all: move standalone libraries to libs/ subdirectory
The root dir of our repository has grown quite a lot the past few months.
I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.
As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.
We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.
Performed via:
```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```
git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
git mv ecs libs/
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
79ec61396f
commit
0645429df9
240 changed files with 6 additions and 6 deletions
169
libs/gpu/examples/main.zig
Normal file
169
libs/gpu/examples/main.zig
Normal file
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@ -0,0 +1,169 @@
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const std = @import("std");
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const sample_utils = @import("sample_utils.zig");
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const glfw = @import("glfw");
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const gpu = @import("gpu");
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pub const GPUInterface = gpu.dawn.Interface;
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pub fn main() !void {
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpa.allocator();
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gpu.Impl.init();
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const setup = try sample_utils.setup(allocator);
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const framebuffer_size = try setup.window.getFramebufferSize();
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const window_data = try allocator.create(WindowData);
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window_data.* = .{
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.surface = setup.surface,
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.swap_chain = null,
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.swap_chain_format = undefined,
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.current_desc = undefined,
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.target_desc = undefined,
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};
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setup.window.setUserPointer(window_data);
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window_data.swap_chain_format = .bgra8_unorm;
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const descriptor = gpu.SwapChain.Descriptor{
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.label = "basic swap chain",
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.usage = .{ .render_attachment = true },
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.format = window_data.swap_chain_format,
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.width = framebuffer_size.width,
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.height = framebuffer_size.height,
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.present_mode = .fifo,
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};
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window_data.current_desc = descriptor;
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window_data.target_desc = descriptor;
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const vs =
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\\ @vertex fn main(
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\\ @builtin(vertex_index) VertexIndex : u32
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\\ ) -> @builtin(position) vec4<f32> {
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\\ var pos = array<vec2<f32>, 3>(
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\\ vec2<f32>( 0.0, 0.5),
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\\ vec2<f32>(-0.5, -0.5),
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\\ vec2<f32>( 0.5, -0.5)
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\\ );
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\\ return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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\\ }
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;
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const vs_module = setup.device.createShaderModuleWGSL("my vertex shader", vs);
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const fs =
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\\ @fragment fn main() -> @location(0) vec4<f32> {
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\\ return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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\\ }
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;
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const fs_module = setup.device.createShaderModuleWGSL("my fragment shader", fs);
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// Fragment state
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const blend = gpu.BlendState{
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.color = .{
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.dst_factor = .one,
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},
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.alpha = .{
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.dst_factor = .one,
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},
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};
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const color_target = gpu.ColorTargetState{
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.format = window_data.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState.init(.{
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.module = fs_module,
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.entry_point = "main",
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.targets = &.{color_target},
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});
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = null,
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.depth_stencil = null,
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.vertex = gpu.VertexState{
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.module = vs_module,
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.entry_point = "main",
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},
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.multisample = .{},
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.primitive = .{},
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};
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const pipeline = setup.device.createRenderPipeline(&pipeline_descriptor);
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vs_module.release();
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fs_module.release();
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// Reconfigure the swap chain with the new framebuffer width/height, otherwise e.g. the Vulkan
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// device would be lost after a resize.
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setup.window.setFramebufferSizeCallback((struct {
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fn callback(window: glfw.Window, width: u32, height: u32) void {
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const pl = window.getUserPointer(WindowData);
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pl.?.target_desc.width = width;
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pl.?.target_desc.height = height;
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}
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}).callback);
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const queue = setup.device.getQueue();
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while (!setup.window.shouldClose()) {
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try frame(.{
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.window = setup.window,
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.device = setup.device,
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.pipeline = pipeline,
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.queue = queue,
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});
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std.time.sleep(16 * std.time.ns_per_ms);
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}
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}
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const WindowData = struct {
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surface: ?*gpu.Surface,
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swap_chain: ?*gpu.SwapChain,
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swap_chain_format: gpu.Texture.Format,
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current_desc: gpu.SwapChain.Descriptor,
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target_desc: gpu.SwapChain.Descriptor,
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};
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const FrameParams = struct {
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window: glfw.Window,
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device: *gpu.Device,
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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};
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fn frame(params: FrameParams) !void {
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const pool = try sample_utils.AutoReleasePool.init();
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defer sample_utils.AutoReleasePool.release(pool);
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try glfw.pollEvents();
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const pl = params.window.getUserPointer(WindowData).?;
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if (pl.swap_chain == null or !std.meta.eql(pl.current_desc, pl.target_desc)) {
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pl.swap_chain = params.device.createSwapChain(pl.surface, &pl.target_desc);
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pl.current_desc = pl.target_desc;
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}
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const back_buffer_view = pl.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = params.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(params.pipeline);
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pass.draw(3, 1, 0, 0);
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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encoder.release();
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params.queue.submit(&.{command});
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command.release();
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pl.swap_chain.?.present();
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back_buffer_view.release();
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}
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9
libs/gpu/examples/objc_message.zig
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9
libs/gpu/examples/objc_message.zig
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@ -0,0 +1,9 @@
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// Extracted from `zig translate-c tmp.c` with `#include <objc/message.h>` in the file.
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pub const struct_objc_selector = opaque {};
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pub const SEL = ?*struct_objc_selector;
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pub const Class = ?*struct_objc_class;
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pub const struct_objc_class = opaque {};
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pub extern fn sel_getUid(str: [*c]const u8) SEL;
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pub extern fn objc_getClass(name: [*c]const u8) Class;
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pub extern fn objc_msgSend() void;
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262
libs/gpu/examples/sample_utils.zig
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262
libs/gpu/examples/sample_utils.zig
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@ -0,0 +1,262 @@
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const std = @import("std");
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const assert = std.debug.assert;
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const glfw = @import("glfw");
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const gpu = @import("gpu");
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const objc = @import("objc_message.zig");
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inline fn printUnhandledErrorCallback(_: void, typ: gpu.ErrorType, message: [*:0]const u8) void {
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switch (typ) {
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.validation => std.debug.print("gpu: validation error: {s}\n", .{message}),
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.out_of_memory => std.debug.print("gpu: out of memory: {s}\n", .{message}),
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.device_lost => std.debug.print("gpu: device lost: {s}\n", .{message}),
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.unknown => std.debug.print("gpu: unknown error: {s}\n", .{message}),
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else => unreachable,
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}
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std.process.exit(1);
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}
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const Setup = struct {
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instance: *gpu.Instance,
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adapter: *gpu.Adapter,
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device: *gpu.Device,
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window: glfw.Window,
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surface: *gpu.Surface,
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};
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fn getEnvVarOwned(allocator: std.mem.Allocator, key: []const u8) error{ OutOfMemory, InvalidUtf8 }!?[]u8 {
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return std.process.getEnvVarOwned(allocator, key) catch |err| switch (err) {
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error.EnvironmentVariableNotFound => @as(?[]u8, null),
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else => |e| e,
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};
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}
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fn detectBackendType(allocator: std.mem.Allocator) !gpu.BackendType {
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const MACH_GPU_BACKEND = try getEnvVarOwned(allocator, "MACH_GPU_BACKEND");
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if (MACH_GPU_BACKEND) |backend| {
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defer allocator.free(backend);
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if (std.ascii.eqlIgnoreCase(backend, "null")) return .nul;
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if (std.ascii.eqlIgnoreCase(backend, "webgpu")) return .nul;
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if (std.ascii.eqlIgnoreCase(backend, "d3d11")) return .d3d11;
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if (std.ascii.eqlIgnoreCase(backend, "d3d12")) return .d3d12;
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if (std.ascii.eqlIgnoreCase(backend, "metal")) return .metal;
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if (std.ascii.eqlIgnoreCase(backend, "vulkan")) return .vulkan;
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if (std.ascii.eqlIgnoreCase(backend, "opengl")) return .opengl;
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if (std.ascii.eqlIgnoreCase(backend, "opengles")) return .opengles;
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@panic("unknown MACH_GPU_BACKEND type");
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}
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const target = @import("builtin").target;
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if (target.isDarwin()) return .metal;
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if (target.os.tag == .windows) return .d3d12;
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return .vulkan;
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}
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const RequestAdapterResponse = struct {
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status: gpu.RequestAdapterStatus,
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adapter: *gpu.Adapter,
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message: ?[*:0]const u8,
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};
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inline fn requestAdapterCallback(
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context: *?RequestAdapterResponse,
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status: gpu.RequestAdapterStatus,
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adapter: *gpu.Adapter,
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message: ?[*:0]const u8,
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) void {
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context.* = RequestAdapterResponse{
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.status = status,
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.adapter = adapter,
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.message = message,
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};
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}
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pub fn setup(allocator: std.mem.Allocator) !Setup {
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const backend_type = try detectBackendType(allocator);
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try glfw.init(.{});
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// Create the test window and discover adapters using it (esp. for OpenGL)
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var hints = glfwWindowHintsForBackend(backend_type);
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hints.cocoa_retina_framebuffer = true;
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const window = try glfw.Window.create(640, 480, "mach/gpu window", null, null, hints);
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if (backend_type == .opengl) try glfw.makeContextCurrent(window);
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if (backend_type == .opengles) try glfw.makeContextCurrent(window);
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const instance = gpu.createInstance(null);
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if (instance == null) {
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std.debug.print("failed to create GPU instance\n", .{});
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std.process.exit(1);
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}
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const surface = createSurfaceForWindow(instance.?, window, comptime detectGLFWOptions());
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var response: ?RequestAdapterResponse = null;
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instance.?.requestAdapter(&gpu.RequestAdapterOptions{
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.compatible_surface = surface,
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.power_preference = .undef,
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.force_fallback_adapter = false,
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}, &response, requestAdapterCallback);
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if (response.?.status != .success) {
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std.debug.print("failed to create GPU adapter: {s}\n", .{response.?.message.?});
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std.process.exit(1);
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}
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// Print which adapter we are using.
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var props: gpu.Adapter.Properties = undefined;
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response.?.adapter.getProperties(&props);
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std.debug.print("found {s} backend on {s} adapter: {s}, {s}\n", .{
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props.backend_type.name(),
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props.adapter_type.name(),
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props.name,
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props.driver_description,
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});
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// Create a device with default limits/features.
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const device = response.?.adapter.createDevice(null);
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if (device == null) {
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std.debug.print("failed to create GPU device\n", .{});
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std.process.exit(1);
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}
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device.?.setUncapturedErrorCallback({}, printUnhandledErrorCallback);
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return Setup{
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.instance = instance.?,
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.adapter = response.?.adapter,
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.device = device.?,
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.window = window,
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.surface = surface,
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};
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}
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fn glfwWindowHintsForBackend(backend: gpu.BackendType) glfw.Window.Hints {
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return switch (backend) {
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.opengl => .{
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// Ask for OpenGL 4.4 which is what the GL backend requires for compute shaders and
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// texture views.
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.context_version_major = 4,
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.context_version_minor = 4,
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.opengl_forward_compat = true,
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.opengl_profile = .opengl_core_profile,
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},
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.opengles => .{
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.context_version_major = 3,
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.context_version_minor = 1,
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.client_api = .opengl_es_api,
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.context_creation_api = .egl_context_api,
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},
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else => .{
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// Without this GLFW will initialize a GL context on the window, which prevents using
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// the window with other APIs (by crashing in weird ways).
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.client_api = .no_api,
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},
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};
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}
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pub fn detectGLFWOptions() glfw.BackendOptions {
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const target = @import("builtin").target;
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if (target.isDarwin()) return .{ .cocoa = true };
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return switch (target.os.tag) {
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.windows => .{ .win32 = true },
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.linux => .{ .x11 = true },
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else => .{},
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};
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}
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pub fn createSurfaceForWindow(
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instance: *gpu.Instance,
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window: glfw.Window,
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comptime glfw_options: glfw.BackendOptions,
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) *gpu.Surface {
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const glfw_native = glfw.Native(glfw_options);
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const extension = if (glfw_options.win32) gpu.Surface.Descriptor.NextInChain{
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.from_windows_hwnd = &.{
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.hinstance = std.os.windows.kernel32.GetModuleHandleW(null).?,
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.hwnd = glfw_native.getWin32Window(window),
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},
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} else if (glfw_options.x11) gpu.Surface.Descriptor.NextInChain{
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.from_xlib_window = &.{
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.display = glfw_native.getX11Display(),
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.window = glfw_native.getX11Window(window),
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},
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} else if (glfw_options.cocoa) blk: {
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const ns_window = glfw_native.getCocoaWindow(window);
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const ns_view = msgSend(ns_window, "contentView", .{}, *anyopaque); // [nsWindow contentView]
|
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// Create a CAMetalLayer that covers the whole window that will be passed to CreateSurface.
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msgSend(ns_view, "setWantsLayer:", .{true}, void); // [view setWantsLayer:YES]
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const layer = msgSend(objc.objc_getClass("CAMetalLayer"), "layer", .{}, ?*anyopaque); // [CAMetalLayer layer]
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if (layer == null) @panic("failed to create Metal layer");
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msgSend(ns_view, "setLayer:", .{layer.?}, void); // [view setLayer:layer]
|
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|
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// Use retina if the window was created with retina support.
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const scale_factor = msgSend(ns_window, "backingScaleFactor", .{}, f64); // [ns_window backingScaleFactor]
|
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msgSend(layer.?, "setContentsScale:", .{scale_factor}, void); // [layer setContentsScale:scale_factor]
|
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|
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break :blk gpu.Surface.Descriptor.NextInChain{ .from_metal_layer = &.{ .layer = layer.? } };
|
||||
} else if (glfw_options.wayland) {
|
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@panic("TODO: this example does not support Wayland");
|
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} else unreachable;
|
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|
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return instance.createSurface(&gpu.Surface.Descriptor{
|
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.next_in_chain = extension,
|
||||
});
|
||||
}
|
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pub const AutoReleasePool = if (!@import("builtin").target.isDarwin()) opaque {
|
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pub fn init() error{OutOfMemory}!?*AutoReleasePool {
|
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return null;
|
||||
}
|
||||
|
||||
pub fn release(pool: ?*AutoReleasePool) void {
|
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_ = pool;
|
||||
return;
|
||||
}
|
||||
} else opaque {
|
||||
pub fn init() error{OutOfMemory}!?*AutoReleasePool {
|
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// pool = [NSAutoreleasePool alloc];
|
||||
var pool = msgSend(objc.objc_getClass("NSAutoreleasePool"), "alloc", .{}, ?*AutoReleasePool);
|
||||
if (pool == null) return error.OutOfMemory;
|
||||
|
||||
// pool = [pool init];
|
||||
pool = msgSend(pool, "init", .{}, ?*AutoReleasePool);
|
||||
if (pool == null) unreachable;
|
||||
|
||||
return pool;
|
||||
}
|
||||
|
||||
pub fn release(pool: ?*AutoReleasePool) void {
|
||||
// [pool release];
|
||||
msgSend(pool, "release", .{}, void);
|
||||
}
|
||||
};
|
||||
|
||||
// Borrowed from https://github.com/hazeycode/zig-objcrt
|
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pub fn msgSend(obj: anytype, sel_name: [:0]const u8, args: anytype, comptime ReturnType: type) ReturnType {
|
||||
const args_meta = @typeInfo(@TypeOf(args)).Struct.fields;
|
||||
|
||||
const FnType = if (@import("builtin").zig_backend == .stage1)
|
||||
switch (args_meta.len) {
|
||||
0 => fn (@TypeOf(obj), objc.SEL) callconv(.C) ReturnType,
|
||||
1 => fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type) callconv(.C) ReturnType,
|
||||
2 => fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type, args_meta[1].field_type) callconv(.C) ReturnType,
|
||||
3 => fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type, args_meta[1].field_type, args_meta[2].field_type) callconv(.C) ReturnType,
|
||||
4 => fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type, args_meta[1].field_type, args_meta[2].field_type, args_meta[3].field_type) callconv(.C) ReturnType,
|
||||
else => @compileError("Unsupported number of args"),
|
||||
}
|
||||
else switch (args_meta.len) {
|
||||
0 => *const fn (@TypeOf(obj), objc.SEL) callconv(.C) ReturnType,
|
||||
1 => *const fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type) callconv(.C) ReturnType,
|
||||
2 => *const fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type, args_meta[1].field_type) callconv(.C) ReturnType,
|
||||
3 => *const fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type, args_meta[1].field_type, args_meta[2].field_type) callconv(.C) ReturnType,
|
||||
4 => *const fn (@TypeOf(obj), objc.SEL, args_meta[0].field_type, args_meta[1].field_type, args_meta[2].field_type, args_meta[3].field_type) callconv(.C) ReturnType,
|
||||
else => @compileError("Unsupported number of args"),
|
||||
};
|
||||
|
||||
// NOTE: func is a var because making it const causes a compile error which I believe is a compiler bug
|
||||
var func = if (@import("builtin").zig_backend == .stage1)
|
||||
@ptrCast(FnType, objc.objc_msgSend)
|
||||
else
|
||||
@ptrCast(FnType, &objc.objc_msgSend);
|
||||
const sel = objc.sel_getUid(@ptrCast([*c]const u8, sel_name));
|
||||
|
||||
return @call(.{}, func, .{ obj, sel } ++ args);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue