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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@ -30,31 +30,20 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.size_min = .{ .width = 20, .height = 20 },
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});
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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 vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout{
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const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attribute_count = vertex_attributes.len,
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.attributes = &vertex_attributes,
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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 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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.operation = .add,
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@ -72,13 +61,11 @@ 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 pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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@ -89,15 +76,12 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.depth_write_enabled = true,
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.depth_compare = .less,
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},
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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{vertex_buffer_layout},
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},
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.buffers = &.{vertex_buffer_layout},
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}),
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.primitive = .{
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.topology = .triangle_list,
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// Backface culling since the cube is solid piece of geometry.
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// Faces pointing away from the camera will be occluded by faces
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// pointing toward the camera.
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@ -154,15 +138,14 @@ 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 = pipeline.getBindGroupLayout(0),
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.entry_count = 3,
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.entries = &[_]gpu.BindGroup.Entry{
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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gpu.BindGroup.Entry.sampler(1, sampler),
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gpu.BindGroup.Entry.textureView(2, cube_texture.createView(&gpu.TextureView.Descriptor{})),
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},
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},
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}),
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);
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app.pipeline = pipeline;
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@ -205,16 +188,15 @@ pub fn update(app: *App, core: *mach.Core) !void {
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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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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = &.{
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.view = app.depth_texture_view,
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.depth_clear_value = 1.0,
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.depth_load_op = .clear,
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.depth_store_op = .store,
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},
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};
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});
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{
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const time = timer.read();
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