module: change state to avoid undefined, remove global allocator
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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parent
5dbf9ece3b
commit
cf883f5544
11 changed files with 271 additions and 222 deletions
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@ -42,7 +42,7 @@ fn init(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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// Fragment state
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@ -94,29 +94,29 @@ fn init(
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},
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};
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renderer.state = .{
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renderer.init(.{
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.pipeline = device.createRenderPipeline(&pipeline_descriptor),
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.queue = device.getQueue(),
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.bind_groups = bind_groups,
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.uniform_buffer = uniform_buffer,
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};
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});
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shader_module.release();
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}
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fn deinit(
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renderer: *Mod,
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) !void {
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renderer.state.pipeline.release();
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renderer.state.queue.release();
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for (renderer.state.bind_groups) |bind_group| bind_group.release();
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renderer.state.uniform_buffer.release();
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renderer.state().pipeline.release();
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renderer.state().queue.release();
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for (renderer.state().bind_groups) |bind_group| bind_group.release();
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renderer.state().uniform_buffer.release();
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}
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fn tick(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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// Begin our render pass
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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@ -148,14 +148,14 @@ fn tick(
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.offset = location.v,
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.scale = scale,
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};
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encoder.writeBuffer(renderer.state.uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
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encoder.writeBuffer(renderer.state().uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
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num_entities += 1;
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}
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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for (renderer.state.bind_groups[0..num_entities]) |bind_group| {
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pass.setPipeline(renderer.state.pipeline);
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for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
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pass.setPipeline(renderer.state().pipeline);
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pass.setBindGroup(0, bind_group, &.{0});
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pass.draw(3, 1, 0, 0);
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}
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@ -165,7 +165,7 @@ fn tick(
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var command = encoder.finish(null);
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encoder.release();
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renderer.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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renderer.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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core.swap_chain.present();
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back_buffer_view.release();
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