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@samloeschen
Created December 18, 2021 15:18
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wgpu-hello-triangle
use std::borrow::Cow;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
};
struct AppState {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
surface_config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
}
impl AppState {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let device_desc = wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
};
let (device, queue) = adapter.request_device(&device_desc, None)
.await
.unwrap();
let surface_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo
};
surface.configure(&device, &surface_config);
Self {
surface,
device,
queue,
surface_config,
size
}
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.surface_config.width = new_size.width;
self.surface_config.height = new_size.height;
self.surface.configure(&self.device, &self.surface_config);
}
}
}
fn render(state: &mut AppState) -> Result<(), wgpu::SurfaceError> {
let frame = state.surface.get_current_texture()?;
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor::default());
let shader_module = state.device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl")))
});
let pipeline_layout = state.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let pipeline = state.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader_module,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader_module,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
format: state.surface_config.format,
blend: None,
write_mask: wgpu::ColorWrites::all()
}],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
});
let mut encoder = state.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some ("Render Encoder")});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&pipeline);
render_pass.draw(0..3, 0..1);
}
state.queue.submit(Some(encoder.finish()));
frame.present();
Ok(())
}
fn handle_input(event: &WindowEvent) -> bool {
return false;
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let window = winit::window::WindowBuilder::new().build(&event_loop).unwrap();
let mut state = pollster::block_on(AppState::new(&window));
event_loop.run(move | event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
if !handle_input(event) {
match event {
WindowEvent::CloseRequested |
WindowEvent::KeyboardInput {
input: KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(new_size) => {
state.resize(*new_size);
}
WindowEvent::ScaleFactorChanged {new_inner_size, ..} => {
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
match render(&mut state) {
Ok(_) => {}
Err(wgpu::SurfaceError::Lost) => state.resize(state.size), // Reconfigure the surface if lost
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit, // The system is out of memory, we should probably quit
Err(e) => eprintln!("{:?}", e), // The system is out of memory, we should probably quit
}
}
Event::MainEventsCleared => {
window.request_redraw();
}
_ => {}
}
});
}
[[stage(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);
}
[[stage(fragment)]]
fn fs_main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
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