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

@ -4,8 +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,
});
}