From cc4976079bbf6bd05c37362cbcd5c2ac614abf6e Mon Sep 17 00:00:00 2001 From: Jay Oster Date: Wed, 25 Sep 2019 23:07:30 -0700 Subject: [PATCH] Initial commit. - Just a copy of the wgpu `hello-triangle` example for now... more to come! --- .gitignore | 2 + Cargo.lock | 1444 +++++++++++++++++++++++++++++++++++++ Cargo.toml | 21 + examples/invaders/main.rs | 39 + shaders/shader.frag | 7 + shaders/shader.vert | 15 + src/lib.rs | 326 +++++++++ 7 files changed, 1854 insertions(+) create mode 100644 .gitignore create mode 100644 Cargo.lock create mode 100644 Cargo.toml create mode 100644 examples/invaders/main.rs create mode 100644 shaders/shader.frag create mode 100644 shaders/shader.vert create mode 100644 src/lib.rs diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..53eaa21 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +/target +**/*.rs.bk diff --git a/Cargo.lock b/Cargo.lock new file mode 100644 index 0000000..1c8fb5f --- /dev/null +++ b/Cargo.lock @@ -0,0 +1,1444 @@ 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"b090467ecd0624026e8a6405d343ac7382592530d54881330b3fc8e400280fa5" diff --git a/Cargo.toml b/Cargo.toml new file mode 100644 index 0000000..fd0c762 --- /dev/null +++ b/Cargo.toml @@ -0,0 +1,21 @@ +[package] +name = "pixels" +description = "A tiny library providing a GPU-powered pixel frame buffer." +version = "0.0.1" +authors = ["Jay Oster "] +edition = "2018" +repository = "https://github.com/parasyte/pixels" +readme = "README.md" +keywords = ["pixels", "2D", "GPU", "framebuffer"] +categories = ["graphics", "rendering"] +license = "MIT" + +[dependencies] +proc-spirv = "0.0.1" +wgpu = { git = "https://github.com/gfx-rs/wgpu-rs", rev = "697393df4793e1a58578209885036114adfb9213" } + +[dev-dependencies] +env_logger = "0.7" +log = { version = "0.4", features = ["release_max_level_warn"] } +raw-window-handle = "0.1" +winit = "0.20.0-alpha3" diff --git a/examples/invaders/main.rs b/examples/invaders/main.rs new file mode 100644 index 0000000..041afc6 --- /dev/null +++ b/examples/invaders/main.rs @@ -0,0 +1,39 @@ +use pixels::{Pixels, PixelsError}; +use winit::event; +use winit::event_loop::{ControlFlow, EventLoop}; + +fn main() -> Result<(), PixelsError> { + env_logger::init(); + let event_loop = EventLoop::new(); + + let (_window, surface) = { + let window = winit::window::Window::new(&event_loop).unwrap(); + + let surface = wgpu::Surface::create(&window); + (window, surface) + }; + + let mut fb = Pixels::new(320, 240, &surface)?; + + event_loop.run(move |event, _, control_flow| match event { + event::Event::WindowEvent { event, .. } => match event { + event::WindowEvent::KeyboardInput { + input: + event::KeyboardInput { + virtual_keycode: Some(event::VirtualKeyCode::Escape), + state: event::ElementState::Pressed, + .. + }, + .. + } + | event::WindowEvent::CloseRequested => { + *control_flow = ControlFlow::Exit; + } + _ => {} + }, + event::Event::EventsCleared => { + fb.render(); + } + _ => (), + }); +} diff --git a/shaders/shader.frag b/shaders/shader.frag new file mode 100644 index 0000000..74e14f4 --- /dev/null +++ b/shaders/shader.frag @@ -0,0 +1,7 @@ +#version 450 + +layout(location = 0) out vec4 outColor; + +void main() { + outColor = vec4(1.0, 0.0, 0.0, 1.0); +} diff --git a/shaders/shader.vert b/shaders/shader.vert new file mode 100644 index 0000000..ac6dcc7 --- /dev/null +++ b/shaders/shader.vert @@ -0,0 +1,15 @@ +#version 450 + +out gl_PerVertex { + vec4 gl_Position; +}; + +const vec2 positions[3] = vec2[3]( + vec2(0.0, -0.5), + vec2(0.5, 0.5), + vec2(-0.5, 0.5) +); + +void main() { + gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); +} diff --git a/src/lib.rs b/src/lib.rs new file mode 100644 index 0000000..44ffed7 --- /dev/null +++ b/src/lib.rs @@ -0,0 +1,326 @@ +//! A tiny library providing a GPU-powered pixel frame buffer. +//! +//! `Pixels` represents a 2D frame buffer with an explicit image resolution, +//! making it ideal for prototyping simple pixel-based games, animations, and +//! emulators. The frame buffer is rendered entirely on the GPU, allowing +//! developers to easily incorporate special effects with shaders and a +//! customizable pipeline. +//! +//! The GPU interface is offered by [`wgpu`](https://crates.io/crates/wgpu), and +//! is re-exported for your convenience. Use a windowing framework or context +//! manager of your choice; [`winit`](https://crates.io/crates/winit) is a good +//! place to start. + +// Needed for proc-spirv +#![feature(proc_macro_hygiene)] + +use std::error::Error; +use std::fmt; +use std::io::Cursor; + +use proc_spirv::spirv_from_file; +pub use wgpu; + +/// Represents a 2D frame buffer with an explicit image resolution. +#[derive(Debug)] +pub struct Pixels { + bind_group: wgpu::BindGroup, + device: wgpu::Device, + queue: wgpu::Queue, + render_pipeline: wgpu::RenderPipeline, + swap_chain: wgpu::SwapChain, +} + +/// A builder to help create customized frame buffers. +#[derive(Debug)] +pub struct PixelsOptions { + request_adapter_options: wgpu::RequestAdapterOptions, + device_descriptor: wgpu::DeviceDescriptor, + vertex_spirv: Vec, + fragment_spirv: Vec, +} + +/// All the ways in which creating a frame buffer can fail. +#[derive(Debug)] +pub enum PixelsError { + AdapterNotFound, + VertexShaderInvalid, + FragmentShaderInvalid, +} + +/// # Examples +/// +/// ```no_run +/// # use pixels::Pixels; +/// # struct RWH(); +/// # unsafe impl raw_window_handle::HasRawWindowHandle for RWH { +/// # fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle { +/// # #[cfg(target_os = "macos")] +/// # return raw_window_handle::RawWindowHandle::MacOS( +/// # raw_window_handle::macos::MacOSHandle::empty() +/// # ); +/// # #[cfg(any( +/// # target_os = "linux", +/// # target_os = "dragonfly", +/// # target_os = "freebsd", +/// # target_os = "netbsd", +/// # target_os = "openbsd"))] +/// # return raw_window_handle::RawWindowHandle::X11( +/// # raw_window_handle::unix::X11Handle::empty() +/// # ); +/// # #[cfg(target_os = "windows")] +/// # return raw_window_handle::RawWindowHandle::Windows( +/// # raw_window_handle::windows::WindowsHandle::empty() +/// # ); +/// # #[cfg(target_os = "ios")] +/// # return raw_window_handle::RawWindowHandle::IOS( +/// # raw_window_handle::ios::IOSHandle::empty() +/// # ); +/// # } +/// # } +/// # let surface = wgpu::Surface::create(&RWH()); +/// let fb = Pixels::new(320, 240, &surface)?; +/// # Ok::<(), pixels::PixelsError>(()) +/// ``` +impl Pixels { + /// Create a frame buffer instance with default options. + /// + /// # Errors + /// + /// Returns `PixelsError` when a `wgpu::Adapter` cannot be found. + pub fn new(width: u32, height: u32, surface: &wgpu::Surface) -> Result { + Pixels::new_with_options(width, height, surface, PixelsOptions::new()) + } + + /// Create a frame buffer instance with the given options. + /// + /// # Errors + /// + /// Returns `PixelsError` when a `wgpu::Adapter` cannot be found or shaders + /// are invalid SPIR-V. + pub fn new_with_options( + width: u32, + height: u32, + surface: &wgpu::Surface, + options: PixelsOptions, + ) -> Result { + let adapter = wgpu::Adapter::request(&options.request_adapter_options) + .ok_or(PixelsError::AdapterNotFound)?; + let (device, queue) = adapter.request_device(&options.device_descriptor); + let vs_module = device.create_shader_module( + &wgpu::read_spirv(Cursor::new(&options.vertex_spirv)) + .map_err(|_| PixelsError::VertexShaderInvalid)?, + ); + let fs_module = device.create_shader_module( + &wgpu::read_spirv(Cursor::new(&options.fragment_spirv)) + .map_err(|_| PixelsError::FragmentShaderInvalid)?, + ); + + // The rest of this is technically a fixed-function pipeline... For now! + let bind_group_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] }); + let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { + layout: &bind_group_layout, + bindings: &[], + }); + let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + bind_group_layouts: &[&bind_group_layout], + }); + + let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { + layout: &pipeline_layout, + vertex_stage: wgpu::ProgrammableStageDescriptor { + module: &vs_module, + entry_point: "main", + }, + fragment_stage: Some(wgpu::ProgrammableStageDescriptor { + module: &fs_module, + entry_point: "main", + }), + rasterization_state: Some(wgpu::RasterizationStateDescriptor { + front_face: wgpu::FrontFace::Ccw, + cull_mode: wgpu::CullMode::None, + depth_bias: 0, + depth_bias_slope_scale: 0.0, + depth_bias_clamp: 0.0, + }), + primitive_topology: wgpu::PrimitiveTopology::TriangleList, + color_states: &[wgpu::ColorStateDescriptor { + format: wgpu::TextureFormat::Bgra8UnormSrgb, + color_blend: wgpu::BlendDescriptor::REPLACE, + alpha_blend: wgpu::BlendDescriptor::REPLACE, + write_mask: wgpu::ColorWrite::ALL, + }], + depth_stencil_state: None, + index_format: wgpu::IndexFormat::Uint16, + vertex_buffers: &[], + sample_count: 1, + sample_mask: !0, + alpha_to_coverage_enabled: false, + }); + + let swap_chain = device.create_swap_chain( + &surface, + &wgpu::SwapChainDescriptor { + usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, + format: wgpu::TextureFormat::Bgra8UnormSrgb, + width, + height, + present_mode: wgpu::PresentMode::Vsync, + }, + ); + + Ok(Pixels { + bind_group, + device, + queue, + render_pipeline, + swap_chain, + }) + } + + // TODO: Support resize + + /// Draw this frame buffer to the configured `wgpu::Surface`. + pub fn render(&mut self) { + // TODO: Center frame buffer in surface + let frame = self.swap_chain.get_next_texture(); + let mut encoder = self + .device + .create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); + { + let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor { + attachment: &frame.view, + resolve_target: None, + load_op: wgpu::LoadOp::Clear, + store_op: wgpu::StoreOp::Store, + clear_color: wgpu::Color::GREEN, + }], + depth_stencil_attachment: None, + }); + rpass.set_pipeline(&self.render_pipeline); + rpass.set_bind_group(0, &self.bind_group, &[]); + rpass.draw(0..3, 0..1); + } + + self.queue.submit(&[encoder.finish()]); + } +} + +/// # Examples +/// +/// ```no_run +/// #![feature(proc_macro_hygiene)] +/// use proc_spirv::spirv_from_file; +/// +/// # use pixels::PixelsOptions; +/// # struct RWH(); +/// # unsafe impl raw_window_handle::HasRawWindowHandle for RWH { +/// # fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle { +/// # #[cfg(target_os = "macos")] +/// # return raw_window_handle::RawWindowHandle::MacOS( +/// # raw_window_handle::macos::MacOSHandle::empty() +/// # ); +/// # #[cfg(any( +/// # target_os = "linux", +/// # target_os = "dragonfly", +/// # target_os = "freebsd", +/// # target_os = "netbsd", +/// # target_os = "openbsd"))] +/// # return raw_window_handle::RawWindowHandle::X11( +/// # raw_window_handle::unix::X11Handle::empty() +/// # ); +/// # #[cfg(target_os = "windows")] +/// # return raw_window_handle::RawWindowHandle::Windows( +/// # raw_window_handle::windows::WindowsHandle::empty() +/// # ); +/// # #[cfg(target_os = "ios")] +/// # return raw_window_handle::RawWindowHandle::IOS( +/// # raw_window_handle::ios::IOSHandle::empty() +/// # ); +/// # } +/// # } +/// # fn main() -> Result<(), pixels::PixelsError> { +/// # let surface = wgpu::Surface::create(&RWH()); +/// let fb = PixelsOptions::new() +/// .fragment_spirv(spirv_from_file!(Fragment, "shaders/shader.frag", "main").to_vec()) +/// .build(320, 240, &surface)?; +/// # Ok(()) +/// # } +/// ``` +impl PixelsOptions { + /// Create a builder that can be finalized into a frame buffer instance. + pub fn new() -> PixelsOptions { + PixelsOptions::default() + } + + /// Add options for requesting a `wgpu::Adapter`. + pub fn request_adapter_options(mut self, rao: wgpu::RequestAdapterOptions) -> PixelsOptions { + self.request_adapter_options = rao; + self + } + + /// Add options for requesting a `wgpu::Device`. + pub fn device_descriptor(mut self, dd: wgpu::DeviceDescriptor) -> PixelsOptions { + self.device_descriptor = dd; + self + } + + /// Set a SPIR-V vertex shader. + pub fn vertex_spirv(mut self, spirv: Vec) -> PixelsOptions { + self.vertex_spirv = spirv; + self + } + + /// Set a SPIR-V fragment shader. + pub fn fragment_spirv(mut self, spirv: Vec) -> PixelsOptions { + self.fragment_spirv = spirv; + self + } + + /// Create a frame buffer from the options builder. + /// + /// # Errors + /// + /// Returns `PixelsError` when a `wgpu::Adapter` cannot be found or shaders + /// are invalid SPIR-V. + pub fn build( + self, + width: u32, + height: u32, + surface: &wgpu::Surface, + ) -> Result { + Pixels::new_with_options(width, height, surface, self) + } +} + +impl Default for PixelsOptions { + fn default() -> PixelsOptions { + let vertex_spirv = spirv_from_file!(Vertex, "shaders/shader.vert", "main").to_vec(); + let fragment_spirv = spirv_from_file!(Fragment, "shaders/shader.frag", "main").to_vec(); + + PixelsOptions { + request_adapter_options: wgpu::RequestAdapterOptions::default(), + device_descriptor: wgpu::DeviceDescriptor::default(), + vertex_spirv, + fragment_spirv, + } + } +} + +impl fmt::Display for PixelsError { + fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { + write!(f, "{}", self.description()) + } +} + +impl Error for PixelsError { + fn description(&self) -> &str { + match self { + PixelsError::AdapterNotFound => "Adapter not found", + PixelsError::FragmentShaderInvalid => "Fragment shader is invalid SPIR-V", + PixelsError::VertexShaderInvalid => "Vertex shader is invalid SPIR-V", + } + } +}