intermediate tutorial code migrated

pull/140/head
Ben Hansen 3 years ago
parent 3901419a58
commit b4dd4654e4

@ -265,12 +265,12 @@ fn create_render_pipeline(
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleDescriptor,
fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -278,18 +278,17 @@ fn create_render_pipeline(
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
buffers: vertex_layouts,
},
fragment: Some(wgpu::FragmentState {
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,
targets: &[wgpu::ColorTargetState {
format: color_format,
alpha_blend: wgpu::BlendState::REPLACE,
color_blend: wgpu::BlendState::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -299,26 +298,19 @@ fn create_render_pipeline(
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
},
color_states: &[wgpu::ColorStateDescriptor {
format: color_format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false, }),
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false,
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
}
@ -504,7 +496,7 @@ impl State {
layout: &light_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
resource: light_buffer.as_entire_binding(),
}],
label: None,
});

@ -20,6 +20,12 @@ layout(location=7) in vec4 model_matrix_2;
layout(location=8) in vec4 model_matrix_3;
void main() {
mat4 model_matrix = mat4(
model_matrix_0,
model_matrix_1,
model_matrix_2,
model_matrix_3
);
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));
v_normal = normal_matrix * a_normal;

@ -262,12 +262,12 @@ fn create_render_pipeline(
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleDescriptor,
fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -275,18 +275,17 @@ fn create_render_pipeline(
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
buffers: vertex_layouts,
},
fragment: Some(wgpu::FragmentState {
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,
targets: &[wgpu::ColorTargetState {
format: color_format,
alpha_blend: wgpu::BlendState::REPLACE,
color_blend: wgpu::BlendState::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -296,26 +295,19 @@ fn create_render_pipeline(
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
},
color_states: &[wgpu::ColorStateDescriptor {
format: color_format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false, }),
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false,
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
}
@ -363,10 +355,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -383,10 +375,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -521,7 +513,7 @@ impl State {
layout: &light_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
resource: light_buffer.as_entire_binding(),
}],
label: None,
});

@ -29,6 +29,12 @@ layout(set=2, binding=0) uniform Light {
};
void main() {
mat4 model_matrix = mat4(
model_matrix_0,
model_matrix_1,
model_matrix_2,
model_matrix_3
);
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));

@ -29,6 +29,12 @@ layout(set=2, binding=0) uniform Light {
};
void main() {
mat4 model_matrix = mat4(
model_matrix_0,
model_matrix_1,
model_matrix_2,
model_matrix_3
);
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));

@ -23,6 +23,12 @@ layout(location=7) in vec4 model_matrix_2;
layout(location=8) in vec4 model_matrix_3;
void main() {
mat4 model_matrix = mat4(
model_matrix_0,
model_matrix_1,
model_matrix_2,
model_matrix_3
);
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));

@ -3,7 +3,6 @@ use std::iter;
use cgmath::prelude::*;
use wgpu::util::DeviceExt;
use winit::{
dpi::PhysicalPosition,
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
@ -143,12 +142,12 @@ fn create_render_pipeline(
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleDescriptor,
fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -156,18 +155,17 @@ fn create_render_pipeline(
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
buffers: vertex_layouts,
},
fragment: Some(wgpu::FragmentState {
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,
targets: &[wgpu::ColorTargetState {
format: color_format,
alpha_blend: wgpu::BlendState::REPLACE,
color_blend: wgpu::BlendState::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -177,26 +175,19 @@ fn create_render_pipeline(
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
},
color_states: &[wgpu::ColorStateDescriptor {
format: color_format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false, }),
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false,
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
}
@ -244,10 +235,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -264,10 +255,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -398,7 +389,7 @@ impl State {
layout: &light_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
resource: light_buffer.as_entire_binding(),
}],
label: None,
});

@ -29,6 +29,12 @@ layout(set=2, binding=0) uniform Light {
};
void main() {
mat4 model_matrix = mat4(
model_matrix_0,
model_matrix_1,
model_matrix_2,
model_matrix_3
);
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));

@ -3,7 +3,6 @@ use rayon::prelude::*;
use std::iter;
use wgpu::util::DeviceExt;
use winit::{
dpi::PhysicalPosition,
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
@ -134,7 +133,6 @@ struct State {
light_render_pipeline: wgpu::RenderPipeline,
#[allow(dead_code)]
debug_material: model::Material,
last_mouse_pos: PhysicalPosition<f64>,
mouse_pressed: bool,
}
@ -143,12 +141,12 @@ fn create_render_pipeline(
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleDescriptor,
fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -156,18 +154,17 @@ fn create_render_pipeline(
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
buffers: vertex_layouts,
},
fragment: Some(wgpu::FragmentState {
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,
targets: &[wgpu::ColorTargetState {
format: color_format,
alpha_blend: wgpu::BlendState::REPLACE,
color_blend: wgpu::BlendState::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -177,26 +174,19 @@ fn create_render_pipeline(
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
},
color_states: &[wgpu::ColorStateDescriptor {
format: color_format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false, }),
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
bias: wgpu::DepthBiasState::default(),
// Setting this to true requires Features::DEPTH_CLAMPING
clamp_depth: false,
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
}
@ -244,10 +234,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -264,10 +254,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -398,7 +388,7 @@ impl State {
layout: &light_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
resource: light_buffer.as_entire_binding(),
}],
label: None,
});
@ -499,7 +489,6 @@ impl State {
light_render_pipeline,
#[allow(dead_code)]
debug_material,
last_mouse_pos: (0.0, 0.0).into(),
mouse_pressed: false,
}
}

@ -29,6 +29,12 @@ layout(set=2, binding=0) uniform Light {
};
void main() {
mat4 model_matrix = mat4(
model_matrix_0,
model_matrix_1,
model_matrix_2,
model_matrix_3
);
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));

@ -260,10 +260,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
},
wgpu::BindGroupLayoutEntry {
@ -278,10 +278,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
},
wgpu::BindGroupLayoutEntry {

@ -198,7 +198,7 @@ impl Texture {
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
component_type: wgpu::TextureSampleType::Float { filterable: true },
dimension: wgpu::TextureViewDimension::D2,
},
},

@ -184,10 +184,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -204,10 +204,10 @@ impl State {
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
@ -342,7 +342,7 @@ impl State {
layout: &light_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
resource: light_buffer.as_entire_binding(),
}],
label: None,
});

@ -39,12 +39,12 @@ pub fn create_render_pipeline(
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleDescriptor,
fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -92,7 +92,7 @@ pub fn create_render_pipeline(
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
vertex_buffers: vertex_layouts,
},
})
}
@ -100,7 +100,7 @@ pub fn create_render_pipeline(
pub fn create_compute_pipeline(
device: &wgpu::Device,
bind_group_layouts: &[&wgpu::BindGroupLayout],
shader_src: wgpu::ShaderModuleSource,
shader_src: wgpu::ShaderModuleDescriptor,
label: Option<&str>,
) -> wgpu::ComputePipeline {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {

@ -3,8 +3,8 @@ use anyhow::*;
pub struct RenderPipelineBuilder<'a> {
layout: Option<&'a wgpu::PipelineLayout>,
vertex_shader: Option<wgpu::ShaderModuleSource<'a>>,
fragment_shader: Option<wgpu::ShaderModuleSource<'a>>,
vertex_shader: Option<wgpu::ShaderModuleDescriptor<'a>>,
fragment_shader: Option<wgpu::ShaderModuleDescriptor<'a>>,
front_face: wgpu::FrontFace,
cull_mode: wgpu::CullMode,
depth_bias: i32,
@ -51,12 +51,12 @@ impl<'a> RenderPipelineBuilder<'a> {
self
}
pub fn vertex_shader(&mut self, src: wgpu::ShaderModuleSource<'a>) -> &mut Self {
pub fn vertex_shader(&mut self, src: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
self.vertex_shader = Some(src);
self
}
pub fn fragment_shader(&mut self, src: wgpu::ShaderModuleSource<'a>) -> &mut Self {
pub fn fragment_shader(&mut self, src: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
self.fragment_shader = Some(src);
self
}
@ -242,7 +242,7 @@ impl<'a> RenderPipelineBuilder<'a> {
fn create_shader_module(
device: &wgpu::Device,
spirv: wgpu::ShaderModuleSource,
spirv: wgpu::ShaderModuleDescriptor,
) -> wgpu::ShaderModule {
device.create_shader_module(spirv)
}

@ -100,8 +100,8 @@ pub struct ShaderCanvasBuilder<'a> {
clear_color: [f32; 4],
label: Option<&'a str>,
display_format: Option<wgpu::TextureFormat>,
frag_code: Option<wgpu::ShaderModuleSource<'a>>,
vert_code: Option<wgpu::ShaderModuleSource<'a>>,
frag_code: Option<wgpu::ShaderModuleDescriptor<'a>>,
vert_code: Option<wgpu::ShaderModuleDescriptor<'a>>,
}
impl<'a> ShaderCanvasBuilder<'a> {
@ -131,12 +131,12 @@ impl<'a> ShaderCanvasBuilder<'a> {
self.canvas_size(sc_desc.width as f32, sc_desc.height as f32)
}
pub fn fragment_shader(&mut self, code: wgpu::ShaderModuleSource<'a>) -> &mut Self {
pub fn fragment_shader(&mut self, code: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
self.frag_code = Some(code);
self
}
pub fn vertex_shader(&mut self, code: wgpu::ShaderModuleSource<'a>) -> &mut Self {
pub fn vertex_shader(&mut self, code: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
self.vert_code = Some(code);
self
}

@ -166,8 +166,8 @@ fn create_render_pipeline(
) -> wgpu::RenderPipeline {
let vs_src = wgpu::include_spirv!("shader.vert.spv");
let fs_src = wgpu::include_spirv!("shader.frag.spv");
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),

@ -231,12 +231,12 @@ fn create_render_pipeline(
device: &wgpu::Device,
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
vertex_descs: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleDescriptor,
fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -270,7 +270,7 @@ fn create_render_pipeline(
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
vertex_buffers: vertex_layouts,
},
})
}

@ -172,7 +172,7 @@ let texture_bind_group_layout = device.create_bind_group_layout(
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Uint,
component_type: wgpu::TextureSampleType::Uint,
},
count: None,
},

@ -118,7 +118,7 @@ fn create_render_pipeline(
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferLayout],
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: &str,
fs_src: &str,
) -> wgpu::RenderPipeline {
@ -181,7 +181,7 @@ fn create_render_pipeline(
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
vertex_buffers: vertex_layouts,
},
})
}

@ -33,7 +33,7 @@ let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroup
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
component_type: wgpu::TextureSampleType::Float { filterable: true },
dimension: wgpu::TextureViewDimension::D2,
},
count: None,

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