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18 changes: 17 additions & 1 deletion src/client/classes.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -38,12 +38,28 @@ namespace builtin_scene
/**
* @namespace client_graphics
* The `client_graphics` namespace contains classes related to graphics rendering,
* such as `WebGLContext` and `WebGL2Context`.
* such as `WebGLContext`, `WebGL2Context`, and `WebGPUContext`.
*/
namespace client_graphics
{
class WebGLContext; // Represents a WebGL 1.0 rendering context
class WebGL2Context; // Represents a WebGL 2.0 rendering context

// WebGPU classes
class WebGPUContext; // Represents a WebGPU context
class WebGPUAdapter; // Represents a WebGPU adapter
class WebGPUDevice; // Represents a WebGPU device
class WebGPUQueue; // Represents a WebGPU queue
class WebGPUCommandEncoder; // Represents a WebGPU command encoder
class WebGPUCommandBuffer; // Represents a WebGPU command buffer
class WebGPURenderPassEncoder; // Represents a WebGPU render pass encoder

// WebGPU resource classes (placeholders)
class WebGPUBuffer; // Represents a WebGPU buffer
class WebGPUTexture; // Represents a WebGPU texture
class WebGPUBindGroup; // Represents a WebGPU bind group
class WebGPURenderPipeline; // Represents a WebGPU render pipeline
class WebGPUComputePipeline; // Represents a WebGPU compute pipeline
}

/**
Expand Down
349 changes: 349 additions & 0 deletions src/client/graphics/webgpu_command_encoder.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,349 @@
#include "./webgpu_command_encoder.hpp"

#include <iostream>
#include <stdexcept>

namespace client_graphics
{
using namespace std;

// WebGPUCommandBuffer implementation
WebGPUCommandBuffer::WebGPUCommandBuffer(std::optional<std::string> label)
: label_(label.value_or("WebGPUCommandBuffer"))
{
}

void WebGPUCommandBuffer::execute() const
{
// In the client-side implementation, this would typically transmit
// the recorded commands to the graphics server for execution.
// For now, we just log the execution for debugging purposes.

if (commands_.empty())
{
return;
}

// In a full implementation, this would serialize and send the commands
// to the server-side renderer via the command buffer system.
// Following the WebGL pattern in webgl_context.cpp

std::cout << "Executing WebGPU command buffer '" << label_
<< "' with " << commands_.size() << " commands" << std::endl;

// Placeholder for command transmission logic
// This would follow the same pattern as WebGLContext::sendCommandBufferRequest()
}

// WebGPURenderPassEncoder implementation
WebGPURenderPassEncoder::WebGPURenderPassEncoder(
std::shared_ptr<WebGPUCommandBuffer> commandBuffer,
const commandbuffers::GPURenderPassDescriptor &descriptor,
std::optional<std::string> label)
: command_buffer_(std::move(commandBuffer))
, descriptor_(descriptor)
, label_(label.value_or("WebGPURenderPassEncoder"))
{
if (!command_buffer_)
{
throw std::runtime_error("WebGPURenderPassEncoder: Command buffer cannot be null");
}
}

void WebGPURenderPassEncoder::setPipeline(const WebGPURenderPipeline &pipeline)
{
if (ended_)
{
throw std::runtime_error("Cannot set pipeline on ended render pass encoder");
}

// Record pipeline setting command
// In a full implementation, this would use the actual pipeline object
// command_buffer_->addCommand<commandbuffers::GPUSetRenderPipelineCommand>(pipeline);

// Placeholder implementation
std::cout << "WebGPU: Set render pipeline in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::setBindGroup(uint32_t index,
const WebGPUBindGroup &bindGroup,
const std::vector<uint32_t> &dynamicOffsets)
{
if (ended_)
{
throw std::runtime_error("Cannot set bind group on ended render pass encoder");
}

// Record bind group setting command
// command_buffer_->addCommand<commandbuffers::GPUSetBindGroupCommand>(bindGroup, index);

std::cout << "WebGPU: Set bind group " << index << " in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::setVertexBuffer(uint32_t slot,
const WebGPUBuffer &buffer,
uint64_t offset,
uint64_t size)
{
if (ended_)
{
throw std::runtime_error("Cannot set vertex buffer on ended render pass encoder");
}

// Record vertex buffer setting command following the existing pattern
// command_buffer_->addCommand<commandbuffers::GPUSetVertexBufferCommand>(slot, buffer, offset, size);

std::cout << "WebGPU: Set vertex buffer slot " << slot << " in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::setIndexBuffer(const WebGPUBuffer &buffer,
commandbuffers::GPUIndexFormat format,
uint64_t offset,
uint64_t size)
{
if (ended_)
{
throw std::runtime_error("Cannot set index buffer on ended render pass encoder");
}

// Record index buffer setting command
// command_buffer_->addCommand<commandbuffers::GPUSetIndexBufferCommand>(buffer, format, offset, size);

std::cout << "WebGPU: Set index buffer in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::draw(uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance)
{
if (ended_)
{
throw std::runtime_error("Cannot draw on ended render pass encoder");
}

// Record draw command using the existing GPU command structure
command_buffer_->addCommand<commandbuffers::GPUDrawCommand>(
vertexCount, instanceCount, firstVertex, firstInstance);

std::cout << "WebGPU: Draw " << vertexCount << " vertices in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::drawIndexed(uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
int32_t baseVertex,
uint32_t firstInstance)
{
if (ended_)
{
throw std::runtime_error("Cannot draw indexed on ended render pass encoder");
}

// Record indexed draw command
command_buffer_->addCommand<commandbuffers::GPUDrawIndexedCommand>(
indexCount, instanceCount, firstIndex, baseVertex, firstInstance);

std::cout << "WebGPU: Draw indexed " << indexCount << " indices in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::setViewport(float x, float y, float width, float height, float minDepth, float maxDepth)
{
if (ended_)
{
throw std::runtime_error("Cannot set viewport on ended render pass encoder");
}

// Record viewport command
command_buffer_->addCommand<commandbuffers::GPUSetViewportCommand>(
x, y, width, height, minDepth, maxDepth);

std::cout << "WebGPU: Set viewport " << width << "x" << height << " in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::setScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height)
{
if (ended_)
{
throw std::runtime_error("Cannot set scissor rect on ended render pass encoder");
}

// Record scissor command
command_buffer_->addCommand<commandbuffers::GPUSetScissorCommand>(
static_cast<float>(x), static_cast<float>(y), static_cast<float>(width), static_cast<float>(height));

std::cout << "WebGPU: Set scissor rect " << width << "x" << height << " in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::end()
{
if (ended_)
{
throw std::runtime_error("Render pass encoder already ended");
}

if (debug_group_depth_ > 0)
{
throw std::runtime_error("Cannot end render pass encoder with unclosed debug groups");
}

ended_ = true;
std::cout << "WebGPU: End render pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::pushDebugGroup(const std::string &groupLabel)
{
if (ended_)
{
throw std::runtime_error("Cannot push debug group on ended render pass encoder");
}

debug_group_depth_++;
std::cout << "WebGPU: Push debug group '" << groupLabel << "' in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::popDebugGroup()
{
if (ended_)
{
throw std::runtime_error("Cannot pop debug group on ended render pass encoder");
}

if (debug_group_depth_ == 0)
{
throw std::runtime_error("No debug group to pop");
}

debug_group_depth_--;
std::cout << "WebGPU: Pop debug group in pass '" << label_ << "'" << std::endl;
}

void WebGPURenderPassEncoder::insertDebugMarker(const std::string &markerLabel)
{
if (ended_)
{
throw std::runtime_error("Cannot insert debug marker on ended render pass encoder");
}

std::cout << "WebGPU: Debug marker '" << markerLabel << "' in pass '" << label_ << "'" << std::endl;
}

// WebGPUCommandEncoder implementation
WebGPUCommandEncoder::WebGPUCommandEncoder(std::optional<std::string> label)
: command_buffer_(std::make_shared<WebGPUCommandBuffer>(label))
, label_(label.value_or("WebGPUCommandEncoder"))
{
}

std::unique_ptr<WebGPURenderPassEncoder> WebGPUCommandEncoder::beginRenderPass(
const commandbuffers::GPURenderPassDescriptor &descriptor)
{
if (finished_)
{
throw std::runtime_error("Cannot begin render pass on finished command encoder");
}

// Create render pass encoder with shared command buffer
auto encoder = std::make_unique<WebGPURenderPassEncoder>(
command_buffer_, descriptor, "RenderPass");

std::cout << "WebGPU: Begin render pass in encoder '" << label_ << "'" << std::endl;

return encoder;
}

void WebGPUCommandEncoder::copyBufferToBuffer(const WebGPUBuffer &source,
uint64_t sourceOffset,
const WebGPUBuffer &destination,
uint64_t destinationOffset,
uint64_t size)
{
if (finished_)
{
throw std::runtime_error("Cannot copy buffer on finished command encoder");
}

// Record buffer copy command
// In a full implementation, this would use actual buffer objects
std::cout << "WebGPU: Copy buffer to buffer (" << size << " bytes) in encoder '" << label_ << "'" << std::endl;
}

void WebGPUCommandEncoder::clearBuffer(const WebGPUBuffer &buffer,
uint64_t offset,
uint64_t size)
{
if (finished_)
{
throw std::runtime_error("Cannot clear buffer on finished command encoder");
}

// Record buffer clear command
std::cout << "WebGPU: Clear buffer (" << size << " bytes at offset " << offset
<< ") in encoder '" << label_ << "'" << std::endl;
}

std::unique_ptr<WebGPUCommandBuffer> WebGPUCommandEncoder::finish(
std::optional<std::string> label)
{
if (finished_)
{
throw std::runtime_error("Command encoder already finished");
}

if (debug_group_depth_ > 0)
{
throw std::runtime_error("Cannot finish command encoder with unclosed debug groups");
}

finished_ = true;

// Create a new command buffer with the recorded commands
auto finalLabel = label.value_or(command_buffer_->label());
auto finishedBuffer = std::make_unique<WebGPUCommandBuffer>(finalLabel);

// Transfer commands from shared buffer to the finished buffer
finishedBuffer->commands_ = std::move(command_buffer_->commands_);

std::cout << "WebGPU: Finish command encoder '" << label_
<< "' with " << finishedBuffer->commandCount() << " commands" << std::endl;

return finishedBuffer;
}

void WebGPUCommandEncoder::pushDebugGroup(const std::string &groupLabel)
{
if (finished_)
{
throw std::runtime_error("Cannot push debug group on finished command encoder");
}

debug_group_depth_++;
std::cout << "WebGPU: Push debug group '" << groupLabel << "' in encoder '" << label_ << "'" << std::endl;
}

void WebGPUCommandEncoder::popDebugGroup()
{
if (finished_)
{
throw std::runtime_error("Cannot pop debug group on finished command encoder");
}

if (debug_group_depth_ == 0)
{
throw std::runtime_error("No debug group to pop");
}

debug_group_depth_--;
std::cout << "WebGPU: Pop debug group in encoder '" << label_ << "'" << std::endl;
}

void WebGPUCommandEncoder::insertDebugMarker(const std::string &markerLabel)
{
if (finished_)
{
throw std::runtime_error("Cannot insert debug marker on finished command encoder");
}

std::cout << "WebGPU: Debug marker '" << markerLabel << "' in encoder '" << label_ << "'" << std::endl;
}
}
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