fixing shader execution
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@@ -4,8 +4,8 @@ const spv = @import("spv");
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const shader_source = @embedFile("shader.spv");
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const screen_width = 200;
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const screen_height = 200;
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const screen_width = 480;
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const screen_height = 240;
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pub fn main() !void {
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{
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@@ -50,9 +50,7 @@ pub fn main() !void {
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}
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var thread_pool: std.Thread.Pool = undefined;
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try thread_pool.init(.{
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.allocator = allocator,
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});
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try thread_pool.init(.{ .allocator = allocator });
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var timer = try std.time.Timer.start();
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@@ -73,15 +71,15 @@ pub fn main() !void {
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const pixel_map: [*]u32 = @as([*]u32, @ptrCast(@alignCast((surface.getPixels() orelse return).ptr)));
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const delta: f32 = @as(f32, @floatFromInt(timer.read())) / std.time.ns_per_s;
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var frame_timer = try std.time.Timer.start();
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defer {
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const ns = frame_timer.lap();
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const ms = @as(f32, @floatFromInt(ns)) / std.time.ns_per_s;
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std.log.info("Took {d:.3}s - {d:.3}fps to render", .{ ms, 1.0 / ms });
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std.log.info("Took {d:.3}s - {d:.3}fps to render {d:.2}", .{ ms, 1.0 / ms, delta });
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}
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const delta: f32 = @as(f32, @floatFromInt(timer.read())) / std.time.ns_per_s;
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var wait_group: std.Thread.WaitGroup = .{};
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for (0..screen_height) |y| {
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const runner = &runner_cache.items[y];
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@@ -131,10 +129,10 @@ const Runner = struct {
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try rt.readOutput(f32, output[0..], self.color);
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const rgba = self.surface.mapRgba(
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@truncate(@as(u32, @intFromFloat(output[0] * 255.0))),
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@truncate(@as(u32, @intFromFloat(output[1] * 255.0))),
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@truncate(@as(u32, @intFromFloat(output[2] * 255.0))),
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@truncate(@as(u32, @intFromFloat(output[3] * 255.0))),
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@intCast(@max(@min(@as(i32, @intFromFloat(output[0] * 255.0)), 255), 0)),
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@intCast(@max(@min(@as(i32, @intFromFloat(output[1] * 255.0)), 255), 0)),
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@intCast(@max(@min(@as(i32, @intFromFloat(output[2] * 255.0)), 255), 0)),
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@intCast(@max(@min(@as(i32, @intFromFloat(output[3] * 255.0)), 255), 0)),
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);
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pixel_map[(y * self.surface.getWidth()) + x] = rgba.value;
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