use anyhow::{anyhow, Result};
use pixel8_runtime::fb::{Framebuffer, HEIGHT, WIDTH};
use std::sync::Arc;
use winit::window::Window;
const SHADER: &str = r#"
@group(0) @binding(0) var screen_tex: texture_2d<f32>;
@group(0) @binding(1) var screen_samp: sampler;
struct VsOut {
@builtin(position) pos: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) i: u32) -> VsOut {
// Fullscreen triangle; the viewport restricts it to the screen rect.
var out: VsOut;
let x = f32(i32(i & 1u) * 4 - 1);
let y = f32(i32(i >> 1u) * 4 - 1);
out.pos = vec4<f32>(x, y, 0.0, 1.0);
out.uv = vec2<f32>((x + 1.0) * 0.5, 1.0 - (y + 1.0) * 0.5);
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
return textureSample(screen_tex, screen_samp, in.uv);
}
"#;
#[derive(Clone, Copy, Default)]
pub struct Viewport {
pub x: f32,
pub y: f32,
pub w: f32,
pub h: f32,
}
impl Viewport {
pub fn window_to_screen(&self, px: f64, py: f64) -> (i32, i32) {
if self.w <= 0.0 || self.h <= 0.0 {
return (0, 0);
}
let x = ((px as f32 - self.x) / self.w * WIDTH as f32).floor() as i32;
let y = ((py as f32 - self.y) / self.h * HEIGHT as f32).floor() as i32;
(x, y)
}
}
pub struct Gpu {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
texture: wgpu::Texture,
rgba: Vec<u8>,
viewport: Viewport,
}
impl Gpu {
pub fn new(
window: Arc<Window>,
display: winit::event_loop::OwnedDisplayHandle,
) -> Result<Self> {
pollster::block_on(Self::new_async(window, display))
}
async fn new_async(
window: Arc<Window>,
display: winit::event_loop::OwnedDisplayHandle,
) -> Result<Self> {
let size = window.inner_size();
let instance = wgpu::Instance::new(
wgpu::InstanceDescriptor::new_with_display_handle(Box::new(display)).with_env(),
);
let surface = instance.create_surface(window)?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.map_err(|e| anyhow!("no graphics adapter found: {e}"))?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor::default())
.await
.map_err(|e| anyhow!("could not create graphics device: {e}"))?;
let mut config = surface
.get_default_config(&adapter, size.width.max(1), size.height.max(1))
.ok_or_else(|| anyhow!("surface is not supported by the adapter"))?;
config.present_mode = wgpu::PresentMode::AutoVsync;
surface.configure(&device, &config);
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("pixel8 screen"),
size: wgpu::Extent3d {
width: WIDTH as u32,
height: HEIGHT as u32,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("pixel8 blit"),
source: wgpu::ShaderSource::Wgsl(SHADER.into()),
});
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[Some(&bgl)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("pixel8 blit"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Ok(Self {
surface,
device,
queue,
config,
pipeline,
bind_group,
texture,
rgba: vec![0; WIDTH as usize * HEIGHT as usize * 4],
viewport: Viewport::default(),
})
}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.device, &self.config);
}
}
pub fn viewport(&self) -> Viewport {
self.viewport
}
fn compute_viewport(&mut self) {
let (sw, sh) = (self.config.width as f32, self.config.height as f32);
let scale = (sw / WIDTH as f32).min(sh / HEIGHT as f32);
let scale = if scale >= 1.0 { scale.floor() } else { scale };
let w = WIDTH as f32 * scale;
let h = HEIGHT as f32 * scale;
self.viewport = Viewport {
x: ((sw - w) / 2.0).floor(),
y: ((sh - h) / 2.0).floor(),
w,
h,
};
}
pub fn render(&mut self, fb: &Framebuffer) -> Result<()> {
fb.write_rgba(&mut self.rgba);
self.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &self.texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&self.rgba,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(WIDTH as u32 * 4),
rows_per_image: None,
},
wgpu::Extent3d {
width: WIDTH as u32,
height: HEIGHT as u32,
depth_or_array_layers: 1,
},
);
use wgpu::CurrentSurfaceTexture as Cst;
let frame = match self.surface.get_current_texture() {
Cst::Success(f) | Cst::Suboptimal(f) => f,
Cst::Lost | Cst::Outdated => {
self.surface.configure(&self.device, &self.config);
match self.surface.get_current_texture() {
Cst::Success(f) | Cst::Suboptimal(f) => f,
_ => return Ok(()), }
}
Cst::Timeout | Cst::Occluded | Cst::Validation => return Ok(()),
};
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("pixel8 blit"),
multiview_mask: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
self.compute_viewport();
let vp = self.viewport;
pass.set_viewport(vp.x, vp.y, vp.w, vp.h, 0.0, 1.0);
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
pass.draw(0..3, 0..1);
}
self.queue.submit([encoder.finish()]);
frame.present();
Ok(())
}
}