[wgpu 0.7] Update integration example

This commit is contained in:
Poly 2021-02-03 22:38:45 +01:00
parent 1fb60c5dcb
commit 09a5348740
2 changed files with 24 additions and 24 deletions

View File

@ -36,7 +36,7 @@ pub fn main() {
let (mut device, queue) = futures::executor::block_on(async {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
})
.await
@ -45,9 +45,9 @@ pub fn main() {
adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
shader_validation: false,
},
None,
)
@ -63,7 +63,7 @@ pub fn main() {
device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: format,
width: size.width,
height: size.height,
@ -157,7 +157,7 @@ pub fn main() {
swap_chain = device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: format,
width: size.width,
height: size.height,

View File

@ -19,6 +19,7 @@ impl Scene {
background_color: Color,
) -> wgpu::RenderPass<'a> {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
@ -48,10 +49,10 @@ impl Scene {
fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
let vs_module =
device.create_shader_module(wgpu::include_spirv!("shader/vert.spv"));
device.create_shader_module(&wgpu::include_spirv!("shader/vert.spv"));
let fs_module =
device.create_shader_module(wgpu::include_spirv!("shader/frag.spv"));
device.create_shader_module(&wgpu::include_spirv!("shader/frag.spv"));
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
@ -64,34 +65,33 @@ fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
buffers: &[],
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
fragment: Some(wgpu::FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendState::REPLACE,
alpha_blend: wgpu::BlendState::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
pipeline