shaderexp: port to new API
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parent
218a6a5c08
commit
7c518f7bd6
2 changed files with 89 additions and 89 deletions
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@ -3,7 +3,7 @@ const mach = @import("mach");
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const gpu = @import("gpu");
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const glfw = @import("glfw");
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const App = mach.App(*FrameParams, .{});
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const App = @This();
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const Vertex = struct {
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pos: @Vector(4, f32),
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@ -25,15 +25,21 @@ const UniformBufferObject = struct {
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var timer: std.time.Timer = undefined;
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pub fn main() !void {
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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index_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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fragment_shader_file: std.fs.File,
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fragment_shader_code: [:0]const u8,
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last_mtime: i128,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try std.time.Timer.start();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpa.allocator();
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const ctx = try allocator.create(FrameParams);
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var app = try App.init(allocator, ctx, .{});
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app.window.setKeyCallback(struct {
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engine.core.internal.window.setKeyCallback(struct {
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fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
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_ = scancode;
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_ = mods;
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@ -48,7 +54,7 @@ pub fn main() !void {
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// On linux if we don't set a minimum size, you can squish the window to 0 pixels of width and height,
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// this makes some strange effects when that happens, so it's better to leave a minimum size to avoid that,
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// this doesn't prevent you from minimizing the window.
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try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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var fragment_file: std.fs.File = undefined;
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var last_mtime: i128 = undefined;
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@ -64,13 +70,11 @@ pub fn main() !void {
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std.debug.print("Something went wrong when attempting to open file: {}\n", .{e});
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return;
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}
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defer fragment_file.close();
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var code = try fragment_file.readToEndAllocOptions(allocator, std.math.maxInt(u16), null, 1, 0);
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defer allocator.free(code);
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var code = try fragment_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u16), null, 1, 0);
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const queue = app.device.getQueue();
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const queue = engine.gpu_driver.device.getQueue();
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const vertex_buffer = app.device.createBuffer(&.{
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const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = true,
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@ -78,9 +82,8 @@ pub fn main() !void {
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var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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vertex_buffer.unmap();
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defer vertex_buffer.release();
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const index_buffer = app.device.createBuffer(&.{
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const index_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .index = true },
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.size = @sizeOf(u16) * indices.len,
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.mapped_at_creation = true,
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@ -88,20 +91,18 @@ pub fn main() !void {
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var index_mapped = index_buffer.getMappedRange(@TypeOf(indices[0]), 0, indices.len);
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std.mem.copy(u16, index_mapped, indices[0..]);
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index_buffer.unmap();
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defer index_buffer.release();
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// We need a bgl to bind the UniformBufferObject, but it is also needed for creating
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// the RenderPipeline, so we pass it to recreatePipeline as a pointer
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var bgl: gpu.BindGroupLayout = undefined;
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const pipeline = recreatePipeline(&app, code, &bgl);
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const pipeline = recreatePipeline(engine, code, &bgl);
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const uniform_buffer = app.device.createBuffer(&.{
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const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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});
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defer uniform_buffer.release();
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const bind_group = app.device.createBindGroup(
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const bind_group = engine.gpu_driver.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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@ -109,56 +110,48 @@ pub fn main() !void {
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},
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},
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);
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defer bind_group.release();
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ctx.* = FrameParams{
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.pipeline = pipeline,
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.queue = queue,
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.vertex_buffer = vertex_buffer,
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.index_buffer = index_buffer,
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.uniform_buffer = uniform_buffer,
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.bind_group = bind_group,
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app.pipeline = pipeline;
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app.queue = queue;
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app.vertex_buffer = vertex_buffer;
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app.index_buffer = index_buffer;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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.fragment_shader_file = fragment_file,
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.fragment_shader_code = code,
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.last_mtime = last_mtime,
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};
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app.fragment_shader_file = fragment_file;
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app.fragment_shader_code = code;
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app.last_mtime = last_mtime;
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bgl.release();
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try app.run(.{ .frame = frame });
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}
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const FrameParams = struct {
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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index_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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pub fn deinit(app: *App, engine: *mach.Engine) void {
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app.fragment_shader_file.close();
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engine.allocator.free(app.fragment_shader_code);
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fragment_shader_file: std.fs.File,
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fragment_shader_code: [:0]const u8,
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last_mtime: i128,
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};
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app.vertex_buffer.release();
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app.index_buffer.release();
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app.uniform_buffer.release();
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app.bind_group.release();
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}
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fn frame(app: *App, params: *FrameParams) !void {
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if (params.fragment_shader_file.stat()) |stat| {
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if (params.last_mtime < stat.mtime) {
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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if (app.fragment_shader_file.stat()) |stat| {
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if (app.last_mtime < stat.mtime) {
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std.log.info("The fragment shader has been changed", .{});
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params.last_mtime = stat.mtime;
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params.fragment_shader_file.seekTo(0) catch unreachable;
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params.fragment_shader_code = params.fragment_shader_file.readToEndAllocOptions(app.allocator, std.math.maxInt(u32), null, 1, 0) catch |err| {
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app.last_mtime = stat.mtime;
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app.fragment_shader_file.seekTo(0) catch unreachable;
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app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u32), null, 1, 0) catch |err| {
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std.log.err("Err: {}", .{err});
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return;
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return false;
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};
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params.pipeline = recreatePipeline(app, params.fragment_shader_code, null);
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app.pipeline = recreatePipeline(engine, app.fragment_shader_code, null);
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}
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} else |err| {
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std.log.err("Something went wrong when attempting to stat file: {}\n", .{err});
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}
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const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
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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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.resolve_target = null,
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@ -167,7 +160,7 @@ fn frame(app: *App, params: *FrameParams) !void {
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.store_op = .store,
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};
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const encoder = app.device.createCommandEncoder(null);
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const encoder = engine.gpu_driver.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = null,
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@ -175,16 +168,16 @@ fn frame(app: *App, params: *FrameParams) !void {
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const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
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const ubo = UniformBufferObject{
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.resolution = .{ @intToFloat(f32, app.current_desc.width), @intToFloat(f32, app.current_desc.height) },
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.resolution = .{ @intToFloat(f32, engine.gpu_driver.current_desc.width), @intToFloat(f32, engine.gpu_driver.current_desc.height) },
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.time = time,
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};
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encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setIndexBuffer(params.index_buffer, .uint16, 0, @sizeOf(u16) * indices.len);
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pass.setPipeline(params.pipeline);
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pass.setBindGroup(0, params.bind_group, &.{0});
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setIndexBuffer(app.index_buffer, .uint16, 0, @sizeOf(u16) * indices.len);
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pass.setPipeline(app.pipeline);
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pass.setBindGroup(0, app.bind_group, &.{0});
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pass.drawIndexed(indices.len, 1, 0, 0, 0);
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pass.end();
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pass.release();
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@ -192,14 +185,16 @@ fn frame(app: *App, params: *FrameParams) !void {
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var command = encoder.finish(null);
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encoder.release();
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params.queue.submit(&.{command});
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app.queue.submit(&.{command});
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command.release();
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app.swap_chain.?.present();
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engine.gpu_driver.swap_chain.?.present();
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back_buffer_view.release();
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return true;
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}
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fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline {
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const vs_module = app.device.createShaderModule(&.{
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fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline {
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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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});
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@ -217,14 +212,14 @@ fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*
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// Check wether the fragment shader code compiled successfully, if not
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// print the validation layer error and show a black screen
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app.device.pushErrorScope(.validation);
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var fs_module = app.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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engine.gpu_driver.device.pushErrorScope(.validation);
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var fs_module = engine.gpu_driver.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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.label = "my fragment shader",
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.code = .{ .wgsl = fragment_shader_code },
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});
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var error_occurred: bool = false;
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// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
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_ = app.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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_ = engine.gpu_driver.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .noError) {
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std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
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@ -233,7 +228,7 @@ fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*
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}
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}.callback));
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if (error_occurred) {
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fs_module = app.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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fs_module = engine.gpu_driver.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("black_screen_frag.wgsl") },
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});
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@ -253,7 +248,7 @@ fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*
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},
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};
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const color_target = gpu.ColorTargetState{
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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@ -266,7 +261,7 @@ fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*
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const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .fragment = true }, .uniform, true, 0);
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// bgl is needed outside, for the creation of the uniform_buffer in main
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const bgl_tmp = app.device.createBindGroupLayout(
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const bgl_tmp = engine.gpu_driver.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{bgle},
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},
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@ -281,7 +276,7 @@ fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*
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}
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl_tmp};
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const pipeline_layout = app.device.createPipelineLayout(&.{
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const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
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.bind_group_layouts = &bind_group_layouts,
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});
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defer pipeline_layout.release();
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@ -310,10 +305,10 @@ fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*
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// Create the render pipeline. Even if the shader compilation succeeded, this could fail if the
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// shader is missing a `main` entrypoint.
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app.device.pushErrorScope(.validation);
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const pipeline = app.device.createRenderPipeline(&pipeline_descriptor);
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engine.gpu_driver.device.pushErrorScope(.validation);
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const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
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_ = app.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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_ = engine.gpu_driver.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct {
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fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void {
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if (typ != .noError) {
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std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message});
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@ -323,7 +318,7 @@ fn recreatePipeline(app: *const App, fragment_shader_code: [:0]const u8, bgl: ?*
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}.callback));
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if (error_occurred) {
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// Retry with black_screen_frag which we know will work.
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return recreatePipeline(app, @embedFile("black_screen_frag.wgsl"), bgl);
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return recreatePipeline(engine, @embedFile("black_screen_frag.wgsl"), bgl);
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}
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return pipeline;
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}
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