mach: implement App struct in terms of unified entry point

This commit is contained in:
iddev5 2022-04-28 00:05:44 +05:30 committed by Stephen Gutekanst
parent 3e87b383d2
commit 2aedc4ca01
6 changed files with 313 additions and 333 deletions

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@ -103,7 +103,7 @@ const MachApp = struct {
b: *std.build.Builder,
pub fn createApplication(b: *std.build.Builder, name: []const u8, src: []const u8, deps: []const Pkg) MachApp {
const exe = b.addExecutable(name, "src/entry/native.zig");
const exe = b.addExecutable(name, "src/entry_native.zig");
exe.addPackage(.{
.name = "app",
.path = .{ .path = src },

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@ -2,21 +2,19 @@ const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const App = mach.App(*FrameParams, .{});
pub const options: mach.Engine.Options = .{};
pub fn init() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
const vs_module = app.device.createShaderModule(&.{
const Self = @This();
pub fn init(self: *Self, engine: *mach.Engine) !void {
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
const fs_module = app.device.createShaderModule(&.{
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
@ -35,7 +33,7 @@ pub fn init() !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,
};
@ -67,30 +65,17 @@ pub fn init() !void {
},
};
ctx.* = FrameParams{
.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
.queue = app.device.getQueue(),
};
self.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
self.queue = engine.gpu_driver.device.getQueue();
vs_module.release();
fs_module.release();
try app.run(.{ .frame = frame });
}
pub fn update() !bool {
return false;
}
pub fn deinit(_: *Self, _: *mach.Engine) void {}
pub fn deinit() void {}
const FrameParams = struct {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
};
fn frame(app: *App, params: *FrameParams) !void {
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
pub fn update(self: *Self, 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,
@ -99,13 +84,13 @@ 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,
};
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(params.pipeline);
pass.setPipeline(self.pipeline);
pass.draw(3, 1, 0, 0);
pass.end();
pass.release();
@ -113,8 +98,10 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
encoder.release();
params.queue.submit(&.{command});
self.queue.submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}

81
src/Engine.zig Normal file
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@ -0,0 +1,81 @@
const std = @import("std");
const Allocator = std.mem.Allocator;
const glfw = @import("glfw");
const gpu = @import("gpu");
pub const VSyncMode = enum {
/// Potential screen tearing.
/// No synchronization with monitor, render frames as fast as possible.
none,
/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
///
/// Tries to stay one frame ahead of the monitor, so when it's ready for the next frame it is
/// already prepared.
double,
/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
///
/// Tries to stay two frames ahead of the monitor, so when it's ready for the next frame it is
/// already prepared.
triple,
};
/// Application options that can be configured at init time.
pub const Options = struct {
/// The title of the window.
title: [*:0]const u8 = "Mach engine",
/// The width of the window.
width: u32 = 640,
/// The height of the window.
height: u32 = 480,
/// Monitor synchronization modes.
vsync: VSyncMode = .double,
/// GPU features required by the application.
required_features: ?[]gpu.Feature = null,
/// GPU limits required by the application.
required_limits: ?gpu.Limits = null,
/// Whether the application has a preference for low power or high performance GPU.
power_preference: gpu.PowerPreference = .none,
};
/// Window, events, inputs etc.
core: Core,
/// WebGPU driver - stores device, swap chains, targets and more
gpu_driver: GpuDriver,
allocator: Allocator,
/// The amount of time (in seconds) that has passed since the last frame was rendered.
///
/// For example, if you are animating a cube which should rotate 360 degrees every second,
/// instead of writing (360.0 / 60.0) and assuming the frame rate is 60hz, write
/// (360.0 * engine.delta_time)
delta_time: f64 = 0,
delta_time_ns: u64 = 0,
timer: std.time.Timer,
pub const Core = struct {
internal: union {
window: glfw.Window,
},
};
pub const GpuDriver = struct {
device: gpu.Device,
backend_type: gpu.Adapter.BackendType,
swap_chain: ?gpu.SwapChain,
swap_chain_format: gpu.Texture.Format,
native_instance: gpu.NativeInstance,
surface: ?gpu.Surface,
current_desc: gpu.SwapChain.Descriptor,
target_desc: gpu.SwapChain.Descriptor,
};

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@ -1,12 +0,0 @@
const app = @import("app");
pub fn main() !void {
try app.init();
defer app.deinit();
while (true) {
const success = try app.update();
if (!success)
break;
}
}

211
src/entry_native.zig Normal file
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@ -0,0 +1,211 @@
const std = @import("std");
const Allocator = std.mem.Allocator;
const App = @import("app");
const glfw = @import("glfw");
const gpu = @import("gpu");
const util = @import("util.zig");
const c = @import("c.zig").c;
const Engine = @import("Engine.zig");
const Options = Engine.Options;
/// Default GLFW error handling callback
fn glfwErrorCallback(error_code: glfw.Error, description: [:0]const u8) void {
std.debug.print("glfw: {}: {s}\n", .{ error_code, description });
}
fn init(allocator: Allocator, options: Options) !Engine {
const backend_type = try util.detectBackendType(allocator);
glfw.setErrorCallback(glfwErrorCallback);
try glfw.init(.{});
// Create the test window and discover adapters using it (esp. for OpenGL)
var hints = util.glfwWindowHintsForBackend(backend_type);
hints.cocoa_retina_framebuffer = true;
const window = try glfw.Window.create(
options.width,
options.height,
options.title,
null,
null,
hints,
);
const backend_procs = c.machDawnNativeGetProcs();
c.dawnProcSetProcs(backend_procs);
const instance = c.machDawnNativeInstance_init();
var native_instance = gpu.NativeInstance.wrap(c.machDawnNativeInstance_get(instance).?);
// Discover e.g. OpenGL adapters.
try util.discoverAdapters(instance, window, backend_type);
// Request an adapter.
//
// TODO: It would be nice if we could use gpu_interface.waitForAdapter here, however the webgpu.h
// API does not yet have a way to specify what type of backend you want (vulkan, opengl, etc.)
// In theory, I suppose we shouldn't need to and Dawn should just pick the best adapter - but in
// practice if Vulkan is not supported today waitForAdapter/requestAdapter merely generates an error.
//
// const gpu_interface = native_instance.interface();
// const backend_adapter = switch (gpu_interface.waitForAdapter(&.{
// .power_preference = .high_performance,
// })) {
// .adapter => |v| v,
// .err => |err| {
// std.debug.print("mach: failed to get adapter: error={} {s}\n", .{ err.code, err.message });
// std.process.exit(1);
// },
// };
const adapters = c.machDawnNativeInstance_getAdapters(instance);
var dawn_adapter: ?c.MachDawnNativeAdapter = null;
var i: usize = 0;
while (i < c.machDawnNativeAdapters_length(adapters)) : (i += 1) {
const adapter = c.machDawnNativeAdapters_index(adapters, i);
const properties = c.machDawnNativeAdapter_getProperties(adapter);
const found_backend_type = @intToEnum(gpu.Adapter.BackendType, c.machDawnNativeAdapterProperties_getBackendType(properties));
if (found_backend_type == backend_type) {
dawn_adapter = adapter;
}
}
if (dawn_adapter == null) {
std.debug.print("mach: no matching adapter found for {s}", .{@tagName(backend_type)});
std.debug.print("-> maybe try GPU_BACKEND=opengl ?\n", .{});
std.process.exit(1);
}
std.debug.assert(dawn_adapter != null);
const backend_adapter = gpu.NativeInstance.fromWGPUAdapter(c.machDawnNativeAdapter_get(dawn_adapter.?).?);
// Print which adapter we are going to use.
const props = backend_adapter.properties;
std.debug.print("mach: found {s} backend on {s} adapter: {s}, {s}\n", .{
gpu.Adapter.backendTypeName(props.backend_type),
gpu.Adapter.typeName(props.adapter_type),
props.name,
props.driver_description,
});
const device = switch (backend_adapter.waitForDevice(&.{
.required_features = options.required_features,
.required_limits = options.required_limits,
})) {
.device => |v| v,
.err => |err| {
// TODO: return a proper error type
std.debug.print("mach: failed to get device: error={} {s}\n", .{ err.code, err.message });
std.process.exit(1);
},
};
var framebuffer_size = try window.getFramebufferSize();
// If targeting OpenGL, we can't use the newer WGPUSurface API. Instead, we need to use the
// older Dawn-specific API. https://bugs.chromium.org/p/dawn/issues/detail?id=269&q=surface&can=2
const use_legacy_api = backend_type == .opengl or backend_type == .opengles;
var descriptor: gpu.SwapChain.Descriptor = undefined;
var swap_chain: ?gpu.SwapChain = null;
var swap_chain_format: gpu.Texture.Format = undefined;
var surface: ?gpu.Surface = null;
if (!use_legacy_api) {
swap_chain_format = .bgra8_unorm;
descriptor = .{
.label = "basic swap chain",
.usage = .{ .render_attachment = true },
.format = swap_chain_format,
.width = framebuffer_size.width,
.height = framebuffer_size.height,
.present_mode = switch (options.vsync) {
.none => .immediate,
.double => .fifo,
.triple => .mailbox,
},
.implementation = 0,
};
surface = util.createSurfaceForWindow(
&native_instance,
window,
comptime util.detectGLFWOptions(),
);
} else {
const binding = c.machUtilsCreateBinding(@enumToInt(backend_type), @ptrCast(*c.GLFWwindow, window.handle), @ptrCast(c.WGPUDevice, device.ptr));
if (binding == null) {
@panic("failed to create Dawn backend binding");
}
descriptor = std.mem.zeroes(gpu.SwapChain.Descriptor);
descriptor.implementation = c.machUtilsBackendBinding_getSwapChainImplementation(binding);
swap_chain = device.nativeCreateSwapChain(null, &descriptor);
swap_chain_format = @intToEnum(gpu.Texture.Format, @intCast(u32, c.machUtilsBackendBinding_getPreferredSwapChainTextureFormat(binding)));
swap_chain.?.configure(
swap_chain_format,
.{ .render_attachment = true },
framebuffer_size.width,
framebuffer_size.height,
);
}
device.setUncapturedErrorCallback(&util.printUnhandledErrorCallback);
return Engine{
.allocator = allocator,
.timer = try std.time.Timer.start(),
.core = .{ .internal = .{
.window = window,
} },
.gpu_driver = .{
.device = device,
.backend_type = backend_type,
.native_instance = native_instance,
.surface = surface,
.swap_chain = swap_chain,
.swap_chain_format = swap_chain_format,
.current_desc = descriptor,
.target_desc = descriptor,
},
};
}
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const allocator = gpa.allocator();
var engine = try init(allocator, App.options);
var app: App = undefined;
try app.init(&engine);
defer app.deinit(&engine);
const window = engine.core.internal.window;
while (!window.shouldClose()) {
try glfw.pollEvents();
engine.delta_time_ns = engine.timer.lap();
engine.delta_time = @intToFloat(f64, engine.delta_time_ns) / @intToFloat(f64, std.time.ns_per_s);
var framebuffer_size = try window.getFramebufferSize();
engine.gpu_driver.target_desc.width = framebuffer_size.width;
engine.gpu_driver.target_desc.height = framebuffer_size.height;
if (engine.gpu_driver.swap_chain == null or !engine.gpu_driver.current_desc.equal(&engine.gpu_driver.target_desc)) {
const use_legacy_api = engine.gpu_driver.surface == null;
if (!use_legacy_api) {
engine.gpu_driver.swap_chain = engine.gpu_driver.device.nativeCreateSwapChain(engine.gpu_driver.surface, &engine.gpu_driver.target_desc);
} else engine.gpu_driver.swap_chain.?.configure(
engine.gpu_driver.swap_chain_format,
.{ .render_attachment = true },
engine.gpu_driver.target_desc.width,
engine.gpu_driver.target_desc.height,
);
//if (funcs.resize) |f| {
// try f(app, app.context, app.target_desc.width, app.target_desc.height);
//}
engine.gpu_driver.current_desc = engine.gpu_driver.target_desc;
}
const success = try app.update(&engine);
if (!success)
break;
}
}

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@ -1,289 +1,2 @@
const std = @import("std");
const testing = std.testing;
pub const Engine = @import("Engine.zig");
const glfw = @import("glfw");
const gpu = @import("gpu");
const util = @import("util.zig");
const c = @import("c.zig").c;
/// For now, this contains nothing. In the future, this will include application configuration that
/// can only be specified at compile-time.
pub const AppConfig = struct {};
pub const VSyncMode = enum {
/// Potential screen tearing.
/// No synchronization with monitor, render frames as fast as possible.
none,
/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
///
/// Tries to stay one frame ahead of the monitor, so when it's ready for the next frame it is
/// already prepared.
double,
/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
///
/// Tries to stay two frames ahead of the monitor, so when it's ready for the next frame it is
/// already prepared.
triple,
};
/// Application options that can be configured at init time.
pub const Options = struct {
/// The title of the window.
title: [*:0]const u8 = "Mach engine",
/// The width of the window.
width: u32 = 640,
/// The height of the window.
height: u32 = 480,
/// Monitor synchronization modes.
vsync: VSyncMode = .double,
/// GPU features required by the application.
required_features: ?[]gpu.Feature = null,
/// GPU limits required by the application.
required_limits: ?gpu.Limits = null,
/// Whether the application has a preference for low power or high performance GPU.
power_preference: gpu.PowerPreference = .none,
};
/// Default GLFW error handling callback
fn glfwErrorCallback(error_code: glfw.Error, description: [:0]const u8) void {
std.debug.print("glfw: {}: {s}\n", .{ error_code, description });
}
/// A Mach application.
///
/// The Context type is your own data type which can later be accessed via app.context from within
/// the frame function you pass to run().
pub fn App(comptime Context: type, comptime config: AppConfig) type {
_ = config;
return struct {
context: Context,
device: gpu.Device,
window: glfw.Window,
backend_type: gpu.Adapter.BackendType,
allocator: std.mem.Allocator,
swap_chain: ?gpu.SwapChain,
swap_chain_format: gpu.Texture.Format,
/// The amount of time (in seconds) that has passed since the last frame was rendered.
///
/// For example, if you are animating a cube which should rotate 360 degrees every second,
/// instead of writing (360.0 / 60.0) and assuming the frame rate is 60hz, write
/// (360.0 * app.delta_time)
delta_time: f64 = 0,
delta_time_ns: u64 = 0,
// Internals
native_instance: gpu.NativeInstance,
surface: ?gpu.Surface,
current_desc: gpu.SwapChain.Descriptor,
target_desc: gpu.SwapChain.Descriptor,
timer: std.time.Timer,
const Self = @This();
pub fn init(allocator: std.mem.Allocator, context: Context, options: Options) !Self {
const backend_type = try util.detectBackendType(allocator);
glfw.setErrorCallback(glfwErrorCallback);
try glfw.init(.{});
// Create the test window and discover adapters using it (esp. for OpenGL)
var hints = util.glfwWindowHintsForBackend(backend_type);
hints.cocoa_retina_framebuffer = true;
const window = try glfw.Window.create(
options.width,
options.height,
options.title,
null,
null,
hints,
);
const backend_procs = c.machDawnNativeGetProcs();
c.dawnProcSetProcs(backend_procs);
const instance = c.machDawnNativeInstance_init();
var native_instance = gpu.NativeInstance.wrap(c.machDawnNativeInstance_get(instance).?);
// Discover e.g. OpenGL adapters.
try util.discoverAdapters(instance, window, backend_type);
// Request an adapter.
//
// TODO: It would be nice if we could use gpu_interface.waitForAdapter here, however the webgpu.h
// API does not yet have a way to specify what type of backend you want (vulkan, opengl, etc.)
// In theory, I suppose we shouldn't need to and Dawn should just pick the best adapter - but in
// practice if Vulkan is not supported today waitForAdapter/requestAdapter merely generates an error.
//
// const gpu_interface = native_instance.interface();
// const backend_adapter = switch (gpu_interface.waitForAdapter(&.{
// .power_preference = .high_performance,
// })) {
// .adapter => |v| v,
// .err => |err| {
// std.debug.print("mach: failed to get adapter: error={} {s}\n", .{ err.code, err.message });
// std.process.exit(1);
// },
// };
const adapters = c.machDawnNativeInstance_getAdapters(instance);
var dawn_adapter: ?c.MachDawnNativeAdapter = null;
var i: usize = 0;
while (i < c.machDawnNativeAdapters_length(adapters)) : (i += 1) {
const adapter = c.machDawnNativeAdapters_index(adapters, i);
const properties = c.machDawnNativeAdapter_getProperties(adapter);
const found_backend_type = @intToEnum(gpu.Adapter.BackendType, c.machDawnNativeAdapterProperties_getBackendType(properties));
if (found_backend_type == backend_type) {
dawn_adapter = adapter;
break;
}
}
if (dawn_adapter == null) {
std.debug.print("mach: no matching adapter found for {s}", .{@tagName(backend_type)});
std.debug.print("-> maybe try GPU_BACKEND=opengl ?\n", .{});
std.process.exit(1);
}
std.debug.assert(dawn_adapter != null);
const backend_adapter = gpu.NativeInstance.fromWGPUAdapter(c.machDawnNativeAdapter_get(dawn_adapter.?).?);
// Print which adapter we are going to use.
const props = backend_adapter.properties;
std.debug.print("mach: found {s} backend on {s} adapter: {s}, {s}\n", .{
gpu.Adapter.backendTypeName(props.backend_type),
gpu.Adapter.typeName(props.adapter_type),
props.name,
props.driver_description,
});
const device = switch (backend_adapter.waitForDevice(&.{
.required_features = options.required_features,
.required_limits = options.required_limits,
})) {
.device => |v| v,
.err => |err| {
// TODO: return a proper error type
std.debug.print("mach: failed to get device: error={} {s}\n", .{ err.code, err.message });
std.process.exit(1);
},
};
var framebuffer_size = try window.getFramebufferSize();
// If targeting OpenGL, we can't use the newer WGPUSurface API. Instead, we need to use the
// older Dawn-specific API. https://bugs.chromium.org/p/dawn/issues/detail?id=269&q=surface&can=2
const use_legacy_api = backend_type == .opengl or backend_type == .opengles;
var descriptor: gpu.SwapChain.Descriptor = undefined;
var swap_chain: ?gpu.SwapChain = null;
var swap_chain_format: gpu.Texture.Format = undefined;
var surface: ?gpu.Surface = null;
if (!use_legacy_api) {
swap_chain_format = .bgra8_unorm;
descriptor = .{
.label = "basic swap chain",
.usage = .{ .render_attachment = true },
.format = swap_chain_format,
.width = framebuffer_size.width,
.height = framebuffer_size.height,
.present_mode = switch (options.vsync) {
.none => .immediate,
.double => .fifo,
.triple => .mailbox,
},
.implementation = 0,
};
surface = util.createSurfaceForWindow(
&native_instance,
window,
comptime util.detectGLFWOptions(),
);
} else {
const binding = c.machUtilsCreateBinding(@enumToInt(backend_type), @ptrCast(*c.GLFWwindow, window.handle), @ptrCast(c.WGPUDevice, device.ptr));
if (binding == null) {
@panic("failed to create Dawn backend binding");
}
descriptor = std.mem.zeroes(gpu.SwapChain.Descriptor);
descriptor.implementation = c.machUtilsBackendBinding_getSwapChainImplementation(binding);
swap_chain = device.nativeCreateSwapChain(null, &descriptor);
swap_chain_format = @intToEnum(gpu.Texture.Format, @intCast(u32, c.machUtilsBackendBinding_getPreferredSwapChainTextureFormat(binding)));
swap_chain.?.configure(
swap_chain_format,
.{ .render_attachment = true },
framebuffer_size.width,
framebuffer_size.height,
);
}
device.setUncapturedErrorCallback(&util.printUnhandledErrorCallback);
return Self{
.context = context,
.device = device,
.window = window,
.backend_type = backend_type,
.allocator = allocator,
.native_instance = native_instance,
.surface = surface,
.swap_chain = swap_chain,
.swap_chain_format = swap_chain_format,
.timer = try std.time.Timer.start(),
.current_desc = descriptor,
.target_desc = descriptor,
};
}
const Funcs = struct {
// Run once per frame
frame: fn (app: *Self, ctx: Context) error{OutOfMemory}!void,
// Run once at the start, and whenever the swapchain is recreated
resize: ?fn (app: *Self, ctx: Context, width: u32, height: u32) error{OutOfMemory}!void = null,
};
pub fn run(app: *Self, funcs: Funcs) !void {
if (app.swap_chain != null and funcs.resize != null) {
try funcs.resize.?(app, app.context, app.current_desc.width, app.current_desc.height);
}
while (!app.window.shouldClose()) {
try glfw.pollEvents();
app.delta_time_ns = app.timer.lap();
app.delta_time = @intToFloat(f64, app.delta_time_ns) / @intToFloat(f64, std.time.ns_per_s);
var framebuffer_size = try app.window.getFramebufferSize();
app.target_desc.width = framebuffer_size.width;
app.target_desc.height = framebuffer_size.height;
if (app.swap_chain == null or !app.current_desc.equal(&app.target_desc)) {
const use_legacy_api = app.surface == null;
if (!use_legacy_api) {
app.swap_chain = app.device.nativeCreateSwapChain(app.surface, &app.target_desc);
} else app.swap_chain.?.configure(
app.swap_chain_format,
.{ .render_attachment = true },
app.target_desc.width,
app.target_desc.height,
);
if (funcs.resize) |f| {
try f(app, app.context, app.target_desc.width, app.target_desc.height);
}
app.current_desc = app.target_desc;
}
try funcs.frame(app, app.context);
}
}
};
}
test "glfw_basic" {
_ = Options;
_ = App;
glfw.basicTest() catch unreachable;
}