examples: add ported boids example
Ported from https://github.com/austinEng/webgpu-samples/
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4 changed files with 336 additions and 12 deletions
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examples/boids/main.zig
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examples/boids/main.zig
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/// A port of Austin Eng's "computeBoids" webgpu sample.
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/// https://github.com/austinEng/webgpu-samples/blob/main/src/sample/computeBoids/main.ts
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const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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const FrameParams = struct {
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compute_pipeline: gpu.ComputePipeline,
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render_pipeline: gpu.RenderPipeline,
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sprite_vertex_buffer: gpu.Buffer,
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particle_buffers: [2]gpu.Buffer,
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particle_bind_groups: [2]gpu.BindGroup,
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frame_counter: usize,
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};
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const App = mach.App(*FrameParams, .{});
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const num_particle = 1500;
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pub fn main() !void {
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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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const sprite_shader_module = app.device.createShaderModule(&.{
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.label = "sprite shader module",
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.code = .{ .wgsl = @embedFile("sprite.wgsl") },
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});
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const update_sprite_shader_module = app.device.createShaderModule(&.{
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.label = "update sprite shader module",
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.code = .{ .wgsl = @embedFile("updateSprites.wgsl") },
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});
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const instanced_particles_attributes = [_]gpu.VertexAttribute{
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.{
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// instance position
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.shader_location = 0,
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.offset = 0,
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.format = .float32x2,
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},
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.{
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// instance velocity
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.shader_location = 1,
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.offset = 2 * 4,
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.format = .float32x2,
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},
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};
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const vertex_buffer_attributes = [_]gpu.VertexAttribute{
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.{
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// vertex positions
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.shader_location = 2,
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.offset = 0,
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.format = .float32x2,
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},
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};
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const render_pipeline = app.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
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.vertex = .{
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.module = sprite_shader_module,
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.entry_point = "vert_main",
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.buffers = &[_]gpu.VertexBufferLayout{
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.{
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// instanced particles buffer
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.array_stride = 4*4,
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.step_mode = .instance,
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.attribute_count = instanced_particles_attributes.len,
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.attributes = &instanced_particles_attributes,
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},
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.{
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// vertex buffer
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.array_stride = 2*4,
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.step_mode = .vertex,
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.attribute_count = vertex_buffer_attributes.len,
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.attributes = &vertex_buffer_attributes,
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},
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},
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},
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.fragment = &gpu.FragmentState{
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.module = sprite_shader_module,
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.entry_point = "frag_main",
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.targets = &[_]gpu.ColorTargetState{
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.{
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.format = app.swap_chain_format,
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},
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}
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},
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});
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const compute_pipeline = app.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{
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.compute = gpu.ProgrammableStageDescriptor{
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.module = update_sprite_shader_module,
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.entry_point = "main",
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}
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});
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const vert_buffer_data = [_]f32{
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-0.01, -0.02, 0.01,
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-0.02, 0.0, 0.02,
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};
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const sprite_vertex_buffer = app.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{.vertex = true, .copy_dst = true},
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.size = vert_buffer_data.len * @sizeOf(f32),
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});
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app.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
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const sim_params = [_]f32 {
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0.04, // .delta_T
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0.1, // .rule_1_distance
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0.025, // .rule_2_distance
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0.025, // .rule_3_distance
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0.02, // .rule_1_scale
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0.05, // .rule_2_scale
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0.005, // .rule_3_scale
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};
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const sim_param_buffer = app.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{.uniform = true, .copy_dst = true},
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.size = sim_params.len * @sizeOf(f32),
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});
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app.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
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var initial_particle_data: [num_particle*4]f32 = undefined;
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var rng = std.rand.DefaultPrng.init(0);
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const random = rng.random();
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var i:usize = 0;
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while(i < num_particle): (i += 1) {
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initial_particle_data[4 * i + 0] = 2 * (random.float(f32) - 0.5);
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initial_particle_data[4 * i + 1] = 2 * (random.float(f32) - 0.5);
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initial_particle_data[4 * i + 2] = 2 * (random.float(f32) - 0.5) * 0.1;
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initial_particle_data[4 * i + 3] = 2 * (random.float(f32) - 0.5) * 0.1;
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}
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var particle_buffers: [2]gpu.Buffer = undefined;
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var particle_bind_groups: [2]gpu.BindGroup = undefined;
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i = 0;
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while(i < 2): (i+=1) {
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particle_buffers[i] = app.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{.vertex = true, .copy_dst = true, .storage = true, },
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.size = initial_particle_data.len * @sizeOf(f32),
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});
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app.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
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}
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i = 0;
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while(i < 2): (i+=1) {
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particle_bind_groups[i] = app.device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = compute_pipeline.getBindGroupLayout(0),
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.entries = &[_]gpu.BindGroup.Entry {
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gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(2, particle_buffers[(i+1)%2], 0, initial_particle_data.len * @sizeOf(f32)),
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}
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});
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}
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ctx.* = FrameParams{
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.compute_pipeline = compute_pipeline,
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.render_pipeline = render_pipeline,
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.sprite_vertex_buffer = sprite_vertex_buffer,
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.particle_buffers = particle_buffers,
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.particle_bind_groups = particle_bind_groups,
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.frame_counter = 0,
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};
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try app.run(.{ .frame = frame });
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}
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fn frame(app: *App, params: *FrameParams) !void {
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const back_buffer_view = app.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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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &[_]gpu.RenderPassColorAttachment {
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color_attachment,
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}
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};
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const command_encoder = app.device.createCommandEncoder(null);
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{
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const pass_encoder = command_encoder.beginComputePass(null);
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pass_encoder.setPipeline(params.compute_pipeline);
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pass_encoder.setBindGroup(0, params.particle_bind_groups[params.frame_counter % 2], null);
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pass_encoder.dispatch(@floatToInt(u32, std.math.ceil(@as(f32, num_particle) / 64)), 1, 1);
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pass_encoder.end();
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pass_encoder.release();
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}
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{
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const pass_encoder = command_encoder.beginRenderPass(&render_pass_descriptor);
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pass_encoder.setPipeline(params.render_pipeline);
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pass_encoder.setVertexBuffer(0, params.particle_buffers[(params.frame_counter + 1) % 2], 0, num_particle*4*@sizeOf(f32));
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pass_encoder.setVertexBuffer(1, params.sprite_vertex_buffer, 0, 6*@sizeOf(f32));
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pass_encoder.draw(3, num_particle, 0, 0);
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pass_encoder.end();
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pass_encoder.release();
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}
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params.frame_counter += 1;
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if(params.frame_counter % 60 == 0) {
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std.debug.print("Frame {}\n", .{params.frame_counter});
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}
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var command = command_encoder.finish(null);
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command_encoder.release();
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app.device.getQueue().submit(&.{command});
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command.release();
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app.swap_chain.?.present();
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back_buffer_view.release();
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}
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