mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2025-08-28 17:04:05 +00:00
Lay groundwork for directly rendering to the canvas without a cpu roundrip (#1291)
* Add Texture handle type * Add Texture View to shader inputs * Implement basic rendering pipeline * Render first texture using render pipeline * Fix output color space * Precompute the rendering pipeline * Move gpu context creation to editor api * Port gpu-executor nodes to node registry * Fix canvas nodes and make code compile for non wasm targets * Pin wasm-bindgen version * Disable miri temoporarily for better ci times * Fix formatting * Remove unsafe block * Bump wasm-pack version * Bump wasm-bindgen version * Add gpu feature guard for push node * Make Into node async
This commit is contained in:
parent
0c93a62d55
commit
45b04f4eb9
33 changed files with 1574 additions and 339 deletions
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@ -2,36 +2,117 @@ mod context;
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mod executor;
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pub use context::Context;
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use dyn_any::{DynAny, StaticType};
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pub use executor::GpuExecutor;
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use gpu_executor::{ComputePassDimensions, Shader, ShaderInput, StorageBufferOptions, ToStorageBuffer, ToUniformBuffer};
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use gpu_executor::{ComputePassDimensions, Shader, ShaderInput, StorageBufferOptions, TextureBufferOptions, TextureBufferType, ToStorageBuffer, ToUniformBuffer};
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use graph_craft::Type;
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use anyhow::{bail, Result};
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use futures::Future;
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use graphene_core::application_io::{ApplicationIo, EditorApi, SurfaceHandle};
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use std::pin::Pin;
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use std::sync::Arc;
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use wgpu::util::DeviceExt;
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use wgpu::{Buffer, BufferDescriptor, CommandBuffer, ShaderModule};
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#[derive(Debug, Clone)]
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pub struct NewExecutor {
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use wgpu::util::DeviceExt;
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use wgpu::{Buffer, BufferDescriptor, CommandBuffer, ShaderModule, Texture, TextureView};
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#[cfg(target_arch = "wasm32")]
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use web_sys::HtmlCanvasElement;
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#[derive(Debug, dyn_any::DynAny)]
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pub struct WgpuExecutor {
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context: Context,
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render_configuration: RenderConfiguration,
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}
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impl gpu_executor::GpuExecutor for NewExecutor {
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type ShaderHandle = ShaderModule;
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impl<'a, T: ApplicationIo<Executor = WgpuExecutor>> From<EditorApi<'a, T>> for &'a WgpuExecutor {
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fn from(editor_api: EditorApi<'a, T>) -> Self {
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editor_api.application_io.gpu_executor().unwrap()
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-1., 1., 0.0],
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tex_coords: [0., 0.],
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}, // A
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Vertex {
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position: [-1., -1., 0.0],
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tex_coords: [0., 1.],
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}, // B
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Vertex {
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position: [1., 1., 0.0],
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tex_coords: [1., 0.],
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}, // C
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Vertex {
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position: [1., -1., 0.0],
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tex_coords: [1., 1.],
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}, // D
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];
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const INDICES: &[u16] = &[0, 1, 2, 2, 1, 3];
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type WgpuShaderInput = ShaderInput<WgpuExecutor>;
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#[derive(Debug, DynAny)]
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#[repr(transparent)]
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pub struct CommandBufferWrapper(CommandBuffer);
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#[derive(Debug, DynAny)]
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#[repr(transparent)]
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pub struct ShaderModuleWrapper(ShaderModule);
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impl gpu_executor::GpuExecutor for WgpuExecutor {
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type ShaderHandle = ShaderModuleWrapper;
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type BufferHandle = Buffer;
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type CommandBuffer = CommandBuffer;
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type TextureHandle = Texture;
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type TextureView = TextureView;
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type CommandBuffer = CommandBufferWrapper;
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type Surface = wgpu::Surface;
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#[cfg(target_arch = "wasm32")]
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type Window = HtmlCanvasElement;
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#[cfg(not(target_arch = "wasm32"))]
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type Window = winit::window::Window;
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fn load_shader(&self, shader: Shader) -> Result<Self::ShaderHandle> {
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let shader_module = self.context.device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(shader.name),
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source: wgpu::ShaderSource::SpirV(shader.source),
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});
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Ok(shader_module)
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Ok(ShaderModuleWrapper(shader_module))
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}
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fn create_uniform_buffer<T: ToUniformBuffer>(&self, data: T) -> Result<ShaderInput<Self::BufferHandle>> {
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fn create_uniform_buffer<T: ToUniformBuffer>(&self, data: T) -> Result<WgpuShaderInput> {
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let bytes = data.to_bytes();
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let buffer = self.context.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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@ -41,7 +122,7 @@ impl gpu_executor::GpuExecutor for NewExecutor {
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Ok(ShaderInput::UniformBuffer(buffer, Type::new::<T>()))
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}
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fn create_storage_buffer<T: ToStorageBuffer>(&self, data: T, options: StorageBufferOptions) -> Result<ShaderInput<Self::BufferHandle>> {
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fn create_storage_buffer<T: ToStorageBuffer>(&self, data: T, options: StorageBufferOptions) -> Result<WgpuShaderInput> {
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let bytes = data.to_bytes();
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let mut usage = wgpu::BufferUsages::empty();
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@ -66,8 +147,44 @@ impl gpu_executor::GpuExecutor for NewExecutor {
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});
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Ok(ShaderInput::StorageBuffer(buffer, data.ty()))
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}
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fn create_texture_buffer<T: gpu_executor::ToTextureBuffer>(&self, data: T, options: TextureBufferOptions) -> Result<WgpuShaderInput> {
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let bytes = data.to_bytes();
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let usage = match options {
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TextureBufferOptions::Storage => wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::COPY_SRC,
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TextureBufferOptions::Texture => wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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TextureBufferOptions::Surface => wgpu::TextureUsages::RENDER_ATTACHMENT,
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};
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let format = match T::format() {
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TextureBufferType::Rgba32Float => wgpu::TextureFormat::Rgba32Float,
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TextureBufferType::Rgba8Srgb => wgpu::TextureFormat::Rgba8UnormSrgb,
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};
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fn create_output_buffer(&self, len: usize, ty: Type, cpu_readable: bool) -> Result<ShaderInput<Self::BufferHandle>> {
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let buffer = self.context.device.create_texture_with_data(
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self.context.queue.as_ref(),
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&wgpu::TextureDescriptor {
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label: None,
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size: wgpu::Extent3d {
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width: data.size().0,
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height: data.size().1,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format,
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usage,
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view_formats: &[format],
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},
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bytes.as_ref(),
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);
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match options {
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TextureBufferOptions::Storage => Ok(ShaderInput::StorageTextureBuffer(buffer, T::ty())),
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TextureBufferOptions::Texture => Ok(ShaderInput::TextureBuffer(buffer, T::ty())),
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TextureBufferOptions::Surface => Ok(ShaderInput::TextureBuffer(buffer, T::ty())),
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}
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}
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fn create_output_buffer(&self, len: usize, ty: Type, cpu_readable: bool) -> Result<WgpuShaderInput> {
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log::debug!("Creating output buffer with len: {}", len);
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let create_buffer = |usage| {
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Ok::<_, anyhow::Error>(self.context.device.create_buffer(&BufferDescriptor {
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};
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Ok(buffer)
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}
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fn create_compute_pass(&self, layout: &gpu_executor::PipelineLayout<Self>, read_back: Option<Arc<ShaderInput<Self::BufferHandle>>>, instances: ComputePassDimensions) -> Result<CommandBuffer> {
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fn create_compute_pass(&self, layout: &gpu_executor::PipelineLayout<Self>, read_back: Option<Arc<WgpuShaderInput>>, instances: ComputePassDimensions) -> Result<Self::CommandBuffer> {
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let compute_pipeline = self.context.device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: None,
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layout: None,
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module: &layout.shader,
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module: &layout.shader.0,
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entry_point: layout.entry_point.as_str(),
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});
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let bind_group_layout = compute_pipeline.get_bind_group_layout(0);
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.buffers
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.iter()
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.chain(std::iter::once(&layout.output_buffer))
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.flat_map(|input| input.buffer())
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.flat_map(|input| input.binding())
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.enumerate()
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.map(|(i, buffer)| wgpu::BindGroupEntry {
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binding: i as u32,
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resource: buffer.as_entire_binding(),
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resource: match buffer {
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gpu_executor::BindingType::UniformBuffer(buf) => buf.as_entire_binding(),
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gpu_executor::BindingType::StorageBuffer(buf) => buf.as_entire_binding(),
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gpu_executor::BindingType::TextureView(buf) => wgpu::BindingResource::TextureView(buf),
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},
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})
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.collect::<Vec<_>>();
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@ -123,27 +244,77 @@ impl gpu_executor::GpuExecutor for NewExecutor {
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// Sets adds copy operation to command encoder.
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// Will copy data from storage buffer on GPU to staging buffer on CPU.
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if let Some(buffer) = read_back {
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let ShaderInput::ReadBackBuffer(output, ty) = buffer.as_ref() else {
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let ShaderInput::ReadBackBuffer(output, _ty) = buffer.as_ref() else {
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bail!("Tried to read back from a non read back buffer");
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};
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let size = output.size();
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assert_eq!(size, layout.output_buffer.buffer().unwrap().size());
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let ShaderInput::OutputBuffer(output_buffer, ty) = layout.output_buffer.as_ref() else {
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bail!("Tried to read back from a non output buffer");
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};
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assert_eq!(size, output_buffer.size());
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assert_eq!(ty, &layout.output_buffer.ty());
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encoder.copy_buffer_to_buffer(
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layout.output_buffer.buffer().ok_or_else(|| anyhow::anyhow!("Tried to use an non buffer as the shader output"))?,
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0,
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output,
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0,
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size,
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);
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encoder.copy_buffer_to_buffer(output_buffer, 0, output, 0, size);
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}
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// Submits command encoder for processing
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Ok(encoder.finish())
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Ok(CommandBufferWrapper(encoder.finish()))
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}
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fn create_render_pass(&self, texture: Arc<ShaderInput<Self>>, canvas: Arc<SurfaceHandle<wgpu::Surface>>) -> Result<()> {
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let texture = texture.texture().expect("Expected texture input");
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let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let output = canvas.as_ref().surface.get_current_texture()?;
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor {
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format: Some(wgpu::TextureFormat::Rgba8Unorm),
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..Default::default()
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});
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let output_texture_bind_group = self.context.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.render_configuration.texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.render_configuration.sampler),
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},
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],
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label: Some("output_texture_bind_group"),
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});
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let mut encoder = self.context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") });
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{
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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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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.render_configuration.render_pipeline);
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render_pass.set_bind_group(0, &output_texture_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.render_configuration.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.render_configuration.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.render_configuration.num_indices, 0, 0..1);
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}
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let encoder = encoder.finish();
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self.context.queue.submit(Some(encoder));
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output.present();
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Ok(())
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}
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fn execute_compute_pipeline(&self, encoder: Self::CommandBuffer) -> Result<()> {
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self.context.queue.submit(Some(encoder));
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self.context.queue.submit(Some(encoder.0));
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// Poll the device in a blocking manner so that our future resolves.
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// In an actual application, `device.poll(...)` should
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@ -152,7 +323,7 @@ impl gpu_executor::GpuExecutor for NewExecutor {
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Ok(())
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}
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fn read_output_buffer(&self, buffer: Arc<ShaderInput<Self::BufferHandle>>) -> Pin<Box<dyn Future<Output = Result<Vec<u8>>>>> {
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fn read_output_buffer(&self, buffer: Arc<ShaderInput<Self>>) -> Pin<Box<dyn Future<Output = Result<Vec<u8>>>>> {
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Box::pin(async move {
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if let ShaderInput::ReadBackBuffer(buffer, _) = buffer.as_ref() {
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let buffer_slice = buffer.slice(..);
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@ -187,13 +358,168 @@ impl gpu_executor::GpuExecutor for NewExecutor {
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} else {
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bail!("Tried to read a non readback buffer")
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}
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}) as _
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})
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}
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fn create_texture_view(&self, texture: ShaderInput<Self>) -> Result<ShaderInput<Self>> {
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//Ok(ShaderInput::TextureView(texture.create_view(&wgpu::TextureViewDescriptor::default()), ) )
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let ShaderInput::TextureBuffer(texture, ty) = &texture else {
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bail!("Tried to create a texture view from a non texture");
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};
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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Ok(ShaderInput::TextureView(view, ty.clone()))
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}
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#[cfg(target_arch = "wasm32")]
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fn create_surface(&self, canvas: graphene_core::WasmSurfaceHandle) -> Result<SurfaceHandle<wgpu::Surface>> {
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let surface = self.context.instance.create_surface_from_canvas(canvas.surface)?;
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let surface_caps = surface.get_capabilities(&self.context.adapter);
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let surface_format = wgpu::TextureFormat::Rgba8Unorm;
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: 1920,
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height: 1080,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: wgpu::CompositeAlphaMode::PreMultiplied,
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view_formats: vec![wgpu::TextureFormat::Rgba8UnormSrgb],
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};
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surface.configure(&self.context.device, &config);
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Ok(SurfaceHandle {
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surface_id: canvas.surface_id,
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surface,
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})
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}
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#[cfg(not(target_arch = "wasm32"))]
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fn create_surface(&self, window: SurfaceHandle<winit::window::Window>) -> Result<SurfaceHandle<wgpu::Surface>> {
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let surface = unsafe { self.context.instance.create_surface(&window.surface) }?;
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let surface_id = window.surface_id;
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Ok(SurfaceHandle { surface_id, surface })
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}
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}
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impl NewExecutor {
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impl WgpuExecutor {
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pub async fn new() -> Option<Self> {
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let context = Context::new().await?;
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Some(Self { context })
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let texture_bind_group_layout = context.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let shader = context.device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let render_pipeline_layout = context.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = context.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba8Unorm,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: wgpu::BlendComponent::REPLACE,
|
||||
}),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
|
||||
// or Features::POLYGON_MODE_POINT
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
// If the pipeline will be used with a multiview render pass, this
|
||||
// indicates how many array layers the attachments will have.
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
let vertex_buffer = context.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = context.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
let render_configuration = RenderConfiguration {
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
render_pipeline,
|
||||
texture_bind_group_layout,
|
||||
sampler,
|
||||
};
|
||||
|
||||
Some(Self { context, render_configuration })
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct RenderConfiguration {
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
texture_bind_group_layout: wgpu::BindGroupLayout,
|
||||
sampler: wgpu::Sampler,
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue