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/// VulkanRenderer - Vulkan rendering backend implementation
/// This is a PLATFORM-SPECIFIC module (Vulkan API)
import Foundation
import RendererAPI
// Note: In a real implementation, this would import Vulkan C bindings
// import CVulkan or similar Swift Vulkan wrapper
/// Vulkan-based renderer implementation
public final class VulkanRenderer: Renderer, @unchecked Sendable {
private var config: RendererConfig?
private var isInitialized: Bool = false
// Vulkan handles (placeholders - would be actual Vulkan types)
private var instance: UnsafeMutableRawPointer?
private var device: UnsafeMutableRawPointer?
private var physicalDevice: UnsafeMutableRawPointer?
private var surface: UnsafeMutableRawPointer?
private var swapchain: UnsafeMutableRawPointer?
private var commandPool: UnsafeMutableRawPointer?
private var graphicsQueue: UnsafeMutableRawPointer?
private var presentQueue: UnsafeMutableRawPointer?
// Resource storage
private var meshes: [MeshHandle: VulkanMesh] = [:]
private var textures: [TextureHandle: VulkanTexture] = [:]
private var materials: [MaterialHandle: VulkanMaterial] = [:]
private var currentFrameIndex: UInt32 = 0
private let maxFramesInFlight: UInt32 = 2
public init() {
print(" 🌋 VulkanRenderer created")
}
// MARK: - Renderer Protocol Implementation
public func initialize(config: RendererConfig) async throws {
print(" → Initializing Vulkan renderer...")
self.config = config
// 1. Create Vulkan Instance
try createInstance()
// 2. Create Surface (from window handle)
try createSurface(windowHandle: config.windowHandle)
// 3. Pick Physical Device (GPU)
try pickPhysicalDevice()
// 4. Create Logical Device
try createLogicalDevice()
// 5. Create Swapchain
try createSwapchain(width: config.width, height: config.height, vsync: config.vsyncEnabled)
// 6. Create Command Pools and Buffers
try createCommandResources()
// 7. Create Render Pass
try createRenderPass()
// 8. Create Framebuffers
try createFramebuffers()
// 9. Create Graphics Pipeline
try createGraphicsPipeline()
// 10. Create Descriptor Sets for materials
try createDescriptorResources()
isInitialized = true
print(" ✓ Vulkan renderer initialized")
}
public func beginFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
// Wait for previous frame to finish
// Acquire next swapchain image
// Begin command buffer recording
}
public func draw(scene: Scene) throws {
guard isInitialized else { throw RendererError.notInitialized }
// Begin render pass
// Set viewport and scissor
// Bind pipeline
// Draw each entity
for entity in scene.entities {
// Set up push constants / uniform buffers
// Bind vertex and index buffers
// Draw indexed
drawEntity(entity, camera: scene.camera)
}
// End render pass
}
public func endFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
// End command buffer
// Submit to graphics queue
// Present to swapchain
currentFrameIndex = (currentFrameIndex + 1) % maxFramesInFlight
}
public func shutdown() async {
print(" → Shutting down Vulkan renderer...")
// Wait for device idle
// Destroy all resources in reverse order
destroyDescriptorResources()
destroyGraphicsPipeline()
destroyFramebuffers()
destroyRenderPass()
destroyCommandResources()
destroySwapchain()
destroyLogicalDevice()
destroySurface()
destroyInstance()
isInitialized = false
print(" ✓ Vulkan renderer shutdown complete")
}
public func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle {
let handle = MeshHandle()
// Create Vulkan vertex buffer
// Create Vulkan index buffer
// Upload data to GPU
let vulkanMesh = VulkanMesh(
vertexBuffer: nil,
indexBuffer: nil,
vertexCount: UInt32(vertices.count),
indexCount: UInt32(indices.count)
)
meshes[handle] = vulkanMesh
return handle
}
public func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle {
let handle = TextureHandle()
// Create Vulkan image
// Create Vulkan image view
// Create Vulkan sampler
// Upload texture data
let vulkanTexture = VulkanTexture(
image: nil,
imageView: nil,
sampler: nil,
width: width,
height: height
)
textures[handle] = vulkanTexture
return handle
}
public func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle {
let handle = MaterialHandle()
// Create descriptor set for this material
// Bind textures to descriptor set
let vulkanMaterial = VulkanMaterial(
descriptorSet: nil,
albedoTexture: albedoTexture,
normalTexture: normalTexture
)
materials[handle] = vulkanMaterial
return handle
}
public var info: RendererInfo {
return RendererInfo(
apiName: "Vulkan",
apiVersion: "1.3",
deviceName: "Vulkan Device (placeholder)",
maxTextureSize: 16384
)
}
// MARK: - Vulkan-Specific Implementation
private func createInstance() throws {
print(" • Creating Vulkan instance...")
// vkCreateInstance(...) with validation layers in debug
}
private func createSurface(windowHandle: UnsafeMutableRawPointer?) throws {
print(" • Creating Vulkan surface...")
// Platform-specific surface creation:
// - Linux: vkCreateXlibSurfaceKHR or vkCreateWaylandSurfaceKHR
// - Windows: vkCreateWin32SurfaceKHR
}
private func pickPhysicalDevice() throws {
print(" • Selecting physical device...")
// vkEnumeratePhysicalDevices
// Score devices and pick best one (dedicated GPU preferred)
}
private func createLogicalDevice() throws {
print(" • Creating logical device...")
// vkCreateDevice with required extensions and features
}
private func createSwapchain(width: Int, height: Int, vsync: Bool) throws {
print(" • Creating swapchain (\(width)x\(height))...")
// vkCreateSwapchainKHR with appropriate format and present mode
}
private func createCommandResources() throws {
print(" • Creating command resources...")
// vkCreateCommandPool
// vkAllocateCommandBuffers
}
private func createRenderPass() throws {
print(" • Creating render pass...")
// vkCreateRenderPass with color and depth attachments
}
private func createFramebuffers() throws {
print(" • Creating framebuffers...")
// vkCreateFramebuffer for each swapchain image
}
private func createGraphicsPipeline() throws {
print(" • Creating graphics pipeline...")
// Load shaders (SPIR-V)
// vkCreateGraphicsPipelines with all state
}
private func createDescriptorResources() throws {
print(" • Creating descriptor resources...")
// vkCreateDescriptorSetLayout
// vkCreateDescriptorPool
}
private func drawEntity(_ entity: Entity, camera: Camera) {
// Bind mesh
// Bind material
// Set push constants (MVP matrix)
// vkCmdDrawIndexed
}
// MARK: - Cleanup
private func destroyDescriptorResources() {
// vkDestroyDescriptorPool
// vkDestroyDescriptorSetLayout
}
private func destroyGraphicsPipeline() {
// vkDestroyPipeline
// vkDestroyPipelineLayout
}
private func destroyFramebuffers() {
// vkDestroyFramebuffer for each
}
private func destroyRenderPass() {
// vkDestroyRenderPass
}
private func destroyCommandResources() {
// vkFreeCommandBuffers
// vkDestroyCommandPool
}
private func destroySwapchain() {
// vkDestroySwapchainKHR
}
private func destroyLogicalDevice() {
// vkDestroyDevice
}
private func destroySurface() {
// vkDestroySurfaceKHR
}
private func destroyInstance() {
// vkDestroyInstance
}
}
// MARK: - Vulkan Resource Types
private struct VulkanMesh {
var vertexBuffer: UnsafeMutableRawPointer?
var indexBuffer: UnsafeMutableRawPointer?
var vertexCount: UInt32
var indexCount: UInt32
}
private struct VulkanTexture {
var image: UnsafeMutableRawPointer?
var imageView: UnsafeMutableRawPointer?
var sampler: UnsafeMutableRawPointer?
var width: Int
var height: Int
}
private struct VulkanMaterial {
var descriptorSet: UnsafeMutableRawPointer?
var albedoTexture: TextureHandle?
var normalTexture: TextureHandle?
}
// MARK: - Errors
private enum RendererError: Error {
case notInitialized
case vulkanError(String)
}