examples: use default values, gpu helper APIs

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-08-17 01:42:27 -07:00
parent 7227e9a13f
commit edc3b5d60e
11 changed files with 251 additions and 630 deletions

View file

@ -124,18 +124,15 @@ pub fn update(app: *App, core: *mach.Core) !void {
.store_op = .store,
};
const render_pass_descriptor = gpu.RenderPassDescriptor{
.color_attachment_count = 1,
.color_attachments = &[_]gpu.RenderPassColorAttachment{color_attachment},
const render_pass_descriptor = gpu.RenderPassDescriptor.init(.{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = &.{
.view = app.depth.?.view,
.depth_load_op = .clear,
.depth_store_op = .store,
.stencil_load_op = .undef,
.stencil_store_op = .undef,
.depth_clear_value = 1.0,
},
};
});
const pass = encoder.beginRenderPass(&render_pass_descriptor);
defer pass.release();
@ -227,13 +224,12 @@ const Camera = struct {
.size = @sizeOf(@TypeOf(uniform)),
};
const bind_group = device.createBindGroup(&gpu.BindGroup.Descriptor{
const bind_group = device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{
.layout = Self.bindGroupLayout(device),
.entry_count = 1,
.entries = &[_]gpu.BindGroup.Entry{
.entries = &.{
gpu.BindGroup.Entry.buffer(0, buffer.buffer, 0, buffer.size),
},
});
}));
self.buffer = buffer;
self.bind_group = bind_group;
@ -259,12 +255,11 @@ const Camera = struct {
inline fn bindGroupLayout(device: *gpu.Device) *gpu.BindGroupLayout {
const visibility = .{ .vertex = true, .fragment = true };
return device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor{
.entry_count = 1,
.entries = &[_]gpu.BindGroupLayout.Entry{
return device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{
gpu.BindGroupLayout.Entry.buffer(0, visibility, .uniform, false, 0),
},
});
}));
}
};
@ -332,75 +327,51 @@ const Cube = struct {
fn pipeline(core: *mach.Core) *gpu.RenderPipeline {
const device = core.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layout_count = 3,
.bind_group_layouts = &[_]*gpu.BindGroupLayout{
const layout_descriptor = gpu.PipelineLayout.Descriptor.init(.{
.bind_group_layouts = &.{
Camera.bindGroupLayout(device),
Texture.bindGroupLayout(device),
Light.bindGroupLayout(device),
},
};
});
const layout = device.createPipelineLayout(&layout_descriptor);
defer layout.release();
const shader = device.createShaderModule(&.{
.next_in_chain = .{ .wgsl_descriptor = &.{
.source = @embedFile("cube.wgsl"),
} },
});
const shader = device.createShaderModuleWGSL("cube.wgsl", @embedFile("cube.wgsl"));
defer shader.release();
const blend = gpu.BlendState{
.color = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .zero,
},
.alpha = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .zero,
},
};
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.swap_chain_format,
.write_mask = gpu.ColorWriteMaskFlags.all,
.blend = &blend,
};
const fragment = gpu.FragmentState{
const fragment = gpu.FragmentState.init(.{
.module = shader,
.entry_point = "fs_main",
.target_count = 1,
.targets = &[_]gpu.ColorTargetState{color_target},
.constants = null,
};
.targets = &.{color_target},
});
const descriptor = gpu.RenderPipeline.Descriptor{
.layout = layout,
.fragment = &fragment,
.vertex = .{
.vertex = gpu.VertexState.init(.{
.module = shader,
.entry_point = "vs_main",
.buffer_count = 2,
.buffers = &[_]gpu.VertexBufferLayout{
.buffers = &.{
Self.vertexBufferLayout(),
Self.instanceLayout(),
},
},
}),
.depth_stencil = &.{
.format = Texture.DEPTH_FORMAT,
.depth_write_enabled = true,
.depth_compare = .less,
},
.primitive = .{
.front_face = .ccw,
.cull_mode = .back,
// .cull_mode = .none,
.topology = .triangle_strip,
.strip_index_format = .undef,
},
};
@ -470,12 +441,10 @@ const Cube = struct {
.shader_location = 2,
},
};
return gpu.VertexBufferLayout{
return gpu.VertexBufferLayout.init(.{
.array_stride = @sizeOf([8]f32),
.step_mode = .vertex,
.attribute_count = attributes.len,
.attributes = &attributes,
};
});
}
fn instanceLayout() gpu.VertexBufferLayout {
@ -502,12 +471,11 @@ const Cube = struct {
},
};
return gpu.VertexBufferLayout{
return gpu.VertexBufferLayout.init(.{
.array_stride = @sizeOf([16]f32),
.step_mode = .instance,
.attribute_count = attributes.len,
.attributes = &attributes,
};
});
}
};
@ -606,21 +574,15 @@ const Texture = struct {
const texture = device.createTexture(&gpu.Texture.Descriptor{
.size = extent,
.mip_level_count = 1,
.sample_count = 1,
.dimension = .dimension_2d,
.format = FORMAT,
.usage = .{ .copy_dst = true, .texture_binding = true },
});
const view = texture.createView(&gpu.TextureView.Descriptor{
.aspect = .all,
.format = FORMAT,
.dimension = .dimension_2d,
.base_array_layer = 0,
.array_layer_count = 1,
.mip_level_count = 1,
.base_mip_level = 0,
});
const sampler = device.createSampler(&gpu.Sampler.Descriptor{
@ -630,9 +592,6 @@ const Texture = struct {
.mag_filter = .linear,
.min_filter = .linear,
.mipmap_filter = .linear,
.compare = .undef,
.lod_min_clamp = 0.0,
.lod_max_clamp = std.math.f32_max,
.max_anisotropy = 1, // 1,2,4,8,16
});
@ -649,14 +608,13 @@ const Texture = struct {
);
const bind_group_layout = Self.bindGroupLayout(device);
const bind_group = device.createBindGroup(&gpu.BindGroup.Descriptor{
const bind_group = device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{
.layout = bind_group_layout,
.entry_count = 2,
.entries = &[_]gpu.BindGroup.Entry{
.entries = &.{
gpu.BindGroup.Entry.textureView(0, view),
gpu.BindGroup.Entry.sampler(1, sampler),
},
});
}));
return Self{
.view = view,
@ -674,9 +632,6 @@ const Texture = struct {
const texture = device.createTexture(&gpu.Texture.Descriptor{
.size = extent,
.mip_level_count = 1,
.sample_count = 1,
.dimension = .dimension_2d,
.format = DEPTH_FORMAT,
.usage = .{
.render_attachment = true,
@ -685,26 +640,14 @@ const Texture = struct {
});
const view = texture.createView(&gpu.TextureView.Descriptor{
.aspect = .all,
.format = .undef,
.dimension = .dimension_2d,
.base_array_layer = 0,
.array_layer_count = 1,
.mip_level_count = 1,
.base_mip_level = 0,
});
const sampler = device.createSampler(&gpu.Sampler.Descriptor{
.address_mode_u = .clamp_to_edge,
.address_mode_v = .clamp_to_edge,
.address_mode_w = .clamp_to_edge,
.mag_filter = .linear,
.min_filter = .nearest,
.mipmap_filter = .nearest,
.compare = .less_equal,
.lod_min_clamp = 0.0,
.lod_max_clamp = std.math.f32_max,
.max_anisotropy = 1,
});
return Self{
@ -718,13 +661,12 @@ const Texture = struct {
inline fn bindGroupLayout(device: *gpu.Device) *gpu.BindGroupLayout {
const visibility = .{ .fragment = true };
const Entry = gpu.BindGroupLayout.Entry;
return device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor{
.entry_count = 2,
.entries = &[_]Entry{
return device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{
Entry.texture(0, visibility, .float, .dimension_2d, false),
Entry.sampler(1, visibility, .filtering),
},
});
}));
}
};
@ -753,13 +695,12 @@ const Light = struct {
.size = @sizeOf(@TypeOf(uniform)),
};
const bind_group = device.createBindGroup(&gpu.BindGroup.Descriptor{
const bind_group = device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{
.layout = Self.bindGroupLayout(device),
.entry_count = 1,
.entries = &[_]gpu.BindGroup.Entry{
.entries = &.{
gpu.BindGroup.Entry.buffer(0, buffer.buffer, 0, buffer.size),
},
});
}));
return Self{
.buffer = buffer,
@ -782,84 +723,59 @@ const Light = struct {
inline fn bindGroupLayout(device: *gpu.Device) *gpu.BindGroupLayout {
const visibility = .{ .vertex = true, .fragment = true };
const Entry = gpu.BindGroupLayout.Entry;
return device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor{
.entry_count = 1,
.entries = &[_]Entry{
return device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{
Entry.buffer(0, visibility, .uniform, false, 0),
},
});
}));
}
fn pipeline(core: *mach.Core) *gpu.RenderPipeline {
const device = core.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layout_count = 2,
.bind_group_layouts = &[_]*gpu.BindGroupLayout{
const layout_descriptor = gpu.PipelineLayout.Descriptor.init(.{
.bind_group_layouts = &.{
Camera.bindGroupLayout(device),
Light.bindGroupLayout(device),
},
};
});
const layout = device.createPipelineLayout(&layout_descriptor);
defer layout.release();
const shader = core.device.createShaderModule(&.{
.next_in_chain = .{ .wgsl_descriptor = &.{
.source = @embedFile("light.wgsl"),
} },
});
const shader = core.device.createShaderModuleWGSL("light.wgsl", @embedFile("light.wgsl"));
defer shader.release();
const blend = gpu.BlendState{
.color = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .zero,
},
.alpha = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .zero,
},
};
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.swap_chain_format,
.write_mask = gpu.ColorWriteMaskFlags.all,
.blend = &blend,
};
const fragment = gpu.FragmentState{
const fragment = gpu.FragmentState.init(.{
.module = shader,
.entry_point = "fs_main",
.target_count = 1,
.targets = &[_]gpu.ColorTargetState{color_target},
.constants = null,
};
.targets = &.{color_target},
});
const descriptor = gpu.RenderPipeline.Descriptor{
.layout = layout,
.fragment = &fragment,
.vertex = .{
.vertex = gpu.VertexState.init(.{
.module = shader,
.entry_point = "vs_main",
.buffer_count = 1,
.buffers = &[_]gpu.VertexBufferLayout{
.buffers = &.{
Cube.vertexBufferLayout(),
},
},
}),
.depth_stencil = &.{
.format = Texture.DEPTH_FORMAT,
.depth_write_enabled = true,
.depth_compare = .less,
},
.primitive = .{
.front_face = .ccw,
.cull_mode = .back,
// .cull_mode = .none,
.topology = .triangle_strip,
.strip_index_format = .undef,
},
};