mirror of
https://github.com/encounter/rust-sdl2.git
synced 2026-07-10 21:18:41 -07:00
wgpu 0.10 + strip dependencies
This commit is contained in:
+4
-3
@@ -9,6 +9,7 @@ authors = [ "Tony Aldridge <tony@angry-lawyer.com>", "Cobrand <cobrandw@gmail.co
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keywords = ["SDL", "windowing", "graphics", "api", "engine"]
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categories = ["rendering","api-bindings","game-engines","multimedia"]
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readme = "README.md"
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resolver = "2"
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[lib]
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name = "sdl2"
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@@ -30,9 +31,9 @@ optional = true
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[dev-dependencies]
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rand = "0.7"
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wgpu = "0.5"
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glsl-to-spirv = "0.1.7"
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futures = "0.3.13"
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wgpu = { version = "0.10", features = ["spirv"] }
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pollster = "0.2.4"
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env_logger = "0.9.0"
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[dependencies.raw-window-handle]
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version = "0.3.3"
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@@ -1,22 +1,17 @@
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extern crate futures;
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/// Minimal example for getting sdl2 and wgpu working together with raw-window-handle.
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extern crate glsl_to_spirv;
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extern crate libc;
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extern crate pollster;
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extern crate sdl2;
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extern crate wgpu;
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use futures::executor::block_on;
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use std::borrow::Cow;
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use sdl2::event::{Event, WindowEvent};
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use sdl2::keyboard::Keycode;
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fn load_glsl(code: &str, ty: glsl_to_spirv::ShaderType) -> Result<Vec<u32>, String> {
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let spirv = glsl_to_spirv::compile(&code, ty)?;
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let result = wgpu::read_spirv(spirv).map_err(|e| e.to_string())?;
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Ok(result)
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}
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fn main() -> Result<(), String> {
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// Show logs from wgpu
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env_logger::init();
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let sdl_context = sdl2::init()?;
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let video_subsystem = sdl_context.video()?;
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let window = video_subsystem
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@@ -26,103 +21,120 @@ fn main() -> Result<(), String> {
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.build()
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.map_err(|e| e.to_string())?;
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let (width, height) = window.size();
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let surface = wgpu::Surface::create(&window);
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let adapter_opt = block_on(wgpu::Adapter::request(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::Default,
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compatible_surface: Some(&surface),
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},
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wgpu::BackendBit::PRIMARY,
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));
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let instance = wgpu::Instance::new(wgpu::Backends::PRIMARY);
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let surface = unsafe { instance.create_surface(&window) };
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let adapter_opt = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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}));
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let adapter = match adapter_opt {
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Some(a) => a,
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None => return Err(String::from("No adapter found")),
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};
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let (device, queue) = block_on(adapter.request_device(&wgpu::DeviceDescriptor {
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extensions: wgpu::Extensions {
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anisotropic_filtering: false,
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let (device, queue) = match pollster::block_on(adapter.request_device(
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&wgpu::DeviceDescriptor {
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limits: wgpu::Limits::default(),
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label: Some("device"),
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features: wgpu::Features::empty(),
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},
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limits: wgpu::Limits::default(),
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}));
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None,
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)) {
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Ok(a) => a,
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Err(e) => return Err(e.to_string()),
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};
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let vs = include_str!("shader.vert");
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let vs_spirv = &load_glsl(vs, glsl_to_spirv::ShaderType::Vertex)?;
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let vs_module = device.create_shader_module(vs_spirv);
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let fs = include_str!("shader.frag");
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let fs_spirv = &load_glsl(fs, glsl_to_spirv::ShaderType::Fragment)?;
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let fs_module = device.create_shader_module(fs_spirv);
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("shader"),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[],
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entries: &[],
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label: Some("bind_group_layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[],
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entries: &[],
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label: Some("bind_group"),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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label: None,
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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buffers: &[],
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module: &shader,
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entry_point: "vs_main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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fragment: Some(wgpu::FragmentState {
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}],
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module: &shader,
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entry_point: "fs_main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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//rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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// depth_bias: 0,
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// depth_bias_slope_scale: 0.0,
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// depth_bias_clamp: 0.0,
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//}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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cull_mode: Some(wgpu::Face::Front),
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clamp_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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//color_states: &[wgpu::ColorStateDescriptor {
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// format: wgpu::TextureFormat::Bgra8UnormSrgb,
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// color_blend: wgpu::BlendDescriptor::REPLACE,
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// alpha_blend: wgpu::BlendDescriptor::REPLACE,
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// write_mask: wgpu::ColorWrite::ALL,
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//}],
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//vertex_state: wgpu::VertexStateDescriptor {
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// index_format: wgpu::IndexFormat::Uint16,
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// vertex_buffers: &[],
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//},
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depth_stencil: None,
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label: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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depth_stencil_state: None,
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let mut sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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let mut config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width,
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height,
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present_mode: wgpu::PresentMode::Fifo,
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present_mode: wgpu::PresentMode::Mailbox,
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};
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let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
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surface.configure(&device, &config);
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let mut event_pump = sdl_context.event_pump()?;
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'running: loop {
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for event in event_pump.poll_iter() {
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match event {
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Event::Window {
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win_event: WindowEvent::Resized(width, height),
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window_id,
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win_event: WindowEvent::SizeChanged(width, height),
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..
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} => {
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sc_desc.width = width as u32;
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sc_desc.height = height as u32;
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swap_chain = device.create_swap_chain(&surface, &sc_desc);
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} if window_id == window.id() => {
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config.width = width as u32;
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config.height = height as u32;
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surface.configure(&device, &config);
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}
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Event::Quit { .. }
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| Event::KeyDown {
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@@ -131,36 +143,44 @@ fn main() -> Result<(), String> {
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} => {
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break 'running;
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}
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_ => {}
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e => {
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dbg!(e);
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}
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}
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}
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let frame_res = swap_chain.get_next_texture();
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let frame_res = surface.get_current_frame();
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let frame = match frame_res {
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Ok(a) => a,
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Err(_) => return Err(String::from("Timeout getting next texture")),
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Err(e) => return Err(format!("Timeout getting next texture: {}", e)),
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};
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let output = frame
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.output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("command_encoder"),
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});
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{
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &output,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color::GREEN,
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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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label: None,
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});
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rpass.set_pipeline(&render_pipeline);
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rpass.set_bind_group(0, &bind_group, &[]);
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rpass.draw(0..3, 0..1);
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}
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queue.submit(&[encoder.finish()]);
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queue.submit([encoder.finish()]);
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}
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Ok(())
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@@ -1,7 +0,0 @@
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#version 450
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -1,15 +0,0 @@
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#version 450
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out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 positions[3] = vec2[3](
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vec2(0.0, 0.5),
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vec2(0.5, -0.5),
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vec2(-0.5, -0.5)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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@@ -0,0 +1,11 @@
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[[stage(vertex)]]
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fn vs_main([[builtin(vertex_index)]] in_vertex_index: u32) -> [[builtin(position)]] vec4<f32> {
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let x = f32(i32(in_vertex_index) - 1);
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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[[stage(fragment)]]
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fn fs_main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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