Adds hello window example (#6992)

Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com>
This commit is contained in:
Dennis Lonoshchuk 2025-01-26 18:08:52 -08:00 committed by GitHub
parent b233d204f7
commit 0e7d93ed92
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4 changed files with 674 additions and 35 deletions

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@ -87,6 +87,8 @@ By @brodycj in [#6925](https://github.com/gfx-rs/wgpu/pull/6925).
- Improved documentation around pipeline caches. By @DJMcNab in [#6978](https://github.com/gfx-rs/wgpu/pull/6978).
- Added a hello window example. By @laycookie in [#6992](https://github.com/gfx-rs/wgpu/pull/6992).
## v24.0.0 (2025-01-15)
### Major changes

510
Cargo.lock generated
View File

@ -75,9 +75,30 @@ dependencies = [
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version = "0.30.8"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f5d74280aabb958072864bff6cfbcf9025cf8bfacdde5e32b5e12920ef703b0f"
dependencies = [
"ahash",
"android-activity 0.6.0",
"atomic-waker",
"bitflags 2.8.0",
"block2 0.5.1",
"bytemuck",
"calloop 0.13.0",
"cfg_aliases 0.2.1",
"concurrent-queue",
"core-foundation",
"core-graphics",
"cursor-icon",
"dpi",
"js-sys",
"libc",
"memmap2",
"ndk 0.9.0",
"objc2 0.5.2",
"objc2-app-kit",
"objc2-foundation",
"objc2-ui-kit",
"orbclient",
"percent-encoding",
"pin-project",
"raw-window-handle 0.6.2",
"redox_syscall 0.4.1",
"rustix",
"sctk-adwaita 0.10.1",
"smithay-client-toolkit 0.19.2",
"smol_str",
"tracing",
"unicode-segmentation",
"wasm-bindgen",
"wasm-bindgen-futures",
"wayland-backend",
"wayland-client",
"wayland-protocols 0.32.5",
"wayland-protocols-plasma 0.3.5",
"web-sys",
"web-time 1.1.0",
"windows-sys 0.52.0",
"x11-dl",
"x11rb",
"xkbcommon-dl",
]
[[package]]
name = "winnow"
version = "0.6.24"

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@ -0,0 +1,11 @@
[package]
name = "wgpu-example-02-hello-window"
edition = "2021"
rust-version = "1.83"
publish = false
[dependencies]
env_logger = "0.11.6"
pollster = "0.4"
wgpu = "24.0.0"
winit = { version = "0.30.8", features = ["android-native-activity"] }

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@ -0,0 +1,186 @@
use std::sync::Arc;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
window::{Window, WindowId},
};
struct State {
window: Arc<Window>,
device: wgpu::Device,
queue: wgpu::Queue,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface<'static>,
surface_format: wgpu::TextureFormat,
}
impl State {
async fn new(window: Arc<Window>) -> State {
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor::default());
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions::default())
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor::default(),
None, // Trace path
)
.await
.unwrap();
let size = window.inner_size();
let surface = instance.create_surface(window.clone()).unwrap();
let cap = surface.get_capabilities(&adapter);
let surface_format = cap.formats[0];
let state = State {
window,
device,
queue,
size,
surface,
surface_format,
};
// Configure surface for the first time
state.configure_surface();
state
}
fn get_window(&self) -> &Window {
&self.window
}
fn configure_surface(&self) {
let surface_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: self.surface_format,
// Without add_srgb_suffix() the image we will be working with
// might not be "gamma correct".
view_formats: vec![self.surface_format.add_srgb_suffix()],
alpha_mode: wgpu::CompositeAlphaMode::Auto,
width: self.size.width,
height: self.size.height,
desired_maximum_frame_latency: 2,
present_mode: wgpu::PresentMode::Mailbox,
};
self.surface.configure(&self.device, &surface_config);
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.size = new_size;
// reconfigure the surface
self.configure_surface();
}
fn render(&mut self) {
// Create texture view
let surface_texture = self
.surface
.get_current_texture()
.expect("failed to acquire next swapchain texture");
let texture_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
// Renders a GREEN screen
let mut encoder = self.device.create_command_encoder(&Default::default());
// Create the renderpass which will clear the screen.
let renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &texture_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// If you wanted to call any drawing commands, they would go here.
// End the renderpass.
drop(renderpass);
// Submit the command in the queue to execute
self.queue.submit([encoder.finish()]);
surface_texture.present();
}
}
#[derive(Default)]
struct App {
state: Option<State>,
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
// Create window object
let window = Arc::new(
event_loop
.create_window(Window::default_attributes())
.unwrap(),
);
let state = pollster::block_on(State::new(window.clone()));
self.state = Some(state);
window.request_redraw();
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
let state = self.state.as_mut().unwrap();
match event {
WindowEvent::CloseRequested => {
println!("The close button was pressed; stopping");
event_loop.exit();
}
WindowEvent::RedrawRequested => {
state.render();
// Emits a new redraw requested event.
state.get_window().request_redraw();
}
WindowEvent::Resized(size) => {
// Reconfigures the size of the surface. We do not re-render
// here as this event is always folloed up by redraw request.
state.resize(size);
}
_ => (),
}
}
}
fn main() {
// wgpu uses `log` for all of our logging, so we initialize a logger with the `env_logger` crate.
//
// To change the log level, set the `RUST_LOG` environment variable. See the `env_logger`
// documentation for more information.
env_logger::init();
let event_loop = EventLoop::new().unwrap();
// When the current loop iteration finishes, immediately begin a new
// iteration regardless of whether or not new events are available to
// process. Preferred for applications that want to render as fast as
// possible, like games.
event_loop.set_control_flow(ControlFlow::Poll);
// When the current loop iteration finishes, suspend the thread until
// another event arrives. Helps keeping CPU utilization low if nothing
// is happening, which is preferred if the application might be idling in
// the background.
// event_loop.set_control_flow(ControlFlow::Wait);
let mut app = App::default();
event_loop.run_app(&mut app).unwrap();
}