use std::error::Error; use glam::uvec2; use winit::{ event::{Event, WindowEvent}, event_loop::EventLoop, window::{Window, WindowAttributes}, }; struct GameState { last: wgpu::TextureView, next: wgpu::TextureView, } fn main() { let event_loop = EventLoop::new().unwrap(); #[allow(deprecated)] let window = &event_loop .create_window(WindowAttributes::new().with_title("GPU life game test")) .unwrap(); let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap(); let format = wgpu::TextureFormat::Bgra8UnormSrgb; let fill_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("fill"), source: wgpu::ShaderSource::Wgsl(include_str!("fill.wgsl").into()), }); let fill_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: None, layout: None, vertex: wgpu::VertexState { module: &fill_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: &fill_shader, entry_point: None, compilation_options: wgpu::PipelineCompilationOptions::default(), targets: &[Some(wgpu::ColorTargetState { format: wgpu::TextureFormat::Rgba8Uint, blend: None, write_mask: wgpu::ColorWrites::ALL, })], }), multiview: None, cache: None, }); let step_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("step"), source: wgpu::ShaderSource::Wgsl(include_str!("step.wgsl").into()), }); let step_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: None, layout: None, vertex: wgpu::VertexState { module: &step_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: &step_shader, entry_point: None, compilation_options: wgpu::PipelineCompilationOptions::default(), targets: &[Some(wgpu::ColorTargetState { format: wgpu::TextureFormat::Rgba8Uint, blend: None, write_mask: wgpu::ColorWrites::ALL, })], }), multiview: None, cache: None, }); 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, }); let mut state = None; #[allow(deprecated)] event_loop .run(move |event, control_flow| match event { Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event { WindowEvent::CloseRequested => control_flow.exit(), WindowEvent::Resized(physical_size) => { let size = uvec2(physical_size.width, physical_size.height); surface.configure( &device, &wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST, format, width: size.x, height: size.y, present_mode: wgpu::PresentMode::Fifo, alpha_mode: wgpu::CompositeAlphaMode::Auto, view_formats: vec![], desired_maximum_frame_latency: 2, }, ); let [last, next] = [(), ()].map(|_| { device .create_texture(&wgpu::TextureDescriptor { label: None, size: wgpu::Extent3d { width: size.x, height: size.y, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba8Uint, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }) .create_view(&Default::default()) }); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: None, color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &last, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::BLUE), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); render_pass.set_pipeline(&fill_pipeline); render_pass.draw(0..4, 0..1); drop(render_pass); queue.submit(std::iter::once(encoder.finish())); state = Some(GameState { last, next }); } WindowEvent::RedrawRequested => { let Some(state) = &mut state else { return; }; let output = surface.get_current_texture().unwrap(); let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: None, color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::BLUE), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); render_pass.set_pipeline(&present_pipeline); render_pass.set_bind_group( 0, &device.create_bind_group(&wgpu::BindGroupDescriptor { label: None, layout: &present_pipeline.get_bind_group_layout(0), entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&state.last), }], }), &[], ); render_pass.draw(0..4, 0..1); drop(render_pass); let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: None, color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &state.next, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::BLUE), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); render_pass.set_pipeline(&step_pipeline); render_pass.set_bind_group( 0, &device.create_bind_group(&wgpu::BindGroupDescriptor { label: None, layout: &step_pipeline.get_bind_group_layout(0), entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&state.last), }], }), &[], ); render_pass.draw(0..4, 0..1); drop(render_pass); queue.submit(std::iter::once(encoder.finish())); output.present(); std::mem::swap(&mut state.last, &mut state.next); window.request_redraw(); } _ => {} }, _ => {} }) .unwrap(); } async fn init_gpu(wnd: &Window) -> Result<(wgpu::Device, wgpu::Queue, wgpu::Surface), Box> { let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends: wgpu::Backends::PRIMARY, ..Default::default() }); let surface = instance.create_surface(wnd)?; let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }) .await .unwrap(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: None, required_features: wgpu::Features::empty(), required_limits: wgpu::Limits::default(), memory_hints: Default::default(), }, None, ) .await .unwrap(); Ok((device, queue, surface)) }