mirror of
https://github.com/Ed94/Odin.git
synced 2026-07-29 19:00:06 +00:00
Add sdl2glue to vendor:wgpu package + triangle example
This commit is contained in:
Vendored
+17
@@ -0,0 +1,17 @@
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FILES := $(wildcard *)
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# NOTE: changing this requires changing the same values in the `web/index.html`.
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INITIAL_MEMORY_PAGES := 2000
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MAX_MEMORY_PAGES := 65536
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PAGE_SIZE := 65536
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INITIAL_MEMORY_BYTES := $(shell expr $(INITIAL_MEMORY_PAGES) \* $(PAGE_SIZE))
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MAX_MEMORY_BYTES := $(shell expr $(MAX_MEMORY_PAGES) \* $(PAGE_SIZE))
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web/triangle.wasm: $(FILES) ../../wgpu.js ../../../wasm/js/runtime.js
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odin build . \
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-target:js_wasm32 -out:web/triangle.wasm -o:size \
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-extra-linker-flags:"--export-table --import-memory --initial-memory=$(INITIAL_MEMORY_BYTES) --max-memory=$(MAX_MEMORY_BYTES)"
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cp ../../wgpu.js web/wgpu.js
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cp ../../../wasm/js/runtime.js web/runtime.js
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Vendored
+12
@@ -0,0 +1,12 @@
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REM NOTE: changing this requires changing the same values in the `web/index.html`.
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set INITIAL_MEMORY_PAGES=2000
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set MAX_MEMORY_PAGES=65536
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set PAGE_SIZE=65536
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set /a INITIAL_MEMORY_BYTES=%INITIAL_MEMORY_PAGES% * %PAGE_SIZE%
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set /a MAX_MEMORY_BYTES=%MAX_MEMORY_PAGES% * %PAGE_SIZE%
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call odin.exe build . -target:js_wasm32 -out:web/triangle.wasm -o:size -extra-linker-flags:"--export-table --import-memory --initial-memory=%INITIAL_MEMORY_BYTES% --max-memory=%MAX_MEMORY_BYTES%"
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copy "..\..\wgpu.js" "web\wgpu.js"
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copy "..\..\..\wasm\js\runtime.js" "web\runtime.js"
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Vendored
+187
@@ -0,0 +1,187 @@
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package vendor_wgpu_example_triangle
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import "base:runtime"
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import "core:fmt"
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import "vendor:wgpu"
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State :: struct {
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ctx: runtime.Context,
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os: OS,
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instance: wgpu.Instance,
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surface: wgpu.Surface,
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adapter: wgpu.Adapter,
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device: wgpu.Device,
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config: wgpu.SurfaceConfiguration,
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queue: wgpu.Queue,
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module: wgpu.ShaderModule,
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pipeline_layout: wgpu.PipelineLayout,
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pipeline: wgpu.RenderPipeline,
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}
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@(private="file")
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state: State
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main :: proc() {
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state.ctx = context
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os_init(&state.os)
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state.instance = wgpu.CreateInstance(nil)
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if state.instance == nil {
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panic("WebGPU is not supported")
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}
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state.surface = os_get_surface(&state.os, state.instance)
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wgpu.InstanceRequestAdapter(state.instance, &{ compatibleSurface = state.surface }, on_adapter, nil)
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on_adapter :: proc "c" (status: wgpu.RequestAdapterStatus, adapter: wgpu.Adapter, message: cstring, userdata: rawptr) {
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context = state.ctx
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if status != .Success || adapter == nil {
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fmt.panicf("request adapter failure: [%v] %s", status, message)
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}
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state.adapter = adapter
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wgpu.AdapterRequestDevice(adapter, nil, on_device)
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}
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on_device :: proc "c" (status: wgpu.RequestDeviceStatus, device: wgpu.Device, message: cstring, userdata: rawptr) {
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context = state.ctx
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if status != .Success || device == nil {
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fmt.panicf("request device failure: [%v] %s", status, message)
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}
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state.device = device
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width, height := os_get_render_bounds(&state.os)
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state.config = wgpu.SurfaceConfiguration {
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device = state.device,
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usage = { .RenderAttachment },
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format = .BGRA8Unorm,
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width = width,
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height = height,
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presentMode = .Fifo,
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alphaMode = .Opaque,
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}
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wgpu.SurfaceConfigure(state.surface, &state.config)
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state.queue = wgpu.DeviceGetQueue(state.device)
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shader :: `
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@vertex
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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let x = f32(i32(in_vertex_index) - 1);
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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@fragment
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fn fs_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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state.module = wgpu.DeviceCreateShaderModule(state.device, &{
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nextInChain = &wgpu.ShaderModuleWGSLDescriptor{
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sType = .ShaderModuleWGSLDescriptor,
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code = shader,
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},
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})
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state.pipeline_layout = wgpu.DeviceCreatePipelineLayout(state.device, &{})
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state.pipeline = wgpu.DeviceCreateRenderPipeline(state.device, &{
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layout = state.pipeline_layout,
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vertex = {
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module = state.module,
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entryPoint = "vs_main",
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},
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fragment = &{
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module = state.module,
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entryPoint = "fs_main",
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targetCount = 1,
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targets = &wgpu.ColorTargetState{
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format = .BGRA8Unorm,
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writeMask = wgpu.ColorWriteMaskFlags_All,
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},
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},
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primitive = {
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topology = .TriangleList,
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},
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multisample = {
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count = 1,
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mask = 0xFFFFFFFF,
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},
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})
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os_run(&state.os)
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}
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}
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resize :: proc "c" () {
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context = state.ctx
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state.config.width, state.config.height = os_get_render_bounds(&state.os)
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wgpu.SurfaceConfigure(state.surface, &state.config)
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}
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frame :: proc "c" (dt: f32) {
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context = state.ctx
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surface_texture := wgpu.SurfaceGetCurrentTexture(state.surface)
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switch surface_texture.status {
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case .Success:
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// All good, could check for `surface_texture.suboptimal` here.
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case .Timeout, .Outdated, .Lost:
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// Skip this frame, and re-configure surface.
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if surface_texture.texture != nil {
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wgpu.TextureRelease(surface_texture.texture)
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}
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resize()
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return
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case .OutOfMemory, .DeviceLost:
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// Fatal error
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fmt.panicf("[triangle] get_current_texture status=%v", surface_texture.status)
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}
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defer wgpu.TextureRelease(surface_texture.texture)
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frame := wgpu.TextureCreateView(surface_texture.texture, nil)
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defer wgpu.TextureViewRelease(frame)
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command_encoder := wgpu.DeviceCreateCommandEncoder(state.device, nil)
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defer wgpu.CommandEncoderRelease(command_encoder)
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render_pass_encoder := wgpu.CommandEncoderBeginRenderPass(
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command_encoder, &{
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colorAttachmentCount = 1,
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colorAttachments = &wgpu.RenderPassColorAttachment{
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view = frame,
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loadOp = .Clear,
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storeOp = .Store,
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clearValue = { r = 0, g = 1, b = 0, a = 1 },
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},
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},
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)
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defer wgpu.RenderPassEncoderRelease(render_pass_encoder)
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wgpu.RenderPassEncoderSetPipeline(render_pass_encoder, state.pipeline)
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wgpu.RenderPassEncoderDraw(render_pass_encoder, vertexCount=3, instanceCount=1, firstVertex=0, firstInstance=0)
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wgpu.RenderPassEncoderEnd(render_pass_encoder)
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command_buffer := wgpu.CommandEncoderFinish(command_encoder, nil)
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defer wgpu.CommandBufferRelease(command_buffer)
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wgpu.QueueSubmit(state.queue, { command_buffer })
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wgpu.SurfacePresent(state.surface)
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}
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finish :: proc() {
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wgpu.RenderPipelineRelease(state.pipeline)
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wgpu.PipelineLayoutRelease(state.pipeline_layout)
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wgpu.ShaderModuleRelease(state.module)
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wgpu.QueueRelease(state.queue)
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wgpu.DeviceRelease(state.device)
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wgpu.AdapterRelease(state.adapter)
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wgpu.SurfaceRelease(state.surface)
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wgpu.InstanceRelease(state.instance)
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}
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+55
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//+build !js
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package vendor_wgpu_example_triangle
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import "core:time"
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import "vendor:glfw"
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import "vendor:wgpu"
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import "vendor:wgpu/glfwglue"
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OS :: struct {
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window: glfw.WindowHandle,
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}
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os_init :: proc(os: ^OS) {
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if !glfw.Init() {
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panic("[glfw] init failure")
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}
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glfw.WindowHint(glfw.CLIENT_API, glfw.NO_API)
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os.window = glfw.CreateWindow(960, 540, "WGPU Native Triangle", nil, nil)
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glfw.SetFramebufferSizeCallback(os.window, size_callback)
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}
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os_run :: proc(os: ^OS) {
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dt: f32
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for !glfw.WindowShouldClose(os.window) {
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start := time.tick_now()
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glfw.PollEvents()
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frame(dt)
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dt = f32(time.duration_seconds(time.tick_since(start)))
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}
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finish()
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glfw.DestroyWindow(os.window)
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glfw.Terminate()
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}
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os_get_render_bounds :: proc(os: ^OS) -> (width, height: u32) {
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iw, ih := glfw.GetWindowSize(os.window)
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return u32(iw), u32(ih)
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}
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os_get_surface :: proc(os: ^OS, instance: wgpu.Instance) -> wgpu.Surface {
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return glfwglue.GetSurface(instance, os.window)
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}
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@(private="file")
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size_callback :: proc "c" (window: glfw.WindowHandle, width, height: i32) {
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resize()
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}
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Vendored
+60
@@ -0,0 +1,60 @@
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package vendor_wgpu_example_triangle
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import "vendor:wgpu"
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import "vendor:wasm/js"
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OS :: struct {
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initialized: bool,
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}
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@(private="file")
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g_os: ^OS
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os_init :: proc(os: ^OS) {
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g_os = os
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assert(js.add_window_event_listener(.Resize, nil, size_callback))
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}
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// NOTE: frame loop is done by the runtime.js repeatedly calling `step`.
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os_run :: proc(os: ^OS) {
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os.initialized = true
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}
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os_get_render_bounds :: proc(os: ^OS) -> (width, height: u32) {
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rect := js.get_bounding_client_rect("body")
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return u32(rect.width), u32(rect.height)
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}
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os_get_surface :: proc(os: ^OS, instance: wgpu.Instance) -> wgpu.Surface {
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return wgpu.InstanceCreateSurface(
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instance,
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&wgpu.SurfaceDescriptor{
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nextInChain = &wgpu.SurfaceDescriptorFromCanvasHTMLSelector{
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sType = .SurfaceDescriptorFromCanvasHTMLSelector,
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selector = "#wgpu-canvas",
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},
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},
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)
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}
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@(private="file", export)
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step :: proc(dt: f32) -> bool {
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if !g_os.initialized {
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return true
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}
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frame(dt)
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return true
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}
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@(private="file", fini)
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os_fini :: proc() {
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js.remove_window_event_listener(.Resize, nil, size_callback)
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finish()
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}
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@(private="file")
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size_callback :: proc(e: js.Event) {
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resize()
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}
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+23
@@ -0,0 +1,23 @@
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<!DOCTYPE html>
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<html lang="en" style="height: 100%;">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>WGPU WASM Triangle</title>
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</head>
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<body id="body" style="height: 100%; padding: 0; margin: 0; overflow: hidden;">
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<canvas id="wgpu-canvas"></canvas>
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<script type="text/javascript" src="runtime.js"></script>
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<script type="text/javascript" src="wgpu.js"></script>
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<script type="text/javascript">
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const mem = new WebAssembly.Memory({ initial: 2000, maximum: 65536, shared: false });
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const memInterface = new odin.WasmMemoryInterface();
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memInterface.setMemory(mem);
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const wgpuInterface = new odin.WebGPUInterface(memInterface);
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odin.runWasm("triangle.wasm", null, { wgpu: wgpuInterface.getInterface() }, memInterface, /*intSize=8*/);
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</script>
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</body>
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</html>
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Vendored
+229
@@ -0,0 +1,229 @@
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package vendor_wgpu_example_triangle
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import "base:runtime"
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import "core:fmt"
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import "vendor:sdl2"
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import "vendor:wgpu"
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import "vendor:wgpu/sdl2glue"
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State :: struct {
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ctx: runtime.Context,
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window: ^sdl2.Window,
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running: bool,
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instance: wgpu.Instance,
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surface: wgpu.Surface,
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adapter: wgpu.Adapter,
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device: wgpu.Device,
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config: wgpu.SurfaceConfiguration,
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queue: wgpu.Queue,
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module: wgpu.ShaderModule,
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pipeline_layout: wgpu.PipelineLayout,
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pipeline: wgpu.RenderPipeline,
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}
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@(private="file")
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state: State
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main :: proc() {
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state.ctx = context
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sdl_flags := sdl2.InitFlags{.VIDEO, .JOYSTICK, .GAMECONTROLLER, .EVENTS}
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if res := sdl2.Init(sdl_flags); res != 0 {
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fmt.eprintf("ERROR: Failed to initialize SDL: [%s]\n", sdl2.GetError())
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return
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}
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window_flags: sdl2.WindowFlags = {.SHOWN, .ALLOW_HIGHDPI, .RESIZABLE}
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state.window = sdl2.CreateWindow(
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"wgpu triangle",
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sdl2.WINDOWPOS_CENTERED,
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sdl2.WINDOWPOS_CENTERED,
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800,
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600,
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window_flags,
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)
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if state.window == nil {
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fmt.eprintf("ERROR: Failed to create the SDL Window: [%s]\n", sdl2.GetError())
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return
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}
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state.instance = wgpu.CreateInstance(nil)
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if state.instance == nil {
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panic("WebGPU is not supported")
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}
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state.surface = sdl2glue.GetSurface(state.instance, state.window)
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wgpu.InstanceRequestAdapter(state.instance, &{ compatibleSurface = state.surface }, on_adapter, nil)
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on_adapter :: proc "c" (status: wgpu.RequestAdapterStatus, adapter: wgpu.Adapter, message: cstring, userdata: rawptr) {
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context = state.ctx
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if status != .Success || adapter == nil {
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fmt.panicf("request adapter failure: [%v] %s", status, message)
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}
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state.adapter = adapter
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wgpu.AdapterRequestDevice(adapter, nil, on_device)
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}
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on_device :: proc "c" (status: wgpu.RequestDeviceStatus, device: wgpu.Device, message: cstring, userdata: rawptr) {
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context = state.ctx
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if status != .Success || device == nil {
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fmt.panicf("request device failure: [%v] %s", status, message)
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}
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state.device = device
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width, height : u32 = 800, 600 // os_get_render_bounds(&state.os)
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state.config = wgpu.SurfaceConfiguration {
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device = state.device,
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usage = { .RenderAttachment },
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format = .BGRA8Unorm,
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width = width,
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height = height,
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presentMode = .Fifo,
|
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alphaMode = .Opaque,
|
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}
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wgpu.SurfaceConfigure(state.surface, &state.config)
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state.queue = wgpu.DeviceGetQueue(state.device)
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shader :: `
|
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@vertex
|
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
|
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let x = f32(i32(in_vertex_index) - 1);
|
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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@fragment
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fn fs_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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state.module = wgpu.DeviceCreateShaderModule(state.device, &{
|
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nextInChain = &wgpu.ShaderModuleWGSLDescriptor{
|
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sType = .ShaderModuleWGSLDescriptor,
|
||||
code = shader,
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||||
},
|
||||
})
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state.pipeline_layout = wgpu.DeviceCreatePipelineLayout(state.device, &{})
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||||
state.pipeline = wgpu.DeviceCreateRenderPipeline(state.device, &{
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||||
layout = state.pipeline_layout,
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||||
vertex = {
|
||||
module = state.module,
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||||
entryPoint = "vs_main",
|
||||
},
|
||||
fragment = &{
|
||||
module = state.module,
|
||||
entryPoint = "fs_main",
|
||||
targetCount = 1,
|
||||
targets = &wgpu.ColorTargetState{
|
||||
format = .BGRA8Unorm,
|
||||
writeMask = wgpu.ColorWriteMaskFlags_All,
|
||||
},
|
||||
},
|
||||
primitive = {
|
||||
topology = .TriangleList,
|
||||
|
||||
},
|
||||
multisample = {
|
||||
count = 1,
|
||||
mask = 0xFFFFFFFF,
|
||||
},
|
||||
})
|
||||
|
||||
now := sdl2.GetPerformanceCounter()
|
||||
last : u64 = 0
|
||||
dt: f32 = 0
|
||||
main_loop: for {
|
||||
last = now
|
||||
now := sdl2.GetPerformanceCounter()
|
||||
dt = auto_cast((now - last)*1000 / sdl2.GetPerformanceFrequency())
|
||||
|
||||
e: sdl2.Event
|
||||
|
||||
for sdl2.PollEvent(&e) {
|
||||
#partial switch (e.type) {
|
||||
case .QUIT:
|
||||
break main_loop
|
||||
|
||||
case .WINDOWEVENT:
|
||||
#partial switch (e.window.event) {
|
||||
case .SIZE_CHANGED:
|
||||
case .RESIZED:
|
||||
state.config.width = cast(u32)e.window.data1
|
||||
state.config.height = cast(u32)e.window.data2
|
||||
wgpu.SurfaceConfigure(state.surface, &state.config)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
frame(dt)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
frame :: proc "c" (dt: f32) {
|
||||
context = state.ctx
|
||||
|
||||
surface_texture := wgpu.SurfaceGetCurrentTexture(state.surface)
|
||||
switch surface_texture.status {
|
||||
case .Success:
|
||||
// All good, could check for `surface_texture.suboptimal` here.
|
||||
case .Timeout, .Outdated, .Lost:
|
||||
// Skip this frame, and re-configure surface.
|
||||
if surface_texture.texture != nil {
|
||||
wgpu.TextureRelease(surface_texture.texture)
|
||||
}
|
||||
// todo - resize()
|
||||
return
|
||||
case .OutOfMemory, .DeviceLost:
|
||||
// Fatal error
|
||||
fmt.panicf("[triangle] get_current_texture status=%v", surface_texture.status)
|
||||
}
|
||||
defer wgpu.TextureRelease(surface_texture.texture)
|
||||
|
||||
frame := wgpu.TextureCreateView(surface_texture.texture, nil)
|
||||
defer wgpu.TextureViewRelease(frame)
|
||||
|
||||
command_encoder := wgpu.DeviceCreateCommandEncoder(state.device, nil)
|
||||
defer wgpu.CommandEncoderRelease(command_encoder)
|
||||
|
||||
render_pass_encoder := wgpu.CommandEncoderBeginRenderPass(
|
||||
command_encoder, &{
|
||||
colorAttachmentCount = 1,
|
||||
colorAttachments = &wgpu.RenderPassColorAttachment{
|
||||
view = frame,
|
||||
loadOp = .Clear,
|
||||
storeOp = .Store,
|
||||
clearValue = { r = 0, g = 1, b = 0, a = 1 },
|
||||
},
|
||||
},
|
||||
)
|
||||
defer wgpu.RenderPassEncoderRelease(render_pass_encoder)
|
||||
|
||||
wgpu.RenderPassEncoderSetPipeline(render_pass_encoder, state.pipeline)
|
||||
wgpu.RenderPassEncoderDraw(render_pass_encoder, vertexCount=3, instanceCount=1, firstVertex=0, firstInstance=0)
|
||||
wgpu.RenderPassEncoderEnd(render_pass_encoder)
|
||||
|
||||
command_buffer := wgpu.CommandEncoderFinish(command_encoder, nil)
|
||||
defer wgpu.CommandBufferRelease(command_buffer)
|
||||
|
||||
wgpu.QueueSubmit(state.queue, { command_buffer })
|
||||
wgpu.SurfacePresent(state.surface)
|
||||
}
|
||||
|
||||
finish :: proc() {
|
||||
wgpu.RenderPipelineRelease(state.pipeline)
|
||||
wgpu.PipelineLayoutRelease(state.pipeline_layout)
|
||||
wgpu.ShaderModuleRelease(state.module)
|
||||
wgpu.QueueRelease(state.queue)
|
||||
wgpu.DeviceRelease(state.device)
|
||||
wgpu.AdapterRelease(state.adapter)
|
||||
wgpu.SurfaceRelease(state.surface)
|
||||
wgpu.InstanceRelease(state.instance)
|
||||
}
|
||||
Reference in New Issue
Block a user