examples: update to new Engine API
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9 changed files with 170 additions and 170 deletions
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@ -4,8 +4,8 @@
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//! We also need a second texture to use on the cube, that after the render pass
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//! needs to copy the other texture. We can't use the same texture since
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//! it would interfere with the sincronization on the gpu during the render pass.
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//! This demo currently does not work on opengl, because engine.gpu_driver.current_desc.width/height,
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//! are set to 0 after engine.gpu_driver.init() and because webgpu does not implement copyTextureToTexture,
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//! This demo currently does not work on opengl, because engine.current_desc.width/height,
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//! are set to 0 after engine.init() and because webgpu does not implement copyTextureToTexture,
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//! for opengl
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const std = @import("std");
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@ -41,9 +41,9 @@ bgl: gpu.BindGroupLayout,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try mach.Timer.start();
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try engine.core.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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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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@ -59,7 +59,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.attributes = &vertex_attributes,
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};
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const fs_module = engine.gpu_driver.device.createShaderModule(&.{
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const fs_module = engine.device.createShaderModule(&.{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("frag.wgsl") },
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});
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@ -77,7 +77,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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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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@ -91,14 +91,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
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const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
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const bgl = engine.gpu_driver.device.createBindGroupLayout(
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const bgl = engine.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
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},
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);
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
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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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@ -128,7 +128,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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};
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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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@ -137,44 +137,44 @@ 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 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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// The texture to put on the cube
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const cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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const cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .texture_binding = true, .copy_dst = true },
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.format = engine.gpu_driver.swap_chain_format,
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.size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height },
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.format = engine.swap_chain_format,
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});
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// The texture on which we render
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const cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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const cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true, .copy_src = true },
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.format = engine.gpu_driver.swap_chain_format,
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.size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height },
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.format = engine.swap_chain_format,
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});
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const sampler = engine.gpu_driver.device.createSampler(&gpu.Sampler.Descriptor{
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const sampler = engine.device.createSampler(&gpu.Sampler.Descriptor{
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.mag_filter = .linear,
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.min_filter = .linear,
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});
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const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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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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@ -185,8 +185,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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);
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app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = engine.gpu_driver.device.getQueue();
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app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = engine.device.getQueue();
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app.vertex_buffer = vertex_buffer;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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@ -219,18 +219,18 @@ pub fn deinit(app: *App, _: *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.core.pollEvent()) |event| {
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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.core.setShouldClose(true);
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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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const cube_view = app.cube_texture_view_render;
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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 cube_color_attachment = gpu.RenderPassColorAttachment{
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.view = cube_view,
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@ -256,7 +256,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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.stencil_store_op = .none,
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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 cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{cube_color_attachment},
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.depth_stencil_attachment = &depth_stencil_attachment,
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@ -276,7 +276,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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);
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const proj = zm.perspectiveFovRh(
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(std.math.pi * 2.0 / 5.0),
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@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
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@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
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1,
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100,
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);
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@ -301,7 +301,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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&gpu.ImageCopyTexture{
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.texture = app.cube_texture,
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},
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&.{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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&.{ .width = engine.current_desc.width, .height = engine.current_desc.height },
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);
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const cube_pass = encoder.beginRenderPass(&cube_render_pass_info);
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@ -317,7 +317,7 @@ 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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@ -326,23 +326,23 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
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if (app.depth_texture != null) {
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app.depth_texture.?.release();
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app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true },
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.size = .{ .width = width, .height = height },
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.format = .depth24_plus,
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});
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app.cube_texture.release();
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app.cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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app.cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .texture_binding = true, .copy_dst = true },
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.size = .{ .width = width, .height = height },
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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});
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app.cube_texture_render.release();
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app.cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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app.cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true, .copy_src = true },
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.size = .{ .width = width, .height = height },
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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});
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app.depth_texture_view.release();
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@ -355,21 +355,21 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
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app.cube_texture_view.release();
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app.cube_texture_view = app.cube_texture.createView(&gpu.TextureView.Descriptor{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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app.cube_texture_view_render.release();
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app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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app.bind_group.release();
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app.bind_group = engine.gpu_driver.device.createBindGroup(
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app.bind_group = engine.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = app.bgl,
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.entries = &.{
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@ -380,7 +380,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
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},
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);
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} else {
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app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true },
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.size = .{ .width = width, .height = height },
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.format = .depth24_plus,
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