mach/gpu-dawn/src/dawn/hello_triangle.zig
Stephen Gutekanst 7af784bee7 rename mach/gpu to mach/gpu-dawn
See https://github.com/hexops/mach/issues/133#issuecomment-999940767

Helps #109
Helps #133

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2021-12-22 18:04:33 -07:00

178 lines
7.1 KiB
Zig

const std = @import("std");
const sample_utils = @import("sample_utils.zig");
const c = @import("c.zig").c;
const glfw = @import("glfw");
// #include "utils/SystemUtils.h"
// #include "utils/WGPUHelpers.h"
// WGPUSwapChain swapchain;
// WGPURenderPipeline pipeline;
// WGPUTextureFormat swapChainFormat;
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const setup = try sample_utils.setup();
const queue = c.wgpuDeviceGetQueue(setup.device);
var descriptor = std.mem.zeroes(c.WGPUSwapChainDescriptor);
descriptor.implementation = c.machUtilsBackendBinding_getSwapChainImplementation(setup.binding);
const swap_chain = c.wgpuDeviceCreateSwapChain(setup.device, null, &descriptor);
const swap_chain_format = c.machUtilsBackendBinding_getPreferredSwapChainTextureFormat(setup.binding);
c.wgpuSwapChainConfigure(swap_chain, swap_chain_format, c.WGPUTextureUsage_RenderAttachment, 640, 480);
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);
\\ }
;
var vs_wgsl_descriptor = try allocator.create(c.WGPUShaderModuleWGSLDescriptor);
vs_wgsl_descriptor.chain.next = null;
vs_wgsl_descriptor.chain.sType = c.WGPUSType_ShaderModuleWGSLDescriptor;
vs_wgsl_descriptor.source = vs;
const vs_shader_descriptor = c.WGPUShaderModuleDescriptor{
.nextInChain = @ptrCast(*const c.WGPUChainedStruct, vs_wgsl_descriptor),
.label = "my vertex shader",
};
const vs_module = c.wgpuDeviceCreateShaderModule(setup.device, &vs_shader_descriptor);
const fs =
\\ [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
\\ return vec4<f32>(1.0, 0.0, 0.0, 1.0);
\\ }
;
var fs_wgsl_descriptor = try allocator.create(c.WGPUShaderModuleWGSLDescriptor);
fs_wgsl_descriptor.chain.next = null;
fs_wgsl_descriptor.chain.sType = c.WGPUSType_ShaderModuleWGSLDescriptor;
fs_wgsl_descriptor.source = fs;
const fs_shader_descriptor = c.WGPUShaderModuleDescriptor{
.nextInChain = @ptrCast(*const c.WGPUChainedStruct, fs_wgsl_descriptor),
.label = "my fragment shader",
};
const fs_module = c.wgpuDeviceCreateShaderModule(setup.device, &fs_shader_descriptor);
// Fragment state
var blend = std.mem.zeroes(c.WGPUBlendState);
blend.color.operation = c.WGPUBlendOperation_Add;
blend.color.srcFactor = c.WGPUBlendFactor_One;
blend.color.dstFactor = c.WGPUBlendFactor_One;
blend.alpha.operation = c.WGPUBlendOperation_Add;
blend.alpha.srcFactor = c.WGPUBlendFactor_One;
blend.alpha.dstFactor = c.WGPUBlendFactor_One;
var color_target = std.mem.zeroes(c.WGPUColorTargetState);
color_target.format = swap_chain_format;
color_target.blend = &blend;
color_target.writeMask = c.WGPUColorWriteMask_All;
var fragment = std.mem.zeroes(c.WGPUFragmentState);
fragment.module = fs_module;
fragment.entryPoint = "main";
fragment.targetCount = 1;
fragment.targets = &color_target;
var pipeline_descriptor = std.mem.zeroes(c.WGPURenderPipelineDescriptor);
pipeline_descriptor.fragment = &fragment;
// Other state
pipeline_descriptor.layout = null;
pipeline_descriptor.depthStencil = null;
pipeline_descriptor.vertex.module = vs_module;
pipeline_descriptor.vertex.entryPoint = "main";
pipeline_descriptor.vertex.bufferCount = 0;
pipeline_descriptor.vertex.buffers = null;
pipeline_descriptor.multisample.count = 1;
pipeline_descriptor.multisample.mask = 0xFFFFFFFF;
pipeline_descriptor.multisample.alphaToCoverageEnabled = false;
pipeline_descriptor.primitive.frontFace = c.WGPUFrontFace_CCW;
pipeline_descriptor.primitive.cullMode = c.WGPUCullMode_None;
pipeline_descriptor.primitive.topology = c.WGPUPrimitiveTopology_TriangleList;
pipeline_descriptor.primitive.stripIndexFormat = c.WGPUIndexFormat_Undefined;
const pipeline = c.wgpuDeviceCreateRenderPipeline(setup.device, &pipeline_descriptor);
c.wgpuShaderModuleRelease(vs_module);
c.wgpuShaderModuleRelease(fs_module);
// Reconfigure the swap chain with the new framebuffer width/height, otherwise e.g. the Vulkan
// device would be lost after a resize.
const CallbackPayload = struct {
swap_chain: c.WGPUSwapChain,
swap_chain_format: c.WGPUTextureFormat,
};
setup.window.setUserPointer(CallbackPayload, &.{ .swap_chain = swap_chain, .swap_chain_format = swap_chain_format });
setup.window.setFramebufferSizeCallback((struct {
fn callback(window: glfw.Window, width: u32, height: u32) void {
const pl = window.getUserPointer(*CallbackPayload);
c.wgpuSwapChainConfigure(pl.?.swap_chain, pl.?.swap_chain_format, c.WGPUTextureUsage_RenderAttachment, @intCast(u32, width), @intCast(u32, height));
}
}).callback);
while (!setup.window.shouldClose()) {
try frame(.{
.device = setup.device,
.swap_chain = swap_chain,
.pipeline = pipeline,
.queue = queue,
});
std.time.sleep(16 * std.time.ns_per_ms);
}
}
const FrameParams = struct {
device: c.WGPUDevice,
swap_chain: c.WGPUSwapChain,
pipeline: c.WGPURenderPipeline,
queue: c.WGPUQueue,
};
fn frame(params: FrameParams) !void {
const back_buffer_view = c.wgpuSwapChainGetCurrentTextureView(params.swap_chain);
var render_pass_info = std.mem.zeroes(c.WGPURenderPassDescriptor);
var color_attachment = std.mem.zeroes(c.WGPURenderPassColorAttachment);
color_attachment.view = back_buffer_view;
color_attachment.resolveTarget = null;
color_attachment.clearColor = 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(params.device, null);
const pass = c.wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_info);
c.wgpuRenderPassEncoderSetPipeline(pass, params.pipeline);
c.wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
c.wgpuRenderPassEncoderEndPass(pass);
c.wgpuRenderPassEncoderRelease(pass);
const commands = c.wgpuCommandEncoderFinish(encoder, null);
c.wgpuCommandEncoderRelease(encoder);
c.wgpuQueueSubmit(params.queue, 1, &commands);
c.wgpuCommandBufferRelease(commands);
c.wgpuSwapChainPresent(params.swap_chain);
c.wgpuTextureViewRelease(back_buffer_view);
// if (cmdBufType == CmdBufType::Terrible) {
// bool c2sSuccess = c2sBuf->Flush();
// bool s2cSuccess = s2cBuf->Flush();
// ASSERT(c2sSuccess && s2cSuccess);
// }
try glfw.pollEvents();
}