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`
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7 changed files with 651 additions and 610 deletions
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@ -28,8 +28,10 @@ pub fn init(
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core.on_tick = app_mod.id.tick;
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core.on_exit = app_mod.id.deinit;
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const main_window = core.windows.getValue(core.main_window);
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// Create our shader module
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const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Blend state describes how rendered colors get blended
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@ -37,7 +39,7 @@ pub fn init(
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = core.windows.get(core.main_window, .framebuffer_format).?,
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.format = main_window.framebuffer_format,
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.blend = &blend,
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};
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@ -58,7 +60,7 @@ pub fn init(
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.entry_point = "vertex_main",
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},
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};
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const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
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const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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@ -78,14 +80,16 @@ pub fn tick(core: *mach.Core, app: *App) !void {
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}
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}
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const main_window = core.windows.getValue(core.main_window);
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(mach_module) ++ ".tick";
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const encoder = core.device.createCommandEncoder(&.{ .label = label });
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const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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@ -112,7 +116,7 @@ pub fn tick(core: *mach.Core, app: *App) !void {
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// Submit our commands to the queue
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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core.queue.submit(&[_]*gpu.CommandBuffer{command});
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main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
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// update the window title every second
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if (app.title_timer.read() >= 1.0) {
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