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

@ -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;
}