wgpu: move examples to examples repo

This commit is contained in:
Laytan Laats
2025-03-03 21:22:59 +01:00
parent 189b4782fb
commit 7fc55eb92a
13 changed files with 20 additions and 760 deletions
+20 -16
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@@ -1,17 +1,18 @@
# WGPU /*
A cross-platform (and WASM) GPU API. A cross-platform (and WASM) GPU API.
WASM support is achieved by providing wrappers around the browser native WebGPU API WASM support is achieved by providing wrappers around the browser native WebGPU API
that are called instead of the [wgpu-native](https://github.com/gfx-rs/wgpu-native) library, that are called instead of the [wgpu-native](https://github.com/gfx-rs/wgpu-native) library,
the wgpu-native library provides support for all other targets. the wgpu-native library provides support for all other targets.
Have a look at the `example/` directory for the rendering of a basic triangle. **Examples**
## Getting the wgpu-native libraries You can find a number of examples on [[Odin's official examples repository; https://github.com/odin-lang/examples/tree/master/wgpu]].
**Getting the wgpu-native libraries**
For native support (not the browser), some libraries are required. Fortunately this is For native support (not the browser), some libraries are required. Fortunately this is
extremely easy, just download them from the [releases on GitHub](https://github.com/gfx-rs/wgpu-native/releases/tag/v24.0.0.2), extremely easy, just download them from the [[releases on GitHub; https://github.com/gfx-rs/wgpu-native/releases/tag/v24.0.0.2]].
the bindings are for v24.0.0.2 at the moment. the bindings are for v24.0.0.2 at the moment.
These are expected in the `lib` folder under the same name as they are released (just unzipped). These are expected in the `lib` folder under the same name as they are released (just unzipped).
@@ -19,7 +20,7 @@ By default it will look for a static release version (`wgpu-OS-ARCH-release.a|li
you can set `-define:WGPU_DEBUG=true` for it to look for a debug version, you can set `-define:WGPU_DEBUG=true` for it to look for a debug version,
and use `-define:WGPU_SHARED=true` to look for the shared libraries. and use `-define:WGPU_SHARED=true` to look for the shared libraries.
## WASM **WASM**
For WASM, the module has to be built with a function table to enable callbacks. For WASM, the module has to be built with a function table to enable callbacks.
You can do so using `-extra-linker-flags:"--export-table"`. You can do so using `-extra-linker-flags:"--export-table"`.
@@ -29,12 +30,20 @@ Being able to allocate is also required (for some auxiliary APIs but also for ma
You can set the context that is used for allocations by setting the global variable `wpgu.g_context`. You can set the context that is used for allocations by setting the global variable `wpgu.g_context`.
It will default to the `runtime.default_context`. It will default to the `runtime.default_context`.
Again, have a look at the `example/` and how it is set up, doing the `--import-memory` and the likes Have a look at the [[example build file; https://github.com/odin-lang/examples/blob/master/wgpu/glfw-triangle/build_web.sh]] and [[html file; https://github.com/odin-lang/examples/blob/master/wgpu/glfw-triangle/web/index.html]]
to see how it looks when set up, doing the `--import-memory` and the likes
is not strictly necessary but allows your app more memory than the minimal default. is not strictly necessary but allows your app more memory than the minimal default.
The bindings work on both `-target:js_wasm32` and `-target:js_wasm64p32`. The bindings work on both `-target:js_wasm32` and `-target:js_wasm64p32`.
## GLFW Glue **SDL Glue**
There is an inner package `sdl2glue` (and `sdl3glue`) that can be used to glue together WGPU and SDL.
It exports one procedure `GetSurface(wgpu.Instance, ^SDL.Window) -> wgpu.Surface`.
The procedure will call the needed target specific procedures and return a surface configured
for the given window.
**GLFW Glue**
There is an inner package `glfwglue` that can be used to glue together WGPU and GLFW. 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) -> wgpu.Surface`. It exports one procedure `GetSurface(wgpu.Instance, glfw.WindowHandle) -> wgpu.Surface`.
@@ -44,14 +53,7 @@ for the given window.
Do note that wgpu does not require GLFW, you can use native windows or another windowing library too. 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. For that you can take inspiration from `glfwglue` on glueing them together.
## SDL2 Glue **GLFW and Wayland**
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`. GLFW supports Wayland from version 3.4 onwards and only if it is compiled with `-DGLFW_EXPOSE_NATIVE_WAYLAND`.
@@ -59,3 +61,5 @@ Odin links against your system's glfw library (probably installed through a pack
If that version is lower than 3.4 or hasn't been compiled with the previously mentioned define, If that version is lower than 3.4 or hasn't been compiled with the previously mentioned define,
you will have to compile glfw from source yourself and adjust the `foreign import` declarations in `vendor:glfw/bindings` to you will have to compile glfw from source yourself and adjust the `foreign import` declarations in `vendor:glfw/bindings` to
point to it. point to it.
*/
package wgpu
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@@ -1,17 +0,0 @@
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: $(FILES) ../../wgpu.js ../../../../core/sys/wasm/js/odin.js
odin build . \
-target:js_wasm32 -out:web/triangle.wasm -o:size \
-extra-linker-flags:"--export-table --import-memory --initial-memory=$(INITIAL_MEMORY_BYTES) --max-memory=$(MAX_MEMORY_BYTES)"
cp ../../wgpu.js web/wgpu.js
cp ../../../../core/sys/wasm/js/odin.js web/odin.js
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@@ -1,12 +0,0 @@
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 "..\..\..\..\core\sys\wasm\js\odin.js" "web\odin.js"
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@@ -1,189 +0,0 @@
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 }, { callback = on_adapter })
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("request adapter failure: [%v] %s", status, message)
}
state.adapter = adapter
wgpu.AdapterRequestDevice(adapter, nil, { callback = on_device })
}
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("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.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,
},
})
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 .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 .OutOfMemory, .DeviceLost, .Error:
// 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,
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)
}
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)
}
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@@ -1,55 +0,0 @@
#+build !js
package vendor_wgpu_example_triangle
import "core:time"
import "vendor:glfw"
import "vendor:wgpu"
import "vendor:wgpu/glfwglue"
OS :: struct {
window: glfw.WindowHandle,
}
os_init :: proc(os: ^OS) {
if !glfw.Init() {
panic("[glfw] init failure")
}
glfw.WindowHint(glfw.CLIENT_API, glfw.NO_API)
os.window = glfw.CreateWindow(960, 540, "WGPU Native Triangle", nil, nil)
glfw.SetFramebufferSizeCallback(os.window, size_callback)
}
os_run :: proc(os: ^OS) {
dt: f32
for !glfw.WindowShouldClose(os.window) {
start := time.tick_now()
glfw.PollEvents()
frame(dt)
dt = f32(time.duration_seconds(time.tick_since(start)))
}
finish()
glfw.DestroyWindow(os.window)
glfw.Terminate()
}
os_get_render_bounds :: proc(os: ^OS) -> (width, height: u32) {
iw, ih := glfw.GetWindowSize(os.window)
return u32(iw), u32(ih)
}
os_get_surface :: proc(os: ^OS, instance: wgpu.Instance) -> wgpu.Surface {
return glfwglue.GetSurface(instance, os.window)
}
@(private="file")
size_callback :: proc "c" (window: glfw.WindowHandle, width, height: i32) {
resize()
}
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@@ -1,61 +0,0 @@
package vendor_wgpu_example_triangle
import "core:sys/wasm/js"
import "vendor:wgpu"
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.SurfaceSourceCanvasHTMLSelector{
sType = .SurfaceSourceCanvasHTMLSelector,
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()
}
-23
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@@ -1,23 +0,0 @@
<!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="odin.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>
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@@ -1,17 +0,0 @@
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: $(FILES) ../../wgpu.js ../../../../core/sys/wasm/js/odin.js
odin build . \
-target:js_wasm32 -out:web/triangle.wasm -o:size \
-extra-linker-flags:"--export-table --import-memory --initial-memory=$(INITIAL_MEMORY_BYTES) --max-memory=$(MAX_MEMORY_BYTES)"
cp ../../wgpu.js web/wgpu.js
cp ../../../../core/sys/wasm/js/odin.js web/odin.js
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@@ -1,12 +0,0 @@
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 "..\..\..\..\core\sys\wasm\js\odin.js" "web\odin.js"
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@@ -1,189 +0,0 @@
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 }, { callback = on_adapter })
on_adapter :: proc "c" (status: wgpu.RequestAdapterStatus, adapter: wgpu.Adapter, message: string, userdata1, 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" (status: wgpu.RequestDeviceStatus, device: wgpu.Device, message: string, userdata1, userdata2: 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.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,
},
})
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 .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 .OutOfMemory, .DeviceLost, .Error:
// 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,
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)
}
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)
}
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@@ -1,61 +0,0 @@
package vendor_wgpu_example_triangle
import "core:sys/wasm/js"
import "vendor:wgpu"
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.SurfaceSourceCanvasHTMLSelector{
sType = .SurfaceSourceCanvasHTMLSelector,
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()
}
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@@ -1,85 +0,0 @@
#+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
}
-23
View File
@@ -1,23 +0,0 @@
<!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="odin.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>