Write textures in separate thread; fixes perf
This commit is contained in:
parent
f22a74b036
commit
d306f19297
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@ -1,4 +1,4 @@
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use std::{sync::Arc, time::Instant};
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use std::time::Instant;
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use wgpu::util::DeviceExt as _;
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use winit::{
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dpi::LogicalSize,
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@ -9,7 +9,7 @@ use winit::{
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use crate::{
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emulator::{EmulatorClient, EmulatorCommand, SimId},
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renderer::GameRenderer,
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graphics::TextureSink,
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};
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use super::{
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@ -46,15 +46,8 @@ impl GameWindow {
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.build();
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let device = &window.device;
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let eyes = Arc::new(GameRenderer::create_texture(device, "eye"));
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client.send_command(EmulatorCommand::SetRenderer(
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sim_id,
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GameRenderer {
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queue: window.queue.clone(),
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eyes: eyes.clone(),
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},
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));
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let eyes = eyes.create_view(&wgpu::TextureViewDescriptor::default());
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let (sink, texture_view) = TextureSink::new(device, window.queue.clone());
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client.send_command(EmulatorCommand::SetRenderer(sim_id, sink));
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
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let colors = Colors {
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left: [1.0, 0.0, 0.0, 1.0],
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@ -103,7 +96,7 @@ impl GameWindow {
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&eyes),
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resource: wgpu::BindingResource::TextureView(&texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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@ -11,7 +11,7 @@ use std::{
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use anyhow::Result;
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use crate::{audio::Audio, renderer::GameRenderer};
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use crate::{audio::Audio, graphics::TextureSink};
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use shrooms_vb_core::Sim;
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pub use shrooms_vb_core::VBKey;
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@ -30,7 +30,10 @@ pub enum SimId {
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Player2,
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}
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impl SimId {
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pub fn to_index(self) -> usize {
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pub const fn values() -> [Self; 2] {
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[Self::Player1, Self::Player2]
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}
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pub const fn to_index(self) -> usize {
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match self {
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Self::Player1 => 0,
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Self::Player2 => 1,
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@ -75,7 +78,7 @@ pub struct Emulator {
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sims: Vec<Sim>,
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audio: Audio,
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commands: mpsc::Receiver<EmulatorCommand>,
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renderers: HashMap<SimId, GameRenderer>,
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renderers: HashMap<SimId, TextureSink>,
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running: Arc<AtomicBool>,
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has_game: Arc<AtomicBool>,
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}
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@ -140,11 +143,17 @@ impl Emulator {
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idle = false;
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Sim::emulate_many(&mut self.sims);
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}
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for (sim_id, renderer) in self.renderers.iter_mut() {
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if let Some(sim) = self.sims.get_mut(sim_id.to_index()) {
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if sim.read_pixels(&mut eye_contents) {
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idle = false;
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renderer.render(&eye_contents);
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for sim_id in SimId::values() {
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let Some(renderer) = self.renderers.get_mut(&sim_id) else {
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continue;
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};
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let Some(sim) = self.sims.get_mut(sim_id.to_index()) else {
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continue;
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};
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if sim.read_pixels(&mut eye_contents) {
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idle = false;
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if renderer.queue_render(&eye_contents).is_err() {
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self.renderers.remove(&sim_id);
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}
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}
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}
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@ -226,7 +235,7 @@ impl Emulator {
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#[derive(Debug)]
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pub enum EmulatorCommand {
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SetRenderer(SimId, GameRenderer),
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SetRenderer(SimId, TextureSink),
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LoadGame(SimId, PathBuf),
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StartSecondSim(Option<PathBuf>),
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StopSecondSim,
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@ -0,0 +1,143 @@
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use std::{
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sync::{
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atomic::{AtomicU64, Ordering},
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mpsc, Arc, Mutex, MutexGuard,
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},
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thread,
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};
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use anyhow::{bail, Result};
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use itertools::Itertools as _;
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use wgpu::{
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Device, Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture,
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TextureDescriptor, TextureFormat, TextureUsages, TextureView, TextureViewDescriptor,
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};
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#[derive(Debug)]
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pub struct TextureSink {
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buffers: Arc<BufferPool>,
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sink: mpsc::Sender<u64>,
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}
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impl TextureSink {
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pub fn new(device: &Device, queue: Arc<Queue>) -> (Self, TextureView) {
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let texture = Self::create_texture(device);
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let view = texture.create_view(&TextureViewDescriptor::default());
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let buffers = Arc::new(BufferPool::new());
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let (sink, source) = mpsc::channel();
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let bufs = buffers.clone();
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thread::spawn(move || {
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let mut local_buf = vec![0; 384 * 224 * 2];
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while let Ok(id) = source.recv() {
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{
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let Some(bytes) = bufs.read(id) else {
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continue;
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};
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local_buf.copy_from_slice(bytes.as_slice());
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}
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Self::write_texture(&queue, &texture, local_buf.as_slice());
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}
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});
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let sink = Self { buffers, sink };
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(sink, view)
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}
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pub fn queue_render(&mut self, bytes: &[u8]) -> Result<()> {
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let id = {
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let (mut buf, id) = self.buffers.write()?;
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buf.copy_from_slice(bytes);
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id
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};
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self.sink.send(id)?;
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Ok(())
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}
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fn create_texture(device: &Device) -> Texture {
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let desc = TextureDescriptor {
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label: Some("eyes"),
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size: Extent3d {
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width: 384,
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height: 224,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: TextureFormat::Rg8Unorm,
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usage: TextureUsages::COPY_SRC
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| TextureUsages::COPY_DST
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| TextureUsages::TEXTURE_BINDING,
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view_formats: &[TextureFormat::Rg8Unorm],
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};
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device.create_texture(&desc)
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}
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fn write_texture(queue: &Queue, texture: &Texture, bytes: &[u8]) {
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let texture = ImageCopyTexture {
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texture,
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mip_level: 0,
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origin: Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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};
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let size = Extent3d {
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width: 384,
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height: 224,
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depth_or_array_layers: 1,
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};
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let data_layout = ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(384 * 2),
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rows_per_image: Some(224),
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};
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queue.write_texture(texture, bytes, data_layout, size);
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}
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}
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#[derive(Debug)]
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struct BufferPool {
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buffers: [Buffer; 3],
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}
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impl BufferPool {
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fn new() -> Self {
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Self {
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buffers: std::array::from_fn(|i| Buffer::new(i as u64)),
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}
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}
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fn read(&self, id: u64) -> Option<MutexGuard<'_, Vec<u8>>> {
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let buf = self
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.buffers
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.iter()
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.find(|buf| buf.id.load(Ordering::Acquire) == id)?;
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buf.data.lock().ok()
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}
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fn write(&self) -> Result<(MutexGuard<'_, Vec<u8>>, u64)> {
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let (min, max) = self
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.buffers
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.iter()
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.minmax_by_key(|buf| buf.id.load(Ordering::Acquire))
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.into_option()
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.unwrap();
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let Ok(lock) = min.data.lock() else {
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bail!("lock was poisoned")
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};
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let id = max.id.load(Ordering::Acquire) + 1;
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min.id.store(id, Ordering::Release);
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Ok((lock, id))
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}
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}
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#[derive(Debug)]
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struct Buffer {
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data: Mutex<Vec<u8>>,
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id: AtomicU64,
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}
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impl Buffer {
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fn new(id: u64) -> Self {
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Self {
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data: Mutex::new(vec![0; 384 * 224 * 2]),
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id: AtomicU64::new(id),
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}
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}
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}
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@ -11,8 +11,8 @@ mod app;
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mod audio;
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mod controller;
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mod emulator;
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mod graphics;
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mod input;
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mod renderer;
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#[derive(Parser)]
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struct Args {
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@ -1,53 +0,0 @@
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use std::sync::Arc;
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use wgpu::{
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Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture, TextureDescriptor,
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TextureFormat, TextureUsages,
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};
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#[derive(Debug)]
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pub struct GameRenderer {
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pub queue: Arc<Queue>,
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pub eyes: Arc<Texture>,
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}
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impl GameRenderer {
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pub fn render(&self, buffer: &[u8]) {
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let texture = ImageCopyTexture {
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texture: &self.eyes,
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mip_level: 0,
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origin: Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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};
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let size = Extent3d {
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width: 384,
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height: 224,
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depth_or_array_layers: 1,
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};
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let data_layout = ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(384 * 2),
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rows_per_image: Some(224),
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};
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self.queue.write_texture(texture, buffer, data_layout, size);
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}
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pub fn create_texture(device: &wgpu::Device, name: &str) -> Texture {
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let desc = TextureDescriptor {
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label: Some(name),
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size: Extent3d {
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width: 384,
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height: 224,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: TextureFormat::Rg8Unorm,
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usage: TextureUsages::COPY_SRC
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| TextureUsages::COPY_DST
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| TextureUsages::TEXTURE_BINDING,
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view_formats: &[TextureFormat::Rg8Unorm],
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};
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device.create_texture(&desc)
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}
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}
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