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learn-wgpu/docs/beginner/tutorial2-swapchain/README.md

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# The Swapchain
## First, some house keeping: State
For convenience we're going to pack all the fields into a struct, and create some methods on that.
```rust
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// main.rs
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use winit::window::Window;
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
size: winit::dpi::PhysicalSize<u32>,
}
impl State {
// Creating some of the wgpu types requires async code
async fn new(window: &Window) -> Self {
todo!()
}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
todo!()
}
fn input(&mut self, event: &WindowEvent) -> bool {
todo!()
}
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fn update(&mut self) {
todo!()
}
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fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
todo!()
}
}
```
I'm glossing over `State`s fields, but they'll make more sense as I explain the code behind the methods.
## State::new()
The code for this is pretty straight forward, but let's break this down a bit.
```rust
impl State {
// ...
async fn new(window: &Window) -> Self {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let surface = unsafe { instance.create_surface(window) };
let adapter = instance.request_adapter(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
},
).await.unwrap();
```
The `surface` is used to create the `swap_chain`. Our `window` needs to implement [raw-window-handle](https://crates.io/crates/raw-window-handle)'s `HasRawWindowHandle` trait to access the native window implementation for `wgpu` to properly create the graphics backend. Fortunately, winit's `Window` fits the bill. We also need it to request our `adapter`.
We need the `adapter` to create the device and queue.
```rust
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None, // Trace path
).await.unwrap();
```
The `features` field on `DeviceDescriptor`, allows us to specify what extra features we want. For this simple example, I've decided not to use any extra features.
<div class="note">
The device you have limits the features you can use. If you want to use certain features you may need to limit what devices you support, or provide work arounds.
You can get a list of features supported by your device using `adapter.features()`, or `device.features()`.
You can view a full list of features [here](https://docs.rs/wgpu/0.7.0/wgpu/struct.Features.html).
</div>
The `limits` field describes the limit of certain types of resource we can create. We'll use the defaults for this tutorial, so we can support most devices. You can view a list of limits [here](https://docs.rs/wgpu/0.7.0/wgpu/struct.Limits.html).
```rust
let sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: adapter.get_swap_chain_preferred_format(&surface).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
```
Here we are defining and creating the `swap_chain`. The `usage` field describes how the `swap_chain`'s underlying textures will be used. `RENDER_ATTACHMENT` specifies that the textures will be used to write to the screen (we'll talk about more `TextureUsage`s later).
The `format` defines how the `swap_chain`s textures will be stored on the gpu. Different displays prefer different formats. We use `adapter.get_swap_chain_preferred_format()` to figure out the best format to use.
`width` and `height`, are the width and height in pixels of the swap chain. This should usually be the width and height of the window.
The `present_mode` uses the `wgpu::PresentMode` enum which determines how to sync the swap chain with the display. You can see all the options [in the docs](https://docs.rs/wgpu/0.7.0/wgpu/enum.PresentMode.html)
At the end of the method, we simply return the resulting struct.
```rust
Self {
surface,
device,
queue,
sc_desc,
swap_chain,
size,
}
}
// ...
}
```
We'll want to call this in our main method before we enter the event loop.
```rust
use futures::executor::block_on;
// Since main can't be async, we're going to need to block
let mut state = block_on(State::new(&window));
```
3 years ago
<div class="note">
You can use libraries like [async_std](https://docs.rs/async_std) and [tokio](https://docs.rs/tokio) to make main async, so you can await futures. I've elected not to use these crates as this tutorial is not about writing an async application. We just need some way to interact with wgpu's async functions, and the [futures crate](https://docs.rs/futures) is enough for that.
</div>
## resize()
If we want to support resizing in our application, we're going to need to recreate the `swap_chain` everytime the window's size changes. That's the reason we stored the physical `size` and the `sc_desc` used to create the swapchain. With all of these, the resize method is very simple.
```rust
// impl State
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.size = new_size;
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
}
```
There's nothing really different here from creating the `swap_chain` initially, so I won't get into it.
We call this method in `main()` in the event loop for the following events.
```rust
match event {
// ...
} if window_id == window.id() => if !state.input(event) {
match event {
// ...
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
// new_inner_size is &&mut so we have to dereference it twice
state.resize(**new_inner_size);
}
// ...
}
```
## input()
`input()` returns a `bool` to indicate whether an event has been fully processed. If the method returns `true`, the main loop won't process the event any further.
We're just going to return false for now because we don't have any events we want to capture.
```rust
// impl State
fn input(&mut self, event: &WindowEvent) -> bool {
false
}
```
We need to do a little more work in the event loop. We want `State` to have priority over `main()`. Doing that (and previous changes) should have your loop looking like this.
```rust
// main()
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => if !state.input(event) { // UPDATED!
match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput {
input,
..
} => {
match input {
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
} => *control_flow = ControlFlow::Exit,
_ => {}
}
}
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
state.resize(**new_inner_size);
}
_ => {}
}
}
_ => {}
}
});
```
## update()
We don't have anything to update yet, so leave the method empty.
```rust
fn update(&mut self) {
// remove `todo!()`
}
```
## render()
Here's where the magic happens. First we need to get a frame to render to. This will include a `wgpu::Texture` and `wgpu::TextureView` that will hold the actual image we're drawing to (we'll cover this more when we talk about textures).
```rust
// impl State
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fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
let frame = self
.swap_chain
.get_current_frame()?
.output;
```
We also need to create a `CommandEncoder` to create the actual commands to send to the gpu. Most modern graphics frameworks expect commands to be stored in a command buffer before being sent to the gpu. The `encoder` builds a command buffer that we can then send to the gpu.
```rust
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
```
Now we can actually get to clearing the screen (long time coming). We need to use the `encoder` to create a `RenderPass`. The `RenderPass` has all the methods to do the actual drawing. The code for creating a `RenderPass` is a bit nested, so I'll copy it all here, and talk about the pieces.
```rust
{
let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[
wgpu::RenderPassColorAttachment {
view: &frame.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
}
}
],
depth_stencil_attachment: None,
});
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
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Ok(())
}
```
First things first, let's talk about the `{}`. `encoder.begin_render_pass(...)` borrows `encoder` mutably (aka `&mut self`). We can't call `encoder.finish()` until we release that mutable borrow. The `{}` around `encoder.begin_render_pass(...)` tells rust to drop any variables within them when the code leaves that scope thus releasing the mutable borrow on `encoder` and allowing us to `finish()` it. If you don't like the `{}`, you can also use `drop(render_pass)` to achieve the same effect.
We can get the same results by removing the `{}`, and the `let _render_pass =` line, but we need access to the `_render_pass` in the next tutorial, so we'll leave it as is.
The last lines of the code tell `wgpu` to finish the command buffer, and to submit it to the gpu's render queue.
We need to update the event loop again to call this method. We'll also call update before it too.
```rust
// main()
event_loop.run(move |event, _, control_flow| {
match event {
// ...
Event::RedrawRequested(_) => {
state.update();
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match state.render() {
Ok(_) => {}
// Recreate the swap_chain if lost
Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
}
// ...
}
});
```
With all that, you should be getting something that looks like this.
![Window with a blue background](./cleared-window.png)
## Wait, what's going on with RenderPassDescriptor?
Some of you may be able to tell what's going on just by looking at it, but I'd be remiss if I didn't go over it. Let's take a look at the code again.
```rust
&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[
// ...
],
depth_stencil_attachment: None,
}
```
A `RenderPassDescriptor` only has three fields: `label`, `color_attachments` and `depth_stencil_attachment`. The `color_attachements` describe where we are going to draw our color to. We'll use `depth_stencil_attachment` later, but we'll set it to `None` for now.
```rust
wgpu::RenderPassColorAttachment {
view: &frame.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
}
}
```
The `RenderPassColorAttachment` has the `view` field which informs `wgpu` what texture to save the colors to. In this case we specify `frame.view` that we created using `swap_chain.get_current_frame()`. This means that any colors we draw to this attachment will get drawn to the screen.
4 years ago
The `resolve_target` is the texture that will receive the resolved output. This will be the same as `attachment` unless multisampling is enabled. We don't need to specify this, so we leave it as `None`.
The `ops` field takes a `wpgu::Operations` object. This tells wgpu what to do with the colors on the screen (specified by `frame.view`). The `load` field tells wgpu how to handle colors stored from the previous frame. Currently we are clearing the screen with a bluish color.
<div class="note">
It's not uncommon to not clear the screen if the screen is going to be completely covered up with objects. If your scene doesn't cover the entire screen however you can end up with something like this.
![./no-clear.png](./no-clear.png)
</div>
## Challenge
Modify the `input()` method to capture mouse events, and update the clear color using that. *Hint: you'll probably need to use `WindowEvent::CursorMoved`*.
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