Merge pull request #188 from aevyrie/patch-2

wgpu 0.8 corrections
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sotrh 2021-06-07 17:24:47 -06:00 committed by GitHub
commit 0585ca5ca5
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3 changed files with 7 additions and 8 deletions

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@ -1,7 +1,7 @@
# The Pipeline
## What's a pipeline?
If you're familiar with OpenGL, you may remember using shader programs. You can think of a pipeline as a more robust version of that. A pipeline describes all the actions the gpu will preform when acting on a set of data. In this section, we will be creating a `RenderPipeline` specifically.
If you're familiar with OpenGL, you may remember using shader programs. You can think of a pipeline as a more robust version of that. A pipeline describes all the actions the gpu will perform when acting on a set of data. In this section, we will be creating a `RenderPipeline` specifically.
## Wait shaders?
Shaders are mini programs that you send to the gpu to perform operations on your data. There are 3 main types of shader: vertex, fragment, and compute. There are others such as geometry shaders, but they're more of an advanced topic. For now we're just going to use vertex, and fragment shaders.
@ -175,8 +175,7 @@ let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescrip
entry_point: "main",
targets: &[wgpu::ColorTargetState { // 4.
format: sc_desc.format,
alpha_blend: wgpu::BlendState::REPLACE,
color_blend: wgpu::BlendState::REPLACE,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrite::ALL,
}],
}),

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@ -70,8 +70,8 @@ queue.write_texture(
// The layout of the texture
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: 4 * dimensions.0,
rows_per_image: dimensions.1,
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
},
texture_size,
);
@ -492,8 +492,8 @@ impl Texture {
rgba,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * dimensions.0),
rows_per_image: NonZeroU32::new(dimensions.1),
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
},
size,
);

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@ -257,7 +257,7 @@ fn main(
}
```
1. The according to the [WGSL Spec](https://gpuweb.github.io/gpuweb/wgsl/), The block decorator indicates this structure type represents the contents of a buffer resource occupying a single binding slot in the shaders resource interface. Any structure used as a `uniform` must be annotated with `[[block]]`
1. According to the [WGSL Spec](https://gpuweb.github.io/gpuweb/wgsl/), The block decorator indicates this structure type represents the contents of a buffer resource occupying a single binding slot in the shaders resource interface. Any structure used as a `uniform` must be annotated with `[[block]]`
2. Because we've created a new bind group, we need to specify which one we're using in the shader. The number is determined by our `render_pipeline_layout`. The `texture_bind_group_layout` is listed first, thus it's `group(0)`, and `uniform_bind_group` is second, so it's `group(1)`.
3. Multiplication order is important when it comes to matrices. The vector goes on the right, and the matrices gone on the left in order of importance.