use anyhow::Result;
use goldy::{
Buffer, BufferFlags, BufferKind, Color, ComputePipeline, DepositTransaction, DeviceDescriptor, Instance, Lease,
LeaseRenderTarget, MemoryExchange, NodeAccess, PrimitiveTopology, RenderPipeline, RenderPipelineDesc,
RequestAdapterOptions, RetainedPool, Scheme, ShaderModule, SurfaceConfig, SurfaceExchange, TargetLoad, Transaction,
VertexBufferLayout,
};
use std::sync::Arc;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoop},
keyboard::{Key, NamedKey},
window::{Window, WindowId},
};
mod common;
const NUM_PARTICLES: u32 = 1024;
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Particle {
position: [f32; 2],
velocity: [f32; 2],
}
impl goldy::StructuredBufferElement for Particle {}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct SimParams {
delta_time: f32,
}
impl goldy::StructuredBufferElement for SimParams {}
fn main() -> Result<()> {
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::try_from_default_env()
.unwrap_or_else(|_| tracing_subscriber::EnvFilter::new("warn")),
)
.init();
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
let mut app = App::default();
event_loop.run_app(&mut app)?;
Ok(())
}
#[derive(Default)]
struct App {
state: Option<RenderState>,
}
struct RenderState {
window: Arc<Window>,
device: Arc<goldy::Device>,
ctx: goldy::Context,
surface: SurfaceExchange,
present: Transaction,
scheme: Scheme,
scene_rt: Lease<LeaseRenderTarget>,
compute_pipeline: ComputePipeline,
render_shader: ShaderModule,
render_pipeline: RenderPipeline,
_retained_pool: RetainedPool,
particle_buffer: Buffer,
params_buffer: Buffer,
upload_scheme: Scheme,
params_deposit: DepositTransaction,
frame_count: u32,
start_time: std::time::Instant,
last_frame_time: std::time::Instant,
}
impl RenderState {
fn create_render_pipeline(
device: &goldy::Device,
render_shader: &ShaderModule,
surface: &SurfaceExchange,
) -> Result<RenderPipeline> {
common::render_pipeline_for_surface(
device,
render_shader,
surface,
RenderPipelineDesc {
vertex_layout: VertexBufferLayout::empty(),
topology: PrimitiveTopology::TriangleList,
..Default::default()
},
)
.map_err(Into::into)
}
fn record_scheme(
scheme: &mut Scheme,
surface: &SurfaceExchange,
compute_pipeline: &ComputePipeline,
render_pipeline: &RenderPipeline,
particle_buffer: &Buffer,
params_buffer: &Buffer,
scene_rt: &Lease<LeaseRenderTarget>,
) -> anyhow::Result<Transaction> {
scheme
.node("update_particles", compute_pipeline)
.with_parcel(particle_buffer, NodeAccess::ReadWrite)
.with_parcel(params_buffer, NodeAccess::Read)
.dispatch(NUM_PARTICLES.div_ceil(64), 1, 1);
let bg_color = Color {
r: 0.03,
g: 0.02,
b: 0.08,
a: 1.0,
};
let mut pass = scheme.render_pass("particles", scene_rt, TargetLoad::Clear(bg_color));
pass.with_parcel(particle_buffer, NodeAccess::Read);
pass.set_pipeline(render_pipeline);
pass.draw(0..6, 0..NUM_PARTICLES);
pass.finish();
surface.bind_render_target(scheme, scene_rt).map_err(Into::into)
}
fn rerecord_scheme(&mut self) {
let mut scheme = Scheme::new(&self.ctx);
let (width, height) = self.surface.size();
if let Ok(rt) = scheme.lease_render_target(width.max(1), height.max(1), self.surface.format(), None) {
self.scene_rt = rt;
if let Ok(present) = Self::record_scheme(
&mut scheme,
&self.surface,
&self.compute_pipeline,
&self.render_pipeline,
&self.particle_buffer,
&self.params_buffer,
&self.scene_rt,
) {
self.present = present;
self.scheme = scheme;
}
}
}
fn new(window: Arc<Window>) -> Result<Self> {
let instance = Instance::new()?;
let device = Arc::new(
instance
.request_adapter(&RequestAdapterOptions::default())?
.request_device(&DeviceDescriptor::default())?,
);
let ctx = device.create_context()?;
let surface = SurfaceExchange::new(&ctx, window.as_ref(), SurfaceConfig::default())?;
let compute_shader = ShaderModule::from_slang(&device, include_str!("../shaders/particle_update.slang"))?;
let render_shader = ShaderModule::from_slang(&device, include_str!("../shaders/particle_render.slang"))?;
let mut particles = Vec::with_capacity(NUM_PARTICLES as usize);
for i in 0..NUM_PARTICLES {
let t = i as f32 / NUM_PARTICLES as f32;
let angle = t * std::f32::consts::TAU * 5.0;
let radius = 0.1 + t * 0.6;
let noise_x = ((i * 17) % 100) as f32 / 100.0 - 0.5;
let noise_y = ((i * 31) % 100) as f32 / 100.0 - 0.5;
particles.push(Particle {
position: [
radius * angle.cos() + noise_x * 0.1,
radius * angle.sin() + noise_y * 0.1,
],
velocity: [angle.sin() * 0.3 + noise_x * 0.2, -angle.cos() * 0.3 + noise_y * 0.2],
});
}
let mut retained_pool = RetainedPool::new(device.clone());
let particle_buffer = retained_pool.acquire_buffer_with_data(&particles, BufferKind::Scattered)?;
let params_buffer =
retained_pool.acquire_buffer_sized::<SimParams>(1, BufferKind::Broadcast, BufferFlags::empty())?;
let compute_pipeline = ComputePipeline::new(&device, &compute_shader)?;
let render_pipeline = Self::create_render_pipeline(&device, &render_shader, &surface)?;
let mut scheme = Scheme::new(&ctx);
let (width, height) = surface.size();
let scene_rt = scheme.lease_render_target(width.max(1), height.max(1), surface.format(), None)?;
let present = Self::record_scheme(
&mut scheme,
&surface,
&compute_pipeline,
&render_pipeline,
&particle_buffer,
¶ms_buffer,
&scene_rt,
)?;
let mut upload_scheme = Scheme::new(&ctx);
let params_deposit = MemoryExchange::new(&ctx).bind_deposit_buffer(
&mut upload_scheme,
¶ms_buffer,
std::mem::size_of::<SimParams>() as u64,
)?;
println!("Created compute particles example with {NUM_PARTICLES} particles (Scheme + Present)");
println!("Press Escape or close window to exit");
Ok(Self {
window,
device,
ctx,
surface,
present,
scheme,
scene_rt,
compute_pipeline,
render_shader,
render_pipeline,
_retained_pool: retained_pool,
particle_buffer,
params_buffer,
upload_scheme,
params_deposit,
frame_count: 0,
start_time: std::time::Instant::now(),
last_frame_time: std::time::Instant::now(),
})
}
fn render(&mut self) -> Result<()> {
self.frame_count += 1;
let dt = self.last_frame_time.elapsed().as_secs_f32().min(0.05);
self.last_frame_time = std::time::Instant::now();
self.params_deposit.write(
&mut self.upload_scheme,
0,
bytemuck::bytes_of(&SimParams { delta_time: dt }),
)?;
self.upload_scheme.submit()?;
let mut submission = self.scheme.submit()?;
self.present.claim(&mut submission)?.consume()?;
self.window.request_redraw();
Ok(())
}
}
impl Drop for RenderState {
fn drop(&mut self) {
let elapsed = self.start_time.elapsed().as_secs_f64();
let fps = if elapsed > 0.0 {
self.frame_count as f64 / elapsed
} else {
0.0
};
println!(
"GOLDY_PERF: frames={} elapsed={elapsed:.2}s avg_fps={fps:.1}",
self.frame_count
);
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.state.is_none() {
let window = Arc::new(
event_loop
.create_window(
Window::default_attributes()
.with_title("Goldy - Compute Particles")
.with_inner_size(winit::dpi::LogicalSize::new(800, 600)),
)
.expect("Failed to create window"),
);
match RenderState::new(window.clone()) {
Ok(state) => {
self.state = Some(state);
window.request_redraw();
}
Err(e) => {
tracing::error!("Failed to create render state: {e:?}");
event_loop.exit();
}
}
}
}
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
if let Some(state) = &self.state {
common::exit_if_timed_out(event_loop, state.start_time);
}
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput { event, .. } if event.state.is_pressed() => {
if matches!(event.logical_key, Key::Named(NamedKey::Escape)) {
event_loop.exit();
}
}
WindowEvent::Resized(size) => {
if let Some(state) = &mut self.state {
if size.width > 0 && size.height > 0 {
state.surface.resize(size.width, size.height).ok();
if let Ok(pipeline) =
RenderState::create_render_pipeline(&state.device, &state.render_shader, &state.surface)
{
state.render_pipeline = pipeline;
}
state.rerecord_scheme();
}
}
}
WindowEvent::RedrawRequested => {
if let Some(state) = &mut self.state {
if let Err(e) = state.render() {
tracing::error!("Render error: {e}");
}
}
}
_ => {}
}
}
}