mach: fundamental changes

- Core doesn't depend to `App` anymore
 - `setOptions` has replaced with some new functions (`setTitle`,
   `setSize`, etc)
   - and more
This commit is contained in:
Ali Chraghi 2023-01-10 15:53:29 +04:00 committed by Stephen Gutekanst
parent 91a53807ab
commit 1d7cd4be80
26 changed files with 2306 additions and 1999 deletions

View file

@ -10,8 +10,11 @@ const UniformBufferObject = struct {
time: f32,
};
var timer: std.time.Timer = undefined;
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const allocator = gpa.allocator();
core: mach.Core,
timer: mach.Timer,
pipeline: *gpu.RenderPipeline,
queue: *gpu.Queue,
uniform_buffer: *gpu.Buffer,
@ -21,8 +24,8 @@ fragment_shader_file: std.fs.File,
fragment_shader_code: [:0]const u8,
last_mtime: i128,
pub fn init(app: *App, core: *mach.Core) !void {
timer = try std.time.Timer.start();
pub fn init(app: *App) !void {
app.core = try mach.Core.init(allocator, .{ .title = "shaderexp" });
var fragment_file: std.fs.File = undefined;
var last_mtime: i128 = undefined;
@ -40,21 +43,21 @@ pub fn init(app: *App, core: *mach.Core) !void {
std.debug.print("Something went wrong when attempting to open file: {}\n", .{e});
return;
}
var code = try fragment_file.readToEndAllocOptions(core.allocator, std.math.maxInt(u16), null, 1, 0);
var code = try fragment_file.readToEndAllocOptions(allocator, std.math.maxInt(u16), null, 1, 0);
const queue = core.device.getQueue();
const queue = app.core.device().getQueue();
// We need a bgl to bind the UniformBufferObject, but it is also needed for creating
// the RenderPipeline, so we pass it to recreatePipeline as a pointer
var bgl: *gpu.BindGroupLayout = undefined;
const pipeline = recreatePipeline(core, code, &bgl);
const pipeline = recreatePipeline(&app.core, code, &bgl);
const uniform_buffer = core.device.createBuffer(&.{
const uniform_buffer = app.core.device().createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false,
});
const bind_group = core.device.createBindGroup(
const bind_group = app.core.device().createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = bgl,
.entries = &.{
@ -63,6 +66,8 @@ pub fn init(app: *App, core: *mach.Core) !void {
}),
);
app.timer = try mach.Timer.start();
app.pipeline = pipeline;
app.queue = queue;
app.uniform_buffer = uniform_buffer;
@ -75,21 +80,24 @@ pub fn init(app: *App, core: *mach.Core) !void {
bgl.release();
}
pub fn deinit(app: *App, core: *mach.Core) void {
pub fn deinit(app: *App) void {
defer _ = gpa.deinit();
defer app.core.deinit();
app.fragment_shader_file.close();
core.allocator.free(app.fragment_shader_code);
allocator.free(app.fragment_shader_code);
app.uniform_buffer.release();
app.bind_group.release();
}
pub fn update(app: *App, core: *mach.Core) !void {
while (core.pollEvent()) |event| {
pub fn update(app: *App) !bool {
while (app.core.pollEvents()) |event| {
switch (event) {
.key_press => |ev| {
if (ev.key == .space)
core.close();
if (ev.key == .space) return true;
},
.close => return true,
else => {},
}
}
@ -99,17 +107,17 @@ pub fn update(app: *App, core: *mach.Core) !void {
std.log.info("The fragment shader has been changed", .{});
app.last_mtime = stat.mtime;
app.fragment_shader_file.seekTo(0) catch unreachable;
app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(core.allocator, std.math.maxInt(u32), null, 1, 0) catch |err| {
app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(allocator, std.math.maxInt(u32), null, 1, 0) catch |err| {
std.log.err("Err: {}", .{err});
return core.close();
return true;
};
app.pipeline = recreatePipeline(core, app.fragment_shader_code, null);
app.pipeline = recreatePipeline(&app.core, app.fragment_shader_code, null);
}
} else |err| {
std.log.err("Something went wrong when attempting to stat file: {}\n", .{err});
}
const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const back_buffer_view = app.core.swapChain().getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = std.mem.zeroes(gpu.Color),
@ -117,14 +125,14 @@ pub fn update(app: *App, core: *mach.Core) !void {
.store_op = .store,
};
const encoder = core.device.createCommandEncoder(null);
const encoder = app.core.device().createCommandEncoder(null);
const render_pass_info = gpu.RenderPassDescriptor.init(.{
.color_attachments = &.{color_attachment},
});
const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
const time = app.timer.read() / @as(f32, std.time.ns_per_s);
const ubo = UniformBufferObject{
.resolution = .{ @intToFloat(f32, core.current_desc.width), @intToFloat(f32, core.current_desc.height) },
.resolution = .{ @intToFloat(f32, app.core.descriptor().width), @intToFloat(f32, app.core.descriptor().height) },
.time = time,
};
encoder.writeBuffer(app.uniform_buffer, 0, &[_]UniformBufferObject{ubo});
@ -141,21 +149,23 @@ pub fn update(app: *App, core: *mach.Core) !void {
app.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
core.swap_chain.?.present();
app.core.swapChain().present();
back_buffer_view.release();
return false;
}
fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?**gpu.BindGroupLayout) *gpu.RenderPipeline {
const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
const vs_module = core.device().createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
defer vs_module.release();
// Check wether the fragment shader code compiled successfully, if not
// print the validation layer error and show a black screen
core.device.pushErrorScope(.validation);
var fs_module = core.device.createShaderModuleWGSL("fragment shader", fragment_shader_code);
core.device().pushErrorScope(.validation);
var fs_module = core.device().createShaderModuleWGSL("fragment shader", fragment_shader_code);
var error_occurred: bool = false;
// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
_ = core.device.popErrorScope(&error_occurred, struct {
_ = core.device().popErrorScope(&error_occurred, struct {
inline fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
if (typ != .no_error) {
std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
@ -164,7 +174,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
}
}.callback);
if (error_occurred) {
fs_module = core.device.createShaderModuleWGSL(
fs_module = core.device().createShaderModuleWGSL(
"black_screen_frag.wgsl",
@embedFile("black_screen_frag.wgsl"),
);
@ -173,7 +183,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.swap_chain_format,
.format = core.descriptor().format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
@ -185,7 +195,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .fragment = true }, .uniform, true, 0);
// bgl is needed outside, for the creation of the uniform_buffer in main
const bgl_tmp = core.device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{
const bgl_tmp = core.device().createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{bgle},
}));
defer {
@ -198,7 +208,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
}
const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl_tmp};
const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
const pipeline_layout = core.device().createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
.bind_group_layouts = &bind_group_layouts,
}));
defer pipeline_layout.release();
@ -214,10 +224,10 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
// Create the render pipeline. Even if the shader compilation succeeded, this could fail if the
// shader is missing a `main` entrypoint.
core.device.pushErrorScope(.validation);
const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
core.device().pushErrorScope(.validation);
const pipeline = core.device().createRenderPipeline(&pipeline_descriptor);
// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
_ = core.device.popErrorScope(&error_occurred, struct {
_ = core.device().popErrorScope(&error_occurred, struct {
inline fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
if (typ != .no_error) {
std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});