Skip to main content

pixel8_console/
gpu.rs

1//! GPU presentation: upload the 128x128 indexed framebuffer as an RGBA
2//! texture and blit it with nearest-neighbor filtering at the largest
3//! integer scale that fits, letterboxed in black. The GPU does nothing
4//! clever on purpose — every pixel is decided by the software rasterizer.
5
6use anyhow::{anyhow, Result};
7use pixel8_runtime::fb::{Framebuffer, HEIGHT, WIDTH};
8use std::sync::Arc;
9use winit::window::Window;
10
11const SHADER: &str = r#"
12@group(0) @binding(0) var screen_tex: texture_2d<f32>;
13@group(0) @binding(1) var screen_samp: sampler;
14
15struct VsOut {
16    @builtin(position) pos: vec4<f32>,
17    @location(0) uv: vec2<f32>,
18};
19
20@vertex
21fn vs_main(@builtin(vertex_index) i: u32) -> VsOut {
22    // Fullscreen triangle; the viewport restricts it to the screen rect.
23    var out: VsOut;
24    let x = f32(i32(i & 1u) * 4 - 1);
25    let y = f32(i32(i >> 1u) * 4 - 1);
26    out.pos = vec4<f32>(x, y, 0.0, 1.0);
27    out.uv = vec2<f32>((x + 1.0) * 0.5, 1.0 - (y + 1.0) * 0.5);
28    return out;
29}
30
31@fragment
32fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
33    return textureSample(screen_tex, screen_samp, in.uv);
34}
35"#;
36
37/// The rectangle (in physical pixels) where the virtual screen lands.
38#[derive(Clone, Copy, Default)]
39pub struct Viewport {
40    pub x: f32,
41    pub y: f32,
42    pub w: f32,
43    pub h: f32,
44}
45
46impl Viewport {
47    /// Map a physical window position to virtual screen coordinates.
48    pub fn window_to_screen(&self, px: f64, py: f64) -> (i32, i32) {
49        if self.w <= 0.0 || self.h <= 0.0 {
50            return (0, 0);
51        }
52        let x = ((px as f32 - self.x) / self.w * WIDTH as f32).floor() as i32;
53        let y = ((py as f32 - self.y) / self.h * HEIGHT as f32).floor() as i32;
54        (x, y)
55    }
56}
57
58pub struct Gpu {
59    surface: wgpu::Surface<'static>,
60    device: wgpu::Device,
61    queue: wgpu::Queue,
62    config: wgpu::SurfaceConfiguration,
63    pipeline: wgpu::RenderPipeline,
64    bind_group: wgpu::BindGroup,
65    texture: wgpu::Texture,
66    rgba: Vec<u8>,
67    viewport: Viewport,
68}
69
70impl Gpu {
71    pub fn new(
72        window: Arc<Window>,
73        display: winit::event_loop::OwnedDisplayHandle,
74    ) -> Result<Self> {
75        pollster::block_on(Self::new_async(window, display))
76    }
77
78    async fn new_async(
79        window: Arc<Window>,
80        display: winit::event_loop::OwnedDisplayHandle,
81    ) -> Result<Self> {
82        let size = window.inner_size();
83        let instance = wgpu::Instance::new(
84            wgpu::InstanceDescriptor::new_with_display_handle(Box::new(display)).with_env(),
85        );
86        let surface = instance.create_surface(window)?;
87        let adapter = instance
88            .request_adapter(&wgpu::RequestAdapterOptions {
89                power_preference: wgpu::PowerPreference::LowPower,
90                compatible_surface: Some(&surface),
91                force_fallback_adapter: false,
92            })
93            .await
94            .map_err(|e| anyhow!("no graphics adapter found: {e}"))?;
95        let (device, queue) = adapter
96            .request_device(&wgpu::DeviceDescriptor::default())
97            .await
98            .map_err(|e| anyhow!("could not create graphics device: {e}"))?;
99
100        let mut config = surface
101            .get_default_config(&adapter, size.width.max(1), size.height.max(1))
102            .ok_or_else(|| anyhow!("surface is not supported by the adapter"))?;
103        config.present_mode = wgpu::PresentMode::AutoVsync;
104        surface.configure(&device, &config);
105
106        let texture = device.create_texture(&wgpu::TextureDescriptor {
107            label: Some("pixel8 screen"),
108            size: wgpu::Extent3d {
109                width: WIDTH as u32,
110                height: HEIGHT as u32,
111                depth_or_array_layers: 1,
112            },
113            mip_level_count: 1,
114            sample_count: 1,
115            dimension: wgpu::TextureDimension::D2,
116            format: wgpu::TextureFormat::Rgba8UnormSrgb,
117            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
118            view_formats: &[],
119        });
120        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
121        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
122            mag_filter: wgpu::FilterMode::Nearest,
123            min_filter: wgpu::FilterMode::Nearest,
124            ..Default::default()
125        });
126
127        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
128            label: Some("pixel8 blit"),
129            source: wgpu::ShaderSource::Wgsl(SHADER.into()),
130        });
131        let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
132            label: None,
133            entries: &[
134                wgpu::BindGroupLayoutEntry {
135                    binding: 0,
136                    visibility: wgpu::ShaderStages::FRAGMENT,
137                    ty: wgpu::BindingType::Texture {
138                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
139                        view_dimension: wgpu::TextureViewDimension::D2,
140                        multisampled: false,
141                    },
142                    count: None,
143                },
144                wgpu::BindGroupLayoutEntry {
145                    binding: 1,
146                    visibility: wgpu::ShaderStages::FRAGMENT,
147                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
148                    count: None,
149                },
150            ],
151        });
152        let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
153            label: None,
154            layout: &bgl,
155            entries: &[
156                wgpu::BindGroupEntry {
157                    binding: 0,
158                    resource: wgpu::BindingResource::TextureView(&view),
159                },
160                wgpu::BindGroupEntry {
161                    binding: 1,
162                    resource: wgpu::BindingResource::Sampler(&sampler),
163                },
164            ],
165        });
166        let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
167            label: None,
168            bind_group_layouts: &[Some(&bgl)],
169            immediate_size: 0,
170        });
171        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
172            label: Some("pixel8 blit"),
173            layout: Some(&layout),
174            vertex: wgpu::VertexState {
175                module: &shader,
176                entry_point: Some("vs_main"),
177                compilation_options: Default::default(),
178                buffers: &[],
179            },
180            fragment: Some(wgpu::FragmentState {
181                module: &shader,
182                entry_point: Some("fs_main"),
183                compilation_options: Default::default(),
184                targets: &[Some(wgpu::ColorTargetState {
185                    format: config.format,
186                    blend: None,
187                    write_mask: wgpu::ColorWrites::ALL,
188                })],
189            }),
190            primitive: wgpu::PrimitiveState::default(),
191            depth_stencil: None,
192            multisample: wgpu::MultisampleState::default(),
193            multiview_mask: None,
194            cache: None,
195        });
196
197        Ok(Self {
198            surface,
199            device,
200            queue,
201            config,
202            pipeline,
203            bind_group,
204            texture,
205            rgba: vec![0; WIDTH as usize * HEIGHT as usize * 4],
206            viewport: Viewport::default(),
207        })
208    }
209
210    pub fn resize(&mut self, width: u32, height: u32) {
211        if width > 0 && height > 0 {
212            self.config.width = width;
213            self.config.height = height;
214            self.surface.configure(&self.device, &self.config);
215        }
216    }
217
218    pub fn viewport(&self) -> Viewport {
219        self.viewport
220    }
221
222    fn compute_viewport(&mut self) {
223        let (sw, sh) = (self.config.width as f32, self.config.height as f32);
224        // Largest integer scale that fits; fall back to fractional fit on
225        // windows smaller than 128 px.
226        let scale = (sw / WIDTH as f32).min(sh / HEIGHT as f32);
227        let scale = if scale >= 1.0 { scale.floor() } else { scale };
228        let w = WIDTH as f32 * scale;
229        let h = HEIGHT as f32 * scale;
230        self.viewport = Viewport {
231            x: ((sw - w) / 2.0).floor(),
232            y: ((sh - h) / 2.0).floor(),
233            w,
234            h,
235        };
236    }
237
238    pub fn render(&mut self, fb: &Framebuffer) -> Result<()> {
239        fb.write_rgba(&mut self.rgba);
240        self.queue.write_texture(
241            wgpu::TexelCopyTextureInfo {
242                texture: &self.texture,
243                mip_level: 0,
244                origin: wgpu::Origin3d::ZERO,
245                aspect: wgpu::TextureAspect::All,
246            },
247            &self.rgba,
248            wgpu::TexelCopyBufferLayout {
249                offset: 0,
250                bytes_per_row: Some(WIDTH as u32 * 4),
251                rows_per_image: None,
252            },
253            wgpu::Extent3d {
254                width: WIDTH as u32,
255                height: HEIGHT as u32,
256                depth_or_array_layers: 1,
257            },
258        );
259
260        use wgpu::CurrentSurfaceTexture as Cst;
261        let frame = match self.surface.get_current_texture() {
262            Cst::Success(f) | Cst::Suboptimal(f) => f,
263            Cst::Lost | Cst::Outdated => {
264                self.surface.configure(&self.device, &self.config);
265                match self.surface.get_current_texture() {
266                    Cst::Success(f) | Cst::Suboptimal(f) => f,
267                    _ => return Ok(()), // skip this frame
268                }
269            }
270            // Nothing to draw to right now; skip the frame.
271            Cst::Timeout | Cst::Occluded | Cst::Validation => return Ok(()),
272        };
273        let view = frame
274            .texture
275            .create_view(&wgpu::TextureViewDescriptor::default());
276        let mut encoder = self
277            .device
278            .create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
279        {
280            let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
281                label: Some("pixel8 blit"),
282                multiview_mask: None,
283                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
284                    view: &view,
285                    depth_slice: None,
286                    resolve_target: None,
287                    ops: wgpu::Operations {
288                        load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
289                        store: wgpu::StoreOp::Store,
290                    },
291                })],
292                depth_stencil_attachment: None,
293                timestamp_writes: None,
294                occlusion_query_set: None,
295            });
296            self.compute_viewport();
297            let vp = self.viewport;
298            pass.set_viewport(vp.x, vp.y, vp.w, vp.h, 0.0, 1.0);
299            pass.set_pipeline(&self.pipeline);
300            pass.set_bind_group(0, &self.bind_group, &[]);
301            pass.draw(0..3, 0..1);
302        }
303        self.queue.submit([encoder.finish()]);
304        frame.present();
305        Ok(())
306    }
307}