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

@ -12,8 +12,11 @@ const Vec3 = math.Vec3;
const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4;
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
/// Internal state
pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline) = .{},
allocator: std.mem.Allocator,
pub const name = .mach_gfx_sprite;
pub const Mod = mach.Mod(@This());
@ -137,18 +140,15 @@ pub const PipelineOptions = struct {
pipeline_layout: ?*gpu.PipelineLayout = null,
};
fn deinit(sprite_mod: *Mod) !void {
for (sprite_mod.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
sprite_mod.state.pipelines.deinit(sprite_mod.allocator);
fn init(sprite_mod: *Mod) void {
sprite_mod.init(.{
.allocator = gpa.allocator(),
});
}
fn init(
sprite_mod: *Mod,
) !void {
sprite_mod.state = .{
// TODO: struct default value initializers don't work
.pipelines = .{},
};
fn deinit(sprite_mod: *Mod) !void {
for (sprite_mod.state().pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
sprite_mod.state().pipelines.deinit(sprite_mod.state().allocator);
}
fn initPipeline(
@ -156,9 +156,9 @@ fn initPipeline(
sprite_mod: *Mod,
opt: PipelineOptions,
) !void {
const device = engine.state.device;
const device = engine.state().device;
const pipeline = try sprite_mod.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
const pipeline = try sprite_mod.state().pipelines.getOrPut(sprite_mod.state().allocator, opt.pipeline);
if (pipeline.found_existing) {
pipeline.value_ptr.*.deinit();
}
@ -296,8 +296,8 @@ fn updated(
sprite_mod: *Mod,
pipeline_id: u32,
) !void {
const pipeline = sprite_mod.state.pipelines.getPtr(pipeline_id).?;
const device = engine.state.device;
const pipeline = sprite_mod.state().pipelines.getPtr(pipeline_id).?;
const device = engine.state().device;
// TODO: make sure these entities only belong to the given pipeline
// we need a better tagging mechanism
@ -337,7 +337,7 @@ fn updated(
var command = encoder.finish(null);
defer command.release();
engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
engine.state().queue.submit(&[_]*gpu.CommandBuffer{command});
}
fn preRender(
@ -345,7 +345,7 @@ fn preRender(
sprite_mod: *Mod,
pipeline_id: u32,
) !void {
const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
const pipeline = sprite_mod.state().pipelines.get(pipeline_id).?;
// Update uniform buffer
const proj = Mat4x4.projection2D(.{
@ -365,7 +365,7 @@ fn preRender(
),
};
engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
engine.state().encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
}
fn render(
@ -373,10 +373,10 @@ fn render(
sprite_mod: *Mod,
pipeline_id: u32,
) !void {
const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
const pipeline = sprite_mod.state().pipelines.get(pipeline_id).?;
// Draw the sprite batch
const pass = engine.state.pass;
const pass = engine.state().pass;
const total_vertices = pipeline.num_sprites * 6;
pass.setPipeline(pipeline.render);
// TODO: remove dynamic offsets?