1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
|
use anyhow::{Result, anyhow};
use log::info;
use pollster::FutureExt;
use wgpu::{
Backends, BindGroup, BindGroupDescriptor, BindGroupLayoutDescriptor, BlendState, Color,
ColorTargetState, ColorWrites, CommandEncoderDescriptor, Device, DeviceDescriptor, Features,
FragmentState, FrontFace, Instance, InstanceDescriptor, Limits, LoadOp, MaintainBase,
MultisampleState, Operations, PipelineCompilationOptions, PipelineLayoutDescriptor,
PolygonMode, PowerPreference, PrimitiveState, PrimitiveTopology, Queue,
RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor,
RequestAdapterOptions, StoreOp, Surface, SurfaceConfiguration, TextureViewDescriptor,
VertexState, include_wgsl,
};
use winit::window::Window;
pub struct Renderer<'a> {
surface: Surface<'a>,
pipeline: RenderPipeline,
bind_group: BindGroup,
queue: Queue,
device: Device,
surface_configuration: SurfaceConfiguration,
}
impl<'a> Renderer<'a> {
pub fn new(window: &'a Window) -> Result<Self> {
info!("wgpu init");
let instance = Instance::new(InstanceDescriptor {
backends: Backends::all(),
..Default::default()
});
let surface = instance.create_surface(window)?;
let adapter = instance
.request_adapter(&RequestAdapterOptions {
compatible_surface: Some(&surface),
power_preference: PowerPreference::HighPerformance,
..Default::default()
})
.block_on()
.ok_or(anyhow!("no adapter found"))?;
let (device, queue) = adapter
.request_device(
&DeviceDescriptor {
required_features: Features::default(),
required_limits: Limits::downlevel_defaults(),
..Default::default()
},
None,
)
.block_on()?;
let surface_configuration = surface
.get_default_config(&adapter, 256, 256)
.ok_or(anyhow!("no default config"))?;
let module = device.create_shader_module(include_wgsl!("shader.wgsl"));
let bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[],
label: None,
});
let bind_group = device.create_bind_group(&BindGroupDescriptor {
label: None,
layout: &bind_group_layout,
entries: &[],
});
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
fragment: Some(FragmentState {
module: &module,
entry_point: Some("fs_main"),
targets: &[Some(ColorTargetState {
blend: Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING),
format: surface_configuration.format,
write_mask: ColorWrites::all(),
})],
compilation_options: PipelineCompilationOptions::default(),
}),
vertex: VertexState {
module: &module,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: PipelineCompilationOptions::default(),
},
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleList,
front_face: FrontFace::Ccw,
cull_mode: None, //Some(Face::Back),
polygon_mode: PolygonMode::Fill,
..Default::default()
},
depth_stencil: Default::default(),
multisample: MultisampleState::default(),
multiview: None,
cache: None,
});
surface.configure(&device, &surface_configuration);
Ok(Self {
surface,
pipeline,
bind_group,
device,
queue,
surface_configuration,
})
}
pub fn resize(&mut self, width: u32, height: u32) {
self.surface_configuration.width = width;
self.surface_configuration.height = height;
self.surface
.configure(&self.device, &self.surface_configuration);
}
pub fn draw(&mut self) -> Result<()> {
let target = self.surface.get_current_texture()?;
let target_view = target
.texture
.create_view(&TextureViewDescriptor::default());
let mut commands = self
.device
.create_command_encoder(&CommandEncoderDescriptor { label: None });
{
let mut rpass = commands.begin_render_pass(&RenderPassDescriptor {
label: None,
color_attachments: &[Some(RenderPassColorAttachment {
view: &target_view,
resolve_target: None,
ops: Operations {
store: StoreOp::Store,
load: LoadOp::Clear(Color::BLUE),
},
})],
..Default::default()
});
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.set_pipeline(&self.pipeline);
rpass.draw(0..3, 0..1);
}
let i = self.queue.submit(Some(commands.finish()));
self.device.poll(MaintainBase::WaitForSubmissionIndex(i));
target.present();
Ok(())
}
}
|