const std = @import("std"); const spv = @import("spv"); const shader_source = @embedFile("shader.spv"); pub fn main() !void { { var gpa: std.heap.DebugAllocator(.{}) = .init; defer _ = gpa.deinit(); const allocator = gpa.allocator(); var module = try spv.Module.init(allocator, @ptrCast(@alignCast(shader_source)), .{}); defer module.deinit(allocator); var rt = try spv.Runtime.init(allocator, &module); defer rt.deinit(allocator); const entry = try rt.getEntryPointByName("main"); const color = try rt.getResultByName("color"); const time = try rt.getResultByName("time"); const pos = try rt.getResultByName("pos"); const res = try rt.getResultByName("res"); var output: [4]f32 = undefined; try rt.writeInput(f32, &.{@as(f32, @floatFromInt(std.time.milliTimestamp()))}, time); try rt.writeInput(f32, &.{ 1250.0, 720.0 }, res); try rt.writeInput(f32, &.{ 0.0, 0.0 }, pos); try rt.callEntryPoint(allocator, entry); try rt.readOutput(f32, output[0..output.len], color); std.log.info("Output: Vec4{any}", .{output}); } std.log.info("Successfully executed", .{}); }