shaderexp: use default values, gpu helper APIs
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
d918dfb496
commit
46ec50b207
1 changed files with 26 additions and 73 deletions
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@ -93,13 +93,12 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.mapped_at_creation = false,
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});
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const bind_group = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bgl,
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.entry_count = 1,
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.entries = &[_]gpu.BindGroup.Entry{
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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},
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},
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}),
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);
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app.pipeline = pipeline;
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@ -155,18 +154,15 @@ pub fn update(app: *App, core: *mach.Core) !void {
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const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = core.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor{
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.color_attachment_count = 1,
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.color_attachments = &[_]gpu.RenderPassColorAttachment{color_attachment},
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.depth_stencil_attachment = null,
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};
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
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const ubo = UniformBufferObject{
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@ -194,33 +190,22 @@ pub fn update(app: *App, core: *mach.Core) !void {
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}
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fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?**gpu.BindGroupLayout) *gpu.RenderPipeline {
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const vs_module = core.device.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("vert.wgsl"),
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} },
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.label = "my vertex shader",
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});
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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defer vs_module.release();
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const vertex_attributes = [_]gpu.VertexAttribute{
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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout{
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const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attribute_count = vertex_attributes.len,
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.attributes = &vertex_attributes,
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};
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});
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// Check wether the fragment shader code compiled successfully, if not
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// print the validation layer error and show a black screen
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core.device.pushErrorScope(.validation);
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var fs_module = core.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = fragment_shader_code,
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} },
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.label = "my fragment shader",
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});
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var fs_module = core.device.createShaderModuleWGSL("fragment shader", fragment_shader_code);
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var error_occurred: bool = false;
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// popErrorScope() returns always true, (unless maybe it fails to capture the error scope?)
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_ = core.device.popErrorScope(&error_occurred, struct {
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@ -232,48 +217,30 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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}
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}.callback);
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if (error_occurred) {
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fs_module = core.device.createShaderModule(&gpu.ShaderModule.Descriptor{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("black_screen_frag.wgsl"),
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} },
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.label = "black screen fragment shader",
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});
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fs_module = core.device.createShaderModuleWGSL(
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"black_screen_frag.wgsl",
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@embedFile("black_screen_frag.wgsl"),
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);
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}
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defer fs_module.release();
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const blend = gpu.BlendState{
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.color = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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.alpha = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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};
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const blend = gpu.BlendState{};
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const color_target = gpu.ColorTargetState{
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.format = core.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState{
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const fragment = gpu.FragmentState.init(.{
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.module = fs_module,
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.entry_point = "main",
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.target_count = 1,
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.targets = &[_]gpu.ColorTargetState{color_target},
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.constants = null,
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};
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.targets = &.{color_target},
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});
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const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .fragment = true }, .uniform, true, 0);
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// bgl is needed outside, for the creation of the uniform_buffer in main
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const bgl_tmp = core.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entry_count = 1,
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.entries = &[_]gpu.BindGroupLayout.Entry{bgle},
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},
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);
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const bgl_tmp = core.device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{bgle},
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}));
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defer {
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// In frame we don't need to use bgl, so we can release it inside this function, else we pass bgl
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if (bgl == null) {
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@ -284,33 +251,19 @@ fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?
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}
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl_tmp};
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const pipeline_layout = core.device.createPipelineLayout(&.{
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.bind_group_layout_count = 1,
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const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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});
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}));
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defer pipeline_layout.release();
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.depth_stencil = null,
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.vertex = .{
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.vertex = gpu.VertexState.init(.{
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.module = vs_module,
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.entry_point = "main",
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.buffer_count = 1,
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.buffers = &[_]gpu.VertexBufferLayout{vertex_buffer_layout},
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},
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.multisample = .{
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.count = 1,
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.mask = 0xFFFFFFFF,
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.alpha_to_coverage_enabled = false,
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},
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.primitive = .{
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.front_face = .ccw,
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.cull_mode = .none,
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.topology = .triangle_list,
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.strip_index_format = .undef,
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},
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.buffers = &.{vertex_buffer_layout},
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}),
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};
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// Create the render pipeline. Even if the shader compilation succeeded, this could fail if the
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