gpu: example: use default values, gpu helper APIs
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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46ec50b207
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1 changed files with 7 additions and 11 deletions
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@ -72,17 +72,16 @@ pub fn main() !void {
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.blend = &blend,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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};
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const fragment = gpu.FragmentState{
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const fragment = gpu.FragmentState.init(.{
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.module = fs_module,
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.module = fs_module,
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.entry_point = "main",
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.entry_point = "main",
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.target_count = 1,
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.targets = &.{color_target},
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.targets = &[_]gpu.ColorTargetState{color_target},
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});
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};
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.fragment = &fragment,
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.layout = null,
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.layout = null,
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.depth_stencil = null,
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.depth_stencil = null,
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.vertex = .{
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.vertex = gpu.VertexState{
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.module = vs_module,
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.module = vs_module,
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.entry_point = "main",
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.entry_point = "main",
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},
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},
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@ -152,12 +151,9 @@ fn frame(params: FrameParams) !void {
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};
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};
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const encoder = params.device.createCommandEncoder(null);
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const encoder = params.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor{
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachment_count = 1,
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.color_attachments = &.{color_attachment},
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.color_attachments = &[_]gpu.RenderPassColorAttachment{color_attachment},
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});
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.depth_stencil_attachment = null,
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.occlusion_query_set = null,
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};
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const pass = encoder.beginRenderPass(&render_pass_info);
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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(params.pipeline);
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pass.draw(3, 1, 0, 0);
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pass.draw(3, 1, 0, 0);
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