shaderexp: avoid using engine.internal and update to new engine API
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03491dfd27
commit
01eee68f5b
1 changed files with 31 additions and 33 deletions
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@ -39,22 +39,10 @@ last_mtime: i128,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try std.time.Timer.start();
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engine.core.internal.window.setKeyCallback(struct {
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fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
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_ = scancode;
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_ = mods;
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if (action == .press) {
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switch (key) {
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.space => window.setShouldClose(true),
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else => {},
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}
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}
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}
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}.callback);
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// On linux if we don't set a minimum size, you can squish the window to 0 pixels of width and height,
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// this makes some strange effects when that happens, so it's better to leave a minimum size to avoid that,
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// this doesn't prevent you from minimizing the window.
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try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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var fragment_file: std.fs.File = undefined;
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var last_mtime: i128 = undefined;
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@ -72,9 +60,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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}
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var code = try fragment_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u16), null, 1, 0);
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const queue = engine.gpu_driver.device.getQueue();
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const queue = engine.device.getQueue();
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const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
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const vertex_buffer = engine.device.createBuffer(&.{
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.usage = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = true,
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@ -83,7 +71,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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vertex_buffer.unmap();
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const index_buffer = engine.gpu_driver.device.createBuffer(&.{
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const index_buffer = engine.device.createBuffer(&.{
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.usage = .{ .index = true },
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.size = @sizeOf(u16) * indices.len,
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.mapped_at_creation = true,
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@ -97,12 +85,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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var bgl: gpu.BindGroupLayout = undefined;
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const pipeline = recreatePipeline(engine, code, &bgl);
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const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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const uniform_buffer = engine.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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});
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const bind_group = engine.gpu_driver.device.createBindGroup(
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const bind_group = engine.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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@ -136,6 +124,16 @@ pub fn deinit(app: *App, engine: *mach.Engine) void {
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}
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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while (engine.pollEvent()) |event| {
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switch (event) {
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.key_press => |ev| {
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if (ev.key == .space)
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engine.setShouldClose(true);
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},
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else => {},
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}
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}
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if (app.fragment_shader_file.stat()) |stat| {
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if (app.last_mtime < stat.mtime) {
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std.log.info("The fragment shader has been changed", .{});
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@ -151,7 +149,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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std.log.err("Something went wrong when attempting to stat file: {}\n", .{err});
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}
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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@ -160,7 +158,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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.store_op = .store,
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};
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const encoder = engine.gpu_driver.device.createCommandEncoder(null);
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const encoder = engine.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = null,
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@ -168,7 +166,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
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const ubo = UniformBufferObject{
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.resolution = .{ @intToFloat(f32, engine.gpu_driver.current_desc.width), @intToFloat(f32, engine.gpu_driver.current_desc.height) },
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.resolution = .{ @intToFloat(f32, engine.current_desc.width), @intToFloat(f32, engine.current_desc.height) },
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.time = time,
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};
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encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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@ -187,14 +185,14 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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app.queue.submit(&.{command});
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command.release();
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engine.gpu_driver.swap_chain.?.present();
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engine.swap_chain.?.present();
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back_buffer_view.release();
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return true;
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}
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fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline {
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const vs_module = engine.gpu_driver.device.createShaderModule(&.{
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const vs_module = engine.device.createShaderModule(&.{
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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@ -212,14 +210,14 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
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// Check wether the fragment shader code compiled successfully, if not
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// print the validation layer error and show a black screen
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engine.gpu_driver.device.pushErrorScope(.validation);
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var fs_module = engine.gpu_driver.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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engine.device.pushErrorScope(.validation);
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var fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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.label = "my fragment shader",
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.code = .{ .wgsl = fragment_shader_code },
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});
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var error_occurred: bool = false;
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// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
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_ = engine.gpu_driver.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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_ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .noError) {
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std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
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@ -228,7 +226,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
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}
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}.callback));
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if (error_occurred) {
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fs_module = engine.gpu_driver.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("black_screen_frag.wgsl") },
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});
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@ -248,7 +246,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
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},
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};
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const color_target = gpu.ColorTargetState{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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@ -261,7 +259,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
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const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .fragment = true }, .uniform, true, 0);
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// bgl is needed outside, for the creation of the uniform_buffer in main
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const bgl_tmp = engine.gpu_driver.device.createBindGroupLayout(
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const bgl_tmp = engine.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{bgle},
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},
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@ -276,7 +274,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
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}
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl_tmp};
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const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
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const pipeline_layout = engine.device.createPipelineLayout(&.{
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.bind_group_layouts = &bind_group_layouts,
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});
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defer pipeline_layout.release();
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@ -305,10 +303,10 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
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// Create the render pipeline. Even if the shader compilation succeeded, this could fail if the
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// shader is missing a `main` entrypoint.
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engine.gpu_driver.device.pushErrorScope(.validation);
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const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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engine.device.pushErrorScope(.validation);
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const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
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// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
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_ = engine.gpu_driver.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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_ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .noError) {
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std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
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