[wgpu 0.7] Update image.rs

This commit is contained in:
Poly 2021-02-03 20:24:48 +01:00
parent e2595ac0aa
commit 4a6db30d47
1 changed files with 66 additions and 55 deletions

View File

@ -62,8 +62,9 @@ impl Pipeline {
wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry {
binding: 0, binding: 0,
visibility: wgpu::ShaderStage::VERTEX, visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { ty: wgpu::BindingType::Buffer {
dynamic: false, ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new( min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64, mem::size_of::<Uniforms>() as u64,
), ),
@ -73,7 +74,10 @@ impl Pipeline {
wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry {
binding: 1, binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT, visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false }, ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: false,
},
count: None, count: None,
}, },
], ],
@ -93,9 +97,11 @@ impl Pipeline {
entries: &[ entries: &[
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 0, binding: 0,
resource: wgpu::BindingResource::Buffer( resource: wgpu::BindingResource::Buffer {
uniforms_buffer.slice(..), buffer: &uniforms_buffer,
), offset: 0,
size: None,
},
}, },
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 1, binding: 1,
@ -110,9 +116,11 @@ impl Pipeline {
entries: &[wgpu::BindGroupLayoutEntry { entries: &[wgpu::BindGroupLayoutEntry {
binding: 0, binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT, visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture { ty: wgpu::BindingType::Texture {
dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float {
component_type: wgpu::TextureComponentType::Float, filterable: false,
},
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false, multisampled: false,
}, },
count: None, count: None,
@ -126,11 +134,11 @@ impl Pipeline {
bind_group_layouts: &[&constant_layout, &texture_layout], 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" "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" "shader/image.frag.spv"
)); ));
@ -138,72 +146,44 @@ impl Pipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::image pipeline"), label: Some("iced_wgpu::image pipeline"),
layout: Some(&layout), layout: Some(&layout),
vertex_stage: wgpu::ProgrammableStageDescriptor { vertex: wgpu::VertexState {
module: &vs_module, module: &vs_module,
entry_point: "main", entry_point: "main",
}, buffers: &[
fragment_stage: Some(wgpu::ProgrammableStageDescriptor { wgpu::VertexBufferLayout {
module: &fs_module, array_stride: mem::size_of::<Vertex>() as u64,
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,
step_mode: wgpu::InputStepMode::Vertex, step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttributeDescriptor { attributes: &[wgpu::VertexAttribute {
shader_location: 0, shader_location: 0,
format: wgpu::VertexFormat::Float2, format: wgpu::VertexFormat::Float2,
offset: 0, offset: 0,
}], }],
}, },
wgpu::VertexBufferDescriptor { wgpu::VertexBufferLayout {
stride: mem::size_of::<Instance>() as u64, array_stride: mem::size_of::<Instance>() as u64,
step_mode: wgpu::InputStepMode::Instance, step_mode: wgpu::InputStepMode::Instance,
attributes: &[ attributes: &[
wgpu::VertexAttributeDescriptor { wgpu::VertexAttribute {
shader_location: 1, shader_location: 1,
format: wgpu::VertexFormat::Float2, format: wgpu::VertexFormat::Float2,
offset: 0, offset: 0,
}, },
wgpu::VertexAttributeDescriptor { wgpu::VertexAttribute {
shader_location: 2, shader_location: 2,
format: wgpu::VertexFormat::Float2, format: wgpu::VertexFormat::Float2,
offset: 4 * 2, offset: 4 * 2,
}, },
wgpu::VertexAttributeDescriptor { wgpu::VertexAttribute {
shader_location: 3, shader_location: 3,
format: wgpu::VertexFormat::Float2, format: wgpu::VertexFormat::Float2,
offset: 4 * 4, offset: 4 * 4,
}, },
wgpu::VertexAttributeDescriptor { wgpu::VertexAttribute {
shader_location: 4, shader_location: 4,
format: wgpu::VertexFormat::Float2, format: wgpu::VertexFormat::Float2,
offset: 4 * 6, offset: 4 * 6,
}, },
wgpu::VertexAttributeDescriptor { wgpu::VertexAttribute {
shader_location: 5, shader_location: 5,
format: wgpu::VertexFormat::Uint, format: wgpu::VertexFormat::Uint,
offset: 4 * 8, offset: 4 * 8,
@ -212,9 +192,36 @@ impl Pipeline {
}, },
], ],
}, },
sample_count: 1, fragment: Some(wgpu::FragmentState {
sample_mask: !0, module: &fs_module,
alpha_to_coverage_enabled: false, 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 = let vertices =
@ -415,6 +422,7 @@ impl Pipeline {
let mut render_pass = let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor { encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::image Render Pass"),
color_attachments: &[ color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor { wgpu::RenderPassColorAttachmentDescriptor {
attachment: target, attachment: target,
@ -431,7 +439,10 @@ impl Pipeline {
render_pass.set_pipeline(&self.pipeline); render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]); render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(1, &self.texture, &[]); 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(0, self.vertices.slice(..));
render_pass.set_vertex_buffer(1, self.instances.slice(..)); render_pass.set_vertex_buffer(1, self.instances.slice(..));