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gpu.py
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import sys, os, subprocess
try: __import__("embed").main(sys.argv)
except ModuleNotFoundError: ...
import sdl3, shader, ctypes, time, colorsys
def compileShader(name, size = ctypes.c_size_t()):
subprocess.run(["glslc", f"{name}.glsl", "-o", f"{name}.spv"])
data = sdl3.SDL_LoadFile(f"{name}.spv".encode(), ctypes.byref(size))
return size.value, ctypes.cast(data, ctypes.POINTER(ctypes.c_uint8))
class Vertex(ctypes.Structure):
_fields_ = [
("position", ctypes.c_float * 3),
("color", ctypes.c_float * 3)
]
class UniformData(ctypes.Structure):
_fields_ = [
("color0", ctypes.c_float * 4),
("color1", ctypes.c_float * 4),
("color2", ctypes.c_float * 4)
]
@sdl3.SDL_main_func
def main(argc: ctypes.c_int, argv: sdl3.LP_c_char_p) -> ctypes.c_int:
if not sdl3.SDL_Init(sdl3.SDL_INIT_VIDEO | sdl3.SDL_INIT_EVENTS | sdl3.SDL_INIT_AUDIO):
print(f"failed to initialize library: {sdl3.SDL_GetError().decode().lower()}.")
return -1
window = sdl3.SDL_CreateWindow("Aermoss".encode(), 1600, 900, sdl3.SDL_WINDOW_RESIZABLE)
event, running = sdl3.SDL_Event(), True
gpuDrivers = [sdl3.SDL_GetGPUDriver(i).decode() for i in range(sdl3.SDL_GetNumGPUDrivers())]
tryGetDriver, tryUseVulkan = lambda order, drivers: next((i for i in order if i in drivers), None), True
gpuDriver = tryGetDriver(["vulkan"] if tryUseVulkan else [], gpuDrivers)
print(f"available gpu drivers: {', '.join(gpuDrivers)}. (current: {gpuDriver})")
if not (device := sdl3.SDL_CreateGPUDevice(sdl3.SDL_GPU_SHADERFORMAT_SPIRV, True, gpuDriver.encode())):
print(f"failed to create gpu device: {sdl3.SDL_GetError().decode().lower()}.")
return -1
if not sdl3.SDL_ClaimWindowForGPUDevice(device, window):
print(f"failed to claim window for gpu device: {sdl3.SDL_GetError().decode().lower()}")
return -1
vertexShader = sdl3.SDL_CreateGPUShader(device, sdl3.SDL_GPUShaderCreateInfo(*shader.vertexData, entrypoint = "main".encode(), format = sdl3.SDL_GPU_SHADERFORMAT_SPIRV, stage = sdl3.SDL_GPU_SHADERSTAGE_VERTEX, num_uniform_buffers = 1))
fragmentShader = sdl3.SDL_CreateGPUShader(device, sdl3.SDL_GPUShaderCreateInfo(*shader.fragmentData, entrypoint = "main".encode(), format = sdl3.SDL_GPU_SHADERFORMAT_SPIRV, stage = sdl3.SDL_GPU_SHADERSTAGE_FRAGMENT))
pipeline = sdl3.SDL_CreateGPUGraphicsPipeline(device, sdl3.SDL_GPUGraphicsPipelineCreateInfo(vertexShader, fragmentShader, primitive_type = sdl3.SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
target_info = sdl3.SDL_GPUGraphicsPipelineTargetInfo(*sdl3.SDL_ARRAY(sdl3.SDL_GPUColorTargetDescription(sdl3.SDL_GetGPUSwapchainTextureFormat(device, window)))),
vertex_input_state = sdl3.SDL_GPUVertexInputState(*sdl3.SDL_ARRAY(sdl3.SDL_GPUVertexBufferDescription(0, ctypes.sizeof(Vertex), sdl3.SDL_GPU_VERTEXINPUTRATE_VERTEX, 0)),
*sdl3.SDL_ARRAY(sdl3.SDL_GPUVertexAttribute(0, 0, sdl3.SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, 0)))
))
sdl3.SDL_ReleaseGPUShader(device, fragmentShader)
sdl3.SDL_ReleaseGPUShader(device, vertexShader)
if not pipeline:
print(f"failed to create gpu pipeline: {sdl3.SDL_GetError().decode().lower()}.")
return -1
vertexBuffer = sdl3.SDL_CreateGPUBuffer(device, sdl3.SDL_GPUBufferCreateInfo(sdl3.SDL_GPU_BUFFERUSAGE_VERTEX, ctypes.sizeof(Vertex) * 3))
transferBuffer = sdl3.SDL_CreateGPUTransferBuffer(device, sdl3.SDL_GPUTransferBufferCreateInfo(sdl3.SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, ctypes.sizeof(Vertex) * 3))
transferData = ctypes.cast(sdl3.SDL_MapGPUTransferBuffer(device, transferBuffer, False), ctypes.POINTER(Vertex))
transferData[0] = Vertex(sdl3.SDL_ARRAY(-0.5, -0.5, 0.0, type = ctypes.c_float)[0])
transferData[1] = Vertex(sdl3.SDL_ARRAY( 0.5, -0.5, 0.0, type = ctypes.c_float)[0])
transferData[2] = Vertex(sdl3.SDL_ARRAY( 0.0, 0.5, 0.0, type = ctypes.c_float)[0])
sdl3.SDL_UnmapGPUTransferBuffer(device, transferBuffer)
commandBuffer = sdl3.SDL_AcquireGPUCommandBuffer(device)
copyPass = sdl3.SDL_BeginGPUCopyPass(commandBuffer)
sdl3.SDL_UploadToGPUBuffer(copyPass, sdl3.SDL_GPUTransferBufferLocation(transferBuffer, 0), sdl3.SDL_GPUBufferRegion(vertexBuffer, 0, ctypes.sizeof(Vertex) * 3), False)
sdl3.SDL_EndGPUCopyPass(copyPass)
sdl3.SDL_SubmitGPUCommandBuffer(commandBuffer)
sdl3.SDL_ReleaseGPUTransferBuffer(device, transferBuffer)
uniformData, lastTime, hue = UniformData(), time.time(), 0.0
while running:
while sdl3.SDL_PollEvent(ctypes.byref(event)):
match event.type:
case sdl3.SDL_EVENT_QUIT:
running = False
case sdl3.SDL_EVENT_KEY_DOWN:
if event.key.key == sdl3.SDLK_ESCAPE:
running = False
commandBuffer = sdl3.SDL_AcquireGPUCommandBuffer(device)
if not commandBuffer:
print(f"failed to acquire gpu command buffer: {sdl3.SDL_GetError().decode().lower()}")
return -1
swapChainTexture = ctypes.POINTER(sdl3.SDL_GPUTexture)()
sdl3.SDL_WaitAndAcquireGPUSwapchainTexture(commandBuffer, window, ctypes.byref(swapChainTexture), None, None)
if not swapChainTexture:
print(f"failed to acquire gpu swapchain texture: {sdl3.SDL_GetError().decode().lower()}")
return -1
lastTime, deltaTime = \
time.time(), time.time() - lastTime
colorTargetInfo = sdl3.SDL_GPUColorTargetInfo(swapChainTexture, load_op = sdl3.SDL_GPU_LOADOP_CLEAR,
clear_color = sdl3.SDL_FColor(*colorsys.hsv_to_rgb(hue := (hue + 0.25 * deltaTime) % 1, 1.0, 0.0), 1.0))
uniformData.color0 = sdl3.SDL_ARRAY(*colorsys.hsv_to_rgb(hue + 0.48, 1.0, 1.0), 1.0, type = ctypes.c_float)[0]
uniformData.color1 = sdl3.SDL_ARRAY(*colorsys.hsv_to_rgb(hue + 0.32, 1.0, 1.0), 1.0, type = ctypes.c_float)[0]
uniformData.color2 = sdl3.SDL_ARRAY(*colorsys.hsv_to_rgb(hue + 0.64, 1.0, 1.0), 1.0, type = ctypes.c_float)[0]
renderPass = sdl3.SDL_BeginGPURenderPass(commandBuffer, ctypes.byref(colorTargetInfo), 1, None)
sdl3.SDL_BindGPUGraphicsPipeline(renderPass, pipeline)
sdl3.SDL_BindGPUVertexBuffers(renderPass, 0, sdl3.SDL_GPUBufferBinding(vertexBuffer, 0), 1)
sdl3.SDL_PushGPUVertexUniformData(commandBuffer, 0, ctypes.byref(uniformData), ctypes.sizeof(uniformData))
sdl3.SDL_DrawGPUPrimitives(renderPass, 3, 1, 0, 0)
sdl3.SDL_EndGPURenderPass(renderPass)
sdl3.SDL_SubmitGPUCommandBuffer(commandBuffer)
sdl3.SDL_ReleaseGPUBuffer(device, vertexBuffer)
sdl3.SDL_ReleaseGPUGraphicsPipeline(device, pipeline)
sdl3.SDL_DestroyGPUDevice(device)
sdl3.SDL_DestroyWindow(window)
sdl3.SDL_Quit()
return 0