core: windows: Get triangle showing, still freezing on run. Comment out more windows, set value of window back on presentFrame.
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e15cbe63de
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06aec428de
3 changed files with 128 additions and 144 deletions
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@ -26,47 +26,44 @@ pub fn init(
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core.on_exit = app_mod.id.deinit;
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const main_window = core.windows.getValue(core.main_window);
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if (main_window.native != null) {
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// if window.native is not null, the window is initialized
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// Create our shader module
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const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Create our shader module
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const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Blend state describes how rendered colors get blended
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const blend = gpu.BlendState{};
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// Blend state describes how rendered colors get blended
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const blend = gpu.BlendState{};
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = core.windows.get(core.main_window, .framebuffer_format),
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.blend = &blend,
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};
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = main_window.framebuffer_format,
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.blend = &blend,
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};
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// Fragment state describes which shader and entrypoint to use for rendering fragments.
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const fragment = gpu.FragmentState.init(.{
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// Fragment state describes which shader and entrypoint to use for rendering fragments.
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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// Create our render pipeline that will ultimately get pixels onto the screen.
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const label = @tagName(mach_module) ++ ".init";
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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.entry_point = "vertex_main",
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},
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};
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const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
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// Create our render pipeline that will ultimately get pixels onto the screen.
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const label = @tagName(mach_module) ++ ".init";
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "vertex_main",
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},
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};
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const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.title_timer = try mach.time.Timer.start(),
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.pipeline = pipeline,
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};
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}
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.title_timer = try mach.time.Timer.start(),
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.pipeline = pipeline,
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};
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}
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// TODO(object): window-title
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@ -101,9 +98,7 @@ pub fn tick(app: *App, core: *mach.Core) void {
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}
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}
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var main_window = core.windows.getValue(core.main_window);
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// Window is ready when device is not null
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const main_window = core.windows.getValue(core.main_window);
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// Grab the back buffer of the swapchain
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// TODO(Core)
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