examples: use default values, gpu helper APIs
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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11 changed files with 251 additions and 630 deletions
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@ -1,9 +1,9 @@
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//! To get the effect we want, we need a texture on which to render
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//! (we can't use the swapchain texture directly, but we can get the effect
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//! To get the effect we want, we need a texture on which to render;
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//! we can't use the swapchain texture directly, but we can get the effect
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//! by doing the same render pass twice, on the texture and the swapchain.
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//! We also need a second texture to use on the cube, that after the render pass
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//! needs to copy the other texture. We can't use the same texture since
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//! it would interfere with the sincronization on the gpu during the render pass.
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//! We also need a second texture to use on the cube (after the render pass
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//! it needs to copy the other texture.) We can't use the same texture since
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//! it would interfere with the synchronization on the gpu during the render pass.
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//! This demo currently does not work on opengl, because core.current_desc.width/height,
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//! are set to 0 after core.init() and because webgpu does not implement copyTextureToTexture,
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//! for opengl
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@ -45,71 +45,44 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.size_min = .{ .width = 20, .height = 20 },
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});
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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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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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const fs_module = core.device.createShaderModule(&.{
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.next_in_chain = .{ .wgsl_descriptor = &.{
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.source = @embedFile("frag.wgsl"),
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} },
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.label = "my fragment shader",
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});
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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 fs_module = core.device.createShaderModuleWGSL("frag.wgsl", @embedFile("frag.wgsl"));
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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_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
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const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
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const bgl = core.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entry_count = 3,
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.entries = &[_]gpu.BindGroupLayout.Entry{ bgle_buffer, bgle_sampler, bgle_textureview },
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},
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
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}),
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);
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
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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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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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@ -119,22 +92,13 @@ pub fn init(app: *App, core: *mach.Core) !void {
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.depth_write_enabled = true,
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.depth_compare = .less,
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},
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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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.buffers = &.{vertex_buffer_layout},
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}),
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.primitive = .{
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.front_face = .ccw,
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.cull_mode = .back,
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.topology = .triangle_list,
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.strip_index_format = .undef,
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},
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};
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@ -185,15 +149,14 @@ pub fn init(app: *App, core: *mach.Core) !void {
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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 = 3,
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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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gpu.BindGroup.Entry.sampler(1, sampler),
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gpu.BindGroup.Entry.textureView(2, cube_texture_view),
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},
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},
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}),
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);
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app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
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@ -245,14 +208,12 @@ pub fn update(app: *App, core: *mach.Core) !void {
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const cube_color_attachment = gpu.RenderPassColorAttachment{
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.view = cube_view,
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.resolve_target = null,
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.clear_value = gpu.Color{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 1 },
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.load_op = .clear,
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.store_op = .store,
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};
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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 = gpu.Color{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 1 },
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.load_op = .clear,
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.store_op = .store,
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@ -263,21 +224,17 @@ pub fn update(app: *App, core: *mach.Core) !void {
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.depth_load_op = .clear,
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.depth_store_op = .store,
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.depth_clear_value = 1.0,
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.stencil_load_op = .undef,
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.stencil_store_op = .undef,
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};
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const encoder = core.device.createCommandEncoder(null);
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const cube_render_pass_info = gpu.RenderPassDescriptor{
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.color_attachment_count = 1,
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.color_attachments = &[_]gpu.RenderPassColorAttachment{cube_color_attachment},
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const cube_render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{cube_color_attachment},
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.depth_stencil_attachment = &depth_stencil_attachment,
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};
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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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});
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = &depth_stencil_attachment,
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};
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});
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{
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const time = timer.read();
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@ -381,15 +338,14 @@ pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void {
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app.bind_group.release();
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app.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 = app.bgl,
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.entry_count = 3,
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.entries = &[_]gpu.BindGroup.Entry{
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, app.uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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gpu.BindGroup.Entry.sampler(1, app.sampler),
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gpu.BindGroup.Entry.textureView(2, app.cube_texture_view),
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},
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},
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}),
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);
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} else {
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app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{
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