mach: implement App struct in terms of unified entry point
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3e87b383d2
commit
2aedc4ca01
6 changed files with 313 additions and 333 deletions
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@ -2,21 +2,19 @@ const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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const App = mach.App(*FrameParams, .{});
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pub const options: mach.Engine.Options = .{};
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pub fn init() !void {
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpa.allocator();
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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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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const vs_module = app.device.createShaderModule(&.{
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const Self = @This();
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pub fn init(self: *Self, engine: *mach.Engine) !void {
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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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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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@ -35,7 +33,7 @@ pub fn init() !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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@ -67,30 +65,17 @@ pub fn init() !void {
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},
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};
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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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};
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self.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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self.queue = engine.gpu_driver.device.getQueue();
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vs_module.release();
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fs_module.release();
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try app.run(.{ .frame = frame });
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}
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pub fn update() !bool {
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return false;
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}
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pub fn deinit(_: *Self, _: *mach.Engine) void {}
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pub fn deinit() void {}
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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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};
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fn frame(app: *App, params: *FrameParams) !void {
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const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
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pub fn update(self: *Self, engine: *mach.Engine) !bool {
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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@ -99,13 +84,13 @@ fn frame(app: *App, params: *FrameParams) !void {
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.store_op = .store,
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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 render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = null,
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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.setPipeline(self.pipeline);
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pass.draw(3, 1, 0, 0);
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pass.end();
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pass.release();
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@ -113,8 +98,10 @@ 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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self.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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