Preallocate texture VRAM, move files around
This commit is contained in:
26
src/Game.zig
26
src/Game.zig
@@ -12,19 +12,19 @@ const vm = @import("vecmath");
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const worldgen = @import("worldgen.zig");
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const Blocks = @import("assets/Blocks.zig");
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const Chunk = @import("assets/Chunk.zig");
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const Chunk = @import("Chunk.zig");
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const Chunks = @import("Chunks.zig");
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const CommandBuffer = @import("engine/CommandBuffer.zig");
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const Engine = @import("engine/Engine.zig");
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const Gui = @import("Gui.zig");
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const Iterator2 = math.Iterator2;
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const Materials = @import("assets/Materials.zig");
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const Materials = @import("engine/Materials.zig");
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const Player = @import("Player.zig");
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const Skybox = @import("engine/Skybox.zig");
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const StagingBuffer = @import("engine/StagingBuffer.zig");
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const Swapchain = @import("engine/Swapchain.zig");
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const Texture = @import("engine/Texture.zig");
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const Textures = @import("assets/Textures.zig");
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const Textures = @import("engine/Textures.zig");
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global_descriptor_set_layout: vk.DescriptorSetLayout,
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per_batch_descriptor_set_layout: vk.DescriptorSetLayout,
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@@ -989,24 +989,24 @@ fn render(self: *Game) !void {
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});
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command_buffer.setViewport(0, .{
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.x = 0,
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.y = 0,
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.width = @floatFromInt(extent.width),
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.height = @floatFromInt(extent.height),
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.min_depth = 0,
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.max_depth = 1,
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.x = 0,
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.y = 0,
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.width = @floatFromInt(extent.width),
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.height = @floatFromInt(extent.height),
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.min_depth = 0,
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.max_depth = 1,
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});
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command_buffer.setScissor(0, .{
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.offset = .{ .x = 0, .y = 0 },
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.extent = extent,
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.offset = .{ .x = 0, .y = 0 },
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.extent = extent,
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});
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// --- RENDER 3D SCENE ---
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command_buffer.bindPipeline(.graphics, self.pipeline);
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try command_buffer.bindVertexBuffer(0, .{
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.buffer = self.vertex_buffer.buffer,
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.offset = 0,
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.buffer = self.vertex_buffer.buffer,
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.offset = 0,
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});
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command_buffer.bindIndexBuffer(self.index_buffer.buffer, 0, .uint16);
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command_buffer.bindDescriptorSet(.graphics, self.pipeline_layout, 0, self.global_descriptor_set, null);
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