Apply Vsync setting

This commit is contained in:
Riyyi
2026-09-12 18:13:00 +02:00
parent f1028acb10
commit 86ee8083b5
4 changed files with 163 additions and 96 deletions
+1 -1
View File
@@ -7,7 +7,7 @@ Settings :: struct {
height: u16, height: u16,
title: string, title: string,
mode: WindowMode, mode: WindowMode,
refresh: u16, refresh: u16, // 0 = unlimited
vsync: bool, vsync: bool,
// TODO: // TODO:
// windowed resizable y/n // windowed resizable y/n
+1 -1
View File
@@ -26,7 +26,7 @@ main :: proc() {
defer platform.os_destroy() defer platform.os_destroy()
// Initialize GPU resources // Initialize GPU resources
platform.instance_init() platform.instance_init(settings)
defer platform.instance_destroy() defer platform.instance_destroy()
api.init_once() api.init_once()
+1 -2
View File
@@ -106,8 +106,7 @@ os_set_monitor :: proc(settings: core.Settings) {
) )
} }
refresh := settings.vsync ? mode.refresh_rate : i32(settings.refresh) refresh := settings.refresh == 0 ? glfw.DONT_CARE : i32(settings.refresh)
if refresh == 0 do refresh = glfw.DONT_CARE
glfw.SetWindowMonitor( glfw.SetWindowMonitor(
state.os.window, state.os.window,
+160 -92
View File
@@ -2,15 +2,20 @@ package platform
import "base:runtime" import "base:runtime"
import "core:fmt" import "core:fmt"
import "core:slice"
import "wgpu:wgpu" import "wgpu:wgpu"
import "sindri:core"
// ----------------------------------------- // -----------------------------------------
// Variables
// Instance -> Surface -> Adapter -> Device -> Queue // Instance -> Surface -> Adapter -> Device -> Queue
state: struct { state: struct {
ctx: runtime.Context, ctx: runtime.Context,
os: OS, os: OS,
// ----------------------------------------
instance: wgpu.Instance, // entry point: creates Adapter, Device and Surface instance: wgpu.Instance, // entry point: creates Adapter, Device and Surface
surface: wgpu.Surface, // handle to a presentable surface (e.g. a window) surface: wgpu.Surface, // handle to a presentable surface (e.g. a window)
adapter: wgpu.Adapter, // handle to physical GPU adapter: wgpu.Adapter, // handle to physical GPU
@@ -20,115 +25,42 @@ state: struct {
module: wgpu.ShaderModule, module: wgpu.ShaderModule,
pipeline_layout: wgpu.PipelineLayout, pipeline_layout: wgpu.PipelineLayout,
pipeline: wgpu.RenderPipeline, pipeline: wgpu.RenderPipeline,
// ----------------------------------------
present_modes: []wgpu.PresentMode,
vsync: bool,
} }
// ----------------------------------------- // -----------------------------------------
// Constructor/destructor
instance_init :: proc() { instance_init :: proc(settings: core.Settings) {
state.ctx = context state.ctx = context
wgpu.SetLogCallback(log_callback, nil)
wgpu.SetLogLevel(.Warn)
// Instance
state.instance = wgpu.CreateInstance(nil) state.instance = wgpu.CreateInstance(nil)
if state.instance == nil { if state.instance == nil {
panic("WebGPU is not supported") panic("[wgpu] WebGPU is not supported")
} }
// Surface
state.surface = os_get_surface(state.instance) state.surface = os_get_surface(state.instance)
// Adapter
wgpu.InstanceRequestAdapter( wgpu.InstanceRequestAdapter(
state.instance, state.instance,
&{compatibleSurface = state.surface}, &{compatibleSurface = state.surface},
{callback = on_adapter}, {callback = on_adapter},
) )
on_adapter :: proc "c" ( // Present modes
status: wgpu.RequestAdapterStatus, get_present_modes()
adapter: wgpu.Adapter, state.vsync = settings.vsync
message: string,
userdata1: rawptr,
userdata2: 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, {callback = on_device})
}
on_device :: proc "c" ( // Device
status: wgpu.RequestDeviceStatus, wgpu.AdapterRequestDevice(state.adapter, nil, {callback = on_device})
device: wgpu.Device,
message: string,
userdata1: rawptr,
userdata2: rawptr,
) {
context = state.ctx
if status != .Success || device == nil {
fmt.panicf("request device failure: [%v] %s", status, message)
}
state.device = device
state.queue = wgpu.DeviceGetQueue(state.device)
width, height := os_get_framebuffer_size()
state.config = wgpu.SurfaceConfiguration {
device = state.device,
usage = {.RenderAttachment},
format = .BGRA8Unorm,
width = width,
height = height,
// https://docs.rs/wgpu/latest/wgpu/enum.PresentMode.html
presentMode = .Fifo, // .Fifo is essentially VSync
alphaMode = .Opaque,
}
wgpu.SurfaceConfigure(state.surface, &state.config)
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.ShaderSourceWGSL {
sType = .ShaderSourceWGSL,
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},
},
)
}
} }
instance_destroy :: proc() { instance_destroy :: proc() {
@@ -143,6 +75,16 @@ instance_destroy :: proc() {
} }
// ----------------------------------------- // -----------------------------------------
// Public functions
log_callback :: proc "c" (
level: wgpu.LogLevel,
message: string,
userdata: rawptr,
) {
context = state.ctx
fmt.eprintfln("[wgpu:%v] %v", level, message)
}
resize :: proc "c" () { resize :: proc "c" () {
context = state.ctx context = state.ctx
@@ -173,7 +115,7 @@ frame :: proc "c" (dt: f32) {
case .Error: case .Error:
// Fatal error // Fatal error
fmt.panicf( fmt.panicf(
"[triangle] get_current_texture status=%v", "[wgpu] triangle get_current_texture status=%v",
surface_texture.status, surface_texture.status,
) )
} }
@@ -217,3 +159,129 @@ frame :: proc "c" (dt: f32) {
wgpu.QueueSubmit(state.queue, {command_buffer}) wgpu.QueueSubmit(state.queue, {command_buffer})
wgpu.SurfacePresent(state.surface) wgpu.SurfacePresent(state.surface)
} }
// -----------------------------------------
// Private functions
@(private = "file")
on_adapter :: proc "c" (
status: wgpu.RequestAdapterStatus,
adapter: wgpu.Adapter,
message: string,
userdata1: rawptr,
userdata2: rawptr,
) {
context = state.ctx
if status != .Success || adapter == nil {
fmt.panicf("[wgpu] request adapter failure: [%v] %s", status, message)
}
state.adapter = adapter
}
@(private = "file")
on_device :: proc "c" (
status: wgpu.RequestDeviceStatus,
device: wgpu.Device,
message: string,
userdata1: rawptr,
userdata2: rawptr,
) {
context = state.ctx
if status != .Success || device == nil {
fmt.panicf("[wgpu] request device failure: [%v] %s", status, message)
}
state.device = device
state.queue = wgpu.DeviceGetQueue(state.device)
width, height := os_get_framebuffer_size()
state.config = wgpu.SurfaceConfiguration {
device = state.device,
usage = {.RenderAttachment},
format = .BGRA8Unorm,
width = width,
height = height,
presentMode = pick_present_mode(state.vsync),
alphaMode = .Opaque,
}
wgpu.SurfaceConfigure(state.surface, &state.config)
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.ShaderSourceWGSL {
sType = .ShaderSourceWGSL,
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},
},
)
}
@(private = "file")
get_present_modes :: proc() {
capabilities, status := wgpu.SurfaceGetCapabilities(
state.surface,
state.adapter,
)
if status != .Success {
fmt.panicf("[wgpu] surface capabilities failure: [%v]", status)
}
state.present_modes = capabilities.presentModes[:capabilities.presentModeCount]
fmt.println("[wgpu] supported present modes", state.present_modes)
}
@(private = "file")
pick_present_mode :: proc(vsync: bool) -> wgpu.PresentMode {
if len(state.present_modes) == 0 do return .Fifo
// Mimmick wgpu auto Vsync behavior
// https://docs.rs/wgpu/latest/wgpu/enum.PresentMode.html
if vsync {
if slice.contains(state.present_modes, wgpu.PresentMode.FifoRelaxed) {
return .FifoRelaxed // Adaptive Vsync
}
} else {
if slice.contains(state.present_modes, wgpu.PresentMode.Immediate) {
return .Immediate // Vsync Off
}
if slice.contains(state.present_modes, wgpu.PresentMode.Mailbox) {
return .Mailbox // Fast Vsync
}
}
return .Fifo // Vsync On
}