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glitchy-engine-beef/GlitchyEngine/src/Renderer/BufferVariable.bf
T

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Beef

using System;
using GlitchyEngine.Math;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
public enum VariableFlags
{
None = 0x00,
/// The variable is dirty and needs to be sent do the GPU.
Dirty = 0x01,
/// The variable is locked, its value cannot be overwritten in child buffers.
Locked = 0x02,
/// The variable is used in the shader. Conversely, this means that the variable is unused.
Used = 0x04,
/// (For inherited variables only) The variable doesn't override the value set in the parent buffer.
Unset = 0x08,
/// The variables value cannot be changed. (i.e. it is locked in the parent buffer)
Readonly = 0x10
}
public class BufferVariable
{
private ConstantBuffer _constantBuffer;
private String _name ~ delete _;
protected String _previewName ~ delete _;
protected String _editorTypeName ~ delete _;
private ShaderVariableType _elementType;
internal uint32 _columns;
internal uint32 _rows;
private uint32 _offset;
internal uint32 _sizeInBytes;
// Number of elements in the array
internal uint32 _arrayElements;
private VariableFlags _flags;
public ConstantBuffer ConstantBuffer => _constantBuffer;
public ShaderVariableType ElementType => _elementType;
public String Name => _name;
public StringView PreviewName => _previewName;
public StringView EditorTypeName => _editorTypeName;
public bool IsUsed => _flags.HasFlag(.Used);
public uint32 Columns => _columns;
public uint32 Rows => _rows;
public uint32 ArrayElements => _arrayElements;
public uint32 Offset => _offset;
public bool IsDirty => _flags.HasFlag(.Dirty);
public bool IsLocked => _flags.HasFlag(.Locked);
/// Only applies to variables of child buffers. If true, the variable is unset and
/// it's value will come from the parent buffer.
/// Note: Setting IsUnset to true will only have a guaranteed effect on the value stored in this BufferVariable once Apply has been called on the constant buffer.
public bool IsUnset
{
get => _flags.HasFlag(.Unset);
set => Enum.SetFlagConditionally(ref _flags, .Unset, value);
}
public VariableFlags Flags => _flags;
/**
* Gets a pointer to the start of the variable in the constant buffers backing data.
*/
[Inline]
internal uint8* firstByte => _constantBuffer.rawData.CArray() + _offset;
public this(StringView name, ConstantBuffer constantBuffer, ShaderVariableType type, uint32 columns, uint32 rows, uint32 offset, uint32 sizeInBytes, uint32 arrayElements, bool isUsed, StringView previewName, StringView editorTypeName)
{
_name = new String(name);
_previewName = new String(previewName);
_editorTypeName = new String(editorTypeName);
_constantBuffer = constantBuffer; // Only hold a weak reference. This variable has to die with the buffer
_elementType = type;
_columns = columns;
_rows = rows;
_offset = offset;
_sizeInBytes = sizeInBytes;
_arrayElements = arrayElements;
_flags = .None;
Enum.SetFlagConditionally(ref _flags, .Used, isUsed);
Enum.SetFlag(ref _flags, .Dirty);
//Enum.SetFlag(ref _flags, .Locked);
}
public void EnsureTypeMatch(int rows, int cols, ShaderVariableType type)
{
Debug.Profiler.ProfileRendererFunction!();
#if GE_SHADER_MATRIX_MISMATCH_IS_ERROR
if (rows != _rows || cols != _columns)
Log.EngineLogger.Assert(false, scope $"The matrix-dimensions do not match: Expected {_rows} rows and {_rows} columns but Received {rows} rows and {cols} columns instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
#elif GE_SHADER_MATRIX_MISMATCH_IS_WARNING
if (rows != _rows || cols != _columns)
Log.EngineLogger.Warning($"The matrix-dimensions do not match: Expected {_rows} rows and {_rows} columns but Received {rows} rows and {cols} columns instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
#endif
#if GE_SHADER_VAR_TYPE_MISMATCH_IS_ERROR
if (type != _elementType)
Log.EngineLogger.Assert(false, scope $"The types do not match: Expected \"{_elementType}\" but Received \"{type}\" instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
#elif GE_SHADER_VAR_TYPE_MISMATCH_IS_WARNING
if (type != _type)
Log.EngineLogger.Warning($"The types do not match: Expected \"{_type}\" but Received \"{type}\" instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
#endif
}
public enum TypematchResult
{
Ok,
MatrixDimensionMismatch,
ElementTypeMismatch,
}
public TypematchResult CheckTypematch(int rows, int cols, ShaderVariableType type)
{
Debug.Profiler.ProfileRendererFunction!();
if (rows != _rows || cols != _columns)
return .MatrixDimensionMismatch;
if (type != _elementType)
return .ElementTypeMismatch;
return .Ok;
}
public void EnsureTypeMatch<T>()
{
switch(typeof(T))
{
case typeof(bool):
EnsureTypeMatch(1, 1, .Bool);
case typeof(bool2):
EnsureTypeMatch(1, 2, .Bool);
case typeof(bool3):
EnsureTypeMatch(1, 3, .Bool);
case typeof(bool4):
EnsureTypeMatch(1, 4, .Bool);
case typeof(int32):
EnsureTypeMatch(1, 1, .Int);
case typeof(int2):
EnsureTypeMatch(1, 2, .Int);
case typeof(int3):
EnsureTypeMatch(1, 3, .Int);
case typeof(int4):
EnsureTypeMatch(1, 4, .Int);
case typeof(uint32):
EnsureTypeMatch(1, 1, .UInt);
case typeof(uint2):
EnsureTypeMatch(1, 2, .UInt);
case typeof(uint3):
EnsureTypeMatch(1, 3, .UInt);
case typeof(uint4):
EnsureTypeMatch(1, 4, .UInt);
case typeof(float):
EnsureTypeMatch(1, 1, .Float);
case typeof(float2):
EnsureTypeMatch(1, 2, .Float);
case typeof(float3):
EnsureTypeMatch(1, 3, .Float);
case typeof(float4):
EnsureTypeMatch(1, 4, .Float);
case typeof(Matrix4x3):
EnsureTypeMatch(4, 3, .Float);
case typeof(Matrix3x3):
EnsureTypeMatch(3, 3, .Float);
case typeof(Matrix):
EnsureTypeMatch(4, 4, .Float);
case typeof(ColorRGB):
EnsureTypeMatch(1, 3, .Float);
case typeof(ColorRGBA):
EnsureTypeMatch(1, 4, .Float);
case typeof(Color):
EnsureTypeMatch(1, 4, .Float);
}
}
enum SetDataError
{
VariableNotFound,
TypeMismatch
}
[Inline]
private void SetData<T>(T value)
{
EnsureTypeMatch<T>();
_flags |= .Dirty;
Enum.ClearFlag(ref _flags, .Unset);
*(T*)firstByte = value;
}
[Inline]
private T GetData<T>()
{
return *(T*)firstByte;
}
public void SetData(bool value) => SetData<bool>(value);
public void SetData(bool2 value) => SetData<bool2>(value);
public void SetData(bool3 value) => SetData<bool3>(value);
public void SetData(bool4 value) => SetData<bool4>(value);
public void SetData(int32 value) => SetData<int32>(value);
public void SetData(int2 value) => SetData<int2>(value);
public void SetData(int3 value) => SetData<int3>(value);
public void SetData(int4 value) => SetData<int4>(value);
public void SetData(uint32 value) => SetData<uint32>(value);
public void SetData(uint2 value) => SetData<uint2>(value);
public void SetData(uint3 value) => SetData<uint3>(value);
public void SetData(uint4 value) => SetData<uint4>(value);
public void SetData(float value) => SetData<float>(value);
public void SetData(float2 value) => SetData<float2>(value);
public void SetData(float3 value) => SetData<float3>(value);
public void SetData(float4 value) => SetData<float4>(value);
public void SetData(ColorRGB value) => SetData<ColorRGB>(value);
public void SetData(ColorRGBA value) => SetData<ColorRGBA>(value);
public void SetData(Color value) => SetData<ColorRGBA>((ColorRGBA)value);
public void SetData(Matrix4x3 value) => SetData<Matrix4x3>(value);
public void SetData(Matrix4x3[] value)
{
EnsureTypeMatch<Matrix4x3>();
_flags |= .Dirty;
Enum.ClearFlag(ref _flags, .Unset);
// TODO: assert length
Internal.MemCpy(firstByte, value.Ptr, sizeof(Matrix4x3) * Math.Min(value.Count, _arrayElements));
}
public void SetData(Matrix3x3 value)
{
EnsureTypeMatch<Matrix3x3>();
_flags |= .Dirty;
Enum.ClearFlag(ref _flags, .Unset);
// TODO: D3D uses 16 Byte rows, smaller rows are padded.
// OpenGL and Vulkan do this by default, too. However they support compact buffers,
// if we want to support that we need to handle it here somehow (simple size check?).
*(Matrix4x3*)firstByte = Matrix4x3(value);
}
public void SetData(Matrix3x3[] value)
{
EnsureTypeMatch<Matrix3x3>();
_flags |= .Dirty;
Enum.ClearFlag(ref _flags, .Unset);
// TODO: assert length
for(int i < Math.Min(value.Count, _arrayElements))
{
((Matrix4x3*)firstByte)[i] = Matrix4x3(value[i]);
}
}
public void SetData(Matrix value) => SetData<Matrix>(value);
public void SetData(Matrix[] value)
{
EnsureTypeMatch<Matrix>();
_flags |= .Dirty;
Enum.ClearFlag(ref _flags, .Unset);
// TODO: assert length
Internal.MemCpy(firstByte, value.Ptr, sizeof(Matrix) * Math.Min(value.Count, _arrayElements));
}
// Todo: add all the other SetData-Methods
/**
* Sets the raw data of the variable.
* @param rawData The pointer to the raw data. If rawData is null the raw data will be set to zero.
*/
internal void SetRawData(void* rawData)
{
#if GE_SHADER_UNUSED_VARIABLE_IS_ERROR
Log.EngineLogger.Assert(_isUsed, scope $"Setting data for unused Variable \"{_name}\" of constant buffer \"{_constantBuffer.Name}\".");
#elif GE_SHADER_UNUSED_VARIABLE_IS_WARNING
if(!_flags.HasFlag(.Used))
{
Log.EngineLogger.Warning($"Setting data for unused Variable \"{_name}\" of constant buffer \"{_constantBuffer.Name}\".");
}
#endif
_flags |= .Dirty;
Enum.ClearFlag(ref _flags, .Unset);
if(rawData != null)
Internal.MemCpy(firstByte, rawData, _sizeInBytes);
else
Internal.MemSet(firstByte, 0, _sizeInBytes);
}
}
}