{mach,examples,shaderexp}: fix default minimum window size
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parent
9676665ccf
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a873227ab8
11 changed files with 4 additions and 47 deletions
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@ -33,10 +33,6 @@ const Dir = struct {
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};
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};
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const eye = vec3(5.0, 7.0, 5.0);
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const eye = vec3(5.0, 7.0, 5.0);
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const target = vec3(0.0, 0.0, 0.0);
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const target = vec3(0.0, 0.0, 0.0);
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@ -26,10 +26,6 @@ pub const App = @This();
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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timer = try mach.Timer.start();
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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const vertex_attributes = [_]gpu.VertexAttribute{
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@ -41,10 +41,6 @@ bgl: *gpu.BindGroupLayout,
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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timer = try mach.Timer.start();
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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const vertex_attributes = [_]gpu.VertexAttribute{
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@ -32,12 +32,6 @@ bind_group: *gpu.BindGroup,
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texture_atlas_data: AtlasRGB8,
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texture_atlas_data: AtlasRGB8,
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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try core.setOptions(.{
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.width = 640,
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.height = 480,
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.size_min = .{ .width = 20, .height = 20 },
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});
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const queue = core.device.getQueue();
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const queue = core.device.getQueue();
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// TODO: Refactor texture atlas size number
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// TODO: Refactor texture atlas size number
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@ -30,10 +30,6 @@ var block_dimension: u32 = tile_dimension - (filter_size - 1);
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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const queue = core.device.getQueue();
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const queue = core.device.getQueue();
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const blur_shader_module = core.device.createShaderModuleWGSL("blur.wgsl", @embedFile("blur.wgsl"));
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const blur_shader_module = core.device.createShaderModuleWGSL("blur.wgsl", @embedFile("blur.wgsl"));
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const blur_pipeline_descriptor = gpu.ComputePipeline.Descriptor{
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const blur_pipeline_descriptor = gpu.ComputePipeline.Descriptor{
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@ -23,10 +23,6 @@ pub const App = @This();
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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timer = try mach.Timer.start();
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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const vertex_attributes = [_]gpu.VertexAttribute{
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@ -23,10 +23,6 @@ bind_group: *gpu.BindGroup,
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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timer = try mach.Timer.start();
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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const vertex_attributes = [_]gpu.VertexAttribute{
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@ -26,10 +26,6 @@ pub const App = @This();
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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timer = try mach.Timer.start();
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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const vertex_attributes = [_]gpu.VertexAttribute{
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@ -24,10 +24,6 @@ pub const App = @This();
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try mach.Timer.start();
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timer = try mach.Timer.start();
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try core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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const vertex_attributes = [_]gpu.VertexAttribute{
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@ -24,13 +24,6 @@ last_mtime: i128,
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pub fn init(app: *App, core: *mach.Core) !void {
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pub fn init(app: *App, core: *mach.Core) !void {
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timer = try std.time.Timer.start();
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timer = try std.time.Timer.start();
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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 core.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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var fragment_file: std.fs.File = undefined;
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var fragment_file: std.fs.File = undefined;
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var last_mtime: i128 = undefined;
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var last_mtime: i128 = undefined;
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@ -25,8 +25,10 @@ pub const Options = struct {
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/// The height of the window.
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/// The height of the window.
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height: u32 = 480,
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height: u32 = 480,
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/// The minimum allowed size for the window.
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/// The minimum allowed size for the window. On Linux, if we don't set a minimum size,
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size_min: SizeOptional = .{ .width = null, .height = null },
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/// you can squish the window to 0 width and height with strange effects, so it's better to leave
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/// a minimum size to avoid that. This doesn't prevent you from minimizing the window.
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size_min: SizeOptional = .{ .width = 1, .height = 1 },
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/// The maximum allowed size for the window.
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/// The maximum allowed size for the window.
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size_max: SizeOptional = .{ .width = null, .height = null },
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size_max: SizeOptional = .{ .width = null, .height = null },
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