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use crate::utils;
use crate::utils::load_glsl;
use wgpu::*;
pub struct RenderPipeline {
pub pipeline: wgpu::RenderPipeline,
pub bind_group_layout: BindGroupLayout,
}
impl RenderPipeline {
pub fn new(device: &Device) -> Self {
let vs_bytes = load_glsl(include_str!("render.vert"), utils::ShaderStage::Vertex);
let fs_bytes = load_glsl(include_str!("render.frag"), utils::ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("Render bind group layout"),
bindings: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStage::FRAGMENT,
ty: BindingType::StorageTexture {
format: TextureFormat::Rgba32Float,
dimension: TextureViewDimension::D2,
component_type: TextureComponentType::Float,
readonly: true,
},
}],
});
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: PrimitiveTopology::TriangleList,
color_states: &[ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor::REPLACE,
alpha_blend: BlendDescriptor::REPLACE,
write_mask: ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: VertexStateDescriptor {
index_format: IndexFormat::Uint32,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Self {
pipeline,
bind_group_layout,
}
}
}