camelCase for function names
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@@ -52,14 +52,14 @@ pub fn create() GameError!Self {
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if (!sdl.ClaimWindowForGPUDevice(device, window)) return GameError.SdlError;
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errdefer sdl.ReleaseWindowFromGPUDevice(device, window);
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const shader_vert = try load_shader(
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const shader_vert = try loadShader(
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device,
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"data/shaders/basic.vert",
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sdl.GPU_SHADERSTAGE_VERTEX,
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);
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errdefer sdl.ReleaseGPUShader(device, shader_vert);
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const shader_frag = try load_shader(
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const shader_frag = try loadShader(
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device,
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"data/shaders/basic.frag",
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sdl.GPU_SHADERSTAGE_FRAGMENT,
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@@ -115,10 +115,10 @@ pub fn create() GameError!Self {
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var window_height: c_int = 1;
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if (!sdl.GetWindowSizeInPixels(window, &window_width, &window_height)) return GameError.SdlError;
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const depth_texture = try create_depth_texture(device, @intCast(window_width), @intCast(window_height));
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const depth_texture = try createDepthTexture(device, @intCast(window_width), @intCast(window_height));
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errdefer sdl.ReleaseGPUTexture(device, depth_texture);
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const msaa_resolve = try create_texture(device, @intCast(window_width), @intCast(window_height), target_format);
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const msaa_resolve = try createTexture(device, @intCast(window_width), @intCast(window_height), target_format);
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errdefer sdl.ReleaseGPUTexture(device, msaa_resolve);
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const pipeline = sdl.CreateGPUGraphicsPipeline(device, &.{
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@@ -209,15 +209,15 @@ pub fn destroy(self: *Self) void {
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sdl.DestroyGPUDevice(self.device);
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}
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pub fn begin_draw(self: *Self) GameError!void {
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pub fn beginDraw(self: *Self) GameError!void {
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self.command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
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if (self.to_resize) |new_size| {
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try self.reset_textures(new_size[0], new_size[1]);
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try self.resetTextures(new_size[0], new_size[1]);
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self.to_resize = null;
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}
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}
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pub fn draw_debug(self: *Self) GameError!void {
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pub fn drawDebug(self: *Self) GameError!void {
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var render_target: ?*sdl.GPUTexture = null;
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var width: u32 = 0;
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var height: u32 = 0;
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@@ -250,12 +250,12 @@ pub fn draw_debug(self: *Self) GameError!void {
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sdl.EndGPURenderPass(render_pass);
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}
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pub fn end_draw(self: *Self) GameError!void {
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pub fn endDraw(self: *Self) GameError!void {
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defer self.command_buffer = null;
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if (!sdl.SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
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}
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fn load_shader(device: *sdl.GPUDevice, path: []const u8, stage: c_uint) GameError!*sdl.GPUShader {
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fn loadShader(device: *sdl.GPUDevice, path: []const u8, stage: c_uint) GameError!*sdl.GPUShader {
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const file = std.fs.cwd().openFile(path, .{}) catch return GameError.OSError;
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defer file.close();
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@@ -271,7 +271,7 @@ fn load_shader(device: *sdl.GPUDevice, path: []const u8, stage: c_uint) GameErro
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}) orelse return GameError.SdlError;
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}
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fn create_depth_texture(device: *sdl.GPUDevice, width: u32, height: u32) GameError!*sdl.GPUTexture {
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fn createDepthTexture(device: *sdl.GPUDevice, width: u32, height: u32) GameError!*sdl.GPUTexture {
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return sdl.CreateGPUTexture(device, &.{
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.format = sdl.GPU_TEXTUREFORMAT_D16_UNORM,
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.layer_count_or_depth = 1,
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@@ -283,7 +283,7 @@ fn create_depth_texture(device: *sdl.GPUDevice, width: u32, height: u32) GameErr
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}) orelse return GameError.SdlError;
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}
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fn create_texture(device: *sdl.GPUDevice, width: u32, height: u32, format: c_uint) GameError!*sdl.GPUTexture {
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fn createTexture(device: *sdl.GPUDevice, width: u32, height: u32, format: c_uint) GameError!*sdl.GPUTexture {
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return sdl.CreateGPUTexture(device, &.{
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.format = format,
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.layer_count_or_depth = 1,
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@@ -295,14 +295,14 @@ fn create_texture(device: *sdl.GPUDevice, width: u32, height: u32, format: c_uin
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}) orelse return GameError.SdlError;
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}
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fn reset_textures(self: *Self, width: u32, height: u32) GameError!void {
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fn resetTextures(self: *Self, width: u32, height: u32) GameError!void {
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sdl.ReleaseGPUTexture(self.device, self.depth_texture);
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self.depth_texture = try create_depth_texture(self.device, width, height);
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self.depth_texture = try createDepthTexture(self.device, width, height);
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const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(self.device, self.window);
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sdl.ReleaseGPUTexture(self.device, self.msaa_resolve);
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self.msaa_resolve = try create_texture(self.device, width, height, target_format);
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self.msaa_resolve = try createTexture(self.device, width, height, target_format);
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}
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pub fn resize(self: *Self, width: u32, height: u32) void {
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