{gfx,examples}: fix refcounting bugs, improve sysgpu compatability
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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cbb728c37a
commit
ca08255ec2
11 changed files with 39 additions and 24 deletions
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@ -96,6 +96,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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.label = label,
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.color_attachments = &color_attachments,
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}));
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defer render_pass.release();
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// Draw
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render_pass.setPipeline(game.state().pipeline);
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@ -38,7 +38,8 @@ pub const name = .app;
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// Note that Mod.state() returns an instance of our module struct.
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pub const Mod = mach.Mod(@This());
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pub fn deinit(core: *mach.Core.Mod) void {
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pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
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renderer.send(.deinit, .{});
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core.send(.deinit, .{});
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}
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@ -14,7 +14,6 @@ const num_bind_groups = 1024 * 32;
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const uniform_offset = 256;
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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bind_groups: [num_bind_groups]*gpu.BindGroup,
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uniform_buffer: *gpu.Buffer,
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@ -44,6 +43,7 @@ fn init(
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) !void {
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const device = core.state().device;
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const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Fragment state
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const blend = gpu.BlendState{};
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@ -65,6 +65,7 @@ fn init(
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.size = @sizeOf(UniformBufferObject) * uniform_offset * num_bind_groups,
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.mapped_at_creation = .false,
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});
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const bind_group_layout_entry = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bind_group_layout = device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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@ -72,6 +73,8 @@ fn init(
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.entries = &.{bind_group_layout_entry},
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}),
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);
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defer bind_group_layout.release();
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var bind_groups: [num_bind_groups]*gpu.BindGroup = undefined;
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for (bind_groups, 0..) |_, i| {
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bind_groups[i] = device.createBindGroup(
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@ -93,7 +96,9 @@ fn init(
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.label = label,
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.bind_group_layouts = &bind_group_layouts,
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}));
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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defer pipeline_layout.release();
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const pipeline = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.layout = pipeline_layout,
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@ -101,22 +106,19 @@ fn init(
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.module = shader_module,
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.entry_point = "vertex_main",
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},
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};
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});
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renderer.init(.{
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.pipeline = device.createRenderPipeline(&pipeline_descriptor),
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.queue = device.getQueue(),
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.pipeline = pipeline,
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.bind_groups = bind_groups,
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.uniform_buffer = uniform_buffer,
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});
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shader_module.release();
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}
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fn deinit(
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renderer: *Mod,
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) !void {
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renderer.state().pipeline.release();
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renderer.state().queue.release();
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for (renderer.state().bind_groups) |bind_group| bind_group.release();
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renderer.state().uniform_buffer.release();
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}
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@ -168,6 +170,7 @@ fn renderFrame(
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.label = label,
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.color_attachments = &color_attachments,
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}));
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defer render_pass.release();
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// Draw
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for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
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@ -222,8 +222,6 @@ fn tick(
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.load_op = .clear,
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.store_op = .store,
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}};
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// TODO: can we eliminate this assignment
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game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = label,
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.color_attachments = &color_attachments,
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@ -244,9 +242,10 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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game.state().frame_render_pass.end();
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const label = @tagName(name) ++ ".endFrame";
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var command = game.state().frame_encoder.finish(&.{ .label = label });
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game.state().frame_encoder.release();
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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game.state().frame_encoder.release();
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game.state().frame_render_pass.release();
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// Present the frame
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core.send(.present_frame, .{});
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@ -76,8 +76,6 @@ fn init(
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}
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fn prepare(core: *mach.Core.Mod, glyphs: *Mod) !void {
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const device = core.state().device;
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const queue = device.getQueue();
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var s = glyphs.state();
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// Prepare which glyphs we will render
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@ -126,5 +124,5 @@ fn prepare(core: *mach.Core.Mod, glyphs: *Mod) !void {
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.bytes_per_row = @as(u32, @intCast(img_size.width * 4)),
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.rows_per_image = @as(u32, @intCast(img_size.height)),
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};
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queue.writeTexture(&.{ .texture = s.texture }, &data_layout, &img_size, s.texture_atlas.data);
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core.state().queue.writeTexture(&.{ .texture = s.texture }, &data_layout, &img_size, s.texture_atlas.data);
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}
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@ -162,6 +162,7 @@ fn tick(
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.label = label,
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.color_attachments = &color_attachments,
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}));
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defer render_pass.release();
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// Draw nothing
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@ -207,8 +207,6 @@ fn tick(
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.load_op = .clear,
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.store_op = .store,
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}};
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// TODO: can we eliminate this assignment
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game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = label,
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.color_attachments = &color_attachments,
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@ -251,7 +251,6 @@ fn tick(
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.load_op = .clear,
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.store_op = .store,
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}};
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game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = label,
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.color_attachments = &color_attachments,
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@ -107,6 +107,7 @@ fn updatePipeline(
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encoder.writeBuffer(built.transforms, 0, gfx.SpritePipeline.cp_transforms[0..i]);
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encoder.writeBuffer(built.uv_transforms, 0, gfx.SpritePipeline.cp_uv_transforms[0..i]);
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encoder.writeBuffer(built.sizes, 0, gfx.SpritePipeline.cp_sizes[0..i]);
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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@ -60,7 +60,7 @@ pub const components = .{
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};
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pub const events = .{
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.init = .{ .handler = fn () void },
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.update = .{ .handler = update },
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.pre_render = .{ .handler = preRender },
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@ -119,6 +119,10 @@ pub const BuiltPipeline = struct {
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}
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};
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fn init(sprite_pipeline: *Mod) void {
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sprite_pipeline.init(.{});
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}
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fn deinit(sprite_pipeline: *Mod) void {
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var archetypes_iter = sprite_pipeline.entities.query(.{ .all = &.{
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.{ .mach_gfx_sprite_pipeline = &.{
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@ -131,8 +135,6 @@ fn deinit(sprite_pipeline: *Mod) void {
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}
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fn update(core: *mach.Core.Mod, sprite_pipeline: *Mod) !void {
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sprite_pipeline.init(.{});
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// Destroy all sprite render pipelines. We will rebuild them all.
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deinit(sprite_pipeline);
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@ -267,10 +267,22 @@ fn buildPipeline(
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.label = label,
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.layout = bind_group_layout,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
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gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * texts_buffer_cap),
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gpu.BindGroup.Entry.buffer(2, colors, 0, @sizeOf(math.Vec4) * texts_buffer_cap),
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gpu.BindGroup.Entry.buffer(3, glyphs, 0, @sizeOf(Glyph) * texts_buffer_cap),
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms), @sizeOf(Uniforms))
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else
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gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * texts_buffer_cap, @sizeOf(math.Mat4x4))
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else
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gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * texts_buffer_cap),
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(2, colors, 0, @sizeOf(math.Vec4) * texts_buffer_cap, @sizeOf(math.Vec4))
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else
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gpu.BindGroup.Entry.buffer(2, colors, 0, @sizeOf(math.Vec4) * texts_buffer_cap),
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(3, glyphs, 0, @sizeOf(Glyph) * texts_buffer_cap, @sizeOf(Glyph))
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else
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gpu.BindGroup.Entry.buffer(3, glyphs, 0, @sizeOf(Glyph) * texts_buffer_cap),
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gpu.BindGroup.Entry.sampler(4, texture_sampler),
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gpu.BindGroup.Entry.textureView(5, texture_view),
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},
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