Merge pull request #3969 from elvodqa/master

Add `sdl2glue` to `vendor:wgpu` package
This commit is contained in:
Laytan
2024-08-02 17:18:34 +02:00
committed by GitHub
17 changed files with 495 additions and 6 deletions

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@@ -37,13 +37,20 @@ The bindings work on both `-target:js_wasm32` and `-target:js_wasm64p32`.
## GLFW Glue
There is an inner package `glfwglue` that can be used to glue together WGPU and GLFW.
It exports one procedure `GetSurface(wgpu.Instance, glfw.WindowHandle) -> glfw.Surface`.
It exports one procedure `GetSurface(wgpu.Instance, glfw.WindowHandle) -> wgpu.Surface`.
The procedure will call the needed target specific procedures and return a surface configured
for the given window.
Do note that wgpu does not require GLFW, you can use native windows or another windowing library too.
For that you can take inspiration from `glfwglue` on glueing them together.
## SDL2 Glue
There is an inner package `sdl2glue` that can be used to glue together WGPU and SDL2.
It exports one procedure `GetSurface(wgpu.Instance, ^sdl2.Window) -> wgpu.Surface`.
The procedure will call the needed target specific procedures and return a surface configured
for the given window.
### Wayland
GLFW supports Wayland from version 3.4 onwards and only if it is compiled with `-DGLFW_EXPOSE_NATIVE_WAYLAND`.

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@@ -8,10 +8,10 @@ PAGE_SIZE := 65536
INITIAL_MEMORY_BYTES := $(shell expr $(INITIAL_MEMORY_PAGES) \* $(PAGE_SIZE))
MAX_MEMORY_BYTES := $(shell expr $(MAX_MEMORY_PAGES) \* $(PAGE_SIZE))
web/triangle.wasm: $(FILES) ../wgpu.js ../../wasm/js/runtime.js
web/triangle.wasm: $(FILES) ../../wgpu.js ../../../wasm/js/runtime.js
odin build . \
-target:js_wasm32 -out:web/triangle.wasm -o:size \
-extra-linker-flags:"--export-table --import-memory --initial-memory=$(INITIAL_MEMORY_BYTES) --max-memory=$(MAX_MEMORY_BYTES)"
cp ../wgpu.js web/wgpu.js
cp ../../wasm/js/runtime.js web/runtime.js
cp ../../wgpu.js web/wgpu.js
cp ../../../wasm/js/runtime.js web/runtime.js

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@@ -8,5 +8,5 @@ set /a MAX_MEMORY_BYTES=%MAX_MEMORY_PAGES% * %PAGE_SIZE%
call odin.exe build . -target:js_wasm32 -out:web/triangle.wasm -o:size -extra-linker-flags:"--export-table --import-memory --initial-memory=%INITIAL_MEMORY_BYTES% --max-memory=%MAX_MEMORY_BYTES%"
copy "..\wgpu.js" "web\wgpu.js"
copy "..\..\wasm\js\runtime.js" "web\runtime.js"
copy "..\..\wgpu.js" "web\wgpu.js"
copy "..\..\..\wasm\js\runtime.js" "web\runtime.js"

17
vendor/wgpu/examples/sdl2/Makefile vendored Normal file
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@@ -0,0 +1,17 @@
FILES := $(wildcard *)
# NOTE: changing this requires changing the same values in the `web/index.html`.
INITIAL_MEMORY_PAGES := 2000
MAX_MEMORY_PAGES := 65536
PAGE_SIZE := 65536
INITIAL_MEMORY_BYTES := $(shell expr $(INITIAL_MEMORY_PAGES) \* $(PAGE_SIZE))
MAX_MEMORY_BYTES := $(shell expr $(MAX_MEMORY_PAGES) \* $(PAGE_SIZE))
web/triangle.wasm: $(FILES) ../../wgpu.js ../../../wasm/js/runtime.js
odin build . \
-target:js_wasm32 -out:web/triangle.wasm -o:size \
-extra-linker-flags:"--export-table --import-memory --initial-memory=$(INITIAL_MEMORY_BYTES) --max-memory=$(MAX_MEMORY_BYTES)"
cp ../../wgpu.js web/wgpu.js
cp ../../../wasm/js/runtime.js web/runtime.js

12
vendor/wgpu/examples/sdl2/build.bat vendored Normal file
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@@ -0,0 +1,12 @@
REM NOTE: changing this requires changing the same values in the `web/index.html`.
set INITIAL_MEMORY_PAGES=2000
set MAX_MEMORY_PAGES=65536
set PAGE_SIZE=65536
set /a INITIAL_MEMORY_BYTES=%INITIAL_MEMORY_PAGES% * %PAGE_SIZE%
set /a MAX_MEMORY_BYTES=%MAX_MEMORY_PAGES% * %PAGE_SIZE%
call odin.exe build . -target:js_wasm32 -out:web/triangle.wasm -o:size -extra-linker-flags:"--export-table --import-memory --initial-memory=%INITIAL_MEMORY_BYTES% --max-memory=%MAX_MEMORY_BYTES%"
copy "..\..\wgpu.js" "web\wgpu.js"
copy "..\..\..\wasm\js\runtime.js" "web\runtime.js"

187
vendor/wgpu/examples/sdl2/main.odin vendored Normal file
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@@ -0,0 +1,187 @@
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,
clearValue = { r = 0, g = 1, b = 0, a = 1 },
},
},
)
defer wgpu.RenderPassEncoderRelease(render_pass_encoder)
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)
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)
}

60
vendor/wgpu/examples/sdl2/os_js.odin vendored Normal file
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@@ -0,0 +1,60 @@
package vendor_wgpu_example_triangle
import "vendor:wgpu"
import "vendor:wasm/js"
OS :: struct {
initialized: bool,
}
@(private="file")
g_os: ^OS
os_init :: proc(os: ^OS) {
g_os = os
assert(js.add_window_event_listener(.Resize, nil, size_callback))
}
// NOTE: frame loop is done by the runtime.js repeatedly calling `step`.
os_run :: proc(os: ^OS) {
os.initialized = true
}
os_get_render_bounds :: proc(os: ^OS) -> (width, height: u32) {
rect := js.get_bounding_client_rect("body")
return u32(rect.width), u32(rect.height)
}
os_get_surface :: proc(os: ^OS, instance: wgpu.Instance) -> wgpu.Surface {
return wgpu.InstanceCreateSurface(
instance,
&wgpu.SurfaceDescriptor{
nextInChain = &wgpu.SurfaceDescriptorFromCanvasHTMLSelector{
sType = .SurfaceDescriptorFromCanvasHTMLSelector,
selector = "#wgpu-canvas",
},
},
)
}
@(private="file", export)
step :: proc(dt: f32) -> bool {
if !g_os.initialized {
return true
}
frame(dt)
return true
}
@(private="file", fini)
os_fini :: proc() {
js.remove_window_event_listener(.Resize, nil, size_callback)
finish()
}
@(private="file")
size_callback :: proc(e: js.Event) {
resize()
}

85
vendor/wgpu/examples/sdl2/os_sdl2.odin vendored Normal file
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@@ -0,0 +1,85 @@
//+build !js
package vendor_wgpu_example_triangle
import "core:c"
import "core:fmt"
import "vendor:sdl2"
import "vendor:wgpu"
import "vendor:wgpu/sdl2glue"
OS :: struct {
window: ^sdl2.Window,
}
os_init :: proc(os: ^OS) {
sdl_flags := sdl2.InitFlags{.VIDEO, .JOYSTICK, .GAMECONTROLLER, .EVENTS}
if res := sdl2.Init(sdl_flags); res != 0 {
fmt.eprintfln("ERROR: Failed to initialize SDL: [%s]", sdl2.GetError())
return
}
window_flags: sdl2.WindowFlags = {.SHOWN, .ALLOW_HIGHDPI, .RESIZABLE}
os.window = sdl2.CreateWindow(
"WGPU Native Triangle",
sdl2.WINDOWPOS_CENTERED,
sdl2.WINDOWPOS_CENTERED,
960,
540,
window_flags,
)
if os.window == nil {
fmt.eprintfln("ERROR: Failed to create the SDL Window: [%s]", sdl2.GetError())
return
}
sdl2.AddEventWatch(size_callback, nil)
}
os_run :: proc(os: ^OS) {
now := sdl2.GetPerformanceCounter()
last : u64
dt: f32
main_loop: for {
last = now
now = sdl2.GetPerformanceCounter()
dt = f32((now - last) * 1000) / f32(sdl2.GetPerformanceFrequency())
e: sdl2.Event
for sdl2.PollEvent(&e) {
#partial switch (e.type) {
case .QUIT:
break main_loop
}
}
frame(dt)
}
sdl2.DestroyWindow(os.window)
sdl2.Quit()
finish()
}
os_get_render_bounds :: proc(os: ^OS) -> (width, height: u32) {
iw, ih: c.int
sdl2.GetWindowSize(os.window, &iw, &ih)
return u32(iw), u32(ih)
}
os_get_surface :: proc(os: ^OS, instance: wgpu.Instance) -> wgpu.Surface {
return sdl2glue.GetSurface(instance, os.window)
}
@(private="file")
size_callback :: proc "c" (userdata: rawptr, event: ^sdl2.Event) -> c.int {
if event.type == .WINDOWEVENT {
if event.window.event == .SIZE_CHANGED || event.window.event == .RESIZED {
resize()
}
}
return 0
}

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html lang="en" style="height: 100%;">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>WGPU WASM Triangle</title>
</head>
<body id="body" style="height: 100%; padding: 0; margin: 0; overflow: hidden;">
<canvas id="wgpu-canvas"></canvas>
<script type="text/javascript" src="runtime.js"></script>
<script type="text/javascript" src="wgpu.js"></script>
<script type="text/javascript">
const mem = new WebAssembly.Memory({ initial: 2000, maximum: 65536, shared: false });
const memInterface = new odin.WasmMemoryInterface();
memInterface.setMemory(mem);
const wgpuInterface = new odin.WebGPUInterface(memInterface);
odin.runWasm("triangle.wasm", null, { wgpu: wgpuInterface.getInterface() }, memInterface, /*intSize=8*/);
</script>
</body>
</html>

6
vendor/wgpu/sdl2glue/glue.odin vendored Normal file
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@@ -0,0 +1,6 @@
//+build !linux
//+build !windows
//+build !darwin
package wgpu_sdl2_glue
#panic("package wgpu/sdl2glue is not supported on the current target")

25
vendor/wgpu/sdl2glue/glue_darwin.odin vendored Normal file
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@@ -0,0 +1,25 @@
package wgpu_sdl2_glue
import "vendor:sdl2"
import "vendor:wgpu"
import CA "vendor:darwin/QuartzCore"
import NS "core:sys/darwin/Foundation"
GetSurface :: proc(instance: wgpu.Instance, window: ^sdl2.Window) -> wgpu.Surface {
window_info: sdl2.SysWMinfo
sdl2.GetWindowWMInfo(window, &window_info)
ns_window := cast(^NS.Window)window_info.info.cocoa.window
metal_layer := CA.MetalLayer_layer()
ns_window->contentView()->setLayer(metal_layer)
return wgpu.InstanceCreateSurface(
instance,
&wgpu.SurfaceDescriptor{
nextInChain = &wgpu.SurfaceDescriptorFromMetalLayer{
chain = wgpu.ChainedStruct{
sType = .SurfaceDescriptorFromMetalLayer,
},
layer = rawptr(metal_layer),
},
},
)
}

42
vendor/wgpu/sdl2glue/glue_linux.odin vendored Normal file
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@@ -0,0 +1,42 @@
package wgpu_sdl2_glue
import "vendor:sdl2"
import "vendor:wgpu"
GetSurface :: proc(instance: wgpu.Instance, window: ^sdl2.Window) -> wgpu.Surface {
window_info: sdl2.SysWMinfo
sdl2.GetWindowWMInfo(window, &window_info)
if window_info.subsystem == .WAYLAND {
display := window_info.info.wl.display
surface := window_info.info.wl.surface
return wgpu.InstanceCreateSurface(
instance,
&wgpu.SurfaceDescriptor{
nextInChain = &wgpu.SurfaceDescriptorFromWaylandSurface{
chain = {
sType = .SurfaceDescriptorFromWaylandSurface,
},
display = display,
surface = surface,
},
},
)
} else if window_info.subsystem == .X11 {
display := window_info.info.x11.display
window := window_info.info.x11.window
return wgpu.InstanceCreateSurface(
instance,
&wgpu.SurfaceDescriptor{
nextInChain = &wgpu.SurfaceDescriptorFromXlibWindow{
chain = {
sType = .SurfaceDescriptorFromXlibWindow,
},
display = display,
window = u64(window),
},
},
)
} else {
panic("wgpu sdl2 glue: unsupported platform, expected Wayland or X11")
}
}

25
vendor/wgpu/sdl2glue/glue_windows.odin vendored Normal file
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@@ -0,0 +1,25 @@
package wgpu_sdl2_glue
import win "core:sys/windows"
import "vendor:sdl2"
import "vendor:wgpu"
GetSurface :: proc(instance: wgpu.Instance, window: ^sdl2.Window) -> wgpu.Surface {
window_info: sdl2.SysWMinfo
sdl2.GetWindowWMInfo(window, &window_info)
hwnd := window_info.info.win.window
hinstance := win.GetModuleHandleW(nil)
return wgpu.InstanceCreateSurface(
instance,
&wgpu.SurfaceDescriptor{
nextInChain = &wgpu.SurfaceDescriptorFromWindowsHWND{
chain = wgpu.ChainedStruct{
sType = .SurfaceDescriptorFromWindowsHWND,
},
hinstance = rawptr(hinstance),
hwnd = rawptr(hwnd),
},
},
)
}