import sdlrenderer::ren; import std::io; import std::thread; import sdl3::sdl; struct Viewsize @align(16) { int w, h; int ox, oy; } fn int main() { ren::Renderer ren; ren.init("test window"); ren.load_spirv_shader_from_file("rect shader", "resources/shaders/compiled/rect.vert.spv", "resources/shaders/compiled/rect.frag.spv", 0, 1); ren.create_pipeline("rect shader", RECT); for (int i = 0; i < 10; i++) { GPUCommandBuffer* cmdbuf = sdl::acquire_gpu_command_buffer(ren.gpu); GPUTexture* swapchain_texture; sdl::wait_and_acquire_gpu_swapchain_texture(cmdbuf, ren.win, &swapchain_texture, null, null); // FIXME: if doing damage tracking DO NOT clear the screen GPURenderPass* pass = sdl::begin_gpu_render_pass(cmdbuf, &&(GPUColorTargetInfo){ .texture = swapchain_texture, .mip_level = 0, .layer_or_depth_plane = 0, .clear_color = {.r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0}, .load_op = GPU_LOADOP_CLEAR, // clear the screen at the start of the render pass .store_op = GPU_STOREOP_STORE, .resolve_texture = null, .resolve_mip_level = 0, .resolve_layer = 0, .cycle = false, .cycle_resolve_texture = false }, 1, null // huh ); if (pass == null) { unreachable("render pass creation went wrong: %s", sdl::get_error()); } // rect 1 ren.push_quad(100,100,100,100,0xff00ff00); // rect 2 ren.push_quad(0,0,20,20,0xff0000ff); // rect 3 ren.push_quad(200,300,50,50,0xffff0000); GPUGraphicsPipeline* p = ren.pipelines.get_from_name("rect shader").pipeline; if (p == null) { unreachable("no pipeline"); } sdl::bind_gpu_graphics_pipeline(pass, p); Viewsize v = {.w = 640, .h = 480}; v.ox = 50*i; v.oy = 50*i; sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof); ren.draw_quads(pass); sdl::end_gpu_render_pass(pass); sdl::submit_gpu_command_buffer(cmdbuf); thread::sleep_ms(250); } ren.free(); return 0; }