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// This file is part of the 64k demo project.
// It defines the public interface for the GPU rendering system.
// Coordinates WebGPU lifecycle and draw calls.
#pragma once
#include <webgpu.h>
#include <cstring> // For strlen
#if defined(DEMO_CROSS_COMPILE_WIN32)
// Windows (MinGW) using wgpu-native v0.19.4.1
#include <webgpu/webgpu.h>
#include <webgpu/wgpu.h>
using WGPUStringView = const char *;
static inline const char *str_view(const char *str) { return str; }
static inline const char *label_view(const char *str) { return str; }
#else
// Native (macOS/Linux) using newer wgpu-native
#include <webgpu.h>
#include <wgpu.h>
static inline WGPUStringView str_view(const char *str) {
if (!str) return {nullptr, 0};
return {str, strlen(str)};
}
static inline WGPUStringView label_view(const char *str) {
#ifndef STRIP_ALL
if (!str) return {nullptr, 0};
return {str, strlen(str)};
#else
(void)str;
return {nullptr, 0};
#endif
}
#endif
struct GLFWwindow;
// Basic wrapper for WebGPU buffers
struct GpuBuffer {
WGPUBuffer buffer;
size_t size;
};
// Encapsulates a compute operation
struct ComputePass {
WGPUComputePipeline pipeline;
WGPUBindGroup bind_group;
uint32_t workgroup_size_x;
uint32_t workgroup_size_y;
uint32_t workgroup_size_z;
};
// Encapsulates a render operation
struct RenderPass {
WGPURenderPipeline pipeline;
WGPUBindGroup bind_group;
uint32_t vertex_count;
uint32_t instance_count;
};
void gpu_init(GLFWwindow *window, int width, int height);
void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat);
#ifndef STRIP_ALL
void gpu_simulate_until(float time);
#endif
void gpu_shutdown();
// Helper functions (exposed for internal/future use)
struct ResourceBinding {
GpuBuffer buffer;
WGPUBufferBindingType type; // e.g., WGPUBufferBindingType_Uniform,
// WGPUBufferBindingType_Storage
};
GpuBuffer gpu_create_buffer(WGPUDevice device, size_t size, uint32_t usage,
const void *data = nullptr);
ComputePass gpu_create_compute_pass(WGPUDevice device, const char *shader_code,
ResourceBinding *bindings,
int num_bindings);
RenderPass gpu_create_render_pass(WGPUDevice device,
WGPUTextureFormat format, // Needed for render pipeline
const char *shader_code,
ResourceBinding *bindings, int num_bindings);
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