mach: implement App struct in terms of unified entry point
This commit is contained in:
parent
3e87b383d2
commit
2aedc4ca01
6 changed files with 313 additions and 333 deletions
81
src/Engine.zig
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81
src/Engine.zig
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@ -0,0 +1,81 @@
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const std = @import("std");
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const Allocator = std.mem.Allocator;
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const glfw = @import("glfw");
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const gpu = @import("gpu");
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pub const VSyncMode = enum {
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/// Potential screen tearing.
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/// No synchronization with monitor, render frames as fast as possible.
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none,
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/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
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///
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/// Tries to stay one frame ahead of the monitor, so when it's ready for the next frame it is
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/// already prepared.
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double,
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/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
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///
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/// Tries to stay two frames ahead of the monitor, so when it's ready for the next frame it is
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/// already prepared.
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triple,
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};
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/// Application options that can be configured at init time.
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pub const Options = struct {
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/// The title of the window.
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title: [*:0]const u8 = "Mach engine",
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/// The width of the window.
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width: u32 = 640,
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/// The height of the window.
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height: u32 = 480,
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/// Monitor synchronization modes.
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vsync: VSyncMode = .double,
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/// GPU features required by the application.
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required_features: ?[]gpu.Feature = null,
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/// GPU limits required by the application.
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required_limits: ?gpu.Limits = null,
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/// Whether the application has a preference for low power or high performance GPU.
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power_preference: gpu.PowerPreference = .none,
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};
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/// Window, events, inputs etc.
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core: Core,
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/// WebGPU driver - stores device, swap chains, targets and more
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gpu_driver: GpuDriver,
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allocator: Allocator,
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/// The amount of time (in seconds) that has passed since the last frame was rendered.
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///
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/// For example, if you are animating a cube which should rotate 360 degrees every second,
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/// instead of writing (360.0 / 60.0) and assuming the frame rate is 60hz, write
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/// (360.0 * engine.delta_time)
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delta_time: f64 = 0,
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delta_time_ns: u64 = 0,
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timer: std.time.Timer,
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pub const Core = struct {
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internal: union {
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window: glfw.Window,
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},
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};
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pub const GpuDriver = struct {
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device: gpu.Device,
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backend_type: gpu.Adapter.BackendType,
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swap_chain: ?gpu.SwapChain,
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swap_chain_format: gpu.Texture.Format,
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native_instance: gpu.NativeInstance,
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surface: ?gpu.Surface,
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current_desc: gpu.SwapChain.Descriptor,
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target_desc: gpu.SwapChain.Descriptor,
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};
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@ -1,12 +0,0 @@
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const app = @import("app");
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pub fn main() !void {
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try app.init();
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defer app.deinit();
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while (true) {
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const success = try app.update();
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if (!success)
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break;
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}
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}
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211
src/entry_native.zig
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211
src/entry_native.zig
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@ -0,0 +1,211 @@
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const std = @import("std");
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const Allocator = std.mem.Allocator;
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const App = @import("app");
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const glfw = @import("glfw");
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const gpu = @import("gpu");
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const util = @import("util.zig");
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const c = @import("c.zig").c;
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const Engine = @import("Engine.zig");
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const Options = Engine.Options;
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/// Default GLFW error handling callback
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fn glfwErrorCallback(error_code: glfw.Error, description: [:0]const u8) void {
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std.debug.print("glfw: {}: {s}\n", .{ error_code, description });
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}
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fn init(allocator: Allocator, options: Options) !Engine {
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const backend_type = try util.detectBackendType(allocator);
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glfw.setErrorCallback(glfwErrorCallback);
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try glfw.init(.{});
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// Create the test window and discover adapters using it (esp. for OpenGL)
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var hints = util.glfwWindowHintsForBackend(backend_type);
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hints.cocoa_retina_framebuffer = true;
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const window = try glfw.Window.create(
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options.width,
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options.height,
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options.title,
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null,
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null,
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hints,
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);
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const backend_procs = c.machDawnNativeGetProcs();
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c.dawnProcSetProcs(backend_procs);
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const instance = c.machDawnNativeInstance_init();
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var native_instance = gpu.NativeInstance.wrap(c.machDawnNativeInstance_get(instance).?);
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// Discover e.g. OpenGL adapters.
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try util.discoverAdapters(instance, window, backend_type);
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// Request an adapter.
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//
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// TODO: It would be nice if we could use gpu_interface.waitForAdapter here, however the webgpu.h
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// API does not yet have a way to specify what type of backend you want (vulkan, opengl, etc.)
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// In theory, I suppose we shouldn't need to and Dawn should just pick the best adapter - but in
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// practice if Vulkan is not supported today waitForAdapter/requestAdapter merely generates an error.
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//
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// const gpu_interface = native_instance.interface();
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// const backend_adapter = switch (gpu_interface.waitForAdapter(&.{
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// .power_preference = .high_performance,
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// })) {
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// .adapter => |v| v,
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// .err => |err| {
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// std.debug.print("mach: failed to get adapter: error={} {s}\n", .{ err.code, err.message });
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// std.process.exit(1);
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// },
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// };
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const adapters = c.machDawnNativeInstance_getAdapters(instance);
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var dawn_adapter: ?c.MachDawnNativeAdapter = null;
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var i: usize = 0;
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while (i < c.machDawnNativeAdapters_length(adapters)) : (i += 1) {
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const adapter = c.machDawnNativeAdapters_index(adapters, i);
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const properties = c.machDawnNativeAdapter_getProperties(adapter);
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const found_backend_type = @intToEnum(gpu.Adapter.BackendType, c.machDawnNativeAdapterProperties_getBackendType(properties));
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if (found_backend_type == backend_type) {
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dawn_adapter = adapter;
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}
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}
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if (dawn_adapter == null) {
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std.debug.print("mach: no matching adapter found for {s}", .{@tagName(backend_type)});
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std.debug.print("-> maybe try GPU_BACKEND=opengl ?\n", .{});
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std.process.exit(1);
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}
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std.debug.assert(dawn_adapter != null);
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const backend_adapter = gpu.NativeInstance.fromWGPUAdapter(c.machDawnNativeAdapter_get(dawn_adapter.?).?);
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// Print which adapter we are going to use.
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const props = backend_adapter.properties;
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std.debug.print("mach: found {s} backend on {s} adapter: {s}, {s}\n", .{
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gpu.Adapter.backendTypeName(props.backend_type),
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gpu.Adapter.typeName(props.adapter_type),
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props.name,
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props.driver_description,
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});
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const device = switch (backend_adapter.waitForDevice(&.{
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.required_features = options.required_features,
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.required_limits = options.required_limits,
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})) {
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.device => |v| v,
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.err => |err| {
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// TODO: return a proper error type
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std.debug.print("mach: failed to get device: error={} {s}\n", .{ err.code, err.message });
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std.process.exit(1);
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},
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};
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var framebuffer_size = try window.getFramebufferSize();
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// If targeting OpenGL, we can't use the newer WGPUSurface API. Instead, we need to use the
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// older Dawn-specific API. https://bugs.chromium.org/p/dawn/issues/detail?id=269&q=surface&can=2
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const use_legacy_api = backend_type == .opengl or backend_type == .opengles;
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var descriptor: gpu.SwapChain.Descriptor = undefined;
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var swap_chain: ?gpu.SwapChain = null;
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var swap_chain_format: gpu.Texture.Format = undefined;
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var surface: ?gpu.Surface = null;
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if (!use_legacy_api) {
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swap_chain_format = .bgra8_unorm;
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descriptor = .{
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.label = "basic swap chain",
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.usage = .{ .render_attachment = true },
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.format = swap_chain_format,
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.width = framebuffer_size.width,
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.height = framebuffer_size.height,
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.present_mode = switch (options.vsync) {
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.none => .immediate,
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.double => .fifo,
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.triple => .mailbox,
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},
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.implementation = 0,
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};
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surface = util.createSurfaceForWindow(
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&native_instance,
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window,
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comptime util.detectGLFWOptions(),
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);
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} else {
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const binding = c.machUtilsCreateBinding(@enumToInt(backend_type), @ptrCast(*c.GLFWwindow, window.handle), @ptrCast(c.WGPUDevice, device.ptr));
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if (binding == null) {
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@panic("failed to create Dawn backend binding");
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}
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descriptor = std.mem.zeroes(gpu.SwapChain.Descriptor);
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descriptor.implementation = c.machUtilsBackendBinding_getSwapChainImplementation(binding);
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swap_chain = device.nativeCreateSwapChain(null, &descriptor);
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swap_chain_format = @intToEnum(gpu.Texture.Format, @intCast(u32, c.machUtilsBackendBinding_getPreferredSwapChainTextureFormat(binding)));
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swap_chain.?.configure(
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swap_chain_format,
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.{ .render_attachment = true },
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framebuffer_size.width,
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framebuffer_size.height,
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);
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}
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device.setUncapturedErrorCallback(&util.printUnhandledErrorCallback);
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return Engine{
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.allocator = allocator,
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.timer = try std.time.Timer.start(),
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.core = .{ .internal = .{
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.window = window,
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} },
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.gpu_driver = .{
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.device = device,
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.backend_type = backend_type,
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.native_instance = native_instance,
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.surface = surface,
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.swap_chain = swap_chain,
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.swap_chain_format = swap_chain_format,
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.current_desc = descriptor,
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.target_desc = descriptor,
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},
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};
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}
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pub fn main() !void {
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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const allocator = gpa.allocator();
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var engine = try init(allocator, App.options);
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var app: App = undefined;
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try app.init(&engine);
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defer app.deinit(&engine);
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const window = engine.core.internal.window;
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while (!window.shouldClose()) {
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try glfw.pollEvents();
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engine.delta_time_ns = engine.timer.lap();
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engine.delta_time = @intToFloat(f64, engine.delta_time_ns) / @intToFloat(f64, std.time.ns_per_s);
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var framebuffer_size = try window.getFramebufferSize();
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engine.gpu_driver.target_desc.width = framebuffer_size.width;
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engine.gpu_driver.target_desc.height = framebuffer_size.height;
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if (engine.gpu_driver.swap_chain == null or !engine.gpu_driver.current_desc.equal(&engine.gpu_driver.target_desc)) {
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const use_legacy_api = engine.gpu_driver.surface == null;
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if (!use_legacy_api) {
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engine.gpu_driver.swap_chain = engine.gpu_driver.device.nativeCreateSwapChain(engine.gpu_driver.surface, &engine.gpu_driver.target_desc);
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} else engine.gpu_driver.swap_chain.?.configure(
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engine.gpu_driver.swap_chain_format,
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.{ .render_attachment = true },
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engine.gpu_driver.target_desc.width,
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engine.gpu_driver.target_desc.height,
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);
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//if (funcs.resize) |f| {
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// try f(app, app.context, app.target_desc.width, app.target_desc.height);
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//}
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engine.gpu_driver.current_desc = engine.gpu_driver.target_desc;
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}
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const success = try app.update(&engine);
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if (!success)
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break;
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}
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}
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289
src/main.zig
289
src/main.zig
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@ -1,289 +1,2 @@
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const std = @import("std");
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const testing = std.testing;
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pub const Engine = @import("Engine.zig");
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const glfw = @import("glfw");
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const gpu = @import("gpu");
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const util = @import("util.zig");
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const c = @import("c.zig").c;
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/// For now, this contains nothing. In the future, this will include application configuration that
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/// can only be specified at compile-time.
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pub const AppConfig = struct {};
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pub const VSyncMode = enum {
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/// Potential screen tearing.
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/// No synchronization with monitor, render frames as fast as possible.
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none,
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/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
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///
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/// Tries to stay one frame ahead of the monitor, so when it's ready for the next frame it is
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/// already prepared.
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double,
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/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
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///
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/// Tries to stay two frames ahead of the monitor, so when it's ready for the next frame it is
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/// already prepared.
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triple,
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};
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/// Application options that can be configured at init time.
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pub const Options = struct {
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/// The title of the window.
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title: [*:0]const u8 = "Mach engine",
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/// The width of the window.
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width: u32 = 640,
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/// The height of the window.
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height: u32 = 480,
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/// Monitor synchronization modes.
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vsync: VSyncMode = .double,
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/// GPU features required by the application.
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required_features: ?[]gpu.Feature = null,
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/// GPU limits required by the application.
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required_limits: ?gpu.Limits = null,
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/// Whether the application has a preference for low power or high performance GPU.
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power_preference: gpu.PowerPreference = .none,
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};
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/// Default GLFW error handling callback
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fn glfwErrorCallback(error_code: glfw.Error, description: [:0]const u8) void {
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std.debug.print("glfw: {}: {s}\n", .{ error_code, description });
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}
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/// A Mach application.
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///
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/// The Context type is your own data type which can later be accessed via app.context from within
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/// the frame function you pass to run().
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pub fn App(comptime Context: type, comptime config: AppConfig) type {
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_ = config;
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return struct {
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context: Context,
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device: gpu.Device,
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window: glfw.Window,
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backend_type: gpu.Adapter.BackendType,
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allocator: std.mem.Allocator,
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swap_chain: ?gpu.SwapChain,
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swap_chain_format: gpu.Texture.Format,
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/// The amount of time (in seconds) that has passed since the last frame was rendered.
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///
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/// For example, if you are animating a cube which should rotate 360 degrees every second,
|
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/// instead of writing (360.0 / 60.0) and assuming the frame rate is 60hz, write
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/// (360.0 * app.delta_time)
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delta_time: f64 = 0,
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delta_time_ns: u64 = 0,
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// Internals
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native_instance: gpu.NativeInstance,
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surface: ?gpu.Surface,
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current_desc: gpu.SwapChain.Descriptor,
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target_desc: gpu.SwapChain.Descriptor,
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timer: std.time.Timer,
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const Self = @This();
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pub fn init(allocator: std.mem.Allocator, context: Context, options: Options) !Self {
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const backend_type = try util.detectBackendType(allocator);
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glfw.setErrorCallback(glfwErrorCallback);
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try glfw.init(.{});
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// Create the test window and discover adapters using it (esp. for OpenGL)
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var hints = util.glfwWindowHintsForBackend(backend_type);
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hints.cocoa_retina_framebuffer = true;
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const window = try glfw.Window.create(
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options.width,
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options.height,
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options.title,
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null,
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null,
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hints,
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);
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const backend_procs = c.machDawnNativeGetProcs();
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c.dawnProcSetProcs(backend_procs);
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const instance = c.machDawnNativeInstance_init();
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var native_instance = gpu.NativeInstance.wrap(c.machDawnNativeInstance_get(instance).?);
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// Discover e.g. OpenGL adapters.
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try util.discoverAdapters(instance, window, backend_type);
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// Request an adapter.
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//
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// TODO: It would be nice if we could use gpu_interface.waitForAdapter here, however the webgpu.h
|
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// API does not yet have a way to specify what type of backend you want (vulkan, opengl, etc.)
|
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// In theory, I suppose we shouldn't need to and Dawn should just pick the best adapter - but in
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// practice if Vulkan is not supported today waitForAdapter/requestAdapter merely generates an error.
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//
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// const gpu_interface = native_instance.interface();
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// const backend_adapter = switch (gpu_interface.waitForAdapter(&.{
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// .power_preference = .high_performance,
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// })) {
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// .adapter => |v| v,
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// .err => |err| {
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// std.debug.print("mach: failed to get adapter: error={} {s}\n", .{ err.code, err.message });
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// std.process.exit(1);
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// },
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// };
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const adapters = c.machDawnNativeInstance_getAdapters(instance);
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var dawn_adapter: ?c.MachDawnNativeAdapter = null;
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var i: usize = 0;
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while (i < c.machDawnNativeAdapters_length(adapters)) : (i += 1) {
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const adapter = c.machDawnNativeAdapters_index(adapters, i);
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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;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue