{examples,shaderexp}: update to new mach/gpu API
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
852d232335
commit
f299d87aa2
39 changed files with 473 additions and 338 deletions
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@ -3,17 +3,17 @@ const mach = @import("mach");
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const gpu = @import("gpu");
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const zigimg = @import("zigimg");
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queue: gpu.Queue,
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blur_pipeline: gpu.ComputePipeline,
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fullscreen_quad_pipeline: gpu.RenderPipeline,
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cube_texture: gpu.Texture,
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textures: [2]gpu.Texture,
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blur_params_buffer: gpu.Buffer,
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compute_constants: gpu.BindGroup,
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compute_bind_group_0: gpu.BindGroup,
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compute_bind_group_1: gpu.BindGroup,
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compute_bind_group_2: gpu.BindGroup,
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show_result_bind_group: gpu.BindGroup,
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queue: *gpu.Queue,
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blur_pipeline: *gpu.ComputePipeline,
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fullscreen_quad_pipeline: *gpu.RenderPipeline,
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cube_texture: *gpu.Texture,
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textures: [2]*gpu.Texture,
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blur_params_buffer: *gpu.Buffer,
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compute_constants: *gpu.BindGroup,
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compute_bind_group_0: *gpu.BindGroup,
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compute_bind_group_1: *gpu.BindGroup,
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compute_bind_group_2: *gpu.BindGroup,
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show_result_bind_group: *gpu.BindGroup,
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img_size: gpu.Extent3D,
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pub const App = @This();
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@ -35,8 +35,10 @@ pub fn init(app: *App, core: *mach.Core) !void {
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});
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const blur_shader_module = core.device.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("blur.wgsl"),
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} },
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.label = "blur shader module",
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.code = .{ .wgsl = @embedFile("blur.wgsl") },
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});
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const blur_pipeline_descriptor = gpu.ComputePipeline.Descriptor{
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@ -49,13 +51,17 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const blur_pipeline = core.device.createComputePipeline(&blur_pipeline_descriptor);
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const fullscreen_quad_vs_module = core.device.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("fullscreen_textured_quad.wgsl"),
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} },
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.label = "fullscreen quad vertex shader",
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.code = .{ .wgsl = @embedFile("fullscreen_textured_quad.wgsl") },
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});
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const fullscreen_quad_fs_module = core.device.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("fullscreen_textured_quad.wgsl"),
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} },
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.label = "fullscreen quad fragment shader",
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.code = .{ .wgsl = @embedFile("fullscreen_textured_quad.wgsl") },
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});
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const blend = gpu.BlendState{
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@ -74,13 +80,14 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const color_target = gpu.ColorTargetState{
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.format = core.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment_state = gpu.FragmentState{
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.module = fullscreen_quad_fs_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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.target_count = 1,
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.targets = &[_]gpu.ColorTargetState{color_target},
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.constants = null,
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};
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@ -122,16 +129,16 @@ pub fn init(app: *App, core: *mach.Core) !void {
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};
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switch (img.pixels.?) {
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.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, pixels),
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.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, pixels),
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.Rgb24 => |pixels| {
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const data = try rgb24ToRgba32(core.allocator, pixels);
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defer data.deinit(core.allocator);
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queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, data.Rgba32);
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queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, data.Rgba32);
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},
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else => @panic("unsupported image color format"),
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}
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var textures: [2]gpu.Texture = undefined;
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var textures: [2]*gpu.Texture = undefined;
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for (textures) |_, i| {
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textures[i] = core.device.createTexture(&.{
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.size = img_size,
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@ -146,7 +153,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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// the shader blurs the input texture in one direction,
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// depending on whether flip value is 0 or 1
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var flip: [2]gpu.Buffer = undefined;
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var flip: [2]*gpu.Buffer = undefined;
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for (flip) |_, i| {
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const buffer = core.device.createBuffer(&.{
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.usage = .{ .uniform = true },
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@ -155,7 +162,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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});
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const buffer_mapped = buffer.getMappedRange(u32, 0, 1);
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buffer_mapped[0] = @intCast(u32, i);
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buffer_mapped.?[0] = @intCast(u32, i);
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buffer.unmap();
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flip[i] = buffer;
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@ -168,6 +175,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const compute_constants = core.device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = blur_pipeline.getBindGroupLayout(0),
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.entry_count = 2,
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.entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.sampler(0, sampler),
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gpu.BindGroup.Entry.buffer(1, blur_params_buffer, 0, 8),
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@ -176,6 +184,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const compute_bind_group_0 = core.device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = blur_pipeline.getBindGroupLayout(1),
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.entry_count = 3,
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.entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.textureView(1, cube_texture.createView(&gpu.TextureView.Descriptor{})),
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gpu.BindGroup.Entry.textureView(2, textures[0].createView(&gpu.TextureView.Descriptor{})),
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@ -185,6 +194,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const compute_bind_group_1 = core.device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = blur_pipeline.getBindGroupLayout(1),
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.entry_count = 3,
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.entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.textureView(1, textures[0].createView(&gpu.TextureView.Descriptor{})),
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gpu.BindGroup.Entry.textureView(2, textures[1].createView(&gpu.TextureView.Descriptor{})),
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@ -194,6 +204,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const compute_bind_group_2 = core.device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = blur_pipeline.getBindGroupLayout(1),
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.entry_count = 3,
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.entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.textureView(1, textures[1].createView(&gpu.TextureView.Descriptor{})),
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gpu.BindGroup.Entry.textureView(2, textures[0].createView(&gpu.TextureView.Descriptor{})),
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@ -203,6 +214,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const show_result_bind_group = core.device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = fullscreen_quad_pipeline.getBindGroupLayout(0),
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.entry_count = 2,
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.entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.sampler(0, sampler),
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gpu.BindGroup.Entry.textureView(1, textures[1].createView(&gpu.TextureView.Descriptor{})),
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@ -210,7 +222,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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});
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const blur_params_buffer_data = [_]u32{ filter_size, block_dimension };
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queue.writeBuffer(blur_params_buffer, 0, u32, &blur_params_buffer_data);
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queue.writeBuffer(blur_params_buffer, 0, &blur_params_buffer_data);
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app.queue = queue;
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app.blur_pipeline = blur_pipeline;
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@ -239,18 +251,18 @@ pub fn update(app: *App, core: *mach.Core) !void {
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const width: u32 = @intCast(u32, app.img_size.width);
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const height: u32 = @intCast(u32, app.img_size.height);
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compute_pass.setBindGroup(1, app.compute_bind_group_0, &.{});
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compute_pass.dispatch(try std.math.divCeil(u32, width, block_dimension), try std.math.divCeil(u32, height, batch[1]), 1);
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compute_pass.dispatchWorkgroups(try std.math.divCeil(u32, width, block_dimension), try std.math.divCeil(u32, height, batch[1]), 1);
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compute_pass.setBindGroup(1, app.compute_bind_group_1, &.{});
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compute_pass.dispatch(try std.math.divCeil(u32, height, block_dimension), try std.math.divCeil(u32, width, batch[1]), 1);
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compute_pass.dispatchWorkgroups(try std.math.divCeil(u32, height, block_dimension), try std.math.divCeil(u32, width, batch[1]), 1);
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var i: u32 = 0;
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while (i < iterations - 1) : (i += 1) {
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compute_pass.setBindGroup(1, app.compute_bind_group_2, &.{});
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compute_pass.dispatch(try std.math.divCeil(u32, width, block_dimension), try std.math.divCeil(u32, height, batch[1]), 1);
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compute_pass.dispatchWorkgroups(try std.math.divCeil(u32, width, block_dimension), try std.math.divCeil(u32, height, batch[1]), 1);
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compute_pass.setBindGroup(1, app.compute_bind_group_1, &.{});
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compute_pass.dispatch(try std.math.divCeil(u32, height, block_dimension), try std.math.divCeil(u32, width, batch[1]), 1);
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compute_pass.dispatchWorkgroups(try std.math.divCeil(u32, height, block_dimension), try std.math.divCeil(u32, width, batch[1]), 1);
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}
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compute_pass.end();
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@ -262,9 +274,12 @@ pub fn update(app: *App, core: *mach.Core) !void {
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.store_op = .store,
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};
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const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &[_]gpu.RenderPassColorAttachment{
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color_attachment,
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} };
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const render_pass_descriptor = gpu.RenderPassDescriptor{
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.color_attachment_count = 1,
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.color_attachments = &[_]gpu.RenderPassColorAttachment{
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color_attachment,
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},
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};
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const render_pass = encoder.beginRenderPass(&render_pass_descriptor);
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render_pass.setPipeline(app.fullscreen_quad_pipeline);
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