migrated tutorial7

pull/87/head
Ben Hansen 4 years ago
parent 75d92c523c
commit 1e8a6ba0a5

6
Cargo.lock generated

@ -2524,13 +2524,15 @@ dependencies = [
name = "tutorial7-instancing"
version = "0.1.0"
dependencies = [
"anyhow 1.0.32 (registry+https://github.com/rust-lang/crates.io-index)",
"bytemuck 1.4.0 (registry+https://github.com/rust-lang/crates.io-index)",
"cgmath 0.17.0 (registry+https://github.com/rust-lang/crates.io-index)",
"failure 0.1.8 (registry+https://github.com/rust-lang/crates.io-index)",
"fs_extra 1.2.0 (registry+https://github.com/rust-lang/crates.io-index)",
"futures 0.3.5 (registry+https://github.com/rust-lang/crates.io-index)",
"glob 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"image 0.23.7 (registry+https://github.com/rust-lang/crates.io-index)",
"shaderc 0.6.2 (registry+https://github.com/rust-lang/crates.io-index)",
"wgpu 0.5.2 (registry+https://github.com/rust-lang/crates.io-index)",
"wgpu 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
"winit 0.22.2 (registry+https://github.com/rust-lang/crates.io-index)",
]

@ -4,8 +4,6 @@ version = "0.1.0"
authors = ["Ben Hansen <bhbenjaminhansen@gmail.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
anyhow = "1.0"
bytemuck = "1.4"

@ -4,17 +4,20 @@ version = "0.1.0"
authors = ["Ben Hansen <bhbenjaminhansen@gmail.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
image = "0.23.4"
winit = "0.22.1"
shaderc = "0.6"
anyhow = "1.0"
bytemuck = "1.4"
cgmath = "0.17"
failure = "0.1"
wgpu = "0.5.0"
futures = "0.3.4"
bytemuck = "1.2.0"
futures = "0.3"
image = "0.23"
wgpu = "0.6"
winit = "0.22"
[build-dependencies]
anyhow = "1.0"
fs_extra = "1.2"
glob = "0.3"
shaderc = "0.6"
[[bin]]
name = "tutorial7-instancing"

@ -0,0 +1,74 @@
use glob::glob;
use anyhow::*;
use std::fs::{read_to_string, write};
use std::path::{PathBuf};
struct ShaderData {
src: String,
src_path: PathBuf,
spv_path: PathBuf,
kind: shaderc::ShaderKind,
}
impl ShaderData {
pub fn load(src_path: PathBuf) -> Result<Self> {
let extension = src_path.extension()
.context("File has no extension")?
.to_str()
.context("Extension cannot be converted to &str")?;
let kind = match extension {
"vert" => shaderc::ShaderKind::Vertex,
"frag" => shaderc::ShaderKind::Fragment,
"comp" => shaderc::ShaderKind::Compute,
_ => bail!("Unsupported shader: {}", src_path.display()),
};
let src = read_to_string(src_path.clone())?;
let spv_path = src_path.with_extension(format!("{}.spv", extension));
Ok(Self { src, src_path, spv_path, kind })
}
}
fn main() -> Result<()> {
// This tells cargo to rerun this script if something in /src/ changes.
println!("cargo:rerun-if-changed=src/*");
// Collect all shaders recursively within /src/
let mut shader_paths = [
glob("./src/**/*.vert")?,
glob("./src/**/*.frag")?,
glob("./src/**/*.comp")?,
];
// This could be parallelized
let shaders = shader_paths.iter_mut()
.flatten()
.map(|glob_result| {
ShaderData::load(glob_result?)
})
.collect::<Vec<Result<_>>>()
.into_iter()
.collect::<Result<Vec<_>>>();
let mut compiler = shaderc::Compiler::new()
.context("Unable to create shader compiler")?;
// This can't be parallelized. The [shaderc::Compiler] is not
// thread safe. Also, it creates a lot of resources. You could
// spawn multiple processes to handle this, but it would probably
// be better just to only compile shaders that have been changed
// recently.
for shader in shaders? {
let compiled = compiler.compile_into_spirv(
&shader.src,
shader.kind,
&shader.src_path.to_str().unwrap(),
"main",
None
)?;
write(shader.spv_path, compiled.as_binary_u8())?;
}
Ok(())
}

@ -1,9 +1,10 @@
use cgmath::prelude::*;
use winit::{
event::*,
event_loop::{EventLoop, ControlFlow},
window::{Window, WindowBuilder},
};
use cgmath::prelude::*;
use wgpu::util::DeviceExt;
mod texture;
@ -210,7 +211,7 @@ struct Instance {
}
impl Instance {
fn to_matrix(&self) -> InstanceRaw {
fn to_raw(&self) -> InstanceRaw {
let transform = cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation);
InstanceRaw {
transform,
@ -233,24 +234,19 @@ struct State {
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
#[allow(dead_code)]
diffuse_texture: texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
camera: Camera,
camera_controller: CameraController,
uniforms: Uniforms,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
size: winit::dpi::PhysicalSize<u32>,
instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
}
@ -289,22 +285,24 @@ impl State {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
let surface = wgpu::Surface::create(window);
let adapter = wgpu::Adapter::request(
// 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),
},
wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
).await.unwrap();
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
shader_validation: true,
},
limits: Default::default(),
}).await;
None, // Trace path
).await.unwrap();
let sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
@ -316,45 +314,55 @@ impl State {
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
let diffuse_bytes = include_bytes!("happy-tree.png");
let (diffuse_texture, cmd_buffer) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
queue.submit(&[cmd_buffer]);
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Uint,
let diffuse_texture = texture::Texture::from_bytes(
&device,
&queue,
diffuse_bytes,
"happy-tree.png"
).unwrap();
let texture_bind_group_layout = device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Uint,
},
count: None,
},
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
},
count: None,
},
},
],
label: Some("texture_bind_group_layout"),
});
],
label: Some("texture_bind_group_layout"),
}
);
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
}
],
label: Some("diffuse_bind_group"),
});
let diffuse_bind_group = device.create_bind_group(
&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
}
],
label: Some("diffuse_bind_group"),
}
);
let camera = Camera {
eye: (0.0, 5.0, -10.0).into(),
@ -370,9 +378,12 @@ impl State {
let mut uniforms = Uniforms::new();
uniforms.update_view_proj(&camera);
let uniform_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&[uniforms]),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
let uniform_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
}
);
let instances = (0..NUM_INSTANCES_PER_ROW).flat_map(|z| {
@ -393,114 +404,128 @@ impl State {
})
}).collect::<Vec<_>>();
let instance_data = instances.iter().map(Instance::to_matrix).collect::<Vec<_>>();
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
let instance_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&instance_data),
wgpu::BufferUsage::STORAGE_READ | wgpu::BufferUsage::COPY_DST,
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
let instance_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsage::STORAGE | wgpu::BufferUsage::COPY_DST,
}
);
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: None,
},
count: None,
},
// NEW!
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::StorageBuffer {
// We don't plan on changing the size of this buffer
dynamic: false,
// The shader is not allowed to modify it's contents
readonly: true,
}
}
min_binding_size: None,
},
count: None,
},
],
label: Some("uniform_bind_group_layout"),
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
bindings: &[
wgpu::Binding {
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buffer,
range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
}
resource: wgpu::BindingResource::Buffer(uniform_buffer.slice(..))
},
wgpu::Binding {
// NEW!
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &instance_buffer,
range: 0..instance_buffer_size as wgpu::BufferAddress,
}
}
resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..))
},
],
label: Some("uniform_bind_group"),
});
let vs_src = include_str!("challenge.vert");
let fs_src = include_str!("shader.frag");
let mut compiler = shaderc::Compiler::new().unwrap();
let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "challenge.vert", "main", None).unwrap();
let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "shader.frag", "main", None).unwrap();
let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
let vs_module = device.create_shader_module(&vs_data);
let fs_module = device.create_shader_module(&fs_data);
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
});
let vs_module = device.create_shader_module(wgpu::include_spirv!("shader.vert.spv"));
let fs_module = device.create_shader_module(wgpu::include_spirv!("shader.frag.spv"));
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &render_pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
let render_pipeline_layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&texture_bind_group_layout,
&uniform_bind_group_layout,
],
push_constant_ranges: &[],
}
);
let render_pipeline = device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[
Vertex::desc(),
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(
wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
clamp_depth: false,
}
),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[Vertex::desc()],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
}
);
let vertex_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(VERTICES),
wgpu::BufferUsage::VERTEX,
let vertex_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsage::VERTEX,
}
);
let index_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(INDICES),
wgpu::BufferUsage::INDEX,
let index_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsage::INDEX,
}
);
let num_indices = INDICES.len() as u32;
@ -544,37 +569,21 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("update encoder"),
});
let staging_buffer = self.device.create_buffer_with_data(
bytemuck::cast_slice(&[self.uniforms]),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(&staging_buffer, 0, &self.uniform_buffer, 0, std::mem::size_of::<Uniforms>() as wgpu::BufferAddress);
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
for instance in &mut self.instances {
let amount = cgmath::Quaternion::from_angle_y(cgmath::Rad(ROTATION_SPEED));
let current = instance.rotation;
instance.rotation = quat_mul(amount, current);
}
let instance_data = self.instances.iter().map(Instance::to_matrix).collect::<Vec<_>>();
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
let instance_buffer = self.device.create_buffer_with_data(
bytemuck::cast_slice(&instance_data),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(&instance_buffer, 0, &self.instance_buffer, 0, instance_buffer_size as wgpu::BufferAddress);
self.queue.submit(&[encoder.finish()]);
let instance_data = self.instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
self.queue.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&instance_data));
}
fn render(&mut self) {
let frame = self.swap_chain.get_next_texture()
.expect("Timeout getting texture");
let frame = self.swap_chain.get_current_frame()
.expect("Timeout getting texture")
.output;
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
@ -586,14 +595,17 @@ impl State {
wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
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,
@ -602,14 +614,12 @@ impl State {
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
render_pass.set_index_buffer(&self.index_buffer, 0, 0);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..));
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
}
self.queue.submit(&[
encoder.finish()
]);
self.queue.submit(Some(encoder.finish()));
}
}

@ -1,9 +1,10 @@
use cgmath::prelude::*;
use winit::{
event::*,
event_loop::{EventLoop, ControlFlow},
window::{Window, WindowBuilder},
};
use cgmath::prelude::*;
use wgpu::util::DeviceExt;
mod texture;
@ -221,25 +222,20 @@ struct State {
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
#[allow(dead_code)]
diffuse_texture: texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
camera: Camera,
camera_controller: CameraController,
uniforms: Uniforms,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
size: winit::dpi::PhysicalSize<u32>,
// NEW!
instances: Vec<Instance>,
#[allow(dead_code)]
instance_buffer: wgpu::Buffer,
@ -249,21 +245,24 @@ impl State {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
let surface = wgpu::Surface::create(window);
let adapter = wgpu::Adapter::request(
// 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),
},
wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
).await.unwrap();
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
shader_validation: true,
},
limits: Default::default(),
}).await;
None, // Trace path
).await.unwrap();
let sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
@ -275,45 +274,55 @@ impl State {
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
let diffuse_bytes = include_bytes!("happy-tree.png");
let (diffuse_texture, cmd_buffer) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
queue.submit(&[cmd_buffer]);
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Uint,
let diffuse_texture = texture::Texture::from_bytes(
&device,
&queue,
diffuse_bytes,
"happy-tree.png"
).unwrap();
let texture_bind_group_layout = device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Uint,
},
count: None,
},
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
},
count: None,
},
},
],
label: Some("texture_bind_group_layout"),
});
],
label: Some("texture_bind_group_layout"),
}
);
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
}
],
label: Some("diffuse_bind_group"),
});
let diffuse_bind_group = device.create_bind_group(
&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
}
],
label: Some("diffuse_bind_group"),
}
);
let camera = Camera {
eye: (0.0, 5.0, 10.0).into(),
@ -329,9 +338,12 @@ impl State {
let mut uniforms = Uniforms::new();
uniforms.update_view_proj(&camera);
let uniform_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&[uniforms]),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
let uniform_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
}
);
let instances = (0..NUM_INSTANCES_PER_ROW).flat_map(|z| {
@ -351,25 +363,26 @@ impl State {
}
})
}).collect::<Vec<_>>();
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
// we'll need the size for later
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
let instance_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&instance_data),
wgpu::BufferUsage::STORAGE_READ,
let instance_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsage::STORAGE,
}
);
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: None,
},
count: None,
},
// NEW!
wgpu::BindGroupLayoutEntry {
@ -380,7 +393,9 @@ impl State {
dynamic: false,
// The shader is not allowed to modify it's contents
readonly: true,
min_binding_size: None,
},
count: None,
},
],
label: Some("uniform_bind_group_layout"),
@ -388,85 +403,89 @@ impl State {
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
bindings: &[
wgpu::Binding {
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buffer,
range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
}
resource: wgpu::BindingResource::Buffer(uniform_buffer.slice(..))
},
// NEW!
wgpu::Binding {
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &instance_buffer,
range: 0..instance_buffer_size as wgpu::BufferAddress,
}
resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..))
},
],
label: Some("uniform_bind_group"),
});
let vs_src = include_str!("shader.vert");
let fs_src = include_str!("shader.frag");
let mut compiler = shaderc::Compiler::new().unwrap();
let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "shader.vert", "main", None).unwrap();
let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "shader.frag", "main", None).unwrap();
let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
let vs_module = device.create_shader_module(&vs_data);
let fs_module = device.create_shader_module(&fs_data);
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
});
let vs_module = device.create_shader_module(wgpu::include_spirv!("shader.vert.spv"));
let fs_module = device.create_shader_module(wgpu::include_spirv!("shader.frag.spv"));
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &render_pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
let render_pipeline_layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&texture_bind_group_layout,
&uniform_bind_group_layout,
],
push_constant_ranges: &[],
}
);
let render_pipeline = device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[
Vertex::desc(),
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(
wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
clamp_depth: false,
}
),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[Vertex::desc()],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
}
);
let vertex_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(VERTICES),
wgpu::BufferUsage::VERTEX,
let vertex_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsage::VERTEX,
}
);
let index_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(INDICES),
wgpu::BufferUsage::INDEX,
let index_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsage::INDEX,
}
);
let num_indices = INDICES.len() as u32;
@ -511,24 +530,13 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("update encoder"),
});
let staging_buffer = self.device.create_buffer_with_data(
bytemuck::cast_slice(&[self.uniforms]),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(&staging_buffer, 0, &self.uniform_buffer, 0, std::mem::size_of::<Uniforms>() as wgpu::BufferAddress);
self.queue.submit(&[encoder.finish()]);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
}
fn render(&mut self) {
let frame = self.swap_chain.get_next_texture()
.expect("Timeout getting texture");
let frame = self.swap_chain.get_current_frame()
.expect("Timeout getting texture")
.output;
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
@ -540,14 +548,17 @@ impl State {
wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
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,
@ -556,15 +567,13 @@ impl State {
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
render_pass.set_index_buffer(&self.index_buffer, 0, 0);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..));
// UPDATED!
render_pass.draw_indexed(0..self.num_indices, 0, 0..1000 as _);
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
}
self.queue.submit(&[
encoder.finish()
]);
self.queue.submit(Some(encoder.finish()));
}
}

@ -1,4 +1,5 @@
use image::GenericImageView;
use anyhow::*;
pub struct Texture {
pub texture: wgpu::Texture,
@ -7,12 +8,22 @@ pub struct Texture {
}
impl Texture {
pub fn from_bytes(device: &wgpu::Device, bytes: &[u8], label: &str) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
pub fn from_bytes(
device: &wgpu::Device,
queue: &wgpu::Queue,
bytes: &[u8],
label: &str
) -> Result<Self> {
let img = image::load_from_memory(bytes)?;
Self::from_image(device, &img, Some(label))
Self::from_image(device, queue, &img, Some(label))
}
pub fn from_image(device: &wgpu::Device, img: &image::DynamicImage, label: Option<&str>) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
pub fn from_image(
device: &wgpu::Device,
queue: &wgpu::Queue,
img: &image::DynamicImage,
label: Option<&str>
) -> Result<Self> {
let rgba = img.as_rgba8().unwrap();
let dimensions = img.dimensions();
@ -21,57 +32,46 @@ impl Texture {
height: dimensions.1,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label,
size,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let buffer = device.create_buffer_with_data(
&rgba,
wgpu::BufferUsage::COPY_SRC,
let texture = device.create_texture(
&wgpu::TextureDescriptor {
label,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
}
);
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("texture_buffer_copy_encoder"),
});
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
bytes_per_row: 4 * dimensions.0,
rows_per_image: dimensions.1,
},
queue.write_texture(
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d::ZERO,
},
},
rgba,
wgpu::TextureDataLayout {
offset: 0,
bytes_per_row: 4 * dimensions.0,
rows_per_image: dimensions.1,
},
size,
);
let cmd_buffer = encoder.finish();
let view = texture.create_default_view();
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare: wgpu::CompareFunction::Always,
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(
&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
}
);
Ok((Self { texture, view, sampler }, cmd_buffer))
Ok(Self { texture, view, sampler })
}
}

@ -123,11 +123,12 @@ Now that we have our data, we can create the actual `instance_buffer`.
```rust
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
// we'll need the size for later
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
let instance_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&instance_data),
wgpu::BufferUsage::STORAGE_READ,
let instance_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsage::STORAGE,
}
);
```
@ -135,7 +136,7 @@ We need a way to bind our new instance buffer so we can use it in the vertex sha
```rust
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
entries: &[
// ...
// NEW!
wgpu::BindGroupLayoutEntry {
@ -146,7 +147,9 @@ let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroup
dynamic: false,
// The shader is not allowed to modify it's contents
readonly: true,
min_binding_size: None,
},
count: None,
},
],
label: Some("uniform_bind_group_layout"),
@ -154,15 +157,12 @@ let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroup
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
bindings: &[
entries: &[
// ...
// NEW!
wgpu::Binding {
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &instance_buffer,
range: 0..instance_buffer_size as wgpu::BufferAddress,
}
resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..))
},
],
label: Some("uniform_bind_group"),
@ -186,8 +186,8 @@ The last change we need to make is in the `render()` method. We need to change t
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
render_pass.set_index_buffer(&self.index_buffer, 0, 0);
render_pass.set_vertex_buffer(0, &self.vertex_buffer.slice(..));
render_pass.set_index_buffer(&self.index_buffer.slice(..));
// UPDATED!
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
```

Loading…
Cancel
Save