src/core: move mach-core@9a4d09707d9f1cb6ea5602bdf58caeefc46146be package to here

Helps hexops/mach#1165

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-03-04 23:25:11 -07:00 committed by Stephen Gutekanst
parent fa3f6161ad
commit 38f296ecce
157 changed files with 28383 additions and 0 deletions

View file

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const std = @import("std");
const core = @import("mach").core;
const gpu = core.gpu;
const Vertex = extern struct {
pos: @Vector(2, f32),
col: @Vector(3, f32),
};
const vertices = [_]Vertex{
.{ .pos = .{ -0.5, -0.5 }, .col = .{ 1, 0, 0 } },
.{ .pos = .{ 0.5, -0.5 }, .col = .{ 0, 1, 0 } },
.{ .pos = .{ 0.5, 0.5 }, .col = .{ 0, 0, 1 } },
.{ .pos = .{ -0.5, 0.5 }, .col = .{ 1, 1, 1 } },
};
const index_data = [_]u32{ 0, 1, 2, 2, 3, 0 };
pub const App = @This();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
title_timer: core.Timer,
pipeline: *gpu.RenderPipeline,
vertex_buffer: *gpu.Buffer,
index_buffer: *gpu.Buffer,
pub fn init(app: *App) !void {
try core.init(.{});
const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
const vertex_attributes = [_]gpu.VertexAttribute{
.{ .format = .float32x2, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
.{ .format = .float32x3, .offset = @offsetOf(Vertex, "col"), .shader_location = 1 },
};
const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
.array_stride = @sizeOf(Vertex),
.step_mode = .vertex,
.attributes = &vertex_attributes,
});
const color_target = gpu.ColorTargetState{
.format = core.descriptor.format,
.blend = &.{},
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = gpu.FragmentState.init(.{
.module = shader_module,
.entry_point = "frag_main",
.targets = &.{color_target},
});
const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{}));
defer pipeline_layout.release();
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
.layout = pipeline_layout,
.vertex = gpu.VertexState.init(.{
.module = shader_module,
.entry_point = "vertex_main",
.buffers = &.{vertex_buffer_layout},
}),
.primitive = .{ .cull_mode = .back },
};
const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = .true,
});
const vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
@memcpy(vertex_mapped.?, vertices[0..]);
vertex_buffer.unmap();
const index_buffer = core.device.createBuffer(&.{
.usage = .{ .index = true },
.size = @sizeOf(u32) * index_data.len,
.mapped_at_creation = .true,
});
const index_mapped = index_buffer.getMappedRange(u32, 0, index_data.len);
@memcpy(index_mapped.?, index_data[0..]);
index_buffer.unmap();
app.title_timer = try core.Timer.start();
app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.vertex_buffer = vertex_buffer;
app.index_buffer = index_buffer;
}
pub fn deinit(app: *App) void {
app.vertex_buffer.release();
app.index_buffer.release();
app.pipeline.release();
core.deinit();
_ = gpa.deinit();
}
pub fn update(app: *App) !bool {
var iter = core.pollEvents();
while (iter.next()) |event| if (event == .close) return true;
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
const encoder = core.device.createCommandEncoder(null);
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = .{ .r = 0, .g = 0, .b = 0, .a = 1 },
.load_op = .clear,
.store_op = .store,
};
const render_pass_info = gpu.RenderPassDescriptor.init(.{ .color_attachments = &.{color_attachment} });
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setIndexBuffer(app.index_buffer, .uint32, 0, @sizeOf(u32) * index_data.len);
pass.drawIndexed(index_data.len, 1, 0, 0, 0);
pass.end();
pass.release();
var command = encoder.finish(null);
encoder.release();
core.queue.submit(&.{command});
command.release();
core.swap_chain.present();
back_buffer_view.release();
// update the window title every second
if (app.title_timer.read() >= 1.0) {
app.title_timer.reset();
try core.printTitle("RGB Quad [ {d}fps ] [ Input {d}hz ]", .{
core.frameRate(),
core.inputRate(),
});
}
return false;
}