use std::future::Future;
use std::time::Instant;
use winit::event::{self, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use wgpu;
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
use std::{mem::size_of, slice::from_raw_parts};
unsafe {
from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>())
}
}
pub enum ShaderStage {
Vertex,
Fragment,
Compute
}
pub trait App: 'static + Sized {
fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_features() -> wgpu::Features {
wgpu::Features::DEPTH_CLIP_CONTROL
}
fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities {
wgpu::DownlevelCapabilities{
flags: wgpu::DownlevelFlags::empty(),
shader_model: wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
fn required_limits() -> wgpu::Limits {
wgpu::Limits::downlevel_webgl2_defaults()
}
fn init(
config: &wgpu::SurfaceConfiguration,
adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue
) -> Self;
fn resize(
&mut self,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
queue: &wgpu::Queue
);
fn update(&mut self,
event: WindowEvent,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
queue: &wgpu::Queue
);
fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
spawner: &Spawner
);
}
struct Setup {
window: winit::window::Window,
event_loop: EventLoop<()>,
instance: wgpu::Instance,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue
}
async fn setup<E: App>(title: &str) -> Setup {
env_logger::init();
let event_loop = EventLoop::new();
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] {
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
let window = builder.build(&event_loop).unwrap();
log::info!("Initializing the surface...");
let backends = wgpu::util::backend_bits_from_env()
.unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler = wgpu::util::dx12_shader_compiler_from_env()
.unwrap_or_default();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor{
backends,
dx12_shader_compiler
});
let (size, surface) = unsafe {
let size = window.inner_size();
let surface = instance.create_surface(&window).unwrap();
(size, surface)
};
let adapter = wgpu::util::initialize_adapter_from_env_or_default(
&instance, Some(&surface))
.await
.expect("No suitable GPU adapters found on the system!");
let adapter_info = adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
let optional_features = E::optional_features();
let required_features = E::required_features();
let adapter_features = adapter.features();
assert!(
adapter_features.contains(required_features),
"Adapter does not support required features for this App: {:?}",
required_features - adapter_features
);
let required_downlevel_capabilities = E::required_downlevel_capabilities();
let downlevel_capabilities = adapter.get_downlevel_capabilities();
assert!(
downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
"Adapter does not support the minimum shader model required to run this App: {:?}",
required_downlevel_capabilities.shader_model
);
assert!(
downlevel_capabilities
.flags
.contains(required_downlevel_capabilities.flags),
"Adapter does not support the downlevel capabilities required to run this App: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
let needed_limits = E::required_limits().using_resolution(adapter.limits());
let trace_dir = std::env::var("WGPU_TRACE");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor{
label: None,
features: (optional_features & adapter_features) | required_features,
limits: needed_limits
},
trace_dir.ok().as_ref().map(std::path::Path::new)
)
.await
.expect("Unable to find a suitable GPU adapter!");
Setup{
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue
}
}
fn start<E: App>(
Setup{
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue
}: Setup
) {
let spawner = Spawner::new();
let mut config = surface
.get_default_config(&adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format = config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
surface.configure(&device, &config);
log::info!("Initializing the App...");
let mut app = E::init(&config, &adapter, &device, &queue);
let mut last_frame_inst = Instant::now();
let (mut frame_count, mut accum_time) = (0, 0.0);
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); *control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
};
match event {
event::Event::RedrawEventsCleared => {
spawner.run_until_stalled();
window.request_redraw();
},
event::Event::WindowEvent {
event: WindowEvent::Resized(size) | WindowEvent::ScaleFactorChanged{
new_inner_size: &mut size,
..
},
..
} => {
let max_dimension = adapter.limits().max_texture_dimension_2d;
if size.width > max_dimension || size.height > max_dimension {
log::warn!(
"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
} else {
log::info!("Resizing to {:?}", size);
config.width = size.width.max(1);
config.height = size.height.max(1);
app.resize(&config, &device, &queue);
surface.configure(&device, &config);
}
},
event::Event::WindowEvent{ event, .. } => {
match event {
WindowEvent::CloseRequested | WindowEvent::KeyboardInput{
input: event::KeyboardInput{
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput{
input: event::KeyboardInput{
virtual_keycode: Some(event::VirtualKeyCode::R),
state: event::ElementState::Pressed,
..
},
..
} => println!("{:#?}", instance.generate_report()),
_ => app.update(event, &config, &device, &queue)
}
},
event::Event::RedrawRequested(_) => {
accum_time += last_frame_inst.elapsed().as_secs_f32();
last_frame_inst = Instant::now();
frame_count += 1;
if frame_count == 100 * 60 { println!(
"Avg frame time {}ms",
accum_time * 1000.0 / frame_count as f32
);
accum_time = 0.0;
frame_count = 0;
}
let frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(_) => {
surface.configure(&device, &config);
surface.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor{
format: Some(surface_view_format),
..wgpu::TextureViewDescriptor::default()
});
app.render(&view, &device, &queue, &spawner);
frame.present();
},
_ => {}
}
});
}
pub struct Spawner<'a> {
executor: async_executor::LocalExecutor<'a>
}
impl<'a> Spawner<'a> {
fn new() -> Self {
Self{ executor: async_executor::LocalExecutor::new() }
}
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'a) {
self.executor.spawn(future).detach();
}
fn run_until_stalled(&self) {
while self.executor.try_tick() {}
}
}
pub fn run<E: App>(title: &str) {
let setup = pollster::block_on(setup::<E>(title));
start::<E>(setup);
}