Add render pipeline builder
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ab76a63256
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@ -1,12 +1,14 @@
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mod bind_group;
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mod bind_group;
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mod buffer;
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mod buffer;
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mod context;
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mod context;
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mod pipeline;
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mod texture;
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mod texture;
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pub use self::{
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pub use self::{
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bind_group::{BindGroupBuilder, BindGroupLayoutBuilder},
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bind_group::{BindGroupBuilder, BindGroupLayoutBuilder},
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buffer::{BufferExt, BulkBufferBuilder},
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buffer::{BufferExt, BulkBufferBuilder},
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context::{Context, ContextBuilder},
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context::{Context, ContextBuilder},
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pipeline::RenderPipelineBuilder,
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texture::{Texture, TextureBuilder},
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texture::{Texture, TextureBuilder},
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};
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};
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@ -0,0 +1,108 @@
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use std::num::NonZeroU32;
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use crate::Context;
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pub struct RenderPipelineBuilder<'a> {
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label: &'a str,
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shader: &'a wgpu::ShaderModule,
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layout_descriptor: Option<wgpu::PipelineLayoutDescriptor<'a>>,
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vertex: wgpu::VertexState<'a>,
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fragment: Option<wgpu::FragmentState<'a>>,
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primitive: wgpu::PrimitiveState,
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depth_stencil: Option<wgpu::DepthStencilState>,
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multisample: wgpu::MultisampleState,
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multiview: Option<NonZeroU32>,
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}
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impl<'a> RenderPipelineBuilder<'a> {
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pub fn new(label: &'a str, shader: &'a wgpu::ShaderModule) -> Self {
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Self {
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label,
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shader,
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layout_descriptor: None,
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vertex: wgpu::VertexState {
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module: shader,
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entry_point: "vertex",
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buffers: &[],
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},
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fragment: None,
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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}
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}
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pub fn with_layout(
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mut self,
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label: &'a str,
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bind_group_layouts: &'a [&wgpu::BindGroupLayout],
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push_constant_ranges: &'a [wgpu::PushConstantRange],
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) -> Self {
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let layout_descriptor = wgpu::PipelineLayoutDescriptor {
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label: Some(label),
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bind_group_layouts,
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push_constant_ranges,
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};
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self.layout_descriptor = Some(layout_descriptor);
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self
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}
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pub fn with_vertex_buffers(mut self, buffers: &'a [wgpu::VertexBufferLayout<'a>]) -> Self {
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self.vertex.buffers = buffers;
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self
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}
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pub fn with_fragment_targets(mut self, targets: &'a [Option<wgpu::ColorTargetState>]) -> Self {
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self.fragment = Some(wgpu::FragmentState {
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module: self.shader,
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entry_point: "fragment",
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targets,
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});
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self
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}
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pub fn with_primitive(mut self, primitive: wgpu::PrimitiveState) -> Self {
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self.primitive = primitive;
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self
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}
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pub fn with_depth_stencil(mut self, depth_stencil: wgpu::DepthStencilState) -> Self {
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self.depth_stencil = Some(depth_stencil);
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self
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}
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pub fn with_multisample(mut self, multisample: wgpu::MultisampleState) -> Self {
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self.multisample = multisample;
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self
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}
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pub fn with_multiview(mut self, multiview: NonZeroU32) -> Self {
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self.multiview = Some(multiview);
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self
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}
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pub fn build(self, context: &Context) -> wgpu::RenderPipeline {
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let raw_layout;
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let layout = if let Some(descriptor) = self.layout_descriptor {
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raw_layout = context.device.create_pipeline_layout(&descriptor);
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Some(&raw_layout)
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} else {
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None
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};
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context
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.device
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some(self.label),
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layout,
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vertex: self.vertex,
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fragment: self.fragment,
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primitive: self.primitive,
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depth_stencil: self.depth_stencil,
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multisample: self.multisample,
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multiview: self.multiview,
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})
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}
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}
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