deno_desktop
Windowing support for Deno WebGPU. In very early stages at the moment.
Usage
const win = Deno.createWindow({
title: "Deno Desktop",
width: 800,
height: 600,
resizable: false,
// ...
});
const surface = win.createSurface(device);
The surface object maps to the WebGPU GPUCanvasContext
object. So you first configure
it then render to the texture returned for each frame by getCurrentTexture
. Do note that unlike web implementations, you need to call surface.present()
after rendering it.
You also need to go through the event loop in order to render. Deno.eventLoop()
returns Async Iterator yielding events. Mostly you'd do something like this:
for await (const event of Deno.eventLoop()) {
if (event.type === "windowEvent" && event.windowID === win.id) {
if (event.event.type === "closeRequested") {
// Do any cleanup stuff before this.
// There is an unverified bug that causes panic if we do not
// exit manually.
Deno.exit(0);
}
} else if (event.type === "redrawRequested" && event.windowID === win.id) {
// Render things and then present them on Window.
renderStuff();
surface.present();
}
}
And finally, in order to receive redrawRequested
events, call win.requestRedraw
in your program's main loop.
TODO
- Try to match Web API. Such as not having to call
present
. - Complete the
winit
bindings.
Notes
- I'm currently using a fork of Deno in this. It is to export some private structs in order to extend WebGPU API. Also, the fork uses an updated version of
wgpu
as of now. - Debug builds seem to be locked at 30 fps usually, while release builds are 60 fps in same test.
License
Check LICENSE for more info.
Copyright 2021 @ DjDeveloperr