example: finalize triangle example to new API
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60fd89ec45
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5249e72408
2 changed files with 8 additions and 10 deletions
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@ -2,13 +2,12 @@ const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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pub const options: mach.Engine.Options = .{};
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const App = @This();
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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const Self = @This();
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pub fn init(self: *Self, engine: *mach.Engine) !void {
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pub fn init(app: *App, 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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@ -65,16 +64,16 @@ pub fn init(self: *Self, engine: *mach.Engine) !void {
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},
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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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app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = engine.gpu_driver.device.getQueue();
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vs_module.release();
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fs_module.release();
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}
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pub fn deinit(_: *Self, _: *mach.Engine) void {}
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pub fn deinit(_: *App, _: *mach.Engine) void {}
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pub fn update(self: *Self, engine: *mach.Engine) !bool {
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pub fn update(app: *App, 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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@ -90,7 +89,7 @@ pub fn update(self: *Self, engine: *mach.Engine) !bool {
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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(self.pipeline);
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pass.setPipeline(app.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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@ -98,7 +97,7 @@ pub fn update(self: *Self, engine: *mach.Engine) !bool {
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var command = encoder.finish(null);
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encoder.release();
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self.queue.submit(&.{command});
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app.queue.submit(&.{command});
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command.release();
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engine.gpu_driver.swap_chain.?.present();
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back_buffer_view.release();
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@ -1,2 +1 @@
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pub const Engine = @import("Engine.zig");
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