{examples,shaderexp}: make const App public
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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72ea652dca
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167f2d3a4f
9 changed files with 9 additions and 9 deletions
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@ -16,7 +16,7 @@ const Vec = zm.Vec;
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const Mat = zm.Mat;
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const Quat = zm.Quat;
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const App = @This();
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pub const App = @This();
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queue: gpu.Queue,
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cube: Cube,
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@ -12,7 +12,7 @@ particle_bind_groups: [2]gpu.BindGroup,
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sim_param_buffer: gpu.Buffer,
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frame_counter: usize,
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const App = @This();
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pub const App = @This();
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const num_particle = 1500;
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@ -16,7 +16,7 @@ const zm = @import("zmath");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const App = @This();
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pub const App = @This();
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const UniformBufferObject = struct {
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mat: zm.Mat,
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@ -18,7 +18,7 @@ vertex_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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const App = @This();
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pub const App = @This();
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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@ -6,7 +6,7 @@ const zm = @import("zmath");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const App = @This();
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pub const App = @This();
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const UniformBufferObject = struct {
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mat: zm.Mat,
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@ -21,7 +21,7 @@ bind_group: gpu.BindGroup,
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depth_texture: ?gpu.Texture,
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depth_texture_view: gpu.TextureView,
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const App = @This();
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pub const App = @This();
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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@ -2,7 +2,7 @@ const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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const App = @This();
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pub const App = @This();
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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@ -19,7 +19,7 @@ uniform_buffer: gpu.Buffer,
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bind_group1: gpu.BindGroup,
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bind_group2: gpu.BindGroup,
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const App = @This();
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pub const App = @This();
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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