185 lines
5.9 KiB
Zig
185 lines
5.9 KiB
Zig
const std = @import("std");
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const c = @import("utils.zig").c;
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const sv = @import("utils.zig").sv;
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const svOpt = @import("utils.zig").svOpt;
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const GpuAllocator = @import("GpuAllocator.zig");
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const GpuBuffer = @import("GpuBuffer.zig");
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const GpuDevice = @import("GpuDevice.zig");
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const GpuTextureView = @import("GpuTextureView.zig");
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const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
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pub const Binding = struct {
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element_size: u32 = 0,
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};
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pub const GpuRenderDef = struct {
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label: ?[]const u8 = null,
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bindings: []const Binding = &.{},
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/// The surface texture format we are rendering to (e.g., BGRA8Unorm)
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texture_format: GpuTextureFormat,
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/// The names of the entry points inside your WGSL code
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vertex_entry: []const u8 = "vs_main",
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fragment_entry: []const u8 = "fs_main",
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/// Primitive topology, default to triangle list
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topology: GpuPrimitiveTopology = .TriangleList,
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};
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const GpuPrimitiveTopology = enum(c_uint) {
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Undefined = 0x00000000,
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PointList = 0x00000001,
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LineList = 0x00000002,
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LineStrip = 0x00000003,
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TriangleList = 0x00000004,
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TriangleStrip = 0x00000005,
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Force32 = 0x7FFFFFFF,
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};
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glloc: GpuAllocator,
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pip: c.WGPURenderPipeline,
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def: GpuRenderDef,
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pub fn init(glloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
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var wgsl_src = c.WGPUShaderSourceWGSL{
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.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
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.code = sv(wgsl),
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};
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const shader = c.wgpuDeviceCreateShaderModule(glloc.device.device, &.{
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.nextInChain = @ptrCast(&wgsl_src),
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}) orelse return error.Shader;
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defer c.wgpuShaderModuleRelease(shader);
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// 1. Setup the Color Target State (where the fragment shader outputs)
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const blend = c.WGPUBlendState{
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.color = .{ .operation = c.WGPUBlendOperation_Add, .srcFactor = c.WGPUBlendFactor_SrcAlpha, .dstFactor = c.WGPUBlendFactor_OneMinusSrcAlpha },
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.alpha = .{ .operation = c.WGPUBlendOperation_Add, .srcFactor = c.WGPUBlendFactor_One, .dstFactor = c.WGPUBlendFactor_Zero },
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};
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const color_target = c.WGPUColorTargetState{
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.format = @intFromEnum(def.texture_format),
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.blend = &blend,
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.writeMask = c.WGPUColorWriteMask_All,
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};
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// 2. Setup the Fragment State
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const fragment_state = c.WGPUFragmentState{
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.module = shader,
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.entryPoint = sv(def.fragment_entry),
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.targetCount = 1,
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.targets = &color_target,
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};
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// 3. Compile the Complete Render Pipeline
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const pip = try glloc.allocRenderPipeline(.{
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.label = svOpt(def.label),
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.vertex = .{
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.module = shader,
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.entryPoint = sv(def.vertex_entry),
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},
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.primitive = .{
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.topology = @intFromEnum(def.topology),
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.stripIndexFormat = c.WGPUIndexFormat_Undefined,
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.frontFace = c.WGPUFrontFace_CCW,
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.cullMode = c.WGPUCullMode_None,
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},
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.multisample = .{
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.count = 1,
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.mask = 0xFFFFFFFF,
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.alphaToCoverageEnabled = 0,
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},
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.fragment = &fragment_state,
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});
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return .{
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.glloc = glloc,
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.pip = pip,
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.def = def,
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};
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}
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pub fn deinit(self: @This()) void {
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self.glloc.freeRenderPipeline(self.pip);
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}
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/// Execute the render pass targeting a specific frame texture view.
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/// Passes bind groups via a tuple exactly like your original compute setup.
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pub fn draw(
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self: @This(),
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glloc: GpuAllocator,
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target_view: GpuTextureView,
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vertex_count: u32,
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args: anytype,
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) !void {
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const type_info = @typeInfo(@TypeOf(args));
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if (type_info != .@"struct" or !type_info.@"struct".is_tuple)
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@compileError("Expected a tuple of GpuBuffers for args. E.g. .{ uniform_buf }");
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const fields = type_info.@"struct".fields;
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if (fields.len != self.def.bindings.len)
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return error.InvalidArgumentCount;
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var entries_buf: [32]c.WGPUBindGroupEntry = undefined;
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inline for (fields, 0..) |field, i| {
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const buf = @field(args, field.name);
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if (@TypeOf(buf) != GpuBuffer) {
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@compileError("All arguments in the tuple must be of type GpuBuffer");
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}
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entries_buf[i] = .{
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.binding = @intCast(i),
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.buffer = buf.raw,
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.offset = 0,
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.size = buf.size,
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};
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}
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const entries = entries_buf[0..fields.len];
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// Create Render Bind Group from layout
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const bgl = c.wgpuRenderPipelineGetBindGroupLayout(self.pip, 0);
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defer c.wgpuBindGroupLayoutRelease(bgl);
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const bg = c.wgpuDeviceCreateBindGroup(glloc.device.device, &.{
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.layout = bgl,
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.entries = entries.ptr,
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.entryCount = @intCast(entries.len),
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}) orelse return error.BindGroup;
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defer c.wgpuBindGroupRelease(bg);
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// Encode Render Command
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const enc = c.wgpuDeviceCreateCommandEncoder(glloc.device.device, null) orelse return error.Encoder;
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defer c.wgpuCommandEncoderRelease(enc);
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const color_attachment = c.WGPURenderPassColorAttachment{
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.view = target_view.raw,
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.resolveTarget = null,
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.loadOp = c.WGPULoadOp_Clear,
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.storeOp = c.WGPUStoreOp_Store,
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.clearValue = .{ .r = 0.1, .g = 0.1, .b = 0.1, .a = 1.0 },
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.depthSlice = c.WGPU_DEPTH_SLICE_UNDEFINED,
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};
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const pass_desc = c.WGPURenderPassDescriptor{
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.colorAttachmentCount = 1,
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.colorAttachments = &color_attachment,
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.depthStencilAttachment = null,
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};
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const pass = c.wgpuCommandEncoderBeginRenderPass(enc, &pass_desc);
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c.wgpuRenderPassEncoderSetPipeline(pass, self.pip);
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if (fields.len > 0) {
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c.wgpuRenderPassEncoderSetBindGroup(pass, 0, bg, 0, null);
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}
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// Draw! (Instead of Compute Dispatch)
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c.wgpuRenderPassEncoderDraw(pass, vertex_count, 1, 0, 0);
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c.wgpuRenderPassEncoderEnd(pass);
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c.wgpuRenderPassEncoderRelease(pass);
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const cmd = c.wgpuCommandEncoderFinish(enc, null);
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defer c.wgpuCommandBufferRelease(cmd);
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c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
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}
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