Add wgsl
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c2705e780b
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0353b30889
2 changed files with 83 additions and 2 deletions
58
src/main.rs
58
src/main.rs
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@ -16,6 +16,7 @@ struct State {
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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window: Window,
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}
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@ -63,6 +64,55 @@ impl State {
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};
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surface.configure(&device, &config);
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let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main", // 1.
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buffers: &[], // 2.
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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// 4.
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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multiview: None, // 5.
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});
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Self {
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window,
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surface,
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@ -70,6 +120,7 @@ impl State {
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queue,
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config,
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size,
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render_pipeline,
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}
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}
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@ -102,7 +153,7 @@ impl State {
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});
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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@ -111,7 +162,7 @@ impl State {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.6,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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@ -119,6 +170,9 @@ impl State {
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})],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.draw(0..3, 0..1);
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}
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// submit will accept anything that implements IntoIter
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27
src/shader.wgsl
Normal file
27
src/shader.wgsl
Normal file
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@ -0,0 +1,27 @@
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// Vertex shader
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) vert_pos: vec3<f32>,
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};
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.vert_pos = out.clip_position.xyz;
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(0.3, 0.2, 0.1, 1.0);
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}
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