[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 {
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: false,
},
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: false,
},
view_dimension: wgpu::TextureViewDimension::D2,
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,
alpha_to_coverage_enabled: false,
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(..));