demo/backend: add vulkan SDL backend and demo

Based on other SDL demos and GLFW Vulkan demo.
This commit is contained in:
Antti Keränen 2024-10-05 16:39:00 +03:00 committed by Rob Loach
parent 03198a016b
commit b2ffce5131
12 changed files with 5482 additions and 0 deletions

3
demo/sdl_vulkan/.gitignore vendored Normal file
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src/nuklearshaders/*.spv
src/nuklear_sdl_vulkan.h
shaders/*.spv

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demo/sdl_vulkan/Makefile Normal file
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# Install
BIN = demo
# Flags
CFLAGS += -std=c89 -Wall -Wextra -pedantic -fsanitize=address -O2
SRC = main.c
OBJ = $(SRC:.c=.o)
ifeq ($(OS),Windows_NT)
BIN := $(BIN).exe
LIBS = -lsdl2 -lvulkan -lm
else
UNAME_S := $(shell uname -s)
SDL2 := $(shell pkg-config --libs sdl2)
LIBS = $(SDL2) -lvulkan -lm
endif
$(BIN): shaders/demo.vert.spv shaders/demo.frag.spv
@mkdir -p bin
rm -f bin/$(BIN) $(OBJS)
$(CC) $(SRC) $(CFLAGS) -o bin/$(BIN) $(LIBS)
shaders/demo.vert.spv: shaders/demo.vert
glslc --target-env=vulkan shaders/demo.vert -o shaders/demo.vert.spv
shaders/demo.frag.spv: shaders/demo.frag
glslc --target-env=vulkan shaders/demo.frag -o shaders/demo.frag.spv

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demo/sdl_vulkan/README.md Normal file
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# nuklear sdl vulkan
## Theory of operation
The nuklear SDL vulkan integration creates an independent graphics pipeline that will render the nuklear UI to separate render targets.
The application is responsible to fully manage these render targets. So it must ensure they are properly sized (and resized when requested).
Furthermore it is assumed that you will have a swap chain in place and the number of nuklear overlay images and number of swap chain images match.
This is how you can integrate it in your application:
```
/*
Setup: overlay_images have been created and their number match with the number
of the swap_chain_images of your application. The overlay_images in this
example have the same format as your swap_chain images (optional)
*/
struct nk_context *ctx = nk_sdl_init(
demo.win, demo.device, demo.physical_device, demo.indices.graphics,
demo.overlay_image_views, demo.swap_chain_images_len,
demo.swap_chain_image_format, 0,
MAX_VERTEX_BUFFER, MAX_ELEMENT_BUFFER);
[...]
/*
in your draw loop draw you can then render to the overlay image at
`image_index`
your own application can then wait for the semaphore and produce
the swap_chain_image at `image_index`
this should simply sample from the overlay_image (see example)
*/
nk_semaphore semaphore =
nk_sdl_render(demo.graphics_queue, image_index,
demo.image_available, NK_ANTI_ALIASING_ON);
if (!render(&demo, &bg, nk_semaphore, image_index)) {
fprintf(stderr, "render failed\n");
return false;
}
```
You must call `nk_sdl_resize` whenever the size of the overlay_images resize.
## Using images
Images can be used by providing a VkImageView as an nk_image_ptr to nuklear:
```
img = nk_image_ptr(demo.demo_texture_image_view);
```
Note that they must have SHADER_READ_OPTIMAL layout
It is currently not possible to specify how they are being sampled. The nuklear SDL vulkan integration uses a fixed sampler that does linear filtering.

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demo/sdl_vulkan/main.c Normal file

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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform sampler2D overlay;
layout(location = 0) in vec2 inUV;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(overlay, inUV);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) out vec2 outUV;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
}

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create_shader_inlined_header: nuklearshaders/nuklear.vert.spv nuklearshaders/nuklear.frag.spv
awk -v st='// NUKLEAR_SHADERS_START' -v et='// NUKLEAR_SHADERS_END' -v repl="$$(xxd -i nuklearshaders/nuklear.vert.spv && xxd -i nuklearshaders/nuklear.frag.spv)" '$$0 == st{del=1} $$0 == et{$$0 = repl; del=0} !del' nuklear_sdl_vulkan.in.h > nuklear_sdl_vulkan.h
nuklearshaders/nuklear.vert.spv: nuklearshaders/nuklear.vert
glslc --target-env=vulkan nuklearshaders/nuklear.vert -o nuklearshaders/nuklear.vert.spv
nuklearshaders/nuklear.frag.spv: nuklearshaders/nuklear.frag
glslc --target-env=vulkan nuklearshaders/nuklear.frag -o nuklearshaders/nuklear.frag.spv
clean:
rm nuklearshaders/nuklear.vert.spv nuklearshaders/nuklear.frag.spv nuklear_sdl_vulkan.h

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Contrary to OpenGL Vulkan needs precompiled shaders in the SPIR-V format which makes it a bit more difficult to inline the shadercode.
After executing `make` the result should be a self contained `nuklear_sdl_vulkan.h`. Copy the result file to the parent directory and the "release" should be done.
You will need to have `xxd`, `glslc` and `awk` installed for this.

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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0, set = 1) uniform sampler2D currentTexture;
layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragUv;
layout(location = 0) out vec4 outColor;
void main() {
vec4 texColor = texture(currentTexture, fragUv);
outColor = fragColor * texColor;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
out gl_PerVertex {
vec4 gl_Position;
};
layout(binding = 0) uniform UniformBufferObject {
mat4 projection;
} ubo;
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in uvec4 color;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragUv;
void main() {
gl_Position = ubo.projection * vec4(position, 0.0, 1.0);
gl_Position.y = -gl_Position.y;
fragColor = vec4(color[0]/255.0, color[1]/255.0, color[2]/255.0, color[3]/255.0);
fragUv = uv;
}