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