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learn-wgpu/code/beginner/tutorial3-pipeline/src/lib.rs

305 lines
11 KiB
Rust

use std::iter;
use winit::{
event::*,
event_loop::EventLoop,
keyboard::{KeyCode, PhysicalKey},
window::{Window, WindowBuilder},
};
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
struct State<'a> {
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
// NEW!
render_pipeline: wgpu::RenderPipeline,
window: &'a Window,
}
impl<'a> State<'a> {
async fn new(window: &'a Window) -> State<'a> {
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::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(window).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
required_limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
},
None, // Trace path
)
.await
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
// one will result all the colors comming out darker. If you want to support non
// Srgb surfaces, you'll need to account for that when drawing to the frame.
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
// or Features::POLYGON_MODE_POINT
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None,
});
Self {
surface,
device,
queue,
size,
config,
render_pipeline,
window,
}
}
pub fn window(&self) -> &Window {
&self.window
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
#[allow(unused_variables)]
fn input(&mut self, event: &WindowEvent) -> bool {
false
}
fn update(&mut self) {}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &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: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw(0..3, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
pub async fn run() {
cfg_if::cfg_if! {
if #[cfg(target_arch = "wasm32")] {
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
console_log::init_with_level(log::Level::Warn).expect("Could't initialize logger");
} else {
env_logger::init();
}
}
let event_loop = EventLoop::new().unwrap();
let window = WindowBuilder::new().build(&event_loop).unwrap();
#[cfg(target_arch = "wasm32")]
{
// Winit prevents sizing with CSS, so we have to set
// the size manually when on web.
use winit::dpi::PhysicalSize;
let _ = window.request_inner_size(PhysicalSize::new(450, 400));
use winit::platform::web::WindowExtWebSys;
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| {
let dst = doc.get_element_by_id("wasm-example")?;
let canvas = web_sys::Element::from(window.canvas()?);
dst.append_child(&canvas).ok()?;
Some(())
})
.expect("Couldn't append canvas to document body.");
}
// State::new uses async code, so we're going to wait for it to finish
let mut state = State::new(&window).await;
event_loop
.run(move |event, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == state.window().id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
event:
KeyEvent {
state: ElementState::Pressed,
physical_key: PhysicalKey::Code(KeyCode::Escape),
..
},
..
} => control_flow.exit(),
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::RedrawRequested => {
// This tells winit that we want another frame after this one
state.window().request_redraw();
state.update();
match state.render() {
Ok(_) => {}
// Reconfigure the surface if it's lost or outdated
Err(
wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => {
log::error!("OutOfMemory");
control_flow.exit();
}
// This happens when the a frame takes too long to present
Err(wgpu::SurfaceError::Timeout) => {
log::warn!("Surface timeout")
}
}
}
_ => {}
}
}
}
_ => {}
}
})
.unwrap();
}