From 01eee68f5b04e891ea304db6859a040f6671ade9 Mon Sep 17 00:00:00 2001 From: iddev5 Date: Wed, 1 Jun 2022 12:32:05 +0530 Subject: [PATCH] shaderexp: avoid using engine.internal and update to new engine API --- shaderexp/main.zig | 64 ++++++++++++++++++++++------------------------ 1 file changed, 31 insertions(+), 33 deletions(-) diff --git a/shaderexp/main.zig b/shaderexp/main.zig index 51b11a00..149e2a93 100755 --- a/shaderexp/main.zig +++ b/shaderexp/main.zig @@ -39,22 +39,10 @@ last_mtime: i128, pub fn init(app: *App, engine: *mach.Engine) !void { timer = try std.time.Timer.start(); - engine.core.internal.window.setKeyCallback(struct { - fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void { - _ = scancode; - _ = mods; - if (action == .press) { - switch (key) { - .space => window.setShouldClose(true), - else => {}, - } - } - } - }.callback); // On linux if we don't set a minimum size, you can squish the window to 0 pixels of width and height, // this makes some strange effects when that happens, so it's better to leave a minimum size to avoid that, // this doesn't prevent you from minimizing the window. - try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); + try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); var fragment_file: std.fs.File = undefined; var last_mtime: i128 = undefined; @@ -72,9 +60,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void { } var code = try fragment_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u16), null, 1, 0); - const queue = engine.gpu_driver.device.getQueue(); + const queue = engine.device.getQueue(); - const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{ + const vertex_buffer = engine.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = true, @@ -83,7 +71,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { std.mem.copy(Vertex, vertex_mapped, vertices[0..]); vertex_buffer.unmap(); - const index_buffer = engine.gpu_driver.device.createBuffer(&.{ + const index_buffer = engine.device.createBuffer(&.{ .usage = .{ .index = true }, .size = @sizeOf(u16) * indices.len, .mapped_at_creation = true, @@ -97,12 +85,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void { var bgl: gpu.BindGroupLayout = undefined; const pipeline = recreatePipeline(engine, code, &bgl); - const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{ + const uniform_buffer = engine.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject), .mapped_at_creation = false, }); - const bind_group = engine.gpu_driver.device.createBindGroup( + const bind_group = engine.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -136,6 +124,16 @@ pub fn deinit(app: *App, engine: *mach.Engine) void { } pub fn update(app: *App, engine: *mach.Engine) !bool { + while (engine.pollEvent()) |event| { + switch (event) { + .key_press => |ev| { + if (ev.key == .space) + engine.setShouldClose(true); + }, + else => {}, + } + } + if (app.fragment_shader_file.stat()) |stat| { if (app.last_mtime < stat.mtime) { std.log.info("The fragment shader has been changed", .{}); @@ -151,7 +149,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool { std.log.err("Something went wrong when attempting to stat file: {}\n", .{err}); } - const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -160,7 +158,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool { .store_op = .store, }; - const encoder = engine.gpu_driver.device.createCommandEncoder(null); + const encoder = engine.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, .depth_stencil_attachment = null, @@ -168,7 +166,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool { const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s); const ubo = UniformBufferObject{ - .resolution = .{ @intToFloat(f32, engine.gpu_driver.current_desc.width), @intToFloat(f32, engine.gpu_driver.current_desc.height) }, + .resolution = .{ @intToFloat(f32, engine.current_desc.width), @intToFloat(f32, engine.current_desc.height) }, .time = time, }; encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo}); @@ -187,14 +185,14 @@ pub fn update(app: *App, engine: *mach.Engine) !bool { app.queue.submit(&.{command}); command.release(); - engine.gpu_driver.swap_chain.?.present(); + engine.swap_chain.?.present(); back_buffer_view.release(); return true; } fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline { - const vs_module = engine.gpu_driver.device.createShaderModule(&.{ + const vs_module = engine.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); @@ -212,14 +210,14 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg // Check wether the fragment shader code compiled successfully, if not // print the validation layer error and show a black screen - engine.gpu_driver.device.pushErrorScope(.validation); - var fs_module = engine.gpu_driver.device.createShaderModule(&gpu.ShaderModule.Descriptor{ + engine.device.pushErrorScope(.validation); + var fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{ .label = "my fragment shader", .code = .{ .wgsl = fragment_shader_code }, }); var error_occurred: bool = false; // popErrorScope() returns always true, (unless maybe it fails to capture the error scope?) - _ = engine.gpu_driver.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { + _ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void { if (typ != .noError) { std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message}); @@ -228,7 +226,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg } }.callback)); if (error_occurred) { - fs_module = engine.gpu_driver.device.createShaderModule(&gpu.ShaderModule.Descriptor{ + fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("black_screen_frag.wgsl") }, }); @@ -248,7 +246,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg }, }; const color_target = gpu.ColorTargetState{ - .format = engine.gpu_driver.swap_chain_format, + .format = engine.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -261,7 +259,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .fragment = true }, .uniform, true, 0); // bgl is needed outside, for the creation of the uniform_buffer in main - const bgl_tmp = engine.gpu_driver.device.createBindGroupLayout( + const bgl_tmp = engine.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor{ .entries = &.{bgle}, }, @@ -276,7 +274,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg } const bind_group_layouts = [_]gpu.BindGroupLayout{bgl_tmp}; - const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{ + const pipeline_layout = engine.device.createPipelineLayout(&.{ .bind_group_layouts = &bind_group_layouts, }); defer pipeline_layout.release(); @@ -305,10 +303,10 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg // Create the render pipeline. Even if the shader compilation succeeded, this could fail if the // shader is missing a `main` entrypoint. - engine.gpu_driver.device.pushErrorScope(.validation); - const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor); + engine.device.pushErrorScope(.validation); + const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); // popErrorScope() returns always true, (unless maybe it fails to capture the error scope?) - _ = engine.gpu_driver.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { + _ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void { if (typ != .noError) { std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});