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3 Commits

Author SHA1 Message Date
AdrienBouvais
389060c238 Update zon version 2026-05-27 08:32:29 +02:00
AdrienBouvais
a75252b68f Renamed gloc with glloc 2026-05-27 08:27:44 +02:00
AdrienBouvais
d010b37801 Removed link in fetch code snapped in README 2026-05-22 08:20:25 +02:00
10 changed files with 120 additions and 112 deletions

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@ -8,7 +8,7 @@ The library exports the following primary components:
* **`GpuDevice`**: Initializes the WebGPU instance, adapter, device, and queue. It is configured to prioritize high performance and automatically requests the `ShaderF16` feature if the adapter supports it. It provides the base `GpuAllocator` for raw VRAM allocations.
* **`GpuArenaAllocator`**: A memory management layer that wraps a base allocator to track and automatically destroy all allocated WebGPU buffers, textures, views, and pipelines when deinitialized.
* **`GpuBuffer`**: Wraps native WebGPU buffers. It provides a `.load()` method for CPU-to-GPU data transfers and a `.read()` method that utilizes a staging buffer to map GPU data back to the CPU.
* **`GpuBuffer`**: Wraps native WebGPU buffers. It provides a `.load()` method for CPU-to-GPU data transfers and a `.read()` method to map GPU data back to the CPU.
* **`GpuCompute`**: Compiles WGSL source code into a compute pipeline and dispatches compute workgroups.
* **`GpuRender` / `GpuTexture` / `GpuTextureView`**: Components used to initialize render pipelines, set up render attachments (textures), and bind render targets for offscreen drawing.
@ -36,17 +36,20 @@ pub fn main(init: std.process.Init) !void {
// 2. Create a GPU Arena to manage VRAM
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
const glloc = grena.gpuAllocator();
// 3. Load the WGSL compute pipeline
const add_cp = try GpuCompute.init(
gloc,
glloc,
@embedFile("shaders/add.wgsl"),
.{ .bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
} },
.{
.label = "add",
.bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
},
},
);
// 4. Setup CPU data
@ -63,19 +66,20 @@ pub fn main(init: std.process.Init) !void {
// 5. Initialize raw GPU Buffers
const byte_size = len * @sizeOf(f16);
const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
const buf_out = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
const buf_a = try GpuBuffer.init(glloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_b = try GpuBuffer.init(glloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_out = try GpuBuffer.init(glloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
// Note: Buffers, pipelines, and other objects initialized with 'gloc'
// are safely tied to the GpuArenaAllocator and will automatically release.
// Note: Buffers are safely tied to the GpuArenaAllocator which will automatically
// release them at the end. You can also manually call buf_x.deinit() if desired.
// This will also release pipelines, textures, ect. Everything using a GpuAllocator to init.
// 6. Transfer data from CPU slices to GPU Buffers
try buf_a.load(f16, data_a);
try buf_b.load(f16, data_b);
// 7. Dispatch the Compute
try add_cp.run(gloc, .{ buf_a, buf_b, buf_out });
try add_cp.run(glloc, .{ buf_a, buf_b, buf_out });
// 8. Map and copy the resulting buffer back to the CPU
const out = try buf_out.read(allocator, f16);
@ -96,6 +100,7 @@ and pull the frame pixels back to the CPU to write a standard image file:
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArenaAllocator = gpu.GpuArenaAllocator;
const GpuBuffer = gpu.GpuBuffer;
const GpuRender = gpu.GpuRender;
const GpuTexture = gpu.GpuTexture;
@ -111,19 +116,21 @@ pub fn main(init: std.process.Init) !void {
const device = try GpuDevice.init(.{});
defer device.deinit();
// 2. Get base device GPU Allocator
const gloc = device.gpuAllocator();
// 2. Init VRAM Arena
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit();
const glloc = grena.gpuAllocator();
// 3. Load Render Pipeline
const circle_rp = try GpuRender.init(
gloc,
glloc,
@embedFile("shaders/circle.wgsl"),
.{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip },
);
defer circle_rp.deinit();
// 4. Create VRAM texture to render into
const texture = try GpuTexture.init(gloc, .{
const texture = try GpuTexture.init(glloc, .{
.format = .RGBA8Unorm,
.size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 },
.usage = .initMany(&.{ .RenderAttachment, .CopySrc }),
@ -131,21 +138,22 @@ pub fn main(init: std.process.Init) !void {
defer texture.deinit();
// 5. Create a view from texture
const view = try GpuTextureView.init(gloc, texture, .{});
const view = try GpuTextureView.init(glloc, texture, .{});
defer view.deinit();
// 6. Run the rendering pipeline
try circle_rp.draw(gloc, view, 4, .{});
try circle_rp.draw(glloc, view, 4, .{});
// 7. Copy Texture into a readable GPU staging buffer
const cpu_staging_buf = try texture.buffCopy(gloc);
defer cpu_staging_buf.deinit();
// 7. Load Texture into GpuBuffer
const cpu_staging_cpu = try texture.buffCopy(glloc);
defer cpu_staging_cpu.deinit();
// 8. Read GpuBuffer to CPU memory
const pixels = try cpu_staging_buf.read(allocator, u8);
// 8. Read GpuBuffer to CPU
// This need to be free manually because CPU memory
const pixels = try cpu_staging_cpu.read(allocator, u8);
defer allocator.free(pixels);
// 9. Write out to a simple PPM image
// 9. Write a simple ppm image
try savePpm(init.io, "circle.ppm", width, height, pixels);
}
@ -215,7 +223,7 @@ No extra installation required. Automatically links against `d3d12`, `dxgi`, and
Add it to your `build.zig.zon`:
```bash
zig fetch --save git+[https://git.bouvais.lu/adrien/zig-wgpu#ref=0.2.0](https://git.bouvais.lu/adrien/zig-wgpu)
zig fetch --save git+https://git.bouvais.lu/adrien/zig-wgpu#ref=0.2.1
```
Then, expose it in your `build.zig`:

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@ -1,6 +1,6 @@
.{
.name = .zig_wgpu,
.version = "0.2.0",
.version = "0.2.3",
.fingerprint = 0x5d0e853acbc0c2c6,
.minimum_zig_version = "0.16.0",
.dependencies = .{},

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@ -13,10 +13,10 @@ const Vec = struct {
buf: GpuBuffer,
len: usize,
// Changed: gloc is passed by value (const)
pub fn initZero(gloc: GpuAllocator, len: usize) !Vec {
// Changed: glloc is passed by value (const)
pub fn initZero(glloc: GpuAllocator, len: usize) !Vec {
return .{
.buf = try GpuBuffer.init(gloc, .{
.buf = try GpuBuffer.init(glloc, .{
.size = len * @sizeOf(f16),
.usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }),
}),
@ -24,9 +24,9 @@ const Vec = struct {
};
}
// Changed: gloc is passed by value
pub fn initLoad(gloc: GpuAllocator, data: []const f16) !Vec {
var self = try initZero(gloc, data.len);
// Changed: glloc is passed by value
pub fn initLoad(glloc: GpuAllocator, data: []const f16) !Vec {
var self = try initZero(glloc, data.len);
try self.load(data); // Direct access via the interface copy
return self;
}
@ -40,18 +40,18 @@ const Vec = struct {
try self.buf.load(f16, data);
}
// Changed: gloc is passed by value instead of *GpuAllocator
pub fn run(self: Vec, gloc: GpuAllocator, other: Vec, process: GpuCompute) !Vec {
// Changed: glloc is passed by value instead of *GpuAllocator
pub fn run(self: Vec, glloc: GpuAllocator, other: Vec, process: GpuCompute) !Vec {
std.debug.assert(self.len == other.len);
const result = try Vec.initZero(gloc, self.len);
const result = try Vec.initZero(glloc, self.len);
errdefer result.deinit();
try process.run(gloc, .{ self.buf, other.buf, result.buf });
try process.run(glloc, .{ self.buf, other.buf, result.buf });
return result;
}
// Changed: gloc is passed by value instead of *GpuAllocator
// Changed: glloc is passed by value instead of *GpuAllocator
pub fn read(self: Vec, alloc: std.mem.Allocator) ![]f16 {
return self.buf.read(alloc, f16);
}
@ -63,9 +63,9 @@ pub fn main(init: std.process.Init) !void {
var grena = GpuArenaAllocator.init(init.gpa, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
const glloc = grena.gpuAllocator();
const add_pip = try GpuCompute.init(gloc, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{
const add_pip = try GpuCompute.init(glloc, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
@ -120,9 +120,9 @@ pub fn main(init: std.process.Init) !void {
// --- 1. GPU ALLOCATION PHASE ---
const alloc_start = std.Io.Clock.awake.now(init.io);
const a = try Vec.initLoad(gloc, data_a);
const a = try Vec.initLoad(glloc, data_a);
defer a.deinit();
const b = try Vec.initLoad(gloc, data_b);
const b = try Vec.initLoad(glloc, data_b);
defer b.deinit();
const alloc_duration = alloc_start.durationTo(std.Io.Clock.awake.now(init.io));
@ -132,7 +132,7 @@ pub fn main(init: std.process.Init) !void {
// --- 2. COMPUTE PHASE ---
const compute_start = std.Io.Clock.awake.now(init.io);
const sum = try a.run(gloc, b, add_pip);
const sum = try a.run(glloc, b, add_pip);
defer sum.deinit();
// All 3 buffers (a, b, sum) are currently resident in VRAM here.

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@ -20,18 +20,18 @@ pub fn main(init: std.process.Init) !void {
// 2. Init VRAM Arena
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
const glloc = grena.gpuAllocator();
// 3. Load Render Pipeline
const circle_rp = try GpuRender.init(
gloc,
glloc,
@embedFile("shaders/circle.wgsl"),
.{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip },
);
defer circle_rp.deinit();
// 4. Create VRAM texture to render into
const texture = try GpuTexture.init(gloc, .{
const texture = try GpuTexture.init(glloc, .{
.format = .RGBA8Unorm,
.size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 },
.usage = .initMany(&.{ .RenderAttachment, .CopySrc }),
@ -39,14 +39,14 @@ pub fn main(init: std.process.Init) !void {
defer texture.deinit();
// 5. Create a view from texture
const view = try GpuTextureView.init(gloc, texture, .{});
const view = try GpuTextureView.init(glloc, texture, .{});
defer view.deinit();
// 6. Run the rendering pipeline
try circle_rp.draw(gloc, view, 4, .{});
try circle_rp.draw(glloc, view, 4, .{});
// 7. Load Texture into GpuBuffer
const cpu_staging_cpu = try texture.buffCopy(gloc);
const cpu_staging_cpu = try texture.buffCopy(glloc);
defer cpu_staging_cpu.deinit();
// 8. Read GpuBuffer to CPU

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@ -15,11 +15,11 @@ pub fn main(init: std.process.Init) !void {
// 2. Create a GPU Arena to manage VRAM
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
const glloc = grena.gpuAllocator();
// 3. Load the WGSL compute pipeline
const add_cp = try GpuCompute.init(
gloc,
glloc,
@embedFile("shaders/add.wgsl"),
.{
.label = "add",
@ -45,9 +45,9 @@ pub fn main(init: std.process.Init) !void {
// 5. Initialize raw GPU Buffers
const byte_size = len * @sizeOf(f16);
const buf_a = try GpuBuffer.init(gloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_b = try GpuBuffer.init(gloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_out = try GpuBuffer.init(gloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_a = try GpuBuffer.init(glloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_b = try GpuBuffer.init(glloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_out = try GpuBuffer.init(glloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
// Note: Buffers are safely tied to the GpuArenaAllocator which will automatically
// release them at the end. You can also manually call buf_x.deinit() if desired.
@ -58,7 +58,7 @@ pub fn main(init: std.process.Init) !void {
try buf_b.load(f16, data_b);
// 7. Dispatch the Compute
try add_cp.run(gloc, .{ buf_a, buf_b, buf_out });
try add_cp.run(glloc, .{ buf_a, buf_b, buf_out });
// 8. Map and copy the resulting buffer back to the CPU
const out = try buf_out.read(allocator, f16);

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@ -6,7 +6,7 @@ const svOpt = @import("utils.zig").svOpt;
raw: c.WGPUBuffer,
size: u64,
usage: c.WGPUBufferUsage,
gloc: GpuAllocator,
glloc: GpuAllocator,
const BufferUsage = enum(u64) {
None = 0x0000000000000000,
@ -28,7 +28,7 @@ const GpuBufferDef = struct {
usage: std.EnumSet(BufferUsage),
};
pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
pub fn init(glloc: GpuAllocator, def: GpuBufferDef) !@This() {
var use: u64 = 0;
var iter = def.usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag);
@ -36,7 +36,7 @@ pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
// Automatically align the buffer size forward to a multiple of 4 bytes under the hood
const aligned_size = std.mem.alignForward(u64, def.size, 4);
const raw_handle = try gloc.allocBuffer(.{
const raw_handle = try glloc.allocBuffer(.{
.size = aligned_size,
.usage = use,
.label = svOpt(def.label),
@ -45,12 +45,12 @@ pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
.raw = raw_handle,
.size = aligned_size,
.usage = use,
.gloc = gloc,
.glloc = glloc,
};
}
pub fn deinit(self: @This()) void {
self.gloc.freeBuffer(self.raw);
self.glloc.freeBuffer(self.raw);
}
pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque {
@ -81,20 +81,20 @@ pub fn load(
if (bytes == self.size) {
// Aligned path: direct download
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, self.size);
c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, 0, data.ptr, self.size);
} else {
// Unaligned path: Split the write into an aligned chunk and a padded remainder
// to support arbitrary lengths without any allocations or large stack arrays.
const aligned_part = (bytes / 4) * 4;
if (aligned_part > 0) {
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, aligned_part);
c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, 0, data.ptr, aligned_part);
}
var remainder_buf: [4]u8 = .{ 0, 0, 0, 0 };
const data_bytes = std.mem.sliceAsBytes(data);
@memcpy(remainder_buf[0 .. bytes - aligned_part], data_bytes[aligned_part..bytes]);
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, aligned_part, &remainder_buf, 4);
c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, aligned_part, &remainder_buf, 4);
}
}
@ -102,19 +102,19 @@ pub fn load(
pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
const out = try alloc.alloc(T, @divExact(self.size, @sizeOf(T)));
const staging = try init(self.gloc, .{
const staging = try init(self.glloc, .{
.size = self.size,
.usage = .initMany(&.{ .MapRead, .CopyDst }),
.label = "staging_read_buffer",
});
defer staging.deinit();
const enc = c.wgpuDeviceCreateCommandEncoder(self.gloc.device.device, null) orelse return error.Encoder;
const enc = c.wgpuDeviceCreateCommandEncoder(self.glloc.device.device, null) orelse return error.Encoder;
c.wgpuCommandEncoderCopyBufferToBuffer(enc, self.raw, 0, staging.raw, 0, self.size);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(self.gloc.device.queue, 1, &cmd);
c.wgpuQueueSubmit(self.glloc.device.queue, 1, &cmd);
var mapped = false;
staging.mapAsync(
@ -123,7 +123,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
self.size,
.{ .callback = onMapped, .userdata1 = &mapped },
);
while (!mapped) self.gloc.device.poll();
while (!mapped) self.glloc.device.poll();
const ptr: [*]const T = @ptrCast(@alignCast(
staging.getConstMappedRange(0, self.size),

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@ -22,40 +22,40 @@ pub const ComputeDef = struct {
};
pip: c.WGPUComputePipeline,
gloc: GpuAllocator,
glloc: GpuAllocator,
def: ComputeDef,
pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: ComputeDef) !@This() {
pub fn init(glloc: GpuAllocator, wgsl: []const u8, def: ComputeDef) !@This() {
var wgsl_src = c.WGPUShaderSourceWGSL{
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
.code = sv(wgsl),
};
const shader = c.wgpuDeviceCreateShaderModule(gloc.device.device, &.{
const shader = c.wgpuDeviceCreateShaderModule(glloc.device.device, &.{
.nextInChain = @ptrCast(&wgsl_src),
}) orelse return error.Shader;
defer c.wgpuShaderModuleRelease(shader);
const pip = try gloc.allocComputePipeline(.{
const pip = try glloc.allocComputePipeline(.{
.label = svOpt(def.label),
.compute = .{ .module = shader, .entryPoint = sv("main") },
});
return .{
.gloc = gloc,
.glloc = glloc,
.pip = pip,
.def = def,
};
}
pub fn deinit(self: @This()) void {
self.gloc.freeComputePipeline(self.pip);
self.glloc.freeComputePipeline(self.pip);
}
/// Execute the compute pass with arbitrary buffer bindings via a tuple.
/// Example: `try proc.run(gloc, .{ buf_a, buf_b, buf_out });`
/// Example: `try proc.run(glloc, .{ buf_a, buf_b, buf_out });`
pub fn run(
self: @This(),
gloc: GpuAllocator,
glloc: GpuAllocator,
args: anytype,
) !void {
const type_info = @typeInfo(@TypeOf(args));
@ -113,12 +113,12 @@ pub fn run(
defer if (info_buf) |b| b.deinit();
if (self.def.append_info_buffer) {
info_buf = try GpuBuffer.init(gloc, .{
info_buf = try GpuBuffer.init(glloc, .{
.size = @sizeOf(u32),
.usage = .initMany(&.{ .Uniform, .CopyDst }),
.label = "compute_info_buffer",
});
c.wgpuQueueWriteBuffer(gloc.device.queue, info_buf.?.raw, 0, &elements_count, @sizeOf(u32));
c.wgpuQueueWriteBuffer(glloc.device.queue, info_buf.?.raw, 0, &elements_count, @sizeOf(u32));
entries_buf[entry_count] = .{
.binding = @intCast(entry_count),
@ -130,11 +130,11 @@ pub fn run(
}
const entries = entries_buf[0..entry_count];
try submitPass(gloc, self.pip, entries, elements_count, self.def.workgroup_size, self.def.max_workgroups);
try submitPass(glloc, self.pip, entries, elements_count, self.def.workgroup_size, self.def.max_workgroups);
}
fn submitPass(
gloc: GpuAllocator,
glloc: GpuAllocator,
pipeline: c.WGPUComputePipeline,
entries: []const c.WGPUBindGroupEntry,
n: usize,
@ -146,14 +146,14 @@ fn submitPass(
const bgl = c.wgpuComputePipelineGetBindGroupLayout(pipeline, 0);
defer c.wgpuBindGroupLayoutRelease(bgl);
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{
const bg = c.wgpuDeviceCreateBindGroup(glloc.device.device, &.{
.layout = bgl,
.entries = entries.ptr,
.entryCount = entries.len,
}) orelse return error.BindGroup;
defer c.wgpuBindGroupRelease(bg);
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
const enc = c.wgpuDeviceCreateCommandEncoder(glloc.device.device, null) orelse return error.Encoder;
const pass = c.wgpuCommandEncoderBeginComputePass(enc, null);
c.wgpuComputePassEncoderSetPipeline(pass, pipeline);
c.wgpuComputePassEncoderSetBindGroup(pass, 0, bg, 0, null);
@ -168,7 +168,7 @@ fn submitPass(
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
}
fn ceilDiv(n: usize, d: usize) usize {

View File

@ -34,16 +34,16 @@ const GpuPrimitiveTopology = enum(c_uint) {
Force32 = 0x7FFFFFFF,
};
gloc: GpuAllocator,
glloc: GpuAllocator,
pip: c.WGPURenderPipeline,
def: GpuRenderDef,
pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
pub fn init(glloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
var wgsl_src = c.WGPUShaderSourceWGSL{
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
.code = sv(wgsl),
};
const shader = c.wgpuDeviceCreateShaderModule(gloc.device.device, &.{
const shader = c.wgpuDeviceCreateShaderModule(glloc.device.device, &.{
.nextInChain = @ptrCast(&wgsl_src),
}) orelse return error.Shader;
defer c.wgpuShaderModuleRelease(shader);
@ -69,7 +69,7 @@ pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
};
// 3. Compile the Complete Render Pipeline
const pip = try gloc.allocRenderPipeline(.{
const pip = try glloc.allocRenderPipeline(.{
.label = svOpt(def.label),
.vertex = .{
.module = shader,
@ -90,21 +90,21 @@ pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
});
return .{
.gloc = gloc,
.glloc = glloc,
.pip = pip,
.def = def,
};
}
pub fn deinit(self: @This()) void {
self.gloc.freeRenderPipeline(self.pip);
self.glloc.freeRenderPipeline(self.pip);
}
/// Execute the render pass targeting a specific frame texture view.
/// Passes bind groups via a tuple exactly like your original compute setup.
pub fn draw(
self: @This(),
gloc: GpuAllocator,
glloc: GpuAllocator,
target_view: GpuTextureView,
vertex_count: u32,
args: anytype,
@ -138,7 +138,7 @@ pub fn draw(
const bgl = c.wgpuRenderPipelineGetBindGroupLayout(self.pip, 0);
defer c.wgpuBindGroupLayoutRelease(bgl);
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{
const bg = c.wgpuDeviceCreateBindGroup(glloc.device.device, &.{
.layout = bgl,
.entries = entries.ptr,
.entryCount = @intCast(entries.len),
@ -146,7 +146,7 @@ pub fn draw(
defer c.wgpuBindGroupRelease(bg);
// Encode Render Command
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
const enc = c.wgpuDeviceCreateCommandEncoder(glloc.device.device, null) orelse return error.Encoder;
defer c.wgpuCommandEncoderRelease(enc);
const color_attachment = c.WGPURenderPassColorAttachment{
@ -180,5 +180,5 @@ pub fn draw(
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
}

View File

@ -14,10 +14,10 @@ pub const GpuTextureDef = struct {
};
raw: c.WGPUTexture,
gloc: GpuAllocator,
glloc: GpuAllocator,
def: GpuTextureDef,
pub fn init(gloc: GpuAllocator, def: GpuTextureDef) !@This() {
pub fn init(glloc: GpuAllocator, def: GpuTextureDef) !@This() {
var use: u64 = 0;
var iter = def.usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag);
@ -31,13 +31,13 @@ pub fn init(gloc: GpuAllocator, def: GpuTextureDef) !@This() {
.mipLevelCount = 1,
.sampleCount = 1,
};
const raw = try gloc.allocTexture(desc);
const raw = try glloc.allocTexture(desc);
return .{ .gloc = gloc, .raw = raw, .def = def };
return .{ .glloc = glloc, .raw = raw, .def = def };
}
pub fn deinit(self: @This()) void {
self.gloc.freeTexture(self.raw);
self.glloc.freeTexture(self.raw);
}
pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque {
@ -53,14 +53,14 @@ pub fn bytesSizeRow(self: @This()) u32 {
}
/// Return a GpuBuffer containing a copy of the texture.
pub fn buffCopy(self: @This(), gloc: GpuAllocator) !GpuBuffer {
const buf = try GpuBuffer.init(gloc, .{
pub fn buffCopy(self: @This(), glloc: GpuAllocator) !GpuBuffer {
const buf = try GpuBuffer.init(glloc, .{
.size = self.bytesSize(),
.usage = .initMany(&.{ .CopyDst, .CopySrc }),
.label = "texture_copy_buffer",
});
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
const enc = c.wgpuDeviceCreateCommandEncoder(glloc.device.device, null) orelse return error.Encoder;
defer c.wgpuCommandEncoderRelease(enc);
const src_copy = c.WGPUTexelCopyTextureInfo{
@ -82,7 +82,7 @@ pub fn buffCopy(self: @This(), gloc: GpuAllocator) !GpuBuffer {
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
return buf;
}
@ -110,7 +110,7 @@ pub fn load(
const bytes = data.len * @sizeOf(T);
c.wgpuQueueWriteTexture(
self.gloc.device.queue,
self.glloc.device.queue,
&.{
.texture = self.raw,
.mipLevel = 0,
@ -132,14 +132,14 @@ pub fn load(
pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
const out = try alloc.alloc(T, @divExact(self.size, @sizeOf(T)));
const staging = try init(self.gloc, .{
const staging = try init(self.glloc, .{
.size = self.size,
.usage = .initMany(&.{ .MapRead, .CopyDst }),
.label = "texture_read_staging",
});
defer staging.deinit();
const enc = c.wgpuDeviceCreateCommandEncoder(self.gloc.device.device, null) orelse return error.Encoder;
const enc = c.wgpuDeviceCreateCommandEncoder(self.glloc.device.device, null) orelse return error.Encoder;
const src_copy = c.WGPUTexelCopyTextureInfo{
.texture = self.raw,
.mipLevel = 0,
@ -158,7 +158,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(self.gloc.device.queue, 1, &cmd);
c.wgpuQueueSubmit(self.glloc.device.queue, 1, &cmd);
var mapped = false;
staging.mapAsync(
@ -167,7 +167,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
self.size,
.{ .callback = onMapped, .userdata1 = &mapped },
);
while (!mapped) self.gloc.device.poll();
while (!mapped) self.glloc.device.poll();
const ptr: [*]const T = @ptrCast(@alignCast(
staging.getConstMappedRange(0, self.size),

View File

@ -13,23 +13,23 @@ pub const GpuViewDef = struct {
};
raw: c.WGPUTextureView,
gloc: GpuAllocator,
glloc: GpuAllocator,
pub fn init(gloc: GpuAllocator, texture: GpuTexture, def: GpuViewDef) !@This() {
pub fn init(glloc: GpuAllocator, texture: GpuTexture, def: GpuViewDef) !@This() {
var use: u64 = 0;
var iter = def.usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag);
const raw = try gloc.allocTextureView(texture.raw, .{
const raw = try glloc.allocTextureView(texture.raw, .{
.label = svOpt(def.label),
.format = @intFromEnum(def.format),
.usage = use,
.mipLevelCount = 1,
.arrayLayerCount = 1,
});
return .{ .gloc = gloc, .raw = raw };
return .{ .glloc = glloc, .raw = raw };
}
pub fn deinit(self: @This()) void {
self.gloc.freeTextureView(self.raw);
self.glloc.freeTextureView(self.raw);
}