SUPER WIP android stuff
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6ac82404e6
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@ -1,5 +1,6 @@
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[workspace]
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[workspace]
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members = [
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members = [
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"apps/android",
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"apps/magpie",
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"apps/magpie",
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"apps/music-player",
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"apps/music-player",
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"apps/sandbox",
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"apps/sandbox",
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@ -29,3 +30,10 @@ wasmtime = "0.38"
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[dependencies.font-kit]
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[dependencies.font-kit]
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version = "*"
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version = "*"
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default-features = false
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[profile.dev]
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opt-level = "z"
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debug = false
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lto = "fat"
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strip = true
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@ -0,0 +1,15 @@
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[package]
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name = "canary-android-demo"
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version = "0.1.0"
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edition = "2021"
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[lib]
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crate-type = ["lib", "cdylib"]
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[dependencies]
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canary = { path = "../.." }
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canary-wgpu = { path = "../../renderers/wgpu" }
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pollster = "0.2"
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ndk-glue = "0.7"
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winit = { version = "0.27", default-features = false }
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wgpu = "0.14"
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@ -0,0 +1,159 @@
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use std::borrow::Cow;
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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async fn run(event_loop: EventLoop<()>, window: Window) {
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println!("Waiting for NativeScreen");
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loop {
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match ndk_glue::native_window().as_ref() {
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Some(_) => {
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println!("NativeScreen Found:{:?}", ndk_glue::native_window());
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break;
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}
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None => (),
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}
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}
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let size = window.inner_size();
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println!("Creating instance...");
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(&window) };
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println!("Requesting adapter...");
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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force_fallback_adapter: false,
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// Request an adapter which can render to our surface
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compatible_surface: Some(&surface),
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})
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.await
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.expect("Failed to find an appropriate adapter");
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// Create the logical device and command queue
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println!("Creating logical device...");
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
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limits: wgpu::Limits::downlevel_webgl2_defaults()
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.using_resolution(adapter.limits()),
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},
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None,
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)
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.await
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.expect("Failed to create device");
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println!("No more async code!");
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// Load the shaders from disk
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let swapchain_format = wgpu::TextureFormat::Rgba8UnormSrgb;
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(swapchain_format.into())],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let mut config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: swapchain_format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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};
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surface.configure(&device, &config);
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event_loop.run(move |event, _, control_flow| {
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// Have the closure take ownership of the resources.
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// `event_loop.run` never returns, therefore we must do this to ensure
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// the resources are properly cleaned up.
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let _ = (&instance, &adapter, &shader, &pipeline_layout);
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*control_flow = ControlFlow::Wait;
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match event {
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Event::WindowEvent {
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event: WindowEvent::Resized(size),
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..
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} => {
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// Reconfigure the surface with the new size
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config.width = size.width;
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config.height = size.height;
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surface.configure(&device, &config);
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// On macos the window needs to be redrawn manually after resizing
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window.request_redraw();
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}
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Event::RedrawRequested(_) => {
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let frame = surface
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.get_current_texture()
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.expect("Failed to acquire next swap chain texture");
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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{
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&render_pipeline);
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rpass.draw(0..3, 0..1);
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}
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queue.submit(Some(encoder.finish()));
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frame.present();
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}
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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}
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});
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}
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#[cfg_attr(target_os = "android", ndk_glue::main(backtrace = "on"))]
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pub fn main() {
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let event_loop = EventLoop::new();
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let window = winit::window::Window::new(&event_loop).unwrap();
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pollster::block_on(run(event_loop, window));
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}
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@ -0,0 +1,11 @@
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@vertex
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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let x = f32(i32(in_vertex_index) - 1);
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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