{examples,shaderexp}: update to new mach/gpu API
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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852d232335
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39 changed files with 473 additions and 338 deletions
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@ -7,7 +7,7 @@ struct FragUniform {
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@binding(2) @group(0) var mySampler: sampler;
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@binding(3) @group(0) var myTexture: texture_2d<f32>;
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@stage(fragment) fn main(
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@fragment fn main(
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@location(0) uv: vec2<f32>,
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@interpolate(linear) @location(1) bary: vec2<f32>,
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@interpolate(flat) @location(2) triangle_index: u32,
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@ -18,17 +18,17 @@ pub const App = @This();
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const AtlasRGB8 = Atlas(zigimg.color.Rgba32);
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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vertex_buffer: *gpu.Buffer,
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vertices: std.ArrayList(draw.Vertex),
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update_vertex_buffer: bool,
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vertex_uniform_buffer: gpu.Buffer,
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vertex_uniform_buffer: *gpu.Buffer,
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update_vertex_uniform_buffer: bool,
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frag_uniform_buffer: gpu.Buffer,
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frag_uniform_buffer: *gpu.Buffer,
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fragment_uniform_list: std.ArrayList(draw.FragUniform),
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update_frag_uniform_buffer: bool,
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bind_group: gpu.BindGroup,
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bind_group: *gpu.BindGroup,
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texture_atlas_data: AtlasRGB8,
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pub fn init(app: *App, core: *mach.Core) !void {
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@ -110,7 +110,6 @@ pub fn init(app: *App, core: *mach.Core) !void {
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&.{ .texture = texture },
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&data_layout,
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&.{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size },
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zigimg.color.Rgba32,
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app.texture_atlas_data.data,
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);
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@ -130,13 +129,17 @@ pub fn init(app: *App, core: *mach.Core) !void {
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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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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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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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.code = .{ .wgsl = @embedFile("frag.wgsl") },
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});
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const blend = gpu.BlendState{
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@ -155,12 +158,13 @@ pub fn init(app: *App, core: *mach.Core) !void {
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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.ColorWriteMask.all,
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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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.module = fs_module,
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.entry_point = "main",
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.targets = &.{color_target},
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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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@ -170,11 +174,13 @@ pub fn init(app: *App, core: *mach.Core) !void {
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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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.entries = &.{ vbgle, fbgle, sbgle, tbgle },
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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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);
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
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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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.bind_group_layouts = &bind_group_layouts,
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});
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@ -185,7 +191,8 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.vertex = .{
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.module = vs_module,
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.entry_point = "main",
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.buffers = &.{draw.VERTEX_BUFFER_LAYOUT},
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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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@ -196,7 +203,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
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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 = .none,
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.strip_index_format = .undef,
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},
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};
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@ -226,7 +233,8 @@ pub fn init(app: *App, core: *mach.Core) !void {
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const bind_group = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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.entry_count = 4,
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.entries = &[_]gpu.BindGroup.Entry{
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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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@ -282,21 +290,22 @@ 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.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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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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{
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if (app.update_vertex_buffer) {
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encoder.writeBuffer(app.vertex_buffer, 0, draw.Vertex, app.vertices.items);
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encoder.writeBuffer(app.vertex_buffer, 0, app.vertices.items);
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app.update_vertex_buffer = false;
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}
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if (app.update_frag_uniform_buffer) {
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encoder.writeBuffer(app.frag_uniform_buffer, 0, draw.FragUniform, app.fragment_uniform_list.items);
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encoder.writeBuffer(app.frag_uniform_buffer, 0, app.fragment_uniform_list.items);
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app.update_frag_uniform_buffer = false;
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}
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if (app.update_vertex_uniform_buffer) {
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encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{try getVertexUniformBufferObject(core)});
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encoder.writeBuffer(app.vertex_uniform_buffer, 0, &[_]draw.VertexUniform{try getVertexUniformBufferObject(core)});
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app.update_vertex_uniform_buffer = false;
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}
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}
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@ -10,7 +10,7 @@ struct VertexOut {
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@interpolate(flat) @location(2) triangle_index: u32,
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}
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@stage(vertex) fn main(
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@vertex fn main(
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@builtin(vertex_index) vertex_index: u32,
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@location(0) position: vec4<f32>,
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@location(1) uv: vec2<f32>,
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