From ad5700cf48ef2cbab6008993b92a8fb2af3c5367 Mon Sep 17 00:00:00 2001 From: foxnne Date: Sun, 1 Dec 2024 18:10:02 -0600 Subject: [PATCH] core: Remove `main_window` in favor of users creating their own windows. Added event `window_open` which is called when the platform has finished initializing the window --- examples/core-custom-entrypoint/App.zig | 43 +++++++++++++--------- examples/core-triangle/App.zig | 48 +++++++++++++++---------- examples/play-opus/App.zig | 15 +++++--- src/Core.zig | 16 +++------ 4 files changed, 72 insertions(+), 50 deletions(-) diff --git a/examples/core-custom-entrypoint/App.zig b/examples/core-custom-entrypoint/App.zig index 8784c3d057..75a970055b 100644 --- a/examples/core-custom-entrypoint/App.zig +++ b/examples/core-custom-entrypoint/App.zig @@ -7,6 +7,7 @@ pub const mach_module = .app; pub const mach_systems = .{ .main, .init, .deinit, .tick }; +window: mach.ObjectID, title_timer: mach.time.Timer, pipeline: *gpu.RenderPipeline, @@ -28,10 +29,25 @@ pub fn init( core.on_tick = app_mod.id.tick; core.on_exit = app_mod.id.deinit; - const main_window = core.windows.getValue(core.main_window); + const window = try core.windows.new(.{ .title = "core-custom-entrypoint" }); + + // Store our render pipeline in our module's state, so we can access it later on. + app.* = .{ + .window = window, + .title_timer = try mach.time.Timer.start(), + .pipeline = undefined, + }; + + // TODO(object): window-title + // try updateWindowTitle(core); +} + +fn setupPipeline(core: *mach.Core, app: *App, window_id: mach.ObjectID) !void { + _ = window_id; // autofix + const window = core.windows.getValue(app.window); // Create our shader module - const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl")); + const shader_module = window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl")); defer shader_module.release(); // Blend state describes how rendered colors get blended @@ -39,7 +55,7 @@ pub fn init( // Color target describes e.g. the pixel format of the window we are rendering to. const color_target = gpu.ColorTargetState{ - .format = main_window.framebuffer_format, + .format = window.framebuffer_format, .blend = &blend, }; @@ -60,36 +76,31 @@ pub fn init( .entry_point = "vertex_main", }, }; - const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor); - - // Store our render pipeline in our module's state, so we can access it later on. - app.* = .{ - .title_timer = try mach.time.Timer.start(), - .pipeline = pipeline, - }; - // TODO(object): window-title - // try updateWindowTitle(core); + app.pipeline = window.device.createRenderPipeline(&pipeline_descriptor); } pub fn tick(core: *mach.Core, app: *App) !void { while (core.nextEvent()) |event| { switch (event) { + .window_open => |ev| { + try setupPipeline(core, app, ev.window_id); + }, .close => core.exit(), else => {}, } } - const main_window = core.windows.getValue(core.main_window); + const window = core.windows.getValue(app.window); // Grab the back buffer of the swapchain // TODO(Core) - const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?; + const back_buffer_view = window.swap_chain.getCurrentTextureView().?; defer back_buffer_view.release(); // Create a command encoder const label = @tagName(mach_module) ++ ".tick"; - const encoder = main_window.device.createCommandEncoder(&.{ .label = label }); + const encoder = window.device.createCommandEncoder(&.{ .label = label }); defer encoder.release(); // Begin render pass @@ -116,7 +127,7 @@ pub fn tick(core: *mach.Core, app: *App) !void { // Submit our commands to the queue var command = encoder.finish(&.{ .label = label }); defer command.release(); - main_window.queue.submit(&[_]*gpu.CommandBuffer{command}); + window.queue.submit(&[_]*gpu.CommandBuffer{command}); // update the window title every second if (app.title_timer.read() >= 1.0) { diff --git a/examples/core-triangle/App.zig b/examples/core-triangle/App.zig index 00156e0941..68f3a23b69 100644 --- a/examples/core-triangle/App.zig +++ b/examples/core-triangle/App.zig @@ -14,6 +14,7 @@ pub const main = mach.schedule(.{ .{ mach.Core, .main }, }); +window: mach.ObjectID, title_timer: mach.time.Timer, pipeline: *gpu.RenderPipeline, @@ -25,10 +26,24 @@ pub fn init( core.on_tick = app_mod.id.tick; core.on_exit = app_mod.id.deinit; - const main_window = core.windows.getValue(core.main_window); + const window = try core.windows.new(.{ + .title = "core-triangle", + }); + + // Store our render pipeline in our module's state, so we can access it later on. + app.* = .{ + .window = window, + .title_timer = try mach.time.Timer.start(), + .pipeline = undefined, + }; +} + +fn setupPipeline(core: *mach.Core, app: *App, window_id: mach.ObjectID) !void { + var window = core.windows.getValue(window_id); + defer core.windows.setValueRaw(window_id, window); // Create our shader module - const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl")); + const shader_module = window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl")); defer shader_module.release(); // Blend state describes how rendered colors get blended @@ -36,7 +51,7 @@ pub fn init( // Color target describes e.g. the pixel format of the window we are rendering to. const color_target = gpu.ColorTargetState{ - .format = main_window.framebuffer_format, + .format = window.framebuffer_format, .blend = &blend, }; @@ -57,13 +72,7 @@ pub fn init( .entry_point = "vertex_main", }, }; - const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor); - - // Store our render pipeline in our module's state, so we can access it later on. - app.* = .{ - .title_timer = try mach.time.Timer.start(), - .pipeline = pipeline, - }; + app.pipeline = window.device.createRenderPipeline(&pipeline_descriptor); } // TODO(object): window-title @@ -72,19 +81,22 @@ pub fn init( pub fn tick(app: *App, core: *mach.Core) void { while (core.nextEvent()) |event| { switch (event) { + .window_open => |ev| { + try setupPipeline(core, app, ev.window_id); + }, .key_press => |ev| { switch (ev.key) { .right => { - core.windows.set(core.main_window, .width, core.windows.get(core.main_window, .width) + 10); + core.windows.set(app.window, .width, core.windows.get(app.window, .width) + 10); }, .left => { - core.windows.set(core.main_window, .width, core.windows.get(core.main_window, .width) - 10); + core.windows.set(app.window, .width, core.windows.get(app.window, .width) - 10); }, .up => { - core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) + 10); + core.windows.set(app.window, .height, core.windows.get(app.window, .height) + 10); }, .down => { - core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) - 10); + core.windows.set(app.window, .height, core.windows.get(app.window, .height) - 10); }, else => {}, } @@ -94,17 +106,17 @@ pub fn tick(app: *App, core: *mach.Core) void { } } - const main_window = core.windows.getValue(core.main_window); + const window = core.windows.getValue(app.window); // Grab the back buffer of the swapchain // TODO(Core) - const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?; + const back_buffer_view = window.swap_chain.getCurrentTextureView().?; defer back_buffer_view.release(); // Create a command encoder const label = @tagName(mach_module) ++ ".tick"; - const encoder = main_window.device.createCommandEncoder(&.{ .label = label }); + const encoder = window.device.createCommandEncoder(&.{ .label = label }); defer encoder.release(); // Begin render pass @@ -131,7 +143,7 @@ pub fn tick(app: *App, core: *mach.Core) void { // Submit our commands to the queue var command = encoder.finish(&.{ .label = label }); defer command.release(); - main_window.queue.submit(&[_]*gpu.CommandBuffer{command}); + window.queue.submit(&[_]*gpu.CommandBuffer{command}); // update the window title every second // if (app.title_timer.read() >= 1.0) { diff --git a/examples/play-opus/App.zig b/examples/play-opus/App.zig index 91802b9394..d10f6d2f08 100644 --- a/examples/play-opus/App.zig +++ b/examples/play-opus/App.zig @@ -28,6 +28,7 @@ pub const deinit = mach.schedule(.{ .{ mach.Audio, .deinit }, }); +window: mach.ObjectID, /// Tag object we set as a child of mach.Audio objects to indicate they are background music. // TODO(object): consider adding a better object 'tagging' system? bgm: mach.Objects(.{}, struct {}), @@ -46,6 +47,10 @@ pub fn init( core.on_tick = app_mod.id.tick; core.on_exit = app_mod.id.deinit; + const window = try core.windows.new(.{ + .title = "play-opus", + }); + // Configure the audio module to send our app's .audio_state_change event when an entity's sound // finishes playing. audio.on_state_change = app_mod.id.audioStateChange; @@ -61,7 +66,7 @@ pub fn init( const sfx = try mach.Audio.Opus.decodeStream(allocator, sfx_sound_stream); // Initialize module state - app.* = .{ .sfx = sfx, .bgm = app.bgm }; + app.* = .{ .sfx = sfx, .bgm = app.bgm, .window = window }; const bgm_buffer = blk: { audio.buffers.lock(); @@ -138,16 +143,16 @@ pub fn tick( } } - var main_window = core.windows.getValue(core.main_window); + var window = core.windows.getValue(app.window); // Grab the back buffer of the swapchain // TODO(Core) - const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?; + const back_buffer_view = window.swap_chain.getCurrentTextureView().?; defer back_buffer_view.release(); // Create a command encoder const label = @tagName(mach_module) ++ ".tick"; - const encoder = main_window.device.createCommandEncoder(&.{ .label = label }); + const encoder = window.device.createCommandEncoder(&.{ .label = label }); defer encoder.release(); // Begin render pass @@ -172,5 +177,5 @@ pub fn tick( // Submit our commands to the queue var command = encoder.finish(&.{ .label = label }); defer command.release(); - main_window.queue.submit(&[_]*gpu.CommandBuffer{command}); + window.queue.submit(&[_]*gpu.CommandBuffer{command}); } diff --git a/src/Core.zig b/src/Core.zig index eb58af6dd2..c8ca5839de 100644 --- a/src/Core.zig +++ b/src/Core.zig @@ -106,9 +106,6 @@ on_tick: ?mach.FunctionID = null, /// Callback system invoked when application is exiting on_exit: ?mach.FunctionID = null, -/// Main window of the application -main_window: mach.ObjectID, - /// Current state of the application state: enum { running, @@ -132,8 +129,6 @@ pub fn init(core: *Core) !void { // TODO: fix all leaks and use options.allocator try mach.sysgpu.Impl.init(allocator, .{}); - const main_window = try core.windows.new(.{}); - var events = EventQueue.init(allocator); try events.ensureTotalCapacity(8192); @@ -142,7 +137,6 @@ pub fn init(core: *Core) !void { .windows = core.windows, .allocator = allocator, - .main_window = main_window, .events = events, .input_state = .{}, @@ -150,11 +144,6 @@ pub fn init(core: *Core) !void { .frame = .{ .target = 1 }, }; - // Tick the platform so that the platform can grab the newly created window - // and perform initialization - // TODO: consider removing `main_window` and then this wont be necessary - try Platform.tick(core); - try core.frame.start(); try core.input.start(); } @@ -229,6 +218,8 @@ pub fn initWindow(core: *Core, window_id: mach.ObjectID) !void { core_window.framebuffer_format = core_window.swap_chain_descriptor.format; core_window.framebuffer_width = core_window.swap_chain_descriptor.width; core_window.framebuffer_height = core_window.swap_chain_descriptor.height; + + core.pushEvent(.{ .window_open = .{ .window_id = window_id } }); } pub fn tick(core: *Core, core_mod: mach.Mod(Core)) !void { @@ -686,6 +677,9 @@ pub const Event = union(enum) { yoffset: f32, }, window_resize: ResizeEvent, + window_open: struct { + window_id: mach.ObjectID, + }, focus_gained: struct { window_id: mach.ObjectID, },