WIP direct rendering backend.

This commit is contained in:
2026-08-01 17:38:59 +03:00
parent 019ac6f4ae
commit 18cccf1e41
10 changed files with 691 additions and 2 deletions
+210
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@@ -0,0 +1,210 @@
using System.Diagnostics.CodeAnalysis;
using System.Drawing;
namespace Dashboard.Drawing
{
public enum MeshPrimitive
{
Point,
Line,
Triangle,
TriangleFan,
TriangleStrip,
}
public enum WindingOrder
{
Clockwise,
Counterclockwise,
}
public enum FaceCulling
{
None,
Front,
Back,
Both,
}
public enum VertexAttributeType
{
UnsignedByte,
UnsignedShort,
UnsignedInt,
UnsignedLong,
Byte,
Short,
Int,
Long,
Half,
Float,
Double,
}
public enum IndexType
{
UnsignedShort,
UnsignedInt,
UnsignedLong,
Short,
Int,
Long,
}
public enum BlendFunction
{
One,
Zero,
SourceAlpha,
OneMinusSourceAlpha,
DestinationAlpha,
OneMinusDestinationAlpha,
SourceColor,
OneMinusSourceColor,
DestinationColor,
OneMinusDestinationColor,
ConstantColor,
OneMinusConstantColor,
ConstantAlpha,
OneMinusConstantAlpha,
}
public enum BlendEquation
{
Add,
Subtract,
ReverseSubtract,
Min,
Max,
}
public enum TestFunction
{
Never,
LessThan,
LessThanOrEqual,
Equal,
NotEqual,
GreaterThanOrEqual,
Greater,
Always,
}
public enum StencilOperation
{
Keep,
Zero,
Replace,
Increment,
UncheckedIncrement,
Decrement,
UncheckedDecrement,
Invert,
}
public enum UniformType
{
U1,
U2,
U3,
U4,
I1,
I2,
I3,
I4,
F1,
F2,
F3,
F4,
Mat2,
Mat3,
Mat4,
Buffer,
}
public readonly record struct DepthMode(bool Test, bool Mask, TestFunction Function)
{
public static readonly DepthMode Off = new DepthMode(false, false, TestFunction.Always);
public static readonly DepthMode WriteOnly = new DepthMode(false, true, TestFunction.LessThan);
public static readonly DepthMode Equal = new DepthMode(true, false, TestFunction.Equal);
public static readonly DepthMode Enabled = new DepthMode(true, true, TestFunction.LessThan);
}
public readonly record struct BlendFactor(BlendFunction Source, BlendFunction Destination)
{
public static readonly BlendFactor Default =
new BlendFactor(BlendFunction.SourceAlpha, BlendFunction.OneMinusSourceAlpha);
}
public readonly record struct BlendMode(bool Enabled, BlendFactor Color, BlendFactor Alpha)
{
[MemberNotNullWhen(true, nameof(Unified))]
public bool IsSeparate => Color != Alpha;
public BlendFactor? Unified => IsSeparate ? null : Color;
public BlendEquation Equation { get; init; } = BlendEquation.Add;
public Color Constant { get; init; } = System.Drawing.Color.Black;
public BlendMode(BlendFunction source, BlendFunction destination)
: this(true, new BlendFactor(source, destination), new BlendFactor(source, destination))
{
}
public static readonly BlendMode Off = new BlendMode(false, BlendFactor.Default, BlendFactor.Default);
public static readonly BlendMode Normal =
new BlendMode(true, BlendFactor.Default, BlendFactor.Default);
}
public readonly record struct StencilMode(bool Enabled, TestFunction Function)
{
public int Reference { get; init; } = 0;
public int Mask { get; init; } = ~0;
public StencilOperation Pass { get; init; } = StencilOperation.Keep;
public StencilOperation DepthFail { get; init; } = StencilOperation.Keep;
public StencilOperation Fail { get; init; } = StencilOperation.Keep;
public static readonly StencilMode Off = new StencilMode(false, TestFunction.Always);
}
public record struct VertexAttribute(
int Location,
int Components,
VertexAttributeType Type,
long Offset,
long Stride)
{
public int Divisor { get; init; } = 1;
}
public record struct UniformDescriptor(UniformType Type, long Offset, long Size);
public struct DrawCall(MeshPrimitive primitive, IBuffer vertexBuffer)
{
public IShader? ShaderPipeline { get; init; }
public Box2d ViewportRegion { get; init; }
public Box2d ScissorRegion { get; init; }
public WindingOrder FrontFace { get; init; } = WindingOrder.Counterclockwise;
public FaceCulling CullMode { get; init; } = FaceCulling.Back;
public BlendMode BlendMode { get; init; } = BlendMode.Normal;
public DepthMode DepthMode { get; init; } = DepthMode.Enabled;
public StencilMode StencilMode { get; init; } = StencilMode.Off;
public bool EnableRestart { get; init; } = false;
public long RestartIndex { get; init; } = -1;
public bool RedMask { get; init; } = true;
public bool GreenMask { get; init; } = true;
public bool BlueMask { get; init; } = true;
public bool AlphaMask { get; init; } = true;
public float PointSize { get; init; }= 1.0f;
public float LineWidth { get; init; }= 1.0f;
public MeshPrimitive Primitive { get; init; } = primitive;
public List<ITexture> Textures { get; init; } = [];
public List<VertexAttribute> Attributes { get; init; } = [];
public List<UniformDescriptor> Uniforms { get; init; } = [];
public IndexType IndexType { get; init; } = IndexType.UnsignedShort;
public IBuffer VertexBuffer { get; init; } = vertexBuffer;
public IBuffer? ElementBuffer { get; init; }
public IBuffer? UniformBuffer { get; init; }
}
}
@@ -0,0 +1,67 @@
using Dashboard.Pal;
namespace Dashboard.Drawing
{
public interface IShader : IDisposable
{
}
/// <summary>
/// Base interface for creating shader pipelines.
/// </summary>
public interface IShaderCreateInfo
{
}
public enum BufferAccessPattern
{
/// <summary>
/// No hint given. Not recommended.
/// </summary>
DontCare,
/// <summary>
/// For buffers which have a long lifetime, but the contents are initialized once.
/// </summary>
Static,
/// <summary>
/// For buffers which have a long lifetime, but the contents can be updated every frame.
/// </summary>
Stream,
/// <summary>
/// For buffers which have a short lifetime, used for streaming resources to the graphics hardware.
/// </summary>
Upload,
/// <summary>
/// For buffers which have a short lifetime, used for streaming resources from the graphics hardware.
/// </summary>
Download,
}
public interface IBuffer : IDisposable
{
public BufferAccessPattern AccessPattern { get; }
public long Size { get; }
void Reallocate(long newSize);
Span<T> Map<T>(long offset, int count = -1) where T : unmanaged;
void Unmap();
void Read<T>(long offset, Span<T> span) where T : unmanaged;
void Write<T>(long offset, ReadOnlySpan<T> span) where T : unmanaged;
}
/// <summary>
/// This extension provides direct access to the backend rendering pipeline without writing with a higher level
/// abstraction than the rendering backend.
/// </summary>
public interface IDirectRendering : IDeviceContextExtension
{
public IShader CreatePipeline<T>(T createInfo) where T : IShaderCreateInfo;
public IBuffer CreateBuffer(BufferAccessPattern pattern, long size);
void Draw(DrawCall drawCall);
}
}
+39
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namespace Dashboard.Drawing
{
public record GlslShaderCreateInfo() : IShaderCreateInfo
{
public required string VertexShader { get; init; }
public string? GeometryShader { get; init; } = null;
public string? TesselationControl { get; init; } = null;
public string? TesselationEvaluation { get; init; } = null;
public string? FragmentShader { get; init; } = null;
}
public record GlslComputeShaderCreateInfo(string Source) : IShaderCreateInfo
{
}
public record SpirvShaderCreateInfo(byte[] Binary) : IShaderCreateInfo
{
public int Format { get; init; } = Spirv;
public SpirvShaderCreateInfo(Stream stream) : this(GetBinary(stream)) { }
private static byte[] GetBinary(Stream stream)
{
//FIXME: this might actually be copying twice.
if (stream is MemoryStream ms)
{
return ms.ToArray();
}
else
{
using MemoryStream memory = new MemoryStream();
stream.CopyTo(memory);
return memory.ToArray();
}
}
private const int Spirv = 38225;
}
}
+17
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@@ -0,0 +1,17 @@
namespace Dashboard.Drawing
{
public enum ShaderStage
{
Vertex,
Geometry,
TesselationEvaluation,
TesselationControl,
Fragment,
Compute,
}
public abstract class ShaderBuilder(string language)
{
public string Language { get; } = language;
}
}
@@ -0,0 +1,57 @@
using Dashboard.Drawing;
using Dashboard.Pal;
using OpenTK.Graphics.OpenGL;
namespace Dashboard.OpenGL.Drawing
{
public class DirectRendering : IDirectRendering
{
public DeviceContext Context { get; private set; } = null!;
public string DriverName { get; } = "Dashboard OpenGL";
public string DriverVendor { get; } = "Dashboard";
public Version DriverVersion { get; } = new Version(0, 1);
IContextBase IContextExtensionBase.Context => Context;
public void Dispose()
{
GC.SuppressFinalize(this);
throw new NotImplementedException();
}
public void Require(DeviceContext context) => Context = context;
public void Require(IContextBase context) => Require((DeviceContext)context);
public void Begin()
{
}
public void End()
{
}
public IShader CreatePipeline<T>(T createInfo) where T : IShaderCreateInfo
{
int program = createInfo switch
{
GlslShaderCreateInfo glsl => glsl.CreateProgram(),
GlslComputeShaderCreateInfo compute => compute.CreateProgram(),
SpirvShaderCreateInfo spirv => spirv.CreateProgram(),
_ => throw new Exception($"Unsupported shader pipeline type {createInfo.GetType()}."),
};
return new GLShader((GLDeviceContext)Context, program);
}
public IBuffer CreateBuffer(BufferAccessPattern pattern, long size)
{
return GLBuffer.Create((GLDeviceContext)Context, pattern, size);
}
public void Draw(DrawCall drawCall)
{
throw new NotImplementedException();
}
}
}
+15
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@@ -0,0 +1,15 @@
using Dashboard.Drawing;
namespace Dashboard.OpenGL.Drawing
{
public class GLShader(GLDeviceContext context, int handle) : IShader
{
public GLDeviceContext Context { get; } = context;
public int Handle { get; } = handle;
public void Dispose()
{
Context.Collector.DeleteProgram(Handle);
}
}
}
@@ -0,0 +1,156 @@
using System.Text;
using Dashboard.Drawing;
using OpenTK.Graphics.OpenGL;
namespace Dashboard.OpenGL.Drawing
{
public static class KhronosShaderHelper
{
public static int CompileStage(ShaderType type, string source, out string? log)
{
log = null;
int shader = GL.CreateShader(type);
GL.ShaderSource(shader, source);
GL.CompileShader(shader);
GL.GetShaderi(shader, ShaderParameterName.CompileStatus, out int flag);
if (flag != 0)
return shader;
GL.GetShaderInfoLog(shader, out log);
GL.DeleteShader(shader);
return 0;
}
public static int LinkStages(ReadOnlySpan<int> stages, out string? log)
{
log = null;
int program = GL.CreateProgram();
foreach (int stage in stages)
{
GL.AttachShader(program, stage);
}
GL.LinkProgram(program);
GL.GetProgrami(program, ProgramProperty.LinkStatus, out int flag);
if (flag == 0)
return program;
GL.GetProgramInfoLog(program, out log);
GL.DeleteProgram(program);
return 0;
}
public static int CreateProgram(this GlslShaderCreateInfo glsl)
{
Span<int> stages = stackalloc int[5];
int failed = 0;
StringBuilder builder = new StringBuilder();
int count = 0;
Compile(ShaderType.VertexShader, glsl.VertexShader, "Vertex", stages);
Compile(ShaderType.FragmentShader, glsl.FragmentShader, "Fragment", stages);
Compile(ShaderType.GeometryShader, glsl.GeometryShader, "Geometry", stages);
Compile(ShaderType.TessControlShader, glsl.TesselationControl, "Tesselation Control", stages);
Compile(ShaderType.TessEvaluationShader, glsl.TesselationEvaluation, "Tesselation Evaluation", stages);
if (failed > 0)
{
throw new Exception($"{failed} shader stage(s) failed to compile. See the exception data for details.")
{
Data =
{
["Log"] = builder.ToString(),
},
};
}
int program = KhronosShaderHelper.LinkStages(stages[..count], out string? log);
if (program == 0)
{
throw new Exception($"Shader program failed to link. See the exception data for details.")
{
Data =
{
["Log"] = log,
},
};
}
return program;
void Compile(ShaderType type, string? source, string name, Span<int> stages)
{
if (source == null)
return;
int stage = CompileStage(type, source, out string? log);
if (stage == 0)
{
failed++;
builder.Append($"=== {name} Shader Compile Log Begin ===\n{log}\n=== {name} Shader Compile Log End ===\n\n");
}
else
{
stages[count++] = stage;
}
}
}
public static int CreateProgram(this GlslComputeShaderCreateInfo glsl)
{
int compute = CompileStage(ShaderType.ComputeShader, glsl.Source, out string? log);
if (compute == 0)
{
throw new Exception("Failed to compile compute shader. See the exception data for details.")
{
Data =
{
["Log"] = log,
},
};
}
int program = KhronosShaderHelper.LinkStages([compute], out log);
if (program != 0)
return program;
throw new Exception("Failed to link compute shader. See the exception data for details.")
{
Data =
{
["Log"] = log,
},
};
}
public static int CreateProgram(this SpirvShaderCreateInfo spirv)
{
int program = GL.CreateProgram();
GL.ProgramBinary(program, (All)spirv.Format, spirv.Binary, spirv.Binary.Length);
GL.GetProgrami(program, ProgramProperty.LinkStatus, out int flag);
if (flag == 0)
return program;
GL.GetProgramInfoLog(program, out string? log);
GL.DeleteProgram(program);
throw new Exception("Failed to load program binary. See the exception data for details.")
{
Data =
{
["Log"] = log,
},
};
}
}
}
+98
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@@ -0,0 +1,98 @@
using System.Runtime.CompilerServices;
using Dashboard.Drawing;
using OpenTK.Graphics.OpenGL;
namespace Dashboard.OpenGL
{
public class GLBuffer(GLDeviceContext dc, BufferAccessPattern pattern, int handle, long size, long offset) : IBuffer
{
// TODO: At the moment, this class does no pooling. Convert it to a pool for better API usage.
public BufferAccessPattern AccessPattern { get; } = pattern;
public long Size { get; private set; } = size;
public long Offset { get; private set; } = offset;
public int Handle { get; private set; }
public void Reallocate(long newSize)
{
GL.CreateBuffer(out int handle);
GL.BindBuffer(BufferTarget.ArrayBuffer, handle);
GL.BufferData(BufferTarget.ArrayBuffer, (nint)newSize, (nint)0, AccessPattern switch
{
BufferAccessPattern.Stream => BufferUsage.StreamDraw,
BufferAccessPattern.Static => BufferUsage.StaticDraw,
BufferAccessPattern.Download => BufferUsage.DynamicCopy,
BufferAccessPattern.Upload => BufferUsage.DynamicCopy,
_ => BufferUsage.DynamicDraw,
});
if (Handle != -1)
GL.DeleteBuffer(Handle);
Handle = handle;
Size = newSize;
Offset = 0;
}
public unsafe Span<T> Map<T>(long offset, int count = -1)
where T : unmanaged
{
ArgumentOutOfRangeException.ThrowIfNegative(offset);
if (count < 0)
count = (int)(Size / Unsafe.SizeOf<T>());
long absOffset = Offset + offset;
long absCount = count * Unsafe.SizeOf<T>();
ArgumentOutOfRangeException.ThrowIfGreaterThan(offset + absCount, Size);
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
nint ptr = (nint)GL.MapBuffer(BufferTarget.ArrayBuffer, BufferAccess.ReadWrite);
return new Span<T>((T*)(ptr + absOffset), count);
}
public void Unmap()
{
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
GL.UnmapBuffer(BufferTarget.ArrayBuffer);
}
public void Read<T>(long offset, Span<T> span) where T : unmanaged
{
long absCount = span.Length * Unsafe.SizeOf<T>();
ArgumentOutOfRangeException.ThrowIfGreaterThan(offset + absCount, Size);
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
GL.GetBufferSubData(BufferTarget.ArrayBuffer, (nint)(Offset + offset), (nint)absCount, span);
}
public void Write<T>(long offset, ReadOnlySpan<T> span) where T : unmanaged
{
long absCount = span.Length * Unsafe.SizeOf<T>();
ArgumentOutOfRangeException.ThrowIfGreaterThan(offset + absCount, Size);
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
GL.BufferSubData(BufferTarget.ArrayBuffer, (nint)(Offset + offset), (nint)absCount, span);
}
public void Dispose()
{
if (Handle == -1)
return;
dc.Collector.DeleteBufffer(Handle);
Handle = -1;
GC.SuppressFinalize(this);
}
public static GLBuffer Create(GLDeviceContext dc, BufferAccessPattern pattern, long size)
{
GLBuffer buffer = new GLBuffer(dc, pattern, -1, 0, 0);
buffer.Reallocate(size);
return buffer;
}
}
}
+3 -2
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@@ -74,6 +74,7 @@ namespace Dashboard.OpenGL
ExtensionPreload<DeviceContextBase>();
ExtensionPreload<GLTextureExtension>();
ExtensionPreload<ImmediateMode>();
ExtensionPreload<DirectRendering>();
}
public bool IsGLExtensionAvailable(string name)
@@ -154,12 +155,12 @@ namespace Dashboard.OpenGL
public override void End()
{
base.End();
while (_afterDrawActions.TryDequeue(out Task? action))
{
action.RunSynchronously();
}
base.End();
}
protected override void Dispose(bool isDisposing)
@@ -2,6 +2,7 @@
using Dashboard.BlurgText.OpenGL;
using Dashboard.Controls;
using Dashboard.Drawing;
using Dashboard.Events;
using Dashboard.OpenGL;
using Dashboard.OpenTK.PAL2;
using Dashboard.Pal;
@@ -71,6 +72,34 @@ TK.Window.SetMode(window.WindowHandle, WindowMode.Normal);
window.DeviceContext.ExtensionRequire<IDeviceContextBase>().ScaleOverride = 1.5f;
IDirectRendering direct = window.DeviceContext.ExtensionRequire<IDirectRendering>();
IBuffer vertex = direct.CreateBuffer(BufferAccessPattern.Static, 1024);
float[] vertices = new float[]
{ // x, y, z, _, r, g, b, a
-0.5f, -0.5f, 0.0f, 0.0f, 1, 0, 0, 1,
+0.5f, -0.5f, 0.0f, 0.0f, 0, 1, 0, 1,
+0.0f, +0.5f, 0.0f, 0.0f, 0, 0, 1, 1,
};
vertex.Write(0, vertices);
DrawCall call = new DrawCall(MeshPrimitive.Triangle, vertex)
{
ShaderPipeline = null,
Attributes =
[
new VertexAttribute(0, 3, VertexAttributeType.Float, 0, 8 * sizeof(float)),
new VertexAttribute(1, 4, VertexAttributeType.Float, 4 * sizeof(float), 8 * sizeof(float))
],
};
window.EventRaised += (sender, eventArgs) =>
{
if (eventArgs is not PaintEventArgs paint)
return;
paint.DeviceContext.ExtensionRequire<IDirectRendering>().Draw(call);
};
app.Run(true, source.Token);