mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
fix memory leaks + minor refactor
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parent
dc88042a36
commit
60ced3691d
@ -31,15 +31,15 @@ public class Application {
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if cfg.flags.contains(.highDPI) {
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windowFlags |= SDL_WindowFlags(SDL_WINDOW_HIGH_PIXEL_DENSITY)
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}
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window = SDL_CreateWindow(cfg.title, cfg.width, cfg.height, windowFlags)
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window = SDL_CreateWindow(cfg.title, cfg.frame.w, cfg.frame.h, windowFlags)
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guard window != nil else {
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printErr("SDL_CreateWindow() error: \(String(cString: SDL_GetError()))")
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return .exitFailure
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}
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// Get window metrics
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var backBufferWidth: Int32 = 0, backBufferHeight: Int32 = 0
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guard SDL_GetWindowSizeInPixels(window, &backBufferWidth, &backBufferHeight) >= 0 else {
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var backBuffer = Size<Int32>.zero
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guard SDL_GetWindowSizeInPixels(window, &backBuffer.w, &backBuffer.h) >= 0 else {
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printErr("SDL_GetWindowSizeInPixels() error: \(String(cString: SDL_GetError()))")
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return .exitFailure
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}
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@ -49,7 +49,7 @@ public class Application {
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do {
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let layer = unsafeBitCast(SDL_Metal_GetLayer(view), to: CAMetalLayer.self)
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layer.displaySyncEnabled = cfg.vsyncMode == .off ? false : true
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self.renderer = try Renderer(layer: layer, size: .init(Int(backBufferWidth), Int(backBufferHeight)))
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self.renderer = try Renderer(layer: layer, size: Size<Int>(backBuffer))
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} catch RendererError.initFailure(let message) {
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printErr("Renderer init error: \(message)")
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return .exitFailure
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@ -122,9 +122,9 @@ public class Application {
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del.update(gameTime)
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do {
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try renderer!.beginFrame()
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del.draw(renderer!, gameTime)
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renderer!.endFrame()
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try renderer!.newFrame {
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del.draw($0, gameTime)
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}
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} catch RendererError.drawFailure(let message) {
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printErr("Renderer draw error: \(message)")
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return .exitFailure
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@ -182,15 +182,13 @@ public struct ApplicationConfiguration {
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case adaptive
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}
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let width: Int32
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let height: Int32
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let frame: Size<Int32>
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let title: String
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let flags: Flags
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let vsyncMode: VSyncMode
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public init(width: Int32, height: Int32, title: String, flags: Flags, vsyncMode: VSyncMode) {
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self.width = width
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self.height = height
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public init(frame: Size<Int32>, title: String, flags: Flags, vsyncMode: VSyncMode) {
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self.frame = frame
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self.title = title
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self.flags = flags
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self.vsyncMode = vsyncMode
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@ -42,6 +42,10 @@ public struct Size<T: AdditiveArithmetic>: Equatable {
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extension Size where T: BinaryInteger {
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static var one: Self { .init(T(1), T(1)) }
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init<O>(_ other: Size<O>) where O: BinaryInteger {
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self.init(T(other.w), T(other.h))
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}
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}
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struct Rect<T: AdditiveArithmetic>: Equatable {
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@ -55,9 +55,7 @@ public class Renderer {
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private var depthStencilState: MTLDepthStencilState
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private var depthTextures: [MTLTexture]
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private var _commandBuf: MTLCommandBuffer!
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private var _encoder: MTLRenderCommandEncoder!
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private var _rt: (any CAMetalDrawable)!
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private var _encoder: MTLRenderCommandEncoder! = nil
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private var vtxBuffer: MTLBuffer, idxBuffer: MTLBuffer
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private var defaultTexture: MTLTexture
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@ -201,6 +199,7 @@ public class Renderer {
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}
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, image2D image: Image2D) throws -> MTLTexture {
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try autoreleasepool {
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let texDesc = MTLTextureDescriptor()
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texDesc.width = image.width
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texDesc.height = image.height
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@ -245,9 +244,11 @@ public class Renderer {
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return newTexture
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}
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}
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private static func createDepthTexture(_ device: MTLDevice, _ size: Size<Int>, format: MTLPixelFormat
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) -> MTLTexture? {
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autoreleasepool {
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let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(
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pixelFormat: format,
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width: size.w,
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@ -267,6 +268,7 @@ public class Renderer {
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return depthStencilTexture
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}
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}
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static func makeViewport(rect: Rect<Int>, znear: Double = 0.0, zfar: Double = 1.0) -> MTLViewport {
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MTLViewport(
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@ -288,41 +290,56 @@ public class Renderer {
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self._aspectRatio = Float(self.backBufferSize.w) / Float(self.backBufferSize.h)
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}
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func beginFrame() throws {
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// Lock the semaphore here if too many frames are "in flight"
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_ = inFlightSemaphore.wait(timeout: .distantFuture)
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func newFrame(_ frameFunc: (Renderer) -> Void) throws {
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try autoreleasepool {
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guard let rt = layer.nextDrawable() else {
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throw RendererError.drawFailure("Failed to get next drawable render target")
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}
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self._rt = rt
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passDescription.colorAttachments[0].texture = self._rt.texture
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passDescription.colorAttachments[0].texture = rt.texture
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passDescription.depthAttachment.texture = self.depthTextures[self.currentFrame]
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// Lock the semaphore here if too many frames are "in flight"
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_ = inFlightSemaphore.wait(timeout: .distantFuture)
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guard let commandBuf: MTLCommandBuffer = queue.makeCommandBuffer() else {
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throw RendererError.drawFailure("Failed to make command buffer from queue")
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}
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self._commandBuf = commandBuf
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self._commandBuf.addCompletedHandler { _ in
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commandBuf.addCompletedHandler { _ in
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self.inFlightSemaphore.signal()
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}
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guard let encoder = self._commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
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guard let encoder = commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
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throw RendererError.drawFailure("Failed to make render encoder from command buffer")
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}
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encoder.setCullMode(.back)
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encoder.setFrontFacing(.counterClockwise) // OpenGL default
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encoder.setViewport(Self.makeViewport(rect: self.frame))
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encoder.setRenderPipelineState(pso)
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encoder.setDepthStencilState(depthStencilState)
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encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
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encoder.setVertexBuffer(vtxBuffer,
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offset: 0,
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index: ShaderInputIdx.vertices.rawValue)
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self._encoder = encoder
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frameFunc(self)
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self._encoder = nil
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self._encoder.setCullMode(.back)
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self._encoder.setFrontFacing(.counterClockwise) // OpenGL default
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self._encoder.setViewport(Self.makeViewport(rect: self.frame))
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self._encoder.setRenderPipelineState(pso)
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self._encoder.setDepthStencilState(depthStencilState)
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encoder.endEncoding()
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commandBuf.present(rt)
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commandBuf.commit()
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self._encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
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self.currentFrame &+= 1
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if self.currentFrame == numFramesInFlight {
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self.currentFrame = 0
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}
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}
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}
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func batch(instances: [Instance], camera: Camera) {
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assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
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assert(instances.count < 52)
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var uniforms = ShaderUniforms(projView: camera.viewProjection)
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@ -339,10 +356,6 @@ public class Renderer {
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UInt8(instance.color.w * 0xFF)))
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}
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self._encoder.setVertexBuffer(vtxBuffer,
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offset: 0,
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index: ShaderInputIdx.vertices.rawValue)
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// Ideal as long as our uniforms total 4 KB or less
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self._encoder.setVertexBytes(instances,
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length: instances.count * MemoryLayout<ShaderInstance>.stride,
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@ -359,21 +372,6 @@ public class Renderer {
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indexBufferOffset: 0,
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instanceCount: instances.count)
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}
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func endFrame() {
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self._encoder.endEncoding()
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self._commandBuf.present(self._rt)
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self._commandBuf.commit()
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self._rt = nil
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self._encoder = nil
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self._commandBuf = nil
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self.currentFrame &+= 1
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if self.currentFrame == numFramesInFlight {
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self.currentFrame = 0
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}
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}
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}
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enum RendererError: Error {
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@ -1,13 +1,9 @@
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import Darwin
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var rect = Rect(origin: .init(0, 0), size: .init(32, 32))
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rect.origin += Point(10, 10)
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let app = Application(
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delegate: Game(),
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configuration: ApplicationConfiguration(
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width: 1280,
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height: 720,
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frame: Size(1280, 720),
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title: "Voxelotl Demo",
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flags: [ .resizable, .highDPI ],
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vsyncMode: .on(interval: 1)))
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