{gfx,examples}: use core.state().device
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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bffc668005
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79dccb4d73
6 changed files with 16 additions and 22 deletions
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@ -13,9 +13,9 @@ pub const global_events = .{
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title_timer: mach.Timer,
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pipeline: *gpu.RenderPipeline,
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fn init(game: *Mod) !void {
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fn init(game: *Mod, core: *mach.Core.Mod) !void {
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// Create our shader module
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const shader_module = mach.core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Blend state describes how rendered colors get blended
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@ -44,7 +44,7 @@ fn init(game: *Mod) !void {
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.entry_point = "vertex_main",
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},
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};
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const pipeline = mach.core.device.createRenderPipeline(&pipeline_descriptor);
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const pipeline = core.state().device.createRenderPipeline(&pipeline_descriptor);
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// Store our render pipeline in our module's state, so we can access it later on.
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game.init(.{
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@ -59,10 +59,7 @@ pub fn deinit(game: *Mod) void {
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}
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// TODO(important): remove need for returning an error here
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fn tick(
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core: *mach.Core.Mod,
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game: *Mod,
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) !void {
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fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS event.
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var iter = mach.core.pollEvents();
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while (iter.next()) |event| {
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@ -78,7 +75,7 @@ fn tick(
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// Create a command encoder
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const label = @tagName(name) ++ ".tick";
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const encoder = mach.core.device.createCommandEncoder(&.{ .label = label });
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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