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Author SHA1 Message Date
Divy Srivastava
0cb00a6e89
BREAKING(webgpu/unstable): move width and height options to UnsafeWindowSurface constructor (#24200)
Fixes https://github.com/denoland/deno/issues/23508

`width` and `height` are required to configure the wgpu surface because
Deno is headless and depends on user to create a window. The options
were non-standard extension of `GPUCanvasConfiguration#configure`.

This PR adds a required options parameter with the `width` and `height`
options to `Deno.UnsafeWindowSurface` constructor.

```typescript
// Old, non-standard extension of GPUCanvasConfiguration
const surface = new Deno.UnsafeWindowSurface("x11", displayHandle, windowHandle);

const context  = surface.getContext();
context.configure({ width: 600, height: 800, /* ... */ });
```

```typescript
// New
const surface = new Deno.UnsafeWindowSurface({
  system: "x11",
  windowHandle,
  displayHandle,
  width: 600,
  height: 800,
});

const context  = surface.getContext();
context.configure({ /* ... */ });
```
2024-09-22 09:10:54 +05:30
Ian Bull
486cb18fc5
refactor(ext/webgpu): align error messages (#25719)
Aligns the error messages in the ext/webgpu folder to be in-line with
the Deno style guide.

https://github.com/denoland/deno/issues/25269
2024-09-19 09:14:54 +02:00
Leo Kettmeir
c8b2af8ed1
refactor: use web utils and lazy load utils from core (#22289) 2024-02-06 22:28:32 +01:00
Bartek Iwańczuk
462ce14a78
refactor: migrate extensions to virtual ops module (#22135)
First pass of migrating away from `Deno.core.ensureFastOps()`.

A few "tricky" ones have been left for a follow up.
2024-01-26 23:46:46 +01:00
Divy Srivastava
ebe4c1421e
chore: use ensureFastOps in 02_surface.js (#22045) 2024-01-23 15:15:40 +01:00
Divy Srivastava
40febd9dd1
feat:: External webgpu surfaces / BYOW (#21835)
This PR contains the implementation of the External webgpu surfaces /
BYOW proposal. BYOW stands for "Bring your own window".

Closes #21713 

Adds `Deno.UnsafeWindowSurface` ( `--unstable-webgpu` API) to the `Deno`
namespace:

```typescript
class UnsafeWindowSurface {
  constructor(
    system: "cocoa" | "x11" | "win32",
    winHandle: Deno.PointerValue,
    displayHandle: Deno.PointerValue | null
  );
  
  getContext(type: "webgpu"): GPUCanvasContext;

  present(): void;
}
```

For the initial pass, I've opted to support the three major windowing
systems. The parameters correspond to the table below:
| system                      | winHandle  | displayHandle |
| -----------------     | ----------   | ------- |
| "cocoa" (macOS)    | `NSView*`       | - |
| "win32" (Windows) | `HWND`         | `HINSTANCE` |
| "x11" (Linux)            | Xlib `Window` | Xlib `Display*` |

Ecosystem support:

- [x] deno_sdl2 (sdl2) -
[mod.ts#L1209](7e177bc652/mod.ts (L1209))
- [x] dwm (glfw) - https://github.com/deno-windowing/dwm/issues/29
- [ ] pane (winit)

<details>
<summary>Example</summary>

```typescript
// A simple clear screen pass, colors based on mouse position.

import { EventType, WindowBuilder } from "https://deno.land/x/sdl2@0.7.0/mod.ts";

const window = new WindowBuilder("sdl2 + deno + webgpu", 640, 480).build();
const [system, windowHandle, displayHandle] = window.rawHandle();

const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();

const context = Deno.createWindowSurface(system, windowHandle, displayHandle);

context.configure({
  device: device,
  format: "bgra8unorm",
  height: 480,
  width: 640,
});

let r = 0.0;
let g = 0.0;
let b = 0.0;

for (const event of window.events()) {
  if (event.type === EventType.Quit) {
    break;
  } else if (event.type === EventType.Draw) {
    const textureView = context.getCurrentTexture().createView();

    const renderPassDescriptor: GPURenderPassDescriptor = {
      colorAttachments: [
        {
          view: textureView,
          clearValue: { r, g, b, a: 1.0 },
          loadOp: "clear",
          storeOp: "store",
        },
      ],
    };

    const commandEncoder = device.createCommandEncoder();
    const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
    passEncoder.end();

    device.queue.submit([commandEncoder.finish()]);
    Deno.presentGPUCanvasContext(context);
  }

  if (event.type === EventType.MouseMotion) {
    r = event.x / 640;
    g = event.y / 480;
    b = 1.0 - r - g;
  }
}
```

You can find more examples in the linked tracking issue.

</details>

---------

Signed-off-by: Divy Srivastava <dj.srivastava23@gmail.com>
2024-01-19 22:49:14 +05:30
Kenta Moriuchi
515a34b4de
refactor: use core.ensureFastOps() (#21888) 2024-01-10 15:37:25 -07:00
Divy Srivastava
9f86705fa6
chore(ext/webgpu): include GPUCanvasContext in snapshot (#21773)
Part 1 of #21713 

Changes:

- Remove `.present()` and add a `presentGPUCanvasContext` (not exposed
yet to users)
- Move lazy load logic to `00_init.js`. This can be used to use webgpu
on-demand from future code (OffScreenCanvas)
2024-01-05 19:55:01 +05:30
David Sherret
7e72f3af61
chore: update copyright to 2024 (#21753) 2024-01-01 19:58:21 +00:00
Leo Kettmeir
393abed387
feat: bring back WebGPU (#20812)
Signed-off-by: Leo Kettmeir <crowlkats@toaxl.com>
Co-authored-by: Kenta Moriuchi <moriken@kimamass.com>
Co-authored-by: Bartek Iwańczuk <biwanczuk@gmail.com>
2023-12-09 01:19:16 +01:00