* `@import("mach").core.gpu` has been renamed to `@import("mach").gpu`
* `pub const SYSGPUInterface` now has a default value (i.e. you do not need to write it in your main.zig, if you were.)
* You can now check `if (comptime mach.use_sysgpu)` for any conditional code you might have that should only run with sysgpu.
This (old):
```
pub const mach_core_options = core.ComptimeOptions{
.use_wgpu = false,
.use_sysgpu = true,
};
```
Has been replaced by this:
```
pub const use_sysgpu = true;
```
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
211 lines
6.6 KiB
Zig
211 lines
6.6 KiB
Zig
const std = @import("std");
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const mach = @import("mach");
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const core = mach.core;
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const gpu = mach.gpu;
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const zm = @import("zmath");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const UniformBufferObject = struct {
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mat: zm.Mat,
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};
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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title_timer: core.Timer,
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timer: core.Timer,
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pipeline: *gpu.RenderPipeline,
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vertex_buffer: *gpu.Buffer,
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uniform_buffer: *gpu.Buffer,
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bind_group: *gpu.BindGroup,
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pub const App = @This();
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// Use experimental sysgpu graphics API
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pub const use_sysgpu = true;
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pub fn init(app: *App) !void {
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try core.init(.{});
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app.timer = try core.Timer.start();
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const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attributes = &vertex_attributes,
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});
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const color_target = gpu.ColorTargetState{
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.format = core.descriptor.format,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bgl = core.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{bgle},
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}),
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);
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
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const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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}));
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState.init(.{
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.module = shader_module,
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.entry_point = "vertex_main",
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.buffers = &.{vertex_buffer_layout},
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}),
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.primitive = .{
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.cull_mode = .back,
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},
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};
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const vertex_buffer = core.device.createBuffer(&.{
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.usage = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = .true,
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});
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const vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
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@memcpy(vertex_mapped.?, vertices[0..]);
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vertex_buffer.unmap();
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const x_count = 4;
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const y_count = 4;
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const num_instances = x_count * y_count;
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const uniform_buffer = core.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject) * num_instances,
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.mapped_at_creation = .false,
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});
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const bind_group = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bgl,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject) * num_instances, @sizeOf(UniformBufferObject)),
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},
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}),
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);
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app.title_timer = try core.Timer.start();
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app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
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app.vertex_buffer = vertex_buffer;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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shader_module.release();
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pipeline_layout.release();
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bgl.release();
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}
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pub fn deinit(app: *App) void {
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defer _ = gpa.deinit();
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defer core.deinit();
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app.pipeline.release();
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app.vertex_buffer.release();
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app.bind_group.release();
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app.uniform_buffer.release();
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}
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pub fn update(app: *App) !bool {
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var iter = core.pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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if (ev.key == .space) return true;
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},
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.close => return true,
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else => {},
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}
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}
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = core.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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{
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const proj = zm.perspectiveFovRh(
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(std.math.pi / 3.0),
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@as(f32, @floatFromInt(core.descriptor.width)) / @as(f32, @floatFromInt(core.descriptor.height)),
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10,
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30,
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);
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var ubos: [16]UniformBufferObject = undefined;
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const time = app.timer.read();
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const step: f32 = 4.0;
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var m: u8 = 0;
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var x: u8 = 0;
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while (x < 4) : (x += 1) {
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var y: u8 = 0;
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while (y < 4) : (y += 1) {
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const trans = zm.translation(step * (@as(f32, @floatFromInt(x)) - 2.0 + 0.5), step * (@as(f32, @floatFromInt(y)) - 2.0 + 0.5), -20);
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const localTime = time + @as(f32, @floatFromInt(m)) * 0.5;
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const model = zm.mul(zm.mul(zm.mul(zm.rotationX(localTime * (std.math.pi / 2.1)), zm.rotationY(localTime * (std.math.pi / 0.9))), zm.rotationZ(localTime * (std.math.pi / 1.3))), trans);
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const mvp = zm.mul(model, proj);
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const ubo = UniformBufferObject{
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.mat = mvp,
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};
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ubos[m] = ubo;
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m += 1;
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}
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}
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encoder.writeBuffer(app.uniform_buffer, 0, &ubos);
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(app.pipeline);
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setBindGroup(0, app.bind_group, &.{0});
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pass.draw(vertices.len, 16, 0, 0);
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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encoder.release();
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const queue = core.queue;
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queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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core.swap_chain.present();
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back_buffer_view.release();
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// update the window title every second
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if (app.title_timer.read() >= 1.0) {
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app.title_timer.reset();
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try core.printTitle("Instanced Cube [ {d}fps ] [ Input {d}hz ]", .{
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core.frameRate(),
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core.inputRate(),
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});
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}
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return false;
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}
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