9eead719b0
Full project snapshot migrated to new Gitea remote without history: engine, editor, physics, script, examples, tests, docs, and assets. Relicensed from GPLv3 to MIT and updated repo URLs. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
106 lines
4.4 KiB
Markdown
106 lines
4.4 KiB
Markdown
# Render Context & GPU Setup
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Stage 2 reference for `oxide_engine::render` — how the engine acquires the
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GPU and drives a window surface. For the event loop that calls into this each
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frame, see [windowing.md](windowing.md).
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## Overview
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Stage 2 rendering is deliberately minimal: acquire the GPU, configure the
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window surface, and clear it to a configurable color every frame. Meshes,
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materials, and passes arrive in Stage 4+. The module still establishes the
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two long-lived types every later stage builds on:
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- **`Gpu`** — instance, adapter, and the device/queue pair. Everything that
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touches the GPU goes through these four objects.
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- **`RenderContext`** — a `Gpu` plus a window's surface and its
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configuration; owns the per-frame acquire → clear → present cycle.
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Both are created for you by [`run()`](windowing.md); applications normally
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reach them through `AppCtx::render()`.
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## `Gpu`
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```rust
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use oxide_engine::prelude::*;
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let gpu = Gpu::headless()?; // offscreen / tests
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let device: &wgpu::Device = gpu.device();
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let queue: &wgpu::Queue = gpu.queue();
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# Ok::<(), oxide_engine::render::RenderError>(())
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```
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Acquisition asks for a high-performance adapter (compatible with the window
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surface in the windowed path) and a default-limits device. The chosen adapter
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and backend are logged at `info` level on startup.
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`Gpu::headless()` skips the surface entirely — used by offscreen rendering
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and the automated Stage 2 integration test. Backend selection and debug flags
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remain overridable through wgpu's standard `WGPU_*` environment variables
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(e.g. `WGPU_BACKEND=vulkan`).
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## `RenderContext`
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Owns the surface lifecycle:
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- **Creation** — builds the wgpu instance (the window doubles as the display
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handle), creates the surface, acquires the `Gpu`, and configures the
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surface with `get_default_config` (the platform's preferred format and
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present mode).
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- **`resize(width, height)`** — reconfigures the surface. Zero dimensions
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(minimized windows) are clamped to 1 so the surface stays valid. Called
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automatically by the event loop on `Resized`.
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- **`set_clear_color(color)` / `clear_color()`** — the color the next frame
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is cleared to. The engine's `Color` is linear f32 RGBA, matching what the
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surface expects (conversion to `wgpu::Color` is `render::to_wgpu_color`).
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- **`render_frame()`** — one frame: acquire the next surface texture, record
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a clear pass, submit, present.
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- **`size()`, `gpu()`** — current surface size (physical pixels) and the
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underlying `Gpu`.
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### Frame acquisition and transient failures
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`get_current_texture` can fail for reasons that are *normal* during resizes
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and window-manager activity. `render_frame()` maps them as follows:
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| Surface state | Behavior |
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|---------------|----------|
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| `Success` / `Suboptimal` | Clear and present (a suboptimal frame is still presentable; the next resize reconfigures anyway) |
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| `Lost` / `Outdated` | Reconfigure the surface, skip the frame |
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| `Timeout` / `Occluded` | Skip the frame |
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| `Validation` | Returned as `RenderError::SurfaceValidation` — a real bug, not transient |
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Skipped frames are invisible in practice: the next `RedrawRequested` arrives
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within milliseconds.
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## `clear_view`
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The single render operation Stage 2 owns:
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```rust
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oxide_engine::render::clear_view(device, queue, &texture_view, Color::RED);
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```
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Records and submits a render pass whose only work is a load-op clear. Both
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the windowed path (`render_frame`) and offscreen targets go through it, which
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is what makes the GPU path automatically testable: the integration test
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`stage2::headless_clear_fills_texture_with_clear_color` clears an offscreen
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texture headless, reads the pixels back, and asserts the exact clear color —
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no window or human needed. (It self-skips on machines with no GPU adapter.)
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## Errors
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`RenderError` (a `thiserror` enum) distinguishes the failure modes callers
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might handle: `NoAdapter`, `Device`, `CreateSurface`, `UnsupportedSurface`,
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and `SurfaceValidation`. Binaries typically just propagate it via `anyhow`
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out of `run()`.
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## Design notes
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- The window is held as `Arc<winit::window::Window>` so the surface, which
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borrows the window, can be `'static` — winit hands windows out from inside
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its event loop, and wgpu surfaces must outlive every frame.
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- `Gpu` and `RenderContext` are separate types on purpose: later stages (and
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tests today) need the device/queue without any window, and composability is
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a core project principle.
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