examples: use default values, gpu helper APIs
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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11 changed files with 251 additions and 630 deletions
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@ -128,19 +128,8 @@ pub fn init(app: *App, core: *mach.Core) !void {
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// try draw.quad(app, .{ 0, 0 }, .{ 480, 480 }, .{}, .{ .bottom_left = .{ 0, 0 }, .width_and_height = .{ 1, 1 } });
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// try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
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const vs_module = core.device.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("vert.wgsl"),
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} },
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.label = "my vertex shader",
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});
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const fs_module = core.device.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("frag.wgsl"),
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} },
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.label = "my fragment shader",
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const fs_module = core.device.createShaderModuleWGSL("frag.wgsl", @embedFile("frag.wgsl"));
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const blend = gpu.BlendState{
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.color = .{
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@ -160,51 +149,34 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState{
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const fragment = gpu.FragmentState.init(.{
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.module = fs_module,
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.entry_point = "main",
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.target_count = 1,
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.targets = &[_]gpu.ColorTargetState{color_target},
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.constants = null,
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};
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.targets = &.{color_target},
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});
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const vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
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const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
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const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
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const bgl = core.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entry_count = 4,
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.entries = &[_]gpu.BindGroupLayout.Entry{ vbgle, fbgle, sbgle, tbgle },
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},
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{ vbgle, fbgle, sbgle, tbgle },
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}),
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);
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
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const pipeline_layout = core.device.createPipelineLayout(&.{
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.bind_group_layout_count = 1,
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const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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});
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}));
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.depth_stencil = null,
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.vertex = .{
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.vertex = gpu.VertexState.init(.{
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.module = vs_module,
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.entry_point = "main",
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.buffer_count = 1,
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.buffers = &[_]gpu.VertexBufferLayout{draw.VERTEX_BUFFER_LAYOUT},
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},
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.multisample = .{
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.count = 1,
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.mask = 0xFFFFFFFF,
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.alpha_to_coverage_enabled = false,
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},
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.primitive = .{
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.front_face = .ccw,
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.cull_mode = .none,
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.topology = .triangle_list,
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.strip_index_format = .undef,
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},
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.buffers = &.{draw.VERTEX_BUFFER_LAYOUT},
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}),
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};
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const vertex_buffer = core.device.createBuffer(&.{
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@ -231,16 +203,15 @@ pub fn init(app: *App, core: *mach.Core) !void {
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});
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const bind_group = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bgl,
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.entry_count = 4,
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.entries = &[_]gpu.BindGroup.Entry{
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(draw.VertexUniform)),
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gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(draw.FragUniform) * app.vertices.items.len / 3),
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gpu.BindGroup.Entry.sampler(2, sampler),
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gpu.BindGroup.Entry.textureView(3, texture.createView(&gpu.TextureView.Descriptor{ .dimension = .dimension_2d })),
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},
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},
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}),
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);
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app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
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@ -283,17 +254,15 @@ pub fn update(app: *App, core: *mach.Core) !void {
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const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = core.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor{
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.color_attachment_count = 1,
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.color_attachments = &[_]gpu.RenderPassColorAttachment{color_attachment},
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};
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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{
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if (app.update_vertex_buffer) {
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