mirror of
https://github.com/gfx-rs/wgpu.git
synced 2025-12-08 21:26:17 +00:00
346 lines
11 KiB
Rust
346 lines
11 KiB
Rust
#[path = "../framework.rs"]
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mod framework;
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use bytemuck::{Pod, Zeroable};
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use wgpu::util::DeviceExt;
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct Vertex {
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_pos: [f32; 2],
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_tex_coord: [f32; 2],
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_index: u32,
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}
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fn vertex(pos: [i8; 2], tc: [i8; 2], index: i8) -> Vertex {
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Vertex {
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_pos: [pos[0] as f32, pos[1] as f32],
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_tex_coord: [tc[0] as f32, tc[1] as f32],
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_index: index as u32,
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}
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}
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fn create_vertices() -> Vec<Vertex> {
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vec![
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// left rectangle
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vertex([-1, -1], [0, 1], 0),
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vertex([-1, 1], [0, 0], 0),
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vertex([0, 1], [1, 0], 0),
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vertex([0, -1], [1, 1], 0),
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// right rectangle
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vertex([0, -1], [0, 1], 1),
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vertex([0, 1], [0, 0], 1),
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vertex([1, 1], [1, 0], 1),
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vertex([1, -1], [1, 1], 1),
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]
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}
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fn create_indices() -> Vec<u16> {
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vec![
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// Left rectangle
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0, 1, 2, // 1st
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2, 0, 3, // 2nd
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// Right rectangle
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4, 5, 6, // 1st
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6, 4, 7, // 2nd
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]
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}
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#[derive(Copy, Clone)]
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enum Color {
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RED,
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GREEN,
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}
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fn create_texture_data(color: Color) -> [u8; 4] {
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match color {
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Color::RED => [255, 0, 0, 255],
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Color::GREEN => [0, 255, 0, 255],
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}
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}
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struct Example {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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uniform_workaround: bool,
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}
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impl framework::Example for Example {
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fn optional_features() -> wgpu::Features {
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wgpu::Features::UNSIZED_BINDING_ARRAY
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| wgpu::Features::SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING
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| wgpu::Features::SAMPLED_TEXTURE_ARRAY_DYNAMIC_INDEXING
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| wgpu::Features::PUSH_CONSTANTS
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}
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fn required_features() -> wgpu::Features {
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wgpu::Features::SAMPLED_TEXTURE_BINDING_ARRAY
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}
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fn required_limits() -> wgpu::Limits {
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wgpu::Limits {
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max_push_constant_size: 4,
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..wgpu::Limits::default()
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}
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}
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fn init(
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> Self {
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let mut uniform_workaround = false;
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let vs_module = device.create_shader_module(wgpu::include_spirv!("shader.vert.spv"));
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let fs_source = match device.features() {
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f if f.contains(wgpu::Features::UNSIZED_BINDING_ARRAY) => {
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wgpu::include_spirv!("unsized-non-uniform.frag.spv")
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}
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f if f.contains(wgpu::Features::SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING) => {
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wgpu::include_spirv!("non-uniform.frag.spv")
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}
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f if f.contains(wgpu::Features::SAMPLED_TEXTURE_ARRAY_DYNAMIC_INDEXING) => {
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uniform_workaround = true;
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wgpu::include_spirv!("uniform.frag.spv")
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}
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f if f.contains(wgpu::Features::SAMPLED_TEXTURE_BINDING_ARRAY) => {
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wgpu::include_spirv!("constant.frag.spv")
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}
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_ => unreachable!(),
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};
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let fs_module = device.create_shader_module(fs_source);
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let vertex_size = std::mem::size_of::<Vertex>();
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let vertex_data = create_vertices();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&vertex_data),
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usage: wgpu::BufferUsage::VERTEX,
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});
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let index_data = create_indices();
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(&index_data),
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usage: wgpu::BufferUsage::INDEX,
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});
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let red_texture_data = create_texture_data(Color::RED);
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let green_texture_data = create_texture_data(Color::GREEN);
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let texture_descriptor = wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: 1,
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height: 1,
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depth: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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label: None,
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};
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let red_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("red"),
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..texture_descriptor
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});
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let green_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("green"),
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..texture_descriptor
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});
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let red_texture_view = red_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let green_texture_view = green_texture.create_view(&wgpu::TextureViewDescriptor::default());
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queue.write_texture(
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wgpu::TextureCopyView {
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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texture: &red_texture,
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},
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&red_texture_data,
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wgpu::TextureDataLayout {
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offset: 0,
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bytes_per_row: 4,
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rows_per_image: 0,
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},
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wgpu::Extent3d {
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width: 1,
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height: 1,
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depth: 1,
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},
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);
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queue.write_texture(
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wgpu::TextureCopyView {
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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texture: &green_texture,
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},
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&green_texture_data,
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wgpu::TextureDataLayout {
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offset: 0,
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bytes_per_row: 4,
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rows_per_image: 0,
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},
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wgpu::Extent3d {
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width: 1,
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height: 1,
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depth: 1,
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},
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);
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: std::num::NonZeroU32::new(2),
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: true,
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},
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count: None,
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureViewArray(&[
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&red_texture_view,
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&green_texture_view,
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]),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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layout: &bind_group_layout,
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label: Some("bind group"),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("main"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: if uniform_workaround {
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&[wgpu::PushConstantRange {
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stages: wgpu::ShaderStage::FRAGMENT,
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range: 0..4,
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}]
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} else {
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&[]
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},
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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..Default::default()
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[sc_desc.format.into()],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float2, 1 => Float2, 2 => Int],
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}],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Self {
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vertex_buffer,
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index_buffer,
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bind_group,
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pipeline,
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uniform_workaround,
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}
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}
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fn resize(
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&mut self,
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_sc_desc: &wgpu::SwapChainDescriptor,
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_device: &wgpu::Device,
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_queue: &wgpu::Queue,
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) {
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// noop
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}
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fn update(&mut self, _event: winit::event::WindowEvent) {
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// noop
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}
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fn render(
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&mut self,
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frame: &wgpu::SwapChainTexture,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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_spawner: &impl futures::task::LocalSpawn,
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) {
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("primary"),
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});
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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rpass.set_index_buffer(self.index_buffer.slice(..));
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if self.uniform_workaround {
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rpass.set_push_constants(wgpu::ShaderStage::FRAGMENT, 0, bytemuck::cast_slice(&[0]));
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rpass.draw_indexed(0..6, 0, 0..1);
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rpass.set_push_constants(wgpu::ShaderStage::FRAGMENT, 0, bytemuck::cast_slice(&[1]));
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rpass.draw_indexed(6..12, 0, 0..1);
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} else {
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rpass.draw_indexed(0..12, 0, 0..1);
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}
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drop(rpass);
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queue.submit(Some(encoder.finish()));
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}
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}
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fn main() {
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framework::run::<Example>("texture-arrays");
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}
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