{gfx,examples}: fix refcounting bugs, improve sysgpu compatability

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-05-01 20:17:16 -07:00
parent cbb728c37a
commit ca08255ec2
11 changed files with 39 additions and 24 deletions

View file

@ -96,6 +96,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
.label = label,
.color_attachments = &color_attachments,
}));
defer render_pass.release();
// Draw
render_pass.setPipeline(game.state().pipeline);

View file

@ -38,7 +38,8 @@ pub const name = .app;
// Note that Mod.state() returns an instance of our module struct.
pub const Mod = mach.Mod(@This());
pub fn deinit(core: *mach.Core.Mod) void {
pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
renderer.send(.deinit, .{});
core.send(.deinit, .{});
}

View file

@ -14,7 +14,6 @@ const num_bind_groups = 1024 * 32;
const uniform_offset = 256;
pipeline: *gpu.RenderPipeline,
queue: *gpu.Queue,
bind_groups: [num_bind_groups]*gpu.BindGroup,
uniform_buffer: *gpu.Buffer,
@ -44,6 +43,7 @@ fn init(
) !void {
const device = core.state().device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Fragment state
const blend = gpu.BlendState{};
@ -65,6 +65,7 @@ fn init(
.size = @sizeOf(UniformBufferObject) * uniform_offset * num_bind_groups,
.mapped_at_creation = .false,
});
const bind_group_layout_entry = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bind_group_layout = device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
@ -72,6 +73,8 @@ fn init(
.entries = &.{bind_group_layout_entry},
}),
);
defer bind_group_layout.release();
var bind_groups: [num_bind_groups]*gpu.BindGroup = undefined;
for (bind_groups, 0..) |_, i| {
bind_groups[i] = device.createBindGroup(
@ -93,7 +96,9 @@ fn init(
.label = label,
.bind_group_layouts = &bind_group_layouts,
}));
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
defer pipeline_layout.release();
const pipeline = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.layout = pipeline_layout,
@ -101,22 +106,19 @@ fn init(
.module = shader_module,
.entry_point = "vertex_main",
},
};
});
renderer.init(.{
.pipeline = device.createRenderPipeline(&pipeline_descriptor),
.queue = device.getQueue(),
.pipeline = pipeline,
.bind_groups = bind_groups,
.uniform_buffer = uniform_buffer,
});
shader_module.release();
}
fn deinit(
renderer: *Mod,
) !void {
renderer.state().pipeline.release();
renderer.state().queue.release();
for (renderer.state().bind_groups) |bind_group| bind_group.release();
renderer.state().uniform_buffer.release();
}
@ -168,6 +170,7 @@ fn renderFrame(
.label = label,
.color_attachments = &color_attachments,
}));
defer render_pass.release();
// Draw
for (renderer.state().bind_groups[0..num_entities]) |bind_group| {

View file

@ -222,8 +222,6 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
// TODO: can we eliminate this assignment
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
@ -244,9 +242,10 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
game.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = game.state().frame_encoder.finish(&.{ .label = label });
game.state().frame_encoder.release();
defer command.release();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
game.state().frame_encoder.release();
game.state().frame_render_pass.release();
// Present the frame
core.send(.present_frame, .{});

View file

@ -76,8 +76,6 @@ fn init(
}
fn prepare(core: *mach.Core.Mod, glyphs: *Mod) !void {
const device = core.state().device;
const queue = device.getQueue();
var s = glyphs.state();
// Prepare which glyphs we will render
@ -126,5 +124,5 @@ fn prepare(core: *mach.Core.Mod, glyphs: *Mod) !void {
.bytes_per_row = @as(u32, @intCast(img_size.width * 4)),
.rows_per_image = @as(u32, @intCast(img_size.height)),
};
queue.writeTexture(&.{ .texture = s.texture }, &data_layout, &img_size, s.texture_atlas.data);
core.state().queue.writeTexture(&.{ .texture = s.texture }, &data_layout, &img_size, s.texture_atlas.data);
}

View file

@ -162,6 +162,7 @@ fn tick(
.label = label,
.color_attachments = &color_attachments,
}));
defer render_pass.release();
// Draw nothing

View file

@ -207,8 +207,6 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
// TODO: can we eliminate this assignment
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,

View file

@ -251,7 +251,6 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,

View file

@ -107,6 +107,7 @@ fn updatePipeline(
encoder.writeBuffer(built.transforms, 0, gfx.SpritePipeline.cp_transforms[0..i]);
encoder.writeBuffer(built.uv_transforms, 0, gfx.SpritePipeline.cp_uv_transforms[0..i]);
encoder.writeBuffer(built.sizes, 0, gfx.SpritePipeline.cp_sizes[0..i]);
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});

View file

@ -60,7 +60,7 @@ pub const components = .{
};
pub const events = .{
.init = .{ .handler = fn () void },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.update = .{ .handler = update },
.pre_render = .{ .handler = preRender },
@ -119,6 +119,10 @@ pub const BuiltPipeline = struct {
}
};
fn init(sprite_pipeline: *Mod) void {
sprite_pipeline.init(.{});
}
fn deinit(sprite_pipeline: *Mod) void {
var archetypes_iter = sprite_pipeline.entities.query(.{ .all = &.{
.{ .mach_gfx_sprite_pipeline = &.{
@ -131,8 +135,6 @@ fn deinit(sprite_pipeline: *Mod) void {
}
fn update(core: *mach.Core.Mod, sprite_pipeline: *Mod) !void {
sprite_pipeline.init(.{});
// Destroy all sprite render pipelines. We will rebuild them all.
deinit(sprite_pipeline);

View file

@ -267,10 +267,22 @@ fn buildPipeline(
.label = label,
.layout = bind_group_layout,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * texts_buffer_cap),
gpu.BindGroup.Entry.buffer(2, colors, 0, @sizeOf(math.Vec4) * texts_buffer_cap),
gpu.BindGroup.Entry.buffer(3, glyphs, 0, @sizeOf(Glyph) * texts_buffer_cap),
if (mach.use_sysgpu)
gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms), @sizeOf(Uniforms))
else
gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
if (mach.use_sysgpu)
gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * texts_buffer_cap, @sizeOf(math.Mat4x4))
else
gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * texts_buffer_cap),
if (mach.use_sysgpu)
gpu.BindGroup.Entry.buffer(2, colors, 0, @sizeOf(math.Vec4) * texts_buffer_cap, @sizeOf(math.Vec4))
else
gpu.BindGroup.Entry.buffer(2, colors, 0, @sizeOf(math.Vec4) * texts_buffer_cap),
if (mach.use_sysgpu)
gpu.BindGroup.Entry.buffer(3, glyphs, 0, @sizeOf(Glyph) * texts_buffer_cap, @sizeOf(Glyph))
else
gpu.BindGroup.Entry.buffer(3, glyphs, 0, @sizeOf(Glyph) * texts_buffer_cap),
gpu.BindGroup.Entry.sampler(4, texture_sampler),
gpu.BindGroup.Entry.textureView(5, texture_view),
},