update to latest mach-core API
This commit is contained in:
parent
2288073366
commit
c26cfec0b6
7 changed files with 70 additions and 81 deletions
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@ -1 +1 @@
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Subproject commit 0e827426c604e35e502d11b1daaf5359bccaf20c
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Subproject commit 0d11b2e042855ccc5a8aea5bd5a1114e4b902b6d
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@ -1 +1 @@
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Subproject commit cde799d26a2345931e77e0502fc0c36ccd905c00
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Subproject commit 54c614d6191279d4b2c65c8097aa985ff163ee93
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@ -1 +1 @@
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Subproject commit ad9f4e77a4db6d5e2e635e45db8878eaf7945a88
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Subproject commit c80eb83f9fe99d68a01508108e424c3c41ce9bf8
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@ -1,8 +1,10 @@
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const std = @import("std");
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const mach = @import("mach");
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const core = mach.core;
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const gpu = mach.gpu;
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pub const App = @This();
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pub const name = .editor;
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pub const App = mach.App(.{ mach.Module, @This() });
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const UniformBufferObject = struct {
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resolution: @Vector(2, f32),
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@ -12,7 +14,6 @@ const UniformBufferObject = struct {
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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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@ -23,8 +24,10 @@ 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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pub fn init(adapter: anytype) !void {
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var editor = adapter.mod(.editor).state();
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core.setTitle("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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@ -44,19 +47,19 @@ pub fn init(app: *App) !void {
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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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const queue = 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 pipeline = recreatePipeline(code, &bgl);
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const uniform_buffer = app.core.device().createBuffer(&.{
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const uniform_buffer = 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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const bind_group = 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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@ -65,59 +68,61 @@ pub fn init(app: *App) !void {
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}),
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);
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app.timer = try mach.Timer.start();
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editor.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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editor.pipeline = pipeline;
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editor.queue = queue;
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editor.uniform_buffer = uniform_buffer;
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editor.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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editor.fragment_shader_file = fragment_file;
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editor.fragment_shader_code = code;
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editor.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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pub fn deinit(adapter: anytype) !void {
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var editor = adapter.mod(.editor).state();
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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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editor.fragment_shader_file.close();
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allocator.free(editor.fragment_shader_code);
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app.uniform_buffer.release();
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app.bind_group.release();
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editor.uniform_buffer.release();
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editor.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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pub fn tick(adapter: anytype) !void {
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var editor = adapter.mod(.editor).state();
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var iter = 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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if (ev.key == .space) return adapter.send(.machExit);
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},
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.close => return true,
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.close => return adapter.send(.machExit),
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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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if (editor.fragment_shader_file.stat()) |stat| {
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if (editor.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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editor.last_mtime = stat.mtime;
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editor.fragment_shader_file.seekTo(0) catch unreachable;
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editor.fragment_shader_code = editor.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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return adapter.send(.machExit);
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};
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app.pipeline = recreatePipeline(&app.core, app.fragment_shader_code, null);
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editor.pipeline = recreatePipeline(editor.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 back_buffer_view = core.swap_chain.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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@ -125,21 +130,21 @@ pub fn update(app: *App) !bool {
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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 encoder = 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 time = editor.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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.resolution = .{ @as(f32, @floatFromInt(core.descriptor.width)), @as(f32, @floatFromInt(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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encoder.writeBuffer(editor.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.setPipeline(editor.pipeline);
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pass.setBindGroup(0, editor.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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@ -147,25 +152,23 @@ pub fn update(app: *App) !bool {
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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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editor.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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app.core.swapChain().present();
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core.swap_chain.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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fn recreatePipeline(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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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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_ = 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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@ -174,7 +177,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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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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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@ -183,7 +186,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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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.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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@ -195,7 +198,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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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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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@ -208,7 +211,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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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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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@ -224,10 +227,10 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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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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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_ = 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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@ -237,7 +240,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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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return recreatePipeline(@embedFile("black_screen_frag.wgsl"), bgl);
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}
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return pipeline;
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}
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@ -39,7 +39,7 @@ pub fn main() !void {
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defer app.deinit();
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while (true) {
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if (try app.core.internal.update(&app)) return;
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if (try core.update(&app)) return;
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}
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}
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@ -1,6 +1,5 @@
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const Core = @import("core").Core;
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const core = @import("core");
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const gpu = @import("core").gpu;
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const std = @import("std");
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const ecs = @import("ecs");
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@ -9,8 +8,6 @@ const allocator = gpa.allocator();
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/// The main Mach engine ECS module.
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pub const Module = struct {
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_core: Core,
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core: *Core,
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device: *gpu.Device,
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exit: bool,
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@ -19,32 +16,22 @@ pub const Module = struct {
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pub fn machInit(adapter: anytype) !void {
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var mach = adapter.mod(.mach);
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mach.initState(.{
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._core = undefined,
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.core = undefined,
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.device = undefined,
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.exit = false,
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});
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core.allocator = allocator;
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try core.init(.{});
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mach.state().exit = false;
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var state = mach.state();
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try state._core.init(allocator, .{});
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state.core = &state._core;
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state.device = state.core.device();
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try adapter.send(.init);
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}
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pub fn machDeinit(adapter: anytype) !void {
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try adapter.send(.deinit);
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var state = adapter.mod(.mach).state();
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state.core.deinit();
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core.deinit();
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adapter.deinit();
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_ = gpa.deinit();
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}
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pub fn machExit(adapter: anytype) !void {
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try adapter.send(.exit);
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var state = adapter.mod(.mach).state();
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state.exit = true;
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}
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@ -1,8 +1,7 @@
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const core = @import("core");
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pub const core = @import("core");
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pub const GPUInterface = core.GPUInterface;
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pub const scope_levels = core.scope_levels;
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pub const log_level = core.log_level;
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pub const Core = core.Core;
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pub const Timer = core.Timer;
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pub const gpu = core.gpu;
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