feat: Electrobun Svelte+WGPU prototype (Dawn GPU confirmed on Linux)
- Svelte 5 frontend with Catppuccin Mocha theme, 2 project cards - Electrobun v1.16.0 with bundleWGPU: true (Dawn on Linux x64) - WebKitGTK webview + WGPU surface coexistence confirmed - CPU: 6.5% idle (CSS animation + WebKitGTK overhead) - Port 9760 for dev server (project convention)
This commit is contained in:
parent
1f20fc460e
commit
cfc135ffaf
29 changed files with 1106 additions and 1020 deletions
|
|
@ -1,526 +1,37 @@
|
|||
import { GpuWindow, Screen, WGPU, WGPUBridge } from "electrobun/bun";
|
||||
import { CString, ptr, toArrayBuffer } from "bun:ffi";
|
||||
import { BrowserWindow, Updater } from "electrobun/bun";
|
||||
|
||||
const WGPUNative = WGPU.native;
|
||||
const WGPU_STRLEN = 0xffffffffffffffffn;
|
||||
const WGPU_DEPTH_SLICE_UNDEFINED = 0xffffffff;
|
||||
const WGPUTextureUsage_RenderAttachment = 0x0000000000000010n;
|
||||
const WGPUBufferUsage_Vertex = 0x0000000000000020n;
|
||||
const WGPUBufferUsage_CopyDst = 0x0000000000000008n;
|
||||
const WGPUVertexFormat_Float32 = 0x0000001c;
|
||||
const WGPUVertexFormat_Float32x2 = 0x0000001d;
|
||||
const WGPUVertexFormat_Float32x4 = 0x0000001f;
|
||||
const WGPUVertexStepMode_Vertex = 0x00000001;
|
||||
const WGPUPrimitiveTopology_TriangleList = 0x00000004;
|
||||
const WGPUFrontFace_CCW = 0x00000001;
|
||||
const WGPUCullMode_None = 0x00000001;
|
||||
const WGPUPresentMode_Fifo = 0x00000001;
|
||||
const DEV_SERVER_PORT = 9760; // Project convention: 9700+ range
|
||||
const DEV_SERVER_URL = `http://localhost:${DEV_SERVER_PORT}`;
|
||||
|
||||
const KEEPALIVE: any[] = [];
|
||||
|
||||
function writePtr(view: DataView, offset: number, value: number | bigint | null) {
|
||||
view.setBigUint64(offset, BigInt(value ?? 0), true);
|
||||
// Check if Vite dev server is running for HMR
|
||||
async function getMainViewUrl(): Promise<string> {
|
||||
const channel = await Updater.localInfo.channel();
|
||||
if (channel === "dev") {
|
||||
try {
|
||||
await fetch(DEV_SERVER_URL, { method: "HEAD" });
|
||||
console.log(`HMR enabled: Using Vite dev server at ${DEV_SERVER_URL}`);
|
||||
return DEV_SERVER_URL;
|
||||
} catch {
|
||||
console.log(
|
||||
"Vite dev server not running. Run 'bun run dev:hmr' for HMR support.",
|
||||
);
|
||||
}
|
||||
}
|
||||
return "views://mainview/index.html";
|
||||
}
|
||||
|
||||
function writeU32(view: DataView, offset: number, value: number) {
|
||||
view.setUint32(offset, value >>> 0, true);
|
||||
}
|
||||
// Create the main application window
|
||||
const url = await getMainViewUrl();
|
||||
|
||||
function writeU64(view: DataView, offset: number, value: bigint) {
|
||||
view.setBigUint64(offset, value, true);
|
||||
}
|
||||
|
||||
|
||||
function makeSurfaceConfiguration(
|
||||
devicePtr: number,
|
||||
width: number,
|
||||
height: number,
|
||||
format: number,
|
||||
) {
|
||||
const buffer = new ArrayBuffer(64);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, devicePtr);
|
||||
writeU32(view, 16, format);
|
||||
writeU32(view, 20, 0);
|
||||
writeU64(view, 24, WGPUTextureUsage_RenderAttachment);
|
||||
writeU32(view, 32, width);
|
||||
writeU32(view, 36, height);
|
||||
writeU64(view, 40, 0n);
|
||||
writePtr(view, 48, 0);
|
||||
writeU32(view, 56, 1);
|
||||
writeU32(view, 60, WGPUPresentMode_Fifo);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeShaderSourceWGSL(codePtr: number) {
|
||||
const buffer = new ArrayBuffer(32);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writeU32(view, 8, 0x00000002);
|
||||
writeU32(view, 12, 0);
|
||||
writePtr(view, 16, codePtr);
|
||||
writeU64(view, 24, WGPU_STRLEN);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeShaderModuleDescriptor(nextInChainPtr: number) {
|
||||
const buffer = new ArrayBuffer(24);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, nextInChainPtr);
|
||||
writePtr(view, 8, 0);
|
||||
writeU64(view, 16, 0n);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeVertexAttribute(offset: number, shaderLocation: number, format: number) {
|
||||
const buffer = new ArrayBuffer(32);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writeU32(view, 8, format);
|
||||
writeU32(view, 12, 0);
|
||||
writeU64(view, 16, BigInt(offset));
|
||||
writeU32(view, 24, shaderLocation);
|
||||
writeU32(view, 28, 0);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeVertexBufferLayout(
|
||||
attributePtr: number,
|
||||
attributeCount: number,
|
||||
stride: number,
|
||||
) {
|
||||
const buffer = new ArrayBuffer(40);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writeU32(view, 8, WGPUVertexStepMode_Vertex);
|
||||
writeU32(view, 12, 0);
|
||||
writeU64(view, 16, BigInt(stride));
|
||||
writeU64(view, 24, BigInt(attributeCount));
|
||||
writePtr(view, 32, attributePtr);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeColorTargetState(format: number) {
|
||||
const buffer = new ArrayBuffer(32);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writeU32(view, 8, format);
|
||||
writeU32(view, 12, 0);
|
||||
writePtr(view, 16, 0);
|
||||
writeU64(view, 24, 0x0fn);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeVertexState(
|
||||
modulePtr: number,
|
||||
entryPointPtr: number,
|
||||
bufferLayoutPtr: number,
|
||||
) {
|
||||
const buffer = new ArrayBuffer(64);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, modulePtr);
|
||||
writePtr(view, 16, entryPointPtr);
|
||||
writeU64(view, 24, WGPU_STRLEN);
|
||||
writeU64(view, 32, 0n);
|
||||
writePtr(view, 40, 0);
|
||||
writeU64(view, 48, 1n);
|
||||
writePtr(view, 56, bufferLayoutPtr);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeFragmentState(
|
||||
modulePtr: number,
|
||||
entryPointPtr: number,
|
||||
targetPtr: number,
|
||||
) {
|
||||
const buffer = new ArrayBuffer(64);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, modulePtr);
|
||||
writePtr(view, 16, entryPointPtr);
|
||||
writeU64(view, 24, WGPU_STRLEN);
|
||||
writeU64(view, 32, 0n);
|
||||
writePtr(view, 40, 0);
|
||||
writeU64(view, 48, 1n);
|
||||
writePtr(view, 56, targetPtr);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makePrimitiveState() {
|
||||
const buffer = new ArrayBuffer(32);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writeU32(view, 8, WGPUPrimitiveTopology_TriangleList);
|
||||
writeU32(view, 12, 0);
|
||||
writeU32(view, 16, WGPUFrontFace_CCW);
|
||||
writeU32(view, 20, WGPUCullMode_None);
|
||||
writeU32(view, 24, 0);
|
||||
writeU32(view, 28, 0);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeMultisampleState() {
|
||||
const buffer = new ArrayBuffer(24);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writeU32(view, 8, 1);
|
||||
writeU32(view, 12, 0xffffffff);
|
||||
writeU32(view, 16, 0);
|
||||
writeU32(view, 20, 0);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeRenderPipelineDescriptor(
|
||||
vertexStatePtr: number,
|
||||
primitiveStatePtr: number,
|
||||
multisampleStatePtr: number,
|
||||
fragmentStatePtr: number,
|
||||
) {
|
||||
const buffer = new ArrayBuffer(168);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, 0);
|
||||
writeU64(view, 16, 0n);
|
||||
writePtr(view, 24, 0);
|
||||
new Uint8Array(buffer, 32, 64).set(new Uint8Array(vertexStatePtr.buffer));
|
||||
new Uint8Array(buffer, 96, 32).set(new Uint8Array(primitiveStatePtr.buffer));
|
||||
writePtr(view, 128, 0);
|
||||
new Uint8Array(buffer, 136, 24).set(new Uint8Array(multisampleStatePtr.buffer));
|
||||
writePtr(view, 160, fragmentStatePtr.ptr as unknown as number);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeBufferDescriptor(size: number) {
|
||||
const buffer = new ArrayBuffer(48);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, 0);
|
||||
writeU64(view, 16, 0n);
|
||||
writeU64(view, 24, WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst);
|
||||
writeU64(view, 32, BigInt(size));
|
||||
writeU32(view, 40, 0);
|
||||
writeU32(view, 44, 0);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeCommandEncoderDescriptor() {
|
||||
const buffer = new ArrayBuffer(24);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, 0);
|
||||
writeU64(view, 16, 0n);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeSurfaceTexture() {
|
||||
const buffer = new ArrayBuffer(24);
|
||||
return { buffer, view: new DataView(buffer), ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeRenderPassColorAttachment(viewPtr: number, clear: { r: number; g: number; b: number; a: number }) {
|
||||
const buffer = new ArrayBuffer(72);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, viewPtr);
|
||||
writeU32(view, 16, WGPU_DEPTH_SLICE_UNDEFINED);
|
||||
writeU32(view, 20, 0);
|
||||
writePtr(view, 24, 0);
|
||||
writeU32(view, 32, 2);
|
||||
writeU32(view, 36, 1);
|
||||
view.setFloat64(40, clear.r, true);
|
||||
view.setFloat64(48, clear.g, true);
|
||||
view.setFloat64(56, clear.b, true);
|
||||
view.setFloat64(64, clear.a, true);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeRenderPassDescriptor(colorAttachmentPtr: number) {
|
||||
const buffer = new ArrayBuffer(64);
|
||||
const view = new DataView(buffer);
|
||||
writePtr(view, 0, 0);
|
||||
writePtr(view, 8, 0);
|
||||
writeU64(view, 16, 0n);
|
||||
writeU64(view, 24, 1n);
|
||||
writePtr(view, 32, colorAttachmentPtr);
|
||||
writePtr(view, 40, 0);
|
||||
writePtr(view, 48, 0);
|
||||
writePtr(view, 56, 0);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
function makeCommandBufferArray(cmdPtr: number) {
|
||||
const buffer = new BigUint64Array([BigInt(cmdPtr)]);
|
||||
return { buffer, ptr: ptr(buffer) };
|
||||
}
|
||||
|
||||
const size = 640;
|
||||
const display = Screen.getPrimaryDisplay();
|
||||
const workArea = display.workArea;
|
||||
const x = workArea.x + Math.floor((workArea.width - size) / 2);
|
||||
const y = workArea.y + Math.floor((workArea.height - size) / 2);
|
||||
|
||||
const win = new GpuWindow({
|
||||
title: "WGPU Shader",
|
||||
frame: { width: size, height: size, x, y },
|
||||
titleBarStyle: "default",
|
||||
transparent: false,
|
||||
const mainWindow = new BrowserWindow({
|
||||
title: "Agent Orchestrator — Electrobun",
|
||||
url,
|
||||
frame: {
|
||||
width: 1400,
|
||||
height: 900,
|
||||
x: 100,
|
||||
y: 100,
|
||||
},
|
||||
});
|
||||
|
||||
if (!WGPUNative.available) {
|
||||
throw new Error("WGPU not available for wgpu");
|
||||
}
|
||||
|
||||
const instance = WGPUNative.symbols.wgpuCreateInstance(0);
|
||||
const surface = WGPUBridge.createSurfaceForView(
|
||||
instance as number,
|
||||
win.wgpuView.ptr as number,
|
||||
);
|
||||
|
||||
const adapterDevice = new BigUint64Array(2);
|
||||
WGPUBridge.createAdapterDeviceMainThread(
|
||||
instance as number,
|
||||
surface as number,
|
||||
ptr(adapterDevice),
|
||||
);
|
||||
const adapter = Number(adapterDevice[0]);
|
||||
const device = Number(adapterDevice[1]);
|
||||
if (!adapter || !device) {
|
||||
throw new Error("Failed to get WGPU adapter/device");
|
||||
}
|
||||
|
||||
const queue = WGPUNative.symbols.wgpuDeviceGetQueue(device);
|
||||
|
||||
// Query the surface capabilities to get a supported texture format
|
||||
const capsBuffer = new ArrayBuffer(64);
|
||||
const capsView = new DataView(capsBuffer);
|
||||
WGPUNative.symbols.wgpuSurfaceGetCapabilities(
|
||||
surface,
|
||||
adapter,
|
||||
ptr(capsBuffer),
|
||||
);
|
||||
const formatCount = Number(capsView.getBigUint64(16, true));
|
||||
const formatPtr = Number(capsView.getBigUint64(24, true));
|
||||
let surfaceFormat = 0x00000017; // BGRA8Unorm fallback
|
||||
if (formatCount && formatPtr) {
|
||||
const formats = new Uint32Array(toArrayBuffer(formatPtr, 0, formatCount * 4));
|
||||
if (formats.length) surfaceFormat = formats[0]!;
|
||||
}
|
||||
|
||||
const surfaceConfig = makeSurfaceConfiguration(
|
||||
device,
|
||||
size,
|
||||
size,
|
||||
surfaceFormat,
|
||||
);
|
||||
WGPUBridge.surfaceConfigure(surface as number, surfaceConfig.ptr as number);
|
||||
|
||||
const shaderText = `
|
||||
struct VSOut {
|
||||
@builtin(position) position : vec4<f32>,
|
||||
@location(0) uv : vec2<f32>,
|
||||
@location(1) time : f32,
|
||||
@location(2) resolution : vec2<f32>,
|
||||
@location(3) mouse : vec4<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
@location(0) position: vec2<f32>,
|
||||
@location(1) time: f32,
|
||||
@location(2) resolution: vec2<f32>,
|
||||
@location(3) mouse: vec4<f32>
|
||||
) -> VSOut {
|
||||
var out: VSOut;
|
||||
out.position = vec4<f32>(position, 0.0, 1.0);
|
||||
out.uv = position;
|
||||
out.time = time;
|
||||
out.resolution = resolution;
|
||||
out.mouse = mouse;
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(
|
||||
@location(0) uv: vec2<f32>,
|
||||
@location(1) time: f32,
|
||||
@location(2) resolution: vec2<f32>,
|
||||
@location(3) mouse: vec4<f32>
|
||||
) -> @location(0) vec4<f32> {
|
||||
let fragCoord = (uv * 0.5 + vec2<f32>(0.5)) * resolution;
|
||||
let m = (mouse.xy / max(resolution, vec2<f32>(1.0))) * 2.0 - vec2<f32>(1.0);
|
||||
let loopMax: i32 = select(32, 64, mouse.z > 0.5);
|
||||
var o = vec4<f32>(0.0);
|
||||
var i: f32 = 0.0;
|
||||
var d: f32 = 0.0;
|
||||
var c: f32 = 0.0;
|
||||
var s: f32 = 0.0;
|
||||
var q = vec3<f32>(0.0);
|
||||
var p = vec3<f32>(0.0);
|
||||
let r = vec3<f32>(resolution, 0.0);
|
||||
var dir = normalize(vec3<f32>((fragCoord + fragCoord - r.xy) / r.y, 1.0));
|
||||
dir.x = dir.x + m.x * 0.35;
|
||||
dir.y = dir.y + -m.y * 0.35;
|
||||
|
||||
for (var iter: i32 = 0; iter < loopMax; iter = iter + 1) {
|
||||
i = f32(iter + 1);
|
||||
p = dir * d;
|
||||
p.z = p.z + time * 4.0;
|
||||
q = p;
|
||||
s = 0.0;
|
||||
c = 20.0;
|
||||
loop {
|
||||
if (c <= 0.2) { break; }
|
||||
let m = mat2x2<f32>(
|
||||
vec2<f32>(cos(c / 30.0 + 0.0), cos(c / 30.0 + 33.0)),
|
||||
vec2<f32>(cos(c / 30.0 + 11.0), cos(c / 30.0 + 0.0))
|
||||
);
|
||||
let xz = m * vec2<f32>(p.x, p.z);
|
||||
p.x = xz.x;
|
||||
p.z = xz.y;
|
||||
p = abs(fract(p / c) * c - vec3<f32>(c * 0.5)) - vec3<f32>(c * 0.2);
|
||||
s = max(
|
||||
9.0 + 3.0 * sin(q.z * 0.05) - abs(q.x),
|
||||
max(s, min(p.x, min(p.y, p.z)))
|
||||
);
|
||||
p = q;
|
||||
c = c * 0.5;
|
||||
}
|
||||
let sinp = sin(p * 12.0);
|
||||
let dotv = dot(sinp, vec3<f32>(0.1, 0.1, 0.1));
|
||||
s = min(s, p.y + 8.0 + dotv);
|
||||
d = d + s;
|
||||
let add = i / max(s, 0.001);
|
||||
o = o + vec4<f32>(add, add, add, add);
|
||||
}
|
||||
|
||||
let denom = max(d, 0.000001);
|
||||
o = tanh(o / denom / 30000.0);
|
||||
return vec4<f32>(o.xyz, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const shaderBytes = new TextEncoder().encode(shaderText + "\0");
|
||||
const shaderBuf = new Uint8Array(shaderBytes);
|
||||
KEEPALIVE.push(shaderBuf);
|
||||
const shaderPtr = ptr(shaderBuf);
|
||||
const shaderSource = makeShaderSourceWGSL(shaderPtr);
|
||||
const shaderDesc = makeShaderModuleDescriptor(shaderSource.ptr as number);
|
||||
const shaderModule = WGPUNative.symbols.wgpuDeviceCreateShaderModule(device, shaderDesc.ptr as number);
|
||||
|
||||
const entryPoint = new CString("vs_main");
|
||||
const fragEntryPoint = new CString("fs_main");
|
||||
KEEPALIVE.push(entryPoint, fragEntryPoint);
|
||||
const posAttr = makeVertexAttribute(0, 0, WGPUVertexFormat_Float32x2);
|
||||
const timeAttr = makeVertexAttribute(8, 1, WGPUVertexFormat_Float32);
|
||||
const resAttr = makeVertexAttribute(12, 2, WGPUVertexFormat_Float32x2);
|
||||
const mouseAttr = makeVertexAttribute(20, 3, WGPUVertexFormat_Float32x4);
|
||||
const attrBuf = new ArrayBuffer(32 * 4);
|
||||
new Uint8Array(attrBuf, 0, 32).set(new Uint8Array(posAttr.buffer));
|
||||
new Uint8Array(attrBuf, 32, 32).set(new Uint8Array(timeAttr.buffer));
|
||||
new Uint8Array(attrBuf, 64, 32).set(new Uint8Array(resAttr.buffer));
|
||||
new Uint8Array(attrBuf, 96, 32).set(new Uint8Array(mouseAttr.buffer));
|
||||
const attrPtr = ptr(attrBuf);
|
||||
KEEPALIVE.push(attrBuf);
|
||||
const vertexLayout = makeVertexBufferLayout(attrPtr as number, 4, 36);
|
||||
const vertexState = makeVertexState(shaderModule, entryPoint.ptr, vertexLayout.ptr as number);
|
||||
const colorTarget = makeColorTargetState(surfaceFormat);
|
||||
const fragmentState = makeFragmentState(shaderModule, fragEntryPoint.ptr, colorTarget.ptr as number);
|
||||
const primitiveState = makePrimitiveState();
|
||||
const multisampleState = makeMultisampleState();
|
||||
const pipelineDesc = makeRenderPipelineDescriptor(
|
||||
vertexState,
|
||||
primitiveState,
|
||||
multisampleState,
|
||||
fragmentState,
|
||||
);
|
||||
const pipeline = WGPUNative.symbols.wgpuDeviceCreateRenderPipeline(device, pipelineDesc.ptr as number);
|
||||
|
||||
const vertexCount = 3;
|
||||
const bufferDesc = makeBufferDescriptor(vertexCount * 9 * 4);
|
||||
const vertexBuffer = WGPUNative.symbols.wgpuDeviceCreateBuffer(device, bufferDesc.ptr as number);
|
||||
const encoderDesc = makeCommandEncoderDescriptor();
|
||||
let lastLeftDown = false;
|
||||
let qualityBoost = false;
|
||||
let clickX = 0;
|
||||
let clickY = 0;
|
||||
|
||||
function renderFrame() {
|
||||
const sizeNow = win.getSize();
|
||||
const t = performance.now() * 0.001;
|
||||
const positions = [-1, -1, 3, -1, -1, 3];
|
||||
const frame = win.getFrame();
|
||||
const cursor = Screen.getCursorScreenPoint();
|
||||
const rawX = cursor.x - frame.x;
|
||||
const rawY = cursor.y - frame.y;
|
||||
const mx = Math.max(0, Math.min(frame.width, rawX));
|
||||
const my = Math.max(0, Math.min(frame.height, rawY));
|
||||
const buttons = Screen.getMouseButtons();
|
||||
const leftDown = (buttons & 1n) === 1n;
|
||||
if (leftDown && !lastLeftDown) {
|
||||
qualityBoost = !qualityBoost;
|
||||
clickX = mx;
|
||||
clickY = my;
|
||||
}
|
||||
lastLeftDown = leftDown;
|
||||
const packed = new Float32Array(vertexCount * 9);
|
||||
for (let i = 0; i < vertexCount; i += 1) {
|
||||
const idx = i * 9;
|
||||
packed[idx] = positions[i * 2]!;
|
||||
packed[idx + 1] = positions[i * 2 + 1]!;
|
||||
packed[idx + 2] = t;
|
||||
packed[idx + 3] = sizeNow.width;
|
||||
packed[idx + 4] = sizeNow.height;
|
||||
packed[idx + 5] = mx;
|
||||
packed[idx + 6] = my;
|
||||
packed[idx + 7] = qualityBoost ? clickX : 0;
|
||||
packed[idx + 8] = qualityBoost ? clickY : 0;
|
||||
}
|
||||
|
||||
WGPUNative.symbols.wgpuQueueWriteBuffer(
|
||||
queue,
|
||||
vertexBuffer,
|
||||
0,
|
||||
ptr(packed),
|
||||
packed.byteLength,
|
||||
);
|
||||
|
||||
WGPUNative.symbols.wgpuInstanceProcessEvents(instance);
|
||||
|
||||
const surfaceTexture = makeSurfaceTexture();
|
||||
WGPUBridge.surfaceGetCurrentTexture(surface as number, surfaceTexture.ptr as number);
|
||||
const status = surfaceTexture.view.getUint32(16, true);
|
||||
if (status !== 1 && status !== 2) return;
|
||||
const texPtr = Number(surfaceTexture.view.getBigUint64(8, true));
|
||||
if (!texPtr) return;
|
||||
|
||||
const textureView = WGPUNative.symbols.wgpuTextureCreateView(texPtr, 0);
|
||||
if (!textureView) return;
|
||||
|
||||
const colorAttachment = makeRenderPassColorAttachment(textureView, {
|
||||
r: 0.05,
|
||||
g: 0.05,
|
||||
b: 0.1,
|
||||
a: 1.0,
|
||||
});
|
||||
const renderPassDesc = makeRenderPassDescriptor(colorAttachment.ptr as number);
|
||||
const encoder = WGPUNative.symbols.wgpuDeviceCreateCommandEncoder(device, encoderDesc.ptr as number);
|
||||
const pass = WGPUNative.symbols.wgpuCommandEncoderBeginRenderPass(encoder, renderPassDesc.ptr as number);
|
||||
WGPUNative.symbols.wgpuRenderPassEncoderSetPipeline(pass, pipeline);
|
||||
WGPUNative.symbols.wgpuRenderPassEncoderSetVertexBuffer(pass, 0, vertexBuffer, 0, packed.byteLength);
|
||||
WGPUNative.symbols.wgpuRenderPassEncoderDraw(pass, vertexCount, 1, 0, 0);
|
||||
WGPUNative.symbols.wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
const commandBuffer = WGPUNative.symbols.wgpuCommandEncoderFinish(encoder, 0);
|
||||
const commandArray = makeCommandBufferArray(commandBuffer);
|
||||
WGPUNative.symbols.wgpuQueueSubmit(queue, 1, commandArray.ptr as number);
|
||||
WGPUBridge.surfacePresent(surface as number);
|
||||
|
||||
WGPUNative.symbols.wgpuTextureViewRelease(textureView);
|
||||
WGPUNative.symbols.wgpuTextureRelease(texPtr);
|
||||
WGPUNative.symbols.wgpuCommandBufferRelease(commandBuffer);
|
||||
WGPUNative.symbols.wgpuCommandEncoderRelease(encoder);
|
||||
}
|
||||
|
||||
setInterval(renderFrame, 16);
|
||||
console.log("Agent Orchestrator (Electrobun) started!");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue