example: finalize triangle example to new API

This commit is contained in:
iddev5 2022-04-28 22:31:23 +05:30 committed by Stephen Gutekanst
parent 60fd89ec45
commit 5249e72408
2 changed files with 8 additions and 10 deletions

View file

@ -2,13 +2,12 @@ const std = @import("std");
const mach = @import("mach"); const mach = @import("mach");
const gpu = @import("gpu"); const gpu = @import("gpu");
pub const options: mach.Engine.Options = .{}; const App = @This();
pipeline: gpu.RenderPipeline, pipeline: gpu.RenderPipeline,
queue: gpu.Queue, queue: gpu.Queue,
const Self = @This(); pub fn init(app: *App, engine: *mach.Engine) !void {
pub fn init(self: *Self, engine: *mach.Engine) !void {
const vs_module = engine.gpu_driver.device.createShaderModule(&.{ const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") }, .code = .{ .wgsl = @embedFile("vert.wgsl") },
@ -65,16 +64,16 @@ pub fn init(self: *Self, engine: *mach.Engine) !void {
}, },
}; };
self.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor); app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
self.queue = engine.gpu_driver.device.getQueue(); app.queue = engine.gpu_driver.device.getQueue();
vs_module.release(); vs_module.release();
fs_module.release(); fs_module.release();
} }
pub fn deinit(_: *Self, _: *mach.Engine) void {} pub fn deinit(_: *App, _: *mach.Engine) void {}
pub fn update(self: *Self, engine: *mach.Engine) !bool { pub fn update(app: *App, engine: *mach.Engine) !bool {
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView(); const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{ const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view, .view = back_buffer_view,
@ -90,7 +89,7 @@ pub fn update(self: *Self, engine: *mach.Engine) !bool {
.depth_stencil_attachment = null, .depth_stencil_attachment = null,
}; };
const pass = encoder.beginRenderPass(&render_pass_info); const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(self.pipeline); pass.setPipeline(app.pipeline);
pass.draw(3, 1, 0, 0); pass.draw(3, 1, 0, 0);
pass.end(); pass.end();
pass.release(); pass.release();
@ -98,7 +97,7 @@ pub fn update(self: *Self, engine: *mach.Engine) !bool {
var command = encoder.finish(null); var command = encoder.finish(null);
encoder.release(); encoder.release();
self.queue.submit(&.{command}); app.queue.submit(&.{command});
command.release(); command.release();
engine.gpu_driver.swap_chain.?.present(); engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release(); back_buffer_view.release();

View file

@ -1,2 +1 @@
pub const Engine = @import("Engine.zig"); pub const Engine = @import("Engine.zig");