convert gpu map format from buffer to texture2d

This commit is contained in:
Sven Balzer 2026-05-01 19:55:39 +02:00
parent fa9190b0e5
commit 8bc6f68b3b
2 changed files with 178 additions and 127 deletions

View File

@ -261,10 +261,12 @@ struct Map {
Uint32 version;
i32vec2 size;
Uint32 *tiles;
Uint16 *tiles;
char name[64];
WGPUBuffer gpu_buffer;
WGPUTexture texture;
WGPUBindGroup bind_group;
};
static Map current_map;
@ -410,6 +412,98 @@ static WGPUBuffer create_buffer(WGPUBufferUsage usage, Uint32 num_bytes, void *d
return buffer;
}
static Uint32 wgpuTextureFormatGetSize(WGPUTextureFormat format) {
switch (format) {
default: assert(false); return 1;
case WGPUTextureFormat_R8Unorm: return 1;
case WGPUTextureFormat_R16Uint: return 2;
case WGPUTextureFormat_RGBA8UnormSrgb: return 4;
}
}
static WGPUTexture create_shader_texture(const char *name, void *data, uint32_t width, uint32_t height, WGPUTextureFormat format) {
WGPUTextureDescriptor descriptor = {
.label = { .data = name, .length = WGPU_STRLEN },
.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst,
.dimension = WGPUTextureDimension_2D,
.size = { .width = width, .height = height, .depthOrArrayLayers = 1 },
.format = format,
.mipLevelCount = 1,
.sampleCount = 1,
.viewFormatCount = 0,
.viewFormats = NULL,
};
WGPUTexture texture = wgpuDeviceCreateTexture(device, &descriptor);
if (!texture) {
log_error("Failed to create texture.");
return NULL;
}
if (data) {
Uint32 texel_size = wgpuTextureFormatGetSize(format);
WGPUTexelCopyTextureInfo destination = {
.texture = texture,
.mipLevel = 0,
.origin = { .x = 0, .y = 0, .z = 0 },
.aspect = WGPUTextureAspect_All,
};
WGPUTexelCopyBufferLayout data_layout = {
.offset = 0,
.bytesPerRow = width * texel_size,
.rowsPerImage = height,
};
WGPUExtent3D extent = {
.width = width,
.height = height,
.depthOrArrayLayers = 1,
};
wgpuQueueWriteTexture(queue, &destination, data, width * height * texel_size, &data_layout, &extent);
}
return texture;
}
static WGPUTexture create_shader_texture(const char *path) {
char path_to_load[256] = ASSETS_PATH;
SDL_strlcat(path_to_load, path, SDL_arraysize(path_to_load));
int width = 0, height = 0, channels = 0;
stbi_uc *data = stbi_load(path_to_load, &width, &height, &channels, 0);
if (!data) {
log_error("Failed to load texture (\"%s\").", path_to_load);
return NULL;
}
WGPUTexture result = create_shader_texture(path, (char *)data, width, height, channels == 4 ? WGPUTextureFormat_RGBA8UnormSrgb : WGPUTextureFormat_R8Unorm);
if (!result) {
log_error("Failed to load texture (\"%s\").", path_to_load);
stbi_image_free(data);
return NULL;
}
stbi_image_free(data);
return result;
}
static void update_texture(WGPUTexture texture, u32vec2 origin, u32vec2 size, void *data, WGPUTexelCopyBufferLayout data_layout) {
WGPUTexelCopyTextureInfo info = {
.texture = texture,
.mipLevel = 0,
.origin = { origin.x, origin.y, 0 },
.aspect = WGPUTextureAspect_All,
};
WGPUExtent3D extent = { size.x, size.y, 1 };
wgpuQueueWriteTexture(queue, &info, data, data_layout.bytesPerRow * data_layout.rowsPerImage, &data_layout, &extent);
}
#define MAP_FILE_VERSION (2u)
static bool save_map(Map map) {
@ -488,7 +582,7 @@ static bool load_map(const char *name, Map *result) {
return false;
}
result->tiles = (Uint32*)malloc(result->size.x * result->size.y * sizeof(Uint32));
result->tiles = (Uint16*)malloc(result->size.x * result->size.y * sizeof(Uint16));
for (int i = 0; i < result->size.x * result->size.y; i++) {
if (result->version == 2) {
@ -511,18 +605,28 @@ static bool load_map(const char *name, Map *result) {
assert(false && "Tried to load an unsupported map version.");
log_error("Tried to load an unsupported map version. Aborting.");
free(result->tiles);
return 1;
return false;
}
}
char buffer_name[256] = "Map ";
SDL_strlcat(buffer_name, result->name, SDL_arraysize(buffer_name));
result->gpu_buffer = create_buffer(WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst, result->size.x * result->size.y * sizeof(Uint32), result->tiles, buffer_name);
if (!result->gpu_buffer) {
log_error("Failed to create buffer. Exiting.");
return 1;
}
result->texture = create_shader_texture("map_texture", result->tiles, result->size.x, result->size.y, WGPUTextureFormat_R16Uint);
WGPUTextureView texture_view = wgpuTextureCreateView(result->texture, NULL);
WGPUBindGroupEntry map_bind_group_entries[] = {
{ .binding = 0, .textureView = texture_view },
};
WGPUBindGroupDescriptor map_bind_group_descriptor = {
.label = { .data = "map_bind_group", .length = WGPU_STRLEN },
.layout = wgpuRenderPipelineGetBindGroupLayout(world_render_pipeline, 2),
.entryCount = SDL_arraysize(map_bind_group_entries),
.entries = map_bind_group_entries,
};
result->bind_group = wgpuDeviceCreateBindGroup(device, &map_bind_group_descriptor);
wgpuTextureViewRelease(texture_view);
SDL_Log("Loaded map file.");
return true;
@ -532,12 +636,15 @@ static void unload_map(Map *map) {
map->size = i32vec2(0, 0);
free(map->tiles);
SDL_free(map->name);
wgpuBufferRelease(map->gpu_buffer);
wgpuTextureRelease(map->texture);
wgpuBindGroupRelease(map->bind_group);
}
static void change_map_size(Map *map, char direction, int amount) {
WGPUBuffer old_gpu_buffer = map->gpu_buffer;
Uint32 *old_map = map->tiles;
wgpuBindGroupRelease(map->bind_group);
wgpuTextureRelease(map->texture);
Uint16*old_map = map->tiles;
Sint32 old_map_width = map->size.x;
Sint32 old_map_height = map->size.y;
@ -585,13 +692,14 @@ static void change_map_size(Map *map, char direction, int amount) {
to_fill_y_offset = old_map_height;
}
map->tiles = (Uint32 *)malloc(map->size.x * map->size.y * sizeof(Uint32));
map->tiles = (Uint16 *)malloc(map->size.x * map->size.y * sizeof(Uint16));
for (int y = 0; y < min(old_map_height, map->size.y); y++) {
for (int x = 0; x < min(old_map_width, map->size.x); x++) {
map->tiles[(y + new_y_offset) * map->size.x + (x + new_x_offset)] = old_map[(y + old_y_offset) * old_map_width + (x + old_x_offset)];
}
}
free(old_map);
for (int y = 0; y < to_fill_height; y++) {
for (int x = 0; x < to_fill_width; x++) {
@ -601,81 +709,21 @@ static void change_map_size(Map *map, char direction, int amount) {
player.position = clamp(player.position, i32vec2(0, 0), map->size - 2);
map->gpu_buffer = create_buffer(WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst, map->size.x * map->size.y * sizeof(Uint32), map->tiles, "world_buffer");
if (!map->gpu_buffer) {
log_error("Failed to create buffer. Exiting.");
exit(1);
}
create_shader_texture("map_texture", map->tiles, map->size.x, map->size.y, WGPUTextureFormat_R16Uint);
WGPUTextureView texture_view = wgpuTextureCreateView(map->texture, NULL);
free(old_map);
wgpuBufferRelease(old_gpu_buffer);
}
static WGPUTexture create_shader_texture(const char *name, const char *data, uint32_t width, uint32_t height, int channels) {
WGPUTextureDescriptor descriptor = {
.label = { .data = name, .length = WGPU_STRLEN },
.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst,
.dimension = WGPUTextureDimension_2D,
.size = { .width = width, .height = height, .depthOrArrayLayers = 1 },
.format = channels == 4 ? WGPUTextureFormat_RGBA8UnormSrgb : WGPUTextureFormat_R8Unorm,
.mipLevelCount = 1,
.sampleCount = 1,
.viewFormatCount = 0,
.viewFormats = NULL,
WGPUBindGroupEntry map_bind_group_entries[] = {
{ .binding = 0, .textureView = texture_view },
};
WGPUTexture texture = wgpuDeviceCreateTexture(device, &descriptor);
if (!texture) {
log_error("Failed to create texture.");
return NULL;
}
if (data) {
WGPUTexelCopyTextureInfo destination = {
.texture = texture,
.mipLevel = 0,
.origin = { .x = 0, .y = 0, .z = 0 },
.aspect = WGPUTextureAspect_All,
WGPUBindGroupDescriptor map_bind_group_descriptor = {
.label = { .data = "map_bind_group", .length = WGPU_STRLEN },
.layout = wgpuRenderPipelineGetBindGroupLayout(world_render_pipeline, 2),
.entryCount = SDL_arraysize(map_bind_group_entries),
.entries = map_bind_group_entries,
};
WGPUTexelCopyBufferLayout data_layout = {
.offset = 0,
.bytesPerRow = width * channels,
.rowsPerImage = height,
};
WGPUExtent3D extent = {
.width = width,
.height = height,
.depthOrArrayLayers = 1,
};
wgpuQueueWriteTexture(queue, &destination, data, width * height * channels, &data_layout, &extent);
}
return texture;
}
static WGPUTexture create_shader_texture(const char *path) {
char path_to_load[256] = ASSETS_PATH;
SDL_strlcat(path_to_load, path, SDL_arraysize(path_to_load));
int width = 0, height = 0, channels = 0;
stbi_uc *data = stbi_load(path_to_load, &width, &height, &channels, 0);
if (!data) {
log_error("Failed to load texture (\"%s\").", path_to_load);
return NULL;
}
WGPUTexture result = create_shader_texture(path, (char *)data, width, height, channels);
if (!result) {
log_error("Failed to load texture (\"%s\").", path_to_load);
stbi_image_free(data);
return NULL;
}
stbi_image_free(data);
return result;
map->bind_group = wgpuDeviceCreateBindGroup(device, &map_bind_group_descriptor);
wgpuTextureViewRelease(texture_view);
}
static void blit(char *dst, Sint32 dst_pitch, Sint32 dst_x, Sint32 dst_y, char *src, Sint32 src_pitch, Sint32 width, Sint32 height, int components = 4) {
@ -1012,9 +1060,31 @@ static bool recreate_graphics_pipelines() {
WGPUBindGroupLayout world_bind_group_layout = wgpuDeviceCreateBindGroupLayout(device, &world_bind_group_layout_descriptor);
WGPUBindGroupLayoutEntry map_bind_group_layout_entries[] = {
{
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.texture = {
.sampleType = WGPUTextureSampleType_Uint,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
},
};
WGPUBindGroupLayoutDescriptor map_bind_group_layout_descriptor = {
.label = { .data = "map_bind_group_layout", .length = WGPU_STRLEN },
.entryCount = SDL_arraysize(map_bind_group_layout_entries),
.entries = map_bind_group_layout_entries,
};
WGPUBindGroupLayout map_bind_group_layout = wgpuDeviceCreateBindGroupLayout(device, &map_bind_group_layout_descriptor);
WGPUBindGroupLayout world_bind_group_layouts[] = {
frame_data_bind_group_layout,
world_bind_group_layout,
map_bind_group_layout,
};
WGPUPipelineLayoutDescriptor world_pipeline_layout_descriptor = {
@ -1037,22 +1107,7 @@ static bool recreate_graphics_pipelines() {
WGPUShaderModule world_shader = wgpuDeviceCreateShaderModule(device, &world_shader_descriptor);
WGPUVertexAttribute instance_buffer_attributes[] = {
{
.format = WGPUVertexFormat_Uint32,
.offset = 0,
.shaderLocation = 0,
},
};
WGPUVertexBufferLayout vertex_buffer_layouts[] = {
{
.stepMode = WGPUVertexStepMode_Instance,
.arrayStride = sizeof(Uint32),
.attributeCount = SDL_arraysize(instance_buffer_attributes),
.attributes = instance_buffer_attributes,
},
};
WGPUVertexBufferLayout vertex_buffer_layouts[] = {};
WGPUFragmentState world_fragment_state = {
.module = world_shader,
@ -1357,7 +1412,7 @@ static void change_map_tile(Sint32 pos_x, Sint32 pos_y, TileKind kind) {
if (0 <= pos_x + 0 && pos_x + 0 < current_map.size.x && 0 <= pos_y + 0 && pos_y + 0 < current_map.size.y)
current_map.tiles[(pos_y + 0) * current_map.size.x + pos_x + 0] = find_matching_tile(corner_infos[3]);
update_buffer(current_map.gpu_buffer, 0, current_map.size.x * current_map.size.y * sizeof(Uint16), current_map.tiles);
update_texture(current_map.texture, { 0, 0 }, current_map.size, current_map.tiles, { 0, (Uint32)(current_map.size.x * sizeof(Uint16)), (Uint32)current_map.size.y });
}
static void SameLineOrWrap(const ImVec2& size) {
@ -1792,8 +1847,7 @@ static void process_event_editor(SDL_Event event) {
current_map.tiles[x + current_map.size.x * y] = selected_tile;
}
}
update_buffer(current_map.gpu_buffer, 0, current_map.size.x * current_map.size.y * sizeof(Uint32), current_map.tiles);
update_texture(current_map.texture, { 0, 0 }, current_map.size, current_map.tiles, { 0, (Uint32)(current_map.size.x * sizeof(Uint16)), (Uint32)current_map.size.y });
}
dragging_tile_change = false;
@ -2089,15 +2143,15 @@ static void render_editor(WGPURenderPassColorAttachment framebuffer) {
WGPURenderPassEncoder render_pass_encoder = wgpuCommandEncoderBeginRenderPass(command_encoder, &render_pass_descriptor);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 0, per_frame_bind_group, 0, NULL);
{ // Draw Map
{
ZoneScopedN("Draw Map");
wgpuRenderPassEncoderSetPipeline(render_pass_encoder, world_render_pipeline);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 1, world_bind_group, 0, NULL);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 2, current_map.bind_group, 0, NULL);
wgpuRenderPassEncoderDraw(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0);
}
if (show_grid) { // Draw Grid
if (show_grid) {
ZoneScopedN("Draw Grid");
Uint32 num_grid_cells = current_map.size.y * current_map.size.x;
@ -2256,15 +2310,15 @@ static void render_game(WGPURenderPassColorAttachment framebuffer) {
WGPURenderPassEncoder render_pass_encoder = wgpuCommandEncoderBeginRenderPass(command_encoder, &render_pass_descriptor);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 0, per_frame_bind_group, 0, NULL);
{ // Draw Map
{
ZoneScopedN("Draw Map");
wgpuRenderPassEncoderSetPipeline(render_pass_encoder, world_render_pipeline);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 1, world_bind_group, 0, NULL);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 2, current_map.bind_group, 0, NULL);
wgpuRenderPassEncoderDraw(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0);
}
{ // Draw Player
{
ZoneScopedN("Draw Player");
wgpuRenderPassEncoderSetPipeline(render_pass_encoder, basic_render_pipeline);
wgpuRenderPassEncoderSetIndexBuffer(render_pass_encoder, index_buffer, WGPUIndexFormat_Uint16, 0, WGPU_WHOLE_SIZE);

View File

@ -1,11 +1,6 @@
struct VertexShaderInput {
// Per Vertex
@builtin(vertex_index) vertex_index: u32,
// Per Instance
@builtin(instance_index) instance_index: u32,
@location(0) tile: u32,
};
struct VertexShaderOutput {
@ -30,22 +25,24 @@ struct Per_Frame_Data {
@group(0) @binding(0) var<uniform> view_projection_matrix: mat4x4<f32>;
@group(0) @binding(1) var<uniform> per_frame: Per_Frame_Data;
@group(2) @binding(0) var map_texture: texture_2d<u32>;
@vertex fn main_vertex(input: VertexShaderInput) -> VertexShaderOutput {
var output: VertexShaderOutput;
let tile_pos = vec2<f32>(f32(input.instance_index % per_frame.map_width), f32(input.instance_index / per_frame.map_width)) - vec2<f32>(0.5, 0.5);
let tile_pos = vec2<u32>(input.instance_index % per_frame.map_width, input.instance_index / per_frame.map_width);
output.tile = textureLoad(map_texture, tile_pos, 0).r;
switch (input.vertex_index) {
case 0: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
case 1: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 1); }
case 2: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
case 3: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
case 4: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
case 5: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 0); }
case 0: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
case 1: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>(-0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 1); }
case 2: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
case 3: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
case 4: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
case 5: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>( 0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 0); }
default: {}
}
output.tile = input.tile;
return output;
}