{examples,shaderexp}: update to new mach/gpu API

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-08-11 15:35:33 -07:00 committed by Stephen Gutekanst
parent 852d232335
commit f299d87aa2
39 changed files with 473 additions and 338 deletions

View file

@ -1,3 +1,3 @@
@stage(fragment) fn main() -> @location(0) vec4<f32> {
@fragment fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}

View file

@ -4,18 +4,22 @@ const gpu = @import("gpu");
pub const App = @This();
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
pipeline: *gpu.RenderPipeline,
queue: *gpu.Queue,
pub fn init(app: *App, core: *mach.Core) !void {
const vs_module = core.device.createShaderModule(&.{
.next_in_chain = .{ .wgsl_descriptor = &.{
.source = @embedFile("vert.wgsl"),
} },
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
const fs_module = core.device.createShaderModule(&.{
.next_in_chain = .{ .wgsl_descriptor = &.{
.source = @embedFile("frag.wgsl"),
} },
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
// Fragment state
@ -34,12 +38,13 @@ pub fn init(app: *App, core: *mach.Core) !void {
const color_target = gpu.ColorTargetState{
.format = core.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMask.all,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = gpu.FragmentState{
.module = fs_module,
.entry_point = "main",
.targets = &.{color_target},
.target_count = 1,
.targets = &[_]gpu.ColorTargetState{color_target},
.constants = null,
};
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
@ -60,7 +65,7 @@ pub fn init(app: *App, core: *mach.Core) !void {
.front_face = .ccw,
.cull_mode = .none,
.topology = .triangle_list,
.strip_index_format = .none,
.strip_index_format = .undef,
},
};
@ -84,8 +89,9 @@ pub fn update(app: *App, core: *mach.Core) !void {
};
const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
const render_pass_info = gpu.RenderPassDescriptor{
.color_attachment_count = 1,
.color_attachments = &[_]gpu.RenderPassColorAttachment{color_attachment},
.depth_stencil_attachment = null,
};
const pass = encoder.beginRenderPass(&render_pass_info);

View file

@ -1,4 +1,4 @@
@stage(vertex) fn main(
@vertex fn main(
@builtin(vertex_index) VertexIndex : u32
) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(