Basic shader test
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38ec8158dd
commit
0bd709fc8b
45
src/main.rs
45
src/main.rs
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@ -1,5 +1,6 @@
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use std::error::Error;
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use std::error::Error;
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use glam::uvec2;
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use winit::{
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use winit::{
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event::{Event, WindowEvent},
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event::{Event, WindowEvent},
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event_loop::EventLoop,
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event_loop::EventLoop,
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@ -15,22 +16,56 @@ fn main() {
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.unwrap();
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.unwrap();
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let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
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let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
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let format = wgpu::TextureFormat::Bgra8UnormSrgb;
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let format = wgpu::TextureFormat::Bgra8UnormSrgb;
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let mut surface_configured = false;
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let mut surface_configured = false;
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let present_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("present"),
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source: wgpu::ShaderSource::Wgsl(include_str!("present.wgsl").into()),
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});
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let present_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &present_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &present_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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cache: None,
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});
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#[allow(deprecated)]
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#[allow(deprecated)]
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event_loop
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event_loop
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.run(move |event, control_flow| match event {
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.run(move |event, control_flow| match event {
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Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
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Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
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WindowEvent::CloseRequested => control_flow.exit(),
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WindowEvent::CloseRequested => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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WindowEvent::Resized(physical_size) => {
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let size = uvec2(physical_size.width, physical_size.height);
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surface.configure(
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surface.configure(
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&device,
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&device,
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&wgpu::SurfaceConfiguration {
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&wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
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format,
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format,
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width: physical_size.width,
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width: size.x,
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height: physical_size.height,
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height: size.y,
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present_mode: wgpu::PresentMode::Fifo,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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view_formats: vec![],
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@ -46,7 +81,7 @@ fn main() {
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let output = surface.get_current_texture().unwrap();
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let output = surface.get_current_texture().unwrap();
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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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: None,
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label: None,
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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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@ -60,6 +95,8 @@ fn main() {
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occlusion_query_set: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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timestamp_writes: None,
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});
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});
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render_pass.set_pipeline(&present_pipeline);
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render_pass.draw(0..4, 0..1);
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drop(render_pass);
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drop(render_pass);
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queue.submit(std::iter::once(encoder.finish()));
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queue.submit(std::iter::once(encoder.finish()));
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output.present();
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output.present();
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28
src/present.wgsl
Normal file
28
src/present.wgsl
Normal file
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@ -0,0 +1,28 @@
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const SEED = 0x4ae95672u;
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struct Varying {
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@location(0) uv: vec2f,
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@builtin(position) screen: vec4f,
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}
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@vertex
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fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
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let screen = vec4(uv * 2. - 1., 0., 1.);
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return Varying(vec2(uv.x, 1. - uv.y), screen);
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}
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@fragment
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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let x = bitcast<u32>(in.uv.x);
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let y = bitcast<u32>(in.uv.y);
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let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
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return vec4f(f32(rand) / 0x1p32);
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}
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fn hash(key : u32) -> u32 {
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var v = key;
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v *= 0xb384af1bu;
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v ^= v >> 15u;
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return v;
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}
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