# Raylib Vulkan Upgrade Plan This document outlines the strategy for integrating Vulkan as a compile-time graphics backend option for raylib. The goal is to maintain the existing raylib API and ease of use while providing an alternative, modern graphics API. ## 1. Define Vulkan API Abstraction Layer (`rlvk`) A new abstraction layer, similar to `rlgl` for OpenGL, will be created for Vulkan. This layer, tentatively named `rlvk`, will reside in `src/rlvk.h` and `src/rlvk.c`. **Key Responsibilities of `rlvk`:** * **Initialization & Deinitialization:** * `rlvkInit()`: * Initialize Vulkan loader. * Create Vulkan instance (`vkCreateInstance`). * Setup debug messenger (if `RLGL_ENABLE_OPENGL_DEBUG_CONTEXT` or a new Vulkan equivalent is defined). * Select a suitable physical device (`vkEnumeratePhysicalDevices`, `vkGetPhysicalDeviceProperties`, `vkGetPhysicalDeviceFeatures`, `vkGetPhysicalDeviceQueueFamilyProperties`). * Create a logical device (`vkCreateDevice`) with necessary queues (graphics, present). * Create a Vulkan surface using the platform layer (e.g., via GLFW's `glfwCreateWindowSurface`). * Create the swapchain (`vkCreateSwapchainKHR`). * Create image views for swapchain images (`vkCreateImageView`). * Create a default render pass (`vkCreateRenderPass`). * Create framebuffers for each swapchain image view, associating them with the render pass (`vkCreateFramebuffer`). * Create a command pool (`vkCreateCommandPool`). * Allocate primary command buffers (`vkAllocateCommandBuffers`). * Create synchronization primitives (semaphores for image available/render finished, fences for command buffer execution) (`vkCreateSemaphore`, `vkCreateFence`). * Initialize default resources (e.g., default white texture, default shaders in SPIR-V). * Setup default pipeline state objects (PSO) for common rendering tasks (e.g., 2D textured quads, 3D models). * `rlvkClose()`: * Wait for device to be idle (`vkDeviceWaitIdle`). * Destroy all Vulkan resources in reverse order of creation (synchronization primitives, command buffers, command pool, framebuffers, render pass, image views, swapchain, logical device, surface, debug messenger, instance). * **Core Rendering Loop Functions:** * `rlvkBeginDrawing()`: * Acquire the next available swapchain image (`vkAcquireNextImageKHR`). * Begin the primary command buffer (`vkBeginCommandBuffer`). * Begin the default render pass (`vkCmdBeginRenderPass`). * Set default viewport and scissor. * `rlvkEndDrawing()`: * End the render pass (`vkCmdEndRenderPass`). * End the command buffer (`vkEndCommandBuffer`). * Submit the command buffer to the graphics queue (`vkQueueSubmit`), waiting on the image available semaphore and signaling the render finished semaphore. * Present the rendered image to the swapchain (`vkQueuePresentKHR`), waiting on the render finished semaphore. * **Matrix Operations:** * Maintain projection and modelview matrix stacks similar to `rlgl`. * `rlvkMatrixMode()`, `rlvkPushMatrix()`, `rlvkPopMatrix()`, `rlvkLoadIdentity()`, `rlvkTranslatef()`, `rlvkRotatef()`, `rlvkScalef()`, `rlvkMultMatrixf()`. * These will update internal matrix state, which will then be passed to shaders via UBOs/push constants. * **Viewport and Clipping:** * `rlvkViewport()`: Set dynamic viewport state (`vkCmdSetViewport`). * `rlvkSetClipPlanes()`: Potentially manage via shader logic or dynamic rasterizer state if available/performant. Vulkan does not have direct equivalents to `gl_ClipDistance` in the same way as OpenGL for user-defined clip planes easily manipulated by `rlFrustum`. * **Vertex Buffer Management (Batching System):** * Adapt or reimplement raylib's batching system (`rlRenderBatch`) for Vulkan. * `rlvkLoadRenderBatch()`: Create Vulkan buffers (vertex, index, staging) for batch data. * `rlvkUnloadRenderBatch()`: Destroy Vulkan buffers. * `rlvkDrawRenderBatch()`: * If batch data has changed, update staging buffers and record commands to copy to device-local buffers (`vkCmdCopyBuffer`). * Bind appropriate pipeline (PSO). * Bind descriptor sets (for UBOs, textures). * Bind vertex and index buffers (`vkCmdBindVertexBuffers`, `vkCmdBindIndexBuffer`). * Issue draw calls (`vkCmdDrawIndexed` or `vkCmdDraw`). * `rlvkSetTexture()`: Manage texture binding for the current batch, potentially requiring different descriptor sets or dynamic descriptor updates. * **Immediate Mode Emulation (`rlBegin`, `rlEnd`, `rlVertex3f`, etc.):** * These functions will populate the CPU-side vertex buffers of the active `rlRenderBatch`. * `rlBegin()` will set the primitive topology for the current batch draw call. * **Texture Management:** * `rlvkLoadTexture()`: * Create Vulkan image (`vkCreateImage`) with appropriate format, extent, mip levels, usage flags. * Allocate device memory (`vkAllocateMemory`, `vkBindImageMemory`). * Create image view (`vkCreateImageView`). * Create a default sampler (`vkCreateSampler`). * Transition image layout to `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`. * Upload pixel data using a staging buffer and command buffer operations (`vkCmdCopyBufferToImage`). * `rlvkLoadTextureDepth()`: Create depth/stencil attachment. * `rlvkLoadTextureCubemap()`: Similar to `rlvkLoadTexture` but for cubemaps. * `rlvkUpdateTexture()`: Update a region of an existing texture using staging buffers. * `rlvkGenTextureMipmaps()`: Generate mipmaps using `vkCmdBlitImage` if supported, or require pre-generated mipmaps. * `rlvkUnloadTexture()`: Destroy image, image view, sampler, and free device memory. * **Shader Management:** * `rlvkLoadShaderCode()`: Will expect SPIR-V bytecode. * `rlvkLoadShaderProgram()`: Create `VkShaderModule` from SPIR-V, define pipeline layouts, and potentially create initial `VkPipeline` objects. * `rlvkGetLocationUniform()`, `rlvkGetLocationAttrib()`: Manage mapping of uniform/attribute names to SPIR-V binding points/locations. * `rlvkSetUniform()`: Update UBOs or push constants. * `rlvkSetShader()`: Select the active pipeline and descriptor sets. * **Framebuffer Management:** * `rlvkLoadFramebuffer()`: Create `VkFramebuffer` (distinct from swapchain framebuffers, for render textures). * `rlvkFramebufferAttach()`: Attach textures to custom framebuffers. * `rlvkFramebufferComplete()`: Check framebuffer completeness. * **Render State Management:** * `rlvkEnableColorBlend()`, `rlvkDisableColorBlend()`, `rlvkSetBlendMode()`, `rlvkSetBlendFactors()`: Configure `VkPipelineColorBlendStateCreateInfo`. * `rlvkEnableDepthTest()`, `rlvkDisableDepthTest()`: Configure `VkPipelineDepthStencilStateCreateInfo`. * `rlvkEnableDepthMask()`, `rlvkDisableDepthMask()`: Part of `VkPipelineDepthStencilStateCreateInfo`. * `rlvkEnableBackfaceCulling()`, `rlvkDisableBackfaceCulling()`, `rlvkSetCullFace()`: Configure `VkPipelineRasterizationStateCreateInfo`. * `rlvkEnableScissorTest()`, `rlvkDisableScissorTest()`, `rlvkScissor()`: Set dynamic scissor state (`vkCmdSetScissor`). * `rlvkEnableWireMode()`, `rlvkDisableWireMode()`: Set `polygonMode` in `VkPipelineRasterizationStateCreateInfo`. ## 2. Core Library Integration (`rcore.c`) * **Conditional Compilation:** * Use `#if defined(GRAPHICS_API_VULKAN)` to conditionally include `rlvk.h` and call `rlvk` functions. * Ensure only one graphics API is active (e.g., `#elif defined(GRAPHICS_API_OPENGL_XX)`). * **`InitWindow()` Modifications:** * If `GRAPHICS_API_VULKAN` is defined: * Call `InitPlatform()` (platform layer, e.g., GLFW, will need Vulkan-specific setup). * Call `rlvkInit()` instead of `rlglInit()`. * Set `isGpuReady = true` upon successful Vulkan initialization. * **`CloseWindow()` Modifications:** * If `GRAPHICS_API_VULKAN` is defined: * Call `rlvkClose()` before `ClosePlatform()`. * **Drawing Function Adaption:** * Functions like `ClearBackground()`, `BeginDrawing()`, `EndDrawing()`, `BeginMode2D()`, `EndMode2D()`, `BeginMode3D()`, `EndMode3D()`, `BeginTextureMode()`, `EndTextureMode()`, `BeginShaderMode()`, `EndShaderMode()`, etc., will need to call their `rlvk` counterparts when `GRAPHICS_API_VULKAN` is active. ## 3. Platform Layer Integration (Example: `rcore_desktop_glfw.c`) * **Window Creation:** * When `GRAPHICS_API_VULKAN` is defined: * Call `glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);` before `glfwCreateWindow()`. * **Surface Creation:** * After window creation, if Vulkan is active, call `glfwCreateWindowSurface(vulkanInstance, windowHandle, NULL, &vulkanSurface)` to create the Vulkan rendering surface. This surface handle will be needed by `rlvkInit()`. * **Instance Extensions:** * Query required Vulkan instance extensions from GLFW using `glfwGetRequiredInstanceExtensions()` and pass them to `vkCreateInstance` in `rlvkInit()`. * **Input and Other Callbacks:** * Most input handling and window event callbacks should remain largely unchanged. ## 4. Build System Changes (CMake) * **Add CMake Option:** * In the main `CMakeLists.txt` or a dedicated options file (e.g., `cmake/CMakeOptions.txt` or a new `cmake/GraphicsAPI.cmake`), add an option to select Vulkan. This could be a boolean `SUPPORT_VULKAN` or an enum-style option like `GRAPHICS_BACKEND` with values "OpenGL" and "Vulkan". * Example: `option(SUPPORT_VULKAN "Enable Vulkan graphics backend" OFF)` * **Conditional Compilation Define:** * Based on the CMake option, add a compile definition for `GRAPHICS_API_VULKAN` to `src/config.h` or directly to the target compile definitions. * Ensure mutual exclusivity with OpenGL defines (e.g., `GRAPHICS_API_OPENGL_33`). * Example in `src/config.h` (controlled by CMake): ```c // Select desired graphics API (OpenGL or Vulkan) // #define GRAPHICS_API_OPENGL_11 // #define GRAPHICS_API_OPENGL_21 // #define GRAPHICS_API_OPENGL_33 // #define GRAPHICS_API_OPENGL_43 // #define GRAPHICS_API_OPENGL_ES2 // #define GRAPHICS_API_OPENGL_ES3 // #define GRAPHICS_API_VULKAN // This would be enabled by CMake ``` * **Link Vulkan Libraries:** * When Vulkan is enabled, use `find_package(Vulkan REQUIRED)` to locate the Vulkan SDK. * Link the raylib library against `Vulkan::Vulkan` (for the loader) and potentially `Vulkan::glslang` or `Vulkan::SPIRV-Tools` if shader compilation is handled by CMake. * **Source Files:** * Conditionally compile `src/rlvk.c` when Vulkan is enabled. * **Shader Compilation (SPIR-V):** * If GLSL shaders are to be compiled to SPIR-V at build time: * Integrate a tool like `glslangValidator` as a custom build step. * Define rules to find GLSL shaders (e.g., in `src/shaders/glsl/` or a new `src/shaders/vk/`) and compile them to SPIR-V, placing the output in the build directory for embedding or loading. ## 5. Shader Management for Vulkan * **SPIR-V Requirement:** Vulkan shaders must be in SPIR-V binary format. * **Compilation Strategy:** * **Option A (Build-time compilation):** Use `glslangValidator` (or similar) integrated into the CMake build process to compile GLSL shaders to SPIR-V. These SPIR-V files can then be embedded into the executable or loaded at runtime. * **Option B (Pre-compiled SPIR-V):** Require users or developers to provide pre-compiled SPIR-V shaders. * Raylib's default shaders will need to be converted to GLSL suitable for Vulkan (e.g., using explicit binding locations) and then compiled to SPIR-V. * **`rlvkLoadShaderCode()`:** This function in `rlvk.c` will expect paths to SPIR-V files or raw SPIR-V bytecode if embedded. * **Descriptor Sets and Pipeline Layouts:** * `rlvk` will need to manage `VkDescriptorSetLayout`, `VkPipelineLayout`, `VkDescriptorPool`, and `VkDescriptorSet` for binding UBOs and textures to shaders. This is significantly different from OpenGL's `glGetUniformLocation`. ## 6. Potential Challenges and Considerations * **API Mapping:** Translating raylib's simple, immediate-mode style OpenGL calls to Vulkan's more complex, explicit API requires careful design of the `rlvk` layer to hide Vulkan's verbosity. * **Performance:** While Vulkan offers potential performance benefits, a naive translation might not achieve them. Efficient batching, command buffer usage, and resource management will be crucial. * **Error Handling:** Vulkan's error reporting is robust but requires more explicit checking. * **Driver Differences:** Vulkan driver quality and feature support can vary. * **Development Complexity:** Implementing a Vulkan backend is a substantial undertaking. * **Shader Management:** Handling SPIR-V and descriptor sets is more involved than GLSL uniform locations. * **Maintaining Simplicity:** A core tenet of raylib is its ease of use. The Vulkan backend should ideally not expose Vulkan's complexity to the end-user. This plan provides a high-level roadmap. Each step, especially the design and implementation of `rlvk`, involves many detailed sub-tasks.