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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>

static inline const char* str_view(const char* str) {
  return str;
}

static inline const char* label_view(const char* str) {
  return str;
}

#define WGPUSType_ShaderSourceWGSL WGPUSType_ShaderModuleWGSLDescriptor

using WGPUShaderSourceWGSL = WGPUShaderModuleWGSLDescriptor;

#define WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal                      \
  WGPUSurfaceGetCurrentTextureStatus_Success

#define WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal                   \
  WGPUSurfaceGetCurrentTextureStatus_Success

#define WGPUCallbackMode_WaitAnyOnly 0

#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) {

#if !defined(STRIP_ALL)

  if (!str)
    return {nullptr, 0};

  return {str, strlen(str)};

#else

  (void)str;

  return {nullptr, 0};

#endif /* !defined(STRIP_ALL) */
}

#endif /* defined(DEMO_CROSS_COMPILE_WIN32) */

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);
#if !defined(STRIP_ALL)
void gpu_simulate_until(float time);
#endif /* !defined(STRIP_ALL) */
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);