multi-output support with shared GPU context, drop AUR check()
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
+236
-197
@@ -1,11 +1,16 @@
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//! wgpu device, surface, pipeline setup and render loop.
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use std::ptr::NonNull;
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use std::time::Instant;
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use anyhow::{Context, Result};
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use bytemuck::{Pod, Zeroable};
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use raw_window_handle::{
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HasDisplayHandle, RawDisplayHandle, RawWindowHandle, WaylandDisplayHandle, WaylandWindowHandle,
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};
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use wgpu::util::DeviceExt;
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use crate::shader::ShaderSource;
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#[derive(Debug)]
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struct DisplayHandleWrapper(RawDisplayHandle);
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@@ -18,10 +23,6 @@ impl HasDisplayHandle for DisplayHandleWrapper {
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}
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unsafe impl Send for DisplayHandleWrapper {}
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unsafe impl Sync for DisplayHandleWrapper {}
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use std::ptr::NonNull;
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use wgpu::util::DeviceExt;
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use crate::shader::ShaderSource;
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/// Uniform data sent to the fragment shader each frame.
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#[repr(C)]
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@@ -33,21 +34,6 @@ pub struct Uniforms {
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pub mouse: [f32; 2],
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}
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/// The full wgpu rendering context for one layer surface.
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pub struct Renderer {
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device: wgpu::Device,
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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surface_config: wgpu::SurfaceConfiguration,
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pipeline: wgpu::RenderPipeline,
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uniform_buf: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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start: Instant,
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width: u32,
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height: u32,
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}
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/// Vertex shader (WGSL) – used when the fragment shader is also WGSL.
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const VERTEX_SHADER_WGSL: &str = r#"
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@@ -73,8 +59,6 @@ fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
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}
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"#;
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/// Vertex shader (GLSL) – used when the fragment shader is GLSL so that
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/// naga sees consistent interpolation qualifiers across both stages.
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const VERTEX_SHADER_GLSL: &str = r#"#version 450
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layout(location = 0) out vec2 v_uv;
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@@ -95,13 +79,137 @@ void main() {
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}
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"#;
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impl Renderer {
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/// Create a new renderer from raw Wayland display/surface pointers.
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// ---------------------------------------------------------------------------
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// GpuContext — one per process, shared across all outputs via Arc.
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// ---------------------------------------------------------------------------
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/// Shared GPU state. Create once; pass `&GpuContext` into every
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/// `SurfaceRenderer`.
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pub struct GpuContext {
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/// Kept alive so surfaces created later can use it.
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pub(crate) instance: wgpu::Instance,
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/// Needed by `SurfaceRenderer` to query surface capabilities.
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pub(crate) adapter: wgpu::Adapter,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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/// All outputs share one start time so shader animations stay in sync.
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pub start: Instant,
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}
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impl GpuContext {
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/// Create the shared GPU context.
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///
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/// Adapter selection is Vulkan-discrete → Vulkan-other → GL, with
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/// `catch_unwind` to skip drivers that panic inside `vkCreateDevice`
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/// (e.g. Mesa V3DV on Raspberry Pi).
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pub unsafe fn new(display_ptr: *mut std::ffi::c_void) -> Result<Self> {
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let raw_display = RawDisplayHandle::Wayland(WaylandDisplayHandle::new(
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NonNull::new(display_ptr).context("null display pointer")?,
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));
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::VULKAN | wgpu::Backends::GL,
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flags: wgpu::InstanceFlags::default(),
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memory_budget_thresholds: Default::default(),
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backend_options: Default::default(),
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display: Some(Box::new(DisplayHandleWrapper(raw_display))),
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});
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// Build priority-ordered candidate list without surface filtering —
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// all Wayland surfaces on a single machine share the same GPU.
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let all: Vec<wgpu::Adapter> =
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pollster::block_on(instance.enumerate_adapters(wgpu::Backends::all()));
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let mut vulkan: Vec<_> = all
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.iter()
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.filter(|a| a.get_info().backend == wgpu::Backend::Vulkan)
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.cloned()
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.collect();
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vulkan.sort_by_key(|a| {
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(a.get_info().device_type != wgpu::DeviceType::DiscreteGpu) as u8
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});
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let gl: Vec<_> = all
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.iter()
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.filter(|a| a.get_info().backend == wgpu::Backend::Gl)
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.cloned()
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.collect();
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let candidates: Vec<_> = vulkan.into_iter().chain(gl).collect();
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if candidates.is_empty() {
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anyhow::bail!("no wgpu adapters found");
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}
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let device_desc = wgpu::DeviceDescriptor {
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label: Some("gpupaper"),
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::downlevel_defaults(),
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memory_hints: wgpu::MemoryHints::default(),
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experimental_features: Default::default(),
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trace: Default::default(),
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};
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let mut selected: Option<(wgpu::Adapter, wgpu::Device, wgpu::Queue)> = None;
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for adapter in &candidates {
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let outcome = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
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pollster::block_on(adapter.request_device(&device_desc))
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}));
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match outcome {
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Ok(Ok((device, queue))) => {
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selected = Some((adapter.clone(), device, queue));
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break;
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}
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Ok(Err(e)) => {
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log::warn!(
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"skipping adapter {:?}: request_device failed: {e}",
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adapter.get_info().name
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);
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}
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Err(_) => {
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log::warn!(
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"skipping adapter {:?}: Vulkan driver panicked during device creation",
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adapter.get_info().name
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);
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}
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}
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}
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let (adapter, device, queue) =
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selected.context("no adapter could create a wgpu device")?;
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log::info!("wgpu adapter: {:?}", adapter.get_info());
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Ok(GpuContext {
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instance,
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adapter,
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device,
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queue,
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start: Instant::now(),
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})
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}
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}
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// ---------------------------------------------------------------------------
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// SurfaceRenderer — one per output, borrows GpuContext for GPU ops.
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// ---------------------------------------------------------------------------
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/// Per-output renderer. Multiple instances share a single `GpuContext`.
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pub struct SurfaceRenderer {
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surface: wgpu::Surface<'static>,
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surface_config: wgpu::SurfaceConfiguration,
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pipeline: wgpu::RenderPipeline,
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uniform_buf: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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width: u32,
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height: u32,
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}
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impl SurfaceRenderer {
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/// Create a surface renderer for one Wayland output.
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///
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/// # Safety
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/// The caller must guarantee that `display_ptr` and `surface_ptr` are
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/// valid Wayland pointers that outlive this `Renderer`.
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/// `display_ptr` and `surface_ptr` must be valid Wayland pointers that
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/// outlive this `SurfaceRenderer`.
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pub unsafe fn new(
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gpu: &GpuContext,
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display_ptr: *mut std::ffi::c_void,
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surface_ptr: *mut std::ffi::c_void,
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width: u32,
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@@ -116,100 +224,26 @@ impl Renderer {
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NonNull::new(surface_ptr).context("null surface pointer")?,
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));
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::VULKAN | wgpu::Backends::GL,
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flags: wgpu::InstanceFlags::default(),
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memory_budget_thresholds: Default::default(),
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backend_options: Default::default(),
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display: Some(Box::new(DisplayHandleWrapper(raw_display))),
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});
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let wgpu_surface = instance
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let surface = gpu
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.instance
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.create_surface_unsafe(wgpu::SurfaceTargetUnsafe::RawHandle {
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raw_display_handle: Some(raw_display),
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raw_window_handle: raw_window,
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})
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.context("failed to create wgpu surface")?;
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// Build a priority-ordered candidate list: Vulkan discrete first, then
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// Vulkan integrated, then GL. We try each in turn and fall back on
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// failure so that Vulkan is used wherever it works (NVIDIA, AMD, etc.)
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// while broken Vulkan drivers (e.g. Mesa V3DV on Raspberry Pi, which
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// advertises features it can't actually enable) are skipped silently.
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let mut candidates: Vec<wgpu::Adapter> = {
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let all: Vec<wgpu::Adapter> = pollster::block_on(
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instance.enumerate_adapters(wgpu::Backends::all()),
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)
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.into_iter()
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.filter(|a| a.is_surface_supported(&wgpu_surface))
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.collect();
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Self::from_surface(gpu, surface, width, height, shader, fps)
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}
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let mut vulkan: Vec<_> = all
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.iter()
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.filter(|a| a.get_info().backend == wgpu::Backend::Vulkan)
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.cloned()
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.collect();
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// Discrete GPUs first within the Vulkan set.
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vulkan.sort_by_key(|a| {
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(a.get_info().device_type != wgpu::DeviceType::DiscreteGpu) as u8
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});
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let gl: Vec<_> = all
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.iter()
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.filter(|a| a.get_info().backend == wgpu::Backend::Gl)
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.cloned()
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.collect();
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vulkan.into_iter().chain(gl).collect()
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};
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if candidates.is_empty() {
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anyhow::bail!("no suitable wgpu adapter found");
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}
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let device_desc = wgpu::DeviceDescriptor {
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label: Some("gpupaper"),
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required_features: wgpu::Features::empty(),
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// downlevel_defaults is safe on both GL/GLES and Vulkan.
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required_limits: wgpu::Limits::downlevel_defaults(),
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memory_hints: wgpu::MemoryHints::default(),
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experimental_features: Default::default(),
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trace: Default::default(),
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};
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// Try each candidate. Some Vulkan drivers (e.g. Mesa V3DV) panic
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// inside vkCreateDevice with VK_ERROR_FEATURE_NOT_PRESENT despite
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// advertising the feature — catch that and move to the next adapter.
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let (adapter, device, queue) = candidates
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.drain(..)
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.find_map(|adapter| {
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let outcome = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
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pollster::block_on(adapter.request_device(&device_desc))
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}));
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match outcome {
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Ok(Ok((device, queue))) => Some((adapter, device, queue)),
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Ok(Err(e)) => {
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log::warn!(
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"skipping adapter {:?}: request_device failed: {e}",
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adapter.get_info().name
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);
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None
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}
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Err(_) => {
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log::warn!(
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"skipping adapter {:?}: Vulkan driver panicked during device creation",
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adapter.get_info().name
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);
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None
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}
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}
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})
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.context("no adapter could create a wgpu device")?;
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log::info!("wgpu adapter: {:?}", adapter.get_info());
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// Surface configuration
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let caps = wgpu_surface.get_capabilities(&adapter);
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fn from_surface(
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gpu: &GpuContext,
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surface: wgpu::Surface<'static>,
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width: u32,
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height: u32,
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shader: &ShaderSource,
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fps: u32,
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) -> Result<Self> {
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let caps = surface.get_capabilities(&gpu.adapter);
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let format = caps
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.formats
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.iter()
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@@ -217,11 +251,12 @@ impl Renderer {
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.find(|f| !f.is_srgb())
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.unwrap_or(caps.formats[0]);
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let present_mode = if fps == 0 || !caps.present_modes.contains(&wgpu::PresentMode::Immediate) {
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wgpu::PresentMode::Fifo
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} else {
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wgpu::PresentMode::Immediate
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};
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let present_mode =
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if fps == 0 || !caps.present_modes.contains(&wgpu::PresentMode::Immediate) {
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wgpu::PresentMode::Fifo
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} else {
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wgpu::PresentMode::Immediate
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};
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let surface_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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@@ -233,36 +268,39 @@ impl Renderer {
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desired_maximum_frame_latency: 2,
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present_mode,
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};
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wgpu_surface.configure(&device, &surface_config);
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surface.configure(&gpu.device, &surface_config);
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// Uniform buffer
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let initial_uniforms = Uniforms {
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time: 0.0,
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_pad: 0.0,
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resolution: [width as f32, height as f32],
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mouse: [0.0, 0.0],
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};
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let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("uniforms"),
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contents: bytemuck::bytes_of(&initial_uniforms),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniform_buf = gpu
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("uniforms"),
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contents: bytemuck::bytes_of(&initial_uniforms),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("uniforms layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let bind_group_layout =
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gpu.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("uniforms layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("uniforms bind group"),
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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@@ -271,25 +309,27 @@ impl Renderer {
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}],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("pipeline layout"),
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bind_group_layouts: &[Some(&bind_group_layout)],
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immediate_size: 0,
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});
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let pipeline_layout =
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gpu.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("pipeline layout"),
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bind_group_layouts: &[Some(&bind_group_layout)],
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immediate_size: 0,
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});
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let (vs_module, fs_module) = match shader {
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ShaderSource::Wgsl(src) => (
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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gpu.device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("vertex shader (wgsl)"),
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source: wgpu::ShaderSource::Wgsl(VERTEX_SHADER_WGSL.into()),
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}),
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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gpu.device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("fragment shader (wgsl)"),
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source: wgpu::ShaderSource::Wgsl(src.as_str().into()),
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}),
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),
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ShaderSource::Glsl(src) => (
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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gpu.device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("vertex shader (glsl)"),
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source: wgpu::ShaderSource::Glsl {
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shader: VERTEX_SHADER_GLSL.into(),
|
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@@ -297,7 +337,7 @@ impl Renderer {
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defines: &[],
|
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},
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}),
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
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gpu.device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
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label: Some("fragment shader (glsl)"),
|
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source: wgpu::ShaderSource::Glsl {
|
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shader: src.as_str().into(),
|
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@@ -308,51 +348,49 @@ impl Renderer {
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),
|
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};
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
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label: Some("render pipeline"),
|
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layout: Some(&pipeline_layout),
|
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vertex: wgpu::VertexState {
|
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module: &vs_module,
|
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entry_point: None,
|
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compilation_options: Default::default(),
|
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buffers: &[],
|
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},
|
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fragment: Some(wgpu::FragmentState {
|
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module: &fs_module,
|
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entry_point: Some("main"),
|
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compilation_options: Default::default(),
|
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targets: &[Some(wgpu::ColorTargetState {
|
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format,
|
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blend: None,
|
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write_mask: wgpu::ColorWrites::ALL,
|
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})],
|
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}),
|
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primitive: wgpu::PrimitiveState {
|
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topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
..Default::default()
|
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},
|
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depth_stencil: None,
|
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multisample: wgpu::MultisampleState::default(),
|
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multiview_mask: None,
|
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cache: None,
|
||||
});
|
||||
let pipeline =
|
||||
gpu.device
|
||||
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("render pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &vs_module,
|
||||
entry_point: None,
|
||||
compilation_options: Default::default(),
|
||||
buffers: &[],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &fs_module,
|
||||
entry_point: Some("main"),
|
||||
compilation_options: Default::default(),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
Ok(Self {
|
||||
device,
|
||||
queue,
|
||||
surface: wgpu_surface,
|
||||
Ok(SurfaceRenderer {
|
||||
surface,
|
||||
surface_config,
|
||||
pipeline,
|
||||
uniform_buf,
|
||||
bind_group,
|
||||
start: Instant::now(),
|
||||
width,
|
||||
height,
|
||||
})
|
||||
}
|
||||
|
||||
/// Resize the surface (called when the layer surface configure changes).
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
pub fn resize(&mut self, gpu: &GpuContext, width: u32, height: u32) {
|
||||
if width == 0 || height == 0 {
|
||||
return;
|
||||
}
|
||||
@@ -360,44 +398,45 @@ impl Renderer {
|
||||
self.height = height;
|
||||
self.surface_config.width = width;
|
||||
self.surface_config.height = height;
|
||||
self.surface.configure(&self.device, &self.surface_config);
|
||||
self.surface.configure(&gpu.device, &self.surface_config);
|
||||
log::debug!("resized to {}x{}", width, height);
|
||||
}
|
||||
|
||||
/// Render one frame. Returns `false` if the surface was lost/outdated.
|
||||
pub fn render(&mut self) -> bool {
|
||||
let elapsed = self.start.elapsed().as_secs_f32();
|
||||
pub fn render(&mut self, gpu: &GpuContext, elapsed: f32) -> bool {
|
||||
let uniforms = Uniforms {
|
||||
time: elapsed,
|
||||
_pad: 0.0,
|
||||
resolution: [self.width as f32, self.height as f32],
|
||||
mouse: [0.0, 0.0],
|
||||
};
|
||||
self.queue.write_buffer(&self.uniform_buf, 0, bytemuck::bytes_of(&uniforms));
|
||||
gpu.queue
|
||||
.write_buffer(&self.uniform_buf, 0, bytemuck::bytes_of(&uniforms));
|
||||
|
||||
let surface_texture = match self.surface.get_current_texture() {
|
||||
wgpu::CurrentSurfaceTexture::Success(t) => t,
|
||||
wgpu::CurrentSurfaceTexture::Suboptimal(t) => {
|
||||
// Reconfigure on next frame but still render this one
|
||||
self.surface.configure(&self.device, &self.surface_config);
|
||||
self.surface.configure(&gpu.device, &self.surface_config);
|
||||
t
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Lost | wgpu::CurrentSurfaceTexture::Outdated => {
|
||||
self.surface.configure(&self.device, &self.surface_config);
|
||||
self.surface.configure(&gpu.device, &self.surface_config);
|
||||
return false;
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Timeout
|
||||
| wgpu::CurrentSurfaceTexture::Occluded
|
||||
| wgpu::CurrentSurfaceTexture::Validation => {
|
||||
return false;
|
||||
}
|
||||
| wgpu::CurrentSurfaceTexture::Validation => return false,
|
||||
};
|
||||
|
||||
let view =
|
||||
surface_texture.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("frame encoder"),
|
||||
});
|
||||
surface_texture
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let mut encoder =
|
||||
gpu.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("frame encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
@@ -421,7 +460,7 @@ impl Renderer {
|
||||
rpass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(Some(encoder.finish()));
|
||||
gpu.queue.submit(Some(encoder.finish()));
|
||||
surface_texture.present();
|
||||
true
|
||||
}
|
||||
|
||||
+284
-159
@@ -1,5 +1,6 @@
|
||||
//! Wayland state: output enumeration, layer surface creation, event dispatch.
|
||||
|
||||
use std::sync::Arc;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use anyhow::{bail, Context, Result};
|
||||
@@ -23,43 +24,94 @@ use wayland_client::{
|
||||
Connection, Proxy, QueueHandle,
|
||||
};
|
||||
|
||||
use crate::renderer::Renderer;
|
||||
use crate::renderer::{GpuContext, SurfaceRenderer};
|
||||
use crate::shader::ShaderSource;
|
||||
|
||||
/// Application state held across the Wayland event loop.
|
||||
pub struct AppState {
|
||||
// SCTK required fields
|
||||
registry_state: RegistryState,
|
||||
output_state: OutputState,
|
||||
// ---------------------------------------------------------------------------
|
||||
// Per-output state
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// Layer shell
|
||||
layer: Option<LayerSurface>,
|
||||
|
||||
// Rendering
|
||||
renderer: Option<Renderer>,
|
||||
|
||||
// Configuration that renderer needs at configure time
|
||||
display_ptr: *mut std::ffi::c_void,
|
||||
struct OutputSurface {
|
||||
layer: LayerSurface,
|
||||
renderer: Option<SurfaceRenderer>,
|
||||
/// Raw wl_surface pointer passed to SurfaceRenderer.
|
||||
surface_ptr: *mut std::ffi::c_void,
|
||||
shader: ShaderSource,
|
||||
fps: u32,
|
||||
|
||||
// Bookkeeping
|
||||
configured: bool,
|
||||
width: u32,
|
||||
height: u32,
|
||||
pub exit: bool,
|
||||
|
||||
// Frame callback: set true when compositor says it's ready for next frame
|
||||
draw_ready: bool,
|
||||
last_frame: Instant,
|
||||
}
|
||||
|
||||
// Safety: we only use the raw pointers in single-threaded context
|
||||
// Safety: raw pointer is only used from the single Wayland thread.
|
||||
unsafe impl Send for OutputSurface {}
|
||||
unsafe impl Sync for OutputSurface {}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Application state
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
pub struct AppState {
|
||||
registry_state: RegistryState,
|
||||
output_state: OutputState,
|
||||
compositor: CompositorState,
|
||||
layer_shell: LayerShell,
|
||||
|
||||
outputs: Vec<OutputSurface>,
|
||||
/// Created on first configure; shared by all SurfaceRenderers.
|
||||
gpu: Option<Arc<GpuContext>>,
|
||||
|
||||
display_ptr: *mut std::ffi::c_void,
|
||||
shader: ShaderSource,
|
||||
fps: u32,
|
||||
layer_kind: Layer,
|
||||
/// "all" / "*" → create a surface per output; otherwise match by name.
|
||||
target_output: String,
|
||||
|
||||
frame_duration: Option<Duration>,
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
unsafe impl Send for AppState {}
|
||||
unsafe impl Sync for AppState {}
|
||||
|
||||
/// Parse the layer CLI string into an SCTK Layer.
|
||||
// ---------------------------------------------------------------------------
|
||||
// Layer creation helper (also called from new_output for hotplug)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
impl AppState {
|
||||
fn attach_output(&mut self, qh: &QueueHandle<Self>, wl_out: Option<&wl_output::WlOutput>) {
|
||||
let surface = self.compositor.create_surface(qh);
|
||||
let surface_ptr = surface.id().as_ptr() as *mut std::ffi::c_void;
|
||||
|
||||
let layer = self.layer_shell.create_layer_surface(
|
||||
qh,
|
||||
surface,
|
||||
self.layer_kind,
|
||||
Some("gpupaper"),
|
||||
wl_out,
|
||||
);
|
||||
layer.set_anchor(Anchor::TOP | Anchor::BOTTOM | Anchor::LEFT | Anchor::RIGHT);
|
||||
layer.set_exclusive_zone(-1);
|
||||
layer.set_size(0, 0);
|
||||
layer.set_keyboard_interactivity(KeyboardInteractivity::None);
|
||||
layer.commit();
|
||||
|
||||
self.outputs.push(OutputSurface {
|
||||
layer,
|
||||
renderer: None,
|
||||
surface_ptr,
|
||||
width: 0,
|
||||
height: 0,
|
||||
draw_ready: false,
|
||||
last_frame: Instant::now(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Public entry point
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
pub fn parse_layer(s: &str) -> Result<Layer> {
|
||||
match s.to_lowercase().as_str() {
|
||||
"background" => Ok(Layer::Background),
|
||||
@@ -70,7 +122,6 @@ pub fn parse_layer(s: &str) -> Result<Layer> {
|
||||
}
|
||||
}
|
||||
|
||||
/// Set up a Wayland connection and run the render loop for one output.
|
||||
pub fn run(
|
||||
target_output: String,
|
||||
shader: ShaderSource,
|
||||
@@ -89,127 +140,116 @@ pub fn run(
|
||||
let layer_shell =
|
||||
LayerShell::bind(&globals, &qh).context("zwlr_layer_shell_v1 not available")?;
|
||||
|
||||
let mut state = AppState {
|
||||
registry_state: RegistryState::new(&globals),
|
||||
output_state: OutputState::new(&globals, &qh),
|
||||
layer: None,
|
||||
renderer: None,
|
||||
display_ptr,
|
||||
surface_ptr: std::ptr::null_mut(),
|
||||
shader,
|
||||
fps,
|
||||
configured: false,
|
||||
width: 0,
|
||||
height: 0,
|
||||
exit: false,
|
||||
draw_ready: false,
|
||||
last_frame: Instant::now(),
|
||||
};
|
||||
|
||||
// One roundtrip to discover outputs.
|
||||
event_queue.roundtrip(&mut state).context("initial roundtrip")?;
|
||||
|
||||
// Find the matching wl_output.
|
||||
let target_wl_output = find_output(&state.output_state, &target_output);
|
||||
|
||||
// Create the wl_surface and layer surface.
|
||||
let surface = compositor.create_surface(&qh);
|
||||
state.surface_ptr = surface.id().as_ptr() as *mut std::ffi::c_void;
|
||||
|
||||
let layer = layer_shell.create_layer_surface(
|
||||
&qh,
|
||||
surface,
|
||||
layer_kind,
|
||||
Some("gpupaper"),
|
||||
target_wl_output.as_ref(),
|
||||
);
|
||||
|
||||
// Stretch to fill the entire output.
|
||||
layer.set_anchor(Anchor::TOP | Anchor::BOTTOM | Anchor::LEFT | Anchor::RIGHT);
|
||||
layer.set_exclusive_zone(-1);
|
||||
layer.set_size(0, 0);
|
||||
layer.set_keyboard_interactivity(KeyboardInteractivity::None);
|
||||
layer.commit();
|
||||
state.layer = Some(layer);
|
||||
|
||||
// Wait for the configure event which gives us the actual dimensions.
|
||||
log::info!("waiting for configure…");
|
||||
while !state.configured {
|
||||
event_queue.blocking_dispatch(&mut state).context("event dispatch failed")?;
|
||||
}
|
||||
|
||||
log::info!("configured: {}x{}", state.width, state.height);
|
||||
|
||||
// Create renderer now that we have confirmed dimensions.
|
||||
state.renderer = Some(unsafe {
|
||||
Renderer::new(
|
||||
state.display_ptr,
|
||||
state.surface_ptr,
|
||||
state.width,
|
||||
state.height,
|
||||
&state.shader,
|
||||
state.fps,
|
||||
)
|
||||
.context("failed to create renderer")?
|
||||
});
|
||||
|
||||
// Render loop driven by wl_surface.frame callbacks.
|
||||
// The compositor stops sending callbacks when the surface is fully occluded,
|
||||
// so the loop naturally idles to zero CPU when another app is fullscreen.
|
||||
let frame_duration = if fps > 0 {
|
||||
Some(Duration::from_nanos(1_000_000_000 / fps as u64))
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
// Register the first frame callback then render immediately. On Wayland
|
||||
// the compositor only fires frame callbacks for commits that contain a
|
||||
// buffer; an empty commit would stall the loop forever on many compositors.
|
||||
// Rendering here attaches the first buffer and commits it together with the
|
||||
// frame callback so the compositor has something to display right away.
|
||||
{
|
||||
let wl_surface = state.layer.as_ref().unwrap().wl_surface();
|
||||
wl_surface.frame(&qh, wl_surface.clone());
|
||||
let mut state = AppState {
|
||||
registry_state: RegistryState::new(&globals),
|
||||
output_state: OutputState::new(&globals, &qh),
|
||||
compositor,
|
||||
layer_shell,
|
||||
outputs: Vec::new(),
|
||||
gpu: None,
|
||||
display_ptr,
|
||||
shader,
|
||||
fps,
|
||||
layer_kind,
|
||||
target_output: target_output.clone(),
|
||||
frame_duration,
|
||||
exit: false,
|
||||
};
|
||||
|
||||
// Discover available outputs.
|
||||
event_queue.roundtrip(&mut state).context("initial roundtrip")?;
|
||||
|
||||
let is_all = target_output == "all" || target_output == "*";
|
||||
|
||||
if is_all {
|
||||
let wl_outputs: Vec<_> = state.output_state.outputs().collect();
|
||||
if wl_outputs.is_empty() {
|
||||
// No outputs reported yet; let the compositor assign.
|
||||
state.attach_output(&qh, None);
|
||||
} else {
|
||||
for wl_out in &wl_outputs {
|
||||
state.attach_output(&qh, Some(wl_out));
|
||||
}
|
||||
}
|
||||
} else {
|
||||
let wl_out = find_output(&state.output_state, &target_output);
|
||||
state.attach_output(&qh, wl_out.as_ref());
|
||||
}
|
||||
if let Some(r) = state.renderer.as_mut() {
|
||||
r.render();
|
||||
|
||||
// Wait for every surface to receive its configure (and thus create a renderer).
|
||||
log::info!("waiting for {} surface(s) to configure…", state.outputs.len());
|
||||
while state.outputs.iter().any(|o| o.renderer.is_none()) {
|
||||
event_queue
|
||||
.blocking_dispatch(&mut state)
|
||||
.context("event dispatch failed")?;
|
||||
|
||||
if state.exit {
|
||||
return Ok(());
|
||||
}
|
||||
}
|
||||
log::info!("{} surface(s) ready", state.outputs.len());
|
||||
|
||||
// Render the first frame on each surface immediately so the compositor has
|
||||
// a buffer and will start sending frame callbacks.
|
||||
if let Some(gpu) = state.gpu.as_ref().map(Arc::clone) {
|
||||
let elapsed = gpu.start.elapsed().as_secs_f32();
|
||||
for output in &mut state.outputs {
|
||||
let wl_surface = output.layer.wl_surface();
|
||||
wl_surface.frame(&qh, wl_surface.clone());
|
||||
if let Some(r) = &mut output.renderer {
|
||||
r.render(&gpu, elapsed);
|
||||
}
|
||||
}
|
||||
}
|
||||
conn.flush().ok();
|
||||
|
||||
// Main event loop — each output is driven by its own frame callbacks so
|
||||
// monitors at different refresh rates pace themselves independently.
|
||||
loop {
|
||||
// Block the thread until the compositor sends us any event (including
|
||||
// the frame callback). Zero CPU while occluded.
|
||||
event_queue.blocking_dispatch(&mut state).context("event dispatch")?;
|
||||
event_queue
|
||||
.blocking_dispatch(&mut state)
|
||||
.context("event dispatch")?;
|
||||
conn.flush().ok();
|
||||
|
||||
if state.exit {
|
||||
break;
|
||||
}
|
||||
|
||||
if !state.draw_ready {
|
||||
continue;
|
||||
}
|
||||
state.draw_ready = false;
|
||||
let gpu = match state.gpu.as_ref().map(Arc::clone) {
|
||||
Some(g) => g,
|
||||
None => continue,
|
||||
};
|
||||
let elapsed = gpu.start.elapsed().as_secs_f32();
|
||||
let frame_duration = state.frame_duration;
|
||||
|
||||
// Optional fps cap: sleep the remainder of the frame budget.
|
||||
if let Some(dur) = frame_duration {
|
||||
let elapsed = state.last_frame.elapsed();
|
||||
if elapsed < dur {
|
||||
std::thread::sleep(dur - elapsed);
|
||||
for output in &mut state.outputs {
|
||||
if !output.draw_ready {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
state.last_frame = Instant::now();
|
||||
output.draw_ready = false;
|
||||
|
||||
// Register the NEXT frame callback before present() so that the
|
||||
// request is included in the same wl_surface.commit that wgpu
|
||||
// issues inside present().
|
||||
{
|
||||
let wl_surface = state.layer.as_ref().unwrap().wl_surface();
|
||||
wl_surface.frame(&qh, wl_surface.clone());
|
||||
}
|
||||
if let Some(dur) = frame_duration {
|
||||
let since_last = output.last_frame.elapsed();
|
||||
if since_last < dur {
|
||||
std::thread::sleep(dur - since_last);
|
||||
}
|
||||
}
|
||||
output.last_frame = Instant::now();
|
||||
|
||||
if let Some(r) = state.renderer.as_mut() {
|
||||
r.render();
|
||||
{
|
||||
let wl_surface = output.layer.wl_surface();
|
||||
wl_surface.frame(&qh, wl_surface.clone());
|
||||
}
|
||||
|
||||
if let Some(r) = &mut output.renderer {
|
||||
r.render(&gpu, elapsed);
|
||||
}
|
||||
}
|
||||
|
||||
conn.flush().ok();
|
||||
@@ -218,12 +258,7 @@ pub fn run(
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Try to find the wl_output whose name matches `target`.
|
||||
/// If `target` is `"all"` or `"*"`, returns `None` (compositor picks).
|
||||
fn find_output(output_state: &OutputState, target: &str) -> Option<wl_output::WlOutput> {
|
||||
if target == "all" || target == "*" {
|
||||
return None;
|
||||
}
|
||||
for output in output_state.outputs() {
|
||||
if let Some(info) = output_state.info(&output) {
|
||||
if let Some(name) = &info.name {
|
||||
@@ -239,36 +274,61 @@ fn find_output(output_state: &OutputState, target: &str) -> Option<wl_output::Wl
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Trait implementations for AppState
|
||||
// Trait implementations
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
impl CompositorHandler for AppState {
|
||||
fn scale_factor_changed(
|
||||
&mut self, _: &Connection, _: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface, _: i32,
|
||||
) {}
|
||||
&mut self,
|
||||
_: &Connection,
|
||||
_: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface,
|
||||
_: i32,
|
||||
) {
|
||||
}
|
||||
|
||||
fn transform_changed(
|
||||
&mut self, _: &Connection, _: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface, _: wl_output::Transform,
|
||||
) {}
|
||||
&mut self,
|
||||
_: &Connection,
|
||||
_: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface,
|
||||
_: wl_output::Transform,
|
||||
) {
|
||||
}
|
||||
|
||||
fn frame(
|
||||
&mut self, _: &Connection, _: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface, _: u32,
|
||||
&mut self,
|
||||
_: &Connection,
|
||||
_: &QueueHandle<Self>,
|
||||
surface: &wl_surface::WlSurface,
|
||||
_: u32,
|
||||
) {
|
||||
self.draw_ready = true;
|
||||
let id = surface.id();
|
||||
for output in &mut self.outputs {
|
||||
if output.layer.wl_surface().id() == id {
|
||||
output.draw_ready = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn surface_enter(
|
||||
&mut self, _: &Connection, _: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface, _: &wl_output::WlOutput,
|
||||
) {}
|
||||
&mut self,
|
||||
_: &Connection,
|
||||
_: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface,
|
||||
_: &wl_output::WlOutput,
|
||||
) {
|
||||
}
|
||||
|
||||
fn surface_leave(
|
||||
&mut self, _: &Connection, _: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface, _: &wl_output::WlOutput,
|
||||
) {}
|
||||
&mut self,
|
||||
_: &Connection,
|
||||
_: &QueueHandle<Self>,
|
||||
_: &wl_surface::WlSurface,
|
||||
_: &wl_output::WlOutput,
|
||||
) {
|
||||
}
|
||||
}
|
||||
|
||||
impl OutputHandler for AppState {
|
||||
@@ -276,9 +336,35 @@ impl OutputHandler for AppState {
|
||||
&mut self.output_state
|
||||
}
|
||||
|
||||
fn new_output(&mut self, _: &Connection, _: &QueueHandle<Self>, _: wl_output::WlOutput) {}
|
||||
fn update_output(&mut self, _: &Connection, _: &QueueHandle<Self>, _: wl_output::WlOutput) {}
|
||||
fn output_destroyed(&mut self, _: &Connection, _: &QueueHandle<Self>, _: wl_output::WlOutput) {}
|
||||
fn new_output(
|
||||
&mut self,
|
||||
_conn: &Connection,
|
||||
qh: &QueueHandle<Self>,
|
||||
output: wl_output::WlOutput,
|
||||
) {
|
||||
if self.target_output == "all" || self.target_output == "*" {
|
||||
self.attach_output(qh, Some(&output));
|
||||
}
|
||||
}
|
||||
|
||||
fn update_output(
|
||||
&mut self,
|
||||
_: &Connection,
|
||||
_: &QueueHandle<Self>,
|
||||
_: wl_output::WlOutput,
|
||||
) {
|
||||
}
|
||||
|
||||
fn output_destroyed(
|
||||
&mut self,
|
||||
_: &Connection,
|
||||
_: &QueueHandle<Self>,
|
||||
output: wl_output::WlOutput,
|
||||
) {
|
||||
// Drop the surface renderer for the disconnected output.
|
||||
self.outputs
|
||||
.retain(|o| o.layer.wl_surface().id() != output.id());
|
||||
}
|
||||
}
|
||||
|
||||
impl LayerShellHandler for AppState {
|
||||
@@ -291,25 +377,64 @@ impl LayerShellHandler for AppState {
|
||||
&mut self,
|
||||
_conn: &Connection,
|
||||
_qh: &QueueHandle<Self>,
|
||||
_layer: &LayerSurface,
|
||||
layer: &LayerSurface,
|
||||
configure: LayerSurfaceConfigure,
|
||||
_serial: u32,
|
||||
) {
|
||||
let (w, h) = configure.new_size;
|
||||
self.width = if w == 0 { 1920 } else { w };
|
||||
self.height = if h == 0 { 1080 } else { h };
|
||||
let layer_id = layer.wl_surface().id();
|
||||
let Some(idx) = self.outputs.iter().position(|o| o.layer.wl_surface().id() == layer_id)
|
||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
if !self.configured {
|
||||
self.configured = true;
|
||||
} else if let Some(r) = self.renderer.as_mut() {
|
||||
r.resize(self.width, self.height);
|
||||
let (w, h) = configure.new_size;
|
||||
let w = if w == 0 { 1920 } else { w };
|
||||
let h = if h == 0 { 1080 } else { h };
|
||||
self.outputs[idx].width = w;
|
||||
self.outputs[idx].height = h;
|
||||
|
||||
if self.outputs[idx].renderer.is_some() {
|
||||
// Subsequent configure — just resize.
|
||||
let gpu = self.gpu.as_ref().map(Arc::clone);
|
||||
if let Some(gpu) = gpu {
|
||||
if let Some(r) = self.outputs[idx].renderer.as_mut() {
|
||||
r.resize(&gpu, w, h);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
log::debug!("configure: {}x{}", self.width, self.height);
|
||||
// First configure for this surface — create the GPU context if needed.
|
||||
if self.gpu.is_none() {
|
||||
match unsafe { GpuContext::new(self.display_ptr) } {
|
||||
Ok(gpu) => self.gpu = Some(Arc::new(gpu)),
|
||||
Err(e) => {
|
||||
log::error!("failed to create GPU context: {e}");
|
||||
self.exit = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let gpu = Arc::clone(self.gpu.as_ref().unwrap());
|
||||
let surface_ptr = self.outputs[idx].surface_ptr;
|
||||
let display_ptr = self.display_ptr;
|
||||
let shader = &self.shader;
|
||||
let fps = self.fps;
|
||||
|
||||
match unsafe { SurfaceRenderer::new(&gpu, display_ptr, surface_ptr, w, h, shader, fps) } {
|
||||
Ok(renderer) => {
|
||||
self.outputs[idx].renderer = Some(renderer);
|
||||
log::info!("output {} configured: {}x{}", idx, w, h);
|
||||
}
|
||||
Err(e) => {
|
||||
log::error!("failed to create surface renderer for output {idx}: {e}");
|
||||
self.exit = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Delegation macros
|
||||
delegate_compositor!(AppState);
|
||||
delegate_output!(AppState);
|
||||
delegate_layer!(AppState);
|
||||
|
||||
Reference in New Issue
Block a user