double>(state.SelectedAlloc->Offset) * scale);
// Scroll to center xStart
float centerOffset = availWidth * 0.5f; float centerOffset = availWidth * 0.5f;
ImGui::SetScrollX(xStart - centerOffset); ImGui::SetScrollX(xStart - centerOffset);
} }
state.ScrollVisualToSelected = false; // Consumed state.ScrollVisualToSelected = false;
break; break;
} }
searchBlk = searchBlk->Next;
} }
} }
MemoryBlock* blk = arena.FirstBlock; ImVec2 pos = startPos;
ImVec2 pos = startPos; for (const Arena* blk : blocks)
int bIdx = 0;
while (blk)
{ {
// Draw Block Frame ImGui::PushID(blk);
ImVec2 rectMin = pos; ImVec2 rectMin = pos;
auto rectMax = ImVec2(pos.x + virtualWidth, pos.y + blockHeight); ImVec2 rectMax = ImVec2(pos.x + virtualWidth, pos.y + blockHeight);
// Border Color dl->AddRect(rectMin, rectMax, IM_COL32(100, 100, 100, 255));
ImU32 borderColor = (uint32)ImColor::HSV(((float)bIdx * 0.1f), 0.0f, 0.7f);
dl->AddRect(rectMin, rectMax, borderColor);
size_t dataSize = blk->TotalSize - sizeof(MemoryBlock); size_t dataSize = blk->Reserved - k_ArenaHeaderSize;
if (dataSize > 0) if (dataSize > 0)
{ {
double scale = (double)virtualWidth / (double)dataSize; double scale = static_cast<double>(virtualWidth) / static_cast<double>(blk->Reserved);
ArenaAllocation* alloc = blk->FirstAllocation; // Draw Arena Header
while (alloc)
{ {
float xStart = pos.x + (float)((double)alloc->Offset * scale); float hdrWidth = static_cast<float>(static_cast<double>(k_ArenaHeaderSize) * scale);
float width = (float)((double)alloc->Size * 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); width = std::max(width, 1.0f);
auto aMin = ImVec2(xStart, pos.y + 1); ImVec2 aMin(xStart, pos.y + 1);
auto aMax = ImVec2(xStart + width, pos.y + blockHeight - 1); ImVec2 aMax(xStart + width, pos.y + blockHeight - 1);
// Clip visually to block bounds (simplistic) // Clip to block bounds
if (aMin.x < rectMin.x) aMin.x = rectMin.x; if (aMin.x < rectMin.x)
if (aMax.x > rectMax.x) aMax.x = rectMax.x; {
aMin.x = rectMin.x;
ImU32 color = GetColorForTag(alloc->Tag); }
if (aMax.x > rectMax.x)
bool isSelected = (state.SelectedAlloc == alloc); {
bool isHovered = (currentHighlight == alloc); aMax.x = rectMax.x;
}
if (isSelected || isHovered)
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->AddRectFilled(aMin, aMax, IM_COL32_WHITE);
dl->AddRect(aMin, aMax, IM_COL32_BLACK); dl->AddRect(aMin, aMax, IM_COL32_BLACK);
} }
@@ -244,115 +397,132 @@ namespace Juliet::Debug
dl->AddRectFilled(aMin, aMax, color); dl->AddRectFilled(aMin, aMax, color);
} }
// Draw Text if zoomed enough and fits // Draw text label when zoomed enough
if (width > 20.0f) // Threshold width to attempt drawing text if (width > 20.0f && info->Tag)
{ {
// Need to check actual text size const char* tagStr = info->Tag;
ImVec2 textSize = ImGui::CalcTextSize(alloc->Tag.Data, alloc->Tag.Data + alloc->Tag.Size); size_t tagLen = 0;
while (tagStr[tagLen] != '\0')
{
++tagLen;
}
ImVec2 textSize = ImGui::CalcTextSize(tagStr, tagStr + tagLen);
if (width >= textSize.x + 4.0f) if (width >= textSize.x + 4.0f)
{ {
// Center text float textX = aMin.x + (width - textSize.x) * 0.5f;
float textX = aMin.x + (width - textSize.x) * 0.5f; float textY = aMin.y + (blockHeight - 2.0f - textSize.y) * 0.5f;
float textY = aMin.y + (blockHeight - 2.0f - textSize.y) * 0.5f;
// Contrast color
ImU32 textColor = IM_COL32_BLACK; ImU32 textColor = IM_COL32_BLACK;
dl->AddText(ImVec2(textX, textY), textColor, alloc->Tag.Data, dl->AddText(ImVec2(textX, textY), textColor, tagStr, tagStr + tagLen);
alloc->Tag.Data + alloc->Tag.Size);
} }
} }
if (ImGui::IsMouseHoveringRect(aMin, aMax) && ImGui::IsWindowHovered()) 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::BeginTooltip();
ImGui::Text("Tag: %.*s", (int)alloc->Tag.Size, alloc->Tag.Data); ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.3f, 1.0f), "%s", info->Tag);
ImGui::Text("Size: %zu bytes", alloc->Size); ImGui::Separator();
ImGui::Text("Offset: %zu", alloc->Offset); 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: "); 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::SameLine();
ImGui::Text("%02X", dataPtr[i]); ImGui::Text("%02X", dataPtr[i]);
} }
ImGui::EndTooltip(); 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; pos.y += blockHeight + blockSpacing;
blk = blk->Next; ImGui::PopID();
bIdx++;
} }
// Final spacing
ImGui::Dummy(ImVec2(0, pos.y - startPos.y));
} }
ImGui::EndChild(); ImGui::EndChild();
// --- Tree View (Scrollable) --- // --- Tree View (Allocations List) ---
ImGui::Separator(); ImGui::Separator();
if (ImGui::TreeNode("Allocations List")) if (ImGui::TreeNode("Allocations List"))
{ {
// Calculate item count for Dynamic Height // Calculate item count for dynamic height
int totalAllocCount = 0; int totalAllocCount = 0;
MemoryBlock* countBlk = arena.FirstBlock; for (const Arena* blk : blocks)
while (countBlk)
{ {
// Add 1 for Block Node
totalAllocCount++; totalAllocCount++;
// If Block Node is Open? We don't know if we don't query it. ArenaDebugInfo* countInfo = blk->FirstDebugInfo;
// But actually we are inside a Child window inside the TreeNode. while (countInfo)
// 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)
{ {
totalAllocCount++; totalAllocCount++;
countAlloc = countAlloc->Next; countInfo = countInfo->Next;
} }
countBlk = countBlk->Next;
} }
float lineHeight = ImGui::GetTextLineHeightWithSpacing(); float lineHeight = ImGui::GetTextLineHeightWithSpacing();
float currentNeededHeight = (float)totalAllocCount * lineHeight; float currentNeededHeight = static_cast<float>(totalAllocCount) * lineHeight;
float maxHeight = lineHeight * 25.0f; float maxHeight = lineHeight * 25.0f;
float listHeight = currentNeededHeight; float listHeight = currentNeededHeight;
if (listHeight > maxHeight) listHeight = maxHeight; if (listHeight > maxHeight)
if (listHeight < lineHeight) listHeight = lineHeight; // Min 1 line {
listHeight = maxHeight;
}
if (listHeight < lineHeight)
{
listHeight = lineHeight;
}
if (ImGui::BeginChild("AllocList", ImVec2(0, listHeight), true)) if (ImGui::BeginChild("AllocList", ImVec2(0, listHeight), true))
{ {
MemoryBlock* blk = arena.FirstBlock; int blkIdx = 0;
int blkIdx = 0; for (const Arena* blk : blocks)
while (blk)
{ {
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; ArenaDebugInfo* info = blk->FirstDebugInfo;
while (alloc) if (!info)
{ {
bool isSelected = (state.SelectedAlloc == alloc); ImGui::TextDisabled("No allocations");
bool isHovered = (currentHighlight == alloc); }
while (info)
{
bool isSelected = (state.SelectedAlloc == info);
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen;
if (isSelected || isHovered) if (isSelected)
{ {
flags |= ImGuiTreeNodeFlags_Selected; flags |= ImGuiTreeNodeFlags_Selected;
} }
@@ -360,36 +530,29 @@ namespace Juliet::Debug
if (isSelected && state.ScrollListToSelected) if (isSelected && state.ScrollListToSelected)
{ {
ImGui::SetScrollHereY(); ImGui::SetScrollHereY();
state.ScrollListToSelected = false; // Consumed state.ScrollListToSelected = false;
} }
// Color Square // Color Square
ImU32 color = GetColorForTag(alloc->Tag); ImU32 color = GetColorForAllocation(info->Tag, info->Offset, info->Size);
ImGui::ColorButton("##color", ImColor(color), ImGui::ColorButton("##color", ImColor(color),
ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop,
ImVec2(12, 12)); ImVec2(12, 12));
ImGui::SameLine(); ImGui::SameLine();
// Use implicit string length from String struct ImGui::TreeNodeEx(info, flags, "[%zu] %s (%zu bytes)", info->Offset, info->Tag, info->Size);
ImGui::TreeNodeEx(alloc, flags, "[%zu] %.*s (%zu bytes)", alloc->Offset,
(int)alloc->Tag.Size, alloc->Tag.Data, alloc->Size);
if (ImGui::IsItemClicked()) if (ImGui::IsItemClicked())
{ {
state.SelectedAlloc = alloc; state.SelectedAlloc = info;
state.ScrollVisualToSelected = true; // Sync to visual state.ScrollVisualToSelected = true;
state.ScrollListToSelected = false; state.ScrollListToSelected = false;
} }
if (ImGui::IsItemHovered())
{
outNewHighlight = alloc;
}
alloc = alloc->Next; info = info->Next;
} }
ImGui::TreePop(); ImGui::TreePop();
} }
blk = blk->Next;
blkIdx++; blkIdx++;
} }
} }
@@ -397,35 +560,58 @@ namespace Juliet::Debug
ImGui::TreePop(); 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 } // namespace
void DebugDrawMemoryArena() void DebugDrawMemoryArena()
{ {
#if JULIET_DEBUG
// Cross-frame hover state // Cross-frame hover state
static ArenaAllocation* s_ConfirmedHovered = nullptr; ArenaAllocation* frameHovered = nullptr;
ArenaAllocation* frameHovered = nullptr;
#else
ArenaAllocation* s_ConfirmedHovered = nullptr;
ArenaAllocation* frameHovered = nullptr;
#endif
if (ImGui::Begin("Memory Debugger")) if (ImGui::Begin("Memory Debugger"))
{ {
DrawMemoryArena(ConstString("Game Arena"), *GetGameArena(), s_ConfirmedHovered, frameHovered); if (ImGui::BeginTabBar("ArenaTabs"))
DrawMemoryArena(ConstString("Engine Arena"), *GetEngineArena(), s_ConfirmedHovered, frameHovered); {
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(); ImGui::End();
#if JULIET_DEBUG
s_ConfirmedHovered = frameHovered; s_ConfirmedHovered = frameHovered;
#endif
} }
} // namespace Juliet::Debug } // namespace Juliet::Debug
#endif

View File

@@ -6,7 +6,9 @@
#include <Engine/Engine.h> #include <Engine/Engine.h>
#include <Graphics/DebugDisplay.h> #include <Graphics/DebugDisplay.h>
#include <Graphics/Graphics.h> #include <Graphics/Graphics.h>
#include <Graphics/MeshRenderer.h>
#include <Graphics/RenderPass.h> #include <Graphics/RenderPass.h>
#include <Graphics/SkyboxRenderer.h>
#include <time.h> #include <time.h>
#ifdef JULIET_ENABLE_IMGUI #ifdef JULIET_ENABLE_IMGUI
@@ -18,7 +20,10 @@
namespace Juliet namespace Juliet
{ {
#if JULIET_DEBUG #if JULIET_DEBUG
extern void RunUnitTests(); namespace UnitTest
{
extern void RunUnitTests();
}
#endif #endif
namespace namespace
@@ -34,6 +39,16 @@ namespace Juliet
if (device) if (device)
{ {
DebugDisplay_Initialize(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 #ifdef JULIET_ENABLE_IMGUI
@@ -70,6 +85,8 @@ namespace Juliet
if (device) if (device)
{ {
DebugDisplay_Shutdown(device); DebugDisplay_Shutdown(device);
ShutdownSkyboxRenderer();
ShutdownMeshRendererGraphics();
} }
} }
@@ -119,6 +136,9 @@ namespace Juliet
Camera debugCamera = EngineInstance.Application->GetDebugCamera(); Camera debugCamera = EngineInstance.Application->GetDebugCamera();
DebugDisplay_Flush(cmdList, pass, debugCamera); 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 #ifdef JULIET_ENABLE_IMGUI
// ImGui rendering (always last before EndRenderPass) // ImGui rendering (always last before EndRenderPass)
ImGuiRenderer_Render(cmdList, pass); ImGuiRenderer_Render(cmdList, pass);
@@ -133,11 +153,12 @@ namespace Juliet
void InitializeEngine(JulietInit_Flags flags) void InitializeEngine(JulietInit_Flags flags)
{ {
EngineInstance.PlatformArena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_PARAM("Platform Arena"));
InitializeLogManager(); InitializeLogManager();
MemoryArenasInit();
#if JULIET_DEBUG #if JULIET_DEBUG
RunUnitTests(); UnitTest::RunUnitTests();
#endif #endif
InitFilesystem(); InitFilesystem();
@@ -150,14 +171,18 @@ namespace Juliet
JulietShutdown(); JulietShutdown();
ShutdownFilesystem(); ShutdownFilesystem();
MemoryArenasShutdown();
ShutdownLogManager(); ShutdownLogManager();
ArenaRelease(EngineInstance.PlatformArena);
} }
void LoadApplication(IApplication& app) void LoadApplication(IApplication& app)
{ {
EngineInstance.Application = &app; EngineInstance.Application = &app;
EngineInstance.Application->Init();
InitializeMeshRenderer(EngineInstance.PlatformArena);
EngineInstance.Application->Init(EngineInstance.PlatformArena);
// Systems depending on Window/GraphicsDevice // Systems depending on Window/GraphicsDevice
InitializeDependentSystems(); InitializeDependentSystems();
@@ -169,6 +194,9 @@ namespace Juliet
ShutdownDependentSystems(); ShutdownDependentSystems();
EngineInstance.Application->Shutdown(); EngineInstance.Application->Shutdown();
ShutdownMeshRenderer();
EngineInstance.Application = nullptr; EngineInstance.Application = nullptr;
} }
@@ -185,9 +213,6 @@ namespace Juliet
// Render tick // Render tick
RenderFrame(); RenderFrame();
// Reset scratch arena at end of frame
ScratchArenaReset();
} }
} }
} // namespace Juliet } // namespace Juliet

View File

@@ -23,9 +23,9 @@ namespace Juliet::D3D12
{ {
switch (type) switch (type)
{ {
case D3D12BufferType::Base: return "Base"; case D3D12BufferType::Base: return "Base";
case D3D12BufferType::TransferDownload: return "TransferDownload"; case D3D12BufferType::TransferDownload: return "TransferDownload";
case D3D12BufferType::TransferUpload: return "TransferUpload"; case D3D12BufferType::TransferUpload: return "TransferUpload";
} }
return "Unknown"; return "Unknown";
} }
@@ -34,11 +34,10 @@ namespace Juliet::D3D12
{ {
switch (usage) switch (usage)
{ {
case BufferUsage::None: return "None"; case BufferUsage::None: return "None";
case BufferUsage::ConstantBuffer: return "ConstantBuffer"; case BufferUsage::ConstantBuffer: return "ConstantBuffer";
case BufferUsage::StructuredBuffer: return "StructuredBuffer"; case BufferUsage::StructuredBuffer: return "StructuredBuffer";
case BufferUsage::IndexBuffer: return "IndexBuffer"; case BufferUsage::IndexBuffer: return "IndexBuffer";
case BufferUsage::VertexBuffer: return "VertexBuffer";
} }
return "Unknown"; return "Unknown";
} }
@@ -62,94 +61,62 @@ namespace Juliet::D3D12
Free(buffer); 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) if (!buffer)
{ {
return nullptr; 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 // Align size for Constant Buffers
if (usage == BufferUsage::ConstantBuffer) if (usage == BufferUsage::ConstantBuffer)
{ {
size = (size + 255U) & ~255U; size = (size + 255U) & ~255U;
} }
D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
D3D12_HEAP_PROPERTIES heapProperties = {}; 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) heapProperties.Type = D3D12_HEAP_TYPE_GPU_UPLOAD;
{ initialState = D3D12_RESOURCE_STATE_COMMON;
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;
} }
case D3D12BufferType::TransferDownload: else
{ {
heapProperties.Type = D3D12_HEAP_TYPE_READBACK; heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; initialState = D3D12_RESOURCE_STATE_GENERIC_READ;
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;
} }
} }
else
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; {
// Must be a static buffer (Base type)
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
initialState = D3D12_RESOURCE_STATE_COMMON;
}
D3D12_RESOURCE_DESC desc = {}; D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
@@ -164,20 +131,24 @@ namespace Juliet::D3D12
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE; 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; ID3D12Resource* handle = nullptr;
HRESULT result = d3d12Driver->D3D12Device->CreateCommittedResource(&heapProperties, heapFlags, HRESULT result = d3d12Driver->D3D12Device->CreateCommittedResource(&heapProperties, heapFlags, &desc,
&desc, initialState, nullptr, initialState, nullptr, IID_ID3D12Resource,
IID_ID3D12Resource, reinterpret_cast<void**>(&handle)); reinterpret_cast<void**>(&handle));
if (FAILED(result)) if (FAILED(result))
{ {
Log(LogLevel::Error, LogCategory::Graphics, "Could not create buffer! HRESULT=0x%08X", (uint32)result); 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); 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(); HRESULT removeReason = d3d12Driver->D3D12Device->GetDeviceRemovedReason();
if (FAILED(removeReason)) 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); DestroyBuffer(buffer);
@@ -202,20 +173,33 @@ namespace Juliet::D3D12
if (usage == BufferUsage::ConstantBuffer) if (usage == BufferUsage::ConstantBuffer)
{ {
cbvDesc.BufferLocation = handle->GetGPUVirtualAddress(); D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.SizeInBytes = static_cast<uint32>(size); cbvDesc.BufferLocation = handle->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<uint32>(size);
d3d12Driver->D3D12Device->CreateConstantBufferView(&cbvDesc, cpuHandle); d3d12Driver->D3D12Device->CreateConstantBufferView(&cbvDesc, cpuHandle);
} }
else if (usage == BufferUsage::StructuredBuffer) else if (usage == BufferUsage::StructuredBuffer)
{ {
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Buffer.FirstElement = 0; srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = static_cast<uint32>(size / 4);
srvDesc.Buffer.StructureByteStride = 0; if (stride > 0)
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; {
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); d3d12Driver->D3D12Device->CreateShaderResourceView(handle, &srvDesc, cpuHandle);
Log(LogLevel::Message, LogCategory::Graphics, " -> SRV DescriptorIndex=%u", descriptor.Index); Log(LogLevel::Message, LogCategory::Graphics, " -> SRV DescriptorIndex=%u", descriptor.Index);
} }
@@ -230,10 +214,10 @@ namespace Juliet::D3D12
} }
} // namespace } // 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()); 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) void DestroyGraphicsBuffer(NonNullPtr<GraphicsBuffer> buffer)
@@ -245,8 +229,9 @@ namespace Juliet::D3D12
{ {
auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get()); auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
return reinterpret_cast<GraphicsTransferBuffer*>( return reinterpret_cast<GraphicsTransferBuffer*>(
CreateBuffer(d3d12Driver, size, BufferUsage::None, CreateBuffer(d3d12Driver, size, 0, BufferUsage::None,
usage == TransferBufferUsage::Upload ? D3D12BufferType::TransferUpload : D3D12BufferType::TransferDownload)); usage == TransferBufferUsage::Upload ? D3D12BufferType::TransferUpload : D3D12BufferType::TransferDownload,
false));
} }
void DestroyGraphicsTransferBuffer(NonNullPtr<GraphicsTransferBuffer> buffer) void DestroyGraphicsTransferBuffer(NonNullPtr<GraphicsTransferBuffer> buffer)
@@ -273,6 +258,24 @@ namespace Juliet::D3D12
d3d12Buffer->Handle->Unmap(0, nullptr); 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) uint32 GetDescriptorIndex(NonNullPtr<GPUDriver> /*driver*/, NonNullPtr<GraphicsBuffer> buffer)
{ {
auto d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get()); 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. // 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. // D3D12 Upload heaps start in GENERIC_READ and cannot transition.
d3d12CmdList->GraphicsCommandList.CommandList->CopyBufferRegion(d3d12Dst->Handle, d3d12CmdList->GraphicsCommandList.CommandList->CopyBufferRegion(d3d12Dst->Handle, dstOffset, d3d12Src->Handle,
dstOffset, d3d12Src->Handle, srcOffset, size); srcOffset, size);
} }
void TransitionBufferToReadable(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer) void TransitionBufferToReadable(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer)

View File

@@ -20,7 +20,7 @@ namespace Juliet::D3D12
size_t Size; size_t Size;
}; };
extern GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, BufferUsage usage); extern GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, size_t stride, BufferUsage usage, bool isDynamic);
extern void DestroyGraphicsBuffer(NonNullPtr<GraphicsBuffer> buffer); extern void DestroyGraphicsBuffer(NonNullPtr<GraphicsBuffer> buffer);
extern GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GPUDriver> driver, size_t size, TransferBufferUsage usage); extern GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GPUDriver> driver, size_t size, TransferBufferUsage usage);

View File

@@ -246,7 +246,8 @@ namespace Juliet::D3D12
d3d12Driver->GraphicsQueue->ExecuteCommandLists(1, ppCommandLists); d3d12Driver->GraphicsQueue->ExecuteCommandLists(1, ppCommandLists);
// Acquire a fence and set it to the in-flight fence // Acquire a fence and set it to the in-flight fence
d3d12CommandList->InFlightFence = Internal::AcquireFence(d3d12Driver); d3d12CommandList->InFlightFence =
Internal::AcquireFence(d3d12Driver JULIET_DEBUG_PARAM(ConstString("SubmitCommandLists")));
if (!d3d12CommandList->InFlightFence) if (!d3d12CommandList->InFlightFence)
{ {
return false; return false;
@@ -305,14 +306,22 @@ namespace Juliet::D3D12
windowData->WindowFrameCounter = (windowData->WindowFrameCounter + 1) % d3d12Driver->FramesInFlight; windowData->WindowFrameCounter = (windowData->WindowFrameCounter + 1) % d3d12Driver->FramesInFlight;
} }
// TODO : Correctly clean up and destroy
// Check for cleanups // Check for cleanups
for (int32 i = d3d12Driver->SubmittedCommandListCount - 1; i >= 0; i -= 1)
{ {
uint64 fenceValue = d3d12Driver->SubmittedCommandLists[i]->InFlightFence->Handle->GetCompletedValue(); int32 i = 0;
if (fenceValue == D3D12_FENCE_SIGNAL_VALUE) while (i < d3d12Driver->SubmittedCommandListCount)
{ {
success &= Internal::CleanCommandList(d3d12Driver, d3d12Driver->SubmittedCommandLists[i], false); uint64 fenceValue = d3d12Driver->SubmittedCommandLists[i]->InFlightFence->Handle->GetCompletedValue();
if (fenceValue == D3D12_FENCE_SIGNAL_VALUE)
{
success &= Internal::CleanCommandList(d3d12Driver, d3d12Driver->SubmittedCommandLists[i], false);
// CleanCommandList swaps [i] with last and decrements count.
// Don't increment — re-check the swapped-in element.
}
else
{
i += 1;
}
} }
} }
@@ -361,30 +370,40 @@ namespace Juliet::D3D12
d3d12CommandList->GraphicsCommandList.CommandList->OMSetStencilRef(reference); d3d12CommandList->GraphicsCommandList.CommandList->OMSetStencilRef(reference);
} }
void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer, IndexFormat format) void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer, IndexFormat format,
size_t indexCount, index_t offset)
{ {
auto* d3d12CommandList = reinterpret_cast<D3D12CommandList*>(commandList.Get()); auto* d3d12CommandList = reinterpret_cast<D3D12CommandList*>(commandList.Get());
auto* d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get()); auto* d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get());
// Transition to INDEX_BUFFER state if needed // Transition to INDEX_BUFFER state if needed
if (d3d12Buffer->CurrentState != D3D12_RESOURCE_STATE_INDEX_BUFFER) if (d3d12Buffer->CurrentState != D3D12_RESOURCE_STATE_GENERIC_READ)
{ {
D3D12_RESOURCE_BARRIER barrier = {}; D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = d3d12Buffer->Handle; barrier.Transition.pResource = d3d12Buffer->Handle;
barrier.Transition.StateBefore = d3d12Buffer->CurrentState; barrier.Transition.StateBefore = d3d12Buffer->CurrentState;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER; barrier.Transition.StateAfter =
D3D12_RESOURCE_STATE_GENERIC_READ; // Since we use a mega buffer we use the generic read that includes D3D12_RESOURCE_STATE_INDEX_BUFFER
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
d3d12CommandList->GraphicsCommandList.CommandList->ResourceBarrier(1, &barrier); d3d12CommandList->GraphicsCommandList.CommandList->ResourceBarrier(1, &barrier);
d3d12Buffer->CurrentState = D3D12_RESOURCE_STATE_INDEX_BUFFER; d3d12Buffer->CurrentState = D3D12_RESOURCE_STATE_GENERIC_READ;
} }
D3D12_INDEX_BUFFER_VIEW ibView; D3D12_INDEX_BUFFER_VIEW ibView;
ibView.BufferLocation = d3d12Buffer->Handle->GetGPUVirtualAddress(); ibView.BufferLocation = d3d12Buffer->Handle->GetGPUVirtualAddress() + offset;
ibView.SizeInBytes = static_cast<UINT>(d3d12Buffer->Size); if (format == IndexFormat::UInt16)
ibView.Format = (format == IndexFormat::UInt16) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; {
ibView.SizeInBytes = static_cast<UINT>(indexCount * sizeof(uint16));
ibView.Format = DXGI_FORMAT_R16_UINT;
}
else
{
ibView.SizeInBytes = static_cast<UINT>(indexCount * sizeof(uint32));
ibView.Format = DXGI_FORMAT_R32_UINT;
}
d3d12CommandList->GraphicsCommandList.CommandList->IASetIndexBuffer(&ibView); d3d12CommandList->GraphicsCommandList.CommandList->IASetIndexBuffer(&ibView);
} }
@@ -454,8 +473,11 @@ namespace Juliet::D3D12
return false; return false;
} }
ReturnSamplerHeapToPool(driver, commandList->Sampler_Heap); if (commandList->Sampler_Heap) [[likely]]
commandList->Sampler_Heap = nullptr; {
ReturnSamplerHeapToPool(driver, commandList->Sampler_Heap);
commandList->Sampler_Heap = nullptr;
}
commandList->CRB_SRV_UAV_Heap = nullptr; commandList->CRB_SRV_UAV_Heap = nullptr;
// Clean up resource tracking // Clean up resource tracking
@@ -474,7 +496,8 @@ namespace Juliet::D3D12
// Release Fence if needed // Release Fence if needed
if (commandList->AutoReleaseFence) if (commandList->AutoReleaseFence)
{ {
ReleaseFence(driver.Get(), reinterpret_cast<Fence*>(commandList->InFlightFence)); ReleaseFence(driver.Get(), reinterpret_cast<Fence*>(commandList->InFlightFence)
JULIET_DEBUG_PARAM(ConstString("CleanCommandList")));
commandList->InFlightFence = nullptr; commandList->InFlightFence = nullptr;
} }
@@ -497,6 +520,7 @@ namespace Juliet::D3D12
{ {
driver->SubmittedCommandLists[idx] = driver->SubmittedCommandLists[driver->SubmittedCommandListCount - 1]; driver->SubmittedCommandLists[idx] = driver->SubmittedCommandLists[driver->SubmittedCommandListCount - 1];
driver->SubmittedCommandListCount -= 1; driver->SubmittedCommandListCount -= 1;
break;
} }
} }
} }

View File

@@ -97,7 +97,8 @@ namespace Juliet::D3D12
extern void SetBlendConstants(NonNullPtr<CommandList> commandList, FColor blendConstants); extern void SetBlendConstants(NonNullPtr<CommandList> commandList, FColor blendConstants);
extern void SetBlendConstants(NonNullPtr<CommandList> commandList, FColor blendConstants); extern void SetBlendConstants(NonNullPtr<CommandList> commandList, FColor blendConstants);
extern void SetStencilReference(NonNullPtr<CommandList> commandList, uint8 reference); extern void SetStencilReference(NonNullPtr<CommandList> commandList, uint8 reference);
extern void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer, IndexFormat format); extern void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer,
IndexFormat format, size_t indexCount, index_t offset);
extern void SetPushConstants(NonNullPtr<CommandList> commandList, ShaderStage stage, uint32 rootParameterIndex, extern void SetPushConstants(NonNullPtr<CommandList> commandList, ShaderStage stage, uint32 rootParameterIndex,
uint32 numConstants, const void* constants); uint32 numConstants, const void* constants);

View File

@@ -4,8 +4,8 @@
#include <Graphics/D3D12/D3D12Common.h> #include <Graphics/D3D12/D3D12Common.h>
#include <Graphics/D3D12/D3D12GraphicsDevice.h> #include <Graphics/D3D12/D3D12GraphicsDevice.h>
#include <Graphics/D3D12/D3D12Includes.h> #include <Graphics/D3D12/D3D12Includes.h>
#include <Graphics/D3D12/D3D12Utils.h>
// TODO: Convert the whole file to memory arenas
namespace Juliet::D3D12::Internal namespace Juliet::D3D12::Internal
{ {
namespace namespace
@@ -25,8 +25,8 @@ namespace Juliet::D3D12::Internal
bool ExtendStagingDescriptorPool(NonNullPtr<D3D12Driver> driver, D3D12StagingDescriptorPool& pool) bool ExtendStagingDescriptorPool(NonNullPtr<D3D12Driver> driver, D3D12StagingDescriptorPool& pool)
{ {
D3D12DescriptorHeap* heap = D3D12DescriptorHeap* heap = Internal::CreateDescriptorHeap(driver, pool.Arena, pool.Heaps[0]->HeapType,
Internal::CreateDescriptorHeap(driver, pool.Heaps[0]->HeapType, kStagingHeapDescriptorExpectedCount, true); kStagingHeapDescriptorExpectedCount, true);
if (!heap) if (!heap)
{ {
return false; return false;
@@ -49,13 +49,17 @@ namespace Juliet::D3D12::Internal
D3D12StagingDescriptorPool* CreateStagingDescriptorPool(NonNullPtr<D3D12Driver> driver, D3D12_DESCRIPTOR_HEAP_TYPE type) D3D12StagingDescriptorPool* CreateStagingDescriptorPool(NonNullPtr<D3D12Driver> driver, D3D12_DESCRIPTOR_HEAP_TYPE type)
{ {
D3D12DescriptorHeap* heap = CreateDescriptorHeap(driver, type, kStagingHeapDescriptorExpectedCount, true); Arena* arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Staging Descriptors"));
D3D12DescriptorHeap* heap = CreateDescriptorHeap(driver, arena, type, kStagingHeapDescriptorExpectedCount, true);
if (!heap) if (!heap)
{ {
ArenaRelease(arena);
return nullptr; return nullptr;
} }
auto pool = static_cast<D3D12StagingDescriptorPool*>(Calloc(1, sizeof(D3D12StagingDescriptorPool))); auto pool = static_cast<D3D12StagingDescriptorPool*>(Calloc(1, sizeof(D3D12StagingDescriptorPool)));
pool->Arena = arena;
// First create the heaps // First create the heaps
pool->HeapCount = 1; pool->HeapCount = 1;
@@ -113,6 +117,8 @@ namespace Juliet::D3D12::Internal
Free(pool->Heaps); Free(pool->Heaps);
Free(pool->FreeDescriptors); Free(pool->FreeDescriptors);
ArenaRelease(pool->Arena);
Free(pool.Get()); Free(pool.Get());
} }
} // namespace Juliet::D3D12::Internal } // namespace Juliet::D3D12::Internal

View File

@@ -22,8 +22,9 @@ namespace Juliet::D3D12
struct D3D12StagingDescriptorPool struct D3D12StagingDescriptorPool
{ {
Arena* Arena;
Internal::D3D12DescriptorHeap** Heaps; Internal::D3D12DescriptorHeap** Heaps;
uint32 HeapCount; uint32 HeapCount;
// Descriptor handles are owned by resources, so these can be thought of as descriptions of a free index within a heap. // Descriptor handles are owned by resources, so these can be thought of as descriptions of a free index within a heap.
uint32 FreeDescriptorCapacity; uint32 FreeDescriptorCapacity;
@@ -35,9 +36,9 @@ namespace Juliet::D3D12
struct D3D12StagingDescriptor struct D3D12StagingDescriptor
{ {
D3D12StagingDescriptorPool* Pool; D3D12StagingDescriptorPool* Pool;
Internal::D3D12DescriptorHeap* Heap; Internal::D3D12DescriptorHeap* Heap;
D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle; D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle;
uint32 CpuHandleIndex; uint32 CpuHandleIndex;
}; };
namespace Internal namespace Internal

View File

@@ -1,26 +1,52 @@
#include <Core/Logging/LogManager.h> #include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h> #include <Core/Logging/LogTypes.h>
#include <Core/Memory/Allocator.h> #include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h>
#include <Graphics/D3D12/D3D12DescriptorHeap.h> #include <Graphics/D3D12/D3D12DescriptorHeap.h>
#include <Graphics/D3D12/D3D12GraphicsDevice.h> #include <Graphics/D3D12/D3D12GraphicsDevice.h>
#include <Graphics/D3D12/D3D12Utils.h> #include <Graphics/D3D12/D3D12Utils.h>
namespace Juliet::D3D12::Internal namespace Juliet::D3D12::Internal
{ {
D3D12DescriptorHeap* CreateDescriptorHeap(NonNullPtr<D3D12Driver> driver, D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 count, bool isStaging) void CreateDescriptorHeapPool(NonNullPtr<D3D12Driver> driver, D3D12DescriptorHeapPool& heapPool,
D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 count)
{ {
auto heap = ArenaPushType<D3D12DescriptorHeap>(GetEngineArena(), ConstString("D3D12DescriptorHeap")); // Heap pool is just single linked list of free elements
if (!heap) constexpr size_t kInitialCapacity = 4;
heapPool.Arena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Descriptor Heap Pool"));
heapPool.FirstFreeDescriptorHeap = nullptr;
// Pre allocate 4
for (uint32 i = 0; i < kInitialCapacity; ++i)
{ {
return nullptr; D3D12DescriptorHeap* descriptorHeap = CreateDescriptorHeap(driver, heapPool.Arena, type, count, false);
descriptorHeap->Next = heapPool.FirstFreeDescriptorHeap;
heapPool.FirstFreeDescriptorHeap = descriptorHeap;
} }
}
void DestroyDescriptorHeapPool(D3D12DescriptorHeapPool& heapPool)
{
D3D12DescriptorHeap* current = heapPool.FirstFreeDescriptorHeap;
while (current != nullptr)
{
D3D12DescriptorHeap* next = current->Next;
DestroyDescriptorHeap(current);
current = next;
}
ArenaRelease(heapPool.Arena);
}
D3D12DescriptorHeap* CreateDescriptorHeap(NonNullPtr<D3D12Driver> driver, NonNullPtr<Arena> arena,
D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 count, bool isStaging)
{
D3D12DescriptorHeap* heap = ArenaPushStruct<D3D12DescriptorHeap>(arena.Get());
Assert(heap);
heap->CurrentDescriptorIndex = 0; heap->CurrentDescriptorIndex = 0;
heap->FreeIndicesCapacity = 16;
heap->FreeIndicesCount = 0; heap->FreeIndices.Create(arena JULIET_DEBUG_PARAM("DescriptorHeap Free Indices"));
heap->FreeIndices = ArenaPushArray<uint32>(GetEngineArena(), heap->FreeIndicesCapacity, heap->FreeIndices.Resize(16);
ConstString("D3D12DescriptorHeap/FreeIndices")); heap->CurrentFreeIndex = 0;
D3D12_DESCRIPTOR_HEAP_DESC heapDesc; D3D12_DESCRIPTOR_HEAP_DESC heapDesc;
heapDesc.NumDescriptors = count; heapDesc.NumDescriptors = count;
@@ -54,23 +80,21 @@ namespace Juliet::D3D12::Internal
void DestroyDescriptorHeap(NonNullPtr<D3D12DescriptorHeap> heap) void DestroyDescriptorHeap(NonNullPtr<D3D12DescriptorHeap> heap)
{ {
heap->FreeIndices.Destroy();
if (heap->Handle) if (heap->Handle)
{ {
heap->Handle->Release(); heap->Handle->Release();
} }
// TODO: should not free because its on an arena, but need to use arena properly
// SafeFree(heap->FreeIndices);
// Free(heap.Get());
} }
bool AssignDescriptor(D3D12DescriptorHeap* heap, D3D12Descriptor& outDescriptor) bool AssignDescriptor(D3D12DescriptorHeap* heap, D3D12Descriptor& outDescriptor)
{ {
uint32 index = UINT32_MAX; uint32 index = UINT32_MAX;
if (heap->FreeIndicesCount > 0) if (heap->CurrentFreeIndex > 0)
{ {
heap->FreeIndicesCount -= 1; heap->CurrentFreeIndex -= 1;
index = heap->FreeIndices[heap->FreeIndicesCount]; index = heap->FreeIndices[heap->CurrentFreeIndex];
} }
else if (heap->CurrentDescriptorIndex < heap->MaxDescriptors) else if (heap->CurrentDescriptorIndex < heap->MaxDescriptors)
{ {
@@ -102,55 +126,42 @@ namespace Juliet::D3D12::Internal
D3D12DescriptorHeap* heap = descriptor.Heap; D3D12DescriptorHeap* heap = descriptor.Heap;
if (heap->FreeIndicesCount >= heap->FreeIndicesCapacity) if (heap->CurrentFreeIndex >= heap->FreeIndices.Count)
{ {
size_t oldCapacity = heap->FreeIndicesCapacity; heap->FreeIndices.PushBack(descriptor.Index);
heap->FreeIndicesCapacity *= 2;
heap->FreeIndices = ArenaRealloc<uint32>(GetEngineArena(), heap->FreeIndices, oldCapacity,
heap->FreeIndicesCapacity, ConstString("FreeIndices"));
}
heap->FreeIndices[heap->FreeIndicesCount] = descriptor.Index;
heap->FreeIndicesCount++;
}
D3D12DescriptorHeap* AcquireSamplerHeapFromPool(NonNullPtr<D3D12Driver> d3d12Driver, DescriptorHeapCreator creator)
{
D3D12DescriptorHeap* result;
D3D12DescriptorHeapPool* pool = &d3d12Driver->SamplerHeapPool;
if (pool->Count > 0)
{
result = pool->Heaps[pool->Count - 1];
pool->Count -= 1;
} }
else else
{ {
result = creator(d3d12Driver, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, GPUDriver::kSampler_HeapDescriptorCount, false); heap->FreeIndices[heap->CurrentFreeIndex] = descriptor.Index;
heap->CurrentFreeIndex++;
}
}
D3D12DescriptorHeap* AcquireSamplerHeapFromPool(NonNullPtr<D3D12Driver> d3d12Driver)
{
D3D12DescriptorHeapPool& pool = d3d12Driver->SamplerHeapPool;
D3D12DescriptorHeap* result = pool.FirstFreeDescriptorHeap;
if (result)
{
pool.FirstFreeDescriptorHeap = pool.FirstFreeDescriptorHeap->Next;
}
else
{
result = CreateDescriptorHeap(d3d12Driver, pool.Arena, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
GPUDriver::kSampler_HeapDescriptorCount, false);
} }
return result; return result;
} }
void ReturnSamplerHeapToPool(NonNullPtr<D3D12Driver> d3d12Driver, D3D12DescriptorHeap* heap) void ReturnSamplerHeapToPool(NonNullPtr<D3D12Driver> d3d12Driver, NonNullPtr<D3D12DescriptorHeap> heap)
{ {
if (heap == nullptr) D3D12DescriptorHeapPool& pool = d3d12Driver->SamplerHeapPool;
{
return;
}
D3D12DescriptorHeapPool* pool = &d3d12Driver->SamplerHeapPool;
heap->CurrentDescriptorIndex = 0; heap->CurrentDescriptorIndex = 0;
if (pool->Count >= pool->Capacity) heap->Next = pool.FirstFreeDescriptorHeap;
{ pool.FirstFreeDescriptorHeap = heap;
size_t oldCapacity = pool->Capacity;
pool->Capacity *= 2;
pool->Heaps = ArenaRealloc(GetEngineArena(), pool->Heaps, oldCapacity, pool->Capacity, ConstString("Heaps"));
}
pool->Heaps[pool->Count] = heap;
pool->Count += 1;
} }
} // namespace Juliet::D3D12::Internal } // namespace Juliet::D3D12::Internal

View File

@@ -1,6 +1,7 @@
#pragma once #pragma once
#include <Core/Common/NonNullPtr.h> #include <Core/Common/NonNullPtr.h>
#include <Core/Networking/NetworkPacket.h>
#include <Graphics/D3D12/D3D12Includes.h> #include <Graphics/D3D12/D3D12Includes.h>
// Forward declare // Forward declare
@@ -14,6 +15,7 @@ namespace Juliet::D3D12::Internal
// https://learn.microsoft.com/en-us/windows/win32/direct3d12/descriptor-heaps // https://learn.microsoft.com/en-us/windows/win32/direct3d12/descriptor-heaps
struct D3D12DescriptorHeap struct D3D12DescriptorHeap
{ {
D3D12DescriptorHeap* Next;
ID3D12DescriptorHeap* Handle; ID3D12DescriptorHeap* Handle;
D3D12_DESCRIPTOR_HEAP_TYPE HeapType; D3D12_DESCRIPTOR_HEAP_TYPE HeapType;
D3D12_CPU_DESCRIPTOR_HANDLE DescriptorHeapCPUStart; D3D12_CPU_DESCRIPTOR_HANDLE DescriptorHeapCPUStart;
@@ -22,11 +24,10 @@ namespace Juliet::D3D12::Internal
uint32 DescriptorSize; uint32 DescriptorSize;
uint32 CurrentDescriptorIndex; // only used by GPU heaps uint32 CurrentDescriptorIndex; // only used by GPU heaps
uint32* FreeIndices; VectorArena<uint32> FreeIndices;
uint32 FreeIndicesCapacity; index_t CurrentFreeIndex;
uint32 FreeIndicesCount;
bool Staging : 1; bool Staging : 1;
}; };
struct D3D12Descriptor struct D3D12Descriptor
@@ -39,20 +40,24 @@ namespace Juliet::D3D12::Internal
struct D3D12DescriptorHeapPool struct D3D12DescriptorHeapPool
{ {
D3D12DescriptorHeap** Heaps; Arena* Arena;
size_t Capacity; D3D12DescriptorHeap* FirstFreeDescriptorHeap;
size_t Count;
}; };
using DescriptorHeapCreator = D3D12DescriptorHeap* (*)(NonNullPtr<D3D12Driver>, D3D12_DESCRIPTOR_HEAP_TYPE, uint32, bool); using DescriptorHeapCreator = D3D12DescriptorHeap* (*)(NonNullPtr<D3D12Driver>, D3D12DescriptorHeapPool& heapPool,
D3D12_DESCRIPTOR_HEAP_TYPE, uint32, bool);
extern D3D12DescriptorHeap* CreateDescriptorHeap(NonNullPtr<D3D12Driver> driver, extern void CreateDescriptorHeapPool(NonNullPtr<D3D12Driver> driver, D3D12DescriptorHeapPool& heapPool,
D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 count, bool isStaging); D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 count);
extern void DestroyDescriptorHeapPool(D3D12DescriptorHeapPool& pool);
extern D3D12DescriptorHeap* CreateDescriptorHeap(NonNullPtr<D3D12Driver> driver, NonNullPtr<Arena> arena,
D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 count, bool isStaging);
extern void DestroyDescriptorHeap(NonNullPtr<D3D12DescriptorHeap> heap); extern void DestroyDescriptorHeap(NonNullPtr<D3D12DescriptorHeap> heap);
extern D3D12DescriptorHeap* AcquireSamplerHeapFromPool(NonNullPtr<D3D12Driver> d3d12Driver, DescriptorHeapCreator creator = CreateDescriptorHeap); extern D3D12DescriptorHeap* AcquireSamplerHeapFromPool(NonNullPtr<D3D12Driver> d3d12Driver);
extern void ReturnSamplerHeapToPool(NonNullPtr<D3D12Driver> d3d12Driver, D3D12DescriptorHeap* heap); extern void ReturnSamplerHeapToPool(NonNullPtr<D3D12Driver> d3d12Driver, NonNullPtr<D3D12DescriptorHeap> heap);
extern bool AssignDescriptor(D3D12DescriptorHeap* heap, D3D12Descriptor& outDescriptor); extern bool AssignDescriptor(D3D12DescriptorHeap* heap, D3D12Descriptor& outDescriptor);
extern void ReleaseDescriptor(const D3D12Descriptor& descriptor); extern void ReleaseDescriptor(const D3D12Descriptor& descriptor);
} // namespace Juliet::D3D12 } // namespace Juliet::D3D12::Internal

View File

@@ -3,7 +3,6 @@
#include <Core/Logging/LogManager.h> #include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h> #include <Core/Logging/LogTypes.h>
#include <Core/Memory/Allocator.h> #include <Core/Memory/Allocator.h>
#include <Core/Memory/EngineArena.h>
#include <Graphics/D3D12/D3D12Buffer.h> #include <Graphics/D3D12/D3D12Buffer.h>
#include <Graphics/D3D12/D3D12CommandList.h> #include <Graphics/D3D12/D3D12CommandList.h>
#include <Graphics/D3D12/D3D12DescriptorHeap.h> #include <Graphics/D3D12/D3D12DescriptorHeap.h>
@@ -24,12 +23,6 @@
#define D3D12_CREATEDEVICE_FUNC "D3D12CreateDevice" #define D3D12_CREATEDEVICE_FUNC "D3D12CreateDevice"
#define D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE_FUNC "D3D12SerializeVersionedRootSignature" #define D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE_FUNC "D3D12SerializeVersionedRootSignature"
extern "C" {
// Used to enable the "Agility SDK" components
__declspec(dllexport) extern const unsigned int D3D12SDKVersion = 615;
__declspec(dllexport) extern const char* D3D12SDKPath = ".\\D3D12\\";
}
// TODO : Use LoadLibrary and not link to the lib. Allows failing earlier if Dx12 is not installed for some reason // TODO : Use LoadLibrary and not link to the lib. Allows failing earlier if Dx12 is not installed for some reason
// + Will load the dll when needed // + Will load the dll when needed
// This will prevent us from using IID_ variables as they are defined in dxguid.lib // This will prevent us from using IID_ variables as they are defined in dxguid.lib
@@ -471,22 +464,7 @@ namespace Juliet::D3D12
} }
} }
auto DestroyDescriptorHeapPool = [](Internal::D3D12DescriptorHeapPool& heapPool) Internal::DestroyDescriptorHeapPool(driver->SamplerHeapPool);
{
if (heapPool.Heaps)
{
for (uint32 i = 0; i < heapPool.Count; ++i)
{
if (heapPool.Heaps[i])
{
Internal::DestroyDescriptorHeap(heapPool.Heaps[i]);
heapPool.Heaps[i] = nullptr;
}
}
// SafeFree(heapPool.Heaps); // Allocated with Arena, do not free.
}
};
DestroyDescriptorHeapPool(driver->SamplerHeapPool);
// Release command buffers // Release command buffers
for (uint32 i = 0; i < driver->AvailableCommandListCount; i += 1) for (uint32 i = 0; i < driver->AvailableCommandListCount; i += 1)
@@ -571,6 +549,7 @@ namespace Juliet::D3D12
driver->D3D12SerializeVersionedRootSignatureFct = nullptr; driver->D3D12SerializeVersionedRootSignatureFct = nullptr;
ArenaRelease(driver->DriverArena);
Free(driver.Get()); Free(driver.Get());
} }
@@ -619,7 +598,8 @@ namespace Juliet::D3D12
{ {
if (windowData->InFlightFences[idx] != nullptr) if (windowData->InFlightFences[idx] != nullptr)
{ {
ReleaseFence(driver, windowData->InFlightFences[idx]); ReleaseFence(driver,
windowData->InFlightFences[idx] JULIET_DEBUG_PARAM(ConstString("DeatchFromWindow")));
windowData->InFlightFences[idx] = nullptr; windowData->InFlightFences[idx] = nullptr;
} }
} }
@@ -638,27 +618,6 @@ namespace Juliet::D3D12
Free(device.Get()); Free(device.Get());
} }
// Note: SetViewPort, SetScissorRect, SetBlendConstants, SetStencilReference
// are defined in D3D12CommandList.cpp and used directly via D3D12:: namespace
// BindGraphicsPipeline is now assigned directly from D3D12:: namespace
// DrawPrimitives is now assigned directly from D3D12:: namespace
void DrawIndexedPrimitives(NonNullPtr<CommandList> commandList, uint32 numIndices, uint32 numInstances,
uint32 firstIndex, uint32 vertexOffset, uint32 firstInstance)
{
auto* d3d12CommandList = reinterpret_cast<D3D12CommandList*>(commandList.Get());
d3d12CommandList->GraphicsCommandList.CommandList->DrawIndexedInstanced(numIndices, numInstances, firstIndex,
static_cast<INT>(vertexOffset), firstInstance);
}
// WaitUntilGPUIsIdle, SetPushConstants are now assigned directly from D3D12:: namespace
// QueryFence, ReleaseFence, CreateShader, DestroyShader are now assigned directly from D3D12:: namespace
// CreateGraphicsPipeline is assigned directly from D3D12:: namespace
void DestroyGraphicsPipeline(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> pipeline) void DestroyGraphicsPipeline(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> pipeline)
{ {
auto* d3d12Driver = static_cast<D3D12Driver*>(driver.Get()); auto* d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
@@ -671,8 +630,6 @@ namespace Juliet::D3D12
} }
} }
// Buffer functions are assigned directly from D3D12:: namespace
void CopyBufferToTexture(NonNullPtr<CommandList> commandList, NonNullPtr<Texture> dst, NonNullPtr<GraphicsTransferBuffer> src) void CopyBufferToTexture(NonNullPtr<CommandList> commandList, NonNullPtr<Texture> dst, NonNullPtr<GraphicsTransferBuffer> src)
{ {
auto* d3d12CommandList = reinterpret_cast<D3D12CommandList*>(commandList.Get()); auto* d3d12CommandList = reinterpret_cast<D3D12CommandList*>(commandList.Get());
@@ -718,14 +675,12 @@ namespace Juliet::D3D12
Internal::TextureTransitionToDefaultUsage(d3d12CommandList, d3d12Texture, D3D12_RESOURCE_STATE_COPY_DEST); Internal::TextureTransitionToDefaultUsage(d3d12CommandList, d3d12Texture, D3D12_RESOURCE_STATE_COPY_DEST);
} }
// GetDescriptorIndex wrapper needed to adapt signature from GPUDriver* to GraphicsDevice*
uint32 GetDescriptorIndex(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer) uint32 GetDescriptorIndex(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer)
{ {
auto* driver = static_cast<D3D12Driver*>(device->Driver); auto* driver = static_cast<D3D12Driver*>(device->Driver);
return D3D12::GetDescriptorIndex(driver, buffer); return D3D12::GetDescriptorIndex(driver, buffer);
} }
// GetDescriptorIndexTexture provides custom logic to get SRV handle index
uint32 GetDescriptorIndexTexture(NonNullPtr<GraphicsDevice> /*device*/, NonNullPtr<Texture> texture) uint32 GetDescriptorIndexTexture(NonNullPtr<GraphicsDevice> /*device*/, NonNullPtr<Texture> texture)
{ {
auto* textureContainer = reinterpret_cast<D3D12TextureContainer*>(texture.Get()); auto* textureContainer = reinterpret_cast<D3D12TextureContainer*>(texture.Get());
@@ -745,6 +700,9 @@ namespace Juliet::D3D12
{ {
auto driver = static_cast<D3D12Driver*>(Calloc(1, sizeof(D3D12Driver))); auto driver = static_cast<D3D12Driver*>(Calloc(1, sizeof(D3D12Driver)));
// TODO : Convert everything to arena
driver->DriverArena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "D3D12 Driver"));
#if JULIET_DEBUG #if JULIET_DEBUG
#ifdef IDXGIINFOQUEUE_SUPPORTED #ifdef IDXGIINFOQUEUE_SUPPORTED
if (enableDebug) if (enableDebug)
@@ -1023,32 +981,8 @@ namespace Juliet::D3D12
} }
} }
// Other Descriptor pools CreateDescriptorHeapPool(driver, driver->SamplerHeapPool, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
auto CreateDescriptorPool = [&](Internal::D3D12DescriptorHeapPool& heapPool, GPUDriver::kSampler_HeapDescriptorCount);
D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 count) -> bool
{
heapPool.Capacity = 4;
heapPool.Count = 4;
heapPool.Heaps = ArenaPushArray<Internal::D3D12DescriptorHeap*>(GetEngineArena(), heapPool.Capacity,
ConstString("DescriptorHeap"));
for (uint32 i = 0; i < heapPool.Capacity; ++i)
{
heapPool.Heaps[i] = Internal::CreateDescriptorHeap(driver, type, count, false);
if (heapPool.Heaps[i] == nullptr)
{
return false;
}
}
return true;
};
if (!CreateDescriptorPool(driver->SamplerHeapPool, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, GPUDriver::kSampler_HeapDescriptorCount))
{
DestroyDriver_Internal(driver);
return nullptr;
}
// Deferred dispose vectors // Deferred dispose vectors
driver->GraphicsPipelinesToDisposeCapacity = 4; driver->GraphicsPipelinesToDisposeCapacity = 4;
@@ -1078,42 +1012,41 @@ namespace Juliet::D3D12
device->AcquireSwapChainTexture = AcquireSwapChainTexture; device->AcquireSwapChainTexture = AcquireSwapChainTexture;
device->WaitAndAcquireSwapChainTexture = WaitAndAcquireSwapChainTexture; device->WaitAndAcquireSwapChainTexture = WaitAndAcquireSwapChainTexture;
device->GetSwapChainTextureFormat = GetSwapChainTextureFormat; device->GetSwapChainTextureFormat = GetSwapChainTextureFormat;
device->AcquireCommandList = D3D12::AcquireCommandList; device->AcquireCommandList = AcquireCommandList;
device->SubmitCommandLists = D3D12::SubmitCommandLists; device->SubmitCommandLists = SubmitCommandLists;
device->BeginRenderPass = BeginRenderPass;
device->BeginRenderPass = D3D12::BeginRenderPass; device->EndRenderPass = EndRenderPass;
device->EndRenderPass = D3D12::EndRenderPass; device->SetViewPort = SetViewPort;
device->SetViewPort = D3D12::SetViewPort; device->SetScissorRect = SetScissorRect;
device->SetScissorRect = D3D12::SetScissorRect; device->SetBlendConstants = SetBlendConstants;
device->SetBlendConstants = D3D12::SetBlendConstants; device->SetStencilReference = SetStencilReference;
device->SetStencilReference = D3D12::SetStencilReference; device->BindGraphicsPipeline = BindGraphicsPipeline;
device->BindGraphicsPipeline = D3D12::BindGraphicsPipeline; device->DrawPrimitives = DrawPrimitives;
device->DrawPrimitives = D3D12::DrawPrimitives; device->DrawIndexedPrimitives = DrawIndexedPrimitives;
device->DrawIndexedPrimitives = DrawIndexedPrimitives; device->SetIndexBuffer = SetIndexBuffer;
device->SetIndexBuffer = D3D12::SetIndexBuffer; device->WaitUntilGPUIsIdle = WaitUntilGPUIsIdle;
device->WaitUntilGPUIsIdle = D3D12::WaitUntilGPUIsIdle; device->SetPushConstants = SetPushConstants;
device->QueryFence = QueryFence;
device->SetPushConstants = D3D12::SetPushConstants; device->ReleaseFence = ReleaseFence;
device->QueryFence = D3D12::QueryFence; device->CreateShader = CreateShader;
device->ReleaseFence = D3D12::ReleaseFence; device->DestroyShader = DestroyShader;
device->CreateShader = D3D12::CreateShader; device->CreateGraphicsPipeline = CreateGraphicsPipeline;
device->DestroyShader = D3D12::DestroyShader; device->DestroyGraphicsPipeline = DestroyGraphicsPipeline;
device->CreateGraphicsPipeline = D3D12::CreateGraphicsPipeline; device->CreateGraphicsBuffer = CreateGraphicsBuffer;
device->DestroyGraphicsPipeline = DestroyGraphicsPipeline; device->DestroyGraphicsBuffer = DestroyGraphicsBuffer;
device->CreateGraphicsBuffer = D3D12::CreateGraphicsBuffer; device->MapGraphicsBuffer = MapBuffer;
device->DestroyGraphicsBuffer = D3D12::DestroyGraphicsBuffer; device->UnmapGraphicsBuffer = UnmapBuffer;
device->CreateGraphicsTransferBuffer = D3D12::CreateGraphicsTransferBuffer; device->CreateGraphicsTransferBuffer = CreateGraphicsTransferBuffer;
device->DestroyGraphicsTransferBuffer = D3D12::DestroyGraphicsTransferBuffer; device->DestroyGraphicsTransferBuffer = DestroyGraphicsTransferBuffer;
device->MapGraphicsTransferBuffer = D3D12::MapBuffer; device->MapGraphicsTransferBuffer = MapBuffer;
device->UnmapGraphicsTransferBuffer = D3D12::UnmapBuffer; device->UnmapGraphicsTransferBuffer = UnmapBuffer;
device->CopyBuffer = CopyBuffer; device->CopyBuffer = CopyBuffer;
device->CopyBufferToTexture = CopyBufferToTexture; device->CopyBufferToTexture = CopyBufferToTexture;
device->TransitionBufferToReadable = D3D12::TransitionBufferToReadable; device->TransitionBufferToReadable = TransitionBufferToReadable;
device->GetDescriptorIndex = GetDescriptorIndex;
device->GetDescriptorIndex = GetDescriptorIndex; device->GetDescriptorIndexTexture = GetDescriptorIndexTexture;
device->GetDescriptorIndexTexture = GetDescriptorIndexTexture; device->CreateTexture = CreateTexture;
device->CreateTexture = D3D12::CreateTexture; device->DestroyTexture = DestroyTexture;
device->DestroyTexture = D3D12::DestroyTexture;
#if ALLOW_SHADER_HOT_RELOAD #if ALLOW_SHADER_HOT_RELOAD
device->UpdateGraphicsPipelineShaders = UpdateGraphicsPipelineShaders; device->UpdateGraphicsPipelineShaders = UpdateGraphicsPipelineShaders;
@@ -1125,8 +1058,9 @@ namespace Juliet::D3D12
driver->GraphicsDevice = device; driver->GraphicsDevice = device;
// Create Global Bindless Heap that stays alive for the driver whole lifetime // Create Global Bindless Heap that stays alive for the driver whole lifetime
driver->BindlessDescriptorHeap = Internal::CreateDescriptorHeap(driver, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, driver->BindlessDescriptorHeap =
GPUDriver::kCBV_SRV_UAV_HeapDescriptorCount, false); Internal::CreateDescriptorHeap(driver, driver->DriverArena, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
GPUDriver::kCBV_SRV_UAV_HeapDescriptorCount, false);
return device; return device;
} }

View File

@@ -283,4 +283,12 @@ namespace Juliet::D3D12
d3d12CommandList->GraphicsCommandList.CommandList->DrawInstanced(numVertices, numInstances, firstVertex, firstInstance); d3d12CommandList->GraphicsCommandList.CommandList->DrawInstanced(numVertices, numInstances, firstVertex, firstInstance);
} }
void DrawIndexedPrimitives(NonNullPtr<CommandList> commandList, uint32 numIndices, uint32 numInstances,
uint32 firstIndex, uint32 vertexOffset, uint32 firstInstance)
{
auto* d3d12CommandList = reinterpret_cast<D3D12CommandList*>(commandList.Get());
d3d12CommandList->GraphicsCommandList.CommandList->DrawIndexedInstanced(numIndices, numInstances, firstIndex,
static_cast<INT>(vertexOffset), firstInstance);
}
} // namespace Juliet::D3D12 } // namespace Juliet::D3D12

View File

@@ -13,4 +13,6 @@ namespace Juliet::D3D12
extern void BindGraphicsPipeline(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsPipeline> graphicsPipeline); extern void BindGraphicsPipeline(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsPipeline> graphicsPipeline);
extern void DrawPrimitives(NonNullPtr<CommandList> commandList, uint32 numVertices, uint32 numInstances, extern void DrawPrimitives(NonNullPtr<CommandList> commandList, uint32 numVertices, uint32 numInstances,
uint32 firstVertex, uint32 firstInstance); uint32 firstVertex, uint32 firstInstance);
void DrawIndexedPrimitives(NonNullPtr<CommandList> commandList, uint32 numIndices, uint32 numInstances,
uint32 firstIndex, uint32 vertexOffset, uint32 firstInstance);
} // namespace Juliet::D3D12 } // namespace Juliet::D3D12

View File

@@ -140,7 +140,8 @@ namespace Juliet::D3D12
{ {
// Wait until the fence for the frame is signaled. // Wait until the fence for the frame is signaled.
// In VSYNC this means waiting that the least recent presented frame is done // In VSYNC this means waiting that the least recent presented frame is done
if (!Wait(driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter], 1)) if (!Wait(driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter],
1 JULIET_DEBUG_PARAM(ConstString("AcquireSwapChainTexture"))))
{ {
return false; return false;
} }
@@ -155,7 +156,8 @@ namespace Juliet::D3D12
} }
} }
ReleaseFence(driver, windowData->InFlightFences[windowData->WindowFrameCounter]); ReleaseFence(driver, windowData->InFlightFences[windowData->WindowFrameCounter] JULIET_DEBUG_PARAM(
ConstString("AcquireSwapChainTexture")));
windowData->InFlightFences[windowData->WindowFrameCounter] = nullptr; windowData->InFlightFences[windowData->WindowFrameCounter] = nullptr;
} }
@@ -219,7 +221,8 @@ namespace Juliet::D3D12
if (windowData->InFlightFences[windowData->WindowFrameCounter] != nullptr) if (windowData->InFlightFences[windowData->WindowFrameCounter] != nullptr)
{ {
if (!Wait(d3d12Driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter], 1)) if (!Wait(d3d12Driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter],
1 JULIET_DEBUG_PARAM(ConstString("WaitForSwapchain"))))
{ {
return false; return false;
} }

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