const std = @import("std"); const mach = @import("mach"); const gpu = @import("gpu"); const App = mach.App(*FrameParams, .{}); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; var allocator = gpa.allocator(); const ctx = try allocator.create(FrameParams); var app = try App.init(allocator, ctx, .{}); const vs_module = app.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); const fs_module = app.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); // Fragment state const blend = gpu.BlendState{ .color = .{ .operation = .add, .src_factor = .one, .dst_factor = .one, }, .alpha = .{ .operation = .add, .src_factor = .one, .dst_factor = .one, }, }; const color_target = gpu.ColorTargetState{ .format = app.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; const fragment = gpu.FragmentState{ .module = fs_module, .entry_point = "main", .targets = &.{color_target}, .constants = null, }; const pipeline_descriptor = gpu.RenderPipeline.Descriptor{ .fragment = &fragment, .layout = null, .depth_stencil = null, .vertex = .{ .module = vs_module, .entry_point = "main", .buffers = null, }, .multisample = .{ .count = 1, .mask = 0xFFFFFFFF, .alpha_to_coverage_enabled = false, }, .primitive = .{ .front_face = .ccw, .cull_mode = .none, .topology = .triangle_list, .strip_index_format = .none, }, }; ctx.* = FrameParams{ .pipeline = app.device.createRenderPipeline(&pipeline_descriptor), .queue = app.device.getQueue(), }; vs_module.release(); fs_module.release(); try app.run(.{ .frame = frame }); } const FrameParams = struct { pipeline: gpu.RenderPipeline, queue: gpu.Queue, }; fn frame(app: *App, params: *FrameParams) !void { const back_buffer_view = app.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, .clear_value = std.mem.zeroes(gpu.Color), .load_op = .clear, .store_op = .store, }; const encoder = app.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, .depth_stencil_attachment = null, }; const pass = encoder.beginRenderPass(&render_pass_info); pass.setPipeline(params.pipeline); pass.draw(3, 1, 0, 0); pass.end(); pass.release(); var command = encoder.finish(null); encoder.release(); params.queue.submit(&.{command}); command.release(); app.swap_chain.?.present(); back_buffer_view.release(); }