examples: port to new API

This commit is contained in:
iddev5 2022-04-29 13:06:48 +05:30 committed by Stephen Gutekanst
parent 5c984d9795
commit 218a6a5c08
8 changed files with 438 additions and 473 deletions

View file

@ -6,7 +6,7 @@ const zm = @import("zmath");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const App = mach.App(*FrameParams, .{});
const App = @This();
const UniformBufferObject = struct {
mat: zm.Mat,
@ -14,15 +14,17 @@ const UniformBufferObject = struct {
var timer: std.time.Timer = undefined;
pub fn main() !void {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var allocator = gpa.allocator();
const ctx = try allocator.create(FrameParams);
var app = try App.init(allocator, ctx, .{});
app.window.setKeyCallback(struct {
// TODO: higher level input handlers
engine.core.internal.window.setKeyCallback(struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
_ = scancode;
_ = mods;
@ -34,9 +36,9 @@ pub fn main() !void {
}
}
}.callback);
try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = app.device.createShaderModule(&.{
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
@ -52,7 +54,7 @@ pub fn main() !void {
.attributes = &vertex_attributes,
};
const fs_module = app.device.createShaderModule(&.{
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
@ -70,7 +72,7 @@ pub fn main() !void {
},
};
const color_target = gpu.ColorTargetState{
.format = app.swap_chain_format,
.format = engine.gpu_driver.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMask.all,
};
@ -82,14 +84,14 @@ pub fn main() !void {
};
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = app.device.createBindGroupLayout(
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle},
},
);
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = app.device.createPipelineLayout(&.{
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts,
});
@ -115,7 +117,7 @@ pub fn main() !void {
},
};
const vertex_buffer = app.device.createBuffer(&.{
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
@ -123,15 +125,13 @@ pub fn main() !void {
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap();
defer vertex_buffer.release();
const uniform_buffer = app.device.createBuffer(&.{
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false,
});
defer uniform_buffer.release();
const bind_group = app.device.createBindGroup(
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
@ -139,34 +139,27 @@ pub fn main() !void {
},
},
);
defer bind_group.release();
ctx.* = FrameParams{
.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
.queue = app.device.getQueue(),
.vertex_buffer = vertex_buffer,
.uniform_buffer = uniform_buffer,
.bind_group = bind_group,
};
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
try app.run(.{ .frame = frame });
}
const FrameParams = struct {
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
};
pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_buffer.release();
app.uniform_buffer.release();
app.bind_group.release();
}
fn frame(app: *App, params: *FrameParams) !void {
const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
pub fn update(app: *App, engine: *mach.Engine) !bool {
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.resolve_target = null,
@ -175,7 +168,7 @@ fn frame(app: *App, params: *FrameParams) !void {
.store_op = .store,
};
const encoder = app.device.createCommandEncoder(null);
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = null,
@ -191,7 +184,7 @@ fn frame(app: *App, params: *FrameParams) !void {
);
const proj = zm.perspectiveFovRh(
(std.math.pi / 4.0),
@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
0.1,
10,
);
@ -199,13 +192,13 @@ fn frame(app: *App, params: *FrameParams) !void {
const ubo = UniformBufferObject{
.mat = zm.transpose(mvp),
};
encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(params.pipeline);
pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, params.bind_group, &.{0});
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, app.bind_group, &.{0});
pass.draw(vertices.len, 1, 0, 0);
pass.end();
pass.release();
@ -213,8 +206,10 @@ fn frame(app: *App, params: *FrameParams) !void {
var command = encoder.finish(null);
encoder.release();
params.queue.submit(&.{command});
app.queue.submit(&.{command});
command.release();
app.swap_chain.?.present();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}