#include "gpu.hpp" #include #include #include #include #include #include #include #include "dawn/BackendBinding.hpp" // FIXME hack to avoid crash on Windows namespace aurora { extern WindowSize g_windowSize; } // namespace aurora namespace aurora::gpu { static logvisor::Module Log("aurora::gpu"); wgpu::Device g_device; wgpu::Queue g_queue; wgpu::SwapChain g_swapChain; wgpu::BackendType g_backendType; GraphicsConfig g_graphicsConfig; TextureWithSampler g_frameBuffer; TextureWithSampler g_frameBufferResolved; TextureWithSampler g_depthBuffer; static std::unique_ptr g_Instance; static dawn::native::Adapter g_Adapter; static wgpu::AdapterProperties g_AdapterProperties; static std::unique_ptr g_BackendBinding; static TextureWithSampler create_render_texture(bool multisampled) { const auto size = wgpu::Extent3D{ .width = g_graphicsConfig.width, .height = g_graphicsConfig.height, }; const auto format = g_graphicsConfig.colorFormat; uint32_t sampleCount = 1; if (multisampled) { sampleCount = g_graphicsConfig.msaaSamples; } const auto textureDescriptor = wgpu::TextureDescriptor{ .label = "Render texture", .usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding, .size = size, .format = format, .sampleCount = sampleCount, }; auto texture = g_device.CreateTexture(&textureDescriptor); const auto viewDescriptor = wgpu::TextureViewDescriptor{}; auto view = texture.CreateView(&viewDescriptor); const auto samplerDescriptor = wgpu::SamplerDescriptor{ .label = "Render sampler", .magFilter = wgpu::FilterMode::Linear, .minFilter = wgpu::FilterMode::Linear, .mipmapFilter = wgpu::FilterMode::Linear, }; auto sampler = g_device.CreateSampler(&samplerDescriptor); return { .texture = std::move(texture), .view = std::move(view), .size = size, .format = format, .sampler = std::move(sampler), }; } static TextureWithSampler create_depth_texture() { const auto size = wgpu::Extent3D{ .width = g_graphicsConfig.width, .height = g_graphicsConfig.height, }; const auto format = g_graphicsConfig.depthFormat; const auto textureDescriptor = wgpu::TextureDescriptor{ .label = "Depth texture", .usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding, .size = size, .format = format, .sampleCount = g_graphicsConfig.msaaSamples, }; auto texture = g_device.CreateTexture(&textureDescriptor); const auto viewDescriptor = wgpu::TextureViewDescriptor{}; auto view = texture.CreateView(&viewDescriptor); const auto samplerDescriptor = wgpu::SamplerDescriptor{ .label = "Depth sampler", .magFilter = wgpu::FilterMode::Linear, .minFilter = wgpu::FilterMode::Linear, .mipmapFilter = wgpu::FilterMode::Linear, }; auto sampler = g_device.CreateSampler(&samplerDescriptor); return { .texture = std::move(texture), .view = std::move(view), .size = size, .format = format, .sampler = std::move(sampler), }; } static void error_callback(WGPUErrorType type, char const* message, void* userdata) { Log.report(logvisor::Fatal, FMT_STRING("Dawn error {}: {}"), magic_enum::enum_name(static_cast(type)), message); } void initialize(SDL_Window* window) { Log.report(logvisor::Info, FMT_STRING("Creating Dawn instance")); g_Instance = std::make_unique(); #if !defined(NDEBUG) // D3D12's debug layer is very slow if (preferredBackendType != wgpu::BackendType::D3D12) { g_Instance->EnableBackendValidation(true); } #endif utils::DiscoverAdapter(g_Instance.get(), window, preferredBackendType); { std::vector adapters = g_Instance->GetAdapters(); const auto adapterIt = std::find_if(adapters.begin(), adapters.end(), [](const auto& adapter) -> bool { wgpu::AdapterProperties properties; adapter.GetProperties(&properties); return properties.backendType == preferredBackendType; }); if (adapterIt == adapters.end()) { Log.report(logvisor::Fatal, FMT_STRING("Failed to find usable graphics backend")); unreachable(); } g_Adapter = *adapterIt; } g_Adapter.GetProperties(&g_AdapterProperties); g_backendType = g_AdapterProperties.backendType; const auto backendName = magic_enum::enum_name(g_backendType); Log.report(logvisor::Info, FMT_STRING("Graphics adapter information\n API: {}\n Device: {} ({})\n Driver: {}"), backendName, g_AdapterProperties.name, magic_enum::enum_name(g_AdapterProperties.adapterType), g_AdapterProperties.driverDescription); { WGPUSupportedLimits supportedLimits; g_Adapter.GetLimits(&supportedLimits); const wgpu::RequiredLimits requiredLimits{ .limits = { // Use "best" supported alignments .minUniformBufferOffsetAlignment = supportedLimits.limits.minUniformBufferOffsetAlignment, .minStorageBufferOffsetAlignment = supportedLimits.limits.minStorageBufferOffsetAlignment, }, }; const std::array requiredFeatures{ wgpu::FeatureName::TextureCompressionBC, }; const std::array enableToggles { /* clang-format off */ #if _WIN32 "use_dxc", #endif #ifdef NDEBUG "skip_validation", "disable_robustness", #else "use_user_defined_labels_in_backend", #endif /* clang-format on */ }; wgpu::DawnTogglesDeviceDescriptor togglesDescriptor{}; togglesDescriptor.forceEnabledTogglesCount = enableToggles.size(); togglesDescriptor.forceEnabledToggles = enableToggles.data(); const auto deviceDescriptor = wgpu::DeviceDescriptor{ .nextInChain = &togglesDescriptor, .requiredFeaturesCount = requiredFeatures.size(), .requiredFeatures = requiredFeatures.data(), .requiredLimits = &requiredLimits, }; g_device = wgpu::Device::Acquire(g_Adapter.CreateDevice(&deviceDescriptor)); g_device.SetUncapturedErrorCallback(&error_callback, nullptr); } g_queue = g_device.GetQueue(); g_BackendBinding = std::unique_ptr(utils::CreateBinding(g_backendType, window, g_device.Get())); if (!g_BackendBinding) { Log.report(logvisor::Fatal, FMT_STRING("Unsupported backend {}"), backendName); unreachable(); } auto swapChainFormat = static_cast(g_BackendBinding->GetPreferredSwapChainTextureFormat()); if (swapChainFormat == wgpu::TextureFormat::RGBA8UnormSrgb) { swapChainFormat = wgpu::TextureFormat::RGBA8Unorm; } else if (swapChainFormat == wgpu::TextureFormat::BGRA8UnormSrgb) { swapChainFormat = wgpu::TextureFormat::BGRA8Unorm; } Log.report(logvisor::Info, FMT_STRING("Using swapchain format {}"), magic_enum::enum_name(swapChainFormat)); { const auto descriptor = wgpu::SwapChainDescriptor{ .format = swapChainFormat, .implementation = g_BackendBinding->GetSwapChainImplementation(), }; g_swapChain = g_device.CreateSwapChain(nullptr, &descriptor); } { const auto size = get_window_size(); g_graphicsConfig = GraphicsConfig{ .width = size.fb_width, .height = size.fb_height, .colorFormat = swapChainFormat, .depthFormat = wgpu::TextureFormat::Depth32Float, .msaaSamples = 1, // TODO 4 .textureAnistropy = 16, }; resize_swapchain(size.fb_width, size.fb_height); g_windowSize = size; } } void shutdown() { g_frameBuffer = {}; g_frameBufferResolved = {}; g_depthBuffer = {}; wgpuSwapChainRelease(g_swapChain.Release()); wgpuQueueRelease(g_queue.Release()); g_BackendBinding.reset(); wgpuDeviceRelease(g_device.Release()); g_Instance.reset(); } void resize_swapchain(uint32_t width, uint32_t height) { g_graphicsConfig.width = width; g_graphicsConfig.height = height; g_swapChain.Configure(g_graphicsConfig.colorFormat, wgpu::TextureUsage::RenderAttachment, width, height); g_frameBuffer = create_render_texture(true); g_frameBufferResolved = create_render_texture(false); g_depthBuffer = create_depth_texture(); } } // namespace aurora::gpu