engine: add render pass / encoder / queue management
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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4d2c917b66
commit
b83b71e2b2
1 changed files with 59 additions and 3 deletions
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@ -9,20 +9,34 @@ const allocator = gpa.allocator();
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/// The main Mach engine ECS module.
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pub const Engine = struct {
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device: *gpu.Device,
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queue: *gpu.Queue,
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exit: bool,
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pass: *gpu.RenderPassEncoder,
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encoder: *gpu.CommandEncoder,
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pub const name = .engine;
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pub fn engineInit(world: *World) !void {
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core.allocator = allocator;
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try core.init(.{});
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world.mod.engine.state.device = core.device;
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world.mod.engine.state.exit = false;
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const state = &world.mod.engine.state;
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state.device = core.device;
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state.queue = core.device.getQueue();
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state.exit = false;
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state.encoder = state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
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.label = "engine.state.encoder",
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});
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try world.send(.init, .{});
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}
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pub fn engineDeinit(world: *World) !void {
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pub fn engineDeinit(
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world: *World,
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engine: *World.Mod(.engine),
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) !void {
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// TODO: this triggers a device loss error, which we should handle correctly
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// engine.state.device.release();
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engine.state.queue.release();
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try world.send(.deinit, .{});
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core.deinit();
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world.deinit();
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@ -33,6 +47,48 @@ pub const Engine = struct {
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try world.send(.exit, .{});
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world.mod.engine.state.exit = true;
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}
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pub fn engineBeginPass(
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engine: *World.Mod(.engine),
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clear_color: gpu.Color,
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) !void {
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// TODO: expose options
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = clear_color,
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.load_op = .clear,
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.store_op = .store,
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};
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const pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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engine.state.pass = engine.state.encoder.beginRenderPass(&pass_info);
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}
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pub fn engineEndPass(
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engine: *World.Mod(.engine),
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) !void {
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// End this pass
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engine.state.pass.end();
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engine.state.pass.release();
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var command = engine.state.encoder.finish(null);
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defer command.release();
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engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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// Prepare for next pass
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engine.state.encoder = engine.state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
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.label = "engine.state.encoder",
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});
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}
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pub fn enginePresent() !void {
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core.swap_chain.present();
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}
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};
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pub const App = struct {
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