mirror of https://github.com/AxioDL/metaforce.git
204 lines
6.9 KiB
C++
204 lines
6.9 KiB
C++
#include "gpu.hpp"
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#include <SDL.h>
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#include <dawn/native/DawnNative.h>
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#include <dawn/webgpu_cpp.h>
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#include <logvisor/logvisor.hpp>
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#include <magic_enum.hpp>
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#include <memory>
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#include "dawn/BackendBinding.hpp"
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#include "dawn/Hacks.hpp"
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namespace aurora::gpu {
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static logvisor::Module Log("aurora::gpu");
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wgpu::Device g_device;
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wgpu::Queue g_queue;
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wgpu::SwapChain g_swapChain;
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wgpu::BackendType g_backendType;
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GraphicsConfig g_graphicsConfig;
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TextureWithSampler g_frameBuffer;
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TextureWithSampler g_frameBufferResolved;
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TextureWithSampler g_depthBuffer;
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static std::unique_ptr<dawn::native::Instance> g_Instance;
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static dawn::native::Adapter g_Adapter;
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static wgpu::AdapterProperties g_AdapterProperties;
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static std::unique_ptr<utils::BackendBinding> g_BackendBinding;
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static TextureWithSampler create_render_texture(bool multisampled) {
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const auto size = wgpu::Extent3D{
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.width = g_graphicsConfig.width,
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.height = g_graphicsConfig.height,
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};
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const auto format = g_graphicsConfig.colorFormat;
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uint32_t sampleCount = 1;
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if (multisampled) {
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sampleCount = g_graphicsConfig.msaaSamples;
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}
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const auto textureDescriptor = wgpu::TextureDescriptor{
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.label = "Render texture",
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.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding,
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.size = size,
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.format = format,
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.sampleCount = sampleCount,
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};
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auto texture = g_device.CreateTexture(&textureDescriptor);
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const auto viewDescriptor = wgpu::TextureViewDescriptor{};
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auto view = texture.CreateView(&viewDescriptor);
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const auto samplerDescriptor = wgpu::SamplerDescriptor{
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.label = "Render sampler",
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.magFilter = wgpu::FilterMode::Linear,
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.minFilter = wgpu::FilterMode::Linear,
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.mipmapFilter = wgpu::FilterMode::Linear,
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};
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auto sampler = g_device.CreateSampler(&samplerDescriptor);
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return {
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.texture = std::move(texture),
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.view = std::move(view),
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.size = size,
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.format = format,
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.sampler = std::move(sampler),
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};
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}
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static TextureWithSampler create_depth_texture() {
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const auto size = wgpu::Extent3D{
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.width = g_graphicsConfig.width,
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.height = g_graphicsConfig.height,
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};
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const auto format = g_graphicsConfig.depthFormat;
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const auto textureDescriptor = wgpu::TextureDescriptor{
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.label = "Depth texture",
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.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding,
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.size = size,
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.format = format,
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.sampleCount = g_graphicsConfig.msaaSamples,
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};
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auto texture = g_device.CreateTexture(&textureDescriptor);
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const auto viewDescriptor = wgpu::TextureViewDescriptor{};
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auto view = texture.CreateView(&viewDescriptor);
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const auto samplerDescriptor = wgpu::SamplerDescriptor{
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.label = "Depth sampler",
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.magFilter = wgpu::FilterMode::Linear,
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.minFilter = wgpu::FilterMode::Linear,
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.mipmapFilter = wgpu::FilterMode::Linear,
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};
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auto sampler = g_device.CreateSampler(&samplerDescriptor);
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return {
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.texture = std::move(texture),
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.view = std::move(view),
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.size = size,
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.format = format,
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.sampler = std::move(sampler),
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};
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}
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static void error_callback(WGPUErrorType type, char const* message, void* userdata) {
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Log.report(logvisor::Error, FMT_STRING("Dawn error {}: {}"),
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magic_enum::enum_name(static_cast<wgpu::ErrorType>(type)), message);
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}
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void initialize(SDL_Window* window) {
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Log.report(logvisor::Info, FMT_STRING("Creating Dawn instance"));
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g_Instance = std::make_unique<dawn::native::Instance>();
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g_Instance->EnableBackendValidation(true);
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utils::DiscoverAdapter(g_Instance.get(), window, preferredBackendType);
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{
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std::vector<dawn::native::Adapter> adapters = g_Instance->GetAdapters();
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auto adapterIt = std::find_if(adapters.begin(), adapters.end(), [](const dawn::native::Adapter adapter) -> bool {
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wgpu::AdapterProperties properties;
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adapter.GetProperties(&properties);
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return properties.backendType == preferredBackendType;
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});
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if (adapterIt == adapters.end()) {
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Log.report(logvisor::Fatal, FMT_STRING("Failed to find usable graphics backend"));
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unreachable();
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}
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g_Adapter = *adapterIt;
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}
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g_Adapter.GetProperties(&g_AdapterProperties);
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g_backendType = g_AdapterProperties.backendType;
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const auto backendName = magic_enum::enum_name(g_backendType);
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Log.report(logvisor::Info, FMT_STRING("Using {} graphics backend"), backendName);
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{
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const std::array<wgpu::FeatureName, 1> requiredFeatures{
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wgpu::FeatureName::TextureCompressionBC,
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};
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const auto deviceDescriptor = wgpu::DeviceDescriptor{
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.requiredFeaturesCount = requiredFeatures.size(),
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.requiredFeatures = requiredFeatures.data(),
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};
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g_device = wgpu::Device::Acquire(g_Adapter.CreateDevice(&deviceDescriptor));
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g_device.SetUncapturedErrorCallback(&error_callback, nullptr);
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hacks::apply_toggles(g_device.Get());
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}
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g_queue = g_device.GetQueue();
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g_BackendBinding =
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std::unique_ptr<utils::BackendBinding>(utils::CreateBinding(g_backendType, window, g_device.Get()));
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if (!g_BackendBinding) {
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Log.report(logvisor::Fatal, FMT_STRING("Unsupported backend {}"), backendName);
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unreachable();
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}
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auto swapChainFormat = static_cast<wgpu::TextureFormat>(g_BackendBinding->GetPreferredSwapChainTextureFormat());
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if (swapChainFormat == wgpu::TextureFormat::RGBA8UnormSrgb) {
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swapChainFormat = wgpu::TextureFormat::RGBA8Unorm;
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} else if (swapChainFormat == wgpu::TextureFormat::BGRA8UnormSrgb) {
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swapChainFormat = wgpu::TextureFormat::BGRA8Unorm;
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}
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Log.report(logvisor::Info, FMT_STRING("Using swapchain format {}"), magic_enum::enum_name(swapChainFormat));
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{
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const auto descriptor = wgpu::SwapChainDescriptor{
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.format = swapChainFormat,
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.implementation = g_BackendBinding->GetSwapChainImplementation(),
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};
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g_swapChain = g_device.CreateSwapChain(nullptr, &descriptor);
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}
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{
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int width = 0;
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int height = 0;
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SDL_GL_GetDrawableSize(window, &width, &height);
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g_graphicsConfig = GraphicsConfig{
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.width = static_cast<uint32_t>(width),
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.height = static_cast<uint32_t>(height),
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.colorFormat = swapChainFormat,
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.depthFormat = wgpu::TextureFormat::Depth32Float,
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.msaaSamples = 1, // TODO 4
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.textureAnistropy = 16,
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};
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resize_swapchain(width, height);
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}
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}
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void shutdown() {
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g_frameBuffer = {};
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g_frameBufferResolved = {};
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g_depthBuffer = {};
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wgpuSwapChainRelease(g_swapChain.Release());
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wgpuQueueRelease(g_queue.Release());
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g_BackendBinding.reset();
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wgpuDeviceRelease(g_device.Release());
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g_Instance.reset();
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}
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void resize_swapchain(uint32_t width, uint32_t height) {
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g_graphicsConfig.width = width;
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g_graphicsConfig.height = height;
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g_swapChain.Configure(g_graphicsConfig.colorFormat, wgpu::TextureUsage::RenderAttachment, width, height);
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g_frameBuffer = create_render_texture(true);
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g_frameBufferResolved = create_render_texture(false);
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g_depthBuffer = create_depth_texture();
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}
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} // namespace aurora::gpu
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