parent
5774e2f239
commit
9fc7356a22
4 changed files with 125 additions and 21 deletions
@ -1,17 +1,98 @@ |
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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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|
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pub fn main() !void { |
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std.debug.print("All your {s} are belong to us.\n", .{"codebase"}); |
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const stdout_file = std.io.getStdOut().writer(); |
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var bw = std.io.bufferedWriter(stdout_file); |
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const stdout = bw.writer(); |
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try stdout.print("Run `zig build test` to run the tests.\n", .{}); |
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try bw.flush(); |
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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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test "simple test" { |
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var list = std.ArrayList(i32).init(std.testing.allocator); |
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defer list.deinit(); |
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try list.append(42); |
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try std.testing.expectEqual(@as(i32, 42), list.pop()); |
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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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@ -0,0 +1,14 @@ |
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@vertex fn vertex_main( |
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@builtin(vertex_index) index: u32 |
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) -> @builtin(position) vec4<f32> { |
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let pos = array<vec2<f32>, 3>( |
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vec2<f32>( 0.0, 0.5), |
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vec2<f32>(-0.5, -0.5), |
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vec2<f32>( 0.5, -0.5) |
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); |
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return vec4<f32>(pos[index], 0.0, 1.0); |
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} |
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@fragment fn frag_main() -> @location(0) vec4<f32> { |
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return vec4<f32>(1.0, 0.0, 0.0, 1.0); |
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} |
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