examples: core-custom-entrypoint: revise based on SYCL24 learnings
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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1 changed files with 35 additions and 19 deletions
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@ -14,21 +14,27 @@ title_timer: mach.Timer,
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pipeline: *gpu.RenderPipeline,
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fn init(game: *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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defer shader_module.release();
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// Fragment state
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// Blend state describes how rendered colors get blended
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const blend = gpu.BlendState{};
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = mach.core.descriptor.format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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// Fragment state describes which shader and entrypoint to use for rendering fragments.
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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// Create our render pipeline that will ultimately get pixels onto the screen.
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.vertex = gpu.VertexState{
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@ -38,6 +44,7 @@ fn init(game: *Mod) !void {
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};
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const pipeline = mach.core.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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.title_timer = try mach.Timer.start(),
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.pipeline = pipeline,
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@ -63,32 +70,41 @@ fn tick(
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}
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}
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const queue = mach.core.queue;
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// Grab the back buffer of the swapchain
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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const color_attachment = gpu.RenderPassColorAttachment{
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defer back_buffer_view.release();
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// Create a command encoder
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const encoder = mach.core.device.createCommandEncoder(null);
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defer encoder.release();
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// Begin render pass
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const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
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const color_attachments = [_]gpu.RenderPassColorAttachment{.{
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.view = back_buffer_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.clear_value = sky_blue_background,
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.load_op = .clear,
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.store_op = .store,
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};
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}};
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const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = "main render pass",
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.color_attachments = &color_attachments,
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}));
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const encoder = mach.core.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(game.state().pipeline);
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pass.draw(3, 1, 0, 0);
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pass.end();
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pass.release();
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// Draw
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render_pass.setPipeline(game.state().pipeline);
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render_pass.draw(3, 1, 0, 0);
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// Finish render pass
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render_pass.end();
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// Submit our commands to the queue
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var command = encoder.finish(null);
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encoder.release();
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defer command.release();
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mach.core.queue.submit(&[_]*gpu.CommandBuffer{command});
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queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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// Present the frame
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mach.core.swap_chain.present();
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back_buffer_view.release();
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// update the window title every second
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if (game.state().title_timer.read() >= 1.0) {
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