{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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@ -4,7 +4,7 @@ struct UniformBufferObject {
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}
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@group(0) @binding(0) var<uniform> ubo : UniformBufferObject;
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@stage(fragment) fn main(
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@fragment fn main(
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@location(0) uv : vec2<f32>
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) -> @location(0) vec4<f32> {
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return vec4<f32>( 0.0, 0.0, 0.0, 1.0);
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@ -4,7 +4,7 @@ struct UniformBufferObject {
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}
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@group(0) @binding(0) var<uniform> ubo : UniformBufferObject;
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@stage(fragment) fn main(
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@fragment fn main(
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@location(0) uv : vec2<f32>
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) -> @location(0) vec4<f32> {
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let aspect = ubo.resolution / min(ubo.resolution.x,ubo.resolution.y);
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@ -79,7 +79,7 @@ fn getLight(p:vec3<f32>) -> f32{
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return dif;
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}
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@stage(fragment) fn main(
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@fragment fn main(
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@location(0) uv : vec2<f32>
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) -> @location(0) vec4<f32> {
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let aspect = ubo.resolution / min(ubo.resolution.x,ubo.resolution.y);
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@ -4,7 +4,7 @@ struct UniformBufferObject {
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}
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@group(0) @binding(0) var<uniform> ubo : UniformBufferObject;
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@stage(fragment) fn main(
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@fragment fn main(
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@location(0) uv : vec2<f32>
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) -> @location(0) vec4<f32> {
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let aspect = ubo.resolution.xy / ubo.resolution.y;
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@ -75,7 +75,7 @@ fn getLight(p:vec3<f32>) -> f32{
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return dif;
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}
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@stage(fragment) fn main(
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@fragment fn main(
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@location(0) uv : vec2<f32>
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) -> @location(0) vec4<f32> {
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let aspect = ubo.resolution / min(ubo.resolution.x,ubo.resolution.y);
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@ -25,12 +25,12 @@ const UniformBufferObject = struct {
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var timer: std.time.Timer = undefined;
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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index_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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vertex_buffer: *gpu.Buffer,
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index_buffer: *gpu.Buffer,
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uniform_buffer: *gpu.Buffer,
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bind_group: *gpu.BindGroup,
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fragment_shader_file: std.fs.File,
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fragment_shader_code: [:0]const u8,
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@ -70,7 +70,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.mapped_at_creation = true,
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});
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var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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std.mem.copy(Vertex, vertex_mapped.?, vertices[0..]);
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vertex_buffer.unmap();
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const index_buffer = core.device.createBuffer(&.{
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@ -79,12 +79,12 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.mapped_at_creation = true,
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});
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var index_mapped = index_buffer.getMappedRange(@TypeOf(indices[0]), 0, indices.len);
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std.mem.copy(u16, index_mapped, indices[0..]);
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std.mem.copy(u16, index_mapped.?, indices[0..]);
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index_buffer.unmap();
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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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var bgl: *gpu.BindGroupLayout = undefined;
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const pipeline = recreatePipeline(core, code, &bgl);
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const uniform_buffer = core.device.createBuffer(&.{
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@ -95,7 +95,8 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const bind_group = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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.entry_count = 1,
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.entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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},
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},
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@ -161,8 +162,9 @@ pub fn update(app: *App, core: *mach.Core) !void {
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};
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const encoder = core.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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const render_pass_info = gpu.RenderPassDescriptor{
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.color_attachment_count = 1,
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.color_attachments = &[_]gpu.RenderPassColorAttachment{color_attachment},
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.depth_stencil_attachment = null,
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};
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@ -171,7 +173,7 @@ pub fn update(app: *App, core: *mach.Core) !void {
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.resolution = .{ @intToFloat(f32, core.current_desc.width), @intToFloat(f32, core.current_desc.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(app.uniform_buffer, 0, &[_]UniformBufferObject{ubo});
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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@ -191,10 +193,12 @@ pub fn update(app: *App, core: *mach.Core) !void {
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back_buffer_view.release();
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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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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.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("vert.wgsl"),
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} },
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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defer vs_module.release();
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const vertex_attributes = [_]gpu.VertexAttribute{
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@ -212,23 +216,27 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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.createShaderModule(&gpu.ShaderModule.Descriptor{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = fragment_shader_code,
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} },
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.label = "my fragment shader",
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.code = .{ .wgsl = fragment_shader_code },
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});
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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(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .noError) {
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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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ctx.* = true;
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}
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}
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}.callback));
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}.callback);
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if (error_occurred) {
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fs_module = core.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("black_screen_frag.wgsl") },
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("black_screen_frag.wgsl"),
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} },
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.label = "black screen fragment shader",
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});
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}
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defer fs_module.release();
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@ -248,12 +256,13 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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 = gpu.FragmentState{
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.module = fs_module,
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.entry_point = "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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@ -261,7 +270,8 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{bgle},
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.entry_count = 1,
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.entries = &[_]gpu.BindGroupLayout.Entry{bgle},
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},
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);
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defer {
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@ -273,8 +283,9 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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}
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}
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl_tmp};
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl_tmp};
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const pipeline_layout = core.device.createPipelineLayout(&.{
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.bind_group_layout_count = 1,
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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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@ -286,7 +297,8 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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.vertex = .{
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.module = vs_module,
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.entry_point = "main",
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.buffers = &.{vertex_buffer_layout},
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.buffer_count = 1,
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.buffers = &[_]gpu.VertexBufferLayout{vertex_buffer_layout},
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},
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.multisample = .{
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.count = 1,
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@ -297,7 +309,7 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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.front_face = .ccw,
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.cull_mode = .none,
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.topology = .triangle_list,
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.strip_index_format = .none,
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.strip_index_format = .undef,
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},
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};
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@ -306,14 +318,14 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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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(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .noError) {
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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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ctx.* = true;
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}
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}
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}.callback));
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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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@ -1,9 +1,9 @@
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struct VertexOut {
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@builtin(position) position_clip : vec4<f32>;
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@location(0) frag_uv : vec2<f32>;
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@builtin(position) position_clip : vec4<f32>,
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@location(0) frag_uv : vec2<f32>,
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}
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@stage(vertex) fn main(
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@vertex fn main(
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@location(0) position : vec4<f32>,
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@location(1) uv : vec2<f32>
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) -> VertexOut {
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