{examples,shaderexp}: update to new mach/gpu API

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-08-11 15:35:33 -07:00 committed by Stephen Gutekanst
parent 852d232335
commit f299d87aa2
39 changed files with 473 additions and 338 deletions

View file

@ -4,12 +4,12 @@ const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
compute_pipeline: gpu.ComputePipeline,
render_pipeline: gpu.RenderPipeline,
sprite_vertex_buffer: gpu.Buffer,
particle_buffers: [2]gpu.Buffer,
particle_bind_groups: [2]gpu.BindGroup,
sim_param_buffer: gpu.Buffer,
compute_pipeline: *gpu.ComputePipeline,
render_pipeline: *gpu.RenderPipeline,
sprite_vertex_buffer: *gpu.Buffer,
particle_buffers: [2]*gpu.Buffer,
particle_bind_groups: [2]*gpu.BindGroup,
sim_param_buffer: *gpu.Buffer,
frame_counter: usize,
pub const App = @This();
@ -28,13 +28,17 @@ var sim_params = [_]f32{
pub fn init(app: *App, core: *mach.Core) !void {
const sprite_shader_module = core.device.createShaderModule(&.{
.next_in_chain = .{ .wgsl_descriptor = &.{
.source = @embedFile("sprite.wgsl"),
} },
.label = "sprite shader module",
.code = .{ .wgsl = @embedFile("sprite.wgsl") },
});
const update_sprite_shader_module = core.device.createShaderModule(&.{
.next_in_chain = .{ .wgsl_descriptor = &.{
.source = @embedFile("updateSprites.wgsl"),
} },
.label = "update sprite shader module",
.code = .{ .wgsl = @embedFile("updateSprites.wgsl") },
});
const instanced_particles_attributes = [_]gpu.VertexAttribute{
@ -65,6 +69,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
.vertex = .{
.module = sprite_shader_module,
.entry_point = "vert_main",
.buffer_count = 2,
.buffers = &[_]gpu.VertexBufferLayout{
.{
// instanced particles buffer
@ -82,11 +87,14 @@ pub fn init(app: *App, core: *mach.Core) !void {
},
},
},
.fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{
.{
.fragment = &gpu.FragmentState{
.module = sprite_shader_module,
.entry_point = "frag_main",
.target_count = 1,
.targets = &[_]gpu.ColorTargetState{.{
.format = core.swap_chain_format,
},
} },
}},
},
});
const compute_pipeline = core.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
@ -100,16 +108,21 @@ pub fn init(app: *App, core: *mach.Core) !void {
};
const sprite_vertex_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{
.usage = .{ .vertex = true, .copy_dst = true },
.label = "sprite_vertex_buffer",
.usage = .{ .vertex = true },
.mapped_at_creation = true,
.size = vert_buffer_data.len * @sizeOf(f32),
});
core.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
var vertex_mapped = sprite_vertex_buffer.getMappedRange(f32, 0, vert_buffer_data.len);
std.mem.copy(f32, vertex_mapped.?, vert_buffer_data[0..]);
sprite_vertex_buffer.unmap();
const sim_param_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{
.label = "sim_param_buffer",
.usage = .{ .uniform = true, .copy_dst = true },
.size = sim_params.len * @sizeOf(f32),
});
core.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
core.device.getQueue().writeBuffer(sim_param_buffer, 0, sim_params[0..]);
var initial_particle_data: [num_particle * 4]f32 = undefined;
var rng = std.rand.DefaultPrng.init(0);
@ -122,28 +135,35 @@ pub fn init(app: *App, core: *mach.Core) !void {
initial_particle_data[4 * i + 3] = 2 * (random.float(f32) - 0.5) * 0.1;
}
var particle_buffers: [2]gpu.Buffer = undefined;
var particle_bind_groups: [2]gpu.BindGroup = undefined;
var particle_buffers: [2]*gpu.Buffer = undefined;
var particle_bind_groups: [2]*gpu.BindGroup = undefined;
i = 0;
while (i < 2) : (i += 1) {
particle_buffers[i] = core.device.createBuffer(&gpu.Buffer.Descriptor{
.label = "particle_buffer",
.mapped_at_creation = true,
.usage = .{
.vertex = true,
.copy_dst = true,
.storage = true,
},
.size = initial_particle_data.len * @sizeOf(f32),
});
core.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
var mapped = particle_buffers[i].getMappedRange(f32, 0, initial_particle_data.len);
std.mem.copy(f32, mapped.?, initial_particle_data[0..]);
particle_buffers[i].unmap();
}
i = 0;
while (i < 2) : (i += 1) {
particle_bind_groups[i] = core.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{
gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)),
} });
particle_bind_groups[i] = core.device.createBindGroup(&gpu.BindGroup.Descriptor{
.layout = compute_pipeline.getBindGroupLayout(0),
.entry_count = 3,
.entries = &[_]gpu.BindGroup.Entry{
gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)),
},
});
}
app.compute_pipeline = compute_pipeline;
@ -167,19 +187,22 @@ pub fn update(app: *App, core: *mach.Core) !void {
.store_op = .store,
};
const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &[_]gpu.RenderPassColorAttachment{
color_attachment,
} };
const render_pass_descriptor = gpu.RenderPassDescriptor{
.color_attachment_count = 1,
.color_attachments = &[_]gpu.RenderPassColorAttachment{
color_attachment,
},
};
sim_params[0] = @floatCast(f32, core.delta_time);
core.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params);
core.device.getQueue().writeBuffer(app.sim_param_buffer, 0, sim_params[0..]);
const command_encoder = core.device.createCommandEncoder(null);
{
const pass_encoder = command_encoder.beginComputePass(null);
pass_encoder.setPipeline(app.compute_pipeline);
pass_encoder.setBindGroup(0, app.particle_bind_groups[app.frame_counter % 2], null);
pass_encoder.dispatch(@floatToInt(u32, @ceil(@as(f32, num_particle) / 64)), 1, 1);
pass_encoder.dispatchWorkgroups(@floatToInt(u32, @ceil(@as(f32, num_particle) / 64)), 1, 1);
pass_encoder.end();
pass_encoder.release();
}

View file

@ -1,4 +1,4 @@
@stage(vertex)
@vertex
fn vert_main(@location(0) a_particlePos : vec2<f32>,
@location(1) a_particleVel : vec2<f32>,
@location(2) a_pos : vec2<f32>) -> @builtin(position) vec4<f32> {
@ -9,7 +9,7 @@ fn vert_main(@location(0) a_particlePos : vec2<f32>,
return vec4<f32>(pos + a_particlePos, 0.0, 1.0);
}
@stage(fragment)
@fragment
fn frag_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}

View file

@ -1,25 +1,25 @@
struct Particle {
pos : vec2<f32>;
vel : vec2<f32>;
pos : vec2<f32>,
vel : vec2<f32>,
};
struct SimParams {
deltaT : f32;
rule1Distance : f32;
rule2Distance : f32;
rule3Distance : f32;
rule1Scale : f32;
rule2Scale : f32;
rule3Scale : f32;
deltaT : f32,
rule1Distance : f32,
rule2Distance : f32,
rule3Distance : f32,
rule1Scale : f32,
rule2Scale : f32,
rule3Scale : f32,
};
struct Particles {
particles : array<Particle>;
particles : array<Particle>,
};
@binding(0) @group(0) var<uniform> params : SimParams;
@binding(1) @group(0) var<storage, read> particlesA : Particles;
@binding(2) @group(0) var<storage, read_write> particlesB : Particles;
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
@stage(compute) @workgroup_size(64)
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var index : u32 = GlobalInvocationID.x;