[wgpu 0.7] Update integration example
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@ -36,7 +36,7 @@ pub fn main() {
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let (mut device, queue) = futures::executor::block_on(async {
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::Default,
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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})
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.await
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@ -45,9 +45,9 @@ pub fn main() {
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adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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shader_validation: false,
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},
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None,
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)
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@ -63,7 +63,7 @@ pub fn main() {
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device.create_swap_chain(
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&surface,
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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format: format,
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width: size.width,
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height: size.height,
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@ -157,7 +157,7 @@ pub fn main() {
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swap_chain = device.create_swap_chain(
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&surface,
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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format: format,
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width: size.width,
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height: size.height,
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@ -19,6 +19,7 @@ impl Scene {
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background_color: Color,
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) -> wgpu::RenderPass<'a> {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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resolve_target: None,
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@ -48,10 +49,10 @@ impl Scene {
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fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
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let vs_module =
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device.create_shader_module(wgpu::include_spirv!("shader/vert.spv"));
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device.create_shader_module(&wgpu::include_spirv!("shader/vert.spv"));
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let fs_module =
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device.create_shader_module(wgpu::include_spirv!("shader/frag.spv"));
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device.create_shader_module(&wgpu::include_spirv!("shader/frag.spv"));
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let pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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@ -64,34 +65,33 @@ fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[],
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendState::REPLACE,
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alpha_blend: wgpu::BlendState::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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..Default::default()
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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});
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pipeline
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