Basic shader test

This commit is contained in:
numzero 2025-01-11 01:18:20 +03:00
parent 38ec8158dd
commit 0bd709fc8b
2 changed files with 69 additions and 4 deletions

View File

@ -1,5 +1,6 @@
use std::error::Error; use std::error::Error;
use glam::uvec2;
use winit::{ use winit::{
event::{Event, WindowEvent}, event::{Event, WindowEvent},
event_loop::EventLoop, event_loop::EventLoop,
@ -15,22 +16,56 @@ fn main() {
.unwrap(); .unwrap();
let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap(); let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
let format = wgpu::TextureFormat::Bgra8UnormSrgb; let format = wgpu::TextureFormat::Bgra8UnormSrgb;
let mut surface_configured = false; let mut surface_configured = false;
let present_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("present"),
source: wgpu::ShaderSource::Wgsl(include_str!("present.wgsl").into()),
});
let present_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &present_shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &present_shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
#[allow(deprecated)] #[allow(deprecated)]
event_loop event_loop
.run(move |event, control_flow| match event { .run(move |event, control_flow| match event {
Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event { Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
WindowEvent::CloseRequested => control_flow.exit(), WindowEvent::CloseRequested => control_flow.exit(),
WindowEvent::Resized(physical_size) => { WindowEvent::Resized(physical_size) => {
let size = uvec2(physical_size.width, physical_size.height);
surface.configure( surface.configure(
&device, &device,
&wgpu::SurfaceConfiguration { &wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format, format,
width: physical_size.width, width: size.x,
height: physical_size.height, height: size.y,
present_mode: wgpu::PresentMode::Fifo, present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Auto, alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![], view_formats: vec![],
@ -46,7 +81,7 @@ fn main() {
let output = surface.get_current_texture().unwrap(); let output = surface.get_current_texture().unwrap();
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default()); let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
let render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None, label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment { color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view, view: &view,
@ -60,6 +95,8 @@ fn main() {
occlusion_query_set: None, occlusion_query_set: None,
timestamp_writes: None, timestamp_writes: None,
}); });
render_pass.set_pipeline(&present_pipeline);
render_pass.draw(0..4, 0..1);
drop(render_pass); drop(render_pass);
queue.submit(std::iter::once(encoder.finish())); queue.submit(std::iter::once(encoder.finish()));
output.present(); output.present();

28
src/present.wgsl Normal file
View File

@ -0,0 +1,28 @@
const SEED = 0x4ae95672u;
struct Varying {
@location(0) uv: vec2f,
@builtin(position) screen: vec4f,
}
@vertex
fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
let screen = vec4(uv * 2. - 1., 0., 1.);
return Varying(vec2(uv.x, 1. - uv.y), screen);
}
@fragment
fn on_fragment(in: Varying) -> @location(0) vec4f {
let x = bitcast<u32>(in.uv.x);
let y = bitcast<u32>(in.uv.y);
let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
return vec4f(f32(rand) / 0x1p32);
}
fn hash(key : u32) -> u32 {
var v = key;
v *= 0xb384af1bu;
v ^= v >> 15u;
return v;
}