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245 lines
7.8 KiB
Rust
245 lines
7.8 KiB
Rust
use crate::model::Vertex;
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use anyhow::*;
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pub struct RenderPipelineBuilder<'a> {
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layout: Option<&'a wgpu::PipelineLayout>,
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vertex_shader: Option<wgpu::ShaderModuleSource<'a>>,
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fragment_shader: Option<wgpu::ShaderModuleSource<'a>>,
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front_face: wgpu::FrontFace,
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cull_mode: wgpu::CullMode,
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depth_bias: i32,
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depth_bias_slope_scale: f32,
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depth_bias_clamp: f32,
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primitive_topology: wgpu::PrimitiveTopology,
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color_states: Vec<wgpu::ColorStateDescriptor>,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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index_format: wgpu::IndexFormat,
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vertex_buffers: Vec<wgpu::VertexBufferDescriptor<'a>>,
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sample_count: u32,
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sample_mask: u32,
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alpha_to_coverage_enabled: bool,
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}
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impl<'a> RenderPipelineBuilder<'a> {
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pub fn new() -> Self {
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Self {
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layout: None,
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vertex_shader: None,
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fragment_shader: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: Vec::new(),
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffers: Vec::new(),
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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}
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}
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pub fn layout(&mut self, layout: &'a wgpu::PipelineLayout) -> &mut Self {
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self.layout = Some(layout);
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self
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}
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pub fn vertex_shader(&mut self, src: wgpu::ShaderModuleSource<'a>) -> &mut Self {
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self.vertex_shader = Some(src);
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self
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}
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pub fn fragment_shader(&mut self, src: wgpu::ShaderModuleSource<'a>) -> &mut Self {
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self.fragment_shader = Some(src);
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self
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}
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#[allow(dead_code)]
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pub fn front_face(&mut self, ff: wgpu::FrontFace) -> &mut Self {
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self.front_face = ff;
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self
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}
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#[allow(dead_code)]
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pub fn cull_mode(&mut self, cm: wgpu::CullMode) -> &mut Self {
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self.cull_mode = cm;
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self
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}
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#[allow(dead_code)]
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pub fn depth_bias(&mut self, db: i32) -> &mut Self {
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self.depth_bias = db;
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self
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}
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#[allow(dead_code)]
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pub fn depth_bias_slope_scale(&mut self, dbss: f32) -> &mut Self {
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self.depth_bias_slope_scale = dbss;
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self
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}
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#[allow(dead_code)]
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pub fn depth_bias_clamp(&mut self, dbc: f32) -> &mut Self {
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self.depth_bias_clamp = dbc;
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self
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}
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#[allow(dead_code)]
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pub fn primitive_topology(&mut self, pt: wgpu::PrimitiveTopology) -> &mut Self {
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self.primitive_topology = pt;
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self
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}
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pub fn color_state(&mut self, cs: wgpu::ColorStateDescriptor) -> &mut Self {
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self.color_states.push(cs);
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self
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}
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/// Helper method for [RenderPipelineBuilder::color_state]
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pub fn color_solid(&mut self, format: wgpu::TextureFormat) -> &mut Self {
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self.color_state(wgpu::ColorStateDescriptor {
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format,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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})
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}
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pub fn depth_stencil_state(&mut self, dss: wgpu::DepthStencilStateDescriptor) -> &mut Self {
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self.depth_stencil_state = Some(dss);
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self
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}
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/// Helper method for [RenderPipelineBuilder::depth_stencil_state]
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pub fn depth_no_stencil(
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&mut self,
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format: wgpu::TextureFormat,
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depth_write_enabled: bool,
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depth_compare: wgpu::CompareFunction,
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) -> &mut Self {
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self.depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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format,
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depth_write_enabled,
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depth_compare,
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stencil: Default::default(),
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})
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}
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/// Helper method for [RenderPipelineBuilder::depth_no_stencil]
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pub fn depth_format(&mut self, format: wgpu::TextureFormat) -> &mut Self {
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self.depth_no_stencil(format, true, wgpu::CompareFunction::Less)
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}
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#[allow(dead_code)]
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pub fn index_format(&mut self, ifmt: wgpu::IndexFormat) -> &mut Self {
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self.index_format = ifmt;
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self
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}
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pub fn vertex_buffer<V: Vertex>(&mut self) -> &mut Self {
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self.vertex_buffers.push(V::desc());
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self
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}
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pub fn vertex_buffer_desc(&mut self, vb: wgpu::VertexBufferDescriptor<'a>) -> &mut Self {
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self.vertex_buffers.push(vb);
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self
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}
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#[allow(dead_code)]
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pub fn sample_count(&mut self, sc: u32) -> &mut Self {
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self.sample_count = sc;
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self
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}
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#[allow(dead_code)]
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pub fn sample_mask(&mut self, sm: u32) -> &mut Self {
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self.sample_mask = sm;
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self
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}
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#[allow(dead_code)]
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pub fn alpha_to_coverage_enabled(&mut self, atce: bool) -> &mut Self {
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self.alpha_to_coverage_enabled = atce;
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self
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}
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pub fn build(&mut self, device: &wgpu::Device) -> Result<wgpu::RenderPipeline> {
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// We need a layout
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if self.layout.is_none() {
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bail!("No pipeline layout supplied!");
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}
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let layout = self.layout.unwrap();
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// Render pipelines always have a vertex shader, but due
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// to the way the builder pattern works, we can't
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// guarantee that the user will specify one, so we'll
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// just return an error if they forgot.
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//
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// We could supply a default one, but a "default" vertex
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// could take on many forms. An error is much more
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// explicit.
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if self.vertex_shader.is_none() {
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bail!("No vertex shader supplied!")
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}
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let vs = create_shader_module(
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device,
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self.vertex_shader
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.take()
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.context("Please include a vertex shader")?,
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);
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// The fragment shader is optional (IDK why, but it is).
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// Having the shader be optional is giving me issues with
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// the borrow checker so I'm going to use a default shader
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// if the user doesn't supply one.
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let fs_spv = self
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.fragment_shader
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.take()
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.context("Please include a fragment shader")?;
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let fs = create_shader_module(device, fs_spv);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: self.front_face,
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cull_mode: self.cull_mode,
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depth_bias: self.depth_bias,
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depth_bias_slope_scale: self.depth_bias_slope_scale,
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depth_bias_clamp: self.depth_bias_clamp,
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clamp_depth: false,
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}),
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primitive_topology: self.primitive_topology,
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color_states: &self.color_states,
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depth_stencil_state: self.depth_stencil_state.clone(),
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: self.index_format,
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vertex_buffers: &self.vertex_buffers,
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},
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sample_count: self.sample_count,
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sample_mask: self.sample_mask,
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alpha_to_coverage_enabled: self.alpha_to_coverage_enabled,
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});
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Ok(pipeline)
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}
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}
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fn create_shader_module(
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device: &wgpu::Device,
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spirv: wgpu::ShaderModuleSource,
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) -> wgpu::ShaderModule {
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device.create_shader_module(spirv)
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}
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