digital_clock
A seven-segment clock. Segment geometry is generated on the CPU in
examples/digital_clock_shared.rs and drawn as coloured triangles each frame.
cargo run --features examples --example digital_clock
What it demonstrates
- Dynamic CPU-generated geometry
- Sharing helper modules between examples
Controls
| Key | Action |
|---|---|
Space | Pause / resume |
C | Cycle colour |
Escape | Exit |
Source
examples/digital_clock.rs:
//! Digital Clock example - render an animated 7-segment clock in a window.
//!
//! Uses retained scheme with offscreen render pass → copy-to-present.
//!
//! Run with: `cargo run --example digital_clock`
mod digital_clock_shared;
use digital_clock_shared::{generate_clock_vertices, ClockState, ClockVertex, TimeData};
use goldy::{
Buffer, BufferFlags, BufferKind, Color, DepositTarget, DepositTransaction, Instance, Lease, LeaseRenderTarget,
MemoryExchange, NodeAccess, RenderPipeline, RenderPipelineDesc, RequestAdapterOptions, RuntimeDescriptor, Scheme,
ShaderModule, SurfaceConfig, SurfaceExchange, TargetLoad, Texture, TextureFormat, Transaction, VertexBufferLayout,
};
use std::ops::Shr;
use std::sync::Arc;
use std::time::Instant;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
keyboard::{Key, NamedKey},
window::{Window, WindowId},
};
mod common;
use common::CaptureDump;
/// Upper bound on seven-segment clock vertices (8 glyphs × 7 segments × 6 verts).
const MAX_CLOCK_VERTICES: usize = 384;
const SHADER_SOURCE: &str = r#"
struct VertexInput {
float2 position : POSITION;
float4 color : COLOR;
};
struct VertexOutput {
float4 position : SV_Position;
float4 color : COLOR;
};
[shader("vertex")]
VertexOutput vs_main(VertexInput input) {
VertexOutput output;
output.position = float4(input.position, 0.0, 1.0);
output.color = input.color;
return output;
}
[shader("fragment")]
float4 fs_main(VertexOutput input) : SV_Target {
return input.color;
}
"#;
fn clock_vertex_layout() -> VertexBufferLayout {
ClockVertex::GPU_TYPE
.vertex_buffer_layout()
.expect("clock vertex layout")
}
struct App {
instance: Instance,
ctx: Option<goldy::Context>,
device: Option<Arc<goldy::Runtime>>,
pipeline: Option<RenderPipeline>,
shader: Option<ShaderModule>,
vertex_parcel: Option<Buffer>,
upload_scheme: Option<Scheme>,
vertex_deposit: Option<DepositTransaction>,
window: Option<Arc<Window>>,
surface: Option<SurfaceExchange>,
present: Option<Transaction>,
capture: Option<CaptureDump>,
readback: Option<Texture>,
scene_rt: Option<Lease<LeaseRenderTarget>>,
scheme: Option<Scheme>,
start_time: Instant,
perf_start: Instant,
frame_count: u32,
clock_state: ClockState,
recorded_vertex_count: u32,
recorded_bg_color: Color,
}
impl App {
fn new() -> anyhow::Result<Self> {
let instance = Instance::new()?;
Ok(Self {
instance,
ctx: None,
device: None,
pipeline: None,
shader: None,
window: None,
surface: None,
present: None,
capture: None,
readback: None,
scene_rt: None,
scheme: None,
start_time: Instant::now(),
perf_start: Instant::now(),
frame_count: 0,
clock_state: ClockState::default(),
vertex_parcel: None,
upload_scheme: None,
vertex_deposit: None,
recorded_vertex_count: 0,
recorded_bg_color: Color::BLACK,
})
}
fn create_pipeline(
device: &goldy::Runtime,
shader: &ShaderModule,
format: TextureFormat,
) -> anyhow::Result<RenderPipeline> {
common::render_pipeline(
device,
shader,
format,
RenderPipelineDesc {
vertex_layout: clock_vertex_layout(),
..Default::default()
},
)
}
fn record_pass(
scheme: &mut Scheme,
pipeline: &RenderPipeline,
vertex_parcel: &Buffer,
vertex_count: u32,
bg_color: Color,
scene_rt: &Lease<LeaseRenderTarget>,
) {
let mut pass = scheme.render_pass("digital_clock", scene_rt, TargetLoad::Clear(bg_color));
pass.with_parcel(vertex_parcel, NodeAccess::Read);
pass.set_pipeline(pipeline);
pass.set_vertex_buffer(0, vertex_parcel);
pass.draw(0..vertex_count, 0..1);
pass.finish();
}
fn bind_frame(
scheme: &mut Scheme,
scene_rt: &Lease<LeaseRenderTarget>,
surface: Option<&SurfaceExchange>,
readback: Option<&Texture>,
) -> anyhow::Result<Option<Transaction>> {
if let Some(surface) = surface {
let present = surface.bind_render_target(scheme, scene_rt)?;
Ok(Some(present))
} else {
let readback = readback.expect("capture readback");
scheme.copy_to_texture(scene_rt, readback)?;
Ok(None)
}
}
fn output_size(&self) -> Option<(TextureFormat, u32, u32)> {
if let Some(surface) = self.surface.as_ref() {
let (width, height) = surface.size();
Some((surface.format(), width, height))
} else {
let capture = self.capture.as_ref()?;
Some((CaptureDump::format(), capture.width(), capture.height()))
}
}
fn rerecord_scheme_if_needed(&mut self, vertex_count: u32, bg_color: Color) {
if vertex_count == self.recorded_vertex_count && bg_color == self.recorded_bg_color {
return;
}
let Some((format, width, height)) = self.output_size() else {
return;
};
if let (Some(ctx), Some(pipeline), Some(vertex_parcel)) =
(self.ctx.as_ref(), self.pipeline.as_ref(), self.vertex_parcel.as_ref())
{
let mut scheme = Scheme::new(ctx);
if let Ok(rt) = ctx.lease_render_target(width.max(1), height.max(1), format, None) {
Self::record_pass(&mut scheme, pipeline, vertex_parcel, vertex_count, bg_color, &rt);
if let Ok(present) = Self::bind_frame(&mut scheme, &rt, self.surface.as_ref(), self.readback.as_ref()) {
self.present = present;
self.scheme = Some(scheme);
self.recorded_vertex_count = vertex_count;
self.recorded_bg_color = bg_color;
self.scene_rt = Some(rt);
}
}
}
}
fn init_gpu(&mut self, window: Option<&Window>) -> anyhow::Result<()> {
let device = Arc::new(
self.instance
.request_adapter(&RequestAdapterOptions::default())?
.request_runtime(&RuntimeDescriptor::default())?,
);
let ctx = device.create_context()?;
let (surface, capture, readback, format, width, height) = if let Some(window) = window {
let surface = SurfaceExchange::new(&ctx, window, SurfaceConfig::default())?;
let format = surface.format();
let (width, height) = surface.size();
(Some(surface), None, None, format, width, height)
} else {
let capture = CaptureDump::from_env()?;
let (width, height) = capture.size();
let readback = common::capture_readback(&device, width, height)?;
(
None,
Some(capture),
Some(readback),
CaptureDump::format(),
width,
height,
)
};
let shader = ShaderModule::from_slang(&device, SHADER_SOURCE)?;
let pipeline = Self::create_pipeline(&device, &shader, format)?;
let vertex_parcel = device.acquire_buffer_sized::<ClockVertex>(
MAX_CLOCK_VERTICES as u64,
BufferKind::Scattered,
BufferFlags::empty(),
)?;
let bg_color = self.clock_state.background_color();
let mut scheme = Scheme::new(&ctx);
let scene_rt = ctx.lease_render_target(width.max(1), height.max(1), format, None)?;
Self::record_pass(&mut scheme, &pipeline, &vertex_parcel, 1, bg_color, &scene_rt);
let present = Self::bind_frame(&mut scheme, &scene_rt, surface.as_ref(), readback.as_ref())?;
self.ctx = Some(ctx);
let ctx = self.ctx.as_ref().unwrap();
self.device = Some(device);
self.shader = Some(shader);
self.pipeline = Some(pipeline);
self.vertex_parcel = Some(vertex_parcel);
let vertex_parcel = self.vertex_parcel.as_ref().unwrap();
let mut upload_scheme = Scheme::new(ctx);
let vertex_deposit = MemoryExchange::new(ctx).bind_deposit(
&mut upload_scheme,
DepositTarget::buffer_elements::<ClockVertex>(vertex_parcel, MAX_CLOCK_VERTICES as u64),
)?;
self.upload_scheme = Some(upload_scheme);
self.vertex_deposit = Some(vertex_deposit);
self.surface = surface;
self.present = present;
self.capture = capture;
self.readback = readback;
self.scene_rt = Some(scene_rt);
self.scheme = Some(scheme);
self.recorded_vertex_count = 1;
self.recorded_bg_color = bg_color;
Ok(())
}
fn elapsed_secs(&self) -> u64 {
if let Some(capture) = self.capture.as_ref() {
return capture.time() as u64;
}
if self.clock_state.paused {
self.clock_state.accumulated_secs
} else {
self.start_time.elapsed().as_secs() + self.clock_state.accumulated_secs
}
}
fn toggle_pause(&mut self) {
let current = self.elapsed_secs();
if self.clock_state.paused {
self.start_time = Instant::now();
}
self.clock_state.toggle_pause(current);
}
fn render_frame(&mut self) -> anyhow::Result<()> {
self.frame_count += 1;
let (width, height) = if let Some(window) = self.window.as_ref() {
let size = window.inner_size();
(size.width, size.height)
} else {
self.capture.as_ref().unwrap().size()
};
if width == 0 || height == 0 {
return Ok(());
}
let elapsed = self.elapsed_secs();
let time = TimeData::from_elapsed_secs(elapsed);
let color = self.clock_state.color();
let bg_color = self.clock_state.background_color();
let vertices = generate_clock_vertices(time, color, width, height);
let vertex_count = vertices.len() as u32;
self.rerecord_scheme_if_needed(vertex_count, bg_color);
let upload = self.upload_scheme.as_mut().unwrap();
(self.vertex_deposit.as_ref().unwrap() << vertices.as_slice())?;
upload.submit()?;
let scheme = self.scheme.as_mut().unwrap();
let mut submission = scheme.submit()?;
if let Some(present) = &self.present {
(&mut submission >> present).take()?;
} else {
let pixels = (&mut submission >> self.readback.as_ref().unwrap())
.take::<u8>()?
.to_vec();
self.capture.as_mut().unwrap().write_rgba(&pixels)?;
}
Ok(())
}
fn capture_done(&self) -> bool {
self.capture.as_ref().is_none_or(CaptureDump::finished)
}
fn handle_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width == 0 || new_size.height == 0 {
return;
}
let Some(surface) = self.surface.as_mut() else {
return;
};
let _ = surface.resize(new_size.width, new_size.height);
let format = surface.format();
let (width, height) = surface.size();
if let (Some(ctx), Some(device), Some(shader), Some(vertex_parcel)) = (
self.ctx.as_ref(),
self.device.as_ref(),
self.shader.as_ref(),
self.vertex_parcel.as_ref(),
) {
if let Ok(pipeline) = Self::create_pipeline(device, shader, format) {
self.pipeline = Some(pipeline);
if let Some(pipeline) = self.pipeline.as_ref() {
let bg_color = self.clock_state.background_color();
let vertex_count = self.recorded_vertex_count.max(1);
let mut scheme = Scheme::new(ctx);
if let Ok(rt) = ctx.lease_render_target(width.max(1), height.max(1), format, None) {
Self::record_pass(&mut scheme, pipeline, vertex_parcel, vertex_count, bg_color, &rt);
if let Ok(present) =
Self::bind_frame(&mut scheme, &rt, self.surface.as_ref(), self.readback.as_ref())
{
self.present = present;
self.scheme = Some(scheme);
self.recorded_vertex_count = vertex_count;
self.recorded_bg_color = bg_color;
self.scene_rt = Some(rt);
}
}
}
}
}
}
}
impl Drop for App {
fn drop(&mut self) {
let elapsed = self.perf_start.elapsed().as_secs_f64();
let fps = if elapsed > 0.0 {
self.frame_count as f64 / elapsed
} else {
0.0
};
println!(
"GOLDY_PERF: frames={} elapsed={elapsed:.2}s avg_fps={fps:.1}",
self.frame_count
);
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.window.is_none() {
let attrs = common::hidden_window(
"Goldy - Clock (Scheme + Present, Space: pause, Click: color)",
1280,
720,
);
let window = Arc::new(event_loop.create_window(attrs).unwrap());
self.window = Some(window.clone());
if let Err(e) = self.init_gpu(Some(window.as_ref())) {
tracing::error!("Failed to initialize GPU: {}", e);
} else if let Err(e) = self.render_frame() {
tracing::error!("First frame error: {e}");
}
common::reveal_window(&window);
window.request_redraw();
}
}
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
common::exit_if_timed_out(event_loop, self.perf_start);
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => {
event_loop.exit();
}
WindowEvent::KeyboardInput { event, .. } if event.state.is_pressed() => match event.logical_key {
Key::Named(NamedKey::Escape) => event_loop.exit(),
Key::Named(NamedKey::Space) => self.toggle_pause(),
Key::Character(ref c) if c == "c" || c == "C" => self.clock_state.next_color(),
_ => {}
},
WindowEvent::MouseInput { state, .. } if state.is_pressed() => {
self.clock_state.next_color();
}
WindowEvent::RedrawRequested => {
if let Err(e) = self.render_frame() {
tracing::error!("Render error: {}", e);
}
if let Some(window) = &self.window {
window.request_redraw();
}
}
WindowEvent::Resized(new_size) => {
self.handle_resize(new_size);
if let Some(window) = &self.window {
window.request_redraw();
}
}
_ => {}
}
}
}
fn main() -> anyhow::Result<()> {
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::try_from_default_env()
.unwrap_or_else(|_| tracing_subscriber::EnvFilter::new("warn")),
)
.init();
if common::capture_requested() {
let mut app = App::new()?;
app.init_gpu(None)?;
while !app.capture_done() {
app.render_frame()?;
}
return Ok(());
}
println!("Goldy Clock Example (retained scheme)");
println!("==================================================================");
println!("Controls:");
println!(" Space - Toggle pause");
println!(" Click - Change color");
println!(" Escape - Exit\n");
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Poll);
let mut app = App::new()?;
event_loop.run_app(&mut app)?;
Ok(())
}
The example pulls in examples/common.rs, examples/digital_clock_shared.rs — see Shared Helpers.
The Slang source is inline in the example above.