Initial import

This commit is contained in:
2026-03-30 22:51:56 -04:00
commit 08e2910b9d
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mod renderer;
mod scene;
mod socket_api;
mod workload;
use anyhow::Result;
use std::sync::{Arc, Mutex};
#[derive(Debug, Clone, Copy)]
pub enum PreviewScenePreset {
DarkArena,
BrightWash,
MotionStress,
StaticInspection,
NoiseField,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum PreviewPresentMode {
Fifo,
Immediate,
}
impl PreviewPresentMode {
fn from_env() -> Self {
let enabled = std::env::var("MANGOTUNE_PREVIEW_VSYNC")
.ok()
.map(|value| {
matches!(
value.trim().to_ascii_lowercase().as_str(),
"1" | "true" | "yes" | "on"
)
})
.unwrap_or(false);
if enabled {
Self::Fifo
} else {
Self::Immediate
}
}
}
impl PreviewScenePreset {
pub fn from_label(value: &str) -> Option<Self> {
match value {
"dark-arena" | "dark" => Some(Self::DarkArena),
"bright-wash" | "bright" => Some(Self::BrightWash),
"static-inspection" | "readability" => Some(Self::StaticInspection),
"motion-stress" | "motion" => Some(Self::MotionStress),
"noise-field" => Some(Self::NoiseField),
_ => None,
}
}
fn from_env() -> Self {
std::env::var("MANGOTUNE_PREVIEW_SCENE")
.ok()
.as_deref()
.and_then(Self::from_label)
.unwrap_or(Self::DarkArena)
}
}
#[derive(Debug, Clone)]
pub struct SimState {
pub gpu_load_target: f32,
pub fps_cap: u32,
pub vram_pressure_mb: u32,
pub particle_count: u32,
pub particle_size: f32,
pub gpu_passes: u32,
pub interaction_steps: u32,
pub present_mode: PreviewPresentMode,
pub paused: bool,
pub should_quit: bool,
pub scene_preset: PreviewScenePreset,
}
impl Default for SimState {
fn default() -> Self {
let scene_preset = PreviewScenePreset::from_env();
let gpu_load_target = std::env::var("MANGOTUNE_PREVIEW_LOAD")
.ok()
.and_then(|value| value.parse::<f32>().ok())
.unwrap_or(0.0)
.clamp(0.0, 10.0)
/ 10.0;
let particle_count = std::env::var("MANGOTUNE_PREVIEW_PARTICLE_COUNT")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(1_000)
.clamp(100, 500_000);
let vram_pressure_mb = std::env::var("MANGOTUNE_PREVIEW_VRAM_MB")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(0)
.clamp(0, 65_536);
let particle_size = std::env::var("MANGOTUNE_PREVIEW_PARTICLE_SIZE")
.ok()
.and_then(|value| value.parse::<f32>().ok())
.unwrap_or(0.03)
.clamp(0.01, 5.0);
let gpu_passes = std::env::var("MANGOTUNE_PREVIEW_GPU_PASSES")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(1)
.clamp(1, 64);
let interaction_steps = std::env::var("MANGOTUNE_PREVIEW_INTERACTION_STEPS")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(0)
.clamp(0, 256);
let fps_cap = std::env::var("MANGOTUNE_PREVIEW_FPS_CAP")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(120);
let present_mode = PreviewPresentMode::from_env();
Self {
gpu_load_target,
fps_cap,
vram_pressure_mb,
particle_count,
particle_size,
gpu_passes,
interaction_steps,
present_mode,
paused: false,
should_quit: false,
scene_preset,
}
}
}
fn main() -> Result<()> {
let mut logger = env_logger::Builder::from_env(
env_logger::Env::default().filter_or("MANGOTUNE_LOG", "warn"),
);
// Newer NVIDIA/Vulkan stacks may advertise extension present modes that this
// wgpu release does not recognize by name. We still request plain FIFO, so
// these probe-time warnings are just console noise.
logger.filter_module("wgpu_hal::vulkan::conv", log::LevelFilter::Error);
logger.init();
log::info!("mangotune-preview starting");
log::info!("Control socket: {}", socket_api::socket_path());
log::info!(
"Config file: {}",
std::env::var("MANGOHUD_CONFIGFILE")
.unwrap_or_else(|_| "(not set — MangoHud will use its default)".into())
);
let state = Arc::new(Mutex::new(SimState::default()));
let state_for_socket = Arc::clone(&state);
std::thread::spawn(move || {
let rt = tokio::runtime::Runtime::new().expect("tokio runtime");
rt.block_on(socket_api::run(state_for_socket))
.expect("socket API crashed");
});
renderer::run(state)
}
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use crate::scene::Scene;
use crate::workload::Workload;
use crate::{PreviewPresentMode, PreviewScenePreset, SimState};
use anyhow::Result;
use std::sync::{Arc, Mutex};
use std::time::Instant;
use winit::{
dpi::LogicalSize,
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::Window,
};
const SHADER_SRC: &str = r#"
struct Camera {
view_proj: mat4x4<f32>,
time_pad: vec4<f32>,
}
@group(0) @binding(0) var<uniform> camera: Camera;
struct VertIn {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) uv: vec2<f32>,
}
struct VertOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(2) local_uv: vec2<f32>,
}
@vertex
fn vs_main(in: VertIn) -> VertOut {
var out: VertOut;
out.clip_pos = camera.view_proj * vec4<f32>(in.position, 1.0);
out.color = in.color;
out.local_uv = in.uv;
return out;
}
fn hash3(p: vec3<f32>) -> f32 {
var p3 = fract(p * 0.1031);
p3 = p3 + vec3<f32>(dot(p3, p3.yzx + vec3<f32>(33.33)));
return fract((p3.x + p3.y) * p3.z);
}
fn value_noise(p: vec3<f32>) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (vec3<f32>(3.0) - 2.0 * f);
return mix(
mix(mix(hash3(i + vec3<f32>(0.0, 0.0, 0.0)), hash3(i + vec3<f32>(1.0, 0.0, 0.0)), u.x),
mix(hash3(i + vec3<f32>(0.0, 1.0, 0.0)), hash3(i + vec3<f32>(1.0, 1.0, 0.0)), u.x), u.y),
mix(mix(hash3(i + vec3<f32>(0.0, 0.0, 1.0)), hash3(i + vec3<f32>(1.0, 0.0, 1.0)), u.x),
mix(hash3(i + vec3<f32>(0.0, 1.0, 1.0)), hash3(i + vec3<f32>(1.0, 1.0, 1.0)), u.x), u.y),
u.z
);
}
@fragment
fn fs_main(in: VertOut) -> @location(0) vec4<f32> {
let uv = in.local_uv;
let r2 = dot(uv, uv);
if (r2 > 1.0) {
discard;
}
let depth = sqrt(1.0 - r2);
let ray_entry = -depth;
let ray_exit = depth;
let ray_length = 2.0 * depth;
let step_size = ray_length / 64.0;
var density = 0.0;
for (var step = 0u; step < 64u; step = step + 1u) {
let t = ray_entry + (f32(step) + 0.5) * step_size;
let p = vec3<f32>(uv, t);
let time = camera.time_pad.x;
let n1 = value_noise(p * 3.0 + vec3<f32>(time * 0.3, 0.0, 0.0));
let n2 = value_noise(p * 6.0 - vec3<f32>(0.0, time * 0.5, 0.0)) * 0.5;
let n3 = value_noise(p * 12.0 + vec3<f32>(time * 0.7, time * 0.2, 0.0)) * 0.25;
let sample = (n1 + n2 + n3) / 1.75;
density = density + sample * (1.0 / 64.0);
}
return vec4<f32>(in.color.rgb, clamp(density, 0.0, 1.0));
}
"#;
type Mat4 = [f32; 16];
fn mat4_identity() -> Mat4 {
[
1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.,
]
}
fn mat4_mul(a: &Mat4, b: &Mat4) -> Mat4 {
let mut out = [0f32; 16];
for row in 0..4 {
for col in 0..4 {
out[col * 4 + row] = (0..4).map(|k| a[k * 4 + row] * b[col * 4 + k]).sum();
}
}
out
}
fn perspective(fov_y_rad: f32, aspect: f32, near: f32, far: f32) -> Mat4 {
let f = 1.0 / (fov_y_rad * 0.5).tan();
[
f / aspect,
0.,
0.,
0.,
0.,
-f,
0.,
0.,
0.,
0.,
far / (near - far),
-1.,
0.,
0.,
near * far / (near - far),
0.,
]
}
fn look_at(eye: [f32; 3], center: [f32; 3], up: [f32; 3]) -> Mat4 {
let sub = |a: [f32; 3], b: [f32; 3]| [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
let norm = |v: [f32; 3]| {
let l = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
[v[0] / l, v[1] / l, v[2] / l]
};
let cross = |a: [f32; 3], b: [f32; 3]| {
[
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
]
};
let dot = |a: [f32; 3], b: [f32; 3]| a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
let f = norm(sub(center, eye));
let s = norm(cross(f, up));
let u = cross(s, f);
let mut m = mat4_identity();
m[0] = s[0];
m[4] = s[1];
m[8] = s[2];
m[1] = u[0];
m[5] = u[1];
m[9] = u[2];
m[2] = -f[0];
m[6] = -f[1];
m[10] = -f[2];
m[12] = -dot(s, eye);
m[13] = -dot(u, eye);
m[14] = dot(f, eye);
m
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct CameraUniform {
view_proj: Mat4,
time_pad: [f32; 4],
}
struct GpuState {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
supported_present_modes: Vec<wgpu::PresentMode>,
pipeline: wgpu::RenderPipeline,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
scene: Scene,
workload: Workload,
}
impl GpuState {
async fn new(window: Arc<Window>) -> Result<Self> {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::VULKAN,
flags: wgpu::InstanceFlags::empty(),
..Default::default()
});
let surface = instance.create_surface(Arc::clone(&window))?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.ok_or_else(|| anyhow::anyhow!("No suitable Vulkan adapter found"))?;
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: Some("mangotune_preview"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: wgpu::MemoryHints::default(),
},
None,
)
.await?;
let surface_caps = surface.get_capabilities(&adapter);
let format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: size.width,
height: size.height,
present_mode: choose_present_mode(
&surface_caps.present_modes,
PreviewPresentMode::from_env(),
),
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
let camera_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("camera_uniform"),
size: std::mem::size_of::<CameraUniform>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("camera_bgl"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("camera_bg"),
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("particle_shader"),
source: wgpu::ShaderSource::Wgsl(SHADER_SRC.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("pipeline_layout"),
bind_group_layouts: &[&camera_bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("particle_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[crate::scene::ParticleVertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
let scene = Scene::new(&device);
let workload = Workload::new(&device);
Ok(Self {
surface,
device,
queue,
config,
supported_present_modes: surface_caps.present_modes.clone(),
pipeline,
camera_buffer,
camera_bind_group,
scene,
workload,
})
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
fn apply_runtime_mode(&mut self, state: &SimState) {
let desired = choose_present_mode(&self.supported_present_modes, state.present_mode);
if self.config.present_mode != desired {
self.config.present_mode = desired;
self.surface.configure(&self.device, &self.config);
}
}
fn render(&mut self, state: &SimState) -> Result<(), wgpu::SurfaceError> {
self.apply_runtime_mode(state);
let aspect = self.config.width as f32 / self.config.height as f32;
let t = self.scene.time;
let eye = match state.scene_preset {
PreviewScenePreset::DarkArena => [t.cos() * 5.8, 1.8, t.sin() * 5.8],
PreviewScenePreset::BrightWash => [t.cos() * 4.6, 1.6, t.sin() * 4.6],
PreviewScenePreset::MotionStress => [
(t * 0.95).cos() * 6.8,
2.2 + (t * 0.7).sin() * 0.8,
(t * 0.95).sin() * 6.8,
],
PreviewScenePreset::StaticInspection => [0.0, 2.4, 7.2],
PreviewScenePreset::NoiseField => [
(t * 0.45).cos() * 6.2,
1.0 + (t * 0.25).sin() * 0.5,
(t * 0.6).sin() * 6.2,
],
};
let view = look_at(eye, [0.0, 0.0, 0.0], [0.0, 1.0, 0.0]);
let proj = perspective(std::f32::consts::FRAC_PI_4, aspect, 0.1, 100.0);
let view_proj = mat4_mul(&proj, &view);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::bytes_of(&CameraUniform {
view_proj,
time_pad: [self.scene.time, 0.0, 0.0, 0.0],
}),
);
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&Default::default());
let clear = match state.scene_preset {
PreviewScenePreset::DarkArena => wgpu::Color {
r: 0.03,
g: 0.04,
b: 0.09,
a: 1.0,
},
PreviewScenePreset::BrightWash => wgpu::Color {
r: 0.78,
g: 0.82,
b: 0.82,
a: 1.0,
},
PreviewScenePreset::MotionStress => wgpu::Color {
r: 0.08,
g: 0.05,
b: 0.11,
a: 1.0,
},
PreviewScenePreset::StaticInspection => wgpu::Color {
r: 0.10,
g: 0.11,
b: 0.14,
a: 1.0,
},
PreviewScenePreset::NoiseField => wgpu::Color {
r: 0.04,
g: 0.08,
b: 0.09,
a: 1.0,
},
};
for pass_index in 0..state.gpu_passes {
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("frame_pass"),
});
{
let load_op = if pass_index == 0 {
wgpu::LoadOp::Clear(clear)
} else {
wgpu::LoadOp::Load
};
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("particle_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: load_op,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.camera_bind_group, &[]);
rpass.set_vertex_buffer(0, self.scene.vertex_buffer.slice(..));
rpass.draw(0..self.scene.vertex_count(), 0..1);
}
self.queue.submit(std::iter::once(encoder.finish()));
}
output.present();
self.workload.update(&self.device, state);
Ok(())
}
}
fn choose_present_mode(
supported: &[wgpu::PresentMode],
requested: PreviewPresentMode,
) -> wgpu::PresentMode {
match requested {
PreviewPresentMode::Fifo => supported
.iter()
.copied()
.find(|mode| *mode == wgpu::PresentMode::Fifo)
.unwrap_or(wgpu::PresentMode::Fifo),
PreviewPresentMode::Immediate => supported
.iter()
.copied()
.find(|mode| {
matches!(
mode,
wgpu::PresentMode::Immediate
| wgpu::PresentMode::Mailbox
| wgpu::PresentMode::AutoNoVsync
)
})
.unwrap_or(wgpu::PresentMode::Fifo),
}
}
#[allow(deprecated)]
pub fn run(state: Arc<Mutex<SimState>>) -> Result<()> {
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Poll);
let width = std::env::var("MANGOTUNE_PREVIEW_WIDTH")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(800);
let height = std::env::var("MANGOTUNE_PREVIEW_HEIGHT")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(600);
let window = Arc::new(
event_loop.create_window(
Window::default_attributes()
.with_title("MangoTune Preview")
.with_inner_size(LogicalSize::new(width, height)),
)?,
);
let mut gpu = pollster::block_on(GpuState::new(Arc::clone(&window)))?;
let mut last_frame = Instant::now();
event_loop.run(move |event, elwt| {
{
let sim = state.lock().expect("preview state");
if sim.should_quit {
elwt.exit();
return;
}
}
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
elwt.exit();
}
Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
gpu.resize(size);
}
Event::AboutToWait => {
let now = Instant::now();
let dt = now.duration_since(last_frame).as_secs_f32().min(0.05);
last_frame = now;
let sim = state.lock().expect("preview state").clone();
gpu.scene.update(dt, sim.particle_size, &sim, &gpu.queue);
match gpu.render(&sim) {
Ok(_) => {}
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
gpu.resize(window.inner_size());
}
Err(wgpu::SurfaceError::OutOfMemory) => elwt.exit(),
Err(err) => log::warn!("Surface error: {}", err),
}
}
_ => {}
}
})?;
let _ = std::fs::remove_file(crate::socket_api::socket_path());
Ok(())
}
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use crate::SimState;
use rayon::prelude::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ParticleVertex {
pub position: [f32; 3],
pub color: [f32; 4],
pub uv: [f32; 2],
}
impl ParticleVertex {
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<ParticleVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: (std::mem::size_of::<[f32; 3]>() + std::mem::size_of::<[f32; 4]>())
as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x2,
},
],
}
}
}
struct Particle {
pos: [f32; 3],
vel: [f32; 3],
phase: f32,
}
#[derive(Clone, Copy)]
struct SceneProfile {
target_radius_base: f32,
target_pulse: f32,
shell_strength: f32,
swirl: f32,
z_wave: f32,
outer_limit: f32,
}
impl Particle {
fn random(r: f32, seed: u64) -> Self {
let rng = Lcg::new(seed);
let (x, y, z) = rng.point_in_sphere(r);
Self {
pos: [x, y, z],
vel: [
rng.range(-0.2, 0.2),
rng.range(-0.2, 0.2),
rng.range(-0.2, 0.2),
],
phase: rng.range(0.0, std::f32::consts::TAU),
}
}
fn update_with_profile(
&mut self,
dt: f32,
time: f32,
interaction_steps: u32,
profile: SceneProfile,
) {
let radius =
(self.pos[0] * self.pos[0] + self.pos[1] * self.pos[1] + self.pos[2] * self.pos[2])
.sqrt()
.max(0.001);
let target_radius =
profile.target_radius_base + profile.target_pulse * (self.phase + time * 0.15).sin();
let shell_force = (target_radius - radius) * profile.shell_strength;
let ax = (self.pos[0] / radius) * shell_force;
let ay = (self.pos[1] / radius) * shell_force;
let az = (self.pos[2] / radius) * shell_force;
let sx = -self.pos[1] * profile.swirl;
let sy = self.pos[0] * profile.swirl;
let sz = (time * 0.35 + self.phase).sin() * profile.z_wave;
self.vel[0] += (ax + sx) * dt;
self.vel[1] += (ay + sy) * dt;
self.vel[2] += (az + sz) * dt;
let damp = 0.98f32.powf(dt * 60.0);
self.vel[0] *= damp;
self.vel[1] *= damp;
self.vel[2] *= damp;
self.pos[0] += self.vel[0] * dt;
self.pos[1] += self.vel[1] * dt;
self.pos[2] += self.vel[2] * dt;
let radius_after =
(self.pos[0] * self.pos[0] + self.pos[1] * self.pos[1] + self.pos[2] * self.pos[2])
.sqrt();
if !(0.6..=profile.outer_limit).contains(&radius_after) {
let dir_x = self.pos[0] / radius_after.max(0.001);
let dir_y = self.pos[1] / radius_after.max(0.001);
let dir_z = self.pos[2] / radius_after.max(0.001);
let reset_radius = profile.target_radius_base + 0.4 * self.phase.sin();
self.pos[0] = dir_x * reset_radius;
self.pos[1] = dir_y * reset_radius;
self.pos[2] = dir_z * reset_radius;
self.vel = [0.0, 0.0, 0.0];
}
for k in 0..interaction_steps {
let hash_input =
(self.pos[0] * 73.1 + self.pos[1] * 157.3 + self.pos[2] * 43.7 + k as f32)
.to_bits();
let hashed = hash_input.wrapping_mul(2654435761).wrapping_add(k);
let neighbour_x = (hashed as f32 / u32::MAX as f32) * 2.0 - 1.0;
let neighbour_y = ((hashed.wrapping_mul(1664525)) as f32 / u32::MAX as f32) * 2.0 - 1.0;
let neighbour_z =
((hashed.wrapping_mul(22695477)) as f32 / u32::MAX as f32) * 2.0 - 1.0;
let dx = neighbour_x - self.pos[0];
let dy = neighbour_y - self.pos[1];
let dz = neighbour_z - self.pos[2];
let dist = (dx * dx + dy * dy + dz * dz).sqrt().max(0.01);
self.vel[0] += (dx / dist) * 0.0001;
self.vel[1] += (dy / dist) * 0.0001;
self.vel[2] += (dz / dist) * 0.0001;
}
}
fn to_vertices(&self, size: f32, time: f32) -> [ParticleVertex; 6] {
let hue = (time * 0.2 + self.phase) % std::f32::consts::TAU;
let color = hsv_to_rgb(hue / std::f32::consts::TAU, 0.8, 1.0);
let h = size * 0.5;
let corners = [
([-h, -h], [-1.0, -1.0]),
([h, -h], [1.0, -1.0]),
([h, h], [1.0, 1.0]),
([-h, -h], [-1.0, -1.0]),
([h, h], [1.0, 1.0]),
([-h, h], [-1.0, 1.0]),
];
let mut verts = [ParticleVertex {
position: [0.0; 3],
color,
uv: [0.0; 2],
}; 6];
for (i, ([cx, cy], uv)) in corners.iter().enumerate() {
verts[i].position = [self.pos[0] + cx, self.pos[1] + cy, self.pos[2]];
verts[i].uv = *uv;
}
verts
}
}
const MAX_PARTICLES: usize = 500_000;
pub struct Scene {
particles: Vec<Particle>,
vertex_data: Vec<ParticleVertex>,
pub vertex_buffer: wgpu::Buffer,
pub time: f32,
}
impl Scene {
pub fn new(device: &wgpu::Device) -> Self {
let initial_count = 50_000usize;
let particles: Vec<Particle> = (0..initial_count)
.map(|i| {
Particle::random(
3.0,
(i as u64).wrapping_mul(6364136223846793005).wrapping_add(1),
)
})
.collect();
let vertex_data = vec![
ParticleVertex {
position: [0.0; 3],
color: [0.0; 4],
uv: [0.0; 2],
};
MAX_PARTICLES * 6
];
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("particle_vertices"),
size: (MAX_PARTICLES * 6 * std::mem::size_of::<ParticleVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
Self {
particles,
vertex_data,
vertex_buffer,
time: 0.0,
}
}
pub fn update(&mut self, dt: f32, particle_size: f32, state: &SimState, queue: &wgpu::Queue) {
if state.paused {
return;
}
self.time += dt;
let target = (state.particle_count as usize).min(MAX_PARTICLES);
while self.particles.len() < target {
let seed = (self.particles.len() as u64)
.wrapping_mul(6364136223846793005)
.wrapping_add(1);
self.particles.push(Particle::random(3.0, seed));
}
self.particles.truncate(target);
let t = self.time;
let scene_steps_bonus = match state.scene_preset {
crate::PreviewScenePreset::DarkArena => 0,
crate::PreviewScenePreset::BrightWash => 0,
crate::PreviewScenePreset::MotionStress => 4,
crate::PreviewScenePreset::StaticInspection => 0,
crate::PreviewScenePreset::NoiseField => 2,
};
let steps = (state.interaction_steps + scene_steps_bonus).min(256);
let profile = match state.scene_preset {
crate::PreviewScenePreset::DarkArena => SceneProfile {
target_radius_base: 2.2,
target_pulse: 0.25,
shell_strength: 0.40,
swirl: 0.35,
z_wave: 0.08,
outer_limit: 4.0,
},
crate::PreviewScenePreset::BrightWash => SceneProfile {
target_radius_base: 2.0,
target_pulse: 0.18,
shell_strength: 0.34,
swirl: 0.22,
z_wave: 0.06,
outer_limit: 3.8,
},
crate::PreviewScenePreset::MotionStress => SceneProfile {
target_radius_base: 2.6,
target_pulse: 0.60,
shell_strength: 0.65,
swirl: 1.15,
z_wave: 0.32,
outer_limit: 4.8,
},
crate::PreviewScenePreset::StaticInspection => SceneProfile {
target_radius_base: 1.9,
target_pulse: 0.06,
shell_strength: 0.55,
swirl: 0.05,
z_wave: 0.02,
outer_limit: 3.4,
},
crate::PreviewScenePreset::NoiseField => SceneProfile {
target_radius_base: 3.0,
target_pulse: 0.45,
shell_strength: 0.28,
swirl: 0.65,
z_wave: 0.16,
outer_limit: 5.0,
},
};
self.particles.par_iter_mut().for_each(|p| {
p.update_with_profile(dt, t, steps, profile);
});
let mut vi = 0;
for p in &self.particles {
let verts = p.to_vertices(particle_size, t);
for v in &verts {
self.vertex_data[vi] = *v;
vi += 1;
}
}
let live_bytes = vi * std::mem::size_of::<ParticleVertex>();
if live_bytes > 0 {
queue.write_buffer(
&self.vertex_buffer,
0,
bytemuck::cast_slice(&self.vertex_data[..vi]),
);
}
}
pub fn vertex_count(&self) -> u32 {
(self.particles.len() * 6) as u32
}
}
fn hsv_to_rgb(h: f32, s: f32, v: f32) -> [f32; 4] {
let i = (h * 6.0).floor() as i32;
let f = h * 6.0 - i as f32;
let p = v * (1.0 - s);
let q = v * (1.0 - f * s);
let t = v * (1.0 - (1.0 - f) * s);
let (r, g, b) = match i % 6 {
0 => (v, t, p),
1 => (q, v, p),
2 => (p, v, t),
3 => (p, q, v),
4 => (t, p, v),
_ => (v, p, q),
};
[r, g, b, 1.0]
}
struct Lcg {
state: std::cell::Cell<u64>,
}
impl Lcg {
fn new(seed: u64) -> Self {
Self {
state: std::cell::Cell::new(seed),
}
}
fn next_u32(&self) -> u32 {
let next = self
.state
.get()
.wrapping_mul(6364136223846793005)
.wrapping_add(1);
self.state.set(next);
(next >> 32) as u32
}
fn next_f32(&self) -> f32 {
self.next_u32() as f32 / u32::MAX as f32
}
fn range(&self, min: f32, max: f32) -> f32 {
min + (max - min) * self.next_f32()
}
fn point_in_sphere(&self, radius: f32) -> (f32, f32, f32) {
loop {
let x = self.range(-radius, radius);
let y = self.range(-radius, radius);
let z = self.range(-radius, radius);
if x * x + y * y + z * z <= radius * radius {
return (x, y, z);
}
}
}
}
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use crate::SimState;
use anyhow::Result;
use serde::{Deserialize, Serialize};
use std::sync::{Arc, Mutex};
use tokio::io::{AsyncBufReadExt, AsyncWriteExt, BufReader};
use tokio::net::UnixListener;
pub fn socket_path() -> String {
std::env::var("MANGOTUNE_SOCKET").unwrap_or_else(|_| "/tmp/mangotune_preview.sock".into())
}
#[derive(Debug, Deserialize)]
#[serde(tag = "cmd", rename_all = "snake_case")]
enum Command {
SetScene { scene: String },
SetLoad { gpu_percent: f32 },
SetFpsCap { fps: u32 },
SetVsync { enabled: bool },
SetVramPressure { mb: u32 },
SetParticleCount { count: u32 },
SetParticleSize { size: f32 },
SetGpuPasses { passes: u32 },
SetInteractionSteps { steps: u32 },
Pause,
Resume,
GetState,
Quit,
}
#[derive(Debug, Serialize)]
struct StateSnapshot {
gpu_load_target: f32,
fps_cap: u32,
vsync_enabled: bool,
vram_pressure_mb: u32,
particle_count: u32,
particle_size: f32,
gpu_passes: u32,
interaction_steps: u32,
paused: bool,
}
#[derive(Debug, Serialize)]
#[serde(untagged)]
enum Response {
Ok { ok: bool },
OkWithState { ok: bool, state: StateSnapshot },
Err { ok: bool, error: String },
}
impl Response {
fn ok() -> Self {
Response::Ok { ok: true }
}
fn err(msg: impl Into<String>) -> Self {
Response::Err {
ok: false,
error: msg.into(),
}
}
fn with_state(state: StateSnapshot) -> Self {
Response::OkWithState { ok: true, state }
}
}
pub async fn run(state: Arc<Mutex<SimState>>) -> Result<()> {
let path = socket_path();
let _ = tokio::fs::remove_file(&path).await;
let listener = UnixListener::bind(&path)?;
log::info!("Socket API listening on {}", path);
loop {
match listener.accept().await {
Ok((stream, _addr)) => {
let state = Arc::clone(&state);
tokio::spawn(async move {
if let Err(err) = handle_connection(stream, state).await {
log::warn!("Socket connection error: {}", err);
}
});
}
Err(err) => {
log::error!("Socket accept error: {}", err);
}
}
}
}
async fn handle_connection(
stream: tokio::net::UnixStream,
state: Arc<Mutex<SimState>>,
) -> Result<()> {
let (read_half, mut write_half) = stream.into_split();
let reader = BufReader::new(read_half);
let mut lines = reader.lines();
while let Some(line) = lines.next_line().await? {
let line = line.trim().to_string();
if line.is_empty() {
continue;
}
let response = match serde_json::from_str::<Command>(&line) {
Ok(cmd) => dispatch(cmd, &state),
Err(err) => Response::err(format!("parse error: {}", err)),
};
let mut bytes = serde_json::to_vec(&response)?;
bytes.push(b'\n');
write_half.write_all(&bytes).await?;
}
Ok(())
}
fn dispatch(cmd: Command, state: &Arc<Mutex<SimState>>) -> Response {
let mut sim = match state.lock() {
Ok(guard) => guard,
Err(_) => return Response::err("state lock poisoned"),
};
match cmd {
Command::SetScene { scene } => match crate::PreviewScenePreset::from_label(&scene) {
Some(preset) => {
sim.scene_preset = preset;
Response::ok()
}
None => Response::err(format!("unknown scene: {scene}")),
},
Command::SetLoad { gpu_percent } => {
sim.gpu_load_target = (gpu_percent / 100.0).clamp(0.0, 1.0);
Response::ok()
}
Command::SetFpsCap { fps } => {
sim.fps_cap = fps;
Response::ok()
}
Command::SetVsync { enabled } => {
sim.present_mode = if enabled {
crate::PreviewPresentMode::Fifo
} else {
crate::PreviewPresentMode::Immediate
};
Response::ok()
}
Command::SetVramPressure { mb } => {
sim.vram_pressure_mb = mb;
Response::ok()
}
Command::SetParticleCount { count } => {
sim.particle_count = count.clamp(100, 500_000);
Response::ok()
}
Command::SetParticleSize { size } => {
sim.particle_size = size.clamp(0.01, 5.0);
log::info!("Particle size -> {:.2}", sim.particle_size);
Response::ok()
}
Command::SetGpuPasses { passes } => {
sim.gpu_passes = passes.clamp(1, 64);
log::info!("GPU passes -> {}", sim.gpu_passes);
Response::ok()
}
Command::SetInteractionSteps { steps } => {
sim.interaction_steps = steps.clamp(0, 256);
Response::ok()
}
Command::Pause => {
sim.paused = true;
Response::ok()
}
Command::Resume => {
sim.paused = false;
Response::ok()
}
Command::GetState => Response::with_state(StateSnapshot {
gpu_load_target: sim.gpu_load_target,
fps_cap: sim.fps_cap,
vsync_enabled: sim.present_mode == crate::PreviewPresentMode::Fifo,
vram_pressure_mb: sim.vram_pressure_mb,
particle_count: sim.particle_count,
particle_size: sim.particle_size,
gpu_passes: sim.gpu_passes,
interaction_steps: sim.interaction_steps,
paused: sim.paused,
}),
Command::Quit => {
sim.should_quit = true;
Response::ok()
}
}
}
+101
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use crate::SimState;
use std::time::{Duration, Instant};
struct PressureBuffer {
#[allow(dead_code)]
buffer: wgpu::Buffer,
size_bytes: u64,
}
pub struct Workload {
pressure_buffers: Vec<PressureBuffer>,
current_vram_bytes: u64,
last_frame: Instant,
}
const CHUNK_SIZE_MB: u64 = 16;
const CHUNK_SIZE_BYTES: u64 = CHUNK_SIZE_MB * 1024 * 1024;
const MAX_ADD_CHUNKS_PER_FRAME: usize = 8;
const MAX_REMOVE_CHUNKS_PER_FRAME: usize = 32;
impl Workload {
pub fn new(_device: &wgpu::Device) -> Self {
Self {
pressure_buffers: Vec::new(),
current_vram_bytes: 0,
last_frame: Instant::now(),
}
}
pub fn update(&mut self, device: &wgpu::Device, state: &SimState) {
self.adjust_vram_pressure(device, state.vram_pressure_mb);
self.enforce_fps_cap(state.fps_cap);
}
fn adjust_vram_pressure(&mut self, device: &wgpu::Device, target_mb: u32) {
let target_bytes = target_mb as u64 * 1024 * 1024;
let mut added = 0;
while added < MAX_ADD_CHUNKS_PER_FRAME
&& self.current_vram_bytes + CHUNK_SIZE_BYTES <= target_bytes
{
self.add_chunk(device);
added += 1;
}
let mut removed = 0;
while removed < MAX_REMOVE_CHUNKS_PER_FRAME && self.current_vram_bytes > target_bytes {
if let Some(chunk) = self.pressure_buffers.pop() {
self.current_vram_bytes -= chunk.size_bytes;
removed += 1;
} else {
break;
}
}
}
fn add_chunk(&mut self, device: &wgpu::Device) {
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("vram_pressure"),
size: CHUNK_SIZE_BYTES,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: true,
});
{
let mut mapped = buffer.slice(..).get_mapped_range_mut();
for byte in mapped.iter_mut() {
*byte = 0xA5;
}
}
buffer.unmap();
self.pressure_buffers.push(PressureBuffer {
buffer,
size_bytes: CHUNK_SIZE_BYTES,
});
self.current_vram_bytes += CHUNK_SIZE_BYTES;
}
fn enforce_fps_cap(&mut self, fps_cap: u32) {
if fps_cap == 0 {
self.last_frame = Instant::now();
return;
}
let frame_budget = Duration::from_secs_f64(1.0 / fps_cap as f64);
let elapsed = self.last_frame.elapsed();
if elapsed < frame_budget {
let remaining = frame_budget - elapsed;
if fps_cap <= 10 && remaining > Duration::from_millis(2) {
std::thread::sleep(remaining - Duration::from_millis(1));
}
while self.last_frame.elapsed() < frame_budget {
std::hint::spin_loop();
}
}
self.last_frame = Instant::now();
}
}
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use mangotune::config::parser::Parser;
use mangotune::preview::{PreviewController, PreviewScene, PreviewStudioOptions, StudioScene};
use std::path::PathBuf;
use std::thread;
use std::time::Duration;
fn main() -> anyhow::Result<()> {
let mut args = std::env::args().skip(1);
let profile = args
.next()
.map(PathBuf::from)
.expect("usage: preview_probe <profile> [studio-scene] [width] [height] [seconds]");
let studio_scene = args
.next()
.as_deref()
.and_then(StudioScene::from_label)
.unwrap_or(StudioScene::BrightWash);
let width = args
.next()
.and_then(|v| v.parse::<i32>().ok())
.unwrap_or(1400);
let height = args
.next()
.and_then(|v| v.parse::<i32>().ok())
.unwrap_or(760);
let seconds = args.next().and_then(|v| v.parse::<u64>().ok()).unwrap_or(8);
let config = Parser::read(&profile)?;
let controller = PreviewController::new();
let studio = PreviewStudioOptions {
scene: studio_scene,
fps_cap: Some(500),
vsync: false,
vram_pressure_mb: 64,
particle_count: 20_000,
particle_size: 0.25,
gpu_passes: 2,
interaction_steps: 8,
paused: false,
};
let pid = controller.start(PreviewScene::Studio, &config, width, height, false, studio)?;
eprintln!("preview pid={pid} profile={}", profile.display());
thread::sleep(Duration::from_secs(seconds));
let _ = controller.stop();
Ok(())
}