examples: port to new API
This commit is contained in:
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8 changed files with 438 additions and 473 deletions
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@ -4,8 +4,8 @@
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//! We also need a second texture to use on the cube, that after the render pass
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//! needs to copy the other texture. We can't use the same texture since
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//! it would interfere with the sincronization on the gpu during the render pass.
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//! This demo currently does not work on opengl, because app.current_desc.width/height,
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//! are set to 0 after app.init() and because webgpu does not implement copyTextureToTexture,
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//! This demo currently does not work on opengl, because engine.gpu_driver.current_desc.width/height,
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//! are set to 0 after engine.gpu_driver.init() and because webgpu does not implement copyTextureToTexture,
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//! for opengl
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const std = @import("std");
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@ -16,7 +16,7 @@ const zm = @import("zmath");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const App = mach.App(*FrameParams, .{});
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const App = @This();
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const UniformBufferObject = struct {
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mat: zm.Mat,
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@ -24,15 +24,23 @@ const UniformBufferObject = struct {
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var timer: std.time.Timer = undefined;
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pub fn main() !void {
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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depth_texture: ?gpu.Texture,
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cube_texture: gpu.Texture,
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cube_texture_view: gpu.TextureView,
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cube_texture_render: gpu.Texture,
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cube_texture_view_render: gpu.TextureView,
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sampler: gpu.Sampler,
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bgl: gpu.BindGroupLayout,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try std.time.Timer.start();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpa.allocator();
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const ctx = try allocator.create(FrameParams);
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var app = try App.init(allocator, ctx, .{});
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app.window.setKeyCallback(struct {
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engine.core.internal.window.setKeyCallback(struct {
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fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
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_ = scancode;
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_ = mods;
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@ -44,9 +52,9 @@ pub fn main() !void {
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}
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}
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}.callback);
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try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const vs_module = app.device.createShaderModule(&.{
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const vs_module = engine.gpu_driver.device.createShaderModule(&.{
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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@ -62,7 +70,7 @@ pub fn main() !void {
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.attributes = &vertex_attributes,
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};
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const fs_module = app.device.createShaderModule(&.{
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const fs_module = engine.gpu_driver.device.createShaderModule(&.{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("frag.wgsl") },
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});
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@ -80,7 +88,7 @@ pub fn main() !void {
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},
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};
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const color_target = gpu.ColorTargetState{
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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@ -94,15 +102,14 @@ pub fn main() !void {
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const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
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const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
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const bgl = app.device.createBindGroupLayout(
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const bgl = engine.gpu_driver.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
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},
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);
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defer bgl.release();
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
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const pipeline_layout = app.device.createPipelineLayout(&.{
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const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
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.bind_group_layouts = &bind_group_layouts,
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});
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@ -132,7 +139,7 @@ pub fn main() !void {
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},
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};
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const vertex_buffer = app.device.createBuffer(&.{
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const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = true,
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@ -140,52 +147,48 @@ pub fn main() !void {
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var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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vertex_buffer.unmap();
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defer vertex_buffer.release();
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const uniform_buffer = app.device.createBuffer(&.{
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const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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});
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defer uniform_buffer.release();
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// The texture to put on the cube
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const cube_texture = app.device.createTexture(&gpu.Texture.Descriptor{
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const cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .texture_binding = true, .copy_dst = true },
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.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
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.format = app.swap_chain_format,
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.format = engine.gpu_driver.swap_chain_format,
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});
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defer cube_texture.release();
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// The texture on which we render
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const cube_texture_render = app.device.createTexture(&gpu.Texture.Descriptor{
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const cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true, .copy_src = true },
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.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
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.format = app.swap_chain_format,
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.format = engine.gpu_driver.swap_chain_format,
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});
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defer cube_texture_render.release();
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const sampler = app.device.createSampler(&gpu.Sampler.Descriptor{
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const sampler = engine.gpu_driver.device.createSampler(&gpu.Sampler.Descriptor{
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.mag_filter = .linear,
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.min_filter = .linear,
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});
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defer sampler.release();
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const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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defer cube_texture_view.release();
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const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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defer cube_texture_view_render.release();
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const bind_group = app.device.createBindGroup(
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const bind_group = engine.gpu_driver.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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@ -195,49 +198,40 @@ pub fn main() !void {
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},
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},
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);
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defer bind_group.release();
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ctx.* = FrameParams{
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.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
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.queue = app.device.getQueue(),
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.vertex_buffer = vertex_buffer,
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.uniform_buffer = uniform_buffer,
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.bind_group = bind_group,
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.depth_texture = null,
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.cube_texture = cube_texture,
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.cube_texture_view = cube_texture_view,
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.cube_texture_render = cube_texture_render,
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.cube_texture_view_render = cube_texture_view_render,
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.sampler = sampler,
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.bgl = bgl,
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};
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app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = engine.gpu_driver.device.getQueue();
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app.vertex_buffer = vertex_buffer;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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app.depth_texture = null;
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app.cube_texture = cube_texture;
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app.cube_texture_view = cube_texture_view;
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app.cube_texture_render = cube_texture_render;
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app.cube_texture_view_render = cube_texture_view_render;
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app.sampler = sampler;
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app.bgl = bgl;
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vs_module.release();
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fs_module.release();
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pipeline_layout.release();
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try app.run(.{ .frame = frame, .resize = resize });
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ctx.depth_texture.?.release();
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}
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const FrameParams = struct {
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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depth_texture: ?gpu.Texture,
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cube_texture: gpu.Texture,
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cube_texture_view: gpu.TextureView,
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cube_texture_render: gpu.Texture,
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cube_texture_view_render: gpu.TextureView,
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sampler: gpu.Sampler,
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bgl: gpu.BindGroupLayout,
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};
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pub fn deinit(app: *App, _: *mach.Engine) void {
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app.bgl.release();
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app.vertex_buffer.release();
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app.uniform_buffer.release();
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app.cube_texture.release();
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app.sampler.release();
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app.cube_texture_view.release();
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app.cube_texture_view.release();
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app.bind_group.release();
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app.depth_texture.?.release();
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}
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fn frame(app: *App, params: *FrameParams) !void {
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const cube_view = params.cube_texture_view_render;
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const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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const cube_view = app.cube_texture_view_render;
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const cube_color_attachment = gpu.RenderPassColorAttachment{
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.view = cube_view,
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@ -255,7 +249,7 @@ fn frame(app: *App, params: *FrameParams) !void {
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};
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const depth_stencil_attachment = gpu.RenderPassDepthStencilAttachment{
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.view = params.depth_texture.?.createView(&gpu.TextureView.Descriptor{
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.view = app.depth_texture.?.createView(&gpu.TextureView.Descriptor{
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.format = .depth24_plus,
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.dimension = .dimension_2d,
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.array_layer_count = 1,
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@ -268,7 +262,7 @@ fn frame(app: *App, params: *FrameParams) !void {
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.stencil_store_op = .none,
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};
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const encoder = app.device.createCommandEncoder(null);
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const encoder = engine.gpu_driver.device.createCommandEncoder(null);
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const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{cube_color_attachment},
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.depth_stencil_attachment = &depth_stencil_attachment,
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@ -288,38 +282,38 @@ fn frame(app: *App, params: *FrameParams) !void {
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);
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const proj = zm.perspectiveFovRh(
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(std.math.pi * 2.0 / 5.0),
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@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
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@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
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1,
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100,
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);
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const ubo = UniformBufferObject{
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.mat = zm.transpose(zm.mul(zm.mul(model, view), proj)),
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};
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encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(params.pipeline);
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pass.setBindGroup(0, params.bind_group, &.{0});
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pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setPipeline(app.pipeline);
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pass.setBindGroup(0, app.bind_group, &.{0});
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.draw(vertices.len, 1, 0, 0);
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pass.end();
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pass.release();
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encoder.copyTextureToTexture(
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&gpu.ImageCopyTexture{
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.texture = params.cube_texture_render,
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.texture = app.cube_texture_render,
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},
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&gpu.ImageCopyTexture{
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.texture = params.cube_texture,
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.texture = app.cube_texture,
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},
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&.{ .width = app.current_desc.width, .height = app.current_desc.height },
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&.{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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);
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const cube_pass = encoder.beginRenderPass(&cube_render_pass_info);
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cube_pass.setPipeline(params.pipeline);
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cube_pass.setBindGroup(0, params.bind_group, &.{0});
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cube_pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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cube_pass.setPipeline(app.pipeline);
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cube_pass.setBindGroup(0, app.bind_group, &.{0});
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cube_pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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cube_pass.draw(vertices.len, 1, 0, 0);
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cube_pass.end();
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cube_pass.release();
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@ -327,65 +321,67 @@ fn frame(app: *App, params: *FrameParams) !void {
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var command = encoder.finish(null);
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encoder.release();
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params.queue.submit(&.{command});
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app.queue.submit(&.{command});
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command.release();
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app.swap_chain.?.present();
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engine.gpu_driver.swap_chain.?.present();
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back_buffer_view.release();
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return true;
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}
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fn resize(app: *App, params: *FrameParams, width: u32, height: u32) !void {
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if (params.depth_texture != null) {
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params.depth_texture.?.release();
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params.depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
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pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
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if (app.depth_texture != null) {
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app.depth_texture.?.release();
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app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true },
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.size = .{ .width = width, .height = height },
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.format = .depth24_plus,
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});
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params.cube_texture.release();
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params.cube_texture = app.device.createTexture(&gpu.Texture.Descriptor{
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app.cube_texture.release();
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app.cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .texture_binding = true, .copy_dst = true },
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.size = .{ .width = width, .height = height },
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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});
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params.cube_texture_render.release();
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params.cube_texture_render = app.device.createTexture(&gpu.Texture.Descriptor{
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app.cube_texture_render.release();
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app.cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true, .copy_src = true },
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.size = .{ .width = width, .height = height },
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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});
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params.cube_texture_view.release();
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params.cube_texture_view = params.cube_texture.createView(&gpu.TextureView.Descriptor{
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.format = app.swap_chain_format,
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app.cube_texture_view.release();
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app.cube_texture_view = app.cube_texture.createView(&gpu.TextureView.Descriptor{
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.format = engine.gpu_driver.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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params.cube_texture_view_render.release();
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params.cube_texture_view_render = params.cube_texture_render.createView(&gpu.TextureView.Descriptor{
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.format = app.swap_chain_format,
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app.cube_texture_view_render.release();
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app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{
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.format = engine.gpu_driver.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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params.bind_group.release();
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params.bind_group = app.device.createBindGroup(
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app.bind_group.release();
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app.bind_group = engine.gpu_driver.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = params.bgl,
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.layout = app.bgl,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, params.uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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gpu.BindGroup.Entry.sampler(1, params.sampler),
|
||||
gpu.BindGroup.Entry.textureView(2, params.cube_texture_view),
|
||||
gpu.BindGroup.Entry.buffer(0, app.uniform_buffer, 0, @sizeOf(UniformBufferObject)),
|
||||
gpu.BindGroup.Entry.sampler(1, app.sampler),
|
||||
gpu.BindGroup.Entry.textureView(2, app.cube_texture_view),
|
||||
},
|
||||
},
|
||||
);
|
||||
} else {
|
||||
// The first time resize is called, width and height are set to 0
|
||||
params.depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
|
||||
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
||||
.usage = .{ .render_attachment = true },
|
||||
.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
|
||||
.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
|
||||
.format = .depth24_plus,
|
||||
});
|
||||
}
|
||||
|
|
|
|||
Loading…
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Reference in a new issue