Core: add .present_frame event replacing swapbuffers call

Note that on e.g. web platform, swapbuffers is not an explicit call.
We also need a signal that the frame has been submitted and finished,
and this is it.

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-21 23:53:09 -07:00 committed by Stephen Gutekanst
parent 431e0dbbe1
commit 656b0202f2
9 changed files with 79 additions and 38 deletions

View file

@ -104,7 +104,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
mach.core.swap_chain.present();
core.send(.present_frame, .{});
// update the window title every second
if (game.state().title_timer.read() >= 1.0) {

View file

@ -47,10 +47,6 @@ fn init(
renderer: *Renderer.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
// TODO(important): replace this API with something better
mach.core.setTitle("Hello, ECS!");
// Create our player entity.
const player = try core.newEntity();

View file

@ -123,22 +123,29 @@ fn tick(
renderer: *Mod,
) !void {
const device = core.state().device;
_ = device; // autofix
// Begin our render pass
// Grab the back buffer of the swapchain
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
const color_attachment = gpu.RenderPassColorAttachment{
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(name) ++ ".tick";
const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
.view = back_buffer_view,
.clear_value = std.mem.zeroes(gpu.Color),
.clear_value = sky_blue_background,
.load_op = .clear,
.store_op = .store,
};
const label = @tagName(name) ++ ".tick";
const encoder = device.createCommandEncoder(&.{ .label = label });
const render_pass_info = gpu.RenderPassDescriptor.init(.{
}};
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &.{color_attachment},
});
.color_attachments = &color_attachments,
}));
// Update uniform buffer
var archetypes_iter = core.entities.query(.{ .all = &.{
@ -161,20 +168,21 @@ fn tick(
}
}
const pass = encoder.beginRenderPass(&render_pass_info);
// Draw
for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
pass.setPipeline(renderer.state().pipeline);
pass.setBindGroup(0, bind_group, &.{0});
pass.draw(3, 1, 0, 0);
render_pass.setPipeline(renderer.state().pipeline);
render_pass.setBindGroup(0, bind_group, &.{0});
render_pass.draw(3, 1, 0, 0);
}
pass.end();
pass.release();
// Finish render pass
render_pass.end();
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
encoder.release();
defer command.release();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
renderer.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
mach.core.swap_chain.present();
back_buffer_view.release();
// Present the frame
core.send(.present_frame, .{});
}

View file

@ -238,7 +238,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
mach.core.swap_chain.present();
core.send(.present_frame, .{});
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {

View file

@ -12,6 +12,7 @@ const std = @import("std");
const builtin = @import("builtin");
const mach = @import("mach");
const gpu = mach.gpu;
const math = mach.math;
const sysaudio = mach.sysaudio;
@ -109,10 +110,40 @@ fn tick(
}
}
// Grab the back buffer of the swapchain
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
mach.core.swap_chain.present();
back_buffer_view.release();
// Create a command encoder
const label = @tagName(name) ++ ".tick";
const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
.view = back_buffer_view,
.clear_value = sky_blue_background,
.load_op = .clear,
.store_op = .store,
}};
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Draw nothing
// Finish render pass
render_pass.end();
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
core.send(.present_frame, .{});
}
fn fillTone(audio: *mach.Audio.Mod, frequency: f32) ![]const f32 {

View file

@ -222,7 +222,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
mach.core.swap_chain.present();
core.send(.present_frame, .{});
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {

View file

@ -63,9 +63,6 @@ fn init(
text_style: *gfx.TextStyle.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
mach.core.setTitle("gfx.Text example");
// TODO: a better way to initialize entities with default values
// TODO(text): most of these style options are not respected yet.
const style1 = try core.newEntity();
@ -268,7 +265,7 @@ fn endFrame(game: *Mod, text: *gfx.Text.Mod, core: *mach.Core.Mod) !void {
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
mach.core.swap_chain.present();
core.send(.present_frame, .{});
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {

View file

@ -19,6 +19,10 @@ pub const local_events = .{
\\ Send this when window entities have been updated and you want the new values respected.
},
.present_frame = .{ .handler = presentFrame, .description =
\\ Send this when rendering has finished and the swapchain should be presented.
},
.init = .{ .handler = init },
.init_done = .{ .handler = fn () void },
@ -49,7 +53,7 @@ pub const components = .{
/// try mach.Core.printTitle(core_mod, core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
/// ```
pub fn printTitle(
core: *mach.Core.Mod,
core: *Mod,
window_id: mach.EntityID,
comptime fmt: []const u8,
args: anytype,
@ -106,6 +110,13 @@ fn update(core: *Mod) !void {
if (num_windows > 1) @panic("mach: Core currently only supports a single window");
}
fn presentFrame(core: *Mod) !void {
mach.core.swap_chain.present();
// Signal that mainThreadTick is done
core.send(.main_thread_tick_done, .{});
}
fn deinit(core: *Mod) void {
core.state().queue.release();
// TODO: this triggers a device loss error, which we should handle correctly
@ -129,9 +140,6 @@ fn mainThreadTick(core: *Mod) !void {
// Send .tick to anyone interested
core.sendGlobal(.tick, .{});
// Signal that mainThreadTick is done
core.send(.main_thread_tick_done, .{});
}
fn exit(core: *Mod) void {

View file

@ -342,6 +342,7 @@ pub fn Modules(comptime modules: anytype) type {
options: DispatchOptions,
injectable: anytype,
) !void {
@setEvalBranchQuota(10000);
// TODO: optimize to reduce send contention
// TODO: parallel / multi-threaded dispatch
// TODO: PGO