Files
android-activity/examples/na-winit-wgpu/src/lib.rs
T
Robert Bragg 11c3af686f examples: winit simplifications
* Since we can rely on `Resumed` events for all platforms with Winit 0.27
we can remove the alternative `NewEvents` path for initializing state.
* Removes some unnecessary abstraction for the app state.
* Bumps agdk-egui to egui 0.19 (Winit 0.27)
2022-08-24 21:23:29 +01:00

300 lines
10 KiB
Rust

use std::borrow::Cow;
use log::trace;
use wgpu::TextureFormat;
use wgpu::{Adapter, Device, Instance, PipelineLayout, Queue, RenderPipeline, ShaderModule};
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopWindowTarget},
};
#[cfg(target_os = "android")]
use android_activity::AndroidApp;
struct RenderState {
device: Device,
queue: Queue,
_shader: ShaderModule,
target_format: TextureFormat,
_pipeline_layout: PipelineLayout,
render_pipeline: RenderPipeline,
}
struct SurfaceState {
window: winit::window::Window,
surface: wgpu::Surface,
}
struct App {
instance: Instance,
adapter: Option<Adapter>,
surface_state: Option<SurfaceState>,
render_state: Option<RenderState>,
}
impl App {
fn new(instance: Instance) -> Self {
Self {
instance,
adapter: None,
surface_state: None,
render_state: None,
}
}
}
impl App {
fn create_surface<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
let window = winit::window::Window::new(&event_loop).unwrap();
trace!("WGPU: creating surface for native window");
let surface = unsafe { self.instance.create_surface(&window) };
self.surface_state = Some(SurfaceState { window, surface });
}
async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> RenderState {
trace!("Initializing render state");
trace!("WGPU: requesting device");
// Create the logical device and command queue
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
limits: wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits()),
},
None,
)
.await
.expect("Failed to create device");
trace!("WGPU: loading shader");
// Load the shaders from disk
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
trace!("WGPU: creating pipeline layout");
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
trace!("WGPU: creating render pipeline");
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(target_format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
RenderState {
device,
queue,
_shader: shader,
target_format,
_pipeline_layout: pipeline_layout,
render_pipeline,
}
}
// We want to defer the initialization of our render state until
// we have a surface so we can take its format into account.
//
// After we've initialized our render state once though we
// expect all future surfaces will have the same format and we
// so this stat will remain valid.
async fn ensure_render_state_for_surface(&mut self) {
if let Some(surface_state) = &self.surface_state {
if self.adapter.is_none() {
trace!("WGPU: requesting a suitable adapter (compatible with our surface)");
let adapter = self
.instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
// Request an adapter which can render to our surface
compatible_surface: Some(&surface_state.surface),
})
.await
.expect("Failed to find an appropriate adapter");
self.adapter = Some(adapter);
}
let adapter = self.adapter.as_ref().unwrap();
if self.render_state.is_none() {
trace!("WGPU: finding supported swapchain format");
let swapchain_format = surface_state.surface.get_supported_formats(&adapter)[0];
let rs = Self::init_render_state(adapter, swapchain_format).await;
self.render_state = Some(rs);
}
}
}
fn configure_surface_swapchain(&mut self) {
if let (Some(render_state), Some(surface_state)) = (&self.render_state, &self.surface_state) {
let swapchain_format = render_state.target_format;
let size = surface_state.window.inner_size();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: swapchain_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
//present_mode: wgpu::PresentMode::Fifo,
};
trace!("WGPU: Configuring surface swapchain: format = {swapchain_format:?}, size = {size:?}");
surface_state
.surface
.configure(&render_state.device, &config);
}
}
fn queue_redraw(&self) {
if let Some(surface_state) = &self.surface_state {
trace!("Making Redraw Request");
surface_state.window.request_redraw();
}
}
fn resume<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
trace!("Resumed, creating render state...");
self.create_surface(event_loop);
pollster::block_on(self.ensure_render_state_for_surface());
self.configure_surface_swapchain();
self.queue_redraw();
}
}
fn run(event_loop: EventLoop<()>) {
trace!("Running mainloop...");
// doesn't need to be re-considered later
let instance = wgpu::Instance::new(wgpu::Backends::all());
//let instance = wgpu::Instance::new(wgpu::Backends::VULKAN);
//let instance = wgpu::Instance::new(wgpu::Backends::GL);
let mut app = App::new(instance);
event_loop.run(move |event, event_loop, control_flow| {
trace!("Received Winit event: {event:?}");
*control_flow = ControlFlow::Wait;
match event {
Event::Resumed => {
app.resume(event_loop);
}
Event::Suspended => {
trace!("Suspended, dropping render state...");
app.render_state = None;
}
Event::WindowEvent {
event: WindowEvent::Resized(_size),
..
} => {
app.configure_surface_swapchain();
// Winit: doesn't currently implicitly request a redraw
// for a resize which may be required on some platforms...
app.queue_redraw();
}
Event::RedrawRequested(_) => {
trace!("Handling Redraw Request");
if let Some(ref surface_state) = app.surface_state {
if let Some(ref rs) = app.render_state {
let frame = surface_state
.surface
.get_current_texture()
.expect("Failed to acquire next swap chain texture");
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
rs.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: None,
});
{
let mut rpass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
store: true,
},
})],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&rs.render_pipeline);
rpass.draw(0..3, 0..1);
}
rs.queue.submit(Some(encoder.finish()));
frame.present();
surface_state.window.request_redraw();
}
}
}
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
_ => {}
}
});
}
fn _main(event_loop: EventLoop<()>) {
run(event_loop);
}
#[allow(dead_code)]
#[cfg(target_os = "android")]
#[no_mangle]
fn android_main(app: AndroidApp) {
use winit::platform::android::EventLoopBuilderExtAndroid;
android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Trace));
let event_loop = EventLoopBuilder::new().with_android_app(app).build();
_main(event_loop);
}
#[allow(dead_code)]
#[cfg(not(target_os = "android"))]
fn main() {
env_logger::builder()
.filter_level(log::LevelFilter::Warn) // Default Log Level
.parse_default_env()
.init();
let event_loop = EventLoopBuilder::new().build();
_main(event_loop);
}