#include #include #include #include #include #include #include bool gpu_transpose_mat = false; int renderTargetWidth; int renderTargetHeight; int newRenderTargetWidth; int newRenderTargetHeight; WGPUDevice device; WGPUQueue queue; WGPUSwapChain swapChain; WGPUCommandEncoder encoder; WGPURenderPassEncoder pass; int indexCount; gpu_buffer_t *gpu_internal_current_vertex_buffer = NULL; gpu_buffer_t *gpu_internal_current_index_buffer = NULL; void gpu_destroy() {} void gpu_init_internal(int depth_bits, bool vsync) { newRenderTargetWidth = renderTargetWidth = iron_window_width(); newRenderTargetHeight = renderTargetHeight = iron_window_height(); device = emscripten_webgpu_get_device(); queue = wgpuDeviceGetQueue(device); WGPUSurfaceDescriptorFromCanvasHTMLSelector canvasDesc; memset(&canvasDesc, 0, sizeof(canvasDesc)); canvasDesc.selector = "canvas"; WGPUSurfaceDescriptor surfDesc; memset(&surfDesc, 0, sizeof(surfDesc)); surfDesc.nextInChain = &canvasDesc; WGPUInstance instance = 0; WGPUSurface surface = wgpuInstanceCreateSurface(instance, &surfDesc); WGPUSwapChainDescriptor scDesc; memset(&scDesc, 0, sizeof(scDesc)); scDesc.usage = WGPUTextureUsage_RenderAttachment; scDesc.format = WGPUTextureFormat_BGRA8Unorm; scDesc.width = iron_window_width(); scDesc.height = iron_window_height(); scDesc.presentMode = WGPUPresentMode_Fifo; swapChain = wgpuDeviceCreateSwapChain(device, surface, &scDesc); } void gpu_begin_internal(unsigned flags, unsigned color, float depth) { WGPUCommandEncoderDescriptor ceDesc; memset(&ceDesc, 0, sizeof(ceDesc)); encoder = wgpuDeviceCreateCommandEncoder(device, &ceDesc); WGPURenderPassColorAttachment attachment; memset(&attachment, 0, sizeof(attachment)); attachment.view = wgpuSwapChainGetCurrentTextureView(swapChain);; attachment.loadOp = WGPULoadOp_Clear; attachment.storeOp = WGPUStoreOp_Store; WGPUColor color = {0, 0, 0, 1}; attachment.clearValue = color; WGPURenderPassDescriptor passDesc; memset(&passDesc, 0, sizeof(passDesc)); passDesc.colorAttachmentCount = 1; passDesc.colorAttachments = &attachment; pass = wgpuCommandEncoderBeginRenderPass(encoder, &passDesc); } void gpu_end_internal() { wgpuRenderPassEncoderEnd(pass); WGPUCommandBufferDescriptor cbDesc; memset(&cbDesc, 0, sizeof(cbDesc)); WGPUCommandBuffer commands = wgpuCommandEncoderFinish(encoder, &cbDesc); wgpuQueueSubmit(queue, 1, &commands); } void gpu_present_internal() { } bool gpu_raytrace_supported() { return false; } void gpu_vertex_buffer_init(gpu_buffer_t *buffer, int count, gpu_vertex_structure_t *structure) { buffer->count = count; buffer->stride = 0; for (int i = 0; i < structure->size; ++i) { buffer->stride += gpu_vertex_data_size(structure->elements[i].data); } } float *gpu_vertex_buffer_lock(gpu_buffer_t *buffer) { WGPUBufferDescriptor bDesc; memset(&bDesc, 0, sizeof(bDesc)); bDesc.size = buffer->count * buffer->stride * sizeof(float); bDesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst; bDesc.mappedAtCreation = true; buffer->impl.buffer = wgpuDeviceCreateBuffer(device, &bDesc); return wgpuBufferGetMappedRange(buffer->impl.buffer, 0, bDesc.size); } void gpu_vertex_buffer_unlock(gpu_buffer_t *buffer) { wgpuBufferUnmap(buffer->impl.buffer); } void gpu_constant_buffer_init(gpu_buffer_t *buffer, int size) {} void gpu_constant_buffer_lock(gpu_buffer_t *buffer, int start, int count) {} void gpu_constant_buffer_unlock(gpu_buffer_t *buffer) {} void gpu_index_buffer_init(gpu_buffer_t *buffer, int count) { buffer->count = count; } void gpu_buffer_destroy(gpu_buffer_t *buffer) {} void *gpu_index_buffer_lock(gpu_buffer_t *buffer) { int start = 0; int count = buffer->count; WGPUBufferDescriptor bDesc; memset(&bDesc, 0, sizeof(bDesc)); bDesc.size = count * 4; bDesc.usage = WGPUBufferUsage_Index | WGPUBufferUsage_CopyDst; bDesc.mappedAtCreation = true; buffer->impl.buffer = wgpuDeviceCreateBuffer(device, &bDesc); return wgpuBufferGetMappedRange(buffer->impl.buffer, start * 4, bDesc.size); } void gpu_index_buffer_unlock(gpu_buffer_t *buffer) { wgpuBufferUnmap(buffer->impl.buffer); } void gpu_texture_init_from_bytes(gpu_texture_t *texture, void *data, int width, int height, gpu_texture_format_t format) {} void gpu_texture_destroy(gpu_texture_t *texture) {} void gpu_render_target_init(gpu_texture_t *target, int width, int height, gpu_texture_format_t format) { target->width = target->width = width; target->height = target->height = height; target->state = GPU_TEXTURE_STATE_RENDER_TARGET; target->data = NULL; } void gpu_render_target_init_framebuffer(gpu_texture_t *target, int width, int height, gpu_texture_format_t format) {} void gpu_pipeline_compile(gpu_pipeline_t *pipe) { WGPUColorTargetState csDesc; memset(&csDesc, 0, sizeof(csDesc)); csDesc.format = WGPUTextureFormat_BGRA8Unorm; csDesc.writeMask = WGPUColorWriteMask_All; WGPUBlendState blend; memset(&blend, 0, sizeof(blend)); blend.color.operation = WGPUBlendOperation_Add; blend.color.srcFactor = WGPUBlendFactor_One; blend.color.dstFactor = WGPUBlendFactor_Zero; blend.alpha.operation = WGPUBlendOperation_Add; blend.alpha.srcFactor = WGPUBlendFactor_One; blend.alpha.dstFactor = WGPUBlendFactor_Zero; csDesc.blend = &blend; WGPUPipelineLayoutDescriptor plDesc; memset(&plDesc, 0, sizeof(plDesc)); plDesc.bindGroupLayoutCount = 0; plDesc.bindGroupLayouts = NULL; WGPUVertexAttribute vaDesc[8]; memset(&vaDesc[0], 0, sizeof(vaDesc[0]) * 8); uint64_t offset = 0; for (int i = 0; i < pipe->input_layout->size; ++i) { vaDesc[i].shaderLocation = i; vaDesc[i].offset = offset; offset += gpu_vertex_data_size(pipe->input_layout->elements[i].data); switch (pipe->input_layout->elements[i].data) { case GPU_VERTEX_DATA_F32_1X: vaDesc[i].format = WGPUVertexFormat_Float32; break; case GPU_VERTEX_DATA_F32_2X: vaDesc[i].format = WGPUVertexFormat_Float32x2; break; case GPU_VERTEX_DATA_F32_3X: vaDesc[i].format = WGPUVertexFormat_Float32x3; break; case GPU_VERTEX_DATA_F32_4X: vaDesc[i].format = WGPUVertexFormat_Float32x4; break; case GPU_VERTEX_DATA_I16_2X_NORM: vaDesc[i].format = WGPUVertexFormat_Snorm16x2; break; case GPU_VERTEX_DATA_I16_4X_NORM: vaDesc[i].format = WGPUVertexFormat_Snorm16x4; break; } } WGPUVertexBufferLayout vbDesc; memset(&vbDesc, 0, sizeof(vbDesc)); vbDesc.arrayStride = offset; vbDesc.attributeCount = pipe->input_layout->size; vbDesc.attributes = &vaDesc[0]; WGPUVertexState vsDest; memset(&vsDest, 0, sizeof(vsDest)); vsDest.module = pipe->vertex_shader->impl.module; vsDest.entryPoint = "main"; vsDest.bufferCount = 1; vsDest.buffers = &vbDesc; WGPUFragmentState fragmentDest; memset(&fragmentDest, 0, sizeof(fragmentDest)); fragmentDest.module = pipe->fragment_shader->impl.module; fragmentDest.entryPoint = "main"; fragmentDest.targetCount = 1; fragmentDest.targets = &csDesc; WGPUPrimitiveState rsDesc; memset(&rsDesc, 0, sizeof(rsDesc)); rsDesc.topology = WGPUPrimitiveTopology_TriangleList; rsDesc.stripIndexFormat = WGPUIndexFormat_Uint32; rsDesc.frontFace = WGPUFrontFace_CW; rsDesc.cullMode = WGPUCullMode_None; WGPUMultisampleState multisample; memset(&multisample, 0, sizeof(multisample)); multisample.count = 1; multisample.mask = 0xffffffff; multisample.alphaToCoverageEnabled = false; WGPURenderPipelineDescriptor rpDesc; memset(&rpDesc, 0, sizeof(rpDesc)); rpDesc.layout = wgpuDeviceCreatePipelineLayout(device, &plDesc); rpDesc.fragment = &fragmentDest; rpDesc.vertex = vsDest; rpDesc.multisample = multisample; rpDesc.primitive = rsDesc; pipe->impl.pipeline = wgpuDeviceCreateRenderPipeline(device, &rpDesc); } void gpu_shader_init(gpu_shader_t *shader, const void *source, size_t length, gpu_shader_type_t type) { WGPUShaderModuleSPIRVDescriptor smSpirvDesc; memset(&smSpirvDesc, 0, sizeof(smSpirvDesc)); smSpirvDesc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; smSpirvDesc.codeSize = length / 4; smSpirvDesc.code = source; WGPUShaderModuleDescriptor smDesc; memset(&smDesc, 0, sizeof(smDesc)); smDesc.nextInChain = &smSpirvDesc; shader->impl.module = wgpuDeviceCreateShaderModule(device, &smDesc); } void gpu_shader_destroy(gpu_shader_t *shader) {} void gpu_destroy() {} void gpu_barrier(gpu_texture_t *renderTarget, int state_after) {} void gpu_draw_internal() { wgpuRenderPassEncoderDrawIndexed(pass, indexCount, 1, 0, 0, 0); } void gpu_viewport(int x, int y, int width, int height) {} void gpu_scissor(int x, int y, int width, int height) {} void gpu_disable_scissor() {} void gpu_set_pipeline(struct gpu_pipeline *pipeline) { wgpuRenderPassEncoderSetPipeline(pass, pipeline->impl.pipeline); } void gpu_set_pipeline_layout() {} void gpu_set_vertex_buffer(struct gpu_buffer *buffer) { uint64_t size = buffer->count * buffer->stride; wgpuRenderPassEncoderSetVertexBuffer(pass, 0, buffer->impl.buffer, 0, size); } void gpu_set_index_buffer(struct gpu_buffer *buffer) { indexCount = buffer->count; uint64_t size = buffer->count * sizeof(int); wgpuRenderPassEncoderSetIndexBuffer(pass, buffer->impl.buffer, WGPUIndexFormat_Uint32, 0, size); } void gpu_get_render_target_pixels(gpu_texture_t *render_target, uint8_t *data) {} void gpu_execute_and_wait() {} void gpu_set_constant_buffer(struct gpu_buffer *buffer, int offset, size_t size) {} void gpu_set_texture(int unit, gpu_texture_t *texture) {}