v/renderer/webgpu/webgpu.cpp
2026-04-28 19:46:41 +02:00

428 lines
17 KiB
C++

//
// Created by Vicente Ferrari Smith on 06.03.26.
//
#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);
}