mach/gpu/examples/main.zig
Stephen Gutekanst 117ad5dc3b gpu: example: use SwapChain .getCurrentTextureView, .present, .release
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-03-19 00:51:48 -07:00

221 lines
7.8 KiB
Zig

const std = @import("std");
const sample_utils = @import("sample_utils.zig");
const c = @import("c.zig").c;
const glfw = @import("glfw");
const gpu = @import("gpu");
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const setup = try sample_utils.setup(allocator);
const framebuffer_size = try setup.window.getFramebufferSize();
const window_data = try allocator.create(WindowData);
window_data.* = .{
.surface = null,
.swap_chain = null,
.swap_chain_format = undefined,
.current_desc = undefined,
.target_desc = undefined,
};
setup.window.setUserPointer(window_data);
// If targeting OpenGL, we can't use the newer WGPUSurface API. Instead, we need to use the
// older Dawn-specific API. https://bugs.chromium.org/p/dawn/issues/detail?id=269&q=surface&can=2
const use_legacy_api = setup.backend_type == .opengl or setup.backend_type == .opengles;
var descriptor: gpu.SwapChain.Descriptor = undefined;
if (!use_legacy_api) {
window_data.swap_chain_format = .bgra8_unorm;
descriptor = .{
.label = "basic swap chain",
.usage = .render_attachment,
.format = window_data.swap_chain_format,
.width = framebuffer_size.width,
.height = framebuffer_size.height,
.present_mode = .fifo,
.implementation = 0,
};
window_data.surface = sample_utils.createSurfaceForWindow(
&setup.native_instance,
setup.window,
comptime sample_utils.detectGLFWOptions(),
);
} else {
const binding = c.machUtilsCreateBinding(@enumToInt(setup.backend_type), @ptrCast(*c.GLFWwindow, setup.window.handle), @ptrCast(c.WGPUDevice, setup.device.ptr));
if (binding == null) {
@panic("failed to create Dawn backend binding");
}
descriptor = std.mem.zeroes(gpu.SwapChain.Descriptor);
descriptor.implementation = c.machUtilsBackendBinding_getSwapChainImplementation(binding);
window_data.swap_chain = setup.device.nativeCreateSwapChain(null, &descriptor);
window_data.swap_chain_format = @intToEnum(gpu.Texture.Format, @intCast(u32, c.machUtilsBackendBinding_getPreferredSwapChainTextureFormat(binding)));
window_data.swap_chain.?.configure(
window_data.swap_chain_format,
.render_attachment,
framebuffer_size.width,
framebuffer_size.height,
);
}
window_data.current_desc = descriptor;
window_data.target_desc = descriptor;
const vs =
\\ @stage(vertex) fn main(
\\ @builtin(vertex_index) VertexIndex : u32
\\ ) -> @builtin(position) vec4<f32> {
\\ var pos = array<vec2<f32>, 3>(
\\ vec2<f32>( 0.0, 0.5),
\\ vec2<f32>(-0.5, -0.5),
\\ vec2<f32>( 0.5, -0.5)
\\ );
\\ return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
\\ }
;
const vs_module = setup.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = vs },
});
const fs =
\\ @stage(fragment) fn main() -> @location(0) vec4<f32> {
\\ return vec4<f32>(1.0, 0.0, 0.0, 1.0);
\\ }
;
const fs_module = setup.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = fs },
});
// Fragment state
const blend = gpu.BlendState{
.color = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .one,
},
.alpha = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .one,
},
};
const color_target = gpu.ColorTargetState{
.format = window_data.swap_chain_format,
.blend = &blend,
.write_mask = .all,
};
const fragment = gpu.FragmentState{
.module = fs_module,
.entry_point = "main",
.targets = &.{color_target},
.constants = null,
};
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
.layout = null,
.depth_stencil = null,
.vertex = .{
.module = vs_module,
.entry_point = "main",
.buffers = null,
},
.multisample = .{
.count = 1,
.mask = 0xFFFFFFFF,
.alpha_to_coverage_enabled = false,
},
.primitive = .{
.front_face = .ccw,
.cull_mode = .none,
.topology = .triangle_list,
.strip_index_format = .none,
},
};
const pipeline = setup.device.createRenderPipeline(&pipeline_descriptor);
vs_module.release();
fs_module.release();
// Reconfigure the swap chain with the new framebuffer width/height, otherwise e.g. the Vulkan
// device would be lost after a resize.
setup.window.setFramebufferSizeCallback((struct {
fn callback(window: glfw.Window, width: u32, height: u32) void {
const pl = window.getUserPointer(WindowData);
pl.?.target_desc.width = width;
pl.?.target_desc.height = height;
}
}).callback);
const queue = setup.device.getQueue();
while (!setup.window.shouldClose()) {
try frame(.{
.window = setup.window,
.device = setup.device,
.pipeline = pipeline,
.queue = queue,
});
std.time.sleep(16 * std.time.ns_per_ms);
}
}
const WindowData = struct {
surface: ?gpu.Surface,
swap_chain: ?gpu.SwapChain,
swap_chain_format: gpu.Texture.Format,
current_desc: gpu.SwapChain.Descriptor,
target_desc: gpu.SwapChain.Descriptor,
};
const FrameParams = struct {
window: glfw.Window,
device: gpu.Device,
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
};
fn frame(params: FrameParams) !void {
try glfw.pollEvents();
const pl = params.window.getUserPointer(WindowData).?;
if (pl.swap_chain == null or !pl.current_desc.equal(&pl.target_desc)) {
const use_legacy_api = pl.surface == null;
if (!use_legacy_api) {
pl.swap_chain = params.device.nativeCreateSwapChain(pl.surface, &pl.target_desc);
} else pl.swap_chain.?.configure(
pl.swap_chain_format,
.render_attachment,
pl.target_desc.width,
pl.target_desc.height,
);
pl.current_desc = pl.target_desc;
}
const back_buffer_view = pl.swap_chain.?.getCurrentTextureView();
var render_pass_info = std.mem.zeroes(c.WGPURenderPassDescriptor);
var color_attachment = std.mem.zeroes(c.WGPURenderPassColorAttachment);
color_attachment.view = @ptrCast(c.WGPUTextureView, back_buffer_view.ptr);
color_attachment.resolveTarget = null;
color_attachment.clearValue = c.WGPUColor{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 0.0 };
color_attachment.loadOp = c.WGPULoadOp_Clear;
color_attachment.storeOp = c.WGPUStoreOp_Store;
render_pass_info.colorAttachmentCount = 1;
render_pass_info.colorAttachments = &color_attachment;
render_pass_info.depthStencilAttachment = null;
const encoder = c.wgpuDeviceCreateCommandEncoder(@ptrCast(c.WGPUDevice, params.device.ptr), null);
const pass = c.wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_info);
c.wgpuRenderPassEncoderSetPipeline(pass, @ptrCast(c.WGPURenderPipeline, params.pipeline.ptr));
c.wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
c.wgpuRenderPassEncoderEnd(pass);
c.wgpuRenderPassEncoderRelease(pass);
var commands = c.wgpuCommandEncoderFinish(encoder, null);
c.wgpuCommandEncoderRelease(encoder);
const buf = gpu.CommandBuffer{ .ptr = &commands, .vtable = undefined };
params.queue.submit(1, &buf);
c.wgpuCommandBufferRelease(commands);
pl.swap_chain.?.present();
back_buffer_view.release();
}