editor: fold shaderexp into editor
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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a3ec0fb7a9
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4c34a65020
14 changed files with 47 additions and 226 deletions
243
src/editor/app.zig
Executable file
243
src/editor/app.zig
Executable file
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const std = @import("std");
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const mach = @import("mach");
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const gpu = mach.gpu;
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pub const App = @This();
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const UniformBufferObject = struct {
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resolution: @Vector(2, f32),
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time: f32,
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};
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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const allocator = gpa.allocator();
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core: mach.Core,
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timer: mach.Timer,
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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uniform_buffer: *gpu.Buffer,
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bind_group: *gpu.BindGroup,
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fragment_shader_file: std.fs.File,
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fragment_shader_code: [:0]const u8,
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last_mtime: i128,
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pub fn init(app: *App) !void {
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try app.core.init(allocator, .{ .title = "Mach editor" });
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var fragment_file: std.fs.File = undefined;
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var last_mtime: i128 = undefined;
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// TODO: there is no guarantee we are in the mach project root
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if (std.fs.cwd().openFile("src/editor/frag.wgsl", .{ .mode = .read_only })) |file| {
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fragment_file = file;
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if (file.stat()) |stat| {
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last_mtime = stat.mtime;
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} else |err| {
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std.debug.print("Something went wrong when attempting to stat file: {}\n", .{err});
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return;
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}
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} else |e| {
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std.debug.print("Something went wrong when attempting to open file: {}\n", .{e});
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return;
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}
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var code = try fragment_file.readToEndAllocOptions(allocator, std.math.maxInt(u16), null, 1, 0);
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const queue = app.core.device().getQueue();
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// We need a bgl to bind the UniformBufferObject, but it is also needed for creating
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// the RenderPipeline, so we pass it to recreatePipeline as a pointer
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var bgl: *gpu.BindGroupLayout = undefined;
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const pipeline = recreatePipeline(&app.core, code, &bgl);
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const uniform_buffer = app.core.device().createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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});
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const bind_group = app.core.device().createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bgl,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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},
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}),
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);
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app.timer = try mach.Timer.start();
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app.pipeline = pipeline;
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app.queue = queue;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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app.fragment_shader_file = fragment_file;
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app.fragment_shader_code = code;
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app.last_mtime = last_mtime;
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bgl.release();
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}
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pub fn deinit(app: *App) void {
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defer _ = gpa.deinit();
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defer app.core.deinit();
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app.fragment_shader_file.close();
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allocator.free(app.fragment_shader_code);
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app.uniform_buffer.release();
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app.bind_group.release();
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}
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pub fn update(app: *App) !bool {
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var iter = app.core.pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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if (ev.key == .space) return true;
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},
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.close => return true,
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else => {},
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}
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}
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if (app.fragment_shader_file.stat()) |stat| {
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if (app.last_mtime < stat.mtime) {
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std.log.info("The fragment shader has been changed", .{});
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app.last_mtime = stat.mtime;
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app.fragment_shader_file.seekTo(0) catch unreachable;
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app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(allocator, std.math.maxInt(u32), null, 1, 0) catch |err| {
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std.log.err("Err: {}", .{err});
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return true;
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};
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app.pipeline = recreatePipeline(&app.core, app.fragment_shader_code, null);
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}
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} else |err| {
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std.log.err("Something went wrong when attempting to stat file: {}\n", .{err});
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}
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const back_buffer_view = app.core.swapChain().getCurrentTextureView().?;
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = app.core.device().createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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const time = app.timer.read() / @as(f32, std.time.ns_per_s);
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const ubo = UniformBufferObject{
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.resolution = .{ @as(f32, @floatFromInt(app.core.descriptor().width)), @as(f32, @floatFromInt(app.core.descriptor().height)) },
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.time = time,
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};
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encoder.writeBuffer(app.uniform_buffer, 0, &[_]UniformBufferObject{ubo});
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(app.pipeline);
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pass.setBindGroup(0, app.bind_group, &.{0});
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pass.draw(3, 1, 0, 0);
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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encoder.release();
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app.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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app.core.swapChain().present();
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back_buffer_view.release();
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return false;
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}
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fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?**gpu.BindGroupLayout) *gpu.RenderPipeline {
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const vs_module = core.device().createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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defer vs_module.release();
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// Check wether the fragment shader code compiled successfully, if not
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// print the validation layer error and show a black screen
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core.device().pushErrorScope(.validation);
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var fs_module = core.device().createShaderModuleWGSL("fragment shader", fragment_shader_code);
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var error_occurred: bool = false;
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// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
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_ = core.device().popErrorScope(&error_occurred, struct {
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inline fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .no_error) {
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std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
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ctx.* = true;
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}
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}
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}.callback);
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if (error_occurred) {
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fs_module = core.device().createShaderModuleWGSL(
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"black_screen_frag.wgsl",
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@embedFile("black_screen_frag.wgsl"),
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);
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}
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defer fs_module.release();
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const blend = gpu.BlendState{};
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const color_target = gpu.ColorTargetState{
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.format = core.descriptor().format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState.init(.{
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.module = fs_module,
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.entry_point = "main",
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.targets = &.{color_target},
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});
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const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .fragment = true }, .uniform, true, 0);
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// bgl is needed outside, for the creation of the uniform_buffer in main
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const bgl_tmp = core.device().createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{bgle},
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}));
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defer {
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// In frame we don't need to use bgl, so we can release it inside this function, else we pass bgl
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if (bgl == null) {
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bgl_tmp.release();
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} else {
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bgl.?.* = bgl_tmp;
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}
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}
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl_tmp};
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const pipeline_layout = core.device().createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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}));
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defer pipeline_layout.release();
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState.init(.{
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.module = vs_module,
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.entry_point = "main",
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}),
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};
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// Create the render pipeline. Even if the shader compilation succeeded, this could fail if the
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// shader is missing a `main` entrypoint.
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core.device().pushErrorScope(.validation);
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const pipeline = core.device().createRenderPipeline(&pipeline_descriptor);
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// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
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_ = core.device().popErrorScope(&error_occurred, struct {
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inline fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .no_error) {
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std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
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ctx.* = true;
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}
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}
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}.callback);
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if (error_occurred) {
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// Retry with black_screen_frag which we know will work.
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return recreatePipeline(core, @embedFile("black_screen_frag.wgsl"), bgl);
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}
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return pipeline;
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}
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