examples: fixed uniform buffer release and unused var
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f97af80410
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1 changed files with 1 additions and 5 deletions
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@ -122,7 +122,6 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.size = @sizeOf(UniformBufferObject) * num_instances,
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.size = @sizeOf(UniformBufferObject) * num_instances,
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.mapped_at_creation = false,
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.mapped_at_creation = false,
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});
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});
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defer uniform_buffer.release();
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const bind_group = engine.gpu_driver.device.createBindGroup(
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const bind_group = engine.gpu_driver.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.layout = bgl,
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@ -147,13 +146,10 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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pub fn deinit(app: *App, _: *mach.Engine) void {
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pub fn deinit(app: *App, _: *mach.Engine) void {
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app.vertex_buffer.release();
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app.vertex_buffer.release();
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app.bind_group.release();
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app.bind_group.release();
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app.uniform_buffer.release();
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}
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}
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var i: u32 = 0;
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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i += 1;
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.view = back_buffer_view,
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