cOMS/command/AppCmdBuffer.cpp
Dennis Eichhorn 2059cc6e77
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2025-06-14 19:10:16 +00:00

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/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef COMS_APP_COMMAND_BUFFER_C
#define COMS_APP_COMMAND_BUFFER_C
/**
* The AppCmdBuffer by itself doesn't do much, it simply takes in commands and executes them.
* The actual execution depends on the implementation of the underlying systems like:
* ECS, AMS, AudioMixer, ...
* The AppCmdBuffer simplifies the interaction with those systems since the caller has to care less
* about the information flow, function structure etc.
* On the other hand the caller loses some control:
* No control over the execution order, unless additional overhead like priority gets introduced
* No control over what type of command are executed, unless additional overhead like command type checks get introduced
* ...
* In many cases you don't need this type of control, but when you need it you should probably look at how
* this AppCmdBuffer interacts with the individual systems and manually call those
*/
#include "AppCmdBuffer.h"
#include "../camera/Camera.h"
#include "../ui/UILayout.h"
#include "../ui/UILayout.cpp"
#include "../ui/UITheme.h"
#include "../log/Log.h"
#include "../scene/SceneInfo.h"
#include "../system/FileUtils.cpp"
#include "../compiler/CompilerUtils.h"
// @todo Move the different functions to their own respective files (e.g. CmdAsset.cpp, CmdLayout.cpp)
inline
void cmd_buffer_create(AppCmdBuffer* cb, BufferMemory* buf, int32 commands_count)
{
chunk_init(&cb->commands, buf, commands_count, sizeof(Command), 64);
mutex_init(&cb->mtx, NULL);
LOG_1("Created AppCmdBuffer: %n B", {{LOG_DATA_UINT64, &cb->commands.size}});
}
// This doesn't load the asset directly but tells (most likely) a worker thread to load an asset
static inline
void cmd_asset_load_enqueue(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
queue_enqueue_wait_atomic(cb->assets_to_load, (byte *) cmd->data);
}
// This doesn't load the file directly but tells (most likely) a worker thread to load a file
static inline
void cmd_file_load_enqueue(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
// cmd->data structure:
// start with a pointer to a callback function
// file path
queue_enqueue_wait_atomic(cb->files_to_load, (byte *) cmd->data);
}
static inline
void cmd_file_load(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
FileBody file = {};
file_read((const char *) cmd->data + sizeof(CommandFunction), &file, cb->thrd_mem_vol);
// WARNING: This is not the normal cmd.callback
// This is a special callback part of the cmd data;
CommandFunction callback = *((CommandFunction *) cmd->data);
callback(&file);
}
static inline
void* cmd_func_run(AppCmdBuffer*, Command* cmd)
{
CommandFunction func = *((CommandFunction *) cmd->data);
return func(cmd);
}
static inline
Asset* cmd_asset_load(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
int32 asset_id = (int32) str_to_int((char *) cmd->data);
int32 archive_id = (asset_id >> 24) & 0xFF;
return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->thrd_mem_vol);
}
static inline
Asset* cmd_audio_play_enqueue(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
if (!asset) {
return asset;
}
// @todo How to handle settings = AudioInstance
audio_mixer_play(
&cb->mixer[(cmd->data + 32) ? *((int32 *) (cmd->data + 32)) : 0], // @bug how to handle multiple mixers
asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :)
(Audio *) asset->self
);
return asset;
}
static inline
Asset* cmd_audio_play_async(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
if (!asset) {
cmd_asset_load_enqueue(cb, cmd);
} else {
cmd_audio_play_enqueue(cb, cmd);
}
return asset;
}
static inline
Asset* cmd_texture_create(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
if (!asset) {
return asset;
}
Texture* texture = (Texture *) asset->self;
if ((cb->gpu_api_type == GPU_API_TYPE_OPENGL || cb->gpu_api_type == GPU_API_TYPE_VULKAN)
&& !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP)
) {
image_flip_vertical(cb->thrd_mem_vol, &texture->image);
}
return asset;
}
static inline
Asset* cmd_texture_load_async(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
if (!asset) {
cmd_asset_load_enqueue(cb, cmd);
} else {
cmd_texture_create(cb, cmd);
}
return asset;
}
static inline
Asset* cmd_font_create(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
if (!asset) {
return asset;
}
Font* font = (Font *) asset->self;
if (cb->gpu_api_type == GPU_API_TYPE_OPENGL || cb->gpu_api_type == GPU_API_TYPE_VULKAN) {
font_invert_coordinates(font);
}
return asset;
}
static inline
Asset* cmd_font_load_async(AppCmdBuffer* __restrict cb, Command* __restrict cmd)
{
Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
if (!asset) {
cmd_asset_load_enqueue(cb, cmd);
} else {
cmd_font_create(cb, cmd);
}
return asset;
}
inline
void thrd_cmd_insert(AppCmdBuffer* __restrict cb, Command* __restrict cmd_temp)
{
mutex_lock(&cb->mtx);
int32 index = chunk_reserve(&cb->commands, 1);
if (index < 0) {
mutex_unlock(&cb->mtx);
ASSERT_SIMPLE(false);
return;
}
if (index > cb->last_element) {
cb->last_element = index;
}
Command* cmd = (Command *) chunk_get_element(&cb->commands, index);
memcpy(cmd, cmd_temp, sizeof(Command));
mutex_unlock(&cb->mtx);
}
inline
void thrd_cmd_insert(AppCmdBuffer* cb, CommandType type, int32 data)
{
Command cmd;
cmd.callback = NULL;
cmd.type = type;
*((int32 *) cmd.data) = data;
thrd_cmd_insert(cb, &cmd);
}
inline
void thrd_cmd_insert(AppCmdBuffer* cb, CommandType type, const char* data)
{
Command cmd;
cmd.callback = NULL;
cmd.type = type;
str_copy_short((char *) cmd.data, data);
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_func_insert(AppCmdBuffer* cb, CommandFunction* func) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_FUNC_RUN;
*((CommandFunction *) cmd.data) = *func;
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_audio_play(AppCmdBuffer* cb, int32 data) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_AUDIO_PLAY;
*((int32 *) cmd.data) = data;
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_audio_play(AppCmdBuffer* cb, const char* data) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_AUDIO_PLAY;
str_copy_short((char *) cmd.data, data);
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_func_run(AppCmdBuffer* cb, CommandFunction* func) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_FUNC_RUN;
*((CommandFunction *) cmd.data) = *func;
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_texture_load(AppCmdBuffer* cb, int32 data) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_TEXTURE_LOAD;
*((int32 *) cmd.data) = data;
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_texture_load(AppCmdBuffer* cb, const char* data) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_TEXTURE_LOAD;
str_copy_short((char *) cmd.data, data);
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_font_load(AppCmdBuffer* cb, int32 data) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_FONT_LOAD;
*((int32 *) cmd.data) = data;
thrd_cmd_insert(cb, &cmd);
}
inline void thrd_cmd_font_load(AppCmdBuffer* cb, const char* data) {
Command cmd;
cmd.callback = NULL;
cmd.type = CMD_FONT_LOAD;
str_copy_short((char *) cmd.data, data);
thrd_cmd_insert(cb, &cmd);
}
inline Asset* cmd_asset_load_sync(AppCmdBuffer* cb, int32 asset_id)
{
int32 archive_id = (asset_id >> 24) & 0xFF;
return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
inline Asset* cmd_asset_load_sync(AppCmdBuffer* cb, const char* asset_id_str)
{
int32 asset_id = (int32) str_to_int(asset_id_str);
int32 archive_id = (asset_id >> 24) & 0xFF;
return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
inline Asset* cmd_audio_play(AppCmdBuffer* cb, int32 asset_id)
{
// Check if asset already loaded
char id_str[9];
int_to_hex(asset_id, id_str);
Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str);
// Load asset if not loaded
if (!asset) {
int32 archive_id = (asset_id >> 24) & 0xFF;
asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
// @todo How to handle settings = AudioInstance
audio_mixer_play(
&cb->mixer[0], // @bug how to handle multiple mixers
asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :)
(Audio *) asset->self
);
return asset;
}
inline Asset* cmd_audio_play(AppCmdBuffer* cb, const char* name) {
// Check if asset already loaded
Asset* asset = thrd_ams_get_asset_wait(cb->ams, name);
// Load asset if not loaded
if (!asset) {
int32 asset_id = (int32) hex_to_int(name);
int32 archive_id = (asset_id >> 24) & 0xFF;
asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
// @todo How to handle settings = AudioInstance
audio_mixer_play(
&cb->mixer[0], // @bug how to handle multiple mixers
asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :)
(Audio *) asset->self
);
return asset;
}
inline void* cmd_func_run(AppCmdBuffer*, CommandFunction func) {
return func(NULL);
}
inline Asset* cmd_texture_load_sync(AppCmdBuffer* cb, int32 asset_id) {
LOG_1("Load texture %d", {{LOG_DATA_INT32, &asset_id}});
// Check if asset already loaded
char id_str[9];
int_to_hex(asset_id, id_str);
PROFILE(PROFILE_CMD_ASSET_LOAD_SYNC, id_str, false, true);
Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str);
// Load asset if not loaded
if (!asset) {
int32 archive_id = (asset_id >> 24) & 0xFF;
asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
// Setup basic texture
Texture* texture = (Texture *) asset->self;
if ((cb->gpu_api_type == GPU_API_TYPE_OPENGL || cb->gpu_api_type == GPU_API_TYPE_VULKAN)
&& !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP)
) {
image_flip_vertical(cb->mem_vol, &texture->image);
}
// @question What about texture upload?
return asset;
}
inline Asset* cmd_texture_load_sync(AppCmdBuffer* cb, const char* name) {
LOG_1("Load texture %d", {{LOG_DATA_CHAR_STR, (void *) name}});
PROFILE(PROFILE_CMD_ASSET_LOAD_SYNC, name, false, true);
// Check if asset already loaded
Asset* asset = thrd_ams_get_asset_wait(cb->ams, name);
// Load asset if not loaded
if (!asset) {
int32 asset_id = (int32) hex_to_int(name);
int32 archive_id = (asset_id >> 24) & 0xFF;
asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
// Setup basic texture
Texture* texture = (Texture *) asset->self;
if ((cb->gpu_api_type == GPU_API_TYPE_OPENGL || cb->gpu_api_type == GPU_API_TYPE_VULKAN)
&& !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP)
) {
image_flip_vertical(cb->mem_vol, &texture->image);
}
// @question What about texture upload?
return asset;
}
inline Asset* cmd_font_load_sync(AppCmdBuffer* cb, int32 asset_id)
{
LOG_1("Load font %d", {{LOG_DATA_INT32, &asset_id}});
// Check if asset already loaded
char id_str[9];
int_to_hex(asset_id, id_str);
PROFILE(PROFILE_CMD_FONT_LOAD_SYNC, id_str, false, true);
Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str);
// Load asset if not loaded
if (!asset) {
int32 archive_id = (asset_id >> 24) & 0xFF;
asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
// Setup font
Font* font = (Font *) asset->self;
if (cb->gpu_api_type == GPU_API_TYPE_OPENGL || cb->gpu_api_type == GPU_API_TYPE_VULKAN) {
font_invert_coordinates(font);
}
// @question What about also loading the font atlas
return asset;
}
inline Asset* cmd_font_load_sync(AppCmdBuffer* cb, const char* name)
{
LOG_1("Load font %s", {{LOG_DATA_CHAR_STR, (void *) name}});
PROFILE(PROFILE_CMD_FONT_LOAD_SYNC, name, false, true);
// Check if asset already loaded
Asset* asset = thrd_ams_get_asset_wait(cb->ams, name);
// Load asset if not loaded
if (!asset) {
int32 asset_id = (int32) hex_to_int(name);
int32 archive_id = (asset_id >> 24) & 0xFF;
asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
}
// Setup font
Font* font = (Font *) asset->self;
if (cb->gpu_api_type == GPU_API_TYPE_OPENGL || cb->gpu_api_type == GPU_API_TYPE_VULKAN) {
font_invert_coordinates(font);
}
// @question What about also loading the font atlas
return asset;
}
inline
UILayout* cmd_layout_load_sync(
AppCmdBuffer* __restrict cb,
UILayout* __restrict layout, const char* __restrict layout_path
) {
PROFILE(PROFILE_CMD_LAYOUT_LOAD_SYNC, layout_path, false, true);
LOG_1("Load layout %s", {{LOG_DATA_CHAR_STR, (void *) layout_path}});
FileBody layout_file = {};
file_read(layout_path, &layout_file, cb->mem_vol);
if (!layout_file.content) {
LOG_1("Failed loading layout \"%s\"", {{LOG_DATA_CHAR_STR, (void *) layout_path}});
return NULL;
}
layout_from_data(layout_file.content, layout);
return layout;
}
inline
UIThemeStyle* cmd_theme_load_sync(
AppCmdBuffer* __restrict cb,
UIThemeStyle* __restrict theme, const char* __restrict theme_path
) {
PROFILE(PROFILE_CMD_THEME_LOAD_SYNC, theme_path, false, true);
LOG_1("Load theme %s", {{LOG_DATA_CHAR_STR, (void *) theme_path}});
FileBody theme_file = {};
file_read(theme_path, &theme_file, cb->mem_vol);
theme_from_data(theme_file.content, theme);
return theme;
}
inline
void cmd_layout_populate_sync(
AppCmdBuffer*,
UILayout* layout, const UIThemeStyle* theme
) {
layout_from_theme(layout, theme);
}
inline
UILayout* cmd_ui_load_sync(
AppCmdBuffer* __restrict cb,
UILayout* __restrict layout, const char* __restrict layout_path,
UIThemeStyle* __restrict general_theme,
UIThemeStyle* __restrict theme, const char* __restrict theme_path,
const Camera* __restrict camera
) {
PROFILE(PROFILE_CMD_UI_LOAD_SYNC, layout_path, false, true);
LOG_1("Load ui with layout %s and theme %s", {{LOG_DATA_CHAR_STR, (void *) layout_path}, {LOG_DATA_CHAR_STR, (void *) theme_path}});
if (!cmd_layout_load_sync(cb, layout, layout_path)) {
// We have to make sure that at least the font is set
layout->font = general_theme->font;
return NULL;
}
cmd_layout_populate_sync(cb, layout, general_theme);
cmd_theme_load_sync(cb, theme, theme_path);
cmd_layout_populate_sync(cb, layout, theme);
UIElement* root = layout_get_element(layout, "root");
UIWindow* default_style = (UIWindow *) layout_get_element_style(layout, root, UI_STYLE_TYPE_DEFAULT);
if (default_style) {
default_style->dimension.dimension.width = camera->viewport_width;
default_style->dimension.dimension.height = camera->viewport_height;
}
return layout;
}
static inline
UILayout* cmd_ui_load(AppCmdBuffer* __restrict cb, const Command* __restrict cmd)
{
const byte* pos = cmd->data;
SceneInfo* scene = (SceneInfo *) *((uintptr_t *) pos);
pos += sizeof(uintptr_t);
char* layout_path = (char *) pos;
str_move_to((const char **) &pos, '\0'); ++pos;
UIThemeStyle* general_theme = (UIThemeStyle *) *((uintptr_t *) pos);
pos += sizeof(uintptr_t);
char* theme_path = (char *) pos;
str_move_to((const char **) &pos, '\0'); ++pos;
const Camera* camera = (Camera *) *((uintptr_t *) pos);
return cmd_ui_load_sync(
cb,
&scene->ui_layout, layout_path,
general_theme,
&scene->ui_theme, theme_path,
camera
);
}
inline
void thrd_cmd_ui_load(
AppCmdBuffer* __restrict cb,
SceneInfo* __restrict scene_info,
const char* __restrict layout_path,
UIThemeStyle* __restrict general_theme,
const char* __restrict theme_path,
const Camera* __restrict camera,
CommandFunction callback
) {
Command cmd;
cmd.type = CMD_UI_LOAD;
cmd.callback = callback;
byte* pos = cmd.data;
// Scene info pointer
*((uintptr_t *) pos) = (uintptr_t) scene_info;
pos += sizeof(uintptr_t);
// Layout path
pos += str_copy_until((char *) pos, layout_path, '\0');
*pos = '\0'; ++pos;
// General theme pointer
*((uintptr_t *) pos) = (uintptr_t) general_theme;
pos += sizeof(uintptr_t);
// Theme path
pos += str_copy_until((char *) pos, theme_path, '\0');
*pos = '\0'; ++pos;
// Camera pointer
*((uintptr_t *) pos) = (uintptr_t) camera;
thrd_cmd_insert(cb, &cmd);
}
// @question In some cases we don't remove an element if it couldn't get completed
// Would it make more sense to remove it and add a new follow up command automatically in such cases?
// e.g. couldn't play audio since it isn't loaded -> queue for asset load -> queue for internal play
// I guess this only makes sense if we would switch to a queue
// @question Some of the functions create another async call
// E.g. do something that requires an asset, if asset not available queue for asset load.
// Do we really want to do that or do we instead want to load the asset right then and there
// If we do it right then and DON'T defer it, this would also solve the first question
void cmd_iterate(AppCmdBuffer* cb)
{
PROFILE(PROFILE_CMD_ITERATE);
int32 last_element = 0;
uint32 chunk_id = 0;
chunk_iterate_start(&cb->commands, chunk_id) {
Command* cmd = (Command *) chunk_get_element(&cb->commands, chunk_id);
bool remove = true;
switch (cmd->type) {
case CMD_FUNC_RUN: {
cmd_func_run(cb, cmd);
} break;
case CMD_ASSET_ENQUEUE: {
cmd_asset_load_enqueue(cb, cmd);
} break;
case CMD_ASSET_LOAD: {
cmd_asset_load(cb, cmd);
} break;
case CMD_FILE_LOAD: {
cmd_file_load(cb, cmd);
} break;
case CMD_TEXTURE_LOAD: {
remove = cmd_texture_load_async(cb, cmd) != NULL;
} break;
case CMD_TEXTURE_CREATE: {
// Internal only
cmd_texture_create(cb, cmd);
} break;
case CMD_FONT_LOAD: {
remove = cmd_font_load_async(cb, cmd) != NULL;
} break;
case CMD_FONT_CREATE: {
// Internal only
cmd_font_create(cb, cmd);
} break;
case CMD_AUDIO_PLAY: {
cmd_audio_play_async(cb, cmd);
} break;
case CMD_AUDIO_ENQUEUE: {
// Internal only
remove = cmd_audio_play_enqueue(cb, cmd) != NULL;
} break;
case CMD_SHADER_LOAD: {
remove = cmd_shader_load(cb, cmd) != NULL;
} break;
case CMD_UI_LOAD: {
cmd_ui_load(cb, cmd);
} break;
default: {
UNREACHABLE();
}
}
if (!remove) {
last_element = chunk_id;
continue;
}
if (cmd->callback) {
cmd->callback(cmd);
}
chunk_free_element(&cb->commands, free_index, bit_index);
// @performance This adds some unnecessary overhead.
// It would be better, if we could define cb->last_element as the limit in the for loop
if (chunk_id == (uint32) cb->last_element) {
break;
}
} chunk_iterate_end;
cb->last_element = last_element;
}
// @performance Locking the entire thing during the iteration is horribly slow, fix.
// Solution 1: Use Queue
// Solution 2: create a mask for the chunk->free which will be set (and only then locked) after everything is done
// This has the risk that if it takes a long time we may run out of free indices for insert
// This shouldn't happen since the command buffer shouldn't fill up in just 1-3 frames
void thrd_cmd_iterate(AppCmdBuffer* cb)
{
mutex_lock(&cb->mtx);
cmd_iterate(cb);
mutex_unlock(&cb->mtx);
}
#endif