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98 KiB
JavaScript
1 line
98 KiB
JavaScript
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strict";a.r(s);var n=a(10),e=Object(n.a)({},(function(){var t=this,s=t.$createElement,n=t._self._c||s;return n("ContentSlotsDistributor",{attrs:{"slot-key":t.$parent.slotKey}},[n("h1",{attrs:{id:"the-pipeline"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#the-pipeline"}},[t._v("#")]),t._v(" The Pipeline")]),t._v(" "),n("h2",{attrs:{id:"what-s-a-pipeline"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#what-s-a-pipeline"}},[t._v("#")]),t._v(" What's a pipeline?")]),t._v(" "),n("p",[t._v("If you're familiar with OpenGL, you may remember using shader programs. You can think of a pipeline as a more robust version of that. A pipeline describes all the actions the gpu will preform when acting on a set of data. In this section, we will be creating a "),n("code",[t._v("RenderPipeline")]),t._v(" specifically.")]),t._v(" "),n("h2",{attrs:{id:"wait-shaders"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#wait-shaders"}},[t._v("#")]),t._v(" Wait shaders?")]),t._v(" "),n("p",[t._v("Shaders are mini programs that you send to the gpu to perform operations on your data. There are 3 main types of shader: vertex, fragment, and compute. There are others such as geometry shaders, but they're more of an advanced topic. For now we're just going to use vertex, and fragment shaders.")]),t._v(" "),n("h2",{attrs:{id:"vertex-fragment-what-are-those"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#vertex-fragment-what-are-those"}},[t._v("#")]),t._v(" Vertex, fragment.. what are those?")]),t._v(" "),n("p",[t._v("A vertex is a point in 3d space (can also be 2d). These vertices are then bundled in groups of 2s to form lines and/or 3s to form triangles.")]),t._v(" "),n("img",{attrs:{src:a(198)}}),t._v(" "),n("p",[t._v("Most modern rendering uses triangles to make all shapes, from simple (such as cubes), to complex (such as people).")]),t._v(" "),n("p",[t._v("We use a vertex shader to manipulate a list of vertices, in order to transform the shape to look the way we want it.")]),t._v(" "),n("p",[t._v("You can think of a fragment as the beginnings of a pixel in the resulting image. Each fragment has a color that will be copied to its corresponding pixel. The fragment shader decides what color the fragment will be.")]),t._v(" "),n("h2",{attrs:{id:"glsl-and-spir-v"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#glsl-and-spir-v"}},[t._v("#")]),t._v(" GLSL and SPIR-V")]),t._v(" "),n("p",[t._v("Shaders in "),n("code",[t._v("wgpu")]),t._v(" are written with a binary language called "),n("a",{attrs:{href:"https://www.khronos.org/registry/spir-v/",target:"_blank",rel:"noopener noreferrer"}},[t._v("SPIR-V"),n("OutboundLink")],1),t._v(". SPIR-V is designed for computers to read, not people, so we're going to use a language called GLSL (specifically, with "),n("code",[t._v("wgpu")]),t._v(" we need to use the "),n("a",{attrs:{href:"https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_vulkan_glsl.txt",target:"_blank",rel:"noopener noreferrer"}},[t._v("Vulkan flavor of GLSL"),n("OutboundLink")],1),t._v(") to write our code, and then convert that to SPIR-V.")]),t._v(" "),n("p",[t._v("In order to do that, we're going to need something to do the conversion. Add the following crate to your dependencies.")]),t._v(" "),n("div",{staticClass:"language-toml extra-class"},[n("pre",{pre:!0,attrs:{class:"language-toml"}},[n("code",[n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("[")]),n("span",{pre:!0,attrs:{class:"token table class-name"}},[t._v("dependencies")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("]")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token comment"}},[t._v("# ...")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token key property"}},[t._v("shaderc")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("=")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token string"}},[t._v('"0.7"')]),t._v("\n")])])]),n("p",[t._v("We'll use this in a bit, but first let's create the shaders.")]),t._v(" "),n("h2",{attrs:{id:"writing-the-shaders"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#writing-the-shaders"}},[t._v("#")]),t._v(" Writing the shaders")]),t._v(" "),n("p",[t._v("In the same folder as "),n("code",[t._v("main.rs")]),t._v(", create two (2) files: "),n("code",[t._v("shader.vert")]),t._v(", and "),n("code",[t._v("shader.frag")]),t._v(". Write the following code in "),n("code",[t._v("shader.vert")]),t._v(".")]),t._v(" "),n("div",{staticClass:"language-glsl extra-class"},[n("pre",{pre:!0,attrs:{class:"language-glsl"}},[n("code",[n("span",{pre:!0,attrs:{class:"token comment"}},[t._v("// shader.vert")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token macro property"}},[n("span",{pre:!0,attrs:{class:"token directive-hash"}},[t._v("#")]),n("span",{pre:!0,attrs:{class:"token directive keyword"}},[t._v("version")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token expression"}},[n("span",{pre:!0,attrs:{class:"token number"}},[t._v("450")])])]),t._v("\n\n"),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("const")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec2")]),t._v(" positions"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("[")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("3")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("]")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("=")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec2")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("[")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("3")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("]")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),t._v("\n "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec2")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.0")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.5")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec2")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("-")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.5")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("-")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.5")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec2")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.5")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("-")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.5")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(";")]),t._v("\n\n"),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("void")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token function"}},[t._v("main")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("{")]),t._v("\n gl_Position "),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("=")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec4")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),t._v("positions"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("[")]),t._v("gl_VertexIndex"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("]")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.0")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("1.0")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(";")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("}")]),t._v("\n")])])]),n("p",[t._v("If you've used C/C++ before (or even Java), this syntax should be somewhat familiar. There are some key differences though that i'll go over.")]),t._v(" "),n("p",[t._v("First up there's the "),n("code",[t._v("#version 450")]),t._v(" line. This specifies the version of GLSL that we're using. I've gone with a later version so we can use many of the advanced GLSL features.")]),t._v(" "),n("p",[t._v("We're currently storing vertex data in the shader as "),n("code",[t._v("positions")]),t._v(". This is bad practice as it limits what we can draw with this shader, and it can make the shader super big if we want to use a complex model. Using actual vertex data requires us to use "),n("code",[t._v("Buffer")]),t._v("s, which we'll talk about next time, so we'll turn a blind eye for now.")]),t._v(" "),n("p",[t._v("There's also "),n("code",[t._v("gl_Position")]),t._v(" and "),n("code",[t._v("gl_VertexIndex")]),t._v(" which are built-in variables that define where the vertex position data is going to be stored as 4 floats, and the index of the current vertex in the vertex data.")]),t._v(" "),n("p",[t._v("Next up "),n("code",[t._v("shader.frag")]),t._v(".")]),t._v(" "),n("div",{staticClass:"language-glsl extra-class"},[n("pre",{pre:!0,attrs:{class:"language-glsl"}},[n("code",[n("span",{pre:!0,attrs:{class:"token comment"}},[t._v("// shader.frag")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token macro property"}},[n("span",{pre:!0,attrs:{class:"token directive-hash"}},[t._v("#")]),n("span",{pre:!0,attrs:{class:"token directive keyword"}},[t._v("version")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token expression"}},[n("span",{pre:!0,attrs:{class:"token number"}},[t._v("450")])])]),t._v("\n\n"),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("layout")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),t._v("location"),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("=")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("out")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec4")]),t._v(" f_color"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(";")]),t._v("\n\n"),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("void")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token function"}},[t._v("main")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("{")]),t._v("\n f_color "),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("=")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec4")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.3")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.2")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0.1")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("1.0")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(";")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("}")]),t._v("\n")])])]),n("p",[t._v("The part that sticks out is the "),n("code",[t._v("layout(location=0) out vec4 f_color;")]),t._v(" line. In GLSL you can create "),n("code",[t._v("in")]),t._v(" and "),n("code",[t._v("out")]),t._v(" variables in your shaders. An "),n("code",[t._v("in")]),t._v(" variable will expect data from outside the shader. In the case of the vertex shader, this will come from vertex data. In a fragment shader, an "),n("code",[t._v("in")]),t._v(" variable will pull from "),n("code",[t._v("out")]),t._v(" variables in the vertex shader. When an "),n("code",[t._v("out")]),t._v(" variable is defined in the fragment shader, it means that the value is meant to be written to a buffer to be used outside the shader program.")]),t._v(" "),n("p",[n("code",[t._v("in")]),t._v(" and "),n("code",[t._v("out")]),t._v(" variables can also specify a layout. In "),n("code",[t._v("shader.frag")]),t._v(" we specify that the "),n("code",[t._v("out vec4 f_color")]),t._v(" should be "),n("code",[t._v("layout(location=0)")]),t._v("; this means that the value of "),n("code",[t._v("f_color")]),t._v(" will be saved to whatever buffer is at location zero in our application. In most cases, "),n("code",[t._v("location=0")]),t._v(" is the current texture from the swapchain aka the screen.")]),t._v(" "),n("p",[t._v("You may have noticed that "),n("code",[t._v("shader.vert")]),t._v(" doesn't have any "),n("code",[t._v("in")]),t._v(" variables nor "),n("code",[t._v("out")]),t._v(" variables. "),n("code",[t._v("gl_Position")]),t._v(" functions as an out variable for vertex position data, so "),n("code",[t._v("shader.vert")]),t._v(" doesn't need any "),n("code",[t._v("out")]),t._v(" variables. If we wanted to send more data to fragment shader, we could specify an "),n("code",[t._v("out")]),t._v(" variable in "),n("code",[t._v("shader.vert")]),t._v(" and an in variable in "),n("code",[t._v("shader.frag")]),t._v(". "),n("em",[t._v("Note: the location has to match, otherwise the GLSL code will fail to compile")])]),t._v(" "),n("div",{staticClass:"language-glsl extra-class"},[n("pre",{pre:!0,attrs:{class:"language-glsl"}},[n("code",[n("span",{pre:!0,attrs:{class:"token comment"}},[t._v("// shader.vert")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("layout")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),t._v("location"),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("=")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("out")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec4")]),t._v(" v_color"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(";")]),t._v("\n\n"),n("span",{pre:!0,attrs:{class:"token comment"}},[t._v("// shader.frag")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("layout")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("(")]),t._v("location"),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("=")]),n("span",{pre:!0,attrs:{class:"token number"}},[t._v("0")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(")")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("in")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("vec4")]),t._v(" v_color"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(";")]),t._v("\n")])])]),n("h2",{attrs:{id:"how-do-we-use-the-shaders"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#how-do-we-use-the-shaders"}},[t._v("#")]),t._v(" How do we use the shaders?")]),t._v(" "),n("p",[t._v("This is the part where we finally make the thing in the title: the pipeline. First let's modify "),n("code",[t._v("State")]),t._v(" to include the following.")]),t._v(" "),n("div",{staticClass:"language-rust extra-class"},[n("pre",{pre:!0,attrs:{class:"language-rust"}},[n("code",[n("span",{pre:!0,attrs:{class:"token comment"}},[t._v("// main.rs")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("struct")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token type-definition class-name"}},[t._v("State")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("{")]),t._v("\n surface"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(":")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token namespace"}},[t._v("wgpu"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")])]),n("span",{pre:!0,attrs:{class:"token class-name"}},[t._v("Surface")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n device"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(":")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token namespace"}},[t._v("wgpu"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")])]),n("span",{pre:!0,attrs:{class:"token class-name"}},[t._v("Device")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n queue"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(":")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token namespace"}},[t._v("wgpu"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")])]),n("span",{pre:!0,attrs:{class:"token class-name"}},[t._v("Queue")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n sc_desc"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(":")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token namespace"}},[t._v("wgpu"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")])]),n("span",{pre:!0,attrs:{class:"token class-name"}},[t._v("SwapChainDescriptor")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n swap_chain"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(":")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token namespace"}},[t._v("wgpu"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")])]),n("span",{pre:!0,attrs:{class:"token class-name"}},[t._v("SwapChain")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n size"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(":")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token namespace"}},[t._v("winit"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")]),t._v("dpi"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")])]),n("span",{pre:!0,attrs:{class:"token class-name"}},[t._v("PhysicalSize")]),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v("<")]),n("span",{pre:!0,attrs:{class:"token keyword"}},[t._v("u32")]),n("span",{pre:!0,attrs:{class:"token operator"}},[t._v(">")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n "),n("span",{pre:!0,attrs:{class:"token comment"}},[t._v("// NEW!")]),t._v("\n render_pipeline"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(":")]),t._v(" "),n("span",{pre:!0,attrs:{class:"token namespace"}},[t._v("wgpu"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("::")])]),n("span",{pre:!0,attrs:{class:"token class-name"}},[t._v("RenderPipeline")]),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v(",")]),t._v("\n"),n("span",{pre:!0,attrs:{class:"token punctuation"}},[t._v("}")]),t._v("\n")])])]),n("p",[t._v("Now let's move to the "),n("code",[t._v("new()")]),t._v(" method, and start making the pipeline. 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