mach/gpu
Stephen Gutekanst 0372525c91 gpu: convert *opaque -> opaque for RenderBundleEncoder
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-08-12 00:43:43 -07:00
..
.github gpu: initialize project 2022-03-19 00:51:48 -07:00
examples gpu/examples: zig fmt 2022-04-20 23:01:52 -07:00
libs gpu: add gpu-hello-triangle (dawn) example 2022-03-19 00:51:48 -07:00
src gpu: convert *opaque -> opaque for RenderBundleEncoder 2022-08-12 00:43:43 -07:00
.gitattributes gpu: initialize project 2022-03-19 00:51:48 -07:00
.gitignore gpu: initialize project 2022-03-19 00:51:48 -07:00
build.zig all: build: install tests exe 2022-07-25 11:21:37 -07:00
LICENSE gpu: initialize project 2022-03-19 00:51:48 -07:00
LICENSE-APACHE gpu: initialize project 2022-03-19 00:51:48 -07:00
LICENSE-MIT gpu: initialize project 2022-03-19 00:51:48 -07:00
README.md gpu: README: clarify goals/non-goals, quality of life improvements, translation rules 2022-08-12 00:43:43 -07:00

mach/gpu, cross-platform GPU API for Zig Hexops logo

mach/gpu provides a truly cross-platform graphics API (desktop, mobile, and web) with unified low-level graphics & compute backed by Vulkan, Metal, D3D12, and OpenGL (as a best-effort fallback.)

Features

  • Desktop, (future) mobile, and web support.
  • A modern graphics API similar to Metal, Vulkan, and DirectX 12.
  • Cross-platform shading language
  • Compute shaders
  • Cross-compilation & no fuss installation, using zig build, as with all Mach libraries.
  • Advanced GPU features where hardware support is available, such as:
    • Depth buffer clip control
    • Special depth/stencil format with 32 bit floating point depth and 8 bits integer stencil.
    • Timestamp queries
    • Pipeline statistics queries
    • Texture compression (BC, ETC2, and ASTC)
    • Indirect first-instance
    • Depth clamping
    • Shader 16-bit float support
    • Multi planar formats

A different approach to graphics API abstraction

Most engines today (Unreal, Unity, Godot, etc.) maintain their own GPU abstraction layer over native graphics APIs at great expense, requiring years of development and ongoing maintenance.

Many are attempting graphics abstraction layers on their own including Godot (and their custom shading language), SDL's recently announced GPU abstraction layer, sokol_gfx, and others including Blender3D which target varying native graphics APIs on their own. These are admirable efforts, but cost a great deal of effort.

Vulkan aims to be a cross-platform graphics API, but also requires abstraction layers like MoltenVK on Apple hardware and is often in practice too verbose for use by mere mortals without at least one higher level abstraction layer (often the engine's rendering layer.) With a more refined API that acts as the union of Vulkan/Metal/D3D APIs, we believe one could stay closer to the underlying API without introducing as many abstractions on top and perhaps make smarter choices as a result.

With Mach, we'd rather focus on building the interesting and innovative bits of an engine rather than burning years on yet-another-graphics-abstraction-layer, and so..

WebGPU / Dawn for Zig

mach/gpu is a zero-cost idiomatic Zig interface to the next-generation WebGPU API, which supersedes WebGL and exposes the common denominator between the latest low-level graphics APIs (Vulkan, Metal, D3D12) in the web.

Despite its name, WebGPU was built with native support in mind and has substantial investment from Mozilla, Google, Microsoft, Intel, and Apple.

When targeting WebAssembly, mach/gpu merely calls into the browser's native WebGPU implementation.

When targeting native platforms, we build Google Chrome's WebGPU implementation, Dawn using Zig as the C/C++ compiler toolchain. We bypass the client-server sandboxing model, and use zig build (plus a lot of hand-holding) to support zero-fuss cross compilation & installation without any third-party Google tools, libraries, etc. Just zig and git needed, nothing else.

Read more about why we believe WebGPU may be the future of graphics here

Usage

mach/gpu can be used in three ways:

"I want to do everything myself"

See examples/main.zig - note that this is complex, involves creating a window yourself, using Dawn's API to create a device and bind it to the window, use OS-specific APIs to get the window handle, etc.

"I want a Window, input & the WebGPU API - nothing else."

Mach core provides this:

  • Mach handles creating a window and giving you user input for every OS (desktop, mobile & web.)
  • You give Mach an init, deinit and update function for your app which will be called every frame.
  • You'll have access to the WebGPU API, and nothing else.

"I want a full engine"

See https://machengine.org

Examples & Learning aterial

Check out https://machengine.org/gpu

The following may also prove useful:

Join the community

Join the Mach engine community on Matrix chat to discuss this project, ask questions, get help, etc.

Issues

Issues are tracked in the main Mach repository.

Contributing

Contributions are very welcome. Pull requests must be sent to the main repository to avoid some complex merge conflicts we'd get by accepting contributions in both repositories. Once the changes are merged there, they'll get sync'd to this repository automatically.

Goals

  • Allow comptime-defined interception of WebGPU API requests (comptime interfaces.)
  • Expose a standard Dawn webgpu.h-compliant C ABI, which routes through comptime interfaces.
  • Support Dawn and Browser (via WASM/JS) implementations of WebGPU.

Non-goals

  • Support non-Dawn (e.g. Rust WebGPU) implementations if they don't match the same webgpu.h as Dawn.
  • Maintain backwards compatibility with deprecated webgpu.h methods.

WebGPU version

Dawn's webgpu.h is the authoritative source for our API. You can find the current version we use here.

When updating, every single change is verified against the WebGPU spec itself to ensure our WebAssembly backend also functions effectively.

The rules for translating webgpu.h are as follows:

  • WGPUBuffer -> gpu.Buffer:
    • Handles like these become a pub const Buffer = *opaque {_} to ensure they are still pointers compatible with the C ABI, while still allowing us to declare methods on them.
    • As a result, nullable Buffer is represented simply as ?Buffer
  • WGPUBufferBindingType -> gpu.BufferBindingType (purely because it's prefix matches an opaque pointer type, it thus goes into the buffer.zig file.)
  • Reserved Zig keywords are translated as follows:
    • undefined -> undef
    • null -> nul
    • error -> err
    • type -> typ
  • Constant names map using a few simple rules, but it's easiest to describe them with some concrete examples:
    • RG11B10Ufloat -> rg11_b10_ufloat
    • Depth24PlusStencil8 -> depth24_plus_stencil8
    • BC5RGUnorm -> bc5_rg_unorm
    • BC6HRGBUfloat -> bc6_hrgb_ufloat
    • ASTC4x4UnormSrgb -> astc4x4_unorm_srgb
    • maxTextureDimension3D -> max_texture_dimension_3d
  • Sometimes an enum will begin with numbers, e.g. WGPUTextureViewDimension_2DArray. In this case, we add a prefix so instead of the enum field being 2d_array it is dimension_2d_array (an enum field name must not start with a number in Zig.)
  • Dawn extension types WGPUDawnFoobar are placed under gpu.dawn.Foobar

Quality of life improvements

We make the following quality of life improvements:

  • label: ?[*:0]const u8 fields have a default null value added to them.
  • Where a struct has a slice _count field, with an optional pointer, if the _count field defaults to zero we also enforce the optional pointer defaults to null. Specifically we do this for:
  • next_in_chain: *const ChainedStruct fields, which enable optional implementation-specific extensions to the WebGPU API, default to null.