revert to winit 0.28 and wgpu 0.17 to fix fps on windows

This commit is contained in:
2025-03-02 12:56:16 +01:00
parent 94764d631e
commit 4c1ce8075e
4 changed files with 788 additions and 1058 deletions

754
Cargo.lock generated

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911
uw8-window/Cargo.lock generated

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@@ -6,11 +6,11 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
winit = "0.29.15"
env_logger = "0.11.3"
winit = "0.28.6"
log = "0.4"
pico-args = "0.5"
wgpu = "0.19.3"
wgpu = "0.17"
pollster = "0.3.0"
bytemuck = { version = "1.15", features = [ "derive" ] }
anyhow = "1"

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@@ -1,16 +1,16 @@
use crate::{Input, WindowConfig, WindowImpl};
use anyhow::{anyhow, Result};
use std::{sync::Arc, time::Instant};
use std::time::Instant;
use winit::{
dpi::PhysicalSize,
event::{Event, WindowEvent},
event::{Event, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
keyboard::{Key, KeyCode, NamedKey, PhysicalKey},
platform::pump_events::{EventLoopExtPumpEvents, PumpStatus},
window::{Fullscreen, WindowBuilder},
};
use winit::platform::run_return::EventLoopExtRunReturn;
mod crt;
mod fast_crt;
mod square;
@@ -21,7 +21,7 @@ use square::SquareFilter;
pub struct Window {
_instance: wgpu::Instance,
surface: wgpu::Surface<'static>,
surface: wgpu::Surface,
_adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
@@ -29,7 +29,7 @@ pub struct Window {
surface_config: wgpu::SurfaceConfiguration,
filter: Box<dyn Filter>,
event_loop: EventLoop<()>,
window: Arc<winit::window::Window>,
window: winit::window::Window,
gamepads: [u8; 4],
next_frame: Instant,
is_fullscreen: bool,
@@ -39,7 +39,7 @@ pub struct Window {
impl Window {
pub fn new(window_config: WindowConfig) -> Result<Window> {
async fn create(window_config: WindowConfig) -> Result<Window> {
let event_loop = EventLoop::new()?;
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_inner_size(PhysicalSize::new(
(320. * window_config.scale).round() as u32,
@@ -56,10 +56,8 @@ impl Window {
window.set_cursor_visible(false);
let window = Arc::new(window);
let instance = wgpu::Instance::new(Default::default());
let surface = instance.create_surface(window.clone())?;
let surface = unsafe { instance.create_surface(&window) }?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
@@ -121,93 +119,88 @@ impl Window {
impl WindowImpl for Window {
fn begin_frame(&mut self) -> Input {
let mut reset = false;
self.event_loop
.set_control_flow(ControlFlow::WaitUntil(self.next_frame));
while self.is_open {
let timeout = self.next_frame.saturating_duration_since(Instant::now());
let status = self.event_loop.pump_events(Some(timeout), |event, elwt| {
let mut new_filter = None;
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(new_size) => {
self.surface_config.width = new_size.width;
self.surface_config.height = new_size.height;
self.surface.configure(&self.device, &self.surface_config);
self.filter.resize(&self.queue, new_size);
}
WindowEvent::CloseRequested => {
elwt.exit();
}
WindowEvent::KeyboardInput { event, .. } => {
fn gamepad_button(input: &winit::event::KeyEvent) -> u8 {
match input.physical_key {
PhysicalKey::Code(KeyCode::KeyZ) => 16,
PhysicalKey::Code(KeyCode::KeyX) => 32,
PhysicalKey::Code(KeyCode::KeyA) => 64,
PhysicalKey::Code(KeyCode::KeyS) => 128,
_ => match input.logical_key {
Key::Named(NamedKey::ArrowUp) => 1,
Key::Named(NamedKey::ArrowDown) => 2,
Key::Named(NamedKey::ArrowLeft) => 4,
Key::Named(NamedKey::ArrowRight) => 8,
_ => 0,
},
}
self.event_loop.run_return(|event, _, control_flow| {
*control_flow = ControlFlow::WaitUntil(self.next_frame);
let mut new_filter = None;
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(new_size) => {
self.surface_config.width = new_size.width;
self.surface_config.height = new_size.height;
self.surface.configure(&self.device, &self.surface_config);
self.filter.resize(&self.queue, new_size);
}
WindowEvent::CloseRequested => {
self.is_open = false;
*control_flow = ControlFlow::Exit;
}
WindowEvent::KeyboardInput { input, .. } => {
fn gamepad_button(input: &winit::event::KeyboardInput) -> u8 {
match input.scancode {
44 => 16,
45 => 32,
30 => 64,
31 => 128,
_ => match input.virtual_keycode {
Some(VirtualKeyCode::Up) => 1,
Some(VirtualKeyCode::Down) => 2,
Some(VirtualKeyCode::Left) => 4,
Some(VirtualKeyCode::Right) => 8,
_ => 0,
},
}
if event.state == winit::event::ElementState::Pressed {
match event.logical_key {
Key::Named(NamedKey::Escape) => {
elwt.exit();
}
Key::Character(ref c) => match c.as_str() {
"f" => {
let fullscreen = if self.window.fullscreen().is_some() {
None
} else {
Some(Fullscreen::Borderless(None))
};
self.is_fullscreen = fullscreen.is_some();
self.window.set_fullscreen(fullscreen);
}
"r" => reset = true,
"1" => new_filter = Some(1),
"2" => new_filter = Some(2),
"3" => new_filter = Some(3),
"4" => new_filter = Some(4),
"5" => new_filter = Some(5),
_ => (),
},
_ => (),
}
if input.state == winit::event::ElementState::Pressed {
match input.virtual_keycode {
Some(VirtualKeyCode::Escape) => {
self.is_open = false;
*control_flow = ControlFlow::Exit;
}
Some(VirtualKeyCode::F) => {
let fullscreen = if self.window.fullscreen().is_some() {
None
} else {
Some(Fullscreen::Borderless(None))
};
self.is_fullscreen = fullscreen.is_some();
self.window.set_fullscreen(fullscreen);
}
Some(VirtualKeyCode::R) => reset = true,
Some(VirtualKeyCode::Key1) => new_filter = Some(1),
Some(VirtualKeyCode::Key2) => new_filter = Some(2),
Some(VirtualKeyCode::Key3) => new_filter = Some(3),
Some(VirtualKeyCode::Key4) => new_filter = Some(4),
Some(VirtualKeyCode::Key5) => new_filter = Some(5),
_ => (),
}
self.gamepads[0] |= gamepad_button(&event);
} else {
self.gamepads[0] &= !gamepad_button(&event);
}
self.gamepads[0] |= gamepad_button(&input);
} else {
self.gamepads[0] &= !gamepad_button(&input);
}
_ => (),
},
}
_ => (),
},
Event::RedrawEventsCleared => {
if Instant::now() >= self.next_frame
// workaround needed on Wayland until the next winit release
&& self.window.fullscreen().is_some() == self.is_fullscreen
{
*control_flow = ControlFlow::Exit
}
}
if let Some(new_filter) = new_filter {
self.filter = create_filter(
&self.device,
&self.palette_screen_mode.screen_view,
self.window.inner_size(),
self.surface_config.format,
new_filter,
);
}
});
match status {
PumpStatus::Exit(_) => self.is_open = false,
_ => (),
}
if Instant::now() >= self.next_frame {
break;
if let Some(new_filter) = new_filter {
self.filter = create_filter(
&self.device,
&self.palette_screen_mode.screen_view,
self.window.inner_size(),
self.surface_config.format,
new_filter,
);
}
}
});
Input {
gamepads: self.gamepads,
reset,
@@ -243,12 +236,10 @@ impl WindowImpl for Window {
b: 0.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
store: true,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
self.filter.render(&mut render_pass);
@@ -550,12 +541,10 @@ impl PaletteScreenMode {
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
store: true,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.pipeline);