From d7c1ced08d5d78fcb239550404db4e67d4357a19 Mon Sep 17 00:00:00 2001 From: hachem Date: Tue, 22 Sep 2026 06:57:16 +0200 Subject: fix: windows support --- src/platform/vulkan/vulkan_cubemap.cpp | 33 +++++++++++++++++++++++++-------- 1 file changed, 25 insertions(+), 8 deletions(-) (limited to 'src/platform/vulkan/vulkan_cubemap.cpp') diff --git a/src/platform/vulkan/vulkan_cubemap.cpp b/src/platform/vulkan/vulkan_cubemap.cpp index 3ffc496..de0116e 100644 --- a/src/platform/vulkan/vulkan_cubemap.cpp +++ b/src/platform/vulkan/vulkan_cubemap.cpp @@ -2,6 +2,7 @@ #include "stb_image.h" #include +#include namespace Donut::RHI { @@ -36,10 +37,22 @@ namespace Donut::RHI csm.addressModeU = csm.addressModeV = csm.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; vkCreateSampler(m_device, &csm, nullptr, &tex->m_sampler); + // the capture shaders come first: if they're missing (no generated/ dir) + // take the same dark road as a missing hdr, rather than handing the driver + // two garbage module handles. + VkShaderModule vmod = VK_NULL_HANDLE, fmod = VK_NULL_HANDLE; + const bool shaders_ok = create_shader_module("assets/shaders/generated/equirect_to_cubemap.vertexMain.spv", vmod) + && create_shader_module("assets/shaders/generated/equirect_to_cubemap.fragmentMain.spv", fmod); + // bottom row first, same as the GL loader: SampleSphericalMap sends "up" to + // v = 1, so the top of the panorama has to be the last row. without this the + // whole sky is upside down (the old projection flip was half-hiding that). int w = 0, h = 0, ch = 0; - float* pixels = stbi_loadf(path.c_str(), &w, &h, &ch, 4); + stbi_set_flip_vertically_on_load(true); + float* pixels = shaders_ok ? stbi_loadf(path.c_str(), &w, &h, &ch, 4) : nullptr; if (!pixels) { + if (vmod) vkDestroyShaderModule(m_device, vmod, nullptr); + if (fmod) vkDestroyShaderModule(m_device, fmod, nullptr); DONUT_WARN("Vulkan RHI: HDRI '{}' could not be loaded; using a dark background", path); VkCommandBufferAllocateInfo cbai{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO }; cbai.commandPool = m_command_pool; cbai.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; cbai.commandBufferCount = 1; @@ -65,13 +78,14 @@ namespace Donut::RHI } const VkFormat eq_fmt = VK_FORMAT_R16G16B16A16_SFLOAT; - size_t texel_count = (size_t)w * h * 4; + size_t texel_count = (size_t)w * (size_t)h * 4; VkDeviceSize eq_size = (VkDeviceSize)texel_count * sizeof(uint16_t); VkBuffer eq_staging; VkDeviceMemory eq_staging_mem; create_buffer_raw(eq_size, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, host_vis, eq_staging, eq_staging_mem); void* mp = nullptr; vkMapMemory(m_device, eq_staging_mem, 0, eq_size, 0, &mp); uint16_t* dst = (uint16_t*)mp; - for (size_t i = 0; i < texel_count; ++i) { __fp16 hf = (__fp16)pixels[i]; std::memcpy(&dst[i], &hf, sizeof(uint16_t)); } + // glm's half packing rather than __fp16: that one is a clang/ARM extension and MSVC has never heard of it + for (size_t i = 0; i < texel_count; ++i) dst[i] = glm::packHalf1x16(pixels[i]); vkUnmapMemory(m_device, eq_staging_mem); stbi_image_free(pixels); @@ -141,9 +155,6 @@ namespace Donut::RHI VkDescriptorPoolCreateInfo dpci{ VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO }; dpci.maxSets = 6; dpci.poolSizeCount = 2; dpci.pPoolSizes = psizes; vkCreateDescriptorPool(m_device, &dpci, nullptr, &pool); - VkShaderModule vmod, fmod; - create_shader_module("assets/shaders/generated/equirect_to_cubemap.vertexMain.spv", vmod); - create_shader_module("assets/shaders/generated/equirect_to_cubemap.fragmentMain.spv", fmod); VkPipelineLayout playout; VkPipelineLayoutCreateInfo plci{ VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO }; plci.setLayoutCount = 1; plci.pSetLayouts = &set_layout; vkCreatePipelineLayout(m_device, &plci, nullptr, &playout); @@ -180,8 +191,11 @@ namespace Donut::RHI create_buffer_raw(sizeof(cube_verts), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, host_vis, cube_vb, cube_vb_mem); vkMapMemory(m_device, cube_vb_mem, 0, sizeof(cube_verts), 0, &mp); std::memcpy(mp, cube_verts, sizeof(cube_verts)); vkUnmapMemory(m_device, cube_vb_mem); + // no vulkan y-flip here. rendering into a texture and sampling it back is + // the same in both APIs (clip-space bottom lands on row 0 either way), so + // these are the exact GL capture matrices. the flip that used to sit here + // mirrored every face top to bottom and scrambled the sky. glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f); - proj[1][1] *= -1.0f; glm::mat4 views[6] = { glm::lookAt(glm::vec3(0), glm::vec3( 1, 0, 0), glm::vec3(0, -1, 0)), glm::lookAt(glm::vec3(0), glm::vec3(-1, 0, 0), glm::vec3(0, -1, 0)), @@ -194,7 +208,10 @@ namespace Donut::RHI for (uint32_t i = 0; i < 6; ++i) { create_buffer_raw(128, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, host_vis, ubo[i], ubo_mem[i]); - glm::mat4 mats[2] = { glm::transpose(proj), glm::transpose(views[i]) }; + // straight glm, no transpose: the SPIR-V marks these RowMajor and does + // v * M, which reads glm's column-major memory as-is (same as every + // other UBO here). only GL's flattened loose uniforms need the transpose. + glm::mat4 mats[2] = { proj, views[i] }; vkMapMemory(m_device, ubo_mem[i], 0, 128, 0, &mp); std::memcpy(mp, mats, 128); vkUnmapMemory(m_device, ubo_mem[i]); VkDescriptorSetAllocateInfo dsai{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO }; dsai.descriptorPool = pool; dsai.descriptorSetCount = 1; dsai.pSetLayouts = &set_layout; vkAllocateDescriptorSets(m_device, &dsai, &sets[i]); -- cgit v1.3