Mach is in early-stages of development.
Getting Started using Mach
Initialize your Zig project
zig init
Delete the build.zig
file and src/
files it created, we won’t need them.
Add Mach dependency to build.zig.zon
zig fetch --save https://pkg.machengine.org/mach/$LATEST_COMMIT.tar.gz
Create your build.zig
file
A basic build.zig
file for use with Mach looks like this:
const std = @import("std");
pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
// Create our Mach app module, where all our code lives.
const app_mod = b.createModule(.{
.root_source_file = b.path("src/App.zig"),
.optimize = optimize,
.target = target,
});
// Add Mach import to our app.
const mach_dep = b.dependency("mach", .{
.target = target,
.optimize = optimize,
});
app_mod.addImport("mach", mach_dep.module("mach"));
// Have Mach create the executable for us
const exe = @import("mach").addExecutable(mach_dep.builder, .{
.name = "hello-world",
.app = app_mod,
.target = target,
.optimize = optimize,
});
b.installArtifact(exe);
// Run the app when `zig build run` is invoked
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
// Run tests when `zig build test` is run
const app_unit_tests = b.addTest(.{
.root_module = app_mod,
});
const run_app_unit_tests = b.addRunArtifact(app_unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_app_unit_tests.step);
}
Create your src/App.zig
file
This is where all our program code lives, it will render a triangle:
const std = @import("std");
const mach = @import("mach");
const gpu = mach.gpu;
const App = @This();
// The set of Mach modules our application may use.
pub const Modules = mach.Modules(.{
mach.Core,
App,
});
pub const mach_module = .app;
pub const mach_systems = .{ .main, .init, .tick, .deinit };
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ App, .init },
.{ mach.Core, .main },
});
window: mach.ObjectID,
title_timer: mach.time.Timer,
pipeline: *gpu.RenderPipeline,
pub fn init(
core: *mach.Core,
app: *App,
app_mod: mach.Mod(App),
) !void {
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
const window = try core.windows.new(.{
.title = "core-triangle",
});
// Store our render pipeline in our module's state, so we can access it later on.
app.* = .{
.window = window,
.title_timer = try mach.time.Timer.start(),
.pipeline = undefined,
};
}
fn setupPipeline(core: *mach.Core, app: *App, window_id: mach.ObjectID) !void {
var window = core.windows.getValue(window_id);
defer core.windows.setValueRaw(window_id, window);
// Create our shader module
const shader_module = window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Blend state describes how rendered colors get blended
const blend = gpu.BlendState{};
// Color target describes e.g. the pixel format of the window we are rendering to.
const color_target = gpu.ColorTargetState{
.format = window.framebuffer_format,
.blend = &blend,
};
// Fragment state describes which shader and entrypoint to use for rendering fragments.
const fragment = gpu.FragmentState.init(.{
.module = shader_module,
.entry_point = "frag_main",
.targets = &.{color_target},
});
// Create our render pipeline that will ultimately get pixels onto the screen.
const label = @tagName(mach_module) ++ ".init";
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.vertex = gpu.VertexState{
.module = shader_module,
.entry_point = "vertex_main",
},
};
app.pipeline = window.device.createRenderPipeline(&pipeline_descriptor);
}
pub fn tick(app: *App, core: *mach.Core) void {
while (core.nextEvent()) |event| {
switch (event) {
.window_open => |ev| {
try setupPipeline(core, app, ev.window_id);
},
.close => core.exit(),
else => {},
}
}
const window = core.windows.getValue(app.window);
// Grab the back buffer of the swapchain
const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
.view = back_buffer_view,
.clear_value = sky_blue_background,
.load_op = .clear,
.store_op = .store,
}};
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
defer render_pass.release();
// Draw
render_pass.setPipeline(app.pipeline);
render_pass.draw(3, 1, 0, 0);
// Finish render pass
render_pass.end();
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
window.queue.submit(&[_]*gpu.CommandBuffer{command});
}
pub fn deinit(app: *App) void {
app.pipeline.release();
}
Create your src/shader.wgsl
program
This is the fragment and vertex GPU shader used to render the triangle:
@vertex fn vertex_main(
@builtin(vertex_index) VertexIndex : u32
) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>( 0.0, 0.5),
vec2<f32>(-0.5, -0.5),
vec2<f32>( 0.5, -0.5)
);
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
}
@fragment fn frag_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
Build and run
zig build run
This will open a window and display a triangle:
Run tests
If you later decide to add any Zig test
blocks to your src/App.zig
, you can run them using zig build test
.
Cross-compile
You can cross-compile this program to any major desktop OS using the following:
# Linux
zig build -Dtarget=x86_64-linux-gnu
# macOS (Apple Silicon)
zig build -Dtarget=aarch64-macos
# Windows
zig build -Dtarget=x86_64-windows-gnu
(the output will be in zig-out/bin/
)
Continue learning
From here, you can explore more examples or read about the object systems which is the foundation of every Mach API.