mach/examples/triangle/main.zig

107 lines
3.1 KiB
Zig

const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
pub const options: mach.Engine.Options = .{};
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
const Self = @This();
pub fn init(self: *Self, engine: *mach.Engine) !void {
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
const fs_module = engine.gpu_driver.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 = .zero,
},
.alpha = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .zero,
},
};
const color_target = gpu.ColorTargetState{
.format = engine.gpu_driver.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,
},
};
self.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
self.queue = engine.gpu_driver.device.getQueue();
vs_module.release();
fs_module.release();
}
pub fn deinit(_: *Self, _: *mach.Engine) void {}
pub fn update(self: *Self, engine: *mach.Engine) !bool {
const back_buffer_view = engine.gpu_driver.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 = engine.gpu_driver.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(self.pipeline);
pass.draw(3, 1, 0, 0);
pass.end();
pass.release();
var command = encoder.finish(null);
encoder.release();
self.queue.submit(&.{command});
command.release();
engine.gpu_driver.swap_chain.?.present();
back_buffer_view.release();
return true;
}