Added optional label in definitions and added logs when alloc, free and device info
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@@ -1,6 +1,7 @@
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const std = @import("std");
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const c = @import("utils.zig").c;
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const sv = @import("utils.zig").sv;
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const svOpt = @import("utils.zig").svOpt;
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const GpuAllocator = @import("GpuAllocator.zig");
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const GpuBuffer = @import("GpuBuffer.zig");
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const GpuDevice = @import("GpuDevice.zig");
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@@ -12,6 +13,7 @@ pub const Binding = struct {
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};
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pub const GpuRenderDef = struct {
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label: ?[]const u8 = null,
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bindings: []const Binding = &.{},
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/// The surface texture format we are rendering to (e.g., BGRA8Unorm)
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texture_format: GpuTextureFormat,
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@@ -68,6 +70,7 @@ pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
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// 3. Compile the Complete Render Pipeline
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const pip = try gloc.allocRenderPipeline(.{
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.label = svOpt(def.label),
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.vertex = .{
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.module = shader,
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.entryPoint = sv(def.vertex_entry),
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