Files
sindri/src/platform/wgpu.odin
T
2026-09-13 00:23:56 +02:00

293 lines
7.4 KiB
Odin

package platform
import "base:runtime"
import "core:fmt"
import "core:slice"
import "wgpu:wgpu"
import "sindri:core"
// -----------------------------------------
// Variables
// Instance -> Surface -> Adapter -> Device -> Queue
state: struct {
ctx: runtime.Context,
os: OS,
// ----------------------------------------
instance: wgpu.Instance, // entry point: creates Adapter, Device and Surface
surface: wgpu.Surface, // handle to a presentable surface (e.g. a window)
adapter: wgpu.Adapter, // handle to physical GPU
device: wgpu.Device, // open connection to a GPU
queue: wgpu.Queue, // handle to command queue on a Device
config: wgpu.SurfaceConfiguration,
module: wgpu.ShaderModule,
pipeline_layout: wgpu.PipelineLayout,
pipeline: wgpu.RenderPipeline,
// ----------------------------------------
capabilities: wgpu.SurfaceCapabilities,
vsync: bool,
}
// -----------------------------------------
// Constructor/destructor
instance_init :: proc(settings: core.Settings) {
state.ctx = context
wgpu.SetLogCallback(log_callback, nil)
wgpu.SetLogLevel(.Warn)
// Instance
state.instance = wgpu.CreateInstance(nil)
if state.instance == nil {
panic("[wgpu] WebGPU is not supported")
}
// Surface
state.surface = os_get_surface(state.instance)
// Adapter
wgpu.InstanceRequestAdapter(
state.instance,
&{compatibleSurface = state.surface},
{callback = on_adapter},
)
// Present modes
get_present_modes()
state.vsync = settings.vsync
// Device
wgpu.AdapterRequestDevice(state.adapter, nil, {callback = on_device})
}
instance_destroy :: proc() {
wgpu.RenderPipelineRelease(state.pipeline)
wgpu.PipelineLayoutRelease(state.pipeline_layout)
wgpu.ShaderModuleRelease(state.module)
wgpu.QueueRelease(state.queue)
wgpu.DeviceRelease(state.device)
wgpu.SurfaceCapabilitiesFreeMembers(state.capabilities)
wgpu.AdapterRelease(state.adapter)
wgpu.SurfaceRelease(state.surface)
wgpu.InstanceRelease(state.instance)
}
// -----------------------------------------
// 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" () {
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)
}
frame :: proc "c" (dt: f32) {
context = state.ctx
surface_texture := wgpu.SurfaceGetCurrentTexture(state.surface)
switch surface_texture.status {
case .SuccessOptimal, .SuccessSuboptimal:
// All good, could handle 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 .Occluded:
// Window is occluded (e.g. minimized), skip this frame.
return
case .Error:
// Fatal error
fmt.panicf(
"[wgpu] 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)
}
// -----------------------------------------
// 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.capabilities = capabilities
present_modes := capabilities.presentModes[:capabilities.presentModeCount]
fmt.println("[wgpu] supported present modes", present_modes)
}
@(private = "file")
pick_present_mode :: proc(vsync: bool) -> wgpu.PresentMode {
present_modes := state.capabilities.presentModes[:state.capabilities.presentModeCount]
if len(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(present_modes, wgpu.PresentMode.FifoRelaxed) {
return .FifoRelaxed // Adaptive Vsync
}
} else {
if slice.contains(present_modes, wgpu.PresentMode.Immediate) {
return .Immediate // Vsync Off
}
if slice.contains(present_modes, wgpu.PresentMode.Mailbox) {
return .Mailbox // Fast Vsync
}
}
return .Fifo // Vsync On
}