goldy 0.2.0

Fondaco Machine GPU runtime for Rust (Vulkan, DX12, Metal)
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
//! Particles example - rain/snow particle system.
//!
//! Demonstrates retained scheme with compute dispatch → offscreen render → copy-to-present.
//!
//! Run with: `cargo run --example particles`

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, ControlFlow, EventLoop},
    keyboard::{Key, NamedKey},
    window::{Window, WindowId},
};
mod common;

const NUM_PARTICLES: u32 = 1000;

#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Particle {
    position: [f32; 2],
    velocity: [f32; 2],
    size: f32,
    _pad1: f32,
    _pad2: f32,
    _pad3: f32,
}

#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct ParticleParams {
    is_snow: f32,
    frame: f32,
    _pad1: f32,
    _pad2: f32,
}
impl goldy::StructuredBufferElement for Particle {}
impl goldy::StructuredBufferElement for ParticleParams {}

static mut SEED: u32 = 42;
fn random() -> f32 {
    unsafe {
        SEED = SEED.wrapping_mul(1103515245).wrapping_add(12345);
        SEED as f32 / u32::MAX as f32
    }
}

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();
    println!("Goldy Particles Example");
    println!("  Space - Toggle rain/snow");
    println!("  Escape - Exit");

    let event_loop = EventLoop::new()?;
    event_loop.set_control_flow(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,
    is_snow: bool,
    frame_count: f32,
    start_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>,
        bg_color: Color,
    ) -> 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 mut pass = scheme.render_pass("particles", scene_rt, TargetLoad::Clear(bg_color));
        pass.with_parcel(particle_buffer, NodeAccess::Read);
        pass.with_parcel(params_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 background_color(is_snow: bool) -> Color {
        if is_snow {
            Color {
                r: 0.05,
                g: 0.05,
                b: 0.15,
                a: 1.0,
            }
        } else {
            Color {
                r: 0.02,
                g: 0.02,
                b: 0.05,
                a: 1.0,
            }
        }
    }

    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::background_color(self.is_snow),
            ) {
                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/rain_snow_update.slang"))?;
        let render_shader = ShaderModule::from_slang(&device, include_str!("../shaders/rain_snow_render.slang"))?;

        let particles = Self::create_particles(false);
        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::<ParticleParams>(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,
            &params_buffer,
            &scene_rt,
            Self::background_color(false),
        )?;

        let mut upload_scheme = Scheme::new(&ctx);
        let params_deposit = MemoryExchange::new(&ctx).bind_deposit_buffer(
            &mut upload_scheme,
            &params_buffer,
            std::mem::size_of::<ParticleParams>() as u64,
        )?;

        println!("Created rain/snow simulation with {NUM_PARTICLES} particles (Scheme + Present)");

        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,
            is_snow: false,
            frame_count: 0.0,
            start_time: std::time::Instant::now(),
        })
    }

    fn create_particles(is_snow: bool) -> Vec<Particle> {
        let mut particles = Vec::with_capacity(NUM_PARTICLES as usize);
        for _ in 0..NUM_PARTICLES {
            let x = random() * 2.0 - 1.0;
            let y = random() * 2.2 - 1.0;

            let (vx, vy, size) = if is_snow {
                (
                    (random() - 0.5) * 0.005,
                    -(0.002 + random() * 0.005),
                    0.003 + random() * 0.008,
                )
            } else {
                (
                    (random() - 0.5) * 0.002,
                    -(0.01 + random() * 0.02),
                    0.002 + random() * 0.003,
                )
            };

            particles.push(Particle {
                position: [x, y],
                velocity: [vx, vy],
                size,
                _pad1: 0.0,
                _pad2: 0.0,
                _pad3: 0.0,
            });
        }
        particles
    }

    fn toggle_mode(&mut self) -> Result<()> {
        self.is_snow = !self.is_snow;

        let particles = Self::create_particles(self.is_snow);
        let particle_capacity = (NUM_PARTICLES as u64) * std::mem::size_of::<Particle>() as u64;
        let mut particle_upload = Scheme::new(&self.ctx);
        let particle_deposit = MemoryExchange::new(&self.ctx).bind_deposit_buffer(
            &mut particle_upload,
            &self.particle_buffer,
            particle_capacity,
        )?;
        particle_deposit.write(&mut particle_upload, 0, bytemuck::cast_slice(&particles))?;
        particle_upload.submit()?;

        self.window.set_title(&format!(
            "Goldy - {} (Space to toggle)",
            if self.is_snow { "Snow" } else { "Rain" }
        ));

        self.rerecord_scheme();
        Ok(())
    }

    fn render(&mut self) -> Result<()> {
        self.frame_count += 1.0;

        let params = ParticleParams {
            is_snow: if self.is_snow { 1.0 } else { 0.0 },
            frame: self.frame_count,
            _pad1: 0.0,
            _pad2: 0.0,
        };

        self.params_deposit
            .write(&mut self.upload_scheme, 0, bytemuck::bytes_of(&params))?;
        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 as u64
        );
    }
}

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 - Rain (Space to toggle)")
                            .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 let Some(state) = &mut self.state {
                    match event.logical_key {
                        Key::Named(NamedKey::Escape) => event_loop.exit(),
                        Key::Named(NamedKey::Space) => {
                            if let Err(e) = state.toggle_mode() {
                                tracing::error!("Failed to toggle mode: {e}");
                            }
                        }
                        _ => {}
                    }
                }
            }
            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}");
                    }
                }
            }
            _ => {}
        }
    }
}