Merge pull request #725 from PolyMeilex/wgpu-7.0

Update to wgpu 0.7
This commit is contained in:
Héctor Ramón 2021-02-06 16:18:19 +01:00 committed by GitHub
commit 2f10a1f2a2
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 261 additions and 225 deletions

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@ -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,

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@ -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,
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
pipeline

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@ -14,8 +14,8 @@ qr_code = ["iced_graphics/qr_code"]
default_system_font = ["iced_graphics/font-source"]
[dependencies]
wgpu = "0.6"
wgpu_glyph = "0.10"
wgpu = "0.7"
wgpu_glyph = "0.11"
glyph_brush = "0.7"
raw-window-handle = "0.3"
log = "0.4"

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@ -62,8 +62,9 @@ impl Pipeline {
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64,
),
@ -73,7 +74,10 @@ impl Pipeline {
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: true,
},
count: None,
},
],
@ -93,9 +97,11 @@ impl Pipeline {
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
uniforms_buffer.slice(..),
),
resource: wgpu::BindingResource::Buffer {
buffer: &uniforms_buffer,
offset: 0,
size: None,
},
},
wgpu::BindGroupEntry {
binding: 1,
@ -110,9 +116,11 @@ impl Pipeline {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Float,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float {
filterable: true,
},
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
@ -126,11 +134,11 @@ impl Pipeline {
bind_group_layouts: &[&constant_layout, &texture_layout],
});
let vs_module = device.create_shader_module(wgpu::include_spirv!(
let vs_module = device.create_shader_module(&wgpu::include_spirv!(
"shader/image.vert.spv"
));
let fs_module = device.create_shader_module(wgpu::include_spirv!(
let fs_module = device.create_shader_module(&wgpu::include_spirv!(
"shader/image.frag.spv"
));
@ -138,72 +146,44 @@ impl Pipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::image pipeline"),
layout: Some(&layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex>() as u64,
buffers: &[
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttributeDescriptor {
attributes: &[wgpu::VertexAttribute {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
}],
},
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Instance>() as u64,
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Instance>() as u64,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 1,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 2,
format: wgpu::VertexFormat::Float2,
offset: 4 * 2,
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 3,
format: wgpu::VertexFormat::Float2,
offset: 4 * 4,
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 4,
format: wgpu::VertexFormat::Float2,
offset: 4 * 6,
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 5,
format: wgpu::VertexFormat::Uint,
offset: 4 * 8,
@ -212,9 +192,36 @@ impl Pipeline {
},
],
},
sample_count: 1,
sample_mask: !0,
fragment: Some(wgpu::FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format,
color_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
let vertices =
@ -415,6 +422,7 @@ impl Pipeline {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::image render pass"),
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
@ -431,7 +439,10 @@ impl Pipeline {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(1, &self.texture, &[]);
render_pass.set_index_buffer(self.indices.slice(..));
render_pass.set_index_buffer(
self.indices.slice(..),
wgpu::IndexFormat::Uint16,
);
render_pass.set_vertex_buffer(0, self.vertices.slice(..));
render_pass.set_vertex_buffer(1, self.instances.slice(..));

View File

@ -24,8 +24,9 @@ impl Pipeline {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64,
),
@ -46,9 +47,11 @@ impl Pipeline {
layout: &constant_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
constants_buffer.slice(..),
),
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer,
offset: 0,
size: None,
},
}],
});
@ -59,87 +62,61 @@ impl Pipeline {
bind_group_layouts: &[&constant_layout],
});
let vs_module = device
.create_shader_module(wgpu::include_spirv!("shader/quad.vert.spv"));
let vs_module = device.create_shader_module(&wgpu::include_spirv!(
"shader/quad.vert.spv"
));
let fs_module = device
.create_shader_module(wgpu::include_spirv!("shader/quad.frag.spv"));
let fs_module = device.create_shader_module(&wgpu::include_spirv!(
"shader/quad.frag.spv"
));
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::quad pipeline"),
layout: Some(&layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex>() as u64,
buffers: &[
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttributeDescriptor {
attributes: &[wgpu::VertexAttribute {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
}],
},
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<layer::Quad>() as u64,
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<layer::Quad>() as u64,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 1,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 2,
format: wgpu::VertexFormat::Float2,
offset: 4 * 2,
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 3,
format: wgpu::VertexFormat::Float4,
offset: 4 * (2 + 2),
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 4,
format: wgpu::VertexFormat::Float4,
offset: 4 * (2 + 2 + 4),
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 5,
format: wgpu::VertexFormat::Float,
offset: 4 * (2 + 2 + 4 + 4),
},
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 6,
format: wgpu::VertexFormat::Float,
offset: 4 * (2 + 2 + 4 + 4 + 1),
@ -148,9 +125,36 @@ impl Pipeline {
},
],
},
sample_count: 1,
sample_mask: !0,
fragment: Some(wgpu::FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format,
color_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
let vertices =
@ -232,6 +236,7 @@ impl Pipeline {
{
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::quad render pass"),
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
@ -247,15 +252,19 @@ impl Pipeline {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_index_buffer(self.indices.slice(..));
render_pass.set_index_buffer(
self.indices.slice(..),
wgpu::IndexFormat::Uint16,
);
render_pass.set_vertex_buffer(0, self.vertices.slice(..));
render_pass.set_vertex_buffer(1, self.instances.slice(..));
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
// TODO: Address anti-aliasing adjustments properly
bounds.height + 1,
bounds.height,
);
render_pass.draw_indexed(

View File

@ -86,8 +86,9 @@ impl Pipeline {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: true,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64,
),
@ -109,11 +110,13 @@ impl Pipeline {
layout: &constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
constants_buffer
.raw
.slice(0..std::mem::size_of::<Uniforms>() as u64),
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<Uniforms>() as u64,
),
},
}],
});
@ -124,11 +127,11 @@ impl Pipeline {
bind_group_layouts: &[&constants_layout],
});
let vs_module = device.create_shader_module(wgpu::include_spirv!(
let vs_module = device.create_shader_module(&wgpu::include_spirv!(
"shader/triangle.vert.spv"
));
let fs_module = device.create_shader_module(wgpu::include_spirv!(
let fs_module = device.create_shader_module(&wgpu::include_spirv!(
"shader/triangle.frag.spv"
));
@ -136,49 +139,21 @@ impl Pipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle pipeline"),
layout: Some(&layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex2D>() as u64,
buffers: &[wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
// Position
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
// Color
wgpu::VertexAttributeDescriptor {
wgpu::VertexAttribute {
shader_location: 1,
format: wgpu::VertexFormat::Float4,
offset: 4 * 2,
@ -186,11 +161,38 @@ impl Pipeline {
],
}],
},
sample_count: u32::from(
fragment: Some(wgpu::FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format,
color_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: u32::from(
antialiasing.map(|a| a.sample_count()).unwrap_or(1),
),
sample_mask: !0,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Pipeline {
@ -252,11 +254,15 @@ impl Pipeline {
layout: &self.constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
self.uniforms_buffer.raw.slice(
0..std::mem::size_of::<Uniforms>() as u64,
),
),
resource: wgpu::BindingResource::Buffer {
buffer: &self.uniforms_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<
Uniforms,
>(
)
as u64),
},
}],
});
}
@ -356,6 +362,7 @@ impl Pipeline {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle render pass"),
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment,
@ -390,6 +397,7 @@ impl Pipeline {
self.index_buffer
.raw
.slice(index_offset * mem::size_of::<u32>() as u64..),
wgpu::IndexFormat::Uint32,
);
render_pass.set_vertex_buffer(

View File

@ -32,7 +32,10 @@ impl Blit {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: false,
},
count: None,
}],
});
@ -53,9 +56,11 @@ impl Blit {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Float,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float {
filterable: false,
},
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
@ -69,11 +74,11 @@ impl Blit {
bind_group_layouts: &[&constant_layout, &texture_layout],
});
let vs_module = device.create_shader_module(wgpu::include_spirv!(
let vs_module = device.create_shader_module(&wgpu::include_spirv!(
"../shader/blit.vert.spv"
));
let fs_module = device.create_shader_module(wgpu::include_spirv!(
let fs_module = device.create_shader_module(&wgpu::include_spirv!(
"../shader/blit.frag.spv"
));
@ -81,42 +86,41 @@ impl Blit {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle::msaa pipeline"),
layout: Some(&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",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
targets: &[wgpu::ColorTargetState {
format,
color_blend: wgpu::BlendDescriptor {
color_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
alpha_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
},
sample_count: 1,
sample_mask: !0,
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Blit {
@ -172,6 +176,7 @@ impl Blit {
) {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle::msaa render pass"),
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
@ -227,7 +232,7 @@ impl Targets {
sample_count,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
});
let resolve = device.create_texture(&wgpu::TextureDescriptor {
@ -237,7 +242,7 @@ impl Targets {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT
usage: wgpu::TextureUsage::RENDER_ATTACHMENT
| wgpu::TextureUsage::SAMPLED,
});

View File

@ -27,7 +27,7 @@ impl Compositor {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: if settings.antialiasing.is_none() {
wgpu::PowerPreference::Default
wgpu::PowerPreference::LowPower
} else {
wgpu::PowerPreference::HighPerformance
},
@ -38,12 +38,14 @@ impl Compositor {
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: Some(
"iced_wgpu::window::compositor device descriptor",
),
features: wgpu::Features::empty(),
limits: wgpu::Limits {
max_bind_groups: 2,
..wgpu::Limits::default()
},
shader_validation: false,
},
None,
)
@ -103,7 +105,7 @@ impl iced_graphics::window::Compositor for Compositor {
self.device.create_swap_chain(
surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: self.settings.format,
present_mode: self.settings.present_mode,
width,
@ -130,6 +132,7 @@ impl iced_graphics::window::Compositor for Compositor {
);
let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::window::Compositor render pass"),
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.output.view,
resolve_target: None,