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@@ -0,0 +1,187 @@
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+package vendor_wgpu_example_triangle
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+
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+import "base:runtime"
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+
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+import "core:fmt"
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+
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+import "vendor:wgpu"
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+
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+State :: struct {
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+ ctx: runtime.Context,
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+ os: OS,
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+
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+ instance: wgpu.Instance,
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+ surface: wgpu.Surface,
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+ adapter: wgpu.Adapter,
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+ device: wgpu.Device,
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+ config: wgpu.SurfaceConfiguration,
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+ queue: wgpu.Queue,
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+ module: wgpu.ShaderModule,
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+ pipeline_layout: wgpu.PipelineLayout,
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+ pipeline: wgpu.RenderPipeline,
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+}
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+
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+@(private="file")
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+state: State
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+
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+main :: proc() {
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+ state.ctx = context
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+
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+ os_init(&state.os)
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+
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+ state.instance = wgpu.CreateInstance(nil)
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+ if state.instance == nil {
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+ panic("WebGPU is not supported")
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+ }
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+ state.surface = os_get_surface(&state.os, state.instance)
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+
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+ wgpu.InstanceRequestAdapter(state.instance, &{ compatibleSurface = state.surface }, on_adapter, nil)
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+
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+ on_adapter :: proc "c" (status: wgpu.RequestAdapterStatus, adapter: wgpu.Adapter, message: cstring, userdata: rawptr) {
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+ context = state.ctx
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+ if status != .Success || adapter == nil {
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+ fmt.panicf("request adapter failure: [%v] %s", status, message)
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+ }
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+ state.adapter = adapter
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+ wgpu.AdapterRequestDevice(adapter, nil, on_device)
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+ }
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+
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+ on_device :: proc "c" (status: wgpu.RequestDeviceStatus, device: wgpu.Device, message: cstring, userdata: rawptr) {
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+ context = state.ctx
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+ if status != .Success || device == nil {
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+ fmt.panicf("request device failure: [%v] %s", status, message)
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+ }
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+ state.device = device
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+
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+ width, height := os_get_render_bounds(&state.os)
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+
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+ state.config = wgpu.SurfaceConfiguration {
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+ device = state.device,
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+ usage = { .RenderAttachment },
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+ format = .BGRA8Unorm,
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+ width = width,
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+ height = height,
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+ presentMode = .Fifo,
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+ alphaMode = .Opaque,
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+ }
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+ wgpu.SurfaceConfigure(state.surface, &state.config)
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+
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+ state.queue = wgpu.DeviceGetQueue(state.device)
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+
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+ shader :: `
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+ @vertex
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+ fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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+ let x = f32(i32(in_vertex_index) - 1);
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+ let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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+ return vec4<f32>(x, y, 0.0, 1.0);
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+ }
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+
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+ @fragment
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+ fn fs_main() -> @location(0) vec4<f32> {
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+ return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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+ }`
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+
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+ state.module = wgpu.DeviceCreateShaderModule(state.device, &{
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+ nextInChain = &wgpu.ShaderModuleWGSLDescriptor{
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+ sType = .ShaderModuleWGSLDescriptor,
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+ code = shader,
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+ },
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+ })
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+
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+ state.pipeline_layout = wgpu.DeviceCreatePipelineLayout(state.device, &{})
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+ state.pipeline = wgpu.DeviceCreateRenderPipeline(state.device, &{
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+ layout = state.pipeline_layout,
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+ vertex = {
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+ module = state.module,
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+ entryPoint = "vs_main",
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+ },
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+ fragment = &{
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+ module = state.module,
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+ entryPoint = "fs_main",
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+ targetCount = 1,
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+ targets = &wgpu.ColorTargetState{
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+ format = .BGRA8Unorm,
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+ writeMask = wgpu.ColorWriteMaskFlags_All,
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+ },
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+ },
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+ primitive = {
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+ topology = .TriangleList,
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+
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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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+ },
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+ })
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+
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+ os_run(&state.os)
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+ }
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+}
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+
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+resize :: proc "c" () {
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+ context = state.ctx
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+
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+ state.config.width, state.config.height = os_get_render_bounds(&state.os)
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+ wgpu.SurfaceConfigure(state.surface, &state.config)
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+}
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+
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+frame :: proc "c" (dt: f32) {
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+ context = state.ctx
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+
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+ surface_texture := wgpu.SurfaceGetCurrentTexture(state.surface)
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+ switch surface_texture.status {
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+ case .Success:
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+ // All good, could check for `surface_texture.suboptimal` here.
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+ case .Timeout, .Outdated, .Lost:
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+ // Skip this frame, and re-configure surface.
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+ if surface_texture.texture != nil {
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+ wgpu.TextureRelease(surface_texture.texture)
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+ }
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+ resize()
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+ return
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+ case .OutOfMemory, .DeviceLost:
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+ // Fatal error
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+ fmt.panicf("[triangle] get_current_texture status=%v", surface_texture.status)
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+ }
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+ defer wgpu.TextureRelease(surface_texture.texture)
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+
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+ frame := wgpu.TextureCreateView(surface_texture.texture, nil)
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+ defer wgpu.TextureViewRelease(frame)
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+
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+ command_encoder := wgpu.DeviceCreateCommandEncoder(state.device, nil)
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+ defer wgpu.CommandEncoderRelease(command_encoder)
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+
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+ render_pass_encoder := wgpu.CommandEncoderBeginRenderPass(
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+ command_encoder, &{
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+ colorAttachmentCount = 1,
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+ colorAttachments = &wgpu.RenderPassColorAttachment{
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+ view = frame,
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+ loadOp = .Clear,
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+ storeOp = .Store,
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+ clearValue = { r = 0, g = 1, b = 0, a = 1 },
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+ },
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+ },
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+ )
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+ defer wgpu.RenderPassEncoderRelease(render_pass_encoder)
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+
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+ wgpu.RenderPassEncoderSetPipeline(render_pass_encoder, state.pipeline)
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+ wgpu.RenderPassEncoderDraw(render_pass_encoder, vertexCount=3, instanceCount=1, firstVertex=0, firstInstance=0)
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+ wgpu.RenderPassEncoderEnd(render_pass_encoder)
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+
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+ command_buffer := wgpu.CommandEncoderFinish(command_encoder, nil)
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+ defer wgpu.CommandBufferRelease(command_buffer)
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+
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+ wgpu.QueueSubmit(state.queue, { command_buffer })
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+ wgpu.SurfacePresent(state.surface)
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+}
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+
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+finish :: proc() {
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+ wgpu.RenderPipelineRelease(state.pipeline)
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+ wgpu.PipelineLayoutRelease(state.pipeline_layout)
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+ wgpu.ShaderModuleRelease(state.module)
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+ wgpu.QueueRelease(state.queue)
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+ wgpu.DeviceRelease(state.device)
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+ wgpu.AdapterRelease(state.adapter)
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+ wgpu.SurfaceRelease(state.surface)
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+ wgpu.InstanceRelease(state.instance)
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+}
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