const std = @import("std"); const mach = @import("mach"); const core = mach.core; const gpu = mach.gpu; pub const App = @This(); title_timer: core.Timer, pipeline: *gpu.RenderPipeline, pub fn init(app: *App) !void { try core.init(.{}); const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl")); defer shader_module.release(); // Fragment state const blend = gpu.BlendState{}; const color_target = gpu.ColorTargetState{ .format = core.descriptor.format, .blend = &blend, .write_mask = gpu.ColorWriteMaskFlags.all, }; const fragment = gpu.FragmentState.init(.{ .module = shader_module, .entry_point = "frag_main", .targets = &.{color_target}, }); const pipeline_descriptor = gpu.RenderPipeline.Descriptor{ .fragment = &fragment, .vertex = gpu.VertexState{ .module = shader_module, .entry_point = "vertex_main", }, }; const pipeline = core.device.createRenderPipeline(&pipeline_descriptor); app.* = .{ .title_timer = try core.Timer.start(), .pipeline = pipeline }; } pub fn deinit(app: *App) void { defer core.deinit(); app.pipeline.release(); } pub fn update(app: *App) !bool { var iter = core.pollEvents(); while (iter.next()) |event| { switch (event) { .close => return true, else => {}, } } const queue = core.queue; const back_buffer_view = core.swap_chain.getCurrentTextureView().?; const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .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.init(.{ .color_attachments = &.{color_attachment}, }); 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(); queue.submit(&[_]*gpu.CommandBuffer{command}); command.release(); core.swap_chain.present(); back_buffer_view.release(); // update the window title every second if (app.title_timer.read() >= 1.0) { app.title_timer.reset(); try core.printTitle("Triangle [ {d}fps ] [ Input {d}hz ]", .{ core.frameRate(), core.inputRate(), }); } return false; }