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Last active April 11, 2024 13:18
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Minimal example to reproduce https://github.com/gfx-rs/wgpu/issues/5514
[package]
name = "wgpu_command_encoder"
version = "0.1.0"
edition = "2021"
[dependencies]
pollster = "0.3.0"
wgpu = "0.19.1"
winit = "0.29"
use std::borrow::Cow;
use wgpu::{BufferDescriptor, BufferUsages};
use winit::{
event::{Event, WindowEvent},
event_loop::EventLoop,
window::Window,
};
async fn run(event_loop: EventLoop<()>, window: Window) {
let mut size = window.inner_size();
size.width = size.width.max(1);
size.height = size.height.max(1);
let instance = wgpu::Instance::default();
let surface = instance.create_surface(&window).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
// Request an adapter which can render to our surface
compatible_surface: Some(&surface),
})
.await
.expect("Failed to find an appropriate adapter");
// Create the logical device and command queue
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
required_limits: wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits()),
},
None,
)
.await
.expect("Failed to create device");
// Load the shaders from disk
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let swapchain_capabilities = surface.get_capabilities(&adapter);
let swapchain_format = swapchain_capabilities.formats[0];
let mut buffers = Vec::new();
for _ in 0..2_000_000 {
buffers.push(device.create_buffer(&BufferDescriptor {
label: Some("Vertex Buffer"),
size: 256,
usage: BufferUsages::VERTEX,
mapped_at_creation: false,
}));
}
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(swapchain_format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let mut config = surface
.get_default_config(&adapter, size.width, size.height)
.unwrap();
surface.configure(&device, &config);
let window = &window;
event_loop
.run(move |event, target| {
// Have the closure take ownership of the resources.
// `event_loop.run` never returns, therefore we must do this to ensure
// the resources are properly cleaned up.
let _ = (&instance, &adapter, &shader, &pipeline_layout);
if let Event::WindowEvent {
window_id: _,
event,
} = event
{
match event {
WindowEvent::Resized(new_size) => {
// Reconfigure the surface with the new size
config.width = new_size.width.max(1);
config.height = new_size.height.max(1);
surface.configure(&device, &config);
// On macos the window needs to be redrawn manually after resizing
window.request_redraw();
}
WindowEvent::RedrawRequested => {
let frame = surface
.get_current_texture()
.expect("Failed to acquire next swap chain texture");
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: None,
});
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rpass.set_pipeline(&render_pipeline);
rpass.draw(0..3, 0..1);
let start_time = std::time::Instant::now();
drop(rpass);
let encoding_time = start_time.elapsed();
println!("Render pass encoded in: {:?}", encoding_time);
queue.submit(Some(encoder.finish()));
frame.present();
}
WindowEvent::CloseRequested => target.exit(),
_ => {}
};
}
})
.unwrap();
}
pub fn main() {
let event_loop = EventLoop::new().unwrap();
#[allow(unused_mut)]
let mut builder = winit::window::WindowBuilder::new();
let window = builder.build(&event_loop).unwrap();
pollster::block_on(run(event_loop, window));
}
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
let x = f32(i32(in_vertex_index) - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return vec4<f32>(x, y, 0.0, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
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