First shader and rendering pipeline
This commit is contained in:
parent
78d0f59cc1
commit
c01d323f4c
@ -75,6 +75,8 @@ struct State<'a> {
|
||||
|
||||
size: PhysicalSize<u32>,
|
||||
window: Arc<Window>,
|
||||
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
impl<'a> State<'a> {
|
||||
@ -89,6 +91,8 @@ impl<'a> State<'a> {
|
||||
let config = Self::create_surface_config(size, surface_caps);
|
||||
surface.configure(&device, &config);
|
||||
|
||||
let render_pipeline = Self::create_render_pipeline(&device, &config);
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
@ -96,6 +100,8 @@ impl<'a> State<'a> {
|
||||
config,
|
||||
size,
|
||||
window: window_arc,
|
||||
|
||||
render_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
@ -106,6 +112,61 @@ impl<'a> State<'a> {
|
||||
fn update(&mut self) {
|
||||
// TODO: Update logic here
|
||||
}
|
||||
|
||||
fn create_render_pipeline(device: &Device, config: &wgpu::SurfaceConfiguration) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
|
||||
fn create_surface_config(size: PhysicalSize<u32>, capabilities: SurfaceCapabilities) -> wgpu::SurfaceConfiguration {
|
||||
let surface_format = capabilities.formats.iter()
|
||||
@ -173,7 +234,7 @@ impl<'a> State<'a> {
|
||||
});
|
||||
|
||||
{
|
||||
let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
let mut _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
@ -192,6 +253,9 @@ impl<'a> State<'a> {
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
_render_pass.set_pipeline(&self.render_pipeline);
|
||||
_render_pass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
|
||||
@ -1,22 +1,19 @@
|
||||
struct VertexInput {
|
||||
@location(0) position: vec2<f32>,
|
||||
@location(1) color: vec3<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) color: vec3<f32>,
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
var output: VertexOutput;
|
||||
output.position = vec4<f32>(input.position, 0.0, 1.0);
|
||||
output.color = input.color;
|
||||
return output;
|
||||
fn vs_main(
|
||||
@builtin(vertex_index) in_vertex_index: u32,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
let x = f32(1 - i32(in_vertex_index)) * 0.5;
|
||||
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
|
||||
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(input.color, 1.0);
|
||||
}
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.3, 0.2, 0.1, 1.0);
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user