11 KiB
Engines
Amber is designed to supported multiple graphics APIs. This is done through the engine layer. The parsing/executing side of Amber (which we'll call the frontend in this document) doesn't know anything about how the code is executed and is API agnostic. Mostly.
Engine Lifecycle
The engine will go through several states as the script executes. First the engine will be created. The creation should not configure the backing graphics API. The creation just sets up the basic engine structure.
Engine
+------------------------------------+
| +----------+ |
+---------------------->| Create | |
| | +----------+ |
| | | +------------+
| | | +------>|Entry Point |
| | +------------+ | +---------+ | +------------+
+--------------------->| Initialize | | +---------->| Shaders +----+
| | +------------+ | | +---------+ |
| | | | | +--------------+
+----------+ | | | | +------>|Shader binary |
| Executor +-------+ | | +----------+ | +---------------+ +--------------+
+----------+ | | * +----------------+ | | | +------->| Vertex Buffers|-----+
+-------------------->|Create Pipeline +-------------->| Pipeline |---+ +---------------+ |
| | +----------------+ | | | | +--------+
Executor execution | | | +----------+ | |
flows downwards | | | | +--------------------+ |
| | * +---------------------+ | +------>| Colour Attachments |----------+
+------------------->| Execute Do* methods | | | +--------------------+ |
| | +---------------------+ | | |
| | | | | +--------------+
| | | | +-------------------------+ +----->| Backing data |
| | +----------+ | +----->|Depth/Stencil Attachment |------+ +--------------+
+----------------------->| Destroy | | | +-------------------------+ |
| +----------+ | | |
| | | +-------------+ |
| | +---------->| Index Buffer|-------------+
+------------------------------------+ | +-------------+ |
| |
| +---------------+ |
+--------->| Other Buffers |------------+
+---------------+
Once created, the engine will be initialized. This initialization will receive the configured graphics API from the embedder. The engine can then setup any extra needed queues, verify features/extensions are available or do any extra configuration.
With the engine initialized all of the pipelines will be created through a
CreatePipeline
method. The provided amber::Pipeline
is fully specified
at this point and provides:
- if this is a graphics or compute pipeline
- all shader information (including SPIR-V binary)
- all vertex/index buffer information.
- initial buffer data if provided
- descriptor set/binding information
- all colour attachments
- initial buffer data if provided
- location information
- all depth/stencil attachments
- all storage buffers
- initial buffer data if provided
- descriptor set/binding information
- framebuffer width/height
The engine should go through and create all the needed pipeline resources.
The shaders can be retrieved with GetShaders
. The shader information provides
the entry point to be used. The shader is pre-compiled and any optimizations
will have been done already.
Buffer data is stored depending on how it's used. For colour attachments use
GetcolorAttachments
. The depth/stencil is enabled if the BufferInfo::buffer
pointer is not nullptr
from GetDepthBuffer
. The vertex buffers are retrieved
from GetVertexBuffers
and the index buffer is provided if GetIndexBuffer
returns non-nullptr
. For all other storage buffers the GetBuffers
method
will provide information on each buffer.
Each of the buffers should be allocated and have the data from the buffers
ValuePtr
copied into the device side buffer.
At this point, all information needed to run a pipeline should have been provided. The executor will then start running the commands provided in the script. This can request the engine to run compute pipelines, graphics pipelines or do various other things.
There is an assumption that the data in the amber::Buffer
for each of the
buffers in the pipeline is always complete and up to date. This means when,
for instance, a draw command executes on a pipeline each of the buffers needs
to be read off the device and written back into the amber::Buffer
.
When the script is finished the engine destructor will be executed and must cleanup any resources created by the engine. It is the job of the embedder to shut down the graphics API.
API Layer
The engine API is described in src/engine.h
. The Engine
base class must be
implemented by the backend engine.
API Methods
Engine::Create
The engines are all created in src/engine.cc
. The Engine::Create
method
will attempt to create the requested engine and return it if possible. When
adding a new engine a new block needs to be added to this method. When
Engine::Create
is complete, the engine will be created but is not
initialized.
Initialize
The engine is initialized through the Initialize
method. The initialize will
accept engine specific configuration as an EngineConfig
parameter. This allows
for clients to set configuration data needed for the engine. The assumption is
that the engine itself does not initialize the graphics API. The API should
have been provided and all needed information provided in the EngineConfig
object.
A Delegate
object is also provided to the engine. The delegate object is used
when the engine needs to talk back to the embedder. For instance, the delegates
can tell the engine to LogGraphicsCalls
. The engine then, should, call the
Log
method on the delegate for each internal graphics API method called.
If the executing script specified specific features, instance or device extensions they will also be provided. The engine can use these as needed.
CreatePipeline
The CreatePipeline
method is responsible for creating an engine specific
version of the given amber::Pipeline
. Each command which needs a pipeline
will have the pipeline provided, so the engine must provide a way to go from
the amber pipeline to the engine pipeline. There can also be multiple pipeline
lines of a given type.
All information on the pipeline will be provided including shader and buffer information.
DoClearColor
The DoClearColor
command provides the colour that is to be used for a given
pipeline when executing the DoClear
command.
DoClearStencil
The DoClearStencil
command provides the value that is to be used for clearing
the stencil buffer for a given pipeline when DoClear
is executed.
DoClearDepth
The DoClearDepth
command provides the value that is to be used for clearing
the depth buffer for a given pipeline when DoClear
is executed.
DoClear
The DoClear
command instructs the engine to clear the various colour and
depth attachments for the given pipeline.
DoDrawRect
The DoDrawRect
instructs the engine to draw the given pipeline in the box
at (x,y) of size (width,height). The buffers must be read back into the backing
amber::Buffer
at the end of this method.
DoDrawGrid
The DoDrawGrid
instructs the engine to draw the given pipeline in the box
at (x,y) of size (width,height) split into cells (columns, rows). The buffers
must be read back into the backing amber::Buffer
at the end of this method.
DoDrawArrays
The DoDrawArrays
instructs the engine to draw the given pipeline using
the information in the attached vertex and index buffers. The buffers must be
read back into the backing amber::Buffer
at the end of this method.
DoCompute
The DoCompute
instructs the engine to execute the given compute pipeline with
the provided (x,y,z) parameters.
DoEntryPoint
The DoEntryPoint
command instructs the engine to change the entry point in
the given pipeline for the give shader.
DoPatchParameterVertices
The DoPatchParameterVertices
tells the engine to do a thing with some
values....I don't really know what it means, heh.
DoBuffer
The DoBuffer
command tells the engine that for a given pipeline the given
data should be updated into the given buffer.
SetEngineData
There are cases where there is extra data for a given engine created by the
front end system. That data is stored in a EngineData
structure and passed
into the engine through the SetEngineData
method. The engine should make
use if this data if it makes sense.
APIisms in the Frontend
Most of the things which show up in the front end are the names for drawing
topologies, image formats and other descriptions use the Vulkan names. So,
kR8G8B8A8_SINT
is directly from the Vulkan VK_FORMAT_R8G8B8A8_SINT
type.
In the case of image formats the engine will either need to convert to their own
internal version, or ignore the type and use the Format
components directly.