Add first shader

This commit is contained in:
Maximilian Ammann 2021-11-28 13:06:20 +01:00
parent cce827be91
commit 696a99c689
3 changed files with 112 additions and 10 deletions

14
.gitignore vendored Normal file
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@ -0,0 +1,14 @@
# Generated by Cargo
# will have compiled files and executables
debug/
target/
# Remove Cargo.lock from gitignore if creating an executable, leave it for libraries
# More information here https://doc.rust-lang.org/cargo/guide/cargo-toml-vs-cargo-lock.html
Cargo.lock
# These are backup files generated by rustfmt
**/*.rs.bk
# MSVC Windows builds of rustc generate these, which store debugging information
*.pdb

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@ -12,6 +12,8 @@ struct State {
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
// NEW!
render_pipeline: wgpu::RenderPipeline,
}
impl State {
@ -24,7 +26,7 @@ impl State {
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
@ -38,27 +40,81 @@ impl State {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
// Some(&std::path::Path::new("trace")), // Trace path
None,
None, // Trace path
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
println!("{:?}", surface.get_preferred_format(&adapter).unwrap());
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLAMPING
clamp_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Self {
surface,
device,
queue,
config,
size,
config,
render_pipeline,
}
}
@ -91,7 +147,7 @@ impl State {
});
{
let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
@ -108,6 +164,9 @@ impl State {
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw(0..3, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
@ -123,7 +182,7 @@ fn main() {
let window = WindowBuilder::new().build(&event_loop).unwrap();
// State::new uses async code, so we're going to wait for it to finish
let mut state: State = pollster::block_on(State::new(&window));
let mut state = pollster::block_on(State::new(&window));
event_loop.run(move |event, _, control_flow| {
match event {
@ -132,7 +191,6 @@ fn main() {
window_id,
} if window_id == window.id() => {
if !state.input(event) {
// UPDATED!
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
@ -148,7 +206,7 @@ fn main() {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
// new_inner_size is &&mut so w have to dereference it twice
// new_inner_size is &mut so w have to dereference it twice
state.resize(**new_inner_size);
}
_ => {}
@ -167,7 +225,7 @@ fn main() {
Err(e) => eprintln!("{:?}", e),
}
}
Event::RedrawEventsCleared => {
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();

30
src/shader.wgsl Normal file
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@ -0,0 +1,30 @@
// Vertex shader
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] position: vec2<f32>;
};
[[stage(vertex)]]
fn vs_main(
[[builtin(vertex_index)]] in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let x = f32(1 - i32(in_vertex_index)) * 0.2;
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
out.position = vec2<f32>(x, y);
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
return out;
}
// Fragment shader
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
//return vec4<f32>(vec2<f32>(in.clip_position.x, in.clip_position.y), 0.5, 1.0);
return vec4<f32>(vec2<f32>(in.position.x, in.position.y), 0.5, 1.0);
}