obj: Move Platform and InitOptions fields into core.windows (#1309)

* obj: Make field tracking use a single bitset

* obj: module: fix comment

* obj: Move `Platform` state and `InitOptions` fields into `core.windows`, initial push, only triangle example working on macos currently

* obj: `get` and `getValue` (renamed `getAll`) now do not return optionals, comment revisions, `device` is no longer optional, `native` is optional

* core: Lots of cleanup of unnecessary comments

* core: `Event`s now all contain `window_id`, darwin/windows: event functions now send window id

* core: comments, examples: fix `core-custom-entrypoint`
This commit is contained in:
Colton Franklin 2024-11-30 16:13:14 -06:00 committed by GitHub
parent b4e2da1b69
commit 1fe47b2b19
Failed to generate hash of commit
7 changed files with 651 additions and 610 deletions

View file

@ -28,8 +28,10 @@ pub fn init(
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
const main_window = core.windows.getValue(core.main_window);
// Create our shader module
const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Blend state describes how rendered colors get blended
@ -37,7 +39,7 @@ pub fn init(
// Color target describes e.g. the pixel format of the window we are rendering to.
const color_target = gpu.ColorTargetState{
.format = core.windows.get(core.main_window, .framebuffer_format).?,
.format = main_window.framebuffer_format,
.blend = &blend,
};
@ -58,7 +60,7 @@ pub fn init(
.entry_point = "vertex_main",
},
};
const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
// Store our render pipeline in our module's state, so we can access it later on.
app.* = .{
@ -78,14 +80,16 @@ pub fn tick(core: *mach.Core, app: *App) !void {
}
}
const main_window = core.windows.getValue(core.main_window);
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = core.device.createCommandEncoder(&.{ .label = label });
const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
@ -112,7 +116,7 @@ pub fn tick(core: *mach.Core, app: *App) !void {
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.queue.submit(&[_]*gpu.CommandBuffer{command});
main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
// update the window title every second
if (app.title_timer.read() >= 1.0) {

View file

@ -1,3 +1,4 @@
const std = @import("std");
const mach = @import("mach");
const gpu = mach.gpu;
@ -24,64 +25,95 @@ pub fn init(
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Create our shader module
const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
const main_window = core.windows.getValue(core.main_window);
if (main_window.native != null) {
// if window.native is not null, the window is initialized
// Blend state describes how rendered colors get blended
const blend = gpu.BlendState{};
// Create our shader module
const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Color target describes e.g. the pixel format of the window we are rendering to.
const color_target = gpu.ColorTargetState{
.format = core.windows.get(core.main_window, .framebuffer_format).?,
.blend = &blend,
};
// Blend state describes how rendered colors get blended
const blend = gpu.BlendState{};
// Fragment state describes which shader and entrypoint to use for rendering fragments.
const fragment = gpu.FragmentState.init(.{
.module = shader_module,
.entry_point = "frag_main",
.targets = &.{color_target},
});
// Color target describes e.g. the pixel format of the window we are rendering to.
const color_target = gpu.ColorTargetState{
.format = core.windows.get(core.main_window, .framebuffer_format),
.blend = &blend,
};
// Create our render pipeline that will ultimately get pixels onto the screen.
const label = @tagName(mach_module) ++ ".init";
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.vertex = gpu.VertexState{
// Fragment state describes which shader and entrypoint to use for rendering fragments.
const fragment = gpu.FragmentState.init(.{
.module = shader_module,
.entry_point = "vertex_main",
},
};
const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
.entry_point = "frag_main",
.targets = &.{color_target},
});
// Store our render pipeline in our module's state, so we can access it later on.
app.* = .{
.title_timer = try mach.time.Timer.start(),
.pipeline = pipeline,
};
// Create our render pipeline that will ultimately get pixels onto the screen.
const label = @tagName(mach_module) ++ ".init";
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.vertex = gpu.VertexState{
.module = shader_module,
.entry_point = "vertex_main",
},
};
const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
// TODO(object): window-title
// try updateWindowTitle(core);
// Store our render pipeline in our module's state, so we can access it later on.
app.* = .{
.title_timer = try mach.time.Timer.start(),
.pipeline = pipeline,
};
}
}
// TODO(object): window-title
// try updateWindowTitle(core);
pub fn tick(app: *App, core: *mach.Core) void {
while (core.nextEvent()) |event| {
switch (event) {
.key_press => |ev| {
switch (ev.key) {
.right => {
var w = core.windows.getValue(core.main_window);
w.width = w.width + 10;
core.windows.setValue(core.main_window, w);
},
.left => {
var w = core.windows.getValue(core.main_window);
w.width = w.width - 10;
core.windows.setValue(core.main_window, w);
},
.up => {
core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) + 10);
},
.down => {
core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) - 10);
},
else => {},
}
},
.close => core.exit(),
else => {},
}
}
var main_window = core.windows.getValue(core.main_window);
// Window is ready when device is not null
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = core.device.createCommandEncoder(&.{ .label = label });
const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
@ -108,14 +140,14 @@ pub fn tick(app: *App, core: *mach.Core) void {
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.queue.submit(&[_]*gpu.CommandBuffer{command});
main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
// update the window title every second
if (app.title_timer.read() >= 1.0) {
app.title_timer.reset();
// TODO(object): window-title
// try updateWindowTitle(core);
}
// if (app.title_timer.read() >= 1.0) {
// app.title_timer.reset();
// // TODO(object): window-title
// // try updateWindowTitle(core);
// }
}
pub fn deinit(app: *App) void {