module: change state to avoid undefined, remove global allocator

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-05 17:05:48 -07:00 committed by Stephen Gutekanst
parent 5dbf9ece3b
commit cf883f5544
11 changed files with 271 additions and 222 deletions

View file

@ -42,7 +42,7 @@ fn init(
engine: *mach.Engine.Mod,
renderer: *Mod,
) !void {
const device = engine.state.device;
const device = engine.state().device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
// Fragment state
@ -94,29 +94,29 @@ fn init(
},
};
renderer.state = .{
renderer.init(.{
.pipeline = device.createRenderPipeline(&pipeline_descriptor),
.queue = device.getQueue(),
.bind_groups = bind_groups,
.uniform_buffer = uniform_buffer,
};
});
shader_module.release();
}
fn deinit(
renderer: *Mod,
) !void {
renderer.state.pipeline.release();
renderer.state.queue.release();
for (renderer.state.bind_groups) |bind_group| bind_group.release();
renderer.state.uniform_buffer.release();
renderer.state().pipeline.release();
renderer.state().queue.release();
for (renderer.state().bind_groups) |bind_group| bind_group.release();
renderer.state().uniform_buffer.release();
}
fn tick(
engine: *mach.Engine.Mod,
renderer: *Mod,
) !void {
const device = engine.state.device;
const device = engine.state().device;
// Begin our render pass
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
@ -148,14 +148,14 @@ fn tick(
.offset = location.v,
.scale = scale,
};
encoder.writeBuffer(renderer.state.uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
encoder.writeBuffer(renderer.state().uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
num_entities += 1;
}
}
const pass = encoder.beginRenderPass(&render_pass_info);
for (renderer.state.bind_groups[0..num_entities]) |bind_group| {
pass.setPipeline(renderer.state.pipeline);
for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
pass.setPipeline(renderer.state().pipeline);
pass.setBindGroup(0, bind_group, &.{0});
pass.draw(3, 1, 0, 0);
}
@ -165,7 +165,7 @@ fn tick(
var command = encoder.finish(null);
encoder.release();
renderer.state.queue.submit(&[_]*gpu.CommandBuffer{command});
renderer.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
core.swap_chain.present();
back_buffer_view.release();