use std::iter; use winit::{ event::*, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}, }; struct State { surface: wgpu::Surface, device: wgpu::Device, queue: wgpu::Queue, sc_desc: wgpu::SwapChainDescriptor, swap_chain: wgpu::SwapChain, size: winit::dpi::PhysicalSize, } 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(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: wgpu::Limits::default(), shader_validation: true, }, None, // Trace path ) .await .unwrap(); let sc_desc = wgpu::SwapChainDescriptor { usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, format: wgpu::TextureFormat::Bgra8UnormSrgb, width: size.width, height: size.height, present_mode: wgpu::PresentMode::Fifo, }; let swap_chain = device.create_swap_chain(&surface, &sc_desc); Self { surface, device, queue, sc_desc, swap_chain, size, } } fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { 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); } #[allow(unused_variables)] fn input(&mut self, event: &WindowEvent) -> bool { false } fn update(&mut self) {} fn render(&mut self) { 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"), }); { let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor { attachment: &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(iter::once(encoder.finish())); } } fn main() { env_logger::init(); let event_loop = EventLoop::new(); let window = WindowBuilder::new().build(&event_loop).unwrap(); 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)); 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, .. } => { // new_inner_size is &&mut so w have to dereference it twice state.resize(**new_inner_size); } _ => {} } } } Event::RedrawRequested(_) => { state.update(); state.render(); } Event::MainEventsCleared => { // RedrawRequested will only trigger once, unless we manually // request it. window.request_redraw(); } _ => {} } }); }