examples: fixed uniform buffer release and unused var

This commit is contained in:
PiergiorgioZagaria 2022-05-08 18:41:43 +02:00 committed by Stephen Gutekanst
parent f97af80410
commit ddf8704559

View file

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