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vfs committed 2026-04-28 19:46:41 +02:00
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commit 6883d103ff
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//
#include "renderer.h"
#include <iostream>
#include "webgpu.h"
#include "../graphics.h"
#include <misc.h>
#include <print>
extern WGPUInstance instance;
extern Device wgpu_device;
extern Queue wgpu_queue;
Renderer::Renderer(GLFWwindow *window) {
create_compute_pipeline();
create_render_pipeline();
// Number of floats in the buffers
WGPUBufferDescriptor inputBufferDesc = WGPU_BUFFER_DESCRIPTOR_INIT;
inputBufferDesc.label = toWgpuStringView("Input Buffer");
inputBufferDesc.size = elementCount * sizeof(float);
inputBufferDesc.usage = WGPUBufferUsage_Storage;
inputBufferDesc.mappedAtCreation = true;
input_buffer = wgpuDeviceCreateBuffer(wgpu_device.device, &inputBufferDesc);
WGPUBufferDescriptor outputBufferDesc = WGPU_BUFFER_DESCRIPTOR_INIT;
outputBufferDesc.label = toWgpuStringView("Output Buffer");
outputBufferDesc.size = elementCount * sizeof(float);
outputBufferDesc.usage = WGPUBufferUsage_Storage | WGPUBufferUsage_CopySrc;
output_buffer = wgpuDeviceCreateBuffer(wgpu_device.device, &outputBufferDesc);
WGPUBufferDescriptor stagingBufferDesc = WGPU_BUFFER_DESCRIPTOR_INIT;
stagingBufferDesc.label = toWgpuStringView("Staging Buffer");
stagingBufferDesc.size = elementCount * sizeof(float);
stagingBufferDesc.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_MapRead;
staging_buffer = wgpuDeviceCreateBuffer(wgpu_device.device, &stagingBufferDesc);
float* inputBufferData = static_cast<float*>(
wgpuBufferGetMappedRange(input_buffer, 0, WGPU_WHOLE_MAP_SIZE)
);
// Write 0.0, 0.1, 0.2, 0.3, ... in inputBuffer
for (size_t i = 0 ; i < elementCount ; ++i) {
inputBufferData[i] = static_cast<float>(i) * 0.1f;
}
wgpuBufferUnmap(input_buffer);
}
void Renderer::create_compute_pipeline() {
std::string shader_source = read_entire_file("shader/compute.wgsl");
if (!shader_source.empty()) {
WGPUShaderSourceWGSL wgslSourceDesc = WGPU_SHADER_SOURCE_WGSL_INIT;
wgslSourceDesc.code = toWgpuStringView(shader_source);
WGPUShaderModuleDescriptor moduleDesc = WGPU_SHADER_MODULE_DESCRIPTOR_INIT;
moduleDesc.nextInChain = &wgslSourceDesc.chain;
moduleDesc.label = toWgpuStringView("Our first compute shader");
WGPUShaderModule shaderModule = wgpuDeviceCreateShaderModule(wgpu_device.device, &moduleDesc);
WGPUComputePipelineDescriptor desc = WGPU_COMPUTE_PIPELINE_DESCRIPTOR_INIT;
desc.label = toWgpuStringView("Our simple pipeline");
desc.compute.module = shaderModule;
desc.compute.entryPoint = toWgpuStringView("main");
compute_pipeline = wgpuDeviceCreateComputePipeline(wgpu_device.device, &desc);
} else {
std::println("Couldn't load compute shader source");
}
}
void Renderer::create_render_pipeline() {
}
void Renderer::submit_sprite(glm::vec2 pos, const sprite_t &sprite) {
RenderCommand cmd {};
cmd.pipeline = PipelineType::TexturedQuad;
cmd.key = {
(uint16_t) pos.y,
0,
(uint8_t) PipelineType::TexturedQuad
};
const Texture &texture = texture_manager.textures[sprite.texture];
cmd.textured_quad = {
.pos = pos,
.scale = { sprite.scale.x, sprite.scale.y },
.uv0 = {0, 0},
.uv1 = {1, 1},
.colour = {1, 1, 1, 1},
.texture = texture.p_texture->texture,
};
commands.push_back(cmd);
// assert(started == true, "You can't submit without having started the renderer first.");
// renderable : Renderable;
// renderable.type = .Sprite;
//
// if sprite.window_space
// renderable.projection_type = .ORTHOGRAPHIC_WINDOW;
// else
// renderable.projection_type = .ORTHOGRAPHIC_WORLD;
//
// renderable.pos = pos;
// renderable.sprite.texture_sheet = sprite.texture_sheet;
// renderable.sprite.texture_cell = sprite.texture_cell;
// renderable.sprite.origin = sprite.origin;
// renderable.sprite.scale = sprite.scale;
// renderable.sprite.colour = sprite.colour;
// renderable.sprite.alpha = alpha;
//
// array_add(*renderer.renderable_list, renderable);
}
void Renderer::begin_frame() {
commands.clear();
}
uint32_t divideAndCeil(uint32_t p, uint32_t q) {
return (p + q - 1) / q;
}
void fetchBufferDataSync(
WGPUInstance instance,
WGPUBuffer bufferB,
std::function<void(const void*)> processBufferData
) {
// We copy here what used to be in main():
// Context passed to `onBufferBMapped` through theuserdata pointer:
struct OnBufferBMappedContext {
bool operationEnded = false; // Turned true as soon as the callback is invoked
bool mappingIsSuccessful = false; // Turned true only if mapping succeeded
};
// This function has the type WGPUBufferMapCallback as defined in webgpu.h
auto onBufferBMapped = [](
WGPUMapAsyncStatus status,
struct WGPUStringView message,
void* userdata1,
void* /* userdata2 */
) {
OnBufferBMappedContext& context = *reinterpret_cast<OnBufferBMappedContext*>(userdata1);
context.operationEnded = true;
if (status == WGPUMapAsyncStatus_Success) {
context.mappingIsSuccessful = true;
} else {
std::cout << "Could not map buffer B! Status: " << status << ", message: " << toStdStringView(message) << std::endl;
}
};
// We create an instance of the context shared with `onBufferBMapped`
OnBufferBMappedContext context;
// And we build the callback info:
WGPUBufferMapCallbackInfo callbackInfo = WGPU_BUFFER_MAP_CALLBACK_INFO_INIT;
callbackInfo.mode = WGPUCallbackMode_AllowProcessEvents;
callbackInfo.callback = onBufferBMapped;
callbackInfo.userdata1 = &context;
// And finally we launch the asynchronous operation
wgpuBufferMapAsync(
bufferB,
WGPUMapMode_Read,
0, // offset
WGPU_WHOLE_MAP_SIZE,
callbackInfo
);
// Process events until the map operation ended
wgpuInstanceProcessEvents(instance);
while (!context.operationEnded) {
sleepForMilliseconds(200);
wgpuInstanceProcessEvents(instance);
}
if (context.mappingIsSuccessful) {
const void* bufferData = wgpuBufferGetConstMappedRange(bufferB, 0, WGPU_WHOLE_MAP_SIZE);
processBufferData(bufferData);
}
}
void Renderer::end_frame(GLFWwindow *window) {
std::vector<WGPUBindGroupEntry> bindGroupEntries(2, WGPU_BIND_GROUP_ENTRY_INIT);
bindGroupEntries[0].binding = 0;
bindGroupEntries[0].buffer = input_buffer;
bindGroupEntries[1].binding = 1;
bindGroupEntries[1].buffer = output_buffer;
WGPUBindGroupDescriptor bindGroupDesc = WGPU_BIND_GROUP_DESCRIPTOR_INIT;
bindGroupDesc.entries = bindGroupEntries.data();
bindGroupDesc.entryCount = bindGroupEntries.size();
bindGroupDesc.layout = wgpuComputePipelineGetBindGroupLayout(compute_pipeline, 0);
WGPUBindGroup bindGroup = wgpuDeviceCreateBindGroup(wgpu_device.device, &bindGroupDesc);
wgpuBindGroupLayoutRelease(bindGroupDesc.layout);
WGPUCommandEncoderDescriptor encoderDesc = WGPU_COMMAND_ENCODER_DESCRIPTOR_INIT;
encoderDesc.label = toWgpuStringView("My command encoder");
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device.device, &encoderDesc);
WGPUComputePassEncoder computePass = wgpuCommandEncoderBeginComputePass(encoder, nullptr);
wgpuComputePassEncoderSetPipeline(computePass, compute_pipeline);
wgpuComputePassEncoderSetBindGroup(computePass, 0, bindGroup, 0, nullptr);
uint32_t workgroupSizeX = 32; // the value specified in @workgroup_size(...)
uint32_t workgroupCountX = divideAndCeil((uint32_t)elementCount, workgroupSizeX);
// After the end of the compute pass, we copy the whole output buffer into the staging buffer
wgpuComputePassEncoderDispatchWorkgroups(computePass, workgroupCountX, 1, 1);
wgpuComputePassEncoderEnd(computePass);
wgpuComputePassEncoderRelease(computePass);
wgpuCommandEncoderCopyBufferToBuffer(encoder, output_buffer, 0, staging_buffer, 0, elementCount * sizeof(float));
WGPUCommandBufferDescriptor cmdBufferDescriptor = WGPU_COMMAND_BUFFER_DESCRIPTOR_INIT;
cmdBufferDescriptor.label = toWgpuStringView("Command buffer");
WGPUCommandBuffer command = wgpuCommandEncoderFinish(encoder, &cmdBufferDescriptor);
wgpuCommandEncoderRelease(encoder); // release encoder after it's finished
// Finally submit the command queue
std::cout << "Submitting command..." << std::endl;
wgpuQueueSubmit(wgpu_queue.queue, 1, &command);
wgpuCommandBufferRelease(command);
std::cout << "Command submitted." << std::endl;
// Removed
fetchBufferDataSync(instance, staging_buffer, [&](const void* data) {
const float* floatData = static_cast<const float*>(data);
std::cout << "Result: [";
for (size_t i = 0 ; i < elementCount ; ++i) {
if (i > 0) std::cout << ", ";
std::cout << floatData[i];
}
std::cout << "]" << std::endl;
});
// // Get the next target texture view
// WGPUTextureView target_view = get_next_surface_view();
// if (!target_view) return; // no surface texture, we skip this frame
//
// WGPUCommandEncoderDescriptor encoderDesc = WGPU_COMMAND_ENCODER_DESCRIPTOR_INIT;
// encoderDesc.label = toWgpuStringView("My command encoder");
// WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device.device, &encoderDesc);
// WGPURenderPassDescriptor renderPassDesc = WGPU_RENDER_PASS_DESCRIPTOR_INIT;
// WGPURenderPassColorAttachment colorAttachment = WGPU_RENDER_PASS_COLOR_ATTACHMENT_INIT;
//
// colorAttachment.view = target_view;
// colorAttachment.loadOp = WGPULoadOp_Clear;
// colorAttachment.storeOp = WGPUStoreOp_Store;
// colorAttachment.clearValue = WGPUColor{ 100.0 / 255.0, 149.0 / 255.0, 237.0 / 255.0, 1.0 };
//
// renderPassDesc.colorAttachmentCount = 1;
// renderPassDesc.colorAttachments = &colorAttachment;
//
// WGPURenderPassEncoder renderPass = wgpuCommandEncoderBeginRenderPass(encoder, &renderPassDesc);
// // Use the render pass here (we do nothing with the render pass for now)
// wgpuRenderPassEncoderEnd(renderPass);
// wgpuRenderPassEncoderRelease(renderPass);
// WGPUCommandBufferDescriptor cmdBufferDescriptor = WGPU_COMMAND_BUFFER_DESCRIPTOR_INIT;
// cmdBufferDescriptor.label = toWgpuStringView("Command buffer");
// WGPUCommandBuffer command = wgpuCommandEncoderFinish(encoder, &cmdBufferDescriptor);
// wgpuCommandEncoderRelease(encoder); // release encoder after it's finished
//
// // Finally submit the command queue
// std::println("Submitting command...");
// wgpuQueueSubmit(wgpu_queue.queue, 1, &command);
// wgpuCommandBufferRelease(command);
// std::println("Command submitted.");
//
// // At the end of the frame
// wgpuTextureViewRelease(target_view);
// #ifndef __EMSCRIPTEN__
// wgpuSurfacePresent(wgpu_surface.surface);
// #endif
}
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#ifndef V_RENDERER_H
#define V_RENDERER_H
#ifdef __EMSCRIPTEN__
#include <GLFW/emscripten_glfw3.h>
#else
#include <GLFW/glfw3.h>
#endif
#include <glm/glm.hpp>
#include <webgpu/webgpu.h>
#include "../sprite.h"
class renderer {
enum class PROJECTION_TYPE : uint8_t {
NONE,
ORTHOGRAPHIC_WORLD,
ORTHOGRAPHIC_WINDOW,
PERSPECTIVE_WORLD,
PERSPECTIVE_WINDOW,
COUNT,
};
// commands
enum class PipelineType : uint8_t {
None,
TexturedQuad,
ColoredQuad,
Line,
Text,
Chunk
};
struct TexturedQuadCmd {
glm::vec2 pos;
glm::vec2 scale;
glm::vec2 uv0;
glm::vec2 uv1;
glm::vec4 colour;
WGPUTextureDescriptor texture;
};
struct ColoredQuadCmd {
glm::vec2 pos;
glm::vec2 scale;
glm::vec4 colour;
};
struct LineCmd {
glm::vec2 start;
glm::vec2 end;
glm::vec4 color;
};
struct SortKey {
uint16_t depth; // world Z or Y-sorted depth
uint16_t materialID; // texture sheet, font atlas, etc.
uint8_t pipeline; // PipelineType
#endif //V_RENDERER_H
bool operator<(const SortKey& b) const;
};
struct RenderCommand {
SortKey key;
PipelineType pipeline;
union {
TexturedQuadCmd textured_quad;
ColoredQuadCmd colored_quad;
LineCmd line;
// TextCmd text;
// ChunkCmd chunk;
};
};
struct Renderer {
std::vector<RenderCommand> commands{};
WGPURenderPipeline textured_quad_pipeline;
size_t elementCount = 64;
WGPUComputePipeline compute_pipeline;
WGPUBuffer input_buffer;
WGPUBuffer output_buffer;
WGPUBuffer staging_buffer;
Renderer() = default;
Renderer(GLFWwindow *window);
void begin_frame();
void end_frame(GLFWwindow *window);
void submit_sprite(glm::vec2 pos, const sprite_t &sprite);
void create_render_pipeline();
void create_compute_pipeline();
};
#endif //V_RENDERER_H
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@@ -33,47 +33,8 @@
#error "utils_emscripten.cpp: This file requires EMSCRIPTEN to be defined."
#endif // !defined(EMSCRIPTEN)
#include <memory>
#include "GLFW/glfw3.h"
#include "emscripten/emscripten.h"
#include "webgpu/webgpu_glfw.h"
WGPU_GLFW_EXPORT WGPUSurface wgpuGlfwCreateSurfaceForWindow(const WGPUInstance instance,
GLFWwindow* window) {
wgpu::Surface s = wgpu::glfw::CreateSurfaceForWindow(instance, window);
return s.MoveToCHandle();
}
namespace wgpu::glfw {
wgpu::Surface CreateSurfaceForWindow(const wgpu::Instance& instance, GLFWwindow* window) {
auto chainedDescriptor = SetupWindowAndGetSurfaceDescriptor(window);
wgpu::SurfaceDescriptor descriptor;
descriptor.nextInChain = chainedDescriptor.get();
wgpu::Surface surface = instance.CreateSurface(&descriptor);
return surface;
}
std::unique_ptr<wgpu::ChainedStruct, void (*)(wgpu::ChainedStruct*)>
SetupWindowAndGetSurfaceDescriptor(GLFWwindow* window) {
if (glfwGetWindowAttrib(window, GLFW_CLIENT_API) != GLFW_NO_API) {
emscripten_log(EM_LOG_ERROR,
"GL context was created on the window. Disable context creation by "
"setting the GLFW_CLIENT_API hint to GLFW_NO_API.");
return {nullptr, [](wgpu::ChainedStruct*) {}};
}
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector* desc =
new wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector();
// Map "!canvas" CSS selector to the canvas held in the Module.canvas object.
EM_ASM({self.specialHTMLTargets && (specialHTMLTargets["!canvas"] = Module.canvas)});
desc->selector = "!canvas";
return {desc, [](wgpu::ChainedStruct* desc) {
delete reinterpret_cast<wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector*>(desc);
}};
}
} // namespace wgpu::glfw
GLFWwindow* window);
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@@ -3,3 +3,425 @@
//
#include "webgpu.h"
#include <webgpu/webgpu.h>
#include <dawn/webgpu_cpp_print.h>
#include "renderer.h"
#include "../graphics.h"
#include <emscripten.h>
#include <emscripten/emscripten.h>
#include <iostream>
#include "utils_emscripten.h"
WGPUInstance instance;
WGPUAdapter adapter;
Device wgpu_device;
Queue wgpu_queue;
Surface wgpu_surface;
Renderer renderer;
void upload_texture(
const int w,
const int h,
const void *pixels,
Texture *texture)
{
}
std::string_view toStdStringView(WGPUStringView wgpuStringView) {
return
wgpuStringView.data == nullptr
? std::string_view()
: wgpuStringView.length == WGPU_STRLEN
? std::string_view(wgpuStringView.data)
: std::string_view(wgpuStringView.data, wgpuStringView.length);
}
WGPUStringView toWgpuStringView(std::string_view stdStringView) {
return { stdStringView.data(), stdStringView.size() };
}
WGPUStringView toWgpuStringView(const char* cString) {
return { cString, WGPU_STRLEN };
}
void sleepForMilliseconds(unsigned int milliseconds) {
#ifdef __EMSCRIPTEN__
emscripten_sleep(milliseconds);
#else
std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds));
#endif
}
/**
* Utility function to get a WebGPU adapter, so that
* WGPUAdapter adapter = requestAdapterSync(options);
* is roughly equivalent to the JavaScript
* const adapter = await navigator.gpu.requestAdapter(options);
*/
WGPUAdapter requestAdapterSync(WGPUInstance instance, WGPURequestAdapterOptions const * options) {
// A simple structure holding the local information shared with the
// onAdapterRequestEnded callback.
struct UserData {
WGPUAdapter adapter = nullptr;
bool requestEnded = false;
};
UserData userData;
// Callback called by wgpuInstanceRequestAdapter when the request returns
// This is a C++ lambda function, but could be any function defined in the
// global scope. It must be non-capturing (the brackets [] are empty) so
// that it behaves like a regular C function pointer, which is what
// wgpuInstanceRequestAdapter expects (WebGPU being a C API). The workaround
// is to convey what we want to capture through the userdata1 pointer,
// provided as the last argument of wgpuInstanceRequestAdapter and received
// by the callback as its last argument.
auto onAdapterRequestEnded = [](
WGPURequestAdapterStatus status,
WGPUAdapter adapter,
WGPUStringView message,
void* userdata1,
void* /* userdata2 */
) {
UserData& userData = *reinterpret_cast<UserData*>(userdata1);
if (status == WGPURequestAdapterStatus_Success) {
userData.adapter = adapter;
} else {
std::cerr << "Error while requesting adapter: " << toStdStringView(message) << std::endl;
}
userData.requestEnded = true;
};
// Build the callback info
WGPURequestAdapterCallbackInfo callbackInfo = {
/* nextInChain = */ nullptr,
/* mode = */ WGPUCallbackMode_AllowProcessEvents,
/* callback = */ onAdapterRequestEnded,
/* userdata1 = */ &userData,
/* userdata2 = */ nullptr
};
// Call to the WebGPU request adapter procedure
wgpuInstanceRequestAdapter(instance, options, callbackInfo);
// We wait until userData.requestEnded gets true
// Hand the execution to the WebGPU instance so that it can check for
// pending async operations, in which case it invokes our callbacks.
// NB: We test once before the loop not to wait for 200ms in case it is
// already ready
wgpuInstanceProcessEvents(instance);
while (!userData.requestEnded) {
// Waiting for 200 ms to avoid asking too often to process events
sleepForMilliseconds(200);
wgpuInstanceProcessEvents(instance);
}
return userData.adapter;
}
/**
* Utility function to get a WebGPU device, so that
* WGPUDevice device = requestDeviceSync(adapter, options);
* is roughly equivalent to
* const device = await adapter.requestDevice(descriptor);
* It is very similar to requestAdapter
*/
WGPUDevice requestDeviceSync(WGPUInstance instance, WGPUAdapter adapter, WGPUDeviceDescriptor const * descriptor) {
struct UserData {
WGPUDevice device = nullptr;
bool requestEnded = false;
};
UserData userData;
// The callback
auto onDeviceRequestEnded = [](
WGPURequestDeviceStatus status,
WGPUDevice device,
WGPUStringView message,
void* userdata1,
void* /* userdata2 */
) {
UserData& userData = *reinterpret_cast<UserData*>(userdata1);
if (status == WGPURequestDeviceStatus_Success) {
userData.device = device;
} else {
std::cerr << "Error while requesting device: " << toStdStringView(message) << std::endl;
}
userData.requestEnded = true;
};
// Build the callback info
WGPURequestDeviceCallbackInfo callbackInfo = {
/* nextInChain = */ nullptr,
/* mode = */ WGPUCallbackMode_AllowProcessEvents,
/* callback = */ onDeviceRequestEnded,
/* userdata1 = */ &userData,
/* userdata2 = */ nullptr
};
// Call to the WebGPU request adapter procedure
wgpuAdapterRequestDevice(adapter, descriptor, callbackInfo);
// Hand the execution to the WebGPU instance until the request ended
wgpuInstanceProcessEvents(instance);
while (!userData.requestEnded) {
sleepForMilliseconds(200);
wgpuInstanceProcessEvents(instance);
}
return userData.device;
}
void inspectAdapter(WGPUAdapter adapter) {
WGPULimits supportedLimits = {};
supportedLimits.nextInChain = nullptr;
bool success = wgpuAdapterGetLimits(adapter, &supportedLimits) == WGPUStatus_Success;
if (success) {
std::cout << "Adapter limits:" << std::endl;
std::cout << " - maxTextureDimension1D: " << supportedLimits.maxTextureDimension1D << std::endl;
std::cout << " - maxTextureDimension2D: " << supportedLimits.maxTextureDimension2D << std::endl;
std::cout << " - maxTextureDimension3D: " << supportedLimits.maxTextureDimension3D << std::endl;
std::cout << " - maxTextureArrayLayers: " << supportedLimits.maxTextureArrayLayers << std::endl;
}
// Prepare the struct where features will be listed
WGPUSupportedFeatures features;
// Get adapter features. This may allocate memory that we must later free with wgpuSupportedFeaturesFreeMembers()
wgpuAdapterGetFeatures(adapter, &features);
std::cout << "Adapter features:" << std::endl;
std::cout << std::hex; // Write integers as hexadecimal to ease comparison with webgpu.h literals
for (size_t i = 0; i < features.featureCount; ++i) {
std::cout << " - 0x" << features.features[i] << std::endl;
}
std::cout << std::dec; // Restore decimal numbers
// Free the memory that had potentially been allocated by wgpuAdapterGetFeatures()
wgpuSupportedFeaturesFreeMembers(features);
// One shall no longer use features beyond this line.
WGPUAdapterInfo properties;
properties.nextInChain = nullptr;
wgpuAdapterGetInfo(adapter, &properties);
std::cout << "Adapter properties:" << std::endl;
std::cout << " - vendorID: " << properties.vendorID << std::endl;
std::cout << " - vendorName: " << toStdStringView(properties.vendor) << std::endl;
std::cout << " - architecture: " << toStdStringView(properties.architecture) << std::endl;
std::cout << " - deviceID: " << properties.deviceID << std::endl;
std::cout << " - name: " << toStdStringView(properties.device) << std::endl;
std::cout << " - driverDescription: " << toStdStringView(properties.description) << std::endl;
std::cout << std::hex;
std::cout << " - adapterType: 0x" << properties.adapterType << std::endl;
std::cout << " - backendType: 0x" << properties.backendType << std::endl;
std::cout << std::dec; // Restore decimal numbers
wgpuAdapterInfoFreeMembers(properties);
}
// We create a utility function to inspect the device:
void inspectDevice(WGPUDevice device) {
WGPUSupportedFeatures features = WGPU_SUPPORTED_FEATURES_INIT;
wgpuDeviceGetFeatures(device, &features);
std::cout << "Device features:" << std::endl;
std::cout << std::hex;
for (size_t i = 0; i < features.featureCount; ++i) {
std::cout << " - 0x" << features.features[i] << std::endl;
}
std::cout << std::dec;
wgpuSupportedFeaturesFreeMembers(features);
WGPULimits limits = WGPU_LIMITS_INIT;
bool success = wgpuDeviceGetLimits(device, &limits) == WGPUStatus_Success;
if (success) {
std::cout << "Device limits:" << std::endl;
std::cout << " - maxTextureDimension1D: " << limits.maxTextureDimension1D << std::endl;
std::cout << " - maxTextureDimension2D: " << limits.maxTextureDimension2D << std::endl;
std::cout << " - maxTextureDimension3D: " << limits.maxTextureDimension3D << std::endl;
std::cout << " - maxTextureArrayLayers: " << limits.maxTextureArrayLayers << std::endl;
std::cout << " - maxBindGroups: " << limits.maxBindGroups << std::endl;
std::cout << " - maxBindGroupsPlusVertexBuffers: " << limits.maxBindGroupsPlusVertexBuffers << std::endl;
std::cout << " - maxBindingsPerBindGroup: " << limits.maxBindingsPerBindGroup << std::endl;
std::cout << " - maxDynamicUniformBuffersPerPipelineLayout: " << limits.maxDynamicUniformBuffersPerPipelineLayout << std::endl;
std::cout << " - maxDynamicStorageBuffersPerPipelineLayout: " << limits.maxDynamicStorageBuffersPerPipelineLayout << std::endl;
std::cout << " - maxSampledTexturesPerShaderStage: " << limits.maxSampledTexturesPerShaderStage << std::endl;
std::cout << " - maxSamplersPerShaderStage: " << limits.maxSamplersPerShaderStage << std::endl;
std::cout << " - maxStorageBuffersPerShaderStage: " << limits.maxStorageBuffersPerShaderStage << std::endl;
std::cout << " - maxStorageTexturesPerShaderStage: " << limits.maxStorageTexturesPerShaderStage << std::endl;
std::cout << " - maxUniformBuffersPerShaderStage: " << limits.maxUniformBuffersPerShaderStage << std::endl;
std::cout << " - maxUniformBufferBindingSize: " << limits.maxUniformBufferBindingSize << std::endl;
std::cout << " - maxStorageBufferBindingSize: " << limits.maxStorageBufferBindingSize << std::endl;
std::cout << " - minUniformBufferOffsetAlignment: " << limits.minUniformBufferOffsetAlignment << std::endl;
std::cout << " - minStorageBufferOffsetAlignment: " << limits.minStorageBufferOffsetAlignment << std::endl;
std::cout << " - maxVertexBuffers: " << limits.maxVertexBuffers << std::endl;
std::cout << " - maxBufferSize: " << limits.maxBufferSize << std::endl;
std::cout << " - maxVertexAttributes: " << limits.maxVertexAttributes << std::endl;
std::cout << " - maxVertexBufferArrayStride: " << limits.maxVertexBufferArrayStride << std::endl;
std::cout << " - maxInterStageShaderVariables: " << limits.maxInterStageShaderVariables << std::endl;
std::cout << " - maxColorAttachments: " << limits.maxColorAttachments << std::endl;
std::cout << " - maxColorAttachmentBytesPerSample: " << limits.maxColorAttachmentBytesPerSample << std::endl;
std::cout << " - maxComputeWorkgroupStorageSize: " << limits.maxComputeWorkgroupStorageSize << std::endl;
std::cout << " - maxComputeInvocationsPerWorkgroup: " << limits.maxComputeInvocationsPerWorkgroup << std::endl;
std::cout << " - maxComputeWorkgroupSizeX: " << limits.maxComputeWorkgroupSizeX << std::endl;
std::cout << " - maxComputeWorkgroupSizeY: " << limits.maxComputeWorkgroupSizeY << std::endl;
std::cout << " - maxComputeWorkgroupSizeZ: " << limits.maxComputeWorkgroupSizeZ << std::endl;
std::cout << " - maxComputeWorkgroupsPerDimension: " << limits.maxComputeWorkgroupsPerDimension << std::endl;
// std::cout << " - maxStorageBuffersInVertexStage: " << limits.maxStorageBuffersInVertexStage << std::endl;
// std::cout << " - maxStorageTexturesInVertexStage: " << limits.maxStorageTexturesInVertexStage << std::endl;
// std::cout << " - maxStorageBuffersInFragmentStage: " << limits.maxStorageBuffersInFragmentStage << std::endl;
// std::cout << " - maxStorageTexturesInFragmentStage: " << limits.maxStorageTexturesInFragmentStage << std::endl;
}
}
void create_surface(GLFWwindow *window) {
wgpu_surface.surface = wgpuGlfwCreateSurfaceForWindow(instance, window);
WGPUSurfaceConfiguration config = WGPU_SURFACE_CONFIGURATION_INIT;
config.width = 640;
config.height = 480;
config.device = wgpu_device.device;
// We initialize an empty capability struct:
WGPUSurfaceCapabilities capabilities = WGPU_SURFACE_CAPABILITIES_INIT;
// We get the capabilities for a pair of (surface, adapter).
// If it works, this populates the `capabilities` structure
WGPUStatus status = wgpuSurfaceGetCapabilities(wgpu_surface.surface, adapter, &capabilities);
if (status != WGPUStatus_Success) {
return;
}
// From the capabilities, we get the preferred format: it is always the first one!
// (NB: There is always at least 1 format if the GetCapabilities was successful)
config.format = capabilities.formats[0];
// We no longer need to access the capabilities, so we release their memory.
wgpuSurfaceCapabilitiesFreeMembers(capabilities);
wgpuSurfaceConfigure(wgpu_surface.surface, &config);
}
WGPUTextureView get_next_surface_view() {
WGPUSurfaceTexture surfaceTexture = WGPU_SURFACE_TEXTURE_INIT;
wgpuSurfaceGetCurrentTexture(wgpu_surface.surface, &surfaceTexture);
WGPUTextureViewDescriptor viewDescriptor = WGPU_TEXTURE_VIEW_DESCRIPTOR_INIT;
viewDescriptor.label = toWgpuStringView("Surface texture view");
viewDescriptor.dimension = WGPUTextureViewDimension_2D; // not to confuse with 2DArray
WGPUTextureView target_view = wgpuTextureCreateView(surfaceTexture.texture, &viewDescriptor);
// We no longer need the texture, only its view,
// so we release it at the end of GetNextSurfaceViewData
wgpuTextureRelease(surfaceTexture.texture);
return target_view;
}
void create_device() {
std::cout << "Requesting adapter..." << std::endl;
WGPURequestAdapterOptions adapterOpts = {};
adapterOpts.nextInChain = nullptr;
adapter = requestAdapterSync(instance, &adapterOpts);
std::cout << "Got adapter: " << adapter << std::endl;
inspectAdapter(adapter);
std::cout << "Requesting device..." << std::endl;
WGPUDeviceDescriptor deviceDesc = WGPU_DEVICE_DESCRIPTOR_INIT;
// Any name works here, that's your call
deviceDesc.label = toWgpuStringView("My Device");
std::vector<WGPUFeatureName> features;
// No required feature for now
deviceDesc.requiredFeatureCount = features.size();
deviceDesc.requiredFeatures = features.data();
// Make sure 'features' lives until the call to wgpuAdapterRequestDevice!
WGPULimits requiredLimits = WGPU_LIMITS_INIT;
// We leave 'requiredLimits' untouched for now
deviceDesc.requiredLimits = &requiredLimits;
// Make sure that the 'requiredLimits' variable lives until the call to wgpuAdapterRequestDevice!
deviceDesc.defaultQueue.label = toWgpuStringView("The Default Queue");
auto onDeviceLost = [](
WGPUDevice const * device,
WGPUDeviceLostReason reason,
struct WGPUStringView message,
void* /* userdata1 */,
void* /* userdata2 */
) {
// All we do is display a message when the device is lost
std::cout
<< "Device " << device << " was lost: reason " << reason
<< " (" << toStdStringView(message) << ")"
<< std::endl;
};
deviceDesc.deviceLostCallbackInfo.callback = onDeviceLost;
deviceDesc.deviceLostCallbackInfo.mode = WGPUCallbackMode_AllowProcessEvents;
auto onDeviceError = [](
WGPUDevice const * device,
WGPUErrorType type,
struct WGPUStringView message,
void* /* userdata1 */,
void* /* userdata2 */
) {
std::cout
<< "Uncaptured error in device " << device << ": type " << type
<< " (" << toStdStringView(message) << ")"
<< std::endl;
};
deviceDesc.uncapturedErrorCallbackInfo.callback = onDeviceError;
wgpu_device.device = requestDeviceSync(instance, adapter, &deviceDesc);
std::cout << "Got device: " << wgpu_device.device << std::endl;
// We no longer need to access the adapter once we have the device
wgpuAdapterRelease(adapter);
inspectDevice(wgpu_device.device);
wgpu_queue.queue = wgpuDeviceGetQueue(wgpu_device.device);
}
void create_instance() {
// We create a descriptor
WGPUInstanceDescriptor desc = WGPU_INSTANCE_DESCRIPTOR_INIT;
desc.nextInChain = nullptr;
// We create the instance using this descriptor
#ifdef __EMSCRIPTEN__
instance = wgpuCreateInstance(nullptr);
#else
instance = wgpuCreateInstance(&desc);
#endif
}
void platform_graphics_init(GLFWwindow *window) {
create_instance();
create_device();
create_surface(window);
renderer = Renderer(window);
}
void graphics_deinit() {
}
void begin_frame() {
renderer.begin_frame();
}
void end_frame(GLFWwindow *window) {
renderer.end_frame(window);
}
void submit_sprite(glm::vec2 pos, const sprite_t &sprite) {
renderer.submit_sprite({pos.x, pos.y}, sprite);
}
+26 -4
View File
@@ -5,12 +5,34 @@
#ifndef V_WEBGPU_H
#define V_WEBGPU_H
#include <string_view>
#include <webgpu/webgpu.h>
class webgpu {
struct Device {
WGPUDevice device;
};
struct PlatformTexture {
WGPUTextureDescriptor texture;
};
struct Queue {
WGPUQueue queue;
};
struct Surface {
WGPUSurface surface;
};
std::string_view toStdStringView(WGPUStringView wgpuStringView);
WGPUStringView toWgpuStringView(std::string_view stdStringView);
WGPUStringView toWgpuStringView(const char* cString);
WGPUTextureView get_next_surface_view();
void sleepForMilliseconds(unsigned int milliseconds);
#endif //V_WEBGPU_H
#endif //V_WEBGPU_H