Refactored create/destroy to init/deinit
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parent
90cfe4d96e
commit
748e394939
7 changed files with 30 additions and 30 deletions
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@ -28,14 +28,14 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
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var physical_device = try vk.PhysicalDevice.pick(allocator, instance);
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const device = try physical_device.create_device(surface, allocator, 2);
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const vertex_shader = try device.createShader("shader_vert");
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defer device.destroyShader(vertex_shader);
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const fragment_shader = try device.createShader("shader_frag");
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defer device.destroyShader(fragment_shader);
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const vertex_shader = try device.initShader("shader_vert");
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defer device.deinitShader(vertex_shader);
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const fragment_shader = try device.initShader("shader_frag");
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defer device.deinitShader(fragment_shader);
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const render_pass = try vk.RenderPass.create(allocator, device, surface, physical_device);
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const render_pass = try vk.RenderPass.init(allocator, device, surface, physical_device);
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const swapchain = try vk.Swapchain.create(allocator, surface, device, physical_device, render_pass);
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const swapchain = try vk.Swapchain.init(allocator, surface, device, physical_device, render_pass);
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var graphics_pipeline = try vk.GraphicsPipeline.init(allocator, device, swapchain, render_pass, vertex_shader, fragment_shader);
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@ -46,7 +46,7 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
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// renderer.render(some_other_thing);
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// ...
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// renderer.submit()
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const triangle = try Mesh.create(allocator, device);
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const triangle = try Mesh.init(allocator, device);
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const texture = try Texture.init("assets/textures/container.png", device);
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const diffuse = try Texture.init("assets/textures/container_specular.png", device);
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@ -79,9 +79,9 @@ pub fn deinit(self: Renderer) void {
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self.index_buffer.deinit(self.device.handle);
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self.vertex_buffer.deinit(self.device.handle);
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self.graphics_pipeline.deinit(self.device);
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self.swapchain.destroy(self.device);
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self.render_pass.destroy(self.device);
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self.device.destroy();
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self.swapchain.deinit(self.device);
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self.render_pass.deinit(self.device);
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self.device.deinit();
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}
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// TODO: render is maybe a bad name? something like present() or submit() is better?
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