gfx2d: update to latest mach-ecs API
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
d01834a919
commit
945f69428a
1 changed files with 27 additions and 27 deletions
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@ -54,9 +54,9 @@ const Uniforms = extern struct {
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};
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};
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pub fn machSprite2DInit(eng: *Engine) !void {
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pub fn machSprite2DInit(eng: *Engine) !void {
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var mach = eng.mod(.mach);
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var mach = &eng.mod.mach;
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var sprite2d = eng.mod(.mach_sprite2d);
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var sprite2d = &eng.mod.mach_sprite2d;
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const device = mach.state().device;
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const device = mach.state.device;
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const uniform_buffer = device.createBuffer(&.{
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const uniform_buffer = device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.usage = .{ .copy_dst = true, .uniform = true },
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@ -109,7 +109,7 @@ pub fn machSprite2DInit(eng: *Engine) !void {
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gpu.BindGroup.Entry.buffer(2, sprite_uv_transforms, 0, @sizeOf(Mat3x3) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(2, sprite_uv_transforms, 0, @sizeOf(Mat3x3) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(3, sprite_sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(3, sprite_sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap),
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gpu.BindGroup.Entry.sampler(4, texture_sampler),
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gpu.BindGroup.Entry.sampler(4, texture_sampler),
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gpu.BindGroup.Entry.textureView(5, sprite2d.state().texture.createView(&gpu.TextureView.Descriptor{})),
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gpu.BindGroup.Entry.textureView(5, sprite2d.state.texture.createView(&gpu.TextureView.Descriptor{})),
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},
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},
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}),
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}),
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);
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);
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@ -149,31 +149,31 @@ pub fn machSprite2DInit(eng: *Engine) !void {
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.sprite_uv_transforms = sprite_uv_transforms,
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.sprite_uv_transforms = sprite_uv_transforms,
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.sprite_sizes = sprite_sizes,
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.sprite_sizes = sprite_sizes,
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.texture_size = Vec2{
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.texture_size = Vec2{
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@as(f32, @floatFromInt(sprite2d.state().texture.getWidth())),
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@as(f32, @floatFromInt(sprite2d.state.texture.getWidth())),
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@as(f32, @floatFromInt(sprite2d.state().texture.getHeight())),
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@as(f32, @floatFromInt(sprite2d.state.texture.getHeight())),
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},
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},
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.texture = sprite2d.state().texture,
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.texture = sprite2d.state.texture,
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});
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});
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shader_module.release();
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shader_module.release();
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}
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}
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pub fn deinit(eng: *Engine) !void {
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pub fn deinit(eng: *Engine) !void {
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var sprite2d = eng.mod(.mach_sprite2d);
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var sprite2d = &eng.mod.mach_sprite2d;
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sprite2d.state().texture.release();
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sprite2d.state.texture.release();
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sprite2d.state().pipeline.release();
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sprite2d.state.pipeline.release();
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sprite2d.state().queue.release();
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sprite2d.state.queue.release();
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sprite2d.state().bind_group.release();
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sprite2d.state.bind_group.release();
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sprite2d.state().uniform_buffer.release();
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sprite2d.state.uniform_buffer.release();
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sprite2d.state().sprite_transforms.release();
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sprite2d.state.sprite_transforms.release();
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sprite2d.state().sprite_uv_transforms.release();
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sprite2d.state.sprite_uv_transforms.release();
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sprite2d.state().sprite_sizes.release();
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sprite2d.state.sprite_sizes.release();
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}
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}
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pub fn tick(eng: *Engine) !void {
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pub fn tick(eng: *Engine) !void {
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var mach = eng.mod(.mach);
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var mach = &eng.mod.mach;
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var sprite2d = eng.mod(.mach_sprite2d);
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var sprite2d = &eng.mod.mach_sprite2d;
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const device = mach.state().device;
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const device = mach.state.device;
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// Begin our render pass
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// Begin our render pass
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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@ -200,9 +200,9 @@ pub fn tick(eng: *Engine) !void {
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);
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);
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const uniforms = Uniforms{
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const uniforms = Uniforms{
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.view_projection = ortho,
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.view_projection = ortho,
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.texture_size = sprite2d.state().texture_size,
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.texture_size = sprite2d.state.texture_size,
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};
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};
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encoder.writeBuffer(sprite2d.state().uniform_buffer, 0, &[_]Uniforms{uniforms});
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encoder.writeBuffer(sprite2d.state.uniform_buffer, 0, &[_]Uniforms{uniforms});
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// Synchronize entity data into our GPU sprite buffer
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// Synchronize entity data into our GPU sprite buffer
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var archetypes_iter = eng.entities.query(.{ .all = &.{
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var archetypes_iter = eng.entities.query(.{ .all = &.{
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@ -232,16 +232,16 @@ pub fn tick(eng: *Engine) !void {
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}
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}
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const total_vertices = @as(u32, @intCast(sprite_sizes.items.len * 6));
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const total_vertices = @as(u32, @intCast(sprite_sizes.items.len * 6));
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if (sprite_transforms.items.len > 0) {
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if (sprite_transforms.items.len > 0) {
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encoder.writeBuffer(sprite2d.state().sprite_transforms, 0, sprite_transforms.items);
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encoder.writeBuffer(sprite2d.state.sprite_transforms, 0, sprite_transforms.items);
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encoder.writeBuffer(sprite2d.state().sprite_uv_transforms, 0, sprite_uv_transforms.items);
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encoder.writeBuffer(sprite2d.state.sprite_uv_transforms, 0, sprite_uv_transforms.items);
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encoder.writeBuffer(sprite2d.state().sprite_sizes, 0, sprite_sizes.items);
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encoder.writeBuffer(sprite2d.state.sprite_sizes, 0, sprite_sizes.items);
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}
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}
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// Draw the sprite batch
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// Draw the sprite batch
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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(sprite2d.state().pipeline);
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pass.setPipeline(sprite2d.state.pipeline);
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// TODO: remove dynamic offsets?
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// TODO: remove dynamic offsets?
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pass.setBindGroup(0, sprite2d.state().bind_group, &.{});
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pass.setBindGroup(0, sprite2d.state.bind_group, &.{});
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pass.draw(total_vertices, 1, 0, 0);
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pass.draw(total_vertices, 1, 0, 0);
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pass.end();
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pass.end();
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pass.release();
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pass.release();
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@ -249,7 +249,7 @@ pub fn tick(eng: *Engine) !void {
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var command = encoder.finish(null);
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var command = encoder.finish(null);
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encoder.release();
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encoder.release();
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sprite2d.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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sprite2d.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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command.release();
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core.swap_chain.present();
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core.swap_chain.present();
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back_buffer_view.release();
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back_buffer_view.release();
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