First working version of hot-reloading feature

This commit is contained in:
Riyyi
2026-09-06 23:35:21 +02:00
parent 6edcce16c6
commit 80bad9aad5
7 changed files with 314 additions and 43 deletions
+20 -1
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@@ -11,6 +11,7 @@ VERSION="dev-$(date -u '+%Y-%m-%d')-$(git rev-parse --short HEAD)"
./scripts/wgpu-init.sh
# ------------------------------------------
# Game compile
mkdir -p build
@@ -18,7 +19,25 @@ mkdir -p build
odin build game/ -show-timings \
-collection:sindri=src \
-build-mode:dynamic \
-out:build/game -microarch:native -define:VERSION="$VERSION-debug" -debug "$@"
-out:build/game_tmp -microarch:native -define:VERSION="$VERSION-debug" -debug "$@"
# Need to use a temp file on Linux/macOS because it first writes an empty file,
# which the engine will load before it is actually fully written.
[ "$(uname -s)" = "Darwin" ] && LIB_EXT="dylib" || LIB_EXT="so"
[ -f "build/game_tmp.$LIB_EXT" ] || {
echo "error: build produced no game lib.$LIB_EXT" >&2
exit 1
}
mv -f "build/game_tmp.$LIB_EXT" "build/game.$LIB_EXT"
# ------------------------------------------
# Engine compile
# If the executable is already running, then don't try to build and start it.
if pgrep -x $PROJECT >/dev/null; then
echo "Hot reloading..."
exit 0
fi
if [ "$1" = "debug" ]; then
shift
+75
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@@ -3,9 +3,72 @@ package game
import "core:time"
import "core:fmt"
import "sindri:core"
// -----------------------------------------
Game_Memory :: struct {
}
g: ^Game_Memory
// -----------------------------------------
@(export)
memory :: proc() -> rawptr {
return g
}
@(export)
memory_free :: proc() {
free(g)
}
@(export)
memory_size :: proc() -> int {
return size_of(Game_Memory)
}
@(export)
memory_set :: proc(mem: rawptr) {
g = (^Game_Memory)(mem)
// Here you can also set your own global variables. A good idea is to make
// your global variables into pointers that point to something inside `g`.
}
@(export)
settings :: proc() -> core.Settings {
return core.Settings {
width = 960,
height = 540,
title = "WGPU Native Triangle",
mode = core.WindowMode.Windowed,
refresh = 60,
vsync = true,
}
}
@(export)
init_once :: proc() {
fmt.println("init once")
}
@(export)
init :: proc() {
fmt.println("hello from .dll!")
g = new(Game_Memory)
}
@(export)
update :: proc(dt: f32) {
fmt.println("dt:", dt)
}
@(export)
destroy :: proc() {
fmt.println("bye")
}
start := time.tick_now()
@@ -18,3 +81,15 @@ should_close :: proc() -> bool {
return false
}
@(export)
force_reload :: proc() -> bool {
// TODO: read keypress
return false
}
@(export)
force_restart :: proc() -> bool {
// TODO: read keypress
return false
}
+21
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@@ -0,0 +1,21 @@
package core
// -----------------------------------------
Settings :: struct {
width: u16,
height: u16,
title: string,
mode: WindowMode,
refresh: u16,
vsync: bool,
// TODO:
// windowed resizable y/n
// exit key (ex: escape)
}
WindowMode :: enum u8 {
Windowed = 0,
Borderless = 1,
Fullscreen = 2,
}
+64 -4
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@@ -1,24 +1,31 @@
package sindri
import "core:strings"
import "vendor:glfw"
import "wgpu:wgpu"
import "wgpu:wgpu/glfwglue"
import "sindri:core"
// -----------------------------------------
OS :: struct {
window: glfw.WindowHandle,
}
os_init :: proc() {
// -----------------------------------------
os_init :: proc(settings: core.Settings) {
if !glfw.Init() {
panic("[glfw] init failure")
}
glfw.WindowHint(glfw.CLIENT_API, glfw.NO_API)
state.os.window = glfw.CreateWindow(
960,
540,
"WGPU Native Triangle",
i32(settings.width),
i32(settings.height),
strings.unsafe_string_to_cstring(settings.title),
nil,
nil,
)
@@ -26,6 +33,59 @@ os_init :: proc() {
glfw.SetFramebufferSizeCallback(state.os.window, size_callback)
}
os_set_monitor :: proc(settings: core.Settings) {
monitor := glfw.GetPrimaryMonitor()
x_pos: i32
y_pos: i32
width := i32(settings.width)
height := i32(settings.height)
target_monitor: glfw.MonitorHandle
mode := glfw.GetVideoMode(monitor)
switch settings.mode {
case .Fullscreen:
target_monitor = monitor
case .Borderless:
// FIXME: On macOS, borderless also fills the notch area
// Monitor origin on the virtual desktop
x_pos, y_pos = glfw.GetMonitorPos(monitor)
width = mode.width
height = mode.height
glfw.SetWindowAttrib(
state.os.window,
glfw.DECORATED,
i32(glfw.FALSE),
)
case .Windowed:
// Put window in the center of the monitor
x_pos = (mode.width - width) / 2
y_pos = (mode.height - height) / 2
glfw.SetWindowAttrib(
state.os.window,
glfw.DECORATED,
i32(glfw.TRUE),
)
}
refresh := settings.vsync ? mode.refresh_rate : i32(settings.refresh)
if refresh == 0 do refresh = glfw.DONT_CARE
glfw.SetWindowMonitor(
state.os.window,
target_monitor,
x_pos,
y_pos,
width,
height,
refresh,
)
}
os_should_close :: proc() -> bool {
return bool(glfw.WindowShouldClose(state.os.window))
}
+94 -14
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@@ -3,6 +3,9 @@ package hot_reload
import "core:dynlib"
import "core:fmt"
import "core:os"
import "core:time"
import "sindri:core"
when ODIN_OS == .Windows {
LIB_EXT :: ".dll"
@@ -34,30 +37,38 @@ Error :: union #shared_nil {
Game_API :: struct {
lib: dynlib.Library,
memory: proc() -> rawptr,
memory_free: proc(),
memory_size: proc() -> int,
memory_set: proc(mem: rawptr),
settings: proc() -> core.Settings,
init_once: proc(),
init: proc(),
update: proc(),
update: proc(_: f32),
render: proc(),
destroy: proc(),
should_close: proc() -> bool,
force_reload: proc() -> bool,
force_restart: proc() -> bool,
modification_time: time.Time,
api_version: int, // iteration of the game lib
}
// -----------------------------------------
hot_reload_init :: proc() -> (state: Hot_Reload, error: Error) {
hot_reload_init :: proc() -> (hr: Hot_Reload, error: Error) {
api: Game_API
api.api_version = -1
api_ok := load_game_lib(&api)
if !api_ok {
fmt.println("Failed to load Game API")
fmt.println("error: failed to load Game API")
return {}, .Load_Game_Lib_Failed
}
state.loaded_libs = make([dynamic]Game_API)
append(&state.loaded_libs, api)
hr.loaded_libs = make([dynamic]Game_API, 0, 0, context.allocator)
append(&hr.loaded_libs, api)
return state, nil
return hr, nil
}
hot_reload_destroy :: proc(state: ^Hot_Reload) {
@@ -84,7 +95,8 @@ copy_lib :: proc(to: string) -> bool {
copy_err := os.copy_file(to, GAME_LIB_PATH)
if copy_err != nil {
fmt.printfln(
"error: Failed to copy " + GAME_LIB_PATH + " to {0}: %v",
"error: failed to copy {0} to {1}: {2:v}",
GAME_LIB_PATH,
to,
copy_err,
)
@@ -96,8 +108,16 @@ copy_lib :: proc(to: string) -> bool {
// Load game lib symbols
load_game_lib :: proc(api: ^Game_API) -> bool {
// Load next iteration
api.api_version += 1
mod_time, mod_time_err := os.last_write_time_by_name(GAME_LIB_PATH)
if mod_time_err != os.ERROR_NONE {
fmt.printfln(
"error: failed getting last write time of {0}, error code: {1}",
GAME_LIB_PATH,
mod_time_err,
)
return false
}
api.modification_time = mod_time
lib_name := fmt.tprintf(
GAME_LIB_DIR + "game_{0}" + LIB_EXT,
@@ -106,9 +126,12 @@ load_game_lib :: proc(api: ^Game_API) -> bool {
copy_lib(lib_name) or_return
// Match the names of the fields in Game_API to symbols in the game DLL
_, ok := dynlib.initialize_symbols(api, GAME_LIB_PATH, "", "lib")
_, ok := dynlib.initialize_symbols(api, lib_name, "", "lib")
if !ok {
fmt.printfln("Failed initializing symbols: {0}", dynlib.last_error())
fmt.printfln(
"error: failed initializing symbols: {0}",
dynlib.last_error(),
)
}
return ok
@@ -119,7 +142,7 @@ unload_game_lib :: proc(api: ^Game_API) {
if api.lib != nil {
if !dynlib.unload_library(api.lib) {
fmt.eprintfln(
"error: Failed unloading lib: {0}",
"error: failed unloading lib: {0}",
dynlib.last_error(),
)
}
@@ -130,9 +153,66 @@ unload_game_lib :: proc(api: ^Game_API) {
) !=
nil {
fmt.printfln(
"error: Failed to remove {0}game_{1}" + LIB_EXT + " copy",
"error: failed to remove {0}game_{1}{2} copy",
GAME_LIB_DIR,
api.api_version,
LIB_EXT,
)
}
}
reload_game_lib :: proc(hr: ^Hot_Reload) -> (lib: ^Game_API, err: Error) {
api := active_lib(hr)
force_reload := api.force_reload()
force_restart := api.force_restart()
reload := force_reload || force_restart
lib_mod, lib_mod_err := os.last_write_time_by_name(GAME_LIB_PATH)
// TODO: Handle error
if lib_mod_err == os.ERROR_NONE && api.modification_time != lib_mod {
reload = true
}
if !reload do return api, nil
new_api: Game_API
new_api.api_version = api.api_version + 1
new_api_ok := load_game_lib(&new_api)
if !new_api_ok {
fmt.println("error: failed to load Game API")
return nil, .Load_Game_Lib_Failed
}
force_restart = force_restart || api.memory_size() != new_api.memory_size()
if !force_restart {
// This does the normal hot reload
// Note that we don't unload the old game APIs because that
// would unload the lib. The lib can contain stored info
// such as string literals. The old libs are only unloaded
// on a full reset or on shutdown.
memory := api.memory()
new_api.memory_set(memory)
} else {
// This does a full reset. That's basically like opening and
// closing the game, without having to restart the executable.
//
// You end up in here if the game requests a full reset OR
// if the size of the game memory has changed. That would
// probably lead to a crash anyways.
api.memory_free()
for &g in hr.loaded_libs {
unload_game_lib(&g)
}
clear(&hr.loaded_libs)
new_api.init()
}
append(&hr.loaded_libs, new_api)
return active_lib(hr), nil
}
+19 -5
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@@ -17,24 +17,38 @@ main :: proc() {
defer hot_reload.hot_reload_destroy(&hr)
api := hot_reload.active_lib(&hr)
api.init()
settings := api.settings()
// Initialize Window
os_init()
os_init(settings)
os_set_monitor(settings)
defer os_destroy()
// Initialize GPU resources
instance_init()
defer instance_destroy()
gt: f32
api.init_once()
api.init()
gt: f64 = 0
dt: f32
for !os_should_close() && !hot_reload.should_close(&hr) {
start := time.tick_now()
os_poll_events()
frame(gt)
api.update(dt)
gt = f32(time.duration_seconds(time.tick_since(start)))
frame(dt)
dt = f32(time.duration_seconds(time.tick_since(start)))
gt += f64(dt)
// Hot reload
api, err = hot_reload.reload_game_lib(&hr)
if err != nil do break
}
api.destroy()
}
+2
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@@ -147,6 +147,8 @@ instance_destroy :: proc() {
resize :: proc "c" () {
context = state.ctx
if state.surface == nil || state.device == nil do return
state.config.width, state.config.height = os_get_framebuffer_size()
wgpu.SurfaceConfigure(state.surface, &state.config)
}