strafe-project/src/framework.rs

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Rust
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use winit::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
pub trait Example: 'static + Sized {
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fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_features() -> wgpu::Features {
wgpu::Features::empty()
}
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() // These downlevel limits will allow the code to run on all possible hardware
}
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}
struct Setup {
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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,
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}
fn setup<E: Example>(title: &str) -> Setup {
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let event_loop = EventLoop::new();
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
let window = builder.build(&event_loop).unwrap();
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println!("Initializing the surface...");
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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,
});
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let size = window.inner_size();
let surface=unsafe{instance.create_surface(&window)}.unwrap();
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let adapter;
let optional_features = E::optional_features();
let required_features = E::required_features();
//no helper function smh gotta write it myself
let adapters = instance.enumerate_adapters(backends);
let mut chosen_adapter = None;
let mut chosen_adapter_score=0;
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for adapter in adapters {
if !adapter.is_surface_supported(&surface) {
continue;
}
let score=match adapter.get_info().device_type{
wgpu::DeviceType::IntegratedGpu=>3,
wgpu::DeviceType::DiscreteGpu=>4,
wgpu::DeviceType::VirtualGpu=>2,
wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
};
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let adapter_features = adapter.features();
if chosen_adapter_score<score&&adapter_features.contains(required_features) {
chosen_adapter_score=score;
chosen_adapter=Some(adapter);
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}
}
if let Some(maybe_chosen_adapter) = chosen_adapter{
adapter=maybe_chosen_adapter;
}else{
panic!("No suitable GPU adapters found on the system!");
}
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let adapter_info = adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
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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 example: {:?}",
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 example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits = E::required_limits().using_resolution(adapter.limits());
let trace_dir = std::env::var("WGPU_TRACE");
let (device, queue) = pollster::block_on(adapter
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.request_device(
&wgpu::DeviceDescriptor {
label: None,
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features: (optional_features & adapter.features()) | required_features,
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limits: needed_limits,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
))
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.expect("Unable to find a suitable GPU adapter!");
Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
}
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}
fn start<E: Example>(
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Setup{
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window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
}: Setup,
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) {
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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);
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println!("Initializing the example...");
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let mut example=E::init();
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println!("Entering render loop...");
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event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); // force ownership by the closure
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
};
match event {
event::Event::RedrawEventsCleared => {
window.request_redraw();
}
event::Event::WindowEvent {
event:
WindowEvent::Resized(size)
| WindowEvent::ScaleFactorChanged {
new_inner_size: &mut size,
..
},
..
} => {
// Once winit is fixed, the detection conditions here can be removed.
// https://github.com/rust-windowing/winit/issues/2876
let max_dimension = adapter.limits().max_texture_dimension_2d;
if size.width > max_dimension || size.height > max_dimension {
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println!(
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"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
} else {
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println!("Resizing to {:?}", size);
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config.width = size.width.max(1);
config.height = size.height.max(1);
example.resize(&config, &device, &queue);
surface.configure(&device, &config);
}
}
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Scroll),
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state: event::ElementState::Pressed,
..
},
..
} => {
println!("{:#?}", instance.generate_report());
}
_ => {
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example.update(&window,&device,&queue,event);
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}
},
event::Event::DeviceEvent {
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event,
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..
} => {
example.device_event(&window,event);
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},
event::Event::RedrawRequested(_) => {
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()
});
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example.render(&view, &device, &queue);
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frame.present();
}
_ => {}
}
});
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}
pub fn run<E: Example>(title: &str) {
let setup = setup::<E>(title);
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start::<E>(setup);
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}