mach: Reorganised native backend files, moved structs and fixed circular

dependency
This commit is contained in:
iddev5 2022-05-15 12:33:50 +05:30 committed by Stephen Gutekanst
parent 2df0bc2786
commit 657091ed65
6 changed files with 106 additions and 117 deletions

View file

@ -114,7 +114,7 @@ const App = struct {
src: []const u8,
deps: ?[]const Pkg = null,
}) App {
const exe = b.addExecutable(options.name, "src/entry_native.zig");
const exe = b.addExecutable(options.name, "src/native.zig");
exe.addPackage(.{
.name = "app",
.path = .{ .path = options.src },

View file

@ -32,10 +32,7 @@ pub const vertices = [_]Vertex{
.{ .pos = .{ WINDOW_WIDTH / 2 - TRIANGLE_SCALE, WINDOW_HEIGHT / 2 + 0, 0, 1 }, .uv = .{ 1, 0 } },
};
// TODO: Need to ask Ayush about this, ideally we have a square window in this example because it
// would mean our triangles are not being "stretched" out which would make debugging nicer.
// For some reason this doesn't compile atm.
// pub const options = mach.Engine.Options{ .width = 512, .height = 512 };
pub const options = mach.Options{ .width = 512, .height = 512 };
// The uniform read by the vertex shader, it contains the matrix
// that will move vertices

View file

@ -6,48 +6,6 @@ const App = @import("app");
const structs = @import("structs.zig");
const enums = @import("enums.zig");
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,
};
const Engine = @This();
/// Window, events, inputs etc.
@ -58,7 +16,7 @@ gpu_driver: GpuDriver,
allocator: Allocator,
options: Options,
options: structs.Options,
/// The amount of time (in seconds) that has passed since the last frame was rendered.
///
@ -102,7 +60,7 @@ pub const GpuDriver = struct {
target_desc: gpu.SwapChain.Descriptor,
};
pub fn init(allocator: std.mem.Allocator, options: Options) !Engine {
pub fn init(allocator: std.mem.Allocator, options: structs.Options) !Engine {
var engine = Engine{
.allocator = allocator,
.options = options,
@ -111,6 +69,8 @@ pub fn init(allocator: std.mem.Allocator, options: Options) !Engine {
.gpu_driver = undefined,
};
// Note: if in future, there is a conflict in init() signature of different backends,
// move these calls to the entry point file, which is native.zig for Glfw, for example
engine.core.internal = try GetCoreInternalType().init(allocator, &engine);
engine.gpu_driver.internal = try GetGpuDriverInternalType().init(allocator, &engine);

View file

@ -1,67 +0,0 @@
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;
// TODO: check signatures
comptime {
if (!@hasDecl(App, "init")) @compileError("App must export 'pub fn init(app: *App, engine: *mach.Engine) !void'");
if (!@hasDecl(App, "deinit")) @compileError("App must export 'pub fn deinit(app: *App, engine: *mach.Engine) void'");
if (!@hasDecl(App, "update")) @compileError("App must export 'pub fn update(app: *App, engine: *mach.Engine) !bool'");
}
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const allocator = gpa.allocator();
const options = if (@hasDecl(App, "options")) App.options else Options{};
var engine = try Engine.init(allocator, options);
var app: App = undefined;
try app.init(&engine);
defer app.deinit(&engine);
if (@hasDecl(@TypeOf(engine.core.internal), "initCallback")) {
engine.core.internal.initCallback(&app, &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 (@hasDecl(App, "resize")) {
try app.resize(&engine, engine.gpu_driver.target_desc.width, engine.gpu_driver.target_desc.height);
}
engine.gpu_driver.current_desc = engine.gpu_driver.target_desc;
}
const success = try app.update(&engine);
if (!success)
break;
}
}

View file

@ -42,7 +42,7 @@ pub const CoreGlfw = struct {
};
}
pub fn initCallback(self: *CoreGlfw, app: *App, engine: *Engine) void {
fn initCallback(self: *CoreGlfw, app: *App, engine: *Engine) void {
self.user_ptr = UserPtr{
.app = app,
.engine = engine,
@ -361,3 +361,58 @@ pub const GpuDriverNative = struct {
};
}
};
// TODO: check signatures
comptime {
if (!@hasDecl(App, "init")) @compileError("App must export 'pub fn init(app: *App, engine: *mach.Engine) !void'");
if (!@hasDecl(App, "deinit")) @compileError("App must export 'pub fn deinit(app: *App, engine: *mach.Engine) void'");
if (!@hasDecl(App, "update")) @compileError("App must export 'pub fn update(app: *App, engine: *mach.Engine) !bool'");
}
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const allocator = gpa.allocator();
const options = if (@hasDecl(App, "options")) App.options else structs.Options{};
var engine = try Engine.init(allocator, options);
var app: App = undefined;
try app.init(&engine);
defer app.deinit(&engine);
// Glfw specific: initialize the user pointer used in callbacks
engine.core.internal.initCallback(&app, &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 (@hasDecl(App, "resize")) {
try app.resize(&engine, engine.gpu_driver.target_desc.width, engine.gpu_driver.target_desc.height);
}
engine.gpu_driver.current_desc = engine.gpu_driver.target_desc;
}
const success = try app.update(&engine);
if (!success)
break;
}
}

View file

@ -1,3 +1,5 @@
const gpu = @import("gpu");
pub const Size = struct {
width: u32,
height: u32,
@ -7,3 +9,45 @@ pub const SizeOptional = struct {
width: ?u32,
height: ?u32,
};
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,
};