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const std = @import("std");
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const core = @import("mach-core");
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const gpu = core.gpu;
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pub const App = @This();
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title_timer: core.Timer,
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pipeline: *gpu.RenderPipeline,
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pub fn init(app: *App) !void {
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try core.init(.{});
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const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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const blend = gpu.BlendState{};
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const color_target = gpu.ColorTargetState{
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.format = core.descriptor.format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "vertex_main",
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},
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.fragment = &fragment,
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};
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app.title_timer = try core.Timer.start();
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app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
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}
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pub fn deinit(app: *App) void {
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defer core.deinit();
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defer app.pipeline.release();
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}
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pub fn update(app: *App) !bool {
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var iter = core.pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.close => return true,
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else => {},
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}
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}
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// Get back buffer texture to render to.
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Once rendering is done (hence `defer`), swap back buffer to the front to display.
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defer core.swap_chain.present();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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// Create a `WGPUCommandEncoder` which provides an interface for recording GPU commands.
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const encoder = core.device.createCommandEncoder(null);
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defer encoder.release();
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{
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const pass = encoder.beginRenderPass(&render_pass_info);
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defer pass.release();
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defer pass.end();
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pass.setPipeline(app.pipeline);
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// Draw a triangle with the help of a specialized shader.
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pass.draw(3, 1, 0, 0);
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}
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// Finish recording commands, creating a `WGPUCommandBuffer`.
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var command = encoder.finish(null);
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defer command.release();
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// Submit the command(s) to the GPU.
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core.queue.submit(&.{command});
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// Update the window title to show FPS and input frequency.
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if (app.title_timer.read() >= 1.0) {
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app.title_timer.reset();
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try core.printTitle("Triangle [ {d}fps ] [ Input {d}hz ]", .{ core.frameRate(), core.inputRate() });
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}
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return false;
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}
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