Files
bgfx/examples/52-layered/layered.cpp
Jason Millard 7927ef1c6f Metal: Add support for layered rendering. (#3802)
* metal: add support for layered rendering

* examples: add 52-layered demonstrating layered rendering
2026-07-14 02:16:24 +00:00

473 lines
12 KiB
C++

/*
* Copyright 2011-2026 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
namespace
{
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_layout
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexLayout ms_layout;
};
bgfx::VertexLayout PosColorVertex::ms_layout;
static PosColorVertex s_cubeVertices[] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeTriList[] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
struct PosTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
float m_u;
float m_v;
static void init()
{
ms_layout
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexLayout ms_layout;
};
bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
// Full-screen triangle used to blit a single layer of the array render target.
void screenSpaceQuad(bool _originBottomLeft)
{
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
const float minx = -1.0f;
const float maxx = 3.0f;
const float miny = -1.0f;
const float maxy = 3.0f;
float minu = 0.0f;
float maxu = 2.0f;
float minv = 0.0f;
float maxv = 2.0f;
if (_originBottomLeft)
{
minv = 1.0f;
maxv = -1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = 0.0f;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = 0.0f;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = minx;
vertex[2].m_y = maxy;
vertex[2].m_z = 0.0f;
vertex[2].m_u = minu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(0, &vb);
}
}
// The array render target has one layer per eye.
static const uint16_t kNumLayers = 2;
// View ids.
static const bgfx::ViewId kRenderLayered = 0; // Renders both eyes in a single instanced draw.
static const bgfx::ViewId kRenderEye0 = 1; // Non-layered: one draw per eye...
static const bgfx::ViewId kRenderEye1 = 2; // ...into a single layer of the array.
static const bgfx::ViewId kDisplayLeft = 3; // Blit layer 0 to the left half of the screen.
static const bgfx::ViewId kDisplayRight = 4; // Blit layer 1 to the right half.
class ExampleLayered : public entry::AppI
{
public:
ExampleLayered(const char* _name, const char* _description, const char* _url)
: entry::AppI(_name, _description, _url)
, m_layered(true)
{
}
void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
{
Args args(_argc, _argv);
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
init.platformData.ndt = entry::getNativeDisplayHandle();
init.platformData.type = entry::getNativeWindowHandleType();
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
// Enable debug text.
bgfx::setDebug(m_debug);
// Layered rendering requires the BGFX_CAPS_VIEWPORT_LAYER_ARRAY capability.
m_layeredSupported = 0 != (bgfx::getCaps()->supported & BGFX_CAPS_VIEWPORT_LAYER_ARRAY);
m_layered &= m_layeredSupported;
PosColorVertex::init();
PosTexCoord0Vertex::init();
m_vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_layout
);
m_ibh = bgfx::createIndexBuffer(
bgfx::makeRef(s_cubeTriList, sizeof(s_cubeTriList) )
);
// One scene shader writes gl_Layer from the instance id (layered path),
// the other renders a single eye selected by a uniform (non-layered path).
m_programLayered = loadProgram("vs_layered", "fs_layered");
m_programNonLayered = loadProgram("vs_layered_eye", "fs_layered");
m_programBlit = loadProgram("vs_layered_blit","fs_layered_blit");
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
u_eyeParams = bgfx::createUniform("u_eyeParams", bgfx::UniformType::Vec4);
m_texColor = BGFX_INVALID_HANDLE;
m_texDepth = BGFX_INVALID_HANDLE;
m_fbLayered = BGFX_INVALID_HANDLE;
m_fbEye[0] = BGFX_INVALID_HANDLE;
m_fbEye[1] = BGFX_INVALID_HANDLE;
createFramebuffers();
m_frameTime.reset();
imguiCreate();
}
virtual int shutdown() override
{
imguiDestroy();
destroyFramebuffers();
bgfx::destroy(s_texColor);
bgfx::destroy(u_eyeParams);
bgfx::destroy(m_ibh);
bgfx::destroy(m_vbh);
bgfx::destroy(m_programBlit);
bgfx::destroy(m_programNonLayered);
bgfx::destroy(m_programLayered);
bgfx::shutdown();
return 0;
}
void createFramebuffers()
{
m_texColor = bgfx::createTexture2D(
uint16_t(m_width)
, uint16_t(m_height)
, false
, kNumLayers
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_RT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
m_texDepth = bgfx::createTexture2D(
uint16_t(m_width)
, uint16_t(m_height)
, false
, kNumLayers
, bgfx::TextureFormat::D16
, BGFX_TEXTURE_RT_WRITE_ONLY
);
// Layered framebuffer: color and depth attachments each span all layers.
bgfx::Attachment layered[2];
layered[0].init(m_texColor, bgfx::Access::Write, 0, kNumLayers, 0, BGFX_RESOLVE_NONE);
layered[1].init(m_texDepth, bgfx::Access::Write, 0, kNumLayers, 0, BGFX_RESOLVE_NONE);
m_fbLayered = bgfx::createFrameBuffer(BX_COUNTOF(layered), layered);
// Non-layered framebuffers: one per eye, each bound to a single layer.
for (uint16_t ii = 0; ii < kNumLayers; ++ii)
{
bgfx::Attachment eye[2];
eye[0].init(m_texColor, bgfx::Access::Write, ii, 1, 0, BGFX_RESOLVE_NONE);
eye[1].init(m_texDepth, bgfx::Access::Write, ii, 1, 0, BGFX_RESOLVE_NONE);
m_fbEye[ii] = bgfx::createFrameBuffer(BX_COUNTOF(eye), eye);
}
}
void destroyFramebuffers()
{
bgfx::destroy(m_fbLayered);
for (uint16_t ii = 0; ii < kNumLayers; ++ii)
{
bgfx::destroy(m_fbEye[ii]);
}
bgfx::destroy(m_texColor);
bgfx::destroy(m_texDepth);
}
void submitScene(bgfx::ViewId _view, bgfx::ProgramHandle _program, float _time, float _eyeSeparation, bool _instanced, float _eye)
{
float mtx[16];
bx::mtxRotateXY(mtx, _time, _time * 0.37f);
bgfx::setTransform(mtx);
bgfx::setVertexBuffer(0, m_vbh);
bgfx::setIndexBuffer(m_ibh);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA
);
// x = eye separation, y = eye index (only used by the non-layered path).
float eyeParams[4] = { _eyeSeparation, _eye, 0.0f, 0.0f };
bgfx::setUniform(u_eyeParams, eyeParams);
if (_instanced)
{
// One draw, kNumLayers instances. The vertex shader routes each
// instance to its own array layer via gl_Layer.
bgfx::setInstanceCount(kNumLayers);
}
bgfx::submit(_view, _program);
}
void blitLayer(bgfx::ViewId _view, float _layer)
{
float layerParams[4] = { _layer, 0.0f, 0.0f, 0.0f };
bgfx::setUniform(u_eyeParams, layerParams);
bgfx::setTexture(0, s_texColor, m_texColor);
bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
screenSpaceQuad(bgfx::getCaps()->originBottomLeft);
bgfx::submit(_view, m_programBlit);
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
// Recreate the array render target when the window is resized.
if (m_width != m_oldWidth || m_height != m_oldHeight)
{
destroyFramebuffers();
createFramebuffers();
m_oldWidth = m_width;
m_oldHeight = m_height;
}
m_frameTime.frame();
const float time = bx::toSeconds<float>(m_frameTime.getDurationTime() );
imguiBeginFrame(m_mouseState.m_mx
, m_mouseState.m_my
, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
, uint16_t(m_width)
, uint16_t(m_height)
);
showExampleDialog(this);
ImGui::SetNextWindowPos(
ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_width / 5.0f, m_height / 4.0f)
, ImGuiCond_FirstUseEver
);
ImGui::Begin("Settings"
, NULL
, 0
);
if (!m_layeredSupported)
{
ImGui::TextWrapped("BGFX_CAPS_VIEWPORT_LAYER_ARRAY is not supported by this renderer.");
}
ImGui::BeginDisabled(!m_layeredSupported);
ImGui::Checkbox("Layered rendering", &m_layered);
ImGui::EndDisabled();
ImGui::Text("Both layers of an array render target");
ImGui::Text("are shown as left/right eye.");
ImGui::Separator();
ImGui::Text("Technique : %s", m_layered ? "layered" : "non-layered");
ImGui::Text("Scene draws : %d", m_layered ? 1 : kNumLayers);
// Real draw-call count reported by the backend. Toggling the
// technique changes this by one: layered renders both eyes in a
// single draw, non-layered issues one draw per eye.
ImGui::Text("Backend draws: %d", bgfx::getStats()->numDraw);
ImGui::End();
imguiEndFrame();
const float eyeSeparation = 0.06f;
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -5.0f };
float view[16];
bx::mtxLookAt(view, eye, at);
// Each eye is displayed in a half-width viewport, so use that aspect.
float proj[16];
bx::mtxProj(proj, 60.0f, float(m_width) * 0.5f / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
if (m_layered)
{
bgfx::setViewFrameBuffer(kRenderLayered, m_fbLayered);
bgfx::setViewRect(kRenderLayered, 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewClear(kRenderLayered, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
bgfx::setViewTransform(kRenderLayered, view, proj);
submitScene(kRenderLayered, m_programLayered, time, eyeSeparation, true, 0.0f);
}
else
{
const bgfx::ViewId views[kNumLayers] = { kRenderEye0, kRenderEye1 };
for (uint16_t ii = 0; ii < kNumLayers; ++ii)
{
bgfx::setViewFrameBuffer(views[ii], m_fbEye[ii]);
bgfx::setViewRect(views[ii], 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewClear(views[ii], BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
bgfx::setViewTransform(views[ii], view, proj);
submitScene(views[ii], m_programNonLayered, time, eyeSeparation, false, float(ii) );
}
}
// Blit each layer of the array to one half of the back buffer.
const uint16_t halfWidth = uint16_t(m_width / 2);
bgfx::setViewRect(kDisplayLeft, 0, 0, halfWidth, uint16_t(m_height) );
bgfx::setViewRect(kDisplayRight, halfWidth, 0, halfWidth, uint16_t(m_height) );
blitLayer(kDisplayLeft, 0.0f);
blitLayer(kDisplayRight, 1.0f);
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_oldWidth = 0;
uint32_t m_oldHeight = 0;
uint32_t m_debug;
uint32_t m_reset;
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::ProgramHandle m_programLayered;
bgfx::ProgramHandle m_programNonLayered;
bgfx::ProgramHandle m_programBlit;
bgfx::TextureHandle m_texColor;
bgfx::TextureHandle m_texDepth;
bgfx::FrameBufferHandle m_fbLayered;
bgfx::FrameBufferHandle m_fbEye[kNumLayers];
bgfx::UniformHandle s_texColor;
bgfx::UniformHandle u_eyeParams;
FrameTime m_frameTime;
bool m_layered;
bool m_layeredSupported = false;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(
ExampleLayered
, "52-layered"
, "Layered rendering to a texture array."
, "https://bkaradzic.github.io/bgfx/examples.html#layered"
);