examples: port to new API

This commit is contained in:
iddev5 2022-04-29 13:06:48 +05:30 committed by Stephen Gutekanst
parent 5c984d9795
commit 218a6a5c08
8 changed files with 438 additions and 473 deletions

View file

@ -16,52 +16,12 @@ const Vec = zm.Vec;
const Mat = zm.Mat;
const Quat = zm.Quat;
const App = mach.App(*FrameParams, .{});
const App = @This();
ctx: FrameParams = .{},
var global_params: *FrameParams = undefined;
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
global_params = ctx; // TODO ugly hack to use ctx from glfw callbacks
var app = try App.init(allocator, ctx, .{});
app.window.setKeyCallback(keyCallback);
// todo
// app.window.setKeyCallback(struct {
// fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
// _ = scancode;
// _ = mods;
// if (action == .press) {
// switch (key) {
// .space => window.setShouldClose(true),
// else => {},
// }
// }
// }
// }.callback);
try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const eye = vec3(5.0, 7.0, 5.0);
const target = vec3(0.0, 0.0, 0.0);
const size = try app.window.getFramebufferSize();
const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
ctx.* = FrameParams{
.queue = app.device.getQueue(),
.cube = Cube.init(app),
.light = Light.init(app),
.depth = Texture.depth(app.device, size.width, size.height),
.depth_size = size,
.camera = Camera.init(app.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0),
};
try app.run(.{ .frame = frame });
}
const FrameParams = struct {
queue: gpu.Queue,
cube: Cube,
@ -77,37 +37,74 @@ const FrameParams = struct {
const right: u8 = 0b1000;
};
fn frame(app: *App, params: *FrameParams) !void {
pub fn init(app: *App, engine: *mach.Engine) !void {
engine.core.internal.window.setKeyCallback(keyCallback);
// todo
// engine.core.internal.window.setKeyCallback(struct {
// fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
// _ = scancode;
// _ = mods;
// if (action == .press) {
// switch (key) {
// .space => window.setShouldClose(true),
// else => {},
// }
// }
// }
// }.callback);
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const eye = vec3(5.0, 7.0, 5.0);
const target = vec3(0.0, 0.0, 0.0);
const size = try engine.core.internal.window.getFramebufferSize();
const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
app.ctx = FrameParams{
.queue = engine.gpu_driver.device.getQueue(),
.cube = Cube.init(engine),
.light = Light.init(engine),
.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height),
.depth_size = size,
.camera = Camera.init(engine.gpu_driver.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0),
};
global_params = &app.ctx; // TODO ugly hack to use ctx from glfw callbacks
}
pub fn deinit(_: *App, _: *mach.Engine) void {}
pub fn update(app: *App, engine: *mach.Engine) !bool {
// If window is resized, recreate depth buffer otherwise we cannot use it.
const size = app.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
if (size.width != params.depth_size.width or size.height != params.depth_size.height) {
params.depth = Texture.depth(app.device, size.width, size.height);
params.depth_size = size;
const size = engine.core.internal.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
if (size.width != app.ctx.depth_size.width or size.height != app.ctx.depth_size.height) {
app.ctx.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
app.ctx.depth_size = size;
}
// move camera
const speed = zm.f32x4s(@floatCast(f32, app.delta_time * 5));
const fwd = zm.normalize3(params.camera.target - params.camera.eye);
const right = zm.normalize3(zm.cross3(fwd, params.camera.up));
const speed = zm.f32x4s(@floatCast(f32, engine.delta_time * 5));
const fwd = zm.normalize3(app.ctx.camera.target - app.ctx.camera.eye);
const right = zm.normalize3(zm.cross3(fwd, app.ctx.camera.up));
if (params.keys & FrameParams.up != 0)
params.camera.eye += fwd * speed;
if (app.ctx.keys & FrameParams.up != 0)
app.ctx.camera.eye += fwd * speed;
if (params.keys & FrameParams.down != 0)
params.camera.eye -= fwd * speed;
if (app.ctx.keys & FrameParams.down != 0)
app.ctx.camera.eye -= fwd * speed;
if (params.keys & FrameParams.right != 0) params.camera.eye += right * speed else if (params.keys & FrameParams.left != 0) params.camera.eye -= right * speed else params.camera.eye += right * (speed * @Vector(4, f32){ 0.5, 0.5, 0.5, 0.5 });
if (app.ctx.keys & FrameParams.right != 0) app.ctx.camera.eye += right * speed else if (app.ctx.keys & FrameParams.left != 0) app.ctx.camera.eye -= right * speed else app.ctx.camera.eye += right * (speed * @Vector(4, f32){ 0.5, 0.5, 0.5, 0.5 });
params.camera.update(params.queue);
app.ctx.camera.update(app.ctx.queue);
// move light
const light_speed = @floatCast(f32, app.delta_time * 2.5);
params.light.update(params.queue, light_speed);
const light_speed = @floatCast(f32, engine.delta_time * 2.5);
app.ctx.light.update(app.ctx.queue, light_speed);
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
defer back_buffer_view.release();
const encoder = app.device.createCommandEncoder(null);
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
defer encoder.release();
const color_attachment = gpu.RenderPassColorAttachment{
@ -120,7 +117,7 @@ fn frame(app: *App, params: *FrameParams) !void {
const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = &.{
.view = params.depth.view,
.view = app.ctx.depth.view,
.depth_load_op = .clear,
.depth_store_op = .store,
.stencil_load_op = .none,
@ -133,24 +130,24 @@ fn frame(app: *App, params: *FrameParams) !void {
defer pass.release();
// brick cubes
pass.setPipeline(params.cube.pipeline);
pass.setBindGroup(0, params.camera.bind_group, &.{});
pass.setBindGroup(1, params.cube.texture.bind_group, &.{});
pass.setBindGroup(2, params.light.bind_group, &.{});
pass.setVertexBuffer(0, params.cube.mesh.buffer, 0, params.cube.mesh.size);
pass.setVertexBuffer(1, params.cube.instance.buffer, 0, params.cube.instance.size);
pass.draw(4, params.cube.instance.len, 0, 0);
pass.draw(4, params.cube.instance.len, 4, 0);
pass.draw(4, params.cube.instance.len, 8, 0);
pass.draw(4, params.cube.instance.len, 12, 0);
pass.draw(4, params.cube.instance.len, 16, 0);
pass.draw(4, params.cube.instance.len, 20, 0);
pass.setPipeline(app.ctx.cube.pipeline);
pass.setBindGroup(0, app.ctx.camera.bind_group, &.{});
pass.setBindGroup(1, app.ctx.cube.texture.bind_group, &.{});
pass.setBindGroup(2, app.ctx.light.bind_group, &.{});
pass.setVertexBuffer(0, app.ctx.cube.mesh.buffer, 0, app.ctx.cube.mesh.size);
pass.setVertexBuffer(1, app.ctx.cube.instance.buffer, 0, app.ctx.cube.instance.size);
pass.draw(4, app.ctx.cube.instance.len, 0, 0);
pass.draw(4, app.ctx.cube.instance.len, 4, 0);
pass.draw(4, app.ctx.cube.instance.len, 8, 0);
pass.draw(4, app.ctx.cube.instance.len, 12, 0);
pass.draw(4, app.ctx.cube.instance.len, 16, 0);
pass.draw(4, app.ctx.cube.instance.len, 20, 0);
// light source
pass.setPipeline(params.light.pipeline);
pass.setBindGroup(0, params.camera.bind_group, &.{});
pass.setBindGroup(1, params.light.bind_group, &.{});
pass.setVertexBuffer(0, params.cube.mesh.buffer, 0, params.cube.mesh.size);
pass.setPipeline(app.ctx.light.pipeline);
pass.setBindGroup(0, app.ctx.camera.bind_group, &.{});
pass.setBindGroup(1, app.ctx.light.bind_group, &.{});
pass.setVertexBuffer(0, app.ctx.cube.mesh.buffer, 0, app.ctx.cube.mesh.size);
pass.draw(4, 1, 0, 0);
pass.draw(4, 1, 4, 0);
pass.draw(4, 1, 8, 0);
@ -163,8 +160,10 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
defer command.release();
params.queue.submit(&.{command});
app.swap_chain.?.present();
app.ctx.queue.submit(&.{command});
engine.gpu_driver.swap_chain.?.present();
return true;
}
const Camera = struct {
@ -267,8 +266,8 @@ const Cube = struct {
const SPACING = 2; // spacing between cubes
const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2);
fn init(app: App) Self {
const device = app.device;
fn init(engine: *mach.Engine) Self {
const device = engine.gpu_driver.device;
const texture = Brick.texture(device);
@ -306,12 +305,12 @@ const Cube = struct {
.mesh = mesh(device),
.texture = texture,
.instance = instance,
.pipeline = pipeline(app),
.pipeline = pipeline(engine),
};
}
fn pipeline(app: App) gpu.RenderPipeline {
const device = app.device;
fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
const device = engine.gpu_driver.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layouts = &.{
@ -343,7 +342,7 @@ const Cube = struct {
};
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.write_mask = gpu.ColorWriteMask.all,
.blend = &blend,
};
@ -715,8 +714,8 @@ const Light = struct {
color: Vec,
};
fn init(app: App) Self {
const device = app.device;
fn init(engine: *mach.Engine) Self {
const device = engine.gpu_driver.device;
const uniform = .{
.color = vec3u(1, 1, 1),
.position = vec3u(3, 7, 2),
@ -738,7 +737,7 @@ const Light = struct {
.buffer = buffer,
.uniform = uniform,
.bind_group = bind_group,
.pipeline = Self.pipeline(app),
.pipeline = Self.pipeline(engine),
};
}
@ -762,8 +761,8 @@ const Light = struct {
});
}
fn pipeline(app: App) gpu.RenderPipeline {
const device = app.device;
fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
const device = engine.gpu_driver.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layouts = &.{
@ -794,7 +793,7 @@ const Light = struct {
};
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.write_mask = gpu.ColorWriteMask.all,
.blend = &blend,
};

View file

@ -4,16 +4,15 @@ const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const FrameParams = struct {
compute_pipeline: gpu.ComputePipeline,
render_pipeline: gpu.RenderPipeline,
sprite_vertex_buffer: gpu.Buffer,
particle_buffers: [2]gpu.Buffer,
particle_bind_groups: [2]gpu.BindGroup,
sim_param_buffer: gpu.Buffer,
frame_counter: usize,
};
const App = mach.App(*FrameParams, .{});
compute_pipeline: gpu.ComputePipeline,
render_pipeline: gpu.RenderPipeline,
sprite_vertex_buffer: gpu.Buffer,
particle_buffers: [2]gpu.Buffer,
particle_bind_groups: [2]gpu.BindGroup,
sim_param_buffer: gpu.Buffer,
frame_counter: usize,
const App = @This();
const num_particle = 1500;
@ -27,19 +26,13 @@ var sim_params = [_]f32{
0.005, // .rule_3_scale
};
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
const sprite_shader_module = app.device.createShaderModule(&.{
pub fn init(app: *App, engine: *mach.Engine) !void {
const sprite_shader_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "sprite shader module",
.code = .{ .wgsl = @embedFile("sprite.wgsl") },
});
const update_sprite_shader_module = app.device.createShaderModule(&.{
const update_sprite_shader_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "update sprite shader module",
.code = .{ .wgsl = @embedFile("updateSprites.wgsl") },
});
@ -68,7 +61,7 @@ pub fn main() !void {
},
};
const render_pipeline = app.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
const render_pipeline = engine.gpu_driver.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
.vertex = .{
.module = sprite_shader_module,
.entry_point = "vert_main",
@ -91,12 +84,12 @@ pub fn main() !void {
},
.fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{
.{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
},
} },
});
const compute_pipeline = app.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
const compute_pipeline = engine.gpu_driver.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
.module = update_sprite_shader_module,
.entry_point = "main",
} });
@ -106,17 +99,17 @@ pub fn main() !void {
-0.02, 0.0, 0.02,
};
const sprite_vertex_buffer = app.device.createBuffer(&gpu.Buffer.Descriptor{
const sprite_vertex_buffer = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{
.usage = .{ .vertex = true, .copy_dst = true },
.size = vert_buffer_data.len * @sizeOf(f32),
});
app.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
engine.gpu_driver.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
const sim_param_buffer = app.device.createBuffer(&gpu.Buffer.Descriptor{
const sim_param_buffer = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{
.usage = .{ .uniform = true, .copy_dst = true },
.size = sim_params.len * @sizeOf(f32),
});
app.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
engine.gpu_driver.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
var initial_particle_data: [num_particle * 4]f32 = undefined;
var rng = std.rand.DefaultPrng.init(0);
@ -133,7 +126,7 @@ pub fn main() !void {
var particle_bind_groups: [2]gpu.BindGroup = undefined;
i = 0;
while (i < 2) : (i += 1) {
particle_buffers[i] = app.device.createBuffer(&gpu.Buffer.Descriptor{
particle_buffers[i] = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{
.usage = .{
.vertex = true,
.copy_dst = true,
@ -141,33 +134,31 @@ pub fn main() !void {
},
.size = initial_particle_data.len * @sizeOf(f32),
});
app.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
engine.gpu_driver.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
}
i = 0;
while (i < 2) : (i += 1) {
particle_bind_groups[i] = app.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{
particle_bind_groups[i] = engine.gpu_driver.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{
gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)),
} });
}
ctx.* = FrameParams{
.compute_pipeline = compute_pipeline,
.render_pipeline = render_pipeline,
.sprite_vertex_buffer = sprite_vertex_buffer,
.particle_buffers = particle_buffers,
.particle_bind_groups = particle_bind_groups,
.sim_param_buffer = sim_param_buffer,
.frame_counter = 0,
};
try app.run(.{ .frame = frame });
app.compute_pipeline = compute_pipeline;
app.render_pipeline = render_pipeline;
app.sprite_vertex_buffer = sprite_vertex_buffer;
app.particle_buffers = particle_buffers;
app.particle_bind_groups = particle_bind_groups;
app.sim_param_buffer = sim_param_buffer;
app.frame_counter = 0;
}
fn frame(app: *App, params: *FrameParams) !void {
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
pub fn deinit(_: *App, _: *mach.Engine) void {}
pub fn update(app: *App, engine: *mach.Engine) !bool {
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.resolve_target = null,
@ -180,38 +171,40 @@ fn frame(app: *App, params: *FrameParams) !void {
color_attachment,
} };
sim_params[0] = @floatCast(f32, app.delta_time);
app.device.getQueue().writeBuffer(params.sim_param_buffer, 0, f32, &sim_params);
sim_params[0] = @floatCast(f32, engine.delta_time);
engine.gpu_driver.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params);
const command_encoder = app.device.createCommandEncoder(null);
const command_encoder = engine.gpu_driver.device.createCommandEncoder(null);
{
const pass_encoder = command_encoder.beginComputePass(null);
pass_encoder.setPipeline(params.compute_pipeline);
pass_encoder.setBindGroup(0, params.particle_bind_groups[params.frame_counter % 2], null);
pass_encoder.setPipeline(app.compute_pipeline);
pass_encoder.setBindGroup(0, app.particle_bind_groups[app.frame_counter % 2], null);
pass_encoder.dispatch(@floatToInt(u32, std.math.ceil(@as(f32, num_particle) / 64)), 1, 1);
pass_encoder.end();
pass_encoder.release();
}
{
const pass_encoder = command_encoder.beginRenderPass(&render_pass_descriptor);
pass_encoder.setPipeline(params.render_pipeline);
pass_encoder.setVertexBuffer(0, params.particle_buffers[(params.frame_counter + 1) % 2], 0, num_particle * 4 * @sizeOf(f32));
pass_encoder.setVertexBuffer(1, params.sprite_vertex_buffer, 0, 6 * @sizeOf(f32));
pass_encoder.setPipeline(app.render_pipeline);
pass_encoder.setVertexBuffer(0, app.particle_buffers[(app.frame_counter + 1) % 2], 0, num_particle * 4 * @sizeOf(f32));
pass_encoder.setVertexBuffer(1, app.sprite_vertex_buffer, 0, 6 * @sizeOf(f32));
pass_encoder.draw(3, num_particle, 0, 0);
pass_encoder.end();
pass_encoder.release();
}
params.frame_counter += 1;
if (params.frame_counter % 60 == 0) {
std.debug.print("Frame {}\n", .{params.frame_counter});
app.frame_counter += 1;
if (app.frame_counter % 60 == 0) {
std.debug.print("Frame {}\n", .{app.frame_counter});
}
var command = command_encoder.finish(null);
command_encoder.release();
app.device.getQueue().submit(&.{command});
engine.gpu_driver.device.getQueue().submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}

View file

@ -4,8 +4,8 @@
//! We also need a second texture to use on the cube, that after the render pass
//! needs to copy the other texture. We can't use the same texture since
//! it would interfere with the sincronization on the gpu during the render pass.
//! This demo currently does not work on opengl, because app.current_desc.width/height,
//! are set to 0 after app.init() and because webgpu does not implement copyTextureToTexture,
//! This demo currently does not work on opengl, because engine.gpu_driver.current_desc.width/height,
//! are set to 0 after engine.gpu_driver.init() and because webgpu does not implement copyTextureToTexture,
//! for opengl
const std = @import("std");
@ -16,7 +16,7 @@ const zm = @import("zmath");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const App = mach.App(*FrameParams, .{});
const App = @This();
const UniformBufferObject = struct {
mat: zm.Mat,
@ -24,15 +24,23 @@ const UniformBufferObject = struct {
var timer: std.time.Timer = undefined;
pub fn main() !void {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
depth_texture: ?gpu.Texture,
cube_texture: gpu.Texture,
cube_texture_view: gpu.TextureView,
cube_texture_render: gpu.Texture,
cube_texture_view_render: gpu.TextureView,
sampler: gpu.Sampler,
bgl: gpu.BindGroupLayout,
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
app.window.setKeyCallback(struct {
engine.core.internal.window.setKeyCallback(struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
_ = scancode;
_ = mods;
@ -44,9 +52,9 @@ pub fn main() !void {
}
}
}.callback);
try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = app.device.createShaderModule(&.{
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
@ -62,7 +70,7 @@ pub fn main() !void {
.attributes = &vertex_attributes,
};
const fs_module = app.device.createShaderModule(&.{
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
@ -80,7 +88,7 @@ pub fn main() !void {
},
};
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMask.all,
};
@ -94,15 +102,14 @@ pub fn main() !void {
const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
const bgl = app.device.createBindGroupLayout(
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
},
);
defer bgl.release();
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = app.device.createPipelineLayout(&.{
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts,
});
@ -132,7 +139,7 @@ pub fn main() !void {
},
};
const vertex_buffer = app.device.createBuffer(&.{
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
@ -140,52 +147,48 @@ pub fn main() !void {
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap();
defer vertex_buffer.release();
const uniform_buffer = app.device.createBuffer(&.{
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false,
});
defer uniform_buffer.release();
// The texture to put on the cube
const cube_texture = app.device.createTexture(&gpu.Texture.Descriptor{
const cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .texture_binding = true, .copy_dst = true },
.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
.format = app.swap_chain_format,
.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
.format = engine.gpu_driver.swap_chain_format,
});
defer cube_texture.release();
// The texture on which we render
const cube_texture_render = app.device.createTexture(&gpu.Texture.Descriptor{
const cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true, .copy_src = true },
.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
.format = app.swap_chain_format,
.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
.format = engine.gpu_driver.swap_chain_format,
});
defer cube_texture_render.release();
const sampler = app.device.createSampler(&gpu.Sampler.Descriptor{
const sampler = engine.gpu_driver.device.createSampler(&gpu.Sampler.Descriptor{
.mag_filter = .linear,
.min_filter = .linear,
});
defer sampler.release();
const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.dimension = .dimension_2d,
.mip_level_count = 1,
.array_layer_count = 1,
});
defer cube_texture_view.release();
const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.dimension = .dimension_2d,
.mip_level_count = 1,
.array_layer_count = 1,
});
defer cube_texture_view_render.release();
const bind_group = app.device.createBindGroup(
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
@ -195,49 +198,40 @@ pub fn main() !void {
},
},
);
defer bind_group.release();
ctx.* = FrameParams{
.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
.queue = app.device.getQueue(),
.vertex_buffer = vertex_buffer,
.uniform_buffer = uniform_buffer,
.bind_group = bind_group,
.depth_texture = null,
.cube_texture = cube_texture,
.cube_texture_view = cube_texture_view,
.cube_texture_render = cube_texture_render,
.cube_texture_view_render = cube_texture_view_render,
.sampler = sampler,
.bgl = bgl,
};
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
app.depth_texture = null;
app.cube_texture = cube_texture;
app.cube_texture_view = cube_texture_view;
app.cube_texture_render = cube_texture_render;
app.cube_texture_view_render = cube_texture_view_render;
app.sampler = sampler;
app.bgl = bgl;
vs_module.release();
fs_module.release();
pipeline_layout.release();
try app.run(.{ .frame = frame, .resize = resize });
ctx.depth_texture.?.release();
}
const FrameParams = struct {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
depth_texture: ?gpu.Texture,
cube_texture: gpu.Texture,
cube_texture_view: gpu.TextureView,
cube_texture_render: gpu.Texture,
cube_texture_view_render: gpu.TextureView,
sampler: gpu.Sampler,
bgl: gpu.BindGroupLayout,
};
pub fn deinit(app: *App, _: *mach.Engine) void {
app.bgl.release();
app.vertex_buffer.release();
app.uniform_buffer.release();
app.cube_texture.release();
app.sampler.release();
app.cube_texture_view.release();
app.cube_texture_view.release();
app.bind_group.release();
app.depth_texture.?.release();
}
fn frame(app: *App, params: *FrameParams) !void {
const cube_view = params.cube_texture_view_render;
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
pub fn update(app: *App, engine: *mach.Engine) !bool {
const cube_view = app.cube_texture_view_render;
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const cube_color_attachment = gpu.RenderPassColorAttachment{
.view = cube_view,
@ -255,7 +249,7 @@ fn frame(app: *App, params: *FrameParams) !void {
};
const depth_stencil_attachment = gpu.RenderPassDepthStencilAttachment{
.view = params.depth_texture.?.createView(&gpu.TextureView.Descriptor{
.view = app.depth_texture.?.createView(&gpu.TextureView.Descriptor{
.format = .depth24_plus,
.dimension = .dimension_2d,
.array_layer_count = 1,
@ -268,7 +262,7 @@ fn frame(app: *App, params: *FrameParams) !void {
.stencil_store_op = .none,
};
const encoder = app.device.createCommandEncoder(null);
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{cube_color_attachment},
.depth_stencil_attachment = &depth_stencil_attachment,
@ -288,38 +282,38 @@ fn frame(app: *App, params: *FrameParams) !void {
);
const proj = zm.perspectiveFovRh(
(std.math.pi * 2.0 / 5.0),
@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
1,
100,
);
const ubo = UniformBufferObject{
.mat = zm.transpose(zm.mul(zm.mul(model, view), proj)),
};
encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(params.pipeline);
pass.setBindGroup(0, params.bind_group, &.{0});
pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setPipeline(app.pipeline);
pass.setBindGroup(0, app.bind_group, &.{0});
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.draw(vertices.len, 1, 0, 0);
pass.end();
pass.release();
encoder.copyTextureToTexture(
&gpu.ImageCopyTexture{
.texture = params.cube_texture_render,
.texture = app.cube_texture_render,
},
&gpu.ImageCopyTexture{
.texture = params.cube_texture,
.texture = app.cube_texture,
},
&.{ .width = app.current_desc.width, .height = app.current_desc.height },
&.{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
);
const cube_pass = encoder.beginRenderPass(&cube_render_pass_info);
cube_pass.setPipeline(params.pipeline);
cube_pass.setBindGroup(0, params.bind_group, &.{0});
cube_pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
cube_pass.setPipeline(app.pipeline);
cube_pass.setBindGroup(0, app.bind_group, &.{0});
cube_pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
cube_pass.draw(vertices.len, 1, 0, 0);
cube_pass.end();
cube_pass.release();
@ -327,65 +321,67 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
encoder.release();
params.queue.submit(&.{command});
app.queue.submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}
fn resize(app: *App, params: *FrameParams, width: u32, height: u32) !void {
if (params.depth_texture != null) {
params.depth_texture.?.release();
params.depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
if (app.depth_texture != null) {
app.depth_texture.?.release();
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true },
.size = .{ .width = width, .height = height },
.format = .depth24_plus,
});
params.cube_texture.release();
params.cube_texture = app.device.createTexture(&gpu.Texture.Descriptor{
app.cube_texture.release();
app.cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .texture_binding = true, .copy_dst = true },
.size = .{ .width = width, .height = height },
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
});
params.cube_texture_render.release();
params.cube_texture_render = app.device.createTexture(&gpu.Texture.Descriptor{
app.cube_texture_render.release();
app.cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true, .copy_src = true },
.size = .{ .width = width, .height = height },
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
});
params.cube_texture_view.release();
params.cube_texture_view = params.cube_texture.createView(&gpu.TextureView.Descriptor{
.format = app.swap_chain_format,
app.cube_texture_view.release();
app.cube_texture_view = app.cube_texture.createView(&gpu.TextureView.Descriptor{
.format = engine.gpu_driver.swap_chain_format,
.dimension = .dimension_2d,
.mip_level_count = 1,
.array_layer_count = 1,
});
params.cube_texture_view_render.release();
params.cube_texture_view_render = params.cube_texture_render.createView(&gpu.TextureView.Descriptor{
.format = app.swap_chain_format,
app.cube_texture_view_render.release();
app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{
.format = engine.gpu_driver.swap_chain_format,
.dimension = .dimension_2d,
.mip_level_count = 1,
.array_layer_count = 1,
});
params.bind_group.release();
params.bind_group = app.device.createBindGroup(
app.bind_group.release();
app.bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = params.bgl,
.layout = app.bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, params.uniform_buffer, 0, @sizeOf(UniformBufferObject)),
gpu.BindGroup.Entry.sampler(1, params.sampler),
gpu.BindGroup.Entry.textureView(2, params.cube_texture_view),
gpu.BindGroup.Entry.buffer(0, app.uniform_buffer, 0, @sizeOf(UniformBufferObject)),
gpu.BindGroup.Entry.sampler(1, app.sampler),
gpu.BindGroup.Entry.textureView(2, app.cube_texture_view),
},
},
);
} else {
// The first time resize is called, width and height are set to 0
params.depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true },
.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
.format = .depth24_plus,
});
}

View file

@ -6,23 +6,24 @@ const zm = @import("zmath");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const App = mach.App(*FrameParams, .{});
const UniformBufferObject = struct {
mat: zm.Mat,
};
var timer: std.time.Timer = undefined;
pub fn main() !void {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
app.window.setKeyCallback(struct {
engine.core.internal.window.setKeyCallback(struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
_ = scancode;
_ = mods;
@ -34,9 +35,9 @@ pub fn main() !void {
}
}
}.callback);
try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = app.device.createShaderModule(&.{
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
@ -52,13 +53,13 @@ pub fn main() !void {
.attributes = &vertex_attributes,
};
const fs_module = app.device.createShaderModule(&.{
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.blend = null,
.write_mask = gpu.ColorWriteMask.all,
};
@ -70,14 +71,14 @@ pub fn main() !void {
};
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = app.device.createBindGroupLayout(
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle},
},
);
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = app.device.createPipelineLayout(&.{
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts,
});
@ -103,7 +104,7 @@ pub fn main() !void {
},
};
const vertex_buffer = app.device.createBuffer(&.{
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
@ -111,19 +112,18 @@ pub fn main() !void {
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap();
defer vertex_buffer.release();
const x_count = 4;
const y_count = 4;
const num_instances = x_count * y_count;
const uniform_buffer = app.device.createBuffer(&.{
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject) * num_instances,
.mapped_at_creation = false,
});
defer uniform_buffer.release();
const bind_group = app.device.createBindGroup(
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
@ -131,38 +131,30 @@ pub fn main() !void {
},
},
);
defer bind_group.release();
ctx.* = FrameParams{
.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
.queue = app.device.getQueue(),
.vertex_buffer = vertex_buffer,
.uniform_buffer = uniform_buffer,
.bind_group = bind_group,
};
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
try app.run(.{ .frame = frame });
}
const FrameParams = struct {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
};
pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_buffer.release();
app.bind_group.release();
}
var i: u32 = 0;
fn frame(app: *App, params: *FrameParams) !void {
pub fn update(app: *App, engine: *mach.Engine) !bool {
i += 1;
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.resolve_target = null,
@ -171,7 +163,7 @@ fn frame(app: *App, params: *FrameParams) !void {
.store_op = .store,
};
const encoder = app.device.createCommandEncoder(null);
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
};
@ -179,7 +171,7 @@ fn frame(app: *App, params: *FrameParams) !void {
{
const proj = zm.perspectiveFovRh(
(std.math.pi / 3.0),
@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
10,
30,
);
@ -203,13 +195,13 @@ fn frame(app: *App, params: *FrameParams) !void {
m += 1;
}
}
encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &ubos);
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &ubos);
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(params.pipeline);
pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, params.bind_group, &.{0});
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, app.bind_group, &.{0});
pass.draw(vertices.len, 16, 0, 0);
pass.end();
pass.release();
@ -217,8 +209,10 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
encoder.release();
params.queue.submit(&.{command});
app.queue.submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}

View file

@ -6,7 +6,7 @@ const zm = @import("zmath");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const App = mach.App(*FrameParams, .{});
const App = @This();
const UniformBufferObject = struct {
mat: zm.Mat,
@ -14,15 +14,17 @@ const UniformBufferObject = struct {
var timer: std.time.Timer = undefined;
pub fn main() !void {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
app.window.setKeyCallback(struct {
// TODO: higher level input handlers
engine.core.internal.window.setKeyCallback(struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
_ = scancode;
_ = mods;
@ -34,9 +36,9 @@ pub fn main() !void {
}
}
}.callback);
try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = app.device.createShaderModule(&.{
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
@ -52,7 +54,7 @@ pub fn main() !void {
.attributes = &vertex_attributes,
};
const fs_module = app.device.createShaderModule(&.{
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
@ -70,7 +72,7 @@ pub fn main() !void {
},
};
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMask.all,
};
@ -82,14 +84,14 @@ pub fn main() !void {
};
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = app.device.createBindGroupLayout(
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle},
},
);
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = app.device.createPipelineLayout(&.{
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts,
});
@ -115,7 +117,7 @@ pub fn main() !void {
},
};
const vertex_buffer = app.device.createBuffer(&.{
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
@ -123,15 +125,13 @@ pub fn main() !void {
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap();
defer vertex_buffer.release();
const uniform_buffer = app.device.createBuffer(&.{
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false,
});
defer uniform_buffer.release();
const bind_group = app.device.createBindGroup(
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
@ -139,34 +139,27 @@ pub fn main() !void {
},
},
);
defer bind_group.release();
ctx.* = FrameParams{
.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
.queue = app.device.getQueue(),
.vertex_buffer = vertex_buffer,
.uniform_buffer = uniform_buffer,
.bind_group = bind_group,
};
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
try app.run(.{ .frame = frame });
}
const FrameParams = struct {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
};
pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_buffer.release();
app.uniform_buffer.release();
app.bind_group.release();
}
fn frame(app: *App, params: *FrameParams) !void {
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
pub fn update(app: *App, engine: *mach.Engine) !bool {
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.resolve_target = null,
@ -175,7 +168,7 @@ fn frame(app: *App, params: *FrameParams) !void {
.store_op = .store,
};
const encoder = app.device.createCommandEncoder(null);
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = null,
@ -191,7 +184,7 @@ fn frame(app: *App, params: *FrameParams) !void {
);
const proj = zm.perspectiveFovRh(
(std.math.pi / 4.0),
@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
0.1,
10,
);
@ -199,13 +192,13 @@ fn frame(app: *App, params: *FrameParams) !void {
const ubo = UniformBufferObject{
.mat = zm.transpose(mvp),
};
encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(params.pipeline);
pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, params.bind_group, &.{0});
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, app.bind_group, &.{0});
pass.draw(vertices.len, 1, 0, 0);
pass.end();
pass.release();
@ -213,8 +206,10 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
encoder.release();
params.queue.submit(&.{command});
app.queue.submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}

View file

@ -7,23 +7,26 @@ const zigimg = @import("zigimg");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const App = mach.App(*FrameParams, .{});
const UniformBufferObject = struct {
mat: zm.Mat,
};
var timer: std.time.Timer = undefined;
pub fn main() !void {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
depth_texture: gpu.Texture,
depth_size: glfw.Window.Size,
const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
app.window.setKeyCallback(struct {
engine.core.internal.window.setKeyCallback(struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
_ = scancode;
_ = mods;
@ -35,9 +38,9 @@ pub fn main() !void {
}
}
}.callback);
try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = app.device.createShaderModule(&.{
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
@ -53,7 +56,7 @@ pub fn main() !void {
.attributes = &vertex_attributes,
};
const fs_module = app.device.createShaderModule(&.{
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
@ -71,7 +74,7 @@ pub fn main() !void {
},
};
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMask.all,
};
@ -105,9 +108,9 @@ pub fn main() !void {
.cull_mode = .back,
},
};
const pipeline = app.device.createRenderPipeline(&pipeline_descriptor);
const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
const vertex_buffer = app.device.createBuffer(&.{
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
@ -115,17 +118,16 @@ pub fn main() !void {
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap();
defer vertex_buffer.release();
// Create a sampler with linear filtering for smooth interpolation.
const sampler = app.device.createSampler(&.{
const sampler = engine.gpu_driver.device.createSampler(&.{
.mag_filter = .linear,
.min_filter = .linear,
});
const queue = app.device.getQueue();
const img = try zigimg.Image.fromFilePath(allocator, "examples/assets/gotta-go-fast.png");
const queue = engine.gpu_driver.device.getQueue();
const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png");
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
const cube_texture = app.device.createTexture(&.{
const cube_texture = engine.gpu_driver.device.createTexture(&.{
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
@ -141,20 +143,20 @@ pub fn main() !void {
switch (img.pixels.?) {
.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, pixels, &data_layout, &img_size),
.Rgb24 => |pixels| {
const data = try rgb24ToRgba32(allocator, pixels);
const data = try rgb24ToRgba32(engine.allocator, pixels);
//defer data.deinit(allocator);
queue.writeTexture(&.{ .texture = cube_texture }, data.Rgba32, &data_layout, &img_size);
},
else => @panic("unsupported image color format"),
}
const uniform_buffer = app.device.createBuffer(&.{
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false,
});
defer uniform_buffer.release();
const bind_group = app.device.createBindGroup(
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = pipeline.getBindGroupLayout(0),
.entries = &.{
@ -164,10 +166,9 @@ pub fn main() !void {
},
},
);
defer bind_group.release();
const size = try app.window.getFramebufferSize();
const depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
const size = try engine.core.internal.window.getFramebufferSize();
const depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.size = gpu.Extent3D{
.width = size.width,
.height = size.height,
@ -179,37 +180,29 @@ pub fn main() !void {
},
});
ctx.* = FrameParams{
.pipeline = pipeline,
.queue = queue,
.vertex_buffer = vertex_buffer,
.uniform_buffer = uniform_buffer,
.bind_group = bind_group,
.depth_texture = depth_texture,
.depth_size = size,
};
app.pipeline = pipeline;
app.queue = queue;
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
app.depth_texture = depth_texture;
app.depth_size = size;
vs_module.release();
fs_module.release();
try app.run(.{ .frame = frame });
}
const FrameParams = struct {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
depth_texture: gpu.Texture,
depth_size: glfw.Window.Size,
};
pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_buffer.release();
app.uniform_buffer.release();
app.bind_group.release();
}
fn frame(app: *App, params: *FrameParams) !void {
pub fn update(app: *App, engine: *mach.Engine) !bool {
// If window is resized, recreate depth buffer otherwise we cannot use it.
const size = app.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
if (size.width != params.depth_size.width or size.height != params.depth_size.height) {
params.depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
const size = engine.core.internal.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
if (size.width != app.depth_size.width or size.height != app.depth_size.height) {
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.size = gpu.Extent3D{
.width = size.width,
.height = size.height,
@ -220,10 +213,10 @@ fn frame(app: *App, params: *FrameParams) !void {
.texture_binding = true,
},
});
params.depth_size = size;
app.depth_size = size;
}
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
@ -231,11 +224,11 @@ fn frame(app: *App, params: *FrameParams) !void {
.store_op = .store,
};
const encoder = app.device.createCommandEncoder(null);
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = &.{
.view = params.depth_texture.createView(&gpu.TextureView.Descriptor{
.view = app.depth_texture.createView(&gpu.TextureView.Descriptor{
.format = .depth24_plus,
.dimension = .dimension_2d,
.array_layer_count = 1,
@ -257,7 +250,7 @@ fn frame(app: *App, params: *FrameParams) !void {
);
const proj = zm.perspectiveFovRh(
(std.math.pi / 4.0),
@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
0.1,
10,
);
@ -265,13 +258,13 @@ fn frame(app: *App, params: *FrameParams) !void {
const ubo = UniformBufferObject{
.mat = zm.transpose(mvp),
};
encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(params.pipeline);
pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, params.bind_group, &.{});
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, app.bind_group, &.{});
pass.draw(vertices.len, 1, 0, 0);
pass.end();
pass.release();
@ -279,10 +272,12 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
encoder.release();
params.queue.submit(&.{command});
app.queue.submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}
fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.ColorStorage {

View file

@ -6,23 +6,25 @@ const zm = @import("zmath");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const App = mach.App(*FrameParams, .{});
const UniformBufferObject = struct {
mat: zm.Mat,
};
var timer: std.time.Timer = undefined;
pub fn main() !void {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group1: gpu.BindGroup,
bind_group2: gpu.BindGroup,
const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
app.window.setKeyCallback(struct {
engine.core.internal.window.setKeyCallback(struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
_ = scancode;
_ = mods;
@ -34,9 +36,9 @@ pub fn main() !void {
}
}
}.callback);
try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = app.device.createShaderModule(&.{
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
@ -52,7 +54,7 @@ pub fn main() !void {
.attributes = &vertex_attributes,
};
const fs_module = app.device.createShaderModule(&.{
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
@ -70,7 +72,7 @@ pub fn main() !void {
},
};
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMask.all,
};
@ -82,14 +84,14 @@ pub fn main() !void {
};
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = app.device.createBindGroupLayout(
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle},
},
);
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = app.device.createPipelineLayout(&.{
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts,
});
@ -115,9 +117,9 @@ pub fn main() !void {
},
};
const queue = app.device.getQueue();
const queue = engine.gpu_driver.device.getQueue();
const vertex_buffer = app.device.createBuffer(&.{
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
@ -125,17 +127,16 @@ pub fn main() !void {
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap();
defer vertex_buffer.release();
// uniformBindGroup offset must be 256-byte aligned
const uniform_offset = 256;
const uniform_buffer = app.device.createBuffer(&.{
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .uniform = true, .copy_dst = true },
.size = @sizeOf(UniformBufferObject) + uniform_offset,
.mapped_at_creation = false,
});
defer uniform_buffer.release();
const bind_group1 = app.device.createBindGroup(
const bind_group1 = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
@ -143,8 +144,8 @@ pub fn main() !void {
},
},
);
defer bind_group1.release();
const bind_group2 = app.device.createBindGroup(
const bind_group2 = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
@ -152,36 +153,29 @@ pub fn main() !void {
},
},
);
defer bind_group2.release();
ctx.* = FrameParams{
.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
.queue = queue,
.vertex_buffer = vertex_buffer,
.uniform_buffer = uniform_buffer,
.bind_group1 = bind_group1,
.bind_group2 = bind_group2,
};
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = queue;
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group1 = bind_group1;
app.bind_group2 = bind_group2;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
try app.run(.{ .frame = frame });
}
const FrameParams = struct {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group1: gpu.BindGroup,
bind_group2: gpu.BindGroup,
};
pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_buffer.release();
app.uniform_buffer.release();
app.bind_group1.release();
app.bind_group2.release();
}
fn frame(app: *App, params: *FrameParams) !void {
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
pub fn update(app: *App, engine: *mach.Engine) !bool {
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.resolve_target = null,
@ -190,7 +184,7 @@ fn frame(app: *App, params: *FrameParams) !void {
.store_op = .store,
};
const encoder = app.device.createCommandEncoder(null);
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = null,
@ -209,7 +203,7 @@ fn frame(app: *App, params: *FrameParams) !void {
);
const proj = zm.perspectiveFovRh(
(2.0 * std.math.pi / 5.0),
@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
1,
100,
);
@ -222,19 +216,19 @@ fn frame(app: *App, params: *FrameParams) !void {
.mat = zm.transpose(mvp2),
};
encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo1});
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo1});
// bind_group2 offset
encoder.writeBuffer(params.uniform_buffer, 256, UniformBufferObject, &.{ubo2});
encoder.writeBuffer(app.uniform_buffer, 256, UniformBufferObject, &.{ubo2});
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(params.pipeline);
pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, params.bind_group1, &.{0});
pass.setBindGroup(0, app.bind_group1, &.{0});
pass.draw(vertices.len, 1, 0, 0);
pass.setBindGroup(0, params.bind_group2, &.{0});
pass.setBindGroup(0, app.bind_group2, &.{0});
pass.draw(vertices.len, 1, 0, 0);
pass.end();
@ -243,8 +237,10 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
encoder.release();
params.queue.submit(&.{command});
app.queue.submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}