mirror of
https://github.com/gfx-rs/wgpu.git
synced 2025-12-08 21:26:17 +00:00
85 lines
3.0 KiB
Rust
85 lines
3.0 KiB
Rust
extern crate wgpu;
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fn main() {
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let instance = wgpu::Instance::new();
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let adapter = instance.get_adapter(&wgpu::AdapterDescriptor {
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power_preference: wgpu::PowerPreference::LowPower,
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});
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let device = adapter.create_device(&wgpu::DeviceDescriptor {
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extensions: wgpu::Extensions {
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anisotropic_filtering: false,
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},
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});
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: 256,
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height: 256,
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depth: 1,
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},
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array_size: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R8g8b8a8Unorm,
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usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT,
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});
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let color_view = texture.create_default_texture_view();
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let vs_bytes = include_bytes!("./../data/hello_triangle.vert.spv");
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let vs_module = device.create_shader_module(vs_bytes);
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let fs_bytes = include_bytes!("./../data/hello_triangle.frag.spv");
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let fs_module = device.create_shader_module(fs_bytes);
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] });
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let blend_state0 = device.create_blend_state(&wgpu::BlendStateDescriptor::REPLACE);
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let depth_stencil_state =
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device.create_depth_stencil_state(&wgpu::DepthStencilStateDescriptor::IGNORE);
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let _render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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stages: &[
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wgpu::PipelineStageDescriptor {
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module: &vs_module,
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stage: wgpu::ShaderStage::Vertex,
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entry_point: "main",
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},
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wgpu::PipelineStageDescriptor {
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module: &fs_module,
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stage: wgpu::ShaderStage::Fragment,
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entry_point: "main",
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},
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],
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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attachments_state: wgpu::AttachmentsState {
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color_attachments: &[wgpu::Attachment {
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format: wgpu::TextureFormat::R8g8b8a8Unorm,
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samples: 1,
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}],
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depth_stencil_attachment: None,
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},
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blend_states: &[&blend_state0],
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depth_stencil_state: &depth_stencil_state,
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});
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let mut cmd_buf = device.create_command_buffer(&wgpu::CommandBufferDescriptor {});
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{
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let rpass = cmd_buf.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &color_view,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color::GREEN,
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}],
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depth_stencil_attachment: None,
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});
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rpass.end_pass();
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}
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let queue = device.get_queue();
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queue.submit(&[cmd_buf]);
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}
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