mach/examples/triangle/main.zig
Stephen Gutekanst f299d87aa2 {examples,shaderexp}: update to new mach/gpu API
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-08-12 00:43:43 -07:00

110 lines
3.1 KiB
Zig

const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
pub const App = @This();
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",
});
const fs_module = core.device.createShaderModule(&.{
.next_in_chain = .{ .wgsl_descriptor = &.{
.source = @embedFile("frag.wgsl"),
} },
.label = "my fragment shader",
});
// 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 = core.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = gpu.FragmentState{
.module = fs_module,
.entry_point = "main",
.target_count = 1,
.targets = &[_]gpu.ColorTargetState{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 = .undef,
},
};
app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = core.device.getQueue();
vs_module.release();
fs_module.release();
}
pub fn deinit(_: *App, _: *mach.Core) void {}
pub fn update(app: *App, core: *mach.Core) !void {
const back_buffer_view = core.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 = core.device.createCommandEncoder(null);
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);
pass.setPipeline(app.pipeline);
pass.draw(3, 1, 0, 0);
pass.end();
pass.release();
var command = encoder.finish(null);
encoder.release();
app.queue.submit(&.{command});
command.release();
core.swap_chain.?.present();
back_buffer_view.release();
}