GroveEngine/modules/BgfxRenderer/RHI/BgfxDevice.cpp
StillHammer 9618a647a2 feat(BgfxRenderer): Fix multi-texture batching and add particle effects
- Fix texture state management in BgfxDevice: defer setTexture until submit()
- Add transient instance buffer support for multi-batch rendering
- Add ParticlePass with fire, smoke and sparkle particle systems
- Load multiple textures from config (texture1..texture10)
- Visual test now demonstrates multi-texture sprites and multi-particle effects

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 17:15:45 +08:00

566 lines
22 KiB
C++

#include "RHIDevice.h"
#include "RHICommandBuffer.h"
// bgfx includes - ONLY in this file
#include <bgfx/bgfx.h>
#include <bgfx/platform.h>
#include <bx/math.h>
#include <unordered_map>
namespace grove::rhi {
// ============================================================================
// Bgfx Device Implementation
// ============================================================================
class BgfxDevice : public IRHIDevice {
public:
BgfxDevice() = default;
~BgfxDevice() override = default;
bool init(void* nativeWindowHandle, void* nativeDisplayHandle, uint16_t width, uint16_t height) override {
m_width = width;
m_height = height;
bgfx::Init init;
init.type = bgfx::RendererType::Count; // Auto-select
init.resolution.width = width;
init.resolution.height = height;
init.resolution.reset = BGFX_RESET_VSYNC;
// Set platform data
init.platformData.nwh = nativeWindowHandle;
init.platformData.ndt = nativeDisplayHandle; // X11 Display* on Linux, nullptr on Windows
if (!bgfx::init(init)) {
return false;
}
// Set debug flags in debug builds
#ifdef _DEBUG
bgfx::setDebug(BGFX_DEBUG_TEXT);
#endif
// Set default view clear
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030FF, 1.0f, 0);
bgfx::setViewRect(0, 0, 0, width, height);
m_initialized = true;
return true;
}
void shutdown() override {
if (m_initialized) {
bgfx::shutdown();
m_initialized = false;
}
}
void reset(uint16_t width, uint16_t height) override {
m_width = width;
m_height = height;
bgfx::reset(width, height, BGFX_RESET_VSYNC);
bgfx::setViewRect(0, 0, 0, width, height);
}
DeviceCapabilities getCapabilities() const override {
DeviceCapabilities caps;
const bgfx::Caps* bgfxCaps = bgfx::getCaps();
caps.maxTextureSize = static_cast<uint16_t>(bgfxCaps->limits.maxTextureSize);
caps.maxViews = static_cast<uint16_t>(bgfxCaps->limits.maxViews);
caps.maxDrawCalls = bgfxCaps->limits.maxDrawCalls;
caps.instancingSupported = bgfxCaps->supported & BGFX_CAPS_INSTANCING;
caps.computeSupported = bgfxCaps->supported & BGFX_CAPS_COMPUTE;
caps.rendererName = bgfx::getRendererName(bgfxCaps->rendererType);
caps.gpuName = bgfxCaps->vendorId != BGFX_PCI_ID_NONE
? std::to_string(bgfxCaps->vendorId) : "Unknown";
return caps;
}
// ========================================
// Resource Creation
// ========================================
TextureHandle createTexture(const TextureDesc& desc) override {
bgfx::TextureFormat::Enum format = toBgfxFormat(desc.format);
bgfx::TextureHandle handle = bgfx::createTexture2D(
desc.width, desc.height,
desc.mipLevels > 1,
1, // layers
format,
BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE,
desc.data ? bgfx::copy(desc.data, desc.dataSize) : nullptr
);
TextureHandle result;
result.id = handle.idx;
return result;
}
BufferHandle createBuffer(const BufferDesc& desc) override {
BufferHandle result;
if (desc.type == BufferDesc::Vertex) {
// Build vertex layout based on layout type
bgfx::VertexLayout layout;
if (desc.layout == BufferDesc::PosColor) {
// vec3 position + vec4 color (7 floats = 28 bytes per vertex)
layout.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Float, true) // normalized
.end();
} else {
// Raw bytes - use 1-byte layout
layout.begin().add(bgfx::Attrib::Position, 1, bgfx::AttribType::Uint8).end();
}
if (desc.dynamic) {
bgfx::DynamicVertexBufferHandle dvb = bgfx::createDynamicVertexBuffer(
desc.layout == BufferDesc::PosColor ? desc.size / layout.getStride() : desc.size,
layout,
BGFX_BUFFER_ALLOW_RESIZE
);
result.id = dvb.idx | 0x8000;
} else {
bgfx::VertexBufferHandle vb = bgfx::createVertexBuffer(
desc.data ? bgfx::copy(desc.data, desc.size) : bgfx::makeRef(s_emptyBuffer, 1),
layout
);
result.id = vb.idx;
}
} else if (desc.type == BufferDesc::Index) {
if (desc.dynamic) {
bgfx::DynamicIndexBufferHandle dib = bgfx::createDynamicIndexBuffer(
desc.size / sizeof(uint16_t),
BGFX_BUFFER_ALLOW_RESIZE
);
result.id = dib.idx | 0x8000;
} else {
bgfx::IndexBufferHandle ib = bgfx::createIndexBuffer(
desc.data ? bgfx::copy(desc.data, desc.size) : bgfx::makeRef(s_emptyBuffer, 1)
);
result.id = ib.idx;
}
} else { // Instance buffer - treated as dynamic vertex buffer
// Instance buffer layout: 5 x vec4 = 80 bytes per instance
// i_data0 (TEXCOORD7), i_data1 (TEXCOORD6), i_data2 (TEXCOORD5),
// i_data3 (TEXCOORD4), i_data4 (TEXCOORD3)
bgfx::VertexLayout layout;
layout.begin()
.add(bgfx::Attrib::TexCoord7, 4, bgfx::AttribType::Float) // i_data0: pos.xy, scale.xy
.add(bgfx::Attrib::TexCoord6, 4, bgfx::AttribType::Float) // i_data1: rotation, uv0.xy, unused
.add(bgfx::Attrib::TexCoord5, 4, bgfx::AttribType::Float) // i_data2: uv1.xy, unused, unused
.add(bgfx::Attrib::TexCoord4, 4, bgfx::AttribType::Float) // i_data3: reserved
.add(bgfx::Attrib::TexCoord3, 4, bgfx::AttribType::Float) // i_data4: color rgba
.end();
// 80 bytes per instance
uint32_t instanceCount = desc.size / 80;
bgfx::DynamicVertexBufferHandle dvb = bgfx::createDynamicVertexBuffer(
instanceCount,
layout,
BGFX_BUFFER_ALLOW_RESIZE
);
result.id = dvb.idx | 0x8000;
}
return result;
}
ShaderHandle createShader(const ShaderDesc& desc) override {
bgfx::ShaderHandle vs = bgfx::createShader(
bgfx::copy(desc.vsData, desc.vsSize)
);
bgfx::ShaderHandle fs = bgfx::createShader(
bgfx::copy(desc.fsData, desc.fsSize)
);
bgfx::ProgramHandle program = bgfx::createProgram(vs, fs, true);
ShaderHandle result;
result.id = program.idx;
return result;
}
UniformHandle createUniform(const char* name, uint8_t numVec4s) override {
bgfx::UniformHandle uniform = bgfx::createUniform(
name,
numVec4s == 1 ? bgfx::UniformType::Vec4 : bgfx::UniformType::Mat4
);
UniformHandle result;
result.id = uniform.idx;
return result;
}
// ========================================
// Resource Destruction
// ========================================
void destroy(TextureHandle handle) override {
if (handle.isValid()) {
bgfx::TextureHandle h = { handle.id };
bgfx::destroy(h);
}
}
void destroy(BufferHandle handle) override {
if (handle.isValid()) {
bool isDynamic = (handle.id & 0x8000) != 0;
uint16_t idx = handle.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicVertexBufferHandle h = { idx };
bgfx::destroy(h);
} else {
bgfx::VertexBufferHandle h = { idx };
bgfx::destroy(h);
}
}
}
void destroy(ShaderHandle handle) override {
if (handle.isValid()) {
bgfx::ProgramHandle h = { handle.id };
bgfx::destroy(h);
}
}
void destroy(UniformHandle handle) override {
if (handle.isValid()) {
bgfx::UniformHandle h = { handle.id };
bgfx::destroy(h);
}
}
// ========================================
// Dynamic Updates
// ========================================
void updateBuffer(BufferHandle handle, const void* data, uint32_t size) override {
if (!handle.isValid()) return;
bool isDynamic = (handle.id & 0x8000) != 0;
uint16_t idx = handle.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicVertexBufferHandle h = { idx };
bgfx::update(h, 0, bgfx::copy(data, size));
}
// Static buffers cannot be updated
}
void updateTexture(TextureHandle handle, const void* data, uint32_t size) override {
if (!handle.isValid()) return;
bgfx::TextureHandle h = { handle.id };
bgfx::updateTexture2D(h, 0, 0, 0, 0, m_width, m_height, bgfx::copy(data, size));
}
// ========================================
// Transient Instance Buffers
// ========================================
TransientInstanceBuffer allocTransientInstanceBuffer(uint32_t count) override {
TransientInstanceBuffer result;
constexpr uint16_t INSTANCE_STRIDE = 80; // 5 x vec4
// Check if we have space in the pool
if (m_transientPoolCount >= MAX_TRANSIENT_BUFFERS) {
return result; // Pool full, return invalid
}
// Check if bgfx has enough transient memory
if (bgfx::getAvailInstanceDataBuffer(count, INSTANCE_STRIDE) < count) {
return result; // Not enough memory
}
// Allocate from bgfx
uint16_t poolIndex = m_transientPoolCount++;
bgfx::allocInstanceDataBuffer(&m_transientPool[poolIndex], count, INSTANCE_STRIDE);
result.data = m_transientPool[poolIndex].data;
result.size = count * INSTANCE_STRIDE;
result.count = count;
result.stride = INSTANCE_STRIDE;
result.poolIndex = poolIndex;
return result;
}
// ========================================
// View Setup
// ========================================
void setViewClear(ViewId id, uint32_t rgba, float depth) override {
bgfx::setViewClear(id, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, rgba, depth, 0);
}
void setViewRect(ViewId id, uint16_t x, uint16_t y, uint16_t w, uint16_t h) override {
bgfx::setViewRect(id, x, y, w, h);
}
void setViewTransform(ViewId id, const float* view, const float* proj) override {
bgfx::setViewTransform(id, view, proj);
}
// ========================================
// Frame
// ========================================
void frame() override {
bgfx::frame();
// Reset transient pool for next frame
m_transientPoolCount = 0;
}
void executeCommandBuffer(const RHICommandBuffer& cmdBuffer) override {
// Track current state for bgfx calls
RenderState currentState;
BufferHandle currentVB;
BufferHandle currentIB;
BufferHandle currentInstBuffer;
uint32_t instStart = 0;
uint32_t instCount = 0;
// Store texture state to apply at draw time (not immediately)
TextureHandle pendingTexture;
UniformHandle pendingSampler;
uint8_t pendingTextureSlot = 0;
bool hasTexture = false;
for (const Command& cmd : cmdBuffer.getCommands()) {
switch (cmd.type) {
case CommandType::SetState: {
currentState = cmd.setState.state;
// Build bgfx state flags
uint64_t state = BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A;
switch (currentState.blend) {
case BlendMode::Alpha:
state |= BGFX_STATE_BLEND_ALPHA;
break;
case BlendMode::Additive:
state |= BGFX_STATE_BLEND_ADD;
break;
case BlendMode::Multiply:
state |= BGFX_STATE_BLEND_MULTIPLY;
break;
case BlendMode::None:
default:
break;
}
switch (currentState.cull) {
case CullMode::CW:
state |= BGFX_STATE_CULL_CW;
break;
case CullMode::CCW:
state |= BGFX_STATE_CULL_CCW;
break;
case CullMode::None:
default:
break;
}
if (currentState.depthTest) {
state |= BGFX_STATE_DEPTH_TEST_LESS;
}
if (currentState.depthWrite) {
state |= BGFX_STATE_WRITE_Z;
}
bgfx::setState(state);
break;
}
case CommandType::SetTexture: {
// Store texture state - apply at draw time, not immediately
// This ensures texture is set after all other state is configured
pendingTexture = cmd.setTexture.texture;
pendingSampler = cmd.setTexture.sampler;
pendingTextureSlot = cmd.setTexture.slot;
hasTexture = true;
break;
}
case CommandType::SetUniform: {
bgfx::UniformHandle uniform = { cmd.setUniform.uniform.id };
bgfx::setUniform(uniform, cmd.setUniform.data, cmd.setUniform.numVec4s);
break;
}
case CommandType::SetVertexBuffer: {
currentVB = cmd.setVertexBuffer.buffer;
break;
}
case CommandType::SetIndexBuffer: {
currentIB = cmd.setIndexBuffer.buffer;
break;
}
case CommandType::SetInstanceBuffer: {
currentInstBuffer = cmd.setInstanceBuffer.buffer;
instStart = cmd.setInstanceBuffer.start;
instCount = cmd.setInstanceBuffer.count;
m_useTransientInstance = false;
break;
}
case CommandType::SetTransientInstanceBuffer: {
m_currentTransientIndex = cmd.setTransientInstanceBuffer.poolIndex;
instStart = cmd.setTransientInstanceBuffer.start;
instCount = cmd.setTransientInstanceBuffer.count;
m_useTransientInstance = true;
break;
}
case CommandType::SetScissor: {
bgfx::setScissor(cmd.setScissor.x, cmd.setScissor.y,
cmd.setScissor.w, cmd.setScissor.h);
break;
}
case CommandType::Draw: {
// Set vertex buffer before draw
if (currentVB.isValid()) {
bool isDynamic = (currentVB.id & 0x8000) != 0;
uint16_t idx = currentVB.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicVertexBufferHandle h = { idx };
bgfx::setVertexBuffer(0, h, 0, cmd.draw.vertexCount);
} else {
bgfx::VertexBufferHandle h = { idx };
bgfx::setVertexBuffer(0, h, cmd.draw.startVertex, cmd.draw.vertexCount);
}
}
break;
}
case CommandType::DrawIndexed: {
// Set vertex and index buffers before draw
if (currentVB.isValid()) {
bool isDynamic = (currentVB.id & 0x8000) != 0;
uint16_t idx = currentVB.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicVertexBufferHandle h = { idx };
bgfx::setVertexBuffer(0, h);
} else {
bgfx::VertexBufferHandle h = { idx };
bgfx::setVertexBuffer(0, h);
}
}
if (currentIB.isValid()) {
bool isDynamic = (currentIB.id & 0x8000) != 0;
uint16_t idx = currentIB.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicIndexBufferHandle h = { idx };
bgfx::setIndexBuffer(h, cmd.drawIndexed.startIndex, cmd.drawIndexed.indexCount);
} else {
bgfx::IndexBufferHandle h = { idx };
bgfx::setIndexBuffer(h, cmd.drawIndexed.startIndex, cmd.drawIndexed.indexCount);
}
}
break;
}
case CommandType::DrawInstanced: {
// Set vertex, index, and instance buffers
if (currentVB.isValid()) {
bool isDynamic = (currentVB.id & 0x8000) != 0;
uint16_t idx = currentVB.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicVertexBufferHandle h = { idx };
bgfx::setVertexBuffer(0, h);
} else {
bgfx::VertexBufferHandle h = { idx };
bgfx::setVertexBuffer(0, h);
}
}
if (currentIB.isValid()) {
bool isDynamic = (currentIB.id & 0x8000) != 0;
uint16_t idx = currentIB.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicIndexBufferHandle h = { idx };
bgfx::setIndexBuffer(h, 0, cmd.drawInstanced.indexCount);
} else {
bgfx::IndexBufferHandle h = { idx };
bgfx::setIndexBuffer(h, 0, cmd.drawInstanced.indexCount);
}
}
// Set instance buffer (either dynamic or transient)
if (m_useTransientInstance && m_currentTransientIndex < m_transientPoolCount) {
// Transient instance buffer from pool
bgfx::setInstanceDataBuffer(&m_transientPool[m_currentTransientIndex], instStart, instCount);
} else if (currentInstBuffer.isValid()) {
bool isDynamic = (currentInstBuffer.id & 0x8000) != 0;
uint16_t idx = currentInstBuffer.id & 0x7FFF;
if (isDynamic) {
bgfx::DynamicVertexBufferHandle h = { idx };
bgfx::setInstanceDataBuffer(h, instStart, instCount);
}
}
break;
}
case CommandType::Submit: {
// Apply pending texture right before submit
if (hasTexture) {
bgfx::TextureHandle tex = { pendingTexture.id };
bgfx::UniformHandle sampler = { pendingSampler.id };
bgfx::setTexture(pendingTextureSlot, sampler, tex);
}
bgfx::ProgramHandle program = { cmd.submit.shader.id };
bgfx::submit(cmd.submit.view, program, cmd.submit.depth);
// Reset texture state after submit (consumed)
hasTexture = false;
break;
}
}
}
}
private:
uint16_t m_width = 0;
uint16_t m_height = 0;
bool m_initialized = false;
// Transient instance buffer pool (reset each frame)
static constexpr uint16_t MAX_TRANSIENT_BUFFERS = 256;
bgfx::InstanceDataBuffer m_transientPool[MAX_TRANSIENT_BUFFERS];
uint16_t m_transientPoolCount = 0;
// Transient buffer state for command execution
bool m_useTransientInstance = false;
uint16_t m_currentTransientIndex = UINT16_MAX;
// Empty buffer for null data fallback in buffer creation
inline static const uint8_t s_emptyBuffer[1] = {0};
static bgfx::TextureFormat::Enum toBgfxFormat(TextureDesc::Format format) {
switch (format) {
case TextureDesc::RGBA8: return bgfx::TextureFormat::RGBA8;
case TextureDesc::RGB8: return bgfx::TextureFormat::RGB8;
case TextureDesc::R8: return bgfx::TextureFormat::R8;
case TextureDesc::DXT1: return bgfx::TextureFormat::BC1;
case TextureDesc::DXT5: return bgfx::TextureFormat::BC3;
default: return bgfx::TextureFormat::RGBA8;
}
}
};
// ============================================================================
// Factory
// ============================================================================
std::unique_ptr<IRHIDevice> IRHIDevice::create() {
return std::make_unique<BgfxDevice>();
}
} // namespace grove::rhi