1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346 | -- SPDX-License-Identifier: Apache-2.0
--
-- Copyright (c) 2019 onox <denkpadje@gmail.com>
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
with Ada.Containers.Indefinite_Hashed_Maps;
with Ada.Strings.Fixed;
with Ada.Strings.Hash;
with Ada.Strings.Unbounded;
with Ada.Streams;
with Ada.Unchecked_Conversion;
with GL.Objects.Textures;
with GL.Toggles;
with GL.Types;
with Orka.Logging.Default;
with Orka.Rendering.Drawing;
with Orka.Rendering.Programs.Modules;
with Orka.Rendering.Programs.Uniforms;
with Orka.Strings;
with Orka.Types;
package body Orka.Frame_Graphs is
use all type Orka.Logging.Default_Module;
use all type Orka.Logging.Severity;
procedure Log is new Orka.Logging.Default.Generic_Log (Renderer);
function Trim_Image (Value : Integer) return String is
(Orka.Strings.Trim (Integer'Image (Value)));
function Trim_Image (Value : Size) return String is
(Orka.Strings.Trim (Value'Image));
function Trim_Image (Value : Render_Pass_Index) return String is
(Trim_Image (Positive (Value)));
function Trim_Image (Value : Size_3D) return String is
(Trim_Image (Value (X)) & Orka.Strings.Unicode (" × ") &
Trim_Image (Value (Y)) & Orka.Strings.Unicode (" × ") &
Trim_Image (Value (Z)));
function Trim_Image (Value : GL.Buffers.Buffer_Bits) return String is
package SU renames Ada.Strings.Unbounded;
Result : SU.Unbounded_String;
begin
if Value.Color then
SU.Append (Result, " color");
end if;
if Value.Depth then
SU.Append (Result, " depth");
end if;
if Value.Stencil then
SU.Append (Result, " stencil");
end if;
return Orka.Strings.Trim (SU.To_String (Result));
end Trim_Image;
procedure Log_Resource (Value : Resource) is
begin
Log (Debug, " " & (+Value.Name) & ":");
Log (Debug, " kind: " & Value.Kind'Image);
Log (Debug, " format: " & Value.Format'Image);
Log (Debug, " size: " & Trim_Image (Value.Size));
Log (Debug, " samples: " & Trim_Image (Value.Samples));
Log (Debug, " version: " & Trim_Image (Natural (Value.Version)));
end Log_Resource;
function Name (Object : Resource_Data) return String is (+Object.Description.Name);
function "+" (Value : Name_Strings.Bounded_String) return String is
(Name_Strings.To_String (Value));
function "+" (Value : String) return Name_Strings.Bounded_String is
(Name_Strings.To_Bounded_String (Value));
function Name (Object : Render_Pass) return String is
(+Object.Frame_Graph.Passes (Object.Index).Name);
function Name (Pass : Render_Pass_Data) return String is (+Pass.Name);
-----------------------------------------------------------------------------
procedure Find_Resource
(Object : in out Frame_Graph;
Subject : Resource;
Handle : out Handle_Type;
Found : out Boolean)
is
use type Name_Strings.Bounded_String;
begin
Found := False;
for Index in 1 .. Object.Resources.Length loop
declare
Description : Resource renames Object.Resources (Index).Description;
Implicit : Boolean renames Object.Resources (Index).Implicit;
begin
if Subject.Name = Description.Name and Subject.Version = Description.Version
and not Implicit
then
if Description /= Subject then
raise Constraint_Error with
"Already added different resource '" & (+Subject.Name) & "'";
end if;
Found := True;
Handle := Index;
exit;
end if;
end;
end loop;
end Find_Resource;
procedure Add_Resource
(Object : in out Frame_Graph;
Subject : Resource;
Handle : out Handle_Type)
is
Found : Boolean;
begin
Object.Find_Resource (Subject, Handle, Found);
if not Found then
Object.Resources.Append
((Description => Subject,
others => <>));
Handle := Object.Resources.Length;
end if;
end Add_Resource;
-----------------------------------------------------------------------------
type Input_Resource is record
Mode : Read_Mode;
Data : Resource;
Binding : Binding_Point;
Implicit : Boolean;
Written : Boolean;
-- Written to by a previous render pass
end record;
type Output_Resource is record
Mode : Write_Mode;
Data : Resource;
Binding : Binding_Point;
Implicit : Boolean;
Read : Boolean;
-- Read by a subsequent render pass
end record;
type Input_Resource_Array is array (Positive range <>) of Input_Resource;
type Output_Resource_Array is array (Positive range <>) of Output_Resource;
-----------------------------------------------------------------------------
subtype Attachment_Format is Orka.Rendering.Textures.Format_Kind;
procedure Verify_Depth_Stencil
(Pass : Render_Pass_Data;
Format : Attachment_Format) is
begin
if Pass.Has_Depth and then Format in Depth_Stencil | Depth then
raise Program_Error with
"Render pass '" & Name (Pass) & "' already has a depth attachment";
end if;
if Pass.Has_Stencil and then Format in Depth_Stencil | Stencil then
raise Program_Error with
"Render pass '" & Name (Pass) & "' already has a stencil attachment";
end if;
end Verify_Depth_Stencil;
procedure Set_Depth_Stencil
(Pass : in out Render_Pass_Data;
Format : Attachment_Format) is
begin
if Format in Depth_Stencil | Depth then
Pass.Has_Depth := True;
end if;
if Format in Depth_Stencil | Stencil then
Pass.Has_Stencil := True;
end if;
end Set_Depth_Stencil;
function Get_Attachment_Format
(Format : GL.Pixels.Internal_Format) return Attachment_Format
renames Orka.Rendering.Textures.Get_Format_Kind;
-----------------------------------------------------------------------------
use type GL.Objects.Textures.Texture;
package Texture_Maps is new Ada.Containers.Indefinite_Hashed_Maps
(Key_Type => String,
Element_Type => GL.Objects.Textures.Texture,
Hash => Ada.Strings.Hash,
Equivalent_Keys => "=");
Textures : Texture_Maps.Map;
function Get_Texture (Subject : Resource) return GL.Objects.Textures.Texture
with Post => Get_Texture'Result.Allocated is
begin
return Textures.Element (+Subject.Name);
exception
when Constraint_Error =>
declare
Result : GL.Objects.Textures.Texture (Subject.Kind);
begin
Result.Allocate_Storage
(Levels => Size (Subject.Levels),
Samples => Size (Subject.Samples),
Format => Subject.Format,
Width => Subject.Size (X),
Height => Subject.Size (Y),
Depth => Subject.Size (Z));
Textures.Insert (+Subject.Name, Result);
return Result;
end;
end Get_Texture;
-----------------------------------------------------------------------------
procedure Add_Input
(Object : Render_Pass;
Subject : Resource;
Mode : Read_Mode;
Binding : Binding_Point;
Handle : out Handle_Type;
Implicit : Boolean);
function Add_Pass
(Object : in out Frame_Graph;
Name : String;
State : Rendering.States.State;
Program : Rendering.Programs.Program;
Callback : not null Program_Callback;
Side_Effect, Present : Boolean) return Render_Pass'Class is
begin
Object.Passes.Append
((Name => +Name,
Side_Effect => Side_Effect,
Present => Present,
State => State,
Program => Program,
Callback => Callback,
others => <>));
return Render_Pass'
(Frame_Graph => Object'Access,
Index => Object.Passes.Length);
end Add_Pass;
function Add_Pass
(Object : in out Frame_Graph;
Name : String;
State : Rendering.States.State;
Program : Rendering.Programs.Program;
Callback : not null Program_Callback;
Side_Effect : Boolean := False) return Render_Pass'Class
is (Object.Add_Pass
(Name, State, Program, Callback, Side_Effect => Side_Effect, Present => False));
procedure Unused_Callback (Program : in out Rendering.Programs.Program) is null;
procedure Add_Present
(Object : in out Frame_Graph;
Subject : Resource;
Handle : out Handle_Type)
is
Found : Boolean;
begin
Object.Find_Resource (Subject, Handle, Found);
if not Found then
raise Constraint_Error with "Presented resource not found in graph";
end if;
declare
Unused_Program : Rendering.Programs.Program;
Pass : constant Render_Pass'Class := Object.Add_Pass
("Present", (others => <>), Unused_Program, Unused_Callback'Access,
Side_Effect => True, Present => True);
begin
-- The present pass does not always read the resource: the previous
-- render pass will use the default framebuffer to write to the
-- resource (mode 1), or the present pass will blit (mode 2) or
-- render (mode 3) the resource to the default framebuffer
Render_Pass (Pass).Add_Input (Subject, Texture_Read, 0, Handle, Implicit => False);
Object.Present_Pass := Pass.Index;
end;
end Add_Present;
-----------------------------------------------------------------------------
procedure Add_Output
(Object : Render_Pass;
Subject : Resource;
Write : Write_Mode;
Binding : Binding_Point;
Handle : out Handle_Type;
Implicit : Boolean)
is
Graph : Orka.Frame_Graphs.Frame_Graph renames Object.Frame_Graph.all;
Pass : Render_Pass_Data renames Graph.Passes (Object.Index);
Attachment : constant Attachment_Format := Get_Attachment_Format (Subject.Format);
begin
if Pass.Write_Count > 0 and then
Pass.Write_Offset + Pass.Write_Count /= Graph.Write_Handles.Length + 1
then
raise Program_Error with "Cannot interleave Add_Output calls for different passes";
end if;
if Implicit and Write = Framebuffer_Attachment then
Verify_Depth_Stencil (Pass, Attachment);
declare
Handle : Handle_Type;
Prev_Subject : Resource := Subject;
begin
Prev_Subject.Version := Subject.Version - 1;
Object.Add_Input
(Prev_Subject, Framebuffer_Attachment, Binding, Handle, Implicit => False);
Graph.Resources (Handle).Implicit := True;
end;
end if;
Add_Resource (Graph, Subject, Handle);
declare
Resource : Resource_Data renames Graph.Resources (Handle);
begin
if Resource.Render_Pass /= No_Render_Pass then
raise Constraint_Error with "Resource '" & Name (Resource) & "'" &
" already written by pass '" & Name (Graph.Passes (Resource.Render_Pass)) & "'";
end if;
pragma Assert (Resource.Output_Mode = Not_Used);
Resource.Render_Pass := Object.Index;
Resource.Output_Mode := Write;
Resource.Output_Binding := Binding;
end;
-- Register resource as 'written' by the render pass
Graph.Write_Handles.Append (Handle);
if Pass.Write_Count = 0 then
Pass.Write_Offset := Graph.Write_Handles.Length;
end if;
Pass.Write_Count := Pass.Write_Count + 1;
Set_Depth_Stencil (Pass, Attachment);
end Add_Output;
procedure Add_Output
(Object : Render_Pass;
Subject : Resource;
Mode : Write_Mode;
Binding : Binding_Point)
is
Handle : Handle_Type;
begin
Object.Add_Output (Subject, Mode, Binding, Handle, Implicit => True);
pragma Assert (Object.Frame_Graph.Resources (Handle).Output_Mode = Mode);
pragma Assert (Object.Frame_Graph.Resources (Handle).Output_Binding = Binding);
end Add_Output;
procedure Add_Input
(Object : Render_Pass;
Subject : Resource;
Mode : Read_Mode;
Binding : Binding_Point;
Handle : out Handle_Type;
Implicit : Boolean)
is
Graph : Orka.Frame_Graphs.Frame_Graph renames Object.Frame_Graph.all;
Pass : Render_Pass_Data renames Graph.Passes (Object.Index);
Attachment : constant Attachment_Format := Get_Attachment_Format (Subject.Format);
begin
if Pass.Read_Count > 0 and then
Pass.Read_Offset + Pass.Read_Count /= Graph.Read_Handles.Length + 1
then
raise Program_Error with "Cannot interleave Add_Input calls for different passes";
end if;
if Implicit and Mode = Framebuffer_Attachment then
if Attachment = Color then
raise Program_Error with "Use Add_Output or Add_Input_Output for color resource";
end if;
Verify_Depth_Stencil (Pass, Attachment);
declare
Handle : Handle_Type;
Next_Subject : Resource := Subject;
begin
Next_Subject.Version := Subject.Version + 1;
Object.Add_Output
(Next_Subject, Framebuffer_Attachment, Binding, Handle, Implicit => False);
Graph.Resources (Handle).Implicit := True;
end;
end if;
Add_Resource (Graph, Subject, Handle);
declare
Resource : Resource_Data renames Graph.Resources (Handle);
begin
-- Resource is not considered modified if the next version is implicit
if Resource.Modified then
raise Constraint_Error with
"Cannot read old version of modified resource '" & Name (Resource) & "'";
end if;
-- Because a resource records only one input mode, verify this
-- resource is read by multiple render passes using only one
-- particular method
if Resource.Input_Mode not in Not_Used | Mode then
raise Constraint_Error with
"Resource '" & Name (Resource) & "' must be read as " & Resource.Input_Mode'Image;
end if;
Resource.Read_Count := Resource.Read_Count + 1;
Resource.Input_Mode := Mode;
Resource.Input_Binding := Binding;
end;
-- Register resource as 'read' by the render pass
Graph.Read_Handles.Append (Handle);
if Pass.Read_Count = 0 then
Pass.Read_Offset := Graph.Read_Handles.Length;
end if;
Pass.Read_Count := Pass.Read_Count + 1;
Set_Depth_Stencil (Pass, Attachment);
end Add_Input;
procedure Add_Input
(Object : Render_Pass;
Subject : Resource;
Mode : Read_Mode;
Binding : Binding_Point)
is
Handle : Handle_Type;
begin
Object.Add_Input (Subject, Mode, Binding, Handle, Implicit => True);
pragma Assert (Object.Frame_Graph.Resources (Handle).Input_Mode = Mode);
pragma Assert (Object.Frame_Graph.Resources (Handle).Input_Binding = Binding);
end Add_Input;
function Add_Input_Output
(Object : Render_Pass;
Subject : Resource;
Mode : Read_Write_Mode;
Binding : Binding_Point) return Resource
is
Graph : Orka.Frame_Graphs.Frame_Graph renames Object.Frame_Graph.all;
Handle : Handle_Type;
Read : constant Read_Mode :=
(case Mode is
when Not_Used => Not_Used,
when Framebuffer_Attachment => Framebuffer_Attachment,
when Image_Load_Store => Image_Load);
Write : constant Write_Mode :=
(case Mode is
when Not_Used => Not_Used,
when Framebuffer_Attachment => Framebuffer_Attachment,
when Image_Load_Store => Image_Store);
Next_Subject : Resource := Subject;
begin
Object.Add_Input (Subject, Read, Binding, Handle, Implicit => False);
declare
Resource : Resource_Data renames Graph.Resources (Handle);
begin
Resource.Modified := True;
end;
Next_Subject.Version := Subject.Version + 1;
Object.Add_Output (Next_Subject, Write, Binding, Handle, Implicit => False);
return Next_Subject;
end Add_Input_Output;
function Cull
(Object : Frame_Graph;
Present : Resource) return Renderable_Graph'Class
is
Stack : Handle_Vectors.Vector (Positive (Object.Resources.Length));
Index : Handle_Type;
begin
return Result : Renderable_Graph
(Maximum_Passes => Object.Maximum_Passes,
Maximum_Handles => Object.Maximum_Handles,
Maximum_Resources => Object.Maximum_Resources)
do
-- Copy data structures before culling
Result.Graph.Passes := Object.Passes;
Result.Graph.Resources := Object.Resources;
Result.Graph.Read_Handles := Object.Read_Handles;
Result.Graph.Write_Handles := Object.Write_Handles;
Result.Initialized := False;
Add_Present (Result.Graph, Present, Index);
declare
Resource : Resource_Data renames Result.Graph.Resources (Index);
begin
if Resource.Render_Pass = No_Render_Pass then
raise Constraint_Error with "Presented resource not written by a pass";
end if;
end;
-- Raise an error if there is a render pass that will be
-- culled immediately. This simplifies the stack so that it
-- only needs to contain indices of resources.
for Pass of Result.Graph.Passes loop
Pass.References := Pass.Write_Count;
if not Pass.Side_Effect and Pass.References = 0 then
raise Constraint_Error with
"Render pass '" & (+Pass.Name) & "' does not write to any resource";
end if;
end loop;
for Index in 1 .. Result.Graph.Resources.Length loop
declare
Resource : Resource_Data renames Result.Graph.Resources (Index);
begin
Resource.References := Resource.Read_Count;
if Resource.References = 0 then
if Resource.Render_Pass = No_Render_Pass then
raise Constraint_Error with
"Resource '" & Name (Resource) & " not connected";
end if;
Stack.Append (Index);
end if;
end;
end loop;
while not Stack.Is_Empty loop
Stack.Remove_Last (Index);
declare
-- Pass is the render pass that writes to the resource
Resource : Resource_Data renames Result.Graph.Resources (Index);
Pass : Render_Pass_Data renames Result.Graph.Passes (Resource.Render_Pass);
-- Assert that the render pass does write to the resource
Write_Offset : Positive renames Pass.Write_Offset;
Write_Count : Natural renames Pass.Write_Count;
pragma Assert
(for some Offset in Write_Offset .. Write_Offset + Write_Count - 1 =>
Result.Graph.Write_Handles (Offset) = Index);
begin
Pass.References := Pass.References - 1;
-- Update ref count of resources read by the render pass
-- if the render pass got culled
if not Pass.Side_Effect and Pass.References = 0 then
for Index in Pass.Read_Offset .. Pass.Read_Offset + Pass.Read_Count - 1 loop
declare
Resource_Handle : constant Handle_Type :=
Result.Graph.Read_Handles (Index);
Resource : Resource_Data renames
Result.Graph.Resources (Resource_Handle);
begin
Resource.References := Resource.References - 1;
if Resource.References = 0 and Resource.Render_Pass /= No_Render_Pass then
Stack.Append (Resource_Handle);
end if;
end;
end loop;
end if;
end;
end loop;
-- Here we are done with culling. Next step is to iterate over
-- the passes that survived culling and create framebuffers and
-- textures.
end return;
end Cull;
function Input_Resources
(Object : Renderable_Graph;
Pass : Render_Pass_Data) return Input_Resource_Array is
begin
return Result : Input_Resource_Array (1 .. Pass.Read_Count) do
for Index in 1 .. Pass.Read_Count loop
declare
Data : Resource_Data renames Object.Graph.Resources
(Object.Graph.Read_Handles (Pass.Read_Offset + Index - 1));
begin
Result (Index) := (Mode => Data.Input_Mode,
Data => Data.Description,
Binding => Data.Input_Binding,
Written => Data.Render_Pass /= No_Render_Pass,
Implicit => Data.Implicit);
end;
end loop;
end return;
end Input_Resources;
function Output_Resources
(Object : Renderable_Graph;
Pass : Render_Pass_Data) return Output_Resource_Array is
begin
return Result : Output_Resource_Array (1 .. Pass.Write_Count) do
for Index in 1 .. Pass.Write_Count loop
declare
Data : Resource_Data renames Object.Graph.Resources
(Object.Graph.Write_Handles (Pass.Write_Offset + Index - 1));
begin
Result (Index) := (Mode => Data.Output_Mode,
Data => Data.Description,
Binding => Data.Output_Binding,
Read => Data.References > 0,
Implicit => Data.Implicit);
end;
end loop;
end return;
end Output_Resources;
function Is_Initialized (Object : Renderable_Graph) return Boolean is (Object.Initialized);
procedure Initialize
(Object : in out Renderable_Graph;
Location : Resources.Locations.Location_Ptr;
Default : Rendering.Framebuffers.Framebuffer)
is
subtype Selector_Type is GL.Buffers.Explicit_Color_Buffer_Selector;
subtype Buffer_Type is GL.Buffers.Draw_Buffer_Index;
subtype Point_Type is Rendering.Framebuffers.Color_Attachment_Point;
function To_Color_Buffer (Value : Attachment_Point) return Selector_Type is
(Selector_Type'Val (Selector_Type'Pos (Selector_Type'First) + Value));
function To_Attachment_Point (Value : Attachment_Point) return Point_Type is
(Point_Type'Val (Point_Type'Pos (Point_Type'First) + Value));
Present_Pass : Render_Pass_Data renames Object.Graph.Passes (Object.Graph.Present_Pass);
pragma Assert (Present_Pass.Read_Count = 1);
-- Look up the resource that is going to be presented to the screen
Present_Resource_Handle : constant Handle_Type
:= Object.Graph.Read_Handles (Present_Pass.Read_Offset);
Present_Resource : Resource_Data renames Object.Graph.Resources (Present_Resource_Handle);
Default_Size : constant Size_3D := (Default.Width, Default.Height, 1);
Last_Pass_Index : constant Render_Pass_Index := Present_Resource.Render_Pass;
begin
declare
package Programs renames Orka.Rendering.Programs;
Resource : Resource_Data renames Present_Resource;
Format : constant Attachment_Format :=
Get_Attachment_Format (Resource.Description.Format);
-- Look up the last render pass *before* the present pass
Last_Render_Pass : Render_Pass_Data renames Object.Graph.Passes (Last_Pass_Index);
Attachments : Natural := 0;
Has_Non_Color_Attachment : Boolean := False;
begin
-- Mode 1: Previous render pass has one FB color attachment (this resource)
-- Action: Previous render pass can use the default framebuffer
--
-- Mode 2: Previous render pass has multiple FB color attachments
-- or other non-color FB attachments
-- Action: Blit the resource to the default framebuffer
--
-- Mode 3: Resource is not written as a FB color attachment
-- or resource is a depth and/or stencil attachment
-- Action: Bind the resource as a texture and render to the
-- default framebuffer
if Resource.Output_Mode /= Framebuffer_Attachment or Format /= Color then
-- Mode 3: Bind resource as texture and render to default framebuffer
-- (Presented resource is added as input to present pass in procedure Add_Present)
Object.Present_Mode := Render_To_Default;
Object.Present_Program := Programs.Create_Program (Programs.Modules.Create_Module
(Location,
VS => "oversized-triangle.vert",
FS => "frame-graph-present.frag"));
Object.Present_Program.Uniform ("screenResolution").Set_Vector
(Orka.Types.Singles.Vector4'
(Orka.Float_32 (Default.Width), Orka.Float_32 (Default.Height), 0.0, 0.0));
Log (Warning, "Presenting " & Name (Resource) & " using extra render pass");
if Resource.Output_Mode /= Framebuffer_Attachment then
Log (Warning, " output mode: " & Resource.Output_Mode'Image &
" (/= " & Read_Mode'Image (Framebuffer_Attachment) & ")");
end if;
if Format /= Color then
Log (Warning, " format: " & Format'Image &
" (/= " & Color'Image & ")");
end if;
else
for Last_Resource of Object.Output_Resources (Last_Render_Pass) loop
if Last_Resource.Mode = Framebuffer_Attachment then
case Get_Attachment_Format (Last_Resource.Data.Format) is
when Color =>
Attachments := Attachments + 1;
when Depth | Depth_Stencil | Stencil =>
-- Cannot use mode 1, because we have no control over the format
-- of the depth/stencil buffer of the default framebuffer
Has_Non_Color_Attachment := True;
end case;
end if;
end loop;
if Attachments = 1 and not Has_Non_Color_Attachment
and Resource.Description.Kind = Texture_2D
and Resource.Description.Size = Default_Size
and Resource.Description.Samples = Natural (Default.Samples)
then
-- Mode 1: Use Default as the framebuffer of Last_Render_Pass
Object.Present_Mode := Use_Default;
Log (Debug, "Presenting " & Name (Resource) & " using default framebuffer");
elsif Resource.Description.Kind in Texture_2D | Texture_2D_Multisample then
-- Mode 2
Object.Present_Mode := Blit_To_Default;
Log (Warning, "Presenting " & Name (Resource) & " by blitting");
if Attachments /= 1 or Has_Non_Color_Attachment then
Log (Warning, " last render pass:");
Log (Warning, " name: " & Name (Last_Render_Pass));
if Attachments /= 1 then
Log (Warning, " attachments: " & Trim_Image (Attachments) & " (/= 1)");
end if;
if Has_Non_Color_Attachment then
Log (Warning, " has depth or stencil attachments");
end if;
end if;
if Resource.Description.Kind /= Texture_2D then
Log (Warning, " kind: " & Resource.Description.Kind'Image &
" (/= " & Texture_2D'Image & ")");
end if;
if Resource.Description.Size /= Default_Size then
Log (Warning, " scaling: from " &
Trim_Image (Resource.Description.Size) & " to " &
Trim_Image (Default_Size));
end if;
if Resource.Description.Samples /= Natural (Default.Samples) then
Log (Warning, " samples: " &
Trim_Image (Resource.Description.Samples) & " (/= " &
Trim_Image (Natural (Default.Samples)) & ")");
end if;
end if;
end if;
end;
for Index in 1 .. Object.Graph.Passes.Length loop
declare
Pass : Render_Pass_Data renames Object.Graph.Passes (Index);
Width, Height : Size := Size'First;
Samples_Attachments : Natural := Natural'First;
Clear_Mask : GL.Buffers.Buffer_Bits := (others => False);
Invalidate_Mask : GL.Buffers.Buffer_Bits := (others => False);
-- If Clear_Buffers = Render_Buffers then we only need to call
-- Set_Draw_Buffers once after creating the framebuffer, otherwise
-- buffers need to be set before clearing and rendering
Clear_Buffers : GL.Buffers.Color_Buffer_List (0 .. 7) := (others => GL.Buffers.None);
Render_Buffers : GL.Buffers.Color_Buffer_List (0 .. 7) := (others => GL.Buffers.None);
Buffers_Equal : Boolean := False;
Invalidate_Points : Rendering.Framebuffers.Use_Point_Array := (others => False);
Depth_Writes, Stencil_Writes : Boolean := True;
Clear_Buffer, Invalidate_Buffer : Boolean;
begin
if Pass.Side_Effect or Pass.References > 0 then
-- Clear input resources read as framebuffer attachments
-- which are new (not written by a previous render pass)
for Resource of Object.Input_Resources (Pass) loop
if Resource.Mode = Framebuffer_Attachment then
Clear_Buffer := not Resource.Written;
case Get_Attachment_Format (Resource.Data.Format) is
when Depth_Stencil =>
Clear_Mask.Depth := Clear_Buffer;
Clear_Mask.Stencil := Clear_Buffer;
when Depth =>
Clear_Mask.Depth := Clear_Buffer;
when Stencil =>
Clear_Mask.Stencil := Clear_Buffer;
when Color =>
-- Clear the color buffers, but only those that
-- do not have a render pass that writes to it
if Clear_Buffer then
Clear_Buffers (Buffer_Type (Resource.Binding)) :=
To_Color_Buffer (Resource.Binding);
Clear_Mask.Color := True;
end if;
end case;
end if;
end loop;
-- Present pass is always the default framebuffer. Make sure
-- the color buffer of the default framebuffer is cleared when
-- we manually need to blit or render some texture to the screen
if Pass.Present then
Clear_Mask.Color := True;
end if;
-- Invalidate output attachments that are transcient
-- (not read by a subsequent render pass)
for Resource of Object.Output_Resources (Pass) loop
if Resource.Mode = Framebuffer_Attachment then
Invalidate_Buffer := not Resource.Read;
Samples_Attachments :=
Natural'Max (Samples_Attachments, Resource.Data.Samples);
case Get_Attachment_Format (Resource.Data.Format) is
when Depth_Stencil =>
Invalidate_Mask.Depth := Invalidate_Buffer;
Invalidate_Mask.Stencil := Invalidate_Buffer;
Depth_Writes := not Resource.Implicit;
Stencil_Writes := not Resource.Implicit;
when Depth =>
Invalidate_Mask.Depth := Invalidate_Buffer;
Depth_Writes := not Resource.Implicit;
when Stencil =>
Invalidate_Mask.Stencil := Invalidate_Buffer;
Stencil_Writes := not Resource.Implicit;
when Color =>
-- Invalidate the color buffers, but only those that
-- are not read by a subsequent render pass
if Invalidate_Buffer then
Invalidate_Points (To_Attachment_Point (Resource.Binding)) := True;
Invalidate_Mask.Color := True;
end if;
-- Even if the resource is not read, the buffer is
-- still used as a draw buffer because the shader
-- will probably render to it
Render_Buffers (Buffer_Type (Resource.Binding)) :=
To_Color_Buffer (Resource.Binding);
end case;
end if;
-- Compute maximum width and height over all the output
-- resources (which may be attached to the framebuffer).
-- Ideally all attachments have the same size, but the
-- GL spec allows for them to be different. Furthermore,
-- a framebuffer may have zero attachments, so iterate over
-- all resources irrespective of their write mode.
Width := Size'Max (Width, Resource.Data.Size (X));
Height := Size'Max (Height, Resource.Data.Size (Y));
end loop;
if Pass.Write_Count = 0 then
pragma Assert (Pass.Side_Effect);
-- Use width and height from default framebuffer
Width := Default.Width;
Height := Default.Height;
else
pragma Assert (Width > 0 and Height > 0);
end if;
declare
use type GL.Buffers.Color_Buffer_List;
begin
-- Output attachments always have a corresponding
-- input resource (implicit if necessary), but if
-- the resource is not new (written by previous pass)
-- then the resource is not cleared
Buffers_Equal := Clear_Buffers = Render_Buffers;
end;
-- Skip present pass if last normal render pass already uses default framebuffer
if Object.Present_Mode /= Use_Default or not Pass.Present then
Object.Framebuffers.Append
((Index => Index,
Framebuffer => Framebuffer_Holders.To_Holder
(if Object.Present_Mode = Use_Default and Last_Pass_Index = Index then
Default
elsif Object.Present_Mode /= Use_Default and Pass.Present then
Default
else
Rendering.Framebuffers.Create_Framebuffer
(Width => Width,
Height => Height,
Samples => Size (Samples_Attachments))),
Clear_Mask => Clear_Mask,
Invalidate_Mask => Invalidate_Mask,
Clear_Buffers => Clear_Buffers,
Render_Buffers => Render_Buffers,
Buffers_Equal => Buffers_Equal,
Invalidate_Points => Invalidate_Points,
Depth_Writes => Depth_Writes,
Stencil_Writes => Stencil_Writes));
if Object.Present_Mode = Use_Default and Last_Pass_Index = Index then
Pass.Side_Effect := True;
Pass.Present := True;
elsif Object.Present_Mode = Blit_To_Default and Last_Pass_Index = Index then
Object.Last_Pass_Index := Object.Framebuffers.Length;
end if;
declare
procedure Set_Buffers
(Framebuffer : in out Rendering.Framebuffers.Framebuffer)
is
use type GL.Buffers.Color_Buffer_Selector;
begin
-- Clear color to black and depth to 0.0 (because of reversed Z)
Framebuffer.Set_Default_Values
((Color => (0.0, 0.0, 0.0, 1.0), Depth => 0.0, others => <>));
if Framebuffer.Default then
-- The resource is 'read' by the present pass
pragma Assert (not Invalidate_Mask.Color);
if not Buffers_Equal then
pragma Assert
(for all Buffer of Clear_Buffers => Buffer = GL.Buffers.None);
end if;
if Object.Present_Mode = Use_Default then
pragma Assert (Render_Buffers
(Render_Buffers'First) = GL.Buffers.Color_Attachment0);
pragma Assert
(for all Index in Render_Buffers'First + 1 .. Render_Buffers'Last
=> Render_Buffers (Index) = GL.Buffers.None);
-- Not calling Set_Draw_Buffers because the default
-- framebuffer already has an initial draw buffer
-- (GL.Buffers.Back_Left for double-buffered context)
end if;
else
if Object.Present_Mode = Blit_To_Default
and Last_Pass_Index = Index
then
-- Compute the point of the resource read by the present pass
for Resource of Object.Output_Resources (Pass) loop
if Resource.Mode = Framebuffer_Attachment
and Get_Attachment_Format (Resource.Data.Format) = Color
and Resource.Data = Present_Resource.Description
then
Framebuffer.Set_Read_Buffer
(To_Color_Buffer (Resource.Binding));
end if;
end loop;
end if;
if Buffers_Equal then
Framebuffer.Set_Draw_Buffers (Render_Buffers);
end if;
for Resource of Object.Input_Resources (Pass) loop
if Resource.Mode = Framebuffer_Attachment then
-- TODO Support attaching layer of resource
-- using value in 1 .. Resource.Data.Size (Z)
if Get_Attachment_Format (Resource.Data.Format) /= Color then
Framebuffer.Attach (Get_Texture (Resource.Data));
else
Framebuffer.Attach
(Texture => Get_Texture (Resource.Data),
Attachment => To_Attachment_Point (Resource.Binding));
end if;
end if;
end loop;
end if;
end Set_Buffers;
begin
Object.Framebuffers (Object.Framebuffers.Length).Framebuffer.Update_Element
(Set_Buffers'Access);
end;
end if;
end if;
end;
end loop;
Object.Initialized := True;
end Initialize;
procedure Log_Graph (Object : in out Renderable_Graph) is
begin
for Data of Object.Framebuffers loop
declare
Pass : Render_Pass_Data renames Object.Graph.Passes (Data.Index);
pragma Assert (Pass.Side_Effect or else Pass.References > 0);
procedure Execute_Pass (Framebuffer : Rendering.Framebuffers.Framebuffer) is
use type GL.Buffers.Explicit_Color_Buffer_Selector;
begin
Log (Debug, "Pass " & Name (Pass) & " (" & Trim_Image (Data.Index) & ")");
Log (Debug, " count:");
Log (Debug, " read: " & Pass.Read_Count'Image);
Log (Debug, " write: " & Pass.Write_Count'Image);
Log (Debug, " references: " & Pass.References'Image);
Log (Debug, " side effects: " & Pass.Side_Effect'Image);
Log (Debug, " present: " & Pass.Present'Image);
Log (Debug, " framebuffer: " & Framebuffer.Image);
Log (Debug, " writes:");
Log (Debug, " depth: " & Data.Depth_Writes'Image);
Log (Debug, " stencil: " & Data.Stencil_Writes'Image);
Log (Debug, " masks:");
Log (Debug, " clear: " & Trim_Image (Data.Clear_Mask));
Log (Debug, " invalidate: " & Trim_Image (Data.Invalidate_Mask));
if not Framebuffer.Default then
Log (Debug, " invalidate:");
for I in Data.Invalidate_Points'Range loop
if Data.Invalidate_Points (I) then
Log (Debug, " - " & I'Image);
end if;
end loop;
Log (Debug, " buffers:");
Log (Debug, " clear:");
for I in Data.Clear_Buffers'Range loop
if Data.Clear_Buffers (I) /= GL.Buffers.None then
Log (Debug, " - " & Data.Clear_Buffers (I)'Image);
end if;
end loop;
if not Data.Buffers_Equal then
Log (Debug, " render:");
for I in Data.Render_Buffers'Range loop
if Data.Clear_Buffers (I) /= GL.Buffers.None then
Log (Debug, " - " & Data.Render_Buffers (I)'Image);
end if;
end loop;
end if;
end if;
Log (Debug, " inputs:");
for Resource of Object.Input_Resources (Pass) loop
Log_Resource (Resource.Data);
Log (Debug, " mode: " & Resource.Mode'Image);
Log (Debug, " binding: " & Trim_Image (Natural (Resource.Binding)));
Log (Debug, " implicit: " & Resource.Implicit'Image);
Log (Debug, " written: " & Resource.Written'Image);
end loop;
Log (Debug, " outputs:");
for Resource of Object.Output_Resources (Pass) loop
Log_Resource (Resource.Data);
Log (Debug, " mode: " & Resource.Mode'Image);
Log (Debug, " binding: " & Trim_Image (Natural (Resource.Binding)));
Log (Debug, " implicit: " & Resource.Implicit'Image);
Log (Debug, " read: " & Resource.Read'Image);
end loop;
if Pass.Present then
Log (Debug, "Present pass mode: " & Object.Present_Mode'Image);
case Object.Present_Mode is
when Blit_To_Default =>
Log (Debug, "Blitting to default framebuffer from pass " &
Trim_Image (Object.Framebuffers (Object.Last_Pass_Index).Index));
when Use_Default | Render_To_Default =>
null;
end case;
end if;
end Execute_Pass;
begin
Data.Framebuffer.Query_Element (Execute_Pass'Access);
end;
end loop;
end Log_Graph;
procedure Render
(Object : in out Renderable_Graph;
Context : in out Contexts.Context'Class)
is
package Textures renames Orka.Rendering.Textures;
begin
for Data of Object.Framebuffers loop
declare
Pass : Render_Pass_Data renames Object.Graph.Passes (Data.Index);
pragma Assert (Pass.Side_Effect or else Pass.References > 0);
procedure Execute_Pass (Framebuffer : in out Rendering.Framebuffers.Framebuffer) is
begin
Framebuffer.Use_Framebuffer;
GL.Buffers.Set_Depth_Mask (True);
GL.Buffers.Set_Stencil_Mask (2#1111_1111#);
if Data.Buffers_Equal then
Framebuffer.Clear (Data.Clear_Mask);
else
Framebuffer.Set_Draw_Buffers (Data.Clear_Buffers);
Framebuffer.Clear (Data.Clear_Mask);
Framebuffer.Set_Draw_Buffers (Data.Render_Buffers);
end if;
GL.Buffers.Set_Depth_Mask (Data.Depth_Writes);
GL.Buffers.Set_Stencil_Mask (if Data.Stencil_Writes then 2#1111_1111# else 0);
GL.Toggles.Set (GL.Toggles.Depth_Test, Pass.Has_Depth);
GL.Toggles.Set (GL.Toggles.Stencil_Test, Pass.Has_Stencil);
-- Note: unconditional writing (write + no test) would require
-- enable testing + GL.Buffers.Set_Depth_Function (GL.Types.Always),
-- but is not supported because otherwise a user would need to call
-- Add_Input_Output instead of just Add_Output for a depth resource
-- Apply GL state updates
Context.Update_State (Pass.State);
-- Bind textures and images
for Resource of Object.Input_Resources (Pass) loop
case Resource.Mode is
when Texture_Read =>
Textures.Bind (Get_Texture (Resource.Data),
Textures.Texture, Natural (Resource.Binding));
when Image_Load =>
Textures.Bind (Get_Texture (Resource.Data),
Textures.Image, Natural (Resource.Binding));
when Not_Used | Framebuffer_Attachment =>
null;
end case;
end loop;
for Resource of Object.Output_Resources (Pass) loop
-- Resource has already been attached in procedure Initialize
-- if mode is Framebuffer_Attachment
if Resource.Mode = Image_Store then
Textures.Bind (Get_Texture (Resource.Data), Textures.Image,
Natural (Resource.Binding));
end if;
end loop;
pragma Assert (Framebuffer.Default = Pass.Present);
if Pass.Present then
case Object.Present_Mode is
when Use_Default =>
-- User-defined program will use default framebuffer to render to screen
Pass.Program.Use_Program;
Pass.Callback (Pass.Program);
when Blit_To_Default =>
declare
procedure Resolve_From_Pass
(Other_Framebuffer : Rendering.Framebuffers.Framebuffer) is
begin
Other_Framebuffer.Resolve_To (Framebuffer);
end Resolve_From_Pass;
begin
-- Blit input texture to screen
Object.Framebuffers (Object.Last_Pass_Index).Framebuffer.Query_Element
(Resolve_From_Pass'Access);
end;
when Render_To_Default =>
-- Render input texture to screen
Object.Present_Program.Use_Program;
GL.Buffers.Set_Depth_Function (GL.Types.Always);
Orka.Rendering.Drawing.Draw (GL.Types.Triangles, 0, 3);
GL.Buffers.Set_Depth_Function (GL.Types.Greater);
-- FIXME Need to know depth func of previous state
end case;
else
Pass.Program.Use_Program;
Pass.Callback (Pass.Program);
end if;
-- Invalidate attachments that are transcient
-- (not read by a subsequent render pass)
Framebuffer.Invalidate (Data.Invalidate_Mask);
-- TODO Use Data.Invalidate_Points for the color attachment points
end Execute_Pass;
begin
Data.Framebuffer.Update_Element (Execute_Pass'Access);
end;
end loop;
end Render;
----------------------------------------------------------------------
procedure Write_Graph
(Object : in out Renderable_Graph;
Location : Resources.Locations.Writable_Location_Ptr;
Path : String)
is
package SU renames Ada.Strings.Unbounded;
package SF renames Ada.Strings.Fixed;
function Trim (Value : String) return String is (SF.Trim (Value, Ada.Strings.Both));
function Image (Value : String) return String is ('"' & Value & '"');
function Image (Value : Integer) return String is (Trim (Value'Image));
function Image (Value : Boolean) return String is (if Value then "true" else "false");
Result : SU.Unbounded_String;
First : Boolean;
procedure Append (Key, Value : String; Comma : Boolean := False) is
begin
SU.Append (Result, '"' & Key & '"' & ':' & Value);
if Comma then
SU.Append (Result, ',');
end if;
end Append;
procedure Append_Comma is
begin
if not First then
SU.Append (Result, ',');
end if;
First := False;
end Append_Comma;
begin
SU.Append (Result, "{");
-- Vertices (render passes and resources)
First := True;
Append ("passes", "[");
for Pass of Object.Graph.Passes loop
Append_Comma;
SU.Append (Result, '{');
Append ("name", Image (+Pass.Name), True);
Append ("readCount", Image (Pass.Read_Count), True);
Append ("writeCount", Image (Pass.Write_Count), True);
Append ("sideEffect", Image (Pass.Side_Effect), True);
Append ("references", Image (Pass.References));
SU.Append (Result, '}');
end loop;
SU.Append (Result, "],");
First := True;
Append ("resources", "[");
for Resource of Object.Graph.Resources loop
Append_Comma;
SU.Append (Result, '{');
Append ("name", Image (+Resource.Description.Name), True);
Append ("kind", Image (Resource.Description.Kind'Image), True);
Append ("format", Image (Resource.Description.Format'Image), True);
Append ("version", Image (Natural (Resource.Description.Version)), True);
Append ("implicit", Image (Resource.Implicit), True);
Append ("readMode", Image (Resource.Input_Mode'Image), True);
Append ("writeMode", Image (Resource.Output_Mode'Image), True);
Append ("readCount", Image (Resource.Read_Count), True);
Append ("references", Image (Resource.References));
SU.Append (Result, '}');
end loop;
SU.Append (Result, "],");
-- Edges (reads and writes)
First := True;
Append ("reads", "[");
for Index in 1 .. Object.Graph.Passes.Length loop
declare
Pass : Render_Pass_Data renames Object.Graph.Passes (Index);
begin
-- Passes reading from resources
for Resource_Index in Pass.Read_Offset .. Pass.Read_Offset + Pass.Read_Count - 1 loop
declare
Handle : Handle_Type renames Object.Graph.Read_Handles (Resource_Index);
begin
Append_Comma;
SU.Append (Result, '{');
Append ("source", Image (Natural (Handle) - 1), True);
Append ("target", Image (Natural (Index - 1)));
SU.Append (Result, '}');
end;
end loop;
end;
end loop;
SU.Append (Result, "],");
First := True;
Append ("writes", "[");
for Index in 1 .. Object.Graph.Passes.Length loop
declare
Pass : Render_Pass_Data renames Object.Graph.Passes (Index);
begin
-- Passes writing to resources
for Resource_Index in
Pass.Write_Offset .. Pass.Write_Offset + Pass.Write_Count - 1
loop
declare
Handle : Handle_Type renames Object.Graph.Write_Handles (Resource_Index);
begin
Append_Comma;
SU.Append (Result, '{');
Append ("source", Image (Natural (Index - 1)), True);
Append ("target", Image (Natural (Handle) - 1));
SU.Append (Result, '}');
end;
end loop;
end;
end loop;
SU.Append (Result, "]");
SU.Append (Result, "}");
declare
subtype JSON_Byte_Array is Resources.Byte_Array
(1 .. Ada.Streams.Stream_Element_Offset (SU.Length (Result)));
function Convert is new Ada.Unchecked_Conversion
(Source => String, Target => JSON_Byte_Array);
begin
Location.Write_Data (Path, Convert (SU.To_String (Result)));
end;
end Write_Graph;
end Orka.Frame_Graphs;
|