{examples,shaderexp}: rename mach.Engine -> mach.Core

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-07-04 19:46:27 -07:00 committed by Stephen Gutekanst
parent e79c9e075a
commit 1b97c9f1e5
10 changed files with 263 additions and 263 deletions

View file

@ -32,33 +32,33 @@ const Dir = struct {
const right: u8 = 0b1000; const right: u8 = 0b1000;
}; };
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
try engine.setOptions(.{ try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
const eye = vec3(5.0, 7.0, 5.0); const eye = vec3(5.0, 7.0, 5.0);
const target = vec3(0.0, 0.0, 0.0); const target = vec3(0.0, 0.0, 0.0);
const size = engine.getFramebufferSize(); const size = core.getFramebufferSize();
const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height); const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
app.queue = engine.device.getQueue(); app.queue = core.device.getQueue();
app.cube = Cube.init(engine); app.cube = Cube.init(core);
app.light = Light.init(engine); app.light = Light.init(core);
app.depth = null; app.depth = null;
app.camera = Camera.init(engine.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0); app.camera = Camera.init(core.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0);
} }
pub fn deinit(app: *App, _: *mach.Engine) void { pub fn deinit(app: *App, _: *mach.Core) void {
app.depth.?.release(); app.depth.?.release();
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| switch (ev.key) { .key_press => |ev| switch (ev.key) {
.q, .escape, .space => engine.setShouldClose(true), .q, .escape, .space => core.setShouldClose(true),
.w, .up => { .w, .up => {
app.keys |= Dir.up; app.keys |= Dir.up;
}, },
@ -93,7 +93,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
} }
// move camera // move camera
const speed = zm.f32x4s(@floatCast(f32, engine.delta_time * 5)); const speed = zm.f32x4s(@floatCast(f32, core.delta_time * 5));
const fwd = zm.normalize3(app.camera.target - app.camera.eye); const fwd = zm.normalize3(app.camera.target - app.camera.eye);
const right = zm.normalize3(zm.cross3(fwd, app.camera.up)); const right = zm.normalize3(zm.cross3(fwd, app.camera.up));
@ -108,13 +108,13 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.camera.update(app.queue); app.camera.update(app.queue);
// move light // move light
const light_speed = @floatCast(f32, engine.delta_time * 2.5); const light_speed = @floatCast(f32, core.delta_time * 2.5);
app.light.update(app.queue, light_speed); app.light.update(app.queue, light_speed);
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
defer back_buffer_view.release(); defer back_buffer_view.release();
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
defer encoder.release(); defer encoder.release();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
@ -171,16 +171,16 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
defer command.release(); defer command.release();
app.queue.submit(&.{command}); app.queue.submit(&.{command});
engine.swap_chain.?.present(); core.swap_chain.?.present();
} }
pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void { pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void {
// If window is resized, recreate depth buffer otherwise we cannot use it. // If window is resized, recreate depth buffer otherwise we cannot use it.
if (app.depth != null) { if (app.depth != null) {
app.depth.?.release(); app.depth.?.release();
} }
// It also recreates the sampler, which is a waste, but for an example it's ok // It also recreates the sampler, which is a waste, but for an example it's ok
app.depth = Texture.depth(engine.device, width, height); app.depth = Texture.depth(core.device, width, height);
} }
const Camera = struct { const Camera = struct {
@ -283,8 +283,8 @@ const Cube = struct {
const SPACING = 2; // spacing between cubes const SPACING = 2; // spacing between cubes
const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2); const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2);
fn init(engine: *mach.Engine) Self { fn init(core: *mach.Core) Self {
const device = engine.device; const device = core.device;
const texture = Brick.texture(device); const texture = Brick.texture(device);
@ -322,12 +322,12 @@ const Cube = struct {
.mesh = mesh(device), .mesh = mesh(device),
.texture = texture, .texture = texture,
.instance = instance, .instance = instance,
.pipeline = pipeline(engine), .pipeline = pipeline(core),
}; };
} }
fn pipeline(engine: *mach.Engine) gpu.RenderPipeline { fn pipeline(core: *mach.Core) gpu.RenderPipeline {
const device = engine.device; const device = core.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{ const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layouts = &.{ .bind_group_layouts = &.{
@ -359,7 +359,7 @@ const Cube = struct {
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
.blend = &blend, .blend = &blend,
}; };
@ -732,8 +732,8 @@ const Light = struct {
color: Vec, color: Vec,
}; };
fn init(engine: *mach.Engine) Self { fn init(core: *mach.Core) Self {
const device = engine.device; const device = core.device;
const uniform = .{ const uniform = .{
.color = vec3u(1, 1, 1), .color = vec3u(1, 1, 1),
.position = vec3u(3, 7, 2), .position = vec3u(3, 7, 2),
@ -755,7 +755,7 @@ const Light = struct {
.buffer = buffer, .buffer = buffer,
.uniform = uniform, .uniform = uniform,
.bind_group = bind_group, .bind_group = bind_group,
.pipeline = Self.pipeline(engine), .pipeline = Self.pipeline(core),
}; };
} }
@ -779,8 +779,8 @@ const Light = struct {
}); });
} }
fn pipeline(engine: *mach.Engine) gpu.RenderPipeline { fn pipeline(core: *mach.Core) gpu.RenderPipeline {
const device = engine.device; const device = core.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{ const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layouts = &.{ .bind_group_layouts = &.{
@ -811,7 +811,7 @@ const Light = struct {
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
.blend = &blend, .blend = &blend,
}; };

View file

@ -26,13 +26,13 @@ var sim_params = [_]f32{
0.005, // .rule_3_scale 0.005, // .rule_3_scale
}; };
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
const sprite_shader_module = engine.device.createShaderModule(&.{ const sprite_shader_module = core.device.createShaderModule(&.{
.label = "sprite shader module", .label = "sprite shader module",
.code = .{ .wgsl = @embedFile("sprite.wgsl") }, .code = .{ .wgsl = @embedFile("sprite.wgsl") },
}); });
const update_sprite_shader_module = engine.device.createShaderModule(&.{ const update_sprite_shader_module = core.device.createShaderModule(&.{
.label = "update sprite shader module", .label = "update sprite shader module",
.code = .{ .wgsl = @embedFile("updateSprites.wgsl") }, .code = .{ .wgsl = @embedFile("updateSprites.wgsl") },
}); });
@ -61,7 +61,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const render_pipeline = engine.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{ const render_pipeline = core.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
.vertex = .{ .vertex = .{
.module = sprite_shader_module, .module = sprite_shader_module,
.entry_point = "vert_main", .entry_point = "vert_main",
@ -84,12 +84,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
.fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{ .fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{
.{ .{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
}, },
} }, } },
}); });
const compute_pipeline = engine.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{ const compute_pipeline = core.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
.module = update_sprite_shader_module, .module = update_sprite_shader_module,
.entry_point = "main", .entry_point = "main",
} }); } });
@ -99,17 +99,17 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
-0.02, 0.0, 0.02, -0.02, 0.0, 0.02,
}; };
const sprite_vertex_buffer = engine.device.createBuffer(&gpu.Buffer.Descriptor{ const sprite_vertex_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{
.usage = .{ .vertex = true, .copy_dst = true }, .usage = .{ .vertex = true, .copy_dst = true },
.size = vert_buffer_data.len * @sizeOf(f32), .size = vert_buffer_data.len * @sizeOf(f32),
}); });
engine.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data); core.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
const sim_param_buffer = engine.device.createBuffer(&gpu.Buffer.Descriptor{ const sim_param_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{
.usage = .{ .uniform = true, .copy_dst = true }, .usage = .{ .uniform = true, .copy_dst = true },
.size = sim_params.len * @sizeOf(f32), .size = sim_params.len * @sizeOf(f32),
}); });
engine.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params); core.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
var initial_particle_data: [num_particle * 4]f32 = undefined; var initial_particle_data: [num_particle * 4]f32 = undefined;
var rng = std.rand.DefaultPrng.init(0); var rng = std.rand.DefaultPrng.init(0);
@ -126,7 +126,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
var particle_bind_groups: [2]gpu.BindGroup = undefined; var particle_bind_groups: [2]gpu.BindGroup = undefined;
i = 0; i = 0;
while (i < 2) : (i += 1) { while (i < 2) : (i += 1) {
particle_buffers[i] = engine.device.createBuffer(&gpu.Buffer.Descriptor{ particle_buffers[i] = core.device.createBuffer(&gpu.Buffer.Descriptor{
.usage = .{ .usage = .{
.vertex = true, .vertex = true,
.copy_dst = true, .copy_dst = true,
@ -134,12 +134,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
.size = initial_particle_data.len * @sizeOf(f32), .size = initial_particle_data.len * @sizeOf(f32),
}); });
engine.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data); core.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
} }
i = 0; i = 0;
while (i < 2) : (i += 1) { while (i < 2) : (i += 1) {
particle_bind_groups[i] = engine.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{ particle_bind_groups[i] = core.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{
gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)), gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)), gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)), gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)),
@ -155,10 +155,10 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
app.frame_counter = 0; app.frame_counter = 0;
} }
pub fn deinit(_: *App, _: *mach.Engine) void {} pub fn deinit(_: *App, _: *mach.Core) void {}
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.resolve_target = null, .resolve_target = null,
@ -171,10 +171,10 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
color_attachment, color_attachment,
} }; } };
sim_params[0] = @floatCast(f32, engine.delta_time); sim_params[0] = @floatCast(f32, core.delta_time);
engine.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params); core.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params);
const command_encoder = engine.device.createCommandEncoder(null); const command_encoder = core.device.createCommandEncoder(null);
{ {
const pass_encoder = command_encoder.beginComputePass(null); const pass_encoder = command_encoder.beginComputePass(null);
pass_encoder.setPipeline(app.compute_pipeline); pass_encoder.setPipeline(app.compute_pipeline);
@ -200,9 +200,9 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
var command = command_encoder.finish(null); var command = command_encoder.finish(null);
command_encoder.release(); command_encoder.release();
engine.device.getQueue().submit(&.{command}); core.device.getQueue().submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }

View file

@ -4,8 +4,8 @@
//! We also need a second texture to use on the cube, that after the render pass //! We also need a second texture to use on the cube, that after the render pass
//! needs to copy the other texture. We can't use the same texture since //! needs to copy the other texture. We can't use the same texture since
//! it would interfere with the sincronization on the gpu during the render pass. //! it would interfere with the sincronization on the gpu during the render pass.
//! This demo currently does not work on opengl, because engine.current_desc.width/height, //! This demo currently does not work on opengl, because core.current_desc.width/height,
//! are set to 0 after engine.init() and because webgpu does not implement copyTextureToTexture, //! are set to 0 after core.init() and because webgpu does not implement copyTextureToTexture,
//! for opengl //! for opengl
const std = @import("std"); const std = @import("std");
@ -38,14 +38,14 @@ cube_texture_view_render: gpu.TextureView,
sampler: gpu.Sampler, sampler: gpu.Sampler,
bgl: gpu.BindGroupLayout, bgl: gpu.BindGroupLayout,
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
timer = try mach.Timer.start(); timer = try mach.Timer.start();
try engine.setOptions(.{ try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
@ -61,7 +61,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.attributes = &vertex_attributes, .attributes = &vertex_attributes,
}; };
const fs_module = engine.device.createShaderModule(&.{ const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") }, .code = .{ .wgsl = @embedFile("frag.wgsl") },
}); });
@ -79,7 +79,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = &blend, .blend = &blend,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -93,14 +93,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering); const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false); const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
const bgl = engine.device.createBindGroupLayout( const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{ &gpu.BindGroupLayout.Descriptor{
.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview }, .entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
}, },
); );
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = engine.device.createPipelineLayout(&.{ const pipeline_layout = core.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts, .bind_group_layouts = &bind_group_layouts,
}); });
@ -130,7 +130,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const vertex_buffer = engine.device.createBuffer(&.{ const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true }, .usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len, .size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true, .mapped_at_creation = true,
@ -139,44 +139,44 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
std.mem.copy(Vertex, vertex_mapped, vertices[0..]); std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap(); vertex_buffer.unmap();
const uniform_buffer = engine.device.createBuffer(&.{ const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true }, .usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject), .size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
// The texture to put on the cube // The texture to put on the cube
const cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ const cube_texture = core.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .texture_binding = true, .copy_dst = true }, .usage = .{ .texture_binding = true, .copy_dst = true },
.size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height }, .size = .{ .width = core.current_desc.width, .height = core.current_desc.height },
.format = engine.swap_chain_format, .format = core.swap_chain_format,
}); });
// The texture on which we render // The texture on which we render
const cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{ const cube_texture_render = core.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true, .copy_src = true }, .usage = .{ .render_attachment = true, .copy_src = true },
.size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height }, .size = .{ .width = core.current_desc.width, .height = core.current_desc.height },
.format = engine.swap_chain_format, .format = core.swap_chain_format,
}); });
const sampler = engine.device.createSampler(&gpu.Sampler.Descriptor{ const sampler = core.device.createSampler(&gpu.Sampler.Descriptor{
.mag_filter = .linear, .mag_filter = .linear,
.min_filter = .linear, .min_filter = .linear,
}); });
const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{ const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.dimension = .dimension_2d, .dimension = .dimension_2d,
.mip_level_count = 1, .mip_level_count = 1,
.array_layer_count = 1, .array_layer_count = 1,
}); });
const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{ const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.dimension = .dimension_2d, .dimension = .dimension_2d,
.mip_level_count = 1, .mip_level_count = 1,
.array_layer_count = 1, .array_layer_count = 1,
}); });
const bind_group = engine.device.createBindGroup( const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = bgl, .layout = bgl,
.entries = &.{ .entries = &.{
@ -187,8 +187,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
); );
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.device.getQueue(); app.queue = core.device.getQueue();
app.vertex_buffer = vertex_buffer; app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer; app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group; app.bind_group = bind_group;
@ -206,7 +206,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
pipeline_layout.release(); pipeline_layout.release();
} }
pub fn deinit(app: *App, _: *mach.Engine) void { pub fn deinit(app: *App, _: *mach.Core) void {
app.bgl.release(); app.bgl.release();
app.vertex_buffer.release(); app.vertex_buffer.release();
app.uniform_buffer.release(); app.uniform_buffer.release();
@ -220,19 +220,19 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
app.depth_texture_view.release(); app.depth_texture_view.release();
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| { .key_press => |ev| {
if (ev.key == .space) if (ev.key == .space)
engine.setShouldClose(true); core.setShouldClose(true);
}, },
else => {}, else => {},
} }
} }
const cube_view = app.cube_texture_view_render; const cube_view = app.cube_texture_view_render;
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const cube_color_attachment = gpu.RenderPassColorAttachment{ const cube_color_attachment = gpu.RenderPassColorAttachment{
.view = cube_view, .view = cube_view,
@ -258,7 +258,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.stencil_store_op = .none, .stencil_store_op = .none,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{ const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{cube_color_attachment}, .color_attachments = &.{cube_color_attachment},
.depth_stencil_attachment = &depth_stencil_attachment, .depth_stencil_attachment = &depth_stencil_attachment,
@ -278,7 +278,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
); );
const proj = zm.perspectiveFovRh( const proj = zm.perspectiveFovRh(
(std.math.pi * 2.0 / 5.0), (std.math.pi * 2.0 / 5.0),
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
1, 1,
100, 100,
); );
@ -303,7 +303,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
&gpu.ImageCopyTexture{ &gpu.ImageCopyTexture{
.texture = app.cube_texture, .texture = app.cube_texture,
}, },
&.{ .width = engine.current_desc.width, .height = engine.current_desc.height }, &.{ .width = core.current_desc.width, .height = core.current_desc.height },
); );
const cube_pass = encoder.beginRenderPass(&cube_render_pass_info); const cube_pass = encoder.beginRenderPass(&cube_render_pass_info);
@ -319,30 +319,30 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }
pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void { pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void {
if (app.depth_texture != null) { if (app.depth_texture != null) {
app.depth_texture.?.release(); app.depth_texture.?.release();
app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true }, .usage = .{ .render_attachment = true },
.size = .{ .width = width, .height = height }, .size = .{ .width = width, .height = height },
.format = .depth24_plus, .format = .depth24_plus,
}); });
app.cube_texture.release(); app.cube_texture.release();
app.cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ app.cube_texture = core.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .texture_binding = true, .copy_dst = true }, .usage = .{ .texture_binding = true, .copy_dst = true },
.size = .{ .width = width, .height = height }, .size = .{ .width = width, .height = height },
.format = engine.swap_chain_format, .format = core.swap_chain_format,
}); });
app.cube_texture_render.release(); app.cube_texture_render.release();
app.cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{ app.cube_texture_render = core.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true, .copy_src = true }, .usage = .{ .render_attachment = true, .copy_src = true },
.size = .{ .width = width, .height = height }, .size = .{ .width = width, .height = height },
.format = engine.swap_chain_format, .format = core.swap_chain_format,
}); });
app.depth_texture_view.release(); app.depth_texture_view.release();
@ -355,21 +355,21 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
app.cube_texture_view.release(); app.cube_texture_view.release();
app.cube_texture_view = app.cube_texture.createView(&gpu.TextureView.Descriptor{ app.cube_texture_view = app.cube_texture.createView(&gpu.TextureView.Descriptor{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.dimension = .dimension_2d, .dimension = .dimension_2d,
.mip_level_count = 1, .mip_level_count = 1,
.array_layer_count = 1, .array_layer_count = 1,
}); });
app.cube_texture_view_render.release(); app.cube_texture_view_render.release();
app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{ app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.dimension = .dimension_2d, .dimension = .dimension_2d,
.mip_level_count = 1, .mip_level_count = 1,
.array_layer_count = 1, .array_layer_count = 1,
}); });
app.bind_group.release(); app.bind_group.release();
app.bind_group = engine.device.createBindGroup( app.bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = app.bgl, .layout = app.bgl,
.entries = &.{ .entries = &.{
@ -380,7 +380,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
}, },
); );
} else { } else {
app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{
.usage = .{ .render_attachment = true }, .usage = .{ .render_attachment = true },
.size = .{ .width = width, .height = height }, .size = .{ .width = width, .height = height },
.format = .depth24_plus, .format = .depth24_plus,

View file

@ -31,21 +31,21 @@ update_frag_uniform_buffer: bool,
bind_group: gpu.BindGroup, bind_group: gpu.BindGroup,
texture_atlas_data: AtlasRGB8, texture_atlas_data: AtlasRGB8,
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
try engine.setOptions(.{ try core.setOptions(.{
.width = 640, .width = 640,
.height = 480, .height = 480,
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
const queue = engine.device.getQueue(); const queue = core.device.getQueue();
// TODO: Refactor texture atlas size number // TODO: Refactor texture atlas size number
app.texture_atlas_data = try AtlasRGB8.init(engine.allocator, 1280); app.texture_atlas_data = try AtlasRGB8.init(core.allocator, 1280);
const atlas_size = gpu.Extent3D{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size }; const atlas_size = gpu.Extent3D{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size };
const atlas_float_size = @intToFloat(f32, app.texture_atlas_data.size); const atlas_float_size = @intToFloat(f32, app.texture_atlas_data.size);
const texture = engine.device.createTexture(&.{ const texture = core.device.createTexture(&.{
.size = atlas_size, .size = atlas_size,
.format = .rgba8_unorm, .format = .rgba8_unorm,
.usage = .{ .usage = .{
@ -59,35 +59,35 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.rows_per_image = @intCast(u32, atlas_size.height), .rows_per_image = @intCast(u32, atlas_size.height),
}; };
const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png")); const img = try zigimg.Image.fromMemory(core.allocator, @embedFile("../assets/gotta-go-fast.png"));
defer img.deinit(); defer img.deinit();
const atlas_img_region = try app.texture_atlas_data.reserve(engine.allocator, @truncate(u32, img.width), @truncate(u32, img.height)); const atlas_img_region = try app.texture_atlas_data.reserve(core.allocator, @truncate(u32, img.width), @truncate(u32, img.height));
const img_uv_data = atlas_img_region.getUVData(atlas_float_size); const img_uv_data = atlas_img_region.getUVData(atlas_float_size);
switch (img.pixels.?) { switch (img.pixels.?) {
.Rgba32 => |pixels| app.texture_atlas_data.set(atlas_img_region, pixels), .Rgba32 => |pixels| app.texture_atlas_data.set(atlas_img_region, pixels),
.Rgb24 => |pixels| { .Rgb24 => |pixels| {
const data = try rgb24ToRgba32(engine.allocator, pixels); const data = try rgb24ToRgba32(core.allocator, pixels);
defer data.deinit(engine.allocator); defer data.deinit(core.allocator);
app.texture_atlas_data.set(atlas_img_region, data.Rgba32); app.texture_atlas_data.set(atlas_img_region, data.Rgba32);
}, },
else => @panic("unsupported image color format"), else => @panic("unsupported image color format"),
} }
const white_tex_scale = 80; const white_tex_scale = 80;
var atlas_white_region = try app.texture_atlas_data.reserve(engine.allocator, white_tex_scale, white_tex_scale); var atlas_white_region = try app.texture_atlas_data.reserve(core.allocator, white_tex_scale, white_tex_scale);
atlas_white_region.x += 1; atlas_white_region.x += 1;
atlas_white_region.y += 1; atlas_white_region.y += 1;
atlas_white_region.width -= 2; atlas_white_region.width -= 2;
atlas_white_region.height -= 2; atlas_white_region.height -= 2;
const white_texture_uv_data = atlas_white_region.getUVData(atlas_float_size); const white_texture_uv_data = atlas_white_region.getUVData(atlas_float_size);
var white_tex_data = try engine.allocator.alloc(zigimg.color.Rgba32, white_tex_scale * white_tex_scale); var white_tex_data = try core.allocator.alloc(zigimg.color.Rgba32, white_tex_scale * white_tex_scale);
std.mem.set(zigimg.color.Rgba32, white_tex_data, zigimg.color.Rgba32.initRGB(0xff, 0xff, 0xff)); std.mem.set(zigimg.color.Rgba32, white_tex_data, zigimg.color.Rgba32.initRGB(0xff, 0xff, 0xff));
app.texture_atlas_data.set(atlas_white_region, white_tex_data); app.texture_atlas_data.set(atlas_white_region, white_tex_data);
app.vertices = try std.ArrayList(draw.Vertex).initCapacity(engine.allocator, 9); app.vertices = try std.ArrayList(draw.Vertex).initCapacity(core.allocator, 9);
app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(engine.allocator, 3); app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(core.allocator, 3);
// Quick test for using freetype // Quick test for using freetype
const lib = try ft.Library.init(); const lib = try ft.Library.init();
@ -95,13 +95,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
const size_multiplier = 5; const size_multiplier = 5;
const character = "è"; const character = "è";
var label = try Label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, 110 * size_multiplier, engine.allocator); var label = try Label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, 110 * size_multiplier, core.allocator);
defer label.deinit(); defer label.deinit();
// try label.print(app, "All your game's bases are belong to us èçòà", .{}, @Vector(2, f32){ 0, 420 }, @Vector(4, f32){ 1, 1, 1, 1 }); // try label.print(app, "All your game's bases are belong to us èçòà", .{}, @Vector(2, f32){ 0, 420 }, @Vector(4, f32){ 1, 1, 1, 1 });
try label.print(app, character, .{}, @Vector(2, f32){ 50 * size_multiplier, 40 }, @Vector(4, f32){ 1, 1, 1, 1 }); try label.print(app, character, .{}, @Vector(2, f32){ 50 * size_multiplier, 40 }, @Vector(4, f32){ 1, 1, 1, 1 });
var resizable_label: ResizableLabel = undefined; var resizable_label: ResizableLabel = undefined;
try resizable_label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, engine.allocator, white_texture_uv_data); try resizable_label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, core.allocator, white_texture_uv_data);
defer resizable_label.deinit(); defer resizable_label.deinit();
try resizable_label.print(app, character, .{}, @Vector(4, f32){ 0, 40, 0, 0 }, @Vector(4, f32){ 1, 1, 1, 1 }, 80 * size_multiplier); try resizable_label.print(app, character, .{}, @Vector(4, f32){ 0, 40, 0, 0 }, @Vector(4, f32){ 1, 1, 1, 1 }, 80 * size_multiplier);
@ -113,7 +113,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
app.texture_atlas_data.data, app.texture_atlas_data.data,
); );
const wsize = engine.getWindowSize(); const wsize = core.getWindowSize();
const window_width = @intToFloat(f32, wsize.width); const window_width = @intToFloat(f32, wsize.width);
const window_height = @intToFloat(f32, wsize.height); const window_height = @intToFloat(f32, wsize.height);
const triangle_scale = 250; const triangle_scale = 250;
@ -128,12 +128,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
// try draw.quad(app, .{ 0, 0 }, .{ 480, 480 }, .{}, .{ .bottom_left = .{ 0, 0 }, .width_and_height = .{ 1, 1 } }); // try draw.quad(app, .{ 0, 0 }, .{ 480, 480 }, .{}, .{ .bottom_left = .{ 0, 0 }, .width_and_height = .{ 1, 1 } });
// try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data); // try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
const fs_module = engine.device.createShaderModule(&.{ const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") }, .code = .{ .wgsl = @embedFile("frag.wgsl") },
}); });
@ -152,7 +152,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = &blend, .blend = &blend,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -167,13 +167,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0); const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering); const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false); const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
const bgl = engine.device.createBindGroupLayout( const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{ &gpu.BindGroupLayout.Descriptor{
.entries = &.{ vbgle, fbgle, sbgle, tbgle }, .entries = &.{ vbgle, fbgle, sbgle, tbgle },
}, },
); );
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = engine.device.createPipelineLayout(&.{ const pipeline_layout = core.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts, .bind_group_layouts = &bind_group_layouts,
}); });
@ -199,30 +199,30 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const vertex_buffer = engine.device.createBuffer(&.{ const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .vertex = true }, .usage = .{ .copy_dst = true, .vertex = true },
.size = @sizeOf(draw.Vertex) * app.vertices.items.len, .size = @sizeOf(draw.Vertex) * app.vertices.items.len,
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const vertex_uniform_buffer = engine.device.createBuffer(&.{ const vertex_uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true }, .usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(draw.VertexUniform), .size = @sizeOf(draw.VertexUniform),
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const frag_uniform_buffer = engine.device.createBuffer(&.{ const frag_uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .storage = true }, .usage = .{ .copy_dst = true, .storage = true },
.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len, .size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const sampler = engine.device.createSampler(&.{ const sampler = core.device.createSampler(&.{
// .mag_filter = .linear, // .mag_filter = .linear,
// .min_filter = .linear, // .min_filter = .linear,
}); });
const bind_group = engine.device.createBindGroup( const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = bgl, .layout = bgl,
.entries = &.{ .entries = &.{
@ -234,7 +234,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
); );
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = queue; app.queue = queue;
app.vertex_buffer = vertex_buffer; app.vertex_buffer = vertex_buffer;
app.vertex_uniform_buffer = vertex_uniform_buffer; app.vertex_uniform_buffer = vertex_uniform_buffer;
@ -250,28 +250,28 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
bgl.release(); bgl.release();
} }
pub fn deinit(app: *App, engine: *mach.Engine) void { pub fn deinit(app: *App, core: *mach.Core) void {
app.vertex_buffer.release(); app.vertex_buffer.release();
app.vertex_uniform_buffer.release(); app.vertex_uniform_buffer.release();
app.frag_uniform_buffer.release(); app.frag_uniform_buffer.release();
app.bind_group.release(); app.bind_group.release();
app.vertices.deinit(); app.vertices.deinit();
app.fragment_uniform_list.deinit(); app.fragment_uniform_list.deinit();
app.texture_atlas_data.deinit(engine.allocator); app.texture_atlas_data.deinit(core.allocator);
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| { .key_press => |ev| {
if (ev.key == .space) if (ev.key == .space)
engine.setShouldClose(true); core.setShouldClose(true);
}, },
else => {}, else => {},
} }
} }
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.resolve_target = null, .resolve_target = null,
@ -280,7 +280,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store, .store_op = .store,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{ const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment}, .color_attachments = &.{color_attachment},
}; };
@ -295,7 +295,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.update_frag_uniform_buffer = false; app.update_frag_uniform_buffer = false;
} }
if (app.update_vertex_uniform_buffer) { if (app.update_vertex_uniform_buffer) {
encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{try getVertexUniformBufferObject(engine)}); encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{try getVertexUniformBufferObject(core)});
app.update_vertex_uniform_buffer = false; app.update_vertex_uniform_buffer = false;
} }
} }
@ -313,11 +313,11 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }
pub fn resize(app: *App, _: *mach.Engine, _: u32, _: u32) !void { pub fn resize(app: *App, _: *mach.Core, _: u32, _: u32) !void {
app.update_vertex_uniform_buffer = true; app.update_vertex_uniform_buffer = true;
} }
@ -331,12 +331,12 @@ fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg
} }
// Move to draw.zig // Move to draw.zig
pub fn getVertexUniformBufferObject(engine: *mach.Engine) !draw.VertexUniform { pub fn getVertexUniformBufferObject(core: *mach.Core) !draw.VertexUniform {
// Note: We use window width/height here, not framebuffer width/height. // Note: We use window width/height here, not framebuffer width/height.
// On e.g. macOS, window size may be 640x480 while framebuffer size may be // On e.g. macOS, window size may be 640x480 while framebuffer size may be
// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel, // 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
// coordinate system. // coordinate system.
const window_size = engine.getWindowSize(); const window_size = core.getWindowSize();
const proj = zm.orthographicRh( const proj = zm.orthographicRh(
@intToFloat(f32, window_size.width), @intToFloat(f32, window_size.width),
@intToFloat(f32, window_size.height), @intToFloat(f32, window_size.height),

View file

@ -20,14 +20,14 @@ bind_group: gpu.BindGroup,
const App = @This(); const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
timer = try mach.Timer.start(); timer = try mach.Timer.start();
try engine.setOptions(.{ try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
@ -43,13 +43,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.attributes = &vertex_attributes, .attributes = &vertex_attributes,
}; };
const fs_module = engine.device.createShaderModule(&.{ const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") }, .code = .{ .wgsl = @embedFile("frag.wgsl") },
}); });
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = null, .blend = null,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -61,14 +61,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}; };
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = engine.device.createBindGroupLayout( const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{ &gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle}, .entries = &.{bgle},
}, },
); );
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = engine.device.createPipelineLayout(&.{ const pipeline_layout = core.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts, .bind_group_layouts = &bind_group_layouts,
}); });
@ -94,7 +94,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const vertex_buffer = engine.device.createBuffer(&.{ const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true }, .usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len, .size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true, .mapped_at_creation = true,
@ -107,12 +107,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
const y_count = 4; const y_count = 4;
const num_instances = x_count * y_count; const num_instances = x_count * y_count;
const uniform_buffer = engine.device.createBuffer(&.{ const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true }, .usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject) * num_instances, .size = @sizeOf(UniformBufferObject) * num_instances,
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const bind_group = engine.device.createBindGroup( const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = bgl, .layout = bgl,
.entries = &.{ .entries = &.{
@ -121,8 +121,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
); );
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.device.getQueue(); app.queue = core.device.getQueue();
app.vertex_buffer = vertex_buffer; app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer; app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group; app.bind_group = bind_group;
@ -133,24 +133,24 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
bgl.release(); bgl.release();
} }
pub fn deinit(app: *App, _: *mach.Engine) void { pub fn deinit(app: *App, _: *mach.Core) void {
app.vertex_buffer.release(); app.vertex_buffer.release();
app.bind_group.release(); app.bind_group.release();
app.uniform_buffer.release(); app.uniform_buffer.release();
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| { .key_press => |ev| {
if (ev.key == .space) if (ev.key == .space)
engine.setShouldClose(true); core.setShouldClose(true);
}, },
else => {}, else => {},
} }
} }
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.resolve_target = null, .resolve_target = null,
@ -159,7 +159,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store, .store_op = .store,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{ const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment}, .color_attachments = &.{color_attachment},
}; };
@ -167,7 +167,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
{ {
const proj = zm.perspectiveFovRh( const proj = zm.perspectiveFovRh(
(std.math.pi / 3.0), (std.math.pi / 3.0),
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
10, 10,
30, 30,
); );
@ -207,6 +207,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }

View file

@ -20,14 +20,14 @@ vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer, uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup, bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
timer = try mach.Timer.start(); timer = try mach.Timer.start();
try engine.setOptions(.{ try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
@ -43,7 +43,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.attributes = &vertex_attributes, .attributes = &vertex_attributes,
}; };
const fs_module = engine.device.createShaderModule(&.{ const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") }, .code = .{ .wgsl = @embedFile("frag.wgsl") },
}); });
@ -61,7 +61,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = &blend, .blend = &blend,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -73,14 +73,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}; };
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = engine.device.createBindGroupLayout( const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{ &gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle}, .entries = &.{bgle},
}, },
); );
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = engine.device.createPipelineLayout(&.{ const pipeline_layout = core.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts, .bind_group_layouts = &bind_group_layouts,
}); });
@ -106,7 +106,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const vertex_buffer = engine.device.createBuffer(&.{ const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true }, .usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len, .size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true, .mapped_at_creation = true,
@ -115,12 +115,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
std.mem.copy(Vertex, vertex_mapped, vertices[0..]); std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap(); vertex_buffer.unmap();
const uniform_buffer = engine.device.createBuffer(&.{ const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true }, .usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject), .size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const bind_group = engine.device.createBindGroup( const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = bgl, .layout = bgl,
.entries = &.{ .entries = &.{
@ -129,8 +129,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
); );
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.device.getQueue(); app.queue = core.device.getQueue();
app.vertex_buffer = vertex_buffer; app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer; app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group; app.bind_group = bind_group;
@ -141,24 +141,24 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
bgl.release(); bgl.release();
} }
pub fn deinit(app: *App, _: *mach.Engine) void { pub fn deinit(app: *App, _: *mach.Core) void {
app.vertex_buffer.release(); app.vertex_buffer.release();
app.uniform_buffer.release(); app.uniform_buffer.release();
app.bind_group.release(); app.bind_group.release();
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| { .key_press => |ev| {
if (ev.key == .space) if (ev.key == .space)
engine.setShouldClose(true); core.setShouldClose(true);
}, },
else => {}, else => {},
} }
} }
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.resolve_target = null, .resolve_target = null,
@ -167,7 +167,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store, .store_op = .store,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{ const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment}, .color_attachments = &.{color_attachment},
.depth_stencil_attachment = null, .depth_stencil_attachment = null,
@ -183,7 +183,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
); );
const proj = zm.perspectiveFovRh( const proj = zm.perspectiveFovRh(
(std.math.pi / 4.0), (std.math.pi / 4.0),
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
0.1, 0.1,
10, 10,
); );
@ -207,6 +207,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }

View file

@ -23,14 +23,14 @@ depth_texture_view: gpu.TextureView,
const App = @This(); const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
timer = try mach.Timer.start(); timer = try mach.Timer.start();
try engine.setOptions(.{ try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
@ -46,7 +46,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.attributes = &vertex_attributes, .attributes = &vertex_attributes,
}; };
const fs_module = engine.device.createShaderModule(&.{ const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") }, .code = .{ .wgsl = @embedFile("frag.wgsl") },
}); });
@ -64,7 +64,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = &blend, .blend = &blend,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -98,9 +98,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.cull_mode = .back, .cull_mode = .back,
}, },
}; };
const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
const vertex_buffer = engine.device.createBuffer(&.{ const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true }, .usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len, .size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true, .mapped_at_creation = true,
@ -110,15 +110,15 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
vertex_buffer.unmap(); vertex_buffer.unmap();
// Create a sampler with linear filtering for smooth interpolation. // Create a sampler with linear filtering for smooth interpolation.
const sampler = engine.device.createSampler(&.{ const sampler = core.device.createSampler(&.{
.mag_filter = .linear, .mag_filter = .linear,
.min_filter = .linear, .min_filter = .linear,
}); });
const queue = engine.device.getQueue(); const queue = core.device.getQueue();
const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png")); const img = try zigimg.Image.fromMemory(core.allocator, @embedFile("../assets/gotta-go-fast.png"));
defer img.deinit(); defer img.deinit();
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) }; const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
const cube_texture = engine.device.createTexture(&.{ const cube_texture = core.device.createTexture(&.{
.size = img_size, .size = img_size,
.format = .rgba8_unorm, .format = .rgba8_unorm,
.usage = .{ .usage = .{
@ -134,20 +134,20 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
switch (img.pixels.?) { switch (img.pixels.?) {
.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, pixels), .Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, pixels),
.Rgb24 => |pixels| { .Rgb24 => |pixels| {
const data = try rgb24ToRgba32(engine.allocator, pixels); const data = try rgb24ToRgba32(core.allocator, pixels);
defer data.deinit(engine.allocator); defer data.deinit(core.allocator);
queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, data.Rgba32); queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, data.Rgba32);
}, },
else => @panic("unsupported image color format"), else => @panic("unsupported image color format"),
} }
const uniform_buffer = engine.device.createBuffer(&.{ const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true }, .usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject), .size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const bind_group = engine.device.createBindGroup( const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = pipeline.getBindGroupLayout(0), .layout = pipeline.getBindGroupLayout(0),
.entries = &.{ .entries = &.{
@ -170,7 +170,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
fs_module.release(); fs_module.release();
} }
pub fn deinit(app: *App, _: *mach.Engine) void { pub fn deinit(app: *App, _: *mach.Core) void {
app.vertex_buffer.release(); app.vertex_buffer.release();
app.uniform_buffer.release(); app.uniform_buffer.release();
app.bind_group.release(); app.bind_group.release();
@ -178,18 +178,18 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
app.depth_texture_view.release(); app.depth_texture_view.release();
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| { .key_press => |ev| {
if (ev.key == .space) if (ev.key == .space)
engine.setShouldClose(true); core.setShouldClose(true);
}, },
else => {}, else => {},
} }
} }
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 }, .clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
@ -197,7 +197,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store, .store_op = .store,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{ const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment}, .color_attachments = &.{color_attachment},
.depth_stencil_attachment = &.{ .depth_stencil_attachment = &.{
@ -218,7 +218,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
); );
const proj = zm.perspectiveFovRh( const proj = zm.perspectiveFovRh(
(std.math.pi / 4.0), (std.math.pi / 4.0),
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
0.1, 0.1,
10, 10,
); );
@ -242,17 +242,17 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }
pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void { pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void {
// If window is resized, recreate depth buffer otherwise we cannot use it. // If window is resized, recreate depth buffer otherwise we cannot use it.
if (app.depth_texture != null) { if (app.depth_texture != null) {
app.depth_texture.?.release(); app.depth_texture.?.release();
app.depth_texture_view.release(); app.depth_texture_view.release();
} }
app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{
.size = gpu.Extent3D{ .size = gpu.Extent3D{
.width = width, .width = width,
.height = height, .height = height,

View file

@ -7,13 +7,13 @@ const App = @This();
pipeline: gpu.RenderPipeline, pipeline: gpu.RenderPipeline,
queue: gpu.Queue, queue: gpu.Queue,
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
const fs_module = engine.device.createShaderModule(&.{ const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") }, .code = .{ .wgsl = @embedFile("frag.wgsl") },
}); });
@ -32,7 +32,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = &blend, .blend = &blend,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -64,17 +64,17 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.device.getQueue(); app.queue = core.device.getQueue();
vs_module.release(); vs_module.release();
fs_module.release(); fs_module.release();
} }
pub fn deinit(_: *App, _: *mach.Engine) void {} pub fn deinit(_: *App, _: *mach.Core) void {}
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.resolve_target = null, .resolve_target = null,
@ -83,7 +83,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store, .store_op = .store,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{ const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment}, .color_attachments = &.{color_attachment},
.depth_stencil_attachment = null, .depth_stencil_attachment = null,
@ -99,6 +99,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }

View file

@ -21,14 +21,14 @@ bind_group2: gpu.BindGroup,
const App = @This(); const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
timer = try mach.Timer.start(); timer = try mach.Timer.start();
try engine.setOptions(.{ try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
@ -44,7 +44,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.attributes = &vertex_attributes, .attributes = &vertex_attributes,
}; };
const fs_module = engine.device.createShaderModule(&.{ const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") }, .code = .{ .wgsl = @embedFile("frag.wgsl") },
}); });
@ -62,7 +62,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = &blend, .blend = &blend,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -74,14 +74,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}; };
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = engine.device.createBindGroupLayout( const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{ &gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle}, .entries = &.{bgle},
}, },
); );
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = engine.device.createPipelineLayout(&.{ const pipeline_layout = core.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts, .bind_group_layouts = &bind_group_layouts,
}); });
@ -107,9 +107,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
}; };
const queue = engine.device.getQueue(); const queue = core.device.getQueue();
const vertex_buffer = engine.device.createBuffer(&.{ const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true }, .usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len, .size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true, .mapped_at_creation = true,
@ -120,13 +120,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
// uniformBindGroup offset must be 256-byte aligned // uniformBindGroup offset must be 256-byte aligned
const uniform_offset = 256; const uniform_offset = 256;
const uniform_buffer = engine.device.createBuffer(&.{ const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .uniform = true, .copy_dst = true }, .usage = .{ .uniform = true, .copy_dst = true },
.size = @sizeOf(UniformBufferObject) + uniform_offset, .size = @sizeOf(UniformBufferObject) + uniform_offset,
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const bind_group1 = engine.device.createBindGroup( const bind_group1 = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = bgl, .layout = bgl,
.entries = &.{ .entries = &.{
@ -135,7 +135,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
); );
const bind_group2 = engine.device.createBindGroup( const bind_group2 = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = bgl, .layout = bgl,
.entries = &.{ .entries = &.{
@ -144,7 +144,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
}, },
); );
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = queue; app.queue = queue;
app.vertex_buffer = vertex_buffer; app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer; app.uniform_buffer = uniform_buffer;
@ -157,25 +157,25 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
bgl.release(); bgl.release();
} }
pub fn deinit(app: *App, _: *mach.Engine) void { pub fn deinit(app: *App, _: *mach.Core) void {
app.vertex_buffer.release(); app.vertex_buffer.release();
app.uniform_buffer.release(); app.uniform_buffer.release();
app.bind_group1.release(); app.bind_group1.release();
app.bind_group2.release(); app.bind_group2.release();
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| { .key_press => |ev| {
if (ev.key == .space) if (ev.key == .space)
engine.setShouldClose(true); core.setShouldClose(true);
}, },
else => {}, else => {},
} }
} }
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.resolve_target = null, .resolve_target = null,
@ -184,7 +184,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store, .store_op = .store,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{ const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment}, .color_attachments = &.{color_attachment},
.depth_stencil_attachment = null, .depth_stencil_attachment = null,
@ -203,7 +203,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
); );
const proj = zm.perspectiveFovRh( const proj = zm.perspectiveFovRh(
(2.0 * std.math.pi / 5.0), (2.0 * std.math.pi / 5.0),
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
1, 1,
100, 100,
); );
@ -239,6 +239,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }

View file

@ -36,13 +36,13 @@ fragment_shader_file: std.fs.File,
fragment_shader_code: [:0]const u8, fragment_shader_code: [:0]const u8,
last_mtime: i128, last_mtime: i128,
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, core: *mach.Core) !void {
timer = try std.time.Timer.start(); timer = try std.time.Timer.start();
// On linux if we don't set a minimum size, you can squish the window to 0 pixels of width and height, // 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 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. // this doesn't prevent you from minimizing the window.
try engine.setOptions(.{ try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 }, .size_min = .{ .width = 20, .height = 20 },
}); });
@ -60,11 +60,11 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
std.debug.print("Something went wrong when attempting to open file: {}\n", .{e}); std.debug.print("Something went wrong when attempting to open file: {}\n", .{e});
return; return;
} }
var code = try fragment_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u16), null, 1, 0); var code = try fragment_file.readToEndAllocOptions(core.allocator, std.math.maxInt(u16), null, 1, 0);
const queue = engine.device.getQueue(); const queue = core.device.getQueue();
const vertex_buffer = engine.device.createBuffer(&.{ const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true }, .usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len, .size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true, .mapped_at_creation = true,
@ -73,7 +73,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
std.mem.copy(Vertex, vertex_mapped, vertices[0..]); std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap(); vertex_buffer.unmap();
const index_buffer = engine.device.createBuffer(&.{ const index_buffer = core.device.createBuffer(&.{
.usage = .{ .index = true }, .usage = .{ .index = true },
.size = @sizeOf(u16) * indices.len, .size = @sizeOf(u16) * indices.len,
.mapped_at_creation = true, .mapped_at_creation = true,
@ -85,14 +85,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
// We need a bgl to bind the UniformBufferObject, but it is also needed for creating // We need a bgl to bind the UniformBufferObject, but it is also needed for creating
// the RenderPipeline, so we pass it to recreatePipeline as a pointer // the RenderPipeline, so we pass it to recreatePipeline as a pointer
var bgl: gpu.BindGroupLayout = undefined; var bgl: gpu.BindGroupLayout = undefined;
const pipeline = recreatePipeline(engine, code, &bgl); const pipeline = recreatePipeline(core, code, &bgl);
const uniform_buffer = engine.device.createBuffer(&.{ const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true }, .usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject), .size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false, .mapped_at_creation = false,
}); });
const bind_group = engine.device.createBindGroup( const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{ &gpu.BindGroup.Descriptor{
.layout = bgl, .layout = bgl,
.entries = &.{ .entries = &.{
@ -115,9 +115,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
bgl.release(); bgl.release();
} }
pub fn deinit(app: *App, engine: *mach.Engine) void { pub fn deinit(app: *App, core: *mach.Core) void {
app.fragment_shader_file.close(); app.fragment_shader_file.close();
engine.allocator.free(app.fragment_shader_code); core.allocator.free(app.fragment_shader_code);
app.vertex_buffer.release(); app.vertex_buffer.release();
app.index_buffer.release(); app.index_buffer.release();
@ -125,12 +125,12 @@ pub fn deinit(app: *App, engine: *mach.Engine) void {
app.bind_group.release(); app.bind_group.release();
} }
pub fn update(app: *App, engine: *mach.Engine) !void { pub fn update(app: *App, core: *mach.Core) !void {
while (engine.pollEvent()) |event| { while (core.pollEvent()) |event| {
switch (event) { switch (event) {
.key_press => |ev| { .key_press => |ev| {
if (ev.key == .space) if (ev.key == .space)
engine.setShouldClose(true); core.setShouldClose(true);
}, },
else => {}, else => {},
} }
@ -141,17 +141,17 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
std.log.info("The fragment shader has been changed", .{}); std.log.info("The fragment shader has been changed", .{});
app.last_mtime = stat.mtime; app.last_mtime = stat.mtime;
app.fragment_shader_file.seekTo(0) catch unreachable; app.fragment_shader_file.seekTo(0) catch unreachable;
app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u32), null, 1, 0) catch |err| { app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(core.allocator, std.math.maxInt(u32), null, 1, 0) catch |err| {
std.log.err("Err: {}", .{err}); std.log.err("Err: {}", .{err});
return engine.setShouldClose(true); return core.setShouldClose(true);
}; };
app.pipeline = recreatePipeline(engine, app.fragment_shader_code, null); app.pipeline = recreatePipeline(core, app.fragment_shader_code, null);
} }
} else |err| { } else |err| {
std.log.err("Something went wrong when attempting to stat file: {}\n", .{err}); std.log.err("Something went wrong when attempting to stat file: {}\n", .{err});
} }
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
.resolve_target = null, .resolve_target = null,
@ -160,7 +160,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store, .store_op = .store,
}; };
const encoder = engine.device.createCommandEncoder(null); const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{ const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment}, .color_attachments = &.{color_attachment},
.depth_stencil_attachment = null, .depth_stencil_attachment = null,
@ -168,7 +168,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s); const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
const ubo = UniformBufferObject{ const ubo = UniformBufferObject{
.resolution = .{ @intToFloat(f32, engine.current_desc.width), @intToFloat(f32, engine.current_desc.height) }, .resolution = .{ @intToFloat(f32, core.current_desc.width), @intToFloat(f32, core.current_desc.height) },
.time = time, .time = time,
}; };
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo}); encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
@ -187,12 +187,12 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.swap_chain.?.present(); core.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();
} }
fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline { fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline {
const vs_module = engine.device.createShaderModule(&.{ const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
}); });
@ -210,14 +210,14 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
// Check wether the fragment shader code compiled successfully, if not // Check wether the fragment shader code compiled successfully, if not
// print the validation layer error and show a black screen // print the validation layer error and show a black screen
engine.device.pushErrorScope(.validation); core.device.pushErrorScope(.validation);
var fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{ var fs_module = core.device.createShaderModule(&gpu.ShaderModule.Descriptor{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = fragment_shader_code }, .code = .{ .wgsl = fragment_shader_code },
}); });
var error_occurred: bool = false; var error_occurred: bool = false;
// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?) // popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
_ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { _ = core.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void { fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
if (typ != .noError) { if (typ != .noError) {
std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message}); std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
@ -226,7 +226,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
} }
}.callback)); }.callback));
if (error_occurred) { if (error_occurred) {
fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{ fs_module = core.device.createShaderModule(&gpu.ShaderModule.Descriptor{
.label = "my fragment shader", .label = "my fragment shader",
.code = .{ .wgsl = @embedFile("black_screen_frag.wgsl") }, .code = .{ .wgsl = @embedFile("black_screen_frag.wgsl") },
}); });
@ -246,7 +246,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
}, },
}; };
const color_target = gpu.ColorTargetState{ const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format, .format = core.swap_chain_format,
.blend = &blend, .blend = &blend,
.write_mask = gpu.ColorWriteMask.all, .write_mask = gpu.ColorWriteMask.all,
}; };
@ -259,7 +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); 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 // bgl is needed outside, for the creation of the uniform_buffer in main
const bgl_tmp = engine.device.createBindGroupLayout( const bgl_tmp = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{ &gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle}, .entries = &.{bgle},
}, },
@ -274,7 +274,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
} }
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl_tmp}; const bind_group_layouts = [_]gpu.BindGroupLayout{bgl_tmp};
const pipeline_layout = engine.device.createPipelineLayout(&.{ const pipeline_layout = core.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts, .bind_group_layouts = &bind_group_layouts,
}); });
defer pipeline_layout.release(); defer pipeline_layout.release();
@ -303,10 +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 // Create the render pipeline. Even if the shader compilation succeeded, this could fail if the
// shader is missing a `main` entrypoint. // shader is missing a `main` entrypoint.
engine.device.pushErrorScope(.validation); core.device.pushErrorScope(.validation);
const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?) // popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
_ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { _ = core.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void { fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
if (typ != .noError) { if (typ != .noError) {
std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message}); std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
@ -316,7 +316,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg
}.callback)); }.callback));
if (error_occurred) { if (error_occurred) {
// Retry with black_screen_frag which we know will work. // Retry with black_screen_frag which we know will work.
return recreatePipeline(engine, @embedFile("black_screen_frag.wgsl"), bgl); return recreatePipeline(core, @embedFile("black_screen_frag.wgsl"), bgl);
} }
return pipeline; return pipeline;
} }