23 Commits

Author SHA1 Message Date
e30dfb5e81 fix build? 2024-06-07 15:29:04 +02:00
109a1755b9 fix build 2024-06-07 15:24:31 +02:00
d1a3bb9db5 build testing branch 2024-06-07 15:16:31 +02:00
760664eb77 add some command line switches for the gpu window 2022-07-23 22:34:59 +02:00
465e66ff4b slight improvement to packed size display 2022-07-23 00:30:14 +02:00
e4579d81bc add chromatic version of fast crt shader + auto crt shader 2022-07-21 23:03:52 +02:00
1f5042059c fix inputs getting stuck 2022-07-21 19:37:36 +02:00
499bb02f2c restructure control flow of uw8-window to hopefully make it work on MacOS 2022-07-21 08:51:17 +02:00
57a92ba79a update version number 2022-07-17 22:44:46 +02:00
7ec1e68a00 very slightly improve frame timings when not quite reaching 60 fps 2022-07-14 00:05:15 +02:00
539d19e0d7 fix square filter, arrow keys on windows 2022-07-12 20:18:06 +02:00
e9a5f702b4 finish fast_crt shader 2022-07-12 00:22:05 +02:00
ba0b037ec2 add first version of fast crt shader 2022-07-11 09:26:11 +02:00
0130d1c906 implement square filter 2022-07-10 23:56:19 +02:00
379ece5cbf restructuring for multiple filters 2022-07-10 23:17:31 +02:00
c9c5cb76bd start refactoring wgpu code to allow for different upscale filters 2022-07-10 16:37:39 +02:00
a6d6615231 only draw area covered by framebuffer 2022-07-10 12:18:53 +02:00
fbc86fa78d implement input for gpu window 2022-07-09 21:16:25 +02:00
eb724e8785 keyboard input is working for cpu window again 2022-07-09 13:18:51 +02:00
f559c5b7d4 restructure run_native to report errors back to caller 2022-07-09 12:24:59 +02:00
9dabf75732 first somewhat working version of uw8 using gpu window 2022-07-08 23:29:39 +02:00
b0adf7748d add uw8-window crate 2022-07-08 22:11:00 +02:00
7aa70ef39d some more tunnel optimization 2022-07-08 22:08:30 +02:00
23 changed files with 4257 additions and 321 deletions

View File

@@ -2,7 +2,7 @@ name: Rust
on:
push:
branches: [ master ]
branches: [ master, testing ]
env:
CARGO_TERM_COLOR: always

1186
Cargo.lock generated

File diff suppressed because it is too large Load Diff

View File

@@ -1,19 +1,21 @@
[package]
name = "uw8"
version = "0.2.0"
version = "0.2.1"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[features]
default = ["native", "browser"]
native = ["wasmtime", "minifb", "cpal", "rubato", "winapi" ]
native = ["wasmtime", "uw8-window", "cpal", "rubato" ]
browser = ["warp", "tokio", "tokio-stream", "webbrowser"]
[dependencies]
wasmtime = { version = "0.37.0", optional = true }
anyhow = "1"
minifb = { version = "0.22", default-features = false, features = ["x11"], optional = true }
env_logger = "0.9"
log = "0.4"
uw8-window = { path = "uw8-window", optional = true }
notify = "4"
pico-args = "0.4"
curlywas = { git = "https://github.com/exoticorn/curlywas.git", rev = "0e7ea50" }
@@ -27,4 +29,3 @@ webbrowser = { version = "0.6.0", optional = true }
ansi_term = "0.12.1"
cpal = { version = "0.13.5", optional = true }
rubato = { version = "0.11.0", optional = true }
winapi = { version = "0.3.9", features = ["timeapi"], optional = true }

View File

@@ -43,6 +43,27 @@ Options:
-l LEVEL, --level LEVEL : Compression level (0-9). Higher compression levels are really slow.
-o FILE, --output FILE : Write the loaded and optionally packed cart back to disk.
when using the native runtime:
-m, --no-audio : Disable audio, also reduces cpu load a bit
--no-gpu : Force old cpu-only window code
--filter FILTER : Select an upscale filter at startup
--fullscreen : Start in fullscreen mode
Note that the cpu-only window does not support fullscreen nor upscale filters.
Unless --no-gpu is given, uw8 will first try to open a gpu accelerated window, falling back to the old cpu-only window if that fails.
Therefore you should rarely need to manually pass --no-gpu. If you prefer the old pixel doubling look to the now default crt filter,
you can just pass "--filter nearest" or "--filter 1".
The upscale filter options are:
1, nearest : Anti-aliased nearest filter
2, fast_crt : Very simple, cheap crt filter, not very good below a window size of 960x720
3, ss_crt : Super sampled crt filter, a little more demanding on the GPU but scales well to smaller window sizes
4, chromatic_crt : Variant of fast_crt with a slight offset of the three color dots of a pixel, still pretty cheap
5, auto_crt (default) : ss_crt below 960x720, chromatic_crt otherwise
You can switch the upscale filter at any time using the keys 1-5. You can toggle fullscreen with F.
uw8 pack [<options>] <infile> <outfile>

View File

@@ -35,24 +35,24 @@
f32.convert_i32_s
f32.sqrt
f32.div
call $time
i32.const 163
f32.convert_i32_s
call $time
f32.mul
f32.add
i32.trunc_sat_f32_s
i32.const 163
f32.convert_i32_s
local.get $x
f32.convert_i32_s
local.get $y
f32.convert_i32_s
call $atan2
i32.const 163
f32.convert_i32_s
f32.mul
call $time
i32.const 64
f32.convert_i32_s
call $time
f32.mul
f32.add
i32.trunc_f32_s

View File

@@ -436,6 +436,30 @@ and execution of the cart is stopped. Defaults to 30 (0.5s)
* `-l LEVEL`, `--level LEVEL`: Compression level (0-9). Higher compression levels are really slow.
* `-o FILE`, `--output FILE`: Write the loaded and optionally packed cart back to disk.
when using the native runtime:
* `-m`, `--no-audio`: Disable audio, also reduces cpu load a bit
* `--no-gpu`: Force old cpu-only window code
* `--filter FILTER`: Select an upscale filter at startup
* `--fullscreen`: Start in fullscreen mode
Note that the cpu-only window does not support fullscreen nor upscale filters.
Unless --no-gpu is given, uw8 will first try to open a gpu accelerated window, falling back to the old cpu-only window if that fails.
Therefore you should rarely need to manually pass --no-gpu. If you prefer the old pixel doubling look to the now default crt filter,
you can just pass `--filter nearest` or `--filter 1`.
The upscale filter options are:
```
1, nearest : Anti-aliased nearest filter
2, fast_crt : Very simple, cheap crt filter, not very good below a window size of 960x720
3, ss_crt : Super sampled crt filter, a little more demanding on the GPU but scales well to smaller window sizes
4, chromatic_crt : Variant of fast_crt with a slight offset of the three color dots of a pixel, still pretty cheap
5, auto_crt (default) : ss_crt below 960x720, chromatic_crt otherwise
```
You can switch the upscale filter at any time using the keys 1-5. You can toggle fullscreen with F.
## `uw8 pack`
Usage:

View File

@@ -13,6 +13,7 @@ use uw8::RunWebServer;
use uw8::Runtime;
fn main() -> Result<()> {
env_logger::Builder::from_env(env_logger::Env::default()).init();
let mut args = Arguments::from_env();
// try to enable ansi support in win10 cmd shell
@@ -80,7 +81,16 @@ fn run(mut args: Arguments) -> Result<()> {
#[cfg(not(feature = "native"))]
let run_browser = args.contains(["-b", "--browser"]) || true;
let disable_audio = args.contains(["-m", "--disable-audio"]);
let disable_audio = args.contains(["-m", "--no-audio"]);
#[cfg(feature = "native")]
let window_config = {
let mut config = WindowConfig::default();
if !run_browser {
config.parse_arguments(&mut args);
}
config
};
let filename = args.free_from_os_str::<PathBuf, bool>(|s| Ok(s.into()))?;
@@ -88,12 +98,14 @@ fn run(mut args: Arguments) -> Result<()> {
use std::process::exit;
use uw8_window::WindowConfig;
let mut runtime: Box<dyn Runtime> = if !run_browser {
#[cfg(not(feature = "native"))]
unimplemented!();
#[cfg(feature = "native")]
{
let mut microw8 = MicroW8::new(timeout)?;
let mut microw8 = MicroW8::new(timeout, window_config)?;
if disable_audio {
microw8.disable_audio();
}
@@ -165,7 +177,8 @@ fn load_cart(filename: &Path, config: &Config) -> (Result<Vec<u8>>, Vec<PathBuf>
if let Some(ref pack_config) = config.pack {
cart = uw8_tool::pack(&cart, pack_config)?;
println!(
"\npacked size: {:.2} bytes",
"\npacked size: {} bytes ({:.2})",
cart.len(),
uw8_tool::compressed_size(&cart)
);
}

View File

@@ -4,31 +4,21 @@ use std::{thread, time::Instant};
use anyhow::{anyhow, Result};
use cpal::traits::*;
use minifb::{Key, Window, WindowOptions};
use rubato::Resampler;
use uw8_window::{Window, WindowConfig};
use wasmtime::{
Engine, GlobalType, Memory, MemoryType, Module, Mutability, Store, TypedFunc, ValType,
};
static GAMEPAD_KEYS: &[Key] = &[
Key::Up,
Key::Down,
Key::Left,
Key::Right,
Key::Z,
Key::X,
Key::A,
Key::S,
];
pub struct MicroW8 {
window: Window,
stream: Option<cpal::Stream>,
engine: Engine,
loader_module: Module,
window: Window,
window_buffer: Vec<u32>,
instance: Option<UW8Instance>,
timeout: u32,
disable_audio: bool,
module_data: Option<Vec<u8>>,
timeout: u32,
instance: Option<UW8Instance>,
}
struct UW8Instance {
@@ -37,10 +27,8 @@ struct UW8Instance {
end_frame: TypedFunc<(), ()>,
update: Option<TypedFunc<(), ()>>,
start_time: Instant,
next_frame: Instant,
module: Vec<u8>,
watchdog: Arc<Mutex<UW8WatchDog>>,
sound: Option<Uw8Sound>,
sound_tx: Option<mpsc::SyncSender<RegisterUpdate>>,
}
impl Drop for UW8Instance {
@@ -57,12 +45,7 @@ struct UW8WatchDog {
}
impl MicroW8 {
pub fn new(timeout: Option<u32>) -> Result<MicroW8> {
#[cfg(target_os = "windows")]
unsafe {
winapi::um::timeapi::timeBeginPeriod(1);
}
pub fn new(timeout: Option<u32>, window_config: WindowConfig) -> Result<MicroW8> {
let mut config = wasmtime::Config::new();
config.cranelift_opt_level(wasmtime::OptLevel::Speed);
if timeout.is_some() {
@@ -73,32 +56,20 @@ impl MicroW8 {
let loader_module =
wasmtime::Module::new(&engine, include_bytes!("../platform/bin/loader.wasm"))?;
let options = WindowOptions {
scale: minifb::Scale::X2,
scale_mode: minifb::ScaleMode::AspectRatioStretch,
resize: true,
..Default::default()
};
let window = Window::new("MicroW8", 320, 240, options)?;
let window = Window::new(window_config)?;
Ok(MicroW8 {
window,
stream: None,
engine,
loader_module,
window,
window_buffer: vec![0u32; 320 * 240],
instance: None,
timeout: timeout.unwrap_or(0),
disable_audio: false,
module_data: None,
timeout: timeout.unwrap_or(0),
instance: None,
})
}
fn reset(&mut self) {
self.instance = None;
for v in &mut self.window_buffer {
*v = 0;
}
}
pub fn disable_audio(&mut self) {
self.disable_audio = true;
}
@@ -106,11 +77,12 @@ impl MicroW8 {
impl super::Runtime for MicroW8 {
fn is_open(&self) -> bool {
self.window.is_open() && !self.window.is_key_down(Key::Escape)
self.window.is_open()
}
fn load(&mut self, module_data: &[u8]) -> Result<()> {
self.reset();
self.stream = None;
self.instance = None;
let mut store = wasmtime::Store::new(&self.engine, ());
store.set_epoch_deadline(60);
@@ -162,17 +134,17 @@ impl super::Runtime for MicroW8 {
let end_frame = platform_instance.get_typed_func::<(), (), _>(&mut store, "endFrame")?;
let update = instance.get_typed_func::<(), (), _>(&mut store, "upd").ok();
let sound = if self.disable_audio {
None
let (sound_tx, stream) = if self.disable_audio {
(None, None)
} else {
match init_sound(&self.engine, &platform_module, &module) {
Ok(sound) => {
sound.stream.play()?;
Some(sound)
(Some(sound.tx), Some(sound.stream))
}
Err(err) => {
eprintln!("Failed to init sound: {}", err);
None
(None, None)
}
}
};
@@ -183,52 +155,45 @@ impl super::Runtime for MicroW8 {
end_frame,
update,
start_time: Instant::now(),
next_frame: Instant::now(),
module: module_data.into(),
watchdog,
sound,
sound_tx,
});
self.stream = stream;
self.module_data = Some(module_data.into());
Ok(())
}
fn run_frame(&mut self) -> Result<()> {
let input = self.window.begin_frame();
if input.reset {
if let Some(module_data) = self.module_data.take() {
self.load(&module_data)?;
}
}
let now = Instant::now();
let mut result = Ok(());
if let Some(mut instance) = self.instance.take() {
{
if let Some(sleep) = instance.next_frame.checked_duration_since(Instant::now()) {
std::thread::sleep(sleep);
}
}
let now = Instant::now();
let time = (now - instance.start_time).as_millis() as i32;
{
let next_frame = {
let offset = ((time as u32 as i64 * 6) % 100 - 50) / 6;
instance.next_frame = now + Duration::from_millis((16 - offset) as u64);
}
let max = now + Duration::from_millis(17);
let next_center = now + Duration::from_millis((16 - offset) as u64);
next_center.min(max)
};
{
let mut gamepad: u32 = 0;
for key in self.window.get_keys() {
if let Some(index) = GAMEPAD_KEYS
.iter()
.enumerate()
.find(|(_, &k)| k == key)
.map(|(i, _)| i)
{
gamepad |= 1 << index;
}
}
let mem = instance.memory.data_mut(&mut instance.store);
mem[64..68].copy_from_slice(&time.to_le_bytes());
mem[68..72].copy_from_slice(&gamepad.to_le_bytes());
mem[68..72].copy_from_slice(&input.gamepads);
}
instance.store.set_epoch_deadline(self.timeout as u64);
if let Some(ref update) = instance.update {
result = update.call(&mut instance.store, ());
if let Err(err) = update.call(&mut instance.store, ()) {
result = Err(err);
}
}
instance.end_frame.call(&mut instance.store, ())?;
@@ -236,33 +201,23 @@ impl super::Runtime for MicroW8 {
let mut sound_regs = [0u8; 32];
sound_regs.copy_from_slice(&memory[80..112]);
if let Some(ref sound) = instance.sound {
sound.tx.send(RegisterUpdate {
if let Some(ref sound_tx) = instance.sound_tx {
let _ = sound_tx.send(RegisterUpdate {
time,
data: sound_regs,
})?;
});
}
let framebuffer = &memory[120..(120 + 320 * 240)];
let palette = &memory[0x13000..];
for (i, &color_index) in framebuffer.iter().enumerate() {
let offset = color_index as usize * 4;
self.window_buffer[i] = 0xff000000
| ((palette[offset] as u32) << 16)
| ((palette[offset + 1] as u32) << 8)
| palette[offset + 2] as u32;
}
let framebuffer_mem = &memory[120..(120 + 320 * 240)];
let palette_mem = &memory[0x13000..];
self.window
.end_frame(framebuffer_mem, palette_mem, next_frame);
if self.window.is_key_pressed(Key::R, minifb::KeyRepeat::No) {
self.load(&instance.module)?;
} else if result.is_ok() {
if result.is_ok() {
self.instance = Some(instance);
}
}
self.window
.update_with_buffer(&self.window_buffer, 320, 240)?;
result?;
Ok(())
}

1
uw8-window/.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
/target

1704
uw8-window/Cargo.lock generated Normal file

File diff suppressed because it is too large Load Diff

18
uw8-window/Cargo.toml Normal file
View File

@@ -0,0 +1,18 @@
[package]
name = "uw8-window"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
winit = "0.26.1"
env_logger = "0.9"
log = "0.4"
pico-args = "0.4"
wgpu = "0.13.1"
pollster = "0.2"
bytemuck = { version = "1.4", features = [ "derive" ] }
anyhow = "1"
minifb = { version = "0.23.0", default-features = false, features = ["x11"] }
winapi = "0.3.9"

83
uw8-window/src/cpu.rs Normal file
View File

@@ -0,0 +1,83 @@
use std::time::Instant;
use crate::{Input, WindowImpl};
use anyhow::Result;
use minifb::{Key, WindowOptions};
static GAMEPAD_KEYS: &[Key] = &[
Key::Up,
Key::Down,
Key::Left,
Key::Right,
Key::Z,
Key::X,
Key::A,
Key::S,
];
pub struct Window {
window: minifb::Window,
buffer: Vec<u32>,
}
impl Window {
pub fn new() -> Result<Window> {
#[cfg(target_os = "windows")]
unsafe {
winapi::um::timeapi::timeBeginPeriod(1);
}
let buffer: Vec<u32> = vec![0; 320 * 240];
let options = WindowOptions {
scale: minifb::Scale::X2,
scale_mode: minifb::ScaleMode::AspectRatioStretch,
resize: true,
..Default::default()
};
let window = minifb::Window::new("MicroW8", 320, 240, options).unwrap();
Ok(Window { window, buffer })
}
}
impl WindowImpl for Window {
fn begin_frame(&mut self) -> Input {
let mut gamepads = [0u8; 4];
for key in self.window.get_keys() {
if let Some(index) = GAMEPAD_KEYS
.iter()
.enumerate()
.find(|(_, &k)| k == key)
.map(|(i, _)| i)
{
gamepads[0] |= 1 << index;
}
}
Input {
gamepads,
reset: self.window.is_key_pressed(Key::R, minifb::KeyRepeat::No),
}
}
fn end_frame(&mut self, framebuffer: &[u8], palette: &[u8], next_frame: Instant) {
for (i, &color_index) in framebuffer.iter().enumerate() {
let offset = color_index as usize * 4;
self.buffer[i] = 0xff000000
| ((palette[offset] as u32) << 16)
| ((palette[offset + 1] as u32) << 8)
| palette[offset + 2] as u32;
}
self.window
.update_with_buffer(&self.buffer, 320, 240)
.unwrap();
if let Some(sleep) = next_frame.checked_duration_since(Instant::now()) {
std::thread::sleep(sleep);
}
}
fn is_open(&self) -> bool {
self.window.is_open() && !self.window.is_key_down(Key::Escape)
}
}

143
uw8-window/src/gpu/crt.rs Normal file
View File

@@ -0,0 +1,143 @@
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
use super::Filter;
pub struct CrtFilter {
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl CrtFilter {
pub fn new(
device: &wgpu::Device,
screen: &wgpu::TextureView,
resolution: PhysicalSize<u32>,
surface_format: wgpu::TextureFormat,
) -> CrtFilter {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(resolution),
};
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let crt_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: None,
});
let crt_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &crt_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&screen),
},
wgpu::BindGroupEntry {
binding: 1,
resource: uniform_buffer.as_entire_binding(),
},
],
label: None,
});
let crt_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("crt.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&crt_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &crt_shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &crt_shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
multiview: None,
});
CrtFilter {
uniform_buffer,
bind_group: crt_bind_group,
pipeline: render_pipeline,
}
}
}
impl Filter for CrtFilter {
fn resize(&mut self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>) {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(new_size),
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
}
fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
}
fn texture_scale_from_resolution(res: PhysicalSize<u32>) -> [f32; 4] {
let scale = ((res.width as f32) / 160.0).min((res.height as f32) / 120.0);
[
res.width as f32 / scale,
res.height as f32 / scale,
2.0 / scale,
0.0,
]
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
texture_scale: [f32; 4],
}

View File

@@ -0,0 +1,75 @@
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
struct Uniforms {
texture_scale: vec4<f32>,
}
@group(0) @binding(1) var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let i = in_vertex_index / 3u + in_vertex_index % 3u;
let x = -1.0 + f32(i % 2u) * 322.0;
let y = -1.0 + f32(i / 2u) * 242.0;
out.clip_position = vec4<f32>((vec2<f32>(x, y) - vec2<f32>(160.0, 120.0)) / uniforms.texture_scale.xy, 0.0, 1.0);
out.tex_coords = vec2<f32>(x, y);
return out;
}
@group(0) @binding(0) var screen_texture: texture_2d<f32>;
fn sample_pixel(coords: vec2<i32>, offset: vec4<f32>) -> vec3<f32> {
let is_outside = any(vec2<u32>(coords) >= vec2<u32>(320u, 240u));
if(is_outside) {
return vec3<f32>(0.0);
} else {
let f = max(vec4<f32>(0.008) / offset - vec4<f32>(0.0024), vec4<f32>(0.0));
return textureLoad(screen_texture, coords, 0).rgb * (f.x + f.y + f.z + f.w);
}
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let pixel = floor(in.tex_coords);
let o = vec2<f32>(0.5) - (in.tex_coords - pixel);
let pixel = vec2<i32>(pixel);
let offset_x = o.xxxx + vec4<f32>(-0.125, 0.375, 0.125, -0.375) * uniforms.texture_scale.z;
let offset_y = o.yyyy + vec4<f32>(-0.375, -0.125, 0.375, 0.125) * uniforms.texture_scale.z;
let offset_x0 = max(abs(offset_x + vec4<f32>(-1.0)) - vec4<f32>(0.5), vec4<f32>(0.0));
let offset_x1 = max(abs(offset_x) - vec4<f32>(0.5), vec4<f32>(0.0));
let offset_x2 = max(abs(offset_x + vec4<f32>(1.0)) - vec4<f32>(0.5), vec4<f32>(0.0));
let offset_x0 = offset_x0 * offset_x0;
let offset_x1 = offset_x1 * offset_x1;
let offset_x2 = offset_x2 * offset_x2;
let offset_yr = offset_y + vec4<f32>(-1.0);
let offset_yr = vec4<f32>(0.02) + offset_yr * offset_yr;
var acc = sample_pixel(pixel + vec2<i32>(-1, -1), offset_x0 + offset_yr);
acc = acc + sample_pixel(pixel + vec2<i32>(0, -1), offset_x1 + offset_yr);
acc = acc + sample_pixel(pixel + vec2<i32>(1, -1), offset_x2 + offset_yr);
let offset_yr = vec4<f32>(0.02) + offset_y * offset_y;
acc = acc + sample_pixel(pixel + vec2<i32>(-1, 0), offset_x0 + offset_yr);
acc = acc + sample_pixel(pixel, offset_x1 + offset_yr);
acc = acc + sample_pixel(pixel + vec2<i32>(1, 0), offset_x2 + offset_yr);
let offset_yr = offset_y + vec4<f32>(1.0);
let offset_yr = vec4<f32>(0.02) + offset_yr * offset_yr;
acc = acc + sample_pixel(pixel + vec2<i32>(-1, 1), offset_x0 + offset_yr);
acc = acc + sample_pixel(pixel + vec2<i32>(0, 1), offset_x1 + offset_yr);
acc = acc + sample_pixel(pixel + vec2<i32>(1, 1), offset_x2 + offset_yr);
return vec4<f32>(acc, 1.0);
}

View File

@@ -0,0 +1,162 @@
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
use super::Filter;
pub struct FastCrtFilter {
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl FastCrtFilter {
pub fn new(
device: &wgpu::Device,
screen: &wgpu::TextureView,
resolution: PhysicalSize<u32>,
surface_format: wgpu::TextureFormat,
chromatic: bool,
) -> FastCrtFilter {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(resolution),
};
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
mag_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&screen),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: uniform_buffer.as_entire_binding(),
},
],
label: None,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("fast_crt.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: if chromatic {
"fs_main_chromatic"
} else {
"fs_main"
},
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
multiview: None,
});
FastCrtFilter {
uniform_buffer,
bind_group,
pipeline: render_pipeline,
}
}
}
impl Filter for FastCrtFilter {
fn resize(&mut self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>) {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(new_size),
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
}
fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
}
fn texture_scale_from_resolution(res: PhysicalSize<u32>) -> [f32; 4] {
let scale = ((res.width as f32) / 160.0).min((res.height as f32) / 120.0);
[
scale / res.width as f32,
scale / res.height as f32,
2.0 / scale,
0.0,
]
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
texture_scale: [f32; 4],
}

View File

@@ -0,0 +1,66 @@
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
struct Uniforms {
texture_scale: vec4<f32>,
}
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let i = in_vertex_index / 3u + in_vertex_index % 3u;
let x = 0.0 + f32(i % 2u) * 320.0;
let y = 0.0 + f32(i / 2u) * 240.0;
out.clip_position = vec4<f32>((vec2<f32>(x, y) - vec2<f32>(160.0, 120.0)) * uniforms.texture_scale.xy, 0.0, 1.0);
out.tex_coords = vec2<f32>(x, y);
return out;
}
@group(0) @binding(0) var screen_texture: texture_2d<f32>;
@group(0) @binding(1) var linear_sampler: sampler;
fn row_factor(offset: f32) -> f32 {
return 1.0 / (1.0 + offset * offset * 16.0);
}
fn col_factor(offset: f32) -> f32 {
let offset = max(0.0, abs(offset) - 0.4);
return 1.0 / (1.0 + offset * offset * 16.0);
}
fn sample_screen(tex_coords: vec2<f32>) -> vec4<f32> {
let base = round(tex_coords) - vec2<f32>(0.5);
let frac = tex_coords - base;
let top_factor = row_factor(frac.y);
let bottom_factor = row_factor(frac.y - 1.0);
let v = base.y + bottom_factor / (bottom_factor + top_factor);
let left_factor = col_factor(frac.x);
let right_factor = col_factor(frac.x - 1.0);
let u = base.x + right_factor / (right_factor + left_factor);
return textureSample(screen_texture, linear_sampler, vec2<f32>(u, v) / vec2<f32>(320.0, 240.0)) * (top_factor + bottom_factor) * (left_factor + right_factor) * 1.1;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return sample_screen(in.tex_coords);
}
@fragment
fn fs_main_chromatic(in: VertexOutput) -> @location(0) vec4<f32> {
let r = sample_screen(in.tex_coords + vec2<f32>(0.2, 0.2)).r;
let g = sample_screen(in.tex_coords + vec2<f32>(0.07, -0.27)).g;
let b = sample_screen(in.tex_coords + vec2<f32>(-0.27, 0.07)).b;
return vec4<f32>(r, g, b, 1.0);
}

545
uw8-window/src/gpu/mod.rs Normal file
View File

@@ -0,0 +1,545 @@
use crate::{Input, WindowConfig, WindowImpl};
use anyhow::{anyhow, Result};
use std::{num::NonZeroU32, time::Instant};
use winit::{
dpi::PhysicalSize,
event::{Event, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::{Fullscreen, WindowBuilder},
};
use winit::platform::run_return::EventLoopExtRunReturn;
mod crt;
mod fast_crt;
mod square;
use crt::CrtFilter;
use fast_crt::FastCrtFilter;
use square::SquareFilter;
pub struct Window {
_instance: wgpu::Instance,
surface: wgpu::Surface,
_adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
palette_screen_mode: PaletteScreenMode,
surface_config: wgpu::SurfaceConfiguration,
filter: Box<dyn Filter>,
event_loop: EventLoop<()>,
window: winit::window::Window,
gamepads: [u8; 4],
next_frame: Instant,
is_fullscreen: bool,
is_open: bool,
}
impl Window {
pub fn new(window_config: WindowConfig) -> Result<Window> {
async fn create(window_config: WindowConfig) -> Result<Window> {
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_inner_size(PhysicalSize::new(640u32, 480))
.with_min_inner_size(PhysicalSize::new(320u32, 240))
.with_title("MicroW8")
.with_fullscreen(if window_config.fullscreen {
Some(Fullscreen::Borderless(None))
} else {
None
})
.build(&event_loop)?;
window.set_cursor_visible(false);
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(&window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.ok_or_else(|| anyhow!("Request adapter failed"))?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor::default(), None)
.await?;
let palette_screen_mode = PaletteScreenMode::new(&device);
let surface_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_supported_formats(&adapter)[0],
width: window.inner_size().width,
height: window.inner_size().height,
present_mode: wgpu::PresentMode::AutoNoVsync,
};
let filter: Box<dyn Filter> = create_filter(
&device,
&palette_screen_mode.screen_view,
window.inner_size(),
surface_config.format,
window_config.filter,
);
surface.configure(&device, &surface_config);
Ok(Window {
event_loop,
window,
_instance: instance,
surface,
_adapter: adapter,
device,
queue,
palette_screen_mode,
surface_config,
filter,
gamepads: [0; 4],
next_frame: Instant::now(),
is_fullscreen: window_config.fullscreen,
is_open: true,
})
}
pollster::block_on(create(window_config))
}
}
impl WindowImpl for Window {
fn begin_frame(&mut self) -> Input {
let mut reset = false;
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 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(&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,
);
}
});
Input {
gamepads: self.gamepads,
reset,
}
}
fn end_frame(&mut self, framebuffer: &[u8], palette: &[u8], next_frame: Instant) {
self.next_frame = next_frame;
self.palette_screen_mode
.write_framebuffer(&self.queue, framebuffer);
self.palette_screen_mode.write_palette(&self.queue, palette);
let output = self.surface.get_current_texture().unwrap();
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
self.palette_screen_mode.resolve_screen(&mut encoder);
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
})],
depth_stencil_attachment: None,
});
self.filter.render(&mut render_pass);
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
}
fn is_open(&self) -> bool {
self.is_open
}
}
fn create_filter(
device: &wgpu::Device,
screen_texture: &wgpu::TextureView,
window_size: PhysicalSize<u32>,
surface_format: wgpu::TextureFormat,
filter: u32,
) -> Box<dyn Filter> {
match filter {
1 => Box::new(SquareFilter::new(
device,
screen_texture,
window_size,
surface_format,
)),
2 => Box::new(FastCrtFilter::new(
device,
screen_texture,
window_size,
surface_format,
false,
)),
3 => Box::new(CrtFilter::new(
device,
screen_texture,
window_size,
surface_format,
)),
4 => Box::new(FastCrtFilter::new(
device,
screen_texture,
window_size,
surface_format,
true,
)),
_ => Box::new(AutoCrtFilter::new(
device,
screen_texture,
window_size,
surface_format,
)),
}
}
trait Filter {
fn resize(&mut self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>);
fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>);
}
struct AutoCrtFilter {
small: CrtFilter,
large: FastCrtFilter,
resolution: PhysicalSize<u32>,
}
impl AutoCrtFilter {
fn new(
device: &wgpu::Device,
screen: &wgpu::TextureView,
resolution: PhysicalSize<u32>,
surface_format: wgpu::TextureFormat,
) -> AutoCrtFilter {
let small = CrtFilter::new(device, screen, resolution, surface_format);
let large = FastCrtFilter::new(device, screen, resolution, surface_format, true);
AutoCrtFilter {
small,
large,
resolution,
}
}
}
impl Filter for AutoCrtFilter {
fn resize(&mut self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>) {
self.small.resize(queue, new_size);
self.large.resize(queue, new_size);
self.resolution = new_size;
}
fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
if self.resolution.width < 960 || self.resolution.height < 720 {
self.small.render(render_pass);
} else {
self.large.render(render_pass);
}
}
}
struct PaletteScreenMode {
framebuffer: wgpu::Texture,
palette: wgpu::Texture,
screen_view: wgpu::TextureView,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl PaletteScreenMode {
fn new(device: &wgpu::Device) -> PaletteScreenMode {
let framebuffer_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: 320,
height: 240,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Uint,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: None,
});
let palette_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: 256,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D1,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: None,
});
let screen_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: 320,
height: 240,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
label: None,
});
let framebuffer_texture_view =
framebuffer_texture.create_view(&wgpu::TextureViewDescriptor::default());
let palette_texture_view =
palette_texture.create_view(&wgpu::TextureViewDescriptor::default());
let screen_texture_view =
screen_texture.create_view(&wgpu::TextureViewDescriptor::default());
let palette_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Uint,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D1,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
],
label: None,
});
let palette_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &palette_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&framebuffer_texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&palette_texture_view),
},
],
label: None,
});
let palette_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("palette.wgsl").into()),
});
let palette_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&palette_bind_group_layout],
push_constant_ranges: &[],
});
let palette_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&palette_pipeline_layout),
vertex: wgpu::VertexState {
module: &palette_shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &palette_shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8UnormSrgb,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
multiview: None,
});
PaletteScreenMode {
framebuffer: framebuffer_texture,
palette: palette_texture,
screen_view: screen_texture_view,
bind_group: palette_bind_group,
pipeline: palette_pipeline,
}
}
fn write_framebuffer(&self, queue: &wgpu::Queue, pixels: &[u8]) {
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &self.framebuffer,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&bytemuck::cast_slice(pixels),
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(320),
rows_per_image: None,
},
wgpu::Extent3d {
width: 320,
height: 240,
depth_or_array_layers: 1,
},
);
}
fn write_palette(&self, queue: &wgpu::Queue, palette: &[u8]) {
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &self.palette,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&bytemuck::cast_slice(palette),
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(256 * 4),
rows_per_image: None,
},
wgpu::Extent3d {
width: 256,
height: 1,
depth_or_array_layers: 1,
},
);
}
fn resolve_screen(&self, encoder: &mut wgpu::CommandEncoder) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.screen_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
}

View File

@@ -0,0 +1,24 @@
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let x = (1.0 - f32(vertex_index)) * 3.0;
let y = f32(vertex_index & 1u) * 3.0 - 1.0;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.tex_coords = vec2<f32>((x + 1.0) * 160.0, (y + 1.0) * 120.0);
return out;
}
@group(0) @binding(0) var framebuffer_texture: texture_2d<u32>;
@group(0) @binding(1) var palette_texture: texture_1d<f32>;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let texel = vec2<i32>(floor(in.tex_coords));
let index = textureLoad(framebuffer_texture, texel, 0).r;
return textureLoad(palette_texture, i32(index), 0);
}

View File

@@ -0,0 +1,157 @@
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
use super::Filter;
pub struct SquareFilter {
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl SquareFilter {
pub fn new(
device: &wgpu::Device,
screen: &wgpu::TextureView,
resolution: PhysicalSize<u32>,
surface_format: wgpu::TextureFormat,
) -> SquareFilter {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(resolution),
};
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
mag_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&screen),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: uniform_buffer.as_entire_binding(),
},
],
label: None,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("square.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
multiview: None,
});
SquareFilter {
uniform_buffer,
bind_group,
pipeline: render_pipeline,
}
}
}
impl Filter for SquareFilter {
fn resize(&mut self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>) {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(new_size),
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
}
fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
}
fn texture_scale_from_resolution(res: PhysicalSize<u32>) -> [f32; 4] {
let scale = ((res.width as f32) / 160.0).min((res.height as f32) / 120.0);
[
scale / res.width as f32,
scale / res.height as f32,
2.0 / scale,
0.0,
]
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
texture_scale: [f32; 4],
}

View File

@@ -0,0 +1,44 @@
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
struct Uniforms {
texture_scale: vec4<f32>,
}
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let i = in_vertex_index / 3u + in_vertex_index % 3u;
let x = 0.0 + f32(i % 2u) * 320.0;
let y = 0.0 + f32(i / 2u) * 240.0;
out.clip_position = vec4<f32>((vec2<f32>(x, y) - vec2<f32>(160.0, 120.0)) * uniforms.texture_scale.xy, 0.0, 1.0);
out.tex_coords = vec2<f32>(x, y);
return out;
}
@group(0) @binding(0) var screen_texture: texture_2d<f32>;
@group(0) @binding(1) var linear_sampler: sampler;
fn aa_tex_coord(c: f32) -> f32 {
let low = c - uniforms.texture_scale.z * 0.5;
let high = c + uniforms.texture_scale.z * 0.5;
let base = floor(low);
let center = base + 0.5;
let next = base + 1.0;
if high > next {
return center + (high - next) / (high - low);
} else {
return center;
}
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(screen_texture, linear_sampler, vec2<f32>(aa_tex_coord(in.tex_coords.x), aa_tex_coord(in.tex_coords.y)) / vec2<f32>(320.0, 240.0));
}

81
uw8-window/src/lib.rs Normal file
View File

@@ -0,0 +1,81 @@
use anyhow::Result;
use std::time::Instant;
mod cpu;
mod gpu;
pub struct Window(Box<dyn WindowImpl>);
impl Window {
pub fn new(config: WindowConfig) -> Result<Window> {
if config.enable_gpu {
match gpu::Window::new(config) {
Ok(window) => return Ok(Window(Box::new(window))),
Err(err) => eprintln!(
"Failed to create gpu window: {}\nFalling back tp cpu window",
err
),
}
}
cpu::Window::new().map(|window| Window(Box::new(window)))
}
pub fn begin_frame(&mut self) -> Input {
self.0.begin_frame()
}
pub fn end_frame(&mut self, framebuffer: &[u8], palette: &[u8], next_frame: Instant) {
self.0.end_frame(framebuffer, palette, next_frame)
}
pub fn is_open(&self) -> bool {
self.0.is_open()
}
}
#[derive(Debug)]
pub struct WindowConfig {
enable_gpu: bool,
filter: u32,
fullscreen: bool,
}
impl Default for WindowConfig {
fn default() -> WindowConfig {
WindowConfig {
enable_gpu: true,
filter: 5,
fullscreen: false,
}
}
}
impl WindowConfig {
pub fn parse_arguments(&mut self, args: &mut pico_args::Arguments) {
self.enable_gpu = !args.contains("--no-gpu");
if let Some(filter) = args.opt_value_from_str::<_, String>("--filter").unwrap() {
self.filter = match filter.as_str() {
"1" | "nearest" => 1,
"2" | "fast_crt" => 2,
"3" | "ss_crt" => 3,
"4" | "chromatic" => 4,
"5" | "auto_crt" => 5,
o => {
println!("Unknown --filter '{}'", o);
std::process::exit(1);
}
}
}
self.fullscreen = args.contains("--fullscreen");
}
}
pub struct Input {
pub gamepads: [u8; 4],
pub reset: bool,
}
trait WindowImpl {
fn begin_frame(&mut self) -> Input;
fn end_frame(&mut self, framebuffer: &[u8], palette: &[u8], next_frame: Instant);
fn is_open(&self) -> bool;
}

59
uw8-window/src/main.rs Normal file
View File

@@ -0,0 +1,59 @@
use std::time::Instant;
use uw8_window::WindowConfig;
fn main() {
env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("info")).init();
let mut args = pico_args::Arguments::from_env();
let mut framebuffer = vec![0u8; 320 * 240];
let mut start_time = Instant::now();
let mut palette = vec![0u32; 256];
for i in 0..256 {
let v = i & 15;
let r = ((i >> 2) & 12) * v;
let g = ((i >> 3) & 12) * v;
let b = ((i >> 4) & 12) * v;
palette[i as usize] = r + (g << 8) + (b << 16);
}
let mut fps_start = Instant::now();
let mut fps_counter = 0;
let mut window_config = WindowConfig::default();
window_config.parse_arguments(&mut args);
let mut window = uw8_window::Window::new(window_config).unwrap();
while window.is_open() {
let input = window.begin_frame();
if input.reset {
start_time = Instant::now();
}
draw_frame(&mut framebuffer, start_time.elapsed().as_secs_f32());
window.end_frame(&framebuffer, bytemuck::cast_slice(&palette), Instant::now());
fps_counter += 1;
let elapsed = fps_start.elapsed().as_secs_f32();
if elapsed >= 1.0 {
println!("{:.1} fps", fps_counter as f32 / elapsed);
fps_start = Instant::now();
fps_counter = 0;
}
}
}
fn draw_frame(framebuffer: &mut [u8], time: f32) {
for x in 0..320 {
let xr = x as f32 - 160.0;
for y in 0..240 {
let yr = y as f32 - 120.0;
let f = 8192.0 / (xr * xr + yr * yr);
let u = xr * f + 512.0 + time * 32.0;
let v = yr * f + time * 29.0;
let c = (u.floor() as i32 ^ v.floor() as i32) as u32;
framebuffer[x + y * 320] = c as u8;
}
}
}

View File

@@ -10,7 +10,7 @@
</head>
<body>
<div id="uw8">
<a href="https://exoticorn.github.io/microw8">MicroW8</a> 0.2.0
<a href="https://exoticorn.github.io/microw8">MicroW8</a> 0.2.1
</div>
<div id="centered">
<canvas class="screen" id="screen" width="320" height="240">