Fixed two critical bugs preventing multiple textured sprites from rendering correctly: 1. **setState consumed by submit**: Render state was set once at the beginning, but bgfx consumes state at each submit(). Batches 2+ had no state → invisible. FIX: Call setState() before EACH batch, not once globally. 2. **Buffer overwrite race condition**: updateBuffer() is immediate but submit() is deferred. When batch 2 called updateBuffer(), it overwrote batch 1's data BEFORE bgfx executed the draw calls. All batches used the last batch's data → all sprites rendered at the same position (superimposed). FIX: Use transient buffers (one per batch, frame-local) instead of reusing the same dynamic buffer. Each batch gets its own isolated memory. Changes: - SpritePass: setState before each batch + transient buffer allocation per batch - UIRenderer: Retained mode rendering (render:sprite:add/update/remove) - test_ui_showcase: Added 3 textured buttons demo section - test_3buttons_minimal: Minimal test case for multi-texture debugging Tested: 3 textured buttons now render at correct positions with correct textures. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
246 lines
10 KiB
C++
246 lines
10 KiB
C++
#include "SpritePass.h"
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#include "../RHI/RHIDevice.h"
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#include "../Frame/FramePacket.h"
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#include "../Resources/ResourceCache.h"
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#include <algorithm>
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#include <cstring>
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#include <spdlog/spdlog.h>
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namespace grove {
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SpritePass::SpritePass(rhi::ShaderHandle shader)
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: m_shader(shader)
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{
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m_sortedIndices.reserve(MAX_SPRITES_PER_BATCH);
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}
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void SpritePass::setup(rhi::IRHIDevice& device) {
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// Create quad vertex buffer (unit quad, instanced)
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// Layout must match shader: a_position (vec3) + a_color0 (vec4)
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// Note: Color is white (1,1,1,1) - actual color comes from instance data
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float quadVertices[] = {
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// pos.x, pos.y, pos.z, r, g, b, a
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0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // bottom-left
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1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // bottom-right
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // top-right
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0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // top-left
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};
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rhi::BufferDesc vbDesc;
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vbDesc.type = rhi::BufferDesc::Vertex;
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vbDesc.size = sizeof(quadVertices);
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vbDesc.data = quadVertices;
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vbDesc.dynamic = false;
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vbDesc.layout = rhi::BufferDesc::PosColor; // Match shader: a_position + a_color0
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m_quadVB = device.createBuffer(vbDesc);
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// Create index buffer
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uint16_t quadIndices[] = {
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0, 1, 2, // first triangle
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0, 2, 3 // second triangle
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};
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rhi::BufferDesc ibDesc;
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ibDesc.type = rhi::BufferDesc::Index;
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ibDesc.size = sizeof(quadIndices);
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ibDesc.data = quadIndices;
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ibDesc.dynamic = false;
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m_quadIB = device.createBuffer(ibDesc);
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// Note: We no longer create a persistent instance buffer since we use transient buffers
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// But keep it for fallback if transient allocation fails
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rhi::BufferDesc instDesc;
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instDesc.type = rhi::BufferDesc::Instance;
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instDesc.size = MAX_SPRITES_PER_BATCH * sizeof(SpriteInstance);
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instDesc.data = nullptr;
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instDesc.dynamic = true;
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m_instanceBuffer = device.createBuffer(instDesc);
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// Create texture sampler uniform (must match shader: s_texColor)
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m_textureSampler = device.createUniform("s_texColor", 1);
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// Create default white 4x4 texture (restored to white)
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// Some drivers have issues with 1x1 textures
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uint32_t whitePixels[16];
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for (int i = 0; i < 16; ++i) whitePixels[i] = 0xFFFFFFFF; // RGBA white
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rhi::TextureDesc texDesc;
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texDesc.width = 4;
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texDesc.height = 4;
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texDesc.format = rhi::TextureDesc::RGBA8;
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texDesc.data = whitePixels;
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texDesc.dataSize = sizeof(whitePixels);
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m_defaultTexture = device.createTexture(texDesc);
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spdlog::info("SpritePass: defaultTexture valid={} (4x4 white)", m_defaultTexture.isValid());
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}
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void SpritePass::shutdown(rhi::IRHIDevice& device) {
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device.destroy(m_quadVB);
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device.destroy(m_quadIB);
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device.destroy(m_instanceBuffer);
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device.destroy(m_textureSampler);
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device.destroy(m_defaultTexture);
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// Note: m_shader is owned by ShaderManager, not destroyed here
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}
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void SpritePass::flushBatch(rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd,
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rhi::TextureHandle texture, uint32_t count) {
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if (count == 0) return;
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cmd.setVertexBuffer(m_quadVB);
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cmd.setIndexBuffer(m_quadIB);
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// Note: Instance buffer should be set before calling this
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cmd.setTexture(0, texture, m_textureSampler);
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cmd.drawInstanced(6, count);
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cmd.submit(0, m_shader, 0);
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}
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void SpritePass::execute(const FramePacket& frame, rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd) {
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if (frame.spriteCount == 0) return;
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// Prepare render state (will be set before each batch)
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rhi::RenderState state;
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state.blend = rhi::BlendMode::Alpha;
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state.cull = rhi::CullMode::None;
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state.depthTest = false;
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state.depthWrite = false;
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// Sort sprites by layer first (for correct draw order), then by texture (for batching)
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m_sortedIndices.clear();
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m_sortedIndices.reserve(frame.spriteCount);
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for (size_t i = 0; i < frame.spriteCount; ++i) {
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m_sortedIndices.push_back(static_cast<uint32_t>(i));
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}
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std::sort(m_sortedIndices.begin(), m_sortedIndices.end(),
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[&frame](uint32_t a, uint32_t b) {
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// Sort by layer first, then by textureId for batching
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if (frame.sprites[a].layer != frame.sprites[b].layer) {
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return frame.sprites[a].layer < frame.sprites[b].layer;
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}
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return frame.sprites[a].textureId < frame.sprites[b].textureId;
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});
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// Batch sprites by texture
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std::vector<SpriteInstance> batchSprites;
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batchSprites.reserve(frame.spriteCount);
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uint16_t currentTextureId = 0;
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bool firstBatch = true;
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static int spriteLogCount = 0;
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for (size_t i = 0; i < m_sortedIndices.size(); ++i) {
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uint32_t idx = m_sortedIndices[i];
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const SpriteInstance& sprite = frame.sprites[idx];
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uint16_t spriteTexId = static_cast<uint16_t>(sprite.textureId);
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// Log first few textured sprites
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if (spriteLogCount < 10 && spriteTexId > 0) {
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spdlog::info("🎨 [SpritePass] Processing sprite #{}: textureId={}, pos=({:.1f},{:.1f}), scale={}x{}, layer={}",
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spriteLogCount++, spriteTexId, sprite.x, sprite.y, sprite.scaleX, sprite.scaleY, (int)sprite.layer);
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}
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// Start new batch if texture changes
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if (!firstBatch && spriteTexId != currentTextureId) {
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// Flush previous batch using TRANSIENT BUFFER (one per batch)
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uint32_t batchSize = static_cast<uint32_t>(batchSprites.size());
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rhi::TransientInstanceBuffer transientBuffer = device.allocTransientInstanceBuffer(batchSize);
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// CRITICAL: Set render state before EACH batch (consumed by submit)
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cmd.setState(state);
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// Get texture handle from ResourceCache
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rhi::TextureHandle texHandle = m_defaultTexture;
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if (m_resourceCache && currentTextureId > 0) {
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auto cachedTex = m_resourceCache->getTextureById(currentTextureId);
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if (cachedTex.isValid()) {
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texHandle = cachedTex;
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static int batchNum = 0;
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spdlog::info("[Batch #{}] SpritePass flushing batch: textureId={}, handle={}, size={}",
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batchNum++, currentTextureId, texHandle.id, batchSprites.size());
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}
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}
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if (transientBuffer.isValid()) {
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// Copy sprite data to transient buffer (frame-local, won't be overwritten)
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std::memcpy(transientBuffer.data, batchSprites.data(), batchSize * sizeof(SpriteInstance));
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cmd.setVertexBuffer(m_quadVB);
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cmd.setIndexBuffer(m_quadIB);
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cmd.setTransientInstanceBuffer(transientBuffer, 0, batchSize);
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cmd.setTexture(0, texHandle, m_textureSampler);
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cmd.drawInstanced(6, batchSize);
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cmd.submit(0, m_shader, 0);
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} else {
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// Fallback to dynamic buffer (single batch limitation - data will be overwritten!)
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device.updateBuffer(m_instanceBuffer, batchSprites.data(), batchSize * sizeof(SpriteInstance));
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cmd.setVertexBuffer(m_quadVB);
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cmd.setIndexBuffer(m_quadIB);
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cmd.setInstanceBuffer(m_instanceBuffer, 0, batchSize);
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cmd.setTexture(0, texHandle, m_textureSampler);
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cmd.drawInstanced(6, batchSize);
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cmd.submit(0, m_shader, 0);
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}
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// Start new batch
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batchSprites.clear();
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}
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batchSprites.push_back(sprite);
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currentTextureId = spriteTexId;
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firstBatch = false;
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}
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// Flush final batch
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if (!batchSprites.empty()) {
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// Use TRANSIENT BUFFER for final batch too
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uint32_t batchSize = static_cast<uint32_t>(batchSprites.size());
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rhi::TransientInstanceBuffer transientBuffer = device.allocTransientInstanceBuffer(batchSize);
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// CRITICAL: Set render state before EACH batch (consumed by submit)
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cmd.setState(state);
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// Get texture handle from ResourceCache
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rhi::TextureHandle texHandle = m_defaultTexture;
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if (m_resourceCache && currentTextureId > 0) {
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auto cachedTex = m_resourceCache->getTextureById(currentTextureId);
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if (cachedTex.isValid()) {
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texHandle = cachedTex;
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static int finalBatchNum = 0;
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spdlog::info("[Final Batch #{}] SpritePass flushing final batch: textureId={}, handle={}, size={}",
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finalBatchNum++, currentTextureId, texHandle.id, batchSprites.size());
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} else {
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static bool warnLogged = false;
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if (!warnLogged) {
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spdlog::warn("SpritePass: Texture ID {} not found in cache, using default", currentTextureId);
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warnLogged = true;
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}
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}
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}
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if (transientBuffer.isValid()) {
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// Copy sprite data to transient buffer (frame-local, won't be overwritten)
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std::memcpy(transientBuffer.data, batchSprites.data(), batchSize * sizeof(SpriteInstance));
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cmd.setVertexBuffer(m_quadVB);
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cmd.setIndexBuffer(m_quadIB);
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cmd.setTransientInstanceBuffer(transientBuffer, 0, batchSize);
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cmd.setTexture(0, texHandle, m_textureSampler);
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cmd.drawInstanced(6, batchSize);
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cmd.submit(0, m_shader, 0);
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} else {
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// Fallback to dynamic buffer (single batch limitation - data will be overwritten!)
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device.updateBuffer(m_instanceBuffer, batchSprites.data(), batchSize * sizeof(SpriteInstance));
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cmd.setVertexBuffer(m_quadVB);
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cmd.setIndexBuffer(m_quadIB);
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cmd.setInstanceBuffer(m_instanceBuffer, 0, batchSize);
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cmd.setTexture(0, texHandle, m_textureSampler);
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cmd.drawInstanced(6, batchSize);
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cmd.submit(0, m_shader, 0);
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}
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}
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}
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} // namespace grove
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