Basic triangle render pass
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1e98a40a72
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@ -0,0 +1,19 @@
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(0.3, 0.2, 0.1, 1.0);
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}
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56
src/main.rs
56
src/main.rs
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@ -17,6 +17,55 @@ pub async fn run() {
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let mut render_ctx = gfx::Context::new(window, wgpu::Limits::default()).await;
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let mut render_ctx = gfx::Context::new(window, wgpu::Limits::default()).await;
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let shader = render_ctx
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.device
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.create_shader_module(wgpu::include_wgsl!("../res/shaders/main.wgsl"));
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let render_pipeline_layout =
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render_ctx
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.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("RP Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline =
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render_ctx
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.device
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: render_ctx.surface_config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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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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multiview: None,
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});
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event_loop.run(move |event, _, control_flow| match event {
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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Event::WindowEvent {
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ref event,
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ref event,
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@ -57,7 +106,7 @@ pub async fn run() {
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label: Some("Render encoder"),
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label: Some("Render encoder"),
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});
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});
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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view: &view,
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@ -69,7 +118,10 @@ pub async fn run() {
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})],
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})],
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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});
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});
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drop(_render_pass);
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render_pass.set_pipeline(&render_pipeline);
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render_pass.draw(0..3, 0..1);
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drop(render_pass);
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render_ctx.queue.submit(std::iter::once(encoder.finish()));
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render_ctx.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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output.present();
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