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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@ -8,64 +8,26 @@ pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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pub fn init(app: *App, core: *mach.Core) !void {
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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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// Fragment state
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const blend = gpu.BlendState{
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.color = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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.alpha = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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};
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const blend = gpu.BlendState{};
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const color_target = gpu.ColorTargetState{
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.format = core.swap_chain_format,
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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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.layout = null,
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.depth_stencil = null,
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.vertex = .{
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.vertex = gpu.VertexState{
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.module = vs_module,
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.entry_point = "main",
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.buffers = null,
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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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};
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@ -82,18 +44,15 @@ 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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.depth_stencil_attachment = null,
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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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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(app.pipeline);
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pass.draw(3, 1, 0, 0);
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