[rs] Move the library and examples from the original repo

This commit is contained in:
Dzmitry Malyshau
2019-05-10 13:19:33 -04:00
parent d47f7e5bde
commit d8b3372250
22 changed files with 2790 additions and 0 deletions

33
wgpu/Cargo.toml Normal file
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[package]
name = "wgpu"
version = "0.2.2"
authors = [
"Dzmitry Malyshau <kvark@mozilla.com>",
"Joshua Groves <josh@joshgroves.com>",
]
edition = "2018"
description = "Rusty wgpu API wrapper"
homepage = "https://github.com/gfx-rs/wgpu-rs"
repository = "https://github.com/gfx-rs/wgpu-rs"
keywords = ["graphics"]
license = "MPL-2.0"
[lib]
[features]
default = []
metal = ["wgn/gfx-backend-metal"]
dx11 = ["wgn/gfx-backend-dx11"]
dx12 = ["wgn/gfx-backend-dx12"]
vulkan = ["wgn/gfx-backend-vulkan"]
[dependencies]
#TODO: only depend on the published version
wgn = { package = "wgpu-native", features = ["local", "window-winit"], git = "https://github.com/gfx-rs/wgpu", rev = "0edf927e5bb13d78d804e5ff58dce952f81e5832" }
arrayvec = "0.4"
[dev-dependencies]
cgmath = "0.17"
env_logger = "0.6"
glsl-to-spirv = "0.1"
log = "0.4"

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wgpu/bors.toml Normal file
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status = [
"continuous-integration/travis-ci/push",
]
timeout_sec = 18000 # 5 hours

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wgpu/examples/cube/main.rs Normal file
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#[path = "../framework.rs"]
mod framework;
#[derive(Clone, Copy)]
struct Vertex {
_pos: [f32; 4],
_tex_coord: [f32; 2],
}
fn vertex(pos: [i8; 3], tc: [i8; 2]) -> Vertex {
Vertex {
_pos: [pos[0] as f32, pos[1] as f32, pos[2] as f32, 1.0],
_tex_coord: [tc[0] as f32, tc[1] as f32],
}
}
fn create_vertices() -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
// top (0, 0, 1)
vertex([-1, -1, 1], [0, 0]),
vertex([1, -1, 1], [1, 0]),
vertex([1, 1, 1], [1, 1]),
vertex([-1, 1, 1], [0, 1]),
// bottom (0, 0, -1)
vertex([-1, 1, -1], [1, 0]),
vertex([1, 1, -1], [0, 0]),
vertex([1, -1, -1], [0, 1]),
vertex([-1, -1, -1], [1, 1]),
// right (1, 0, 0)
vertex([1, -1, -1], [0, 0]),
vertex([1, 1, -1], [1, 0]),
vertex([1, 1, 1], [1, 1]),
vertex([1, -1, 1], [0, 1]),
// left (-1, 0, 0)
vertex([-1, -1, 1], [1, 0]),
vertex([-1, 1, 1], [0, 0]),
vertex([-1, 1, -1], [0, 1]),
vertex([-1, -1, -1], [1, 1]),
// front (0, 1, 0)
vertex([1, 1, -1], [1, 0]),
vertex([-1, 1, -1], [0, 0]),
vertex([-1, 1, 1], [0, 1]),
vertex([1, 1, 1], [1, 1]),
// back (0, -1, 0)
vertex([1, -1, 1], [0, 0]),
vertex([-1, -1, 1], [1, 0]),
vertex([-1, -1, -1], [1, 1]),
vertex([1, -1, -1], [0, 1]),
];
let index_data: &[u16] = &[
0, 1, 2, 2, 3, 0, // top
4, 5, 6, 6, 7, 4, // bottom
8, 9, 10, 10, 11, 8, // right
12, 13, 14, 14, 15, 12, // left
16, 17, 18, 18, 19, 16, // front
20, 21, 22, 22, 23, 20, // back
];
(vertex_data.to_vec(), index_data.to_vec())
}
fn create_texels(size: usize) -> Vec<u8> {
use std::iter;
(0..size * size)
.flat_map(|id| {
// get high five for recognizing this ;)
let cx = 3.0 * (id % size) as f32 / (size - 1) as f32 - 2.0;
let cy = 2.0 * (id / size) as f32 / (size - 1) as f32 - 1.0;
let (mut x, mut y, mut count) = (cx, cy, 0);
while count < 0xFF && x * x + y * y < 4.0 {
let old_x = x;
x = x * x - y * y + cx;
y = 2.0 * old_x * y + cy;
count += 1;
}
iter::once(0xFF - (count * 5) as u8)
.chain(iter::once(0xFF - (count * 15) as u8))
.chain(iter::once(0xFF - (count * 50) as u8))
.chain(iter::once(1))
})
.collect()
}
struct Example {
vertex_buf: wgpu::Buffer,
index_buf: wgpu::Buffer,
index_count: usize,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
pipeline: wgpu::RenderPipeline,
}
impl Example {
fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 10.0);
let mx_view = cgmath::Matrix4::look_at(
cgmath::Point3::new(1.5f32, -5.0, 3.0),
cgmath::Point3::new(0f32, 0.0, 0.0),
-cgmath::Vector3::unit_z(),
);
mx_projection * mx_view
}
}
impl framework::Example for Example {
fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self {
use std::mem;
let mut init_encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
// Create the vertex and index buffers
let vertex_size = mem::size_of::<Vertex>();
let (vertex_data, index_data) = create_vertices();
let vertex_buf = device
.create_buffer_mapped(vertex_data.len(), wgpu::BufferUsageFlags::VERTEX)
.fill_from_slice(&vertex_data);
let index_buf = device
.create_buffer_mapped(index_data.len(), wgpu::BufferUsageFlags::INDEX)
.fill_from_slice(&index_data);
// Create pipeline layout
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStageFlags::VERTEX,
ty: wgpu::BindingType::UniformBuffer,
},
wgpu::BindGroupLayoutBinding {
binding: 1,
visibility: wgpu::ShaderStageFlags::FRAGMENT,
ty: wgpu::BindingType::SampledTexture,
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStageFlags::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
// Create the texture
let size = 256u32;
let texels = create_texels(size as usize);
let texture_extent = wgpu::Extent3d {
width: size,
height: size,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: texture_extent,
array_size: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsageFlags::SAMPLED | wgpu::TextureUsageFlags::TRANSFER_DST,
});
let texture_view = texture.create_default_view();
let temp_buf = device
.create_buffer_mapped(texels.len(), wgpu::BufferUsageFlags::TRANSFER_SRC)
.fill_from_slice(&texels);
init_encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &temp_buf,
offset: 0,
row_pitch: 4 * size,
image_height: size,
},
wgpu::TextureCopyView {
texture: &texture,
level: 0,
slice: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
texture_extent,
);
// Create other resources
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
r_address_mode: wgpu::AddressMode::ClampToEdge,
s_address_mode: wgpu::AddressMode::ClampToEdge,
t_address_mode: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
max_anisotropy: 0,
compare_function: wgpu::CompareFunction::Always,
border_color: wgpu::BorderColor::TransparentBlack,
});
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let mx_ref: &[f32; 16] = mx_total.as_ref();
let uniform_buf = device
.create_buffer_mapped(
16,
wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
)
.fill_from_slice(mx_ref);
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0..64,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
// Create the render pipeline
let vs_bytes = framework::load_glsl(include_str!("shader.vert"), framework::ShaderStage::Vertex);
let fs_bytes = framework::load_glsl(include_str!("shader.frag"), framework::ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::PipelineStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: wgpu::PipelineStageDescriptor {
module: &fs_module,
entry_point: "main",
},
rasterization_state: wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
},
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color: wgpu::BlendDescriptor::REPLACE,
alpha: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWriteFlags::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: vertex_size as u32,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
attribute_index: 0,
format: wgpu::VertexFormat::Float4,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
attribute_index: 1,
format: wgpu::VertexFormat::Float2,
offset: 4 * 4,
},
],
}],
sample_count: 1,
});
// Done
let init_command_buf = init_encoder.finish();
device.get_queue().submit(&[init_command_buf]);
Example {
vertex_buf,
index_buf,
index_count: index_data.len(),
bind_group,
uniform_buf,
pipeline,
}
}
fn update(&mut self, _event: wgpu::winit::WindowEvent) {
//empty
}
fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) {
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let mx_ref: &[f32; 16] = mx_total.as_ref();
let temp_buf = device
.create_buffer_mapped(16, wgpu::BufferUsageFlags::TRANSFER_SRC)
.fill_from_slice(mx_ref);
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.uniform_buf, 0, 64);
device.get_queue().submit(&[encoder.finish()]);
}
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
}],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.set_index_buffer(&self.index_buf, 0);
rpass.set_vertex_buffers(&[(&self.vertex_buf, 0)]);
rpass.draw_indexed(0..self.index_count as u32, 0, 0..1);
}
device.get_queue().submit(&[encoder.finish()]);
}
}
fn main() {
framework::run::<Example>("cube");
}

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#version 450
layout(location = 0) in vec2 v_TexCoord;
layout(location = 0) out vec4 o_Target;
layout(set = 0, binding = 1) uniform texture2D t_Color;
layout(set = 0, binding = 2) uniform sampler s_Color;
void main() {
vec4 tex = texture(sampler2D(t_Color, s_Color), v_TexCoord);
float mag = length(v_TexCoord-vec2(0.5));
o_Target = mix(tex, vec4(0.0), mag*mag);
}

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#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec2 a_TexCoord;
layout(location = 0) out vec2 v_TexCoord;
layout(set = 0, binding = 0) uniform Locals {
mat4 u_Transform;
};
void main() {
v_TexCoord = a_TexCoord;
gl_Position = u_Transform * a_Pos;
// convert from -1,1 Z to 0,1
gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
}

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wgpu/examples/framework.rs Normal file
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use log::info;
#[allow(dead_code)]
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
use std::mem::size_of;
use std::slice::from_raw_parts;
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
}
#[allow(dead_code)]
pub enum ShaderStage {
Vertex,
Fragment,
Compute,
}
pub fn load_glsl(code: &str, stage: ShaderStage) -> Vec<u8> {
use std::io::Read;
let ty = match stage {
ShaderStage::Vertex => glsl_to_spirv::ShaderType::Vertex,
ShaderStage::Fragment => glsl_to_spirv::ShaderType::Fragment,
ShaderStage::Compute => glsl_to_spirv::ShaderType::Compute,
};
let mut output = glsl_to_spirv::compile(&code, ty).unwrap();
let mut spv = Vec::new();
output.read_to_end(&mut spv).unwrap();
spv
}
pub trait Example {
fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self;
fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device);
fn update(&mut self, event: wgpu::winit::WindowEvent);
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device);
}
pub fn run<E: Example>(title: &str) {
use wgpu::winit::{
ElementState,
Event,
EventsLoop,
KeyboardInput,
VirtualKeyCode,
Window,
WindowEvent,
};
info!("Initializing the device...");
env_logger::init();
let instance = wgpu::Instance::new();
let adapter = instance.get_adapter(&wgpu::AdapterDescriptor {
power_preference: wgpu::PowerPreference::LowPower,
});
let mut device = adapter.create_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
});
info!("Initializing the window...");
let mut events_loop = EventsLoop::new();
let window = Window::new(&events_loop).unwrap();
window.set_title(title);
let size = window
.get_inner_size()
.unwrap()
.to_physical(window.get_hidpi_factor());
let surface = instance.create_surface(&window);
let mut sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8Unorm,
width: size.width.round() as u32,
height: size.height.round() as u32,
};
let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
info!("Initializing the example...");
let mut example = E::init(&sc_desc, &mut device);
info!("Entering render loop...");
let mut running = true;
while running {
events_loop.poll_events(|event| match event {
Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
let physical = size.to_physical(window.get_hidpi_factor());
info!("Resizing to {:?}", physical);
sc_desc.width = physical.width.round() as u32;
sc_desc.height = physical.height.round() as u32;
swap_chain = device.create_swap_chain(&surface, &sc_desc);
example.resize(&sc_desc, &mut device);
}
Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Escape),
state: ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
running = false;
}
_ => {
example.update(event);
}
},
_ => (),
});
let frame = swap_chain.get_next_texture();
example.render(&frame, &mut device);
running &= !cfg!(feature = "metal-auto-capture");
}
}
// This allows treating the framework as a standalone example,
// thus avoiding listing the example names in `Cargo.toml`.
#[allow(dead_code)]
fn main() {}

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use std::str::FromStr;
fn main() {
env_logger::init();
// For now this just panics if you didn't pass numbers. Could add proper error handling.
if std::env::args().len() == 1 {
panic!("You must pass a list of positive integers!")
}
let numbers: Vec<u32> = std::env::args()
.skip(1)
.map(|s| u32::from_str(&s).expect("You must pass a list of positive integers!"))
.collect();
let size = (numbers.len() * std::mem::size_of::<u32>()) as u32;
let instance = wgpu::Instance::new();
let adapter = instance.get_adapter(&wgpu::AdapterDescriptor {
power_preference: wgpu::PowerPreference::Default,
});
let mut device = adapter.create_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
});
let cs_bytes = include_bytes!("shader.comp.spv");
let cs_module = device.create_shader_module(cs_bytes);
let staging_buffer = device
.create_buffer_mapped(
numbers.len(),
wgpu::BufferUsageFlags::MAP_READ
| wgpu::BufferUsageFlags::TRANSFER_DST
| wgpu::BufferUsageFlags::TRANSFER_SRC,
)
.fill_from_slice(&numbers);
let storage_buffer = device.create_buffer(&wgpu::BufferDescriptor {
size,
usage: wgpu::BufferUsageFlags::STORAGE
| wgpu::BufferUsageFlags::TRANSFER_DST
| wgpu::BufferUsageFlags::TRANSFER_SRC,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStageFlags::COMPUTE,
ty: wgpu::BindingType::StorageBuffer,
}],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &storage_buffer,
range: 0..size,
},
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
layout: &pipeline_layout,
compute_stage: wgpu::PipelineStageDescriptor {
module: &cs_module,
entry_point: "main",
},
});
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&staging_buffer, 0, &storage_buffer, 0, size);
{
let mut cpass = encoder.begin_compute_pass();
cpass.set_pipeline(&compute_pipeline);
cpass.set_bind_group(0, &bind_group, &[]);
cpass.dispatch(numbers.len() as u32, 1, 1);
}
encoder.copy_buffer_to_buffer(&storage_buffer, 0, &staging_buffer, 0, size);
device.get_queue().submit(&[encoder.finish()]);
staging_buffer.map_read_async(0, size, |result: wgpu::BufferMapAsyncResult<&[u32]>| {
if let Ok(mapping) = result {
println!("Times: {:?}", mapping.data);
}
});
}

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#version 450
layout(local_size_x = 1) in;
layout(set = 0, binding = 0) buffer PrimeIndices {
uint[] indices;
}; // this is used as both input and output for convenience
// The Collatz Conjecture states that for any integer n:
// If n is even, n = n/2
// If n is odd, n = 3n+1
// And repeat this process for each new n, you will always eventually reach 1.
// Though the conjecture has not been proven, no counterexample has ever been found.
// This function returns how many times this recurrence needs to be applied to reach 1.
uint collatz_iterations(uint n) {
uint i = 0;
while(n != 1) {
if (mod(n, 2) == 0) {
n = n / 2;
}
else {
n = (3 * n) + 1;
}
i++;
}
return i;
}
void main() {
uint index = gl_GlobalInvocationID.x;
indices[index] = collatz_iterations(indices[index]);
}

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fn main() {
env_logger::init();
let instance = wgpu::Instance::new();
let adapter = instance.get_adapter(&wgpu::AdapterDescriptor {
power_preference: wgpu::PowerPreference::LowPower,
});
let mut device = adapter.create_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
});
let vs_bytes = include_bytes!("shader.vert.spv");
let vs_module = device.create_shader_module(vs_bytes);
let fs_bytes = include_bytes!("shader.frag.spv");
let fs_module = device.create_shader_module(fs_bytes);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] });
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::PipelineStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: wgpu::PipelineStageDescriptor {
module: &fs_module,
entry_point: "main",
},
rasterization_state: wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
},
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8Unorm,
color: wgpu::BlendDescriptor::REPLACE,
alpha: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWriteFlags::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
sample_count: 1,
});
use wgpu::winit::{
ElementState,
Event,
EventsLoop,
KeyboardInput,
VirtualKeyCode,
Window,
WindowEvent,
};
let mut events_loop = EventsLoop::new();
let window = Window::new(&events_loop).unwrap();
let size = window
.get_inner_size()
.unwrap()
.to_physical(window.get_hidpi_factor());
let surface = instance.create_surface(&window);
let mut swap_chain = device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8Unorm,
width: size.width.round() as u32,
height: size.height.round() as u32,
},
);
let mut running = true;
while running {
events_loop.poll_events(|event| match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(code),
state: ElementState::Pressed,
..
},
..
} => match code {
VirtualKeyCode::Escape => running = false,
_ => {}
},
WindowEvent::CloseRequested => running = false,
_ => {}
},
_ => {}
});
let frame = swap_chain.get_next_texture();
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color::GREEN,
}],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&render_pipeline);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.draw(0..3, 0..1);
}
device.get_queue().submit(&[encoder.finish()]);
}
}

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#version 450
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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#version 450
out gl_PerVertex {
vec4 gl_Position;
};
const vec2 positions[3] = vec2[3](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
}

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#version 450
void main() {
}

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#version 450
layout(location = 0) in ivec4 a_Pos;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
};
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
gl_Position = u_ViewProj * u_World * vec4(a_Pos);
// convert from -1,1 Z to 0,1
gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
}

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#version 450
const int MAX_LIGHTS = 10;
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
struct Light {
mat4 proj;
vec4 pos;
vec4 color;
};
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 0, binding = 1) uniform Lights {
Light u_Lights[MAX_LIGHTS];
};
layout(set = 0, binding = 2) uniform texture2DArray t_Shadow;
layout(set = 0, binding = 3) uniform samplerShadow s_Shadow;
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
vec3 normal = normalize(v_Normal);
vec3 ambient = vec3(0.05, 0.05, 0.05);
// accumulate color
vec3 color = ambient;
for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
Light light = u_Lights[i];
// project into the light space
vec4 light_local = light.proj * v_Position;
// compute texture coordinates for shadow lookup
light_local.xyw = (light_local.xyz/light_local.w + 1.0) / 2.0;
light_local.z = i;
// do the lookup, using HW PCF and comparison
float shadow = texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
// compute Lambertian diffuse term
vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
float diffuse = max(0.0, dot(normal, light_dir));
// add light contribution
color += shadow * diffuse * light.color.xyz;
}
// multiply the light by material color
o_Target = vec4(color, 1.0) * u_Color;
}

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#version 450
layout(location = 0) in ivec4 a_Pos;
layout(location = 1) in ivec4 a_Normal;
layout(location = 0) out vec3 v_Normal;
layout(location = 1) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
v_Position = u_World * vec4(a_Pos);
gl_Position = u_ViewProj * v_Position;
// convert from -1,1 Z to 0,1
gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
}

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use std::{
mem,
ops::Range,
rc::Rc,
};
#[path = "../framework.rs"]
mod framework;
#[derive(Clone, Copy)]
struct Vertex {
_pos: [i8; 4],
_normal: [i8; 4],
}
fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
Vertex {
_pos: [pos[0], pos[1], pos[2], 1],
_normal: [nor[0], nor[1], nor[2], 0],
}
}
fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
// top (0, 0, 1)
vertex([-1, -1, 1], [0, 0, 1]),
vertex([1, -1, 1], [0, 0, 1]),
vertex([1, 1, 1], [0, 0, 1]),
vertex([-1, 1, 1], [0, 0, 1]),
// bottom (0, 0, -1)
vertex([-1, 1, -1], [0, 0, -1]),
vertex([1, 1, -1], [0, 0, -1]),
vertex([1, -1, -1], [0, 0, -1]),
vertex([-1, -1, -1], [0, 0, -1]),
// right (1, 0, 0)
vertex([1, -1, -1], [1, 0, 0]),
vertex([1, 1, -1], [1, 0, 0]),
vertex([1, 1, 1], [1, 0, 0]),
vertex([1, -1, 1], [1, 0, 0]),
// left (-1, 0, 0)
vertex([-1, -1, 1], [-1, 0, 0]),
vertex([-1, 1, 1], [-1, 0, 0]),
vertex([-1, 1, -1], [-1, 0, 0]),
vertex([-1, -1, -1], [-1, 0, 0]),
// front (0, 1, 0)
vertex([1, 1, -1], [0, 1, 0]),
vertex([-1, 1, -1], [0, 1, 0]),
vertex([-1, 1, 1], [0, 1, 0]),
vertex([1, 1, 1], [0, 1, 0]),
// back (0, -1, 0)
vertex([1, -1, 1], [0, -1, 0]),
vertex([-1, -1, 1], [0, -1, 0]),
vertex([-1, -1, -1], [0, -1, 0]),
vertex([1, -1, -1], [0, -1, 0]),
];
let index_data: &[u16] = &[
0, 1, 2, 2, 3, 0, // top
4, 5, 6, 6, 7, 4, // bottom
8, 9, 10, 10, 11, 8, // right
12, 13, 14, 14, 15, 12, // left
16, 17, 18, 18, 19, 16, // front
20, 21, 22, 22, 23, 20, // back
];
(vertex_data.to_vec(), index_data.to_vec())
}
fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
vertex([size, -size, 0], [0, 0, 1]),
vertex([size, size, 0], [0, 0, 1]),
vertex([-size, -size, 0], [0, 0, 1]),
vertex([-size, size, 0], [0, 0, 1]),
];
let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
(vertex_data.to_vec(), index_data.to_vec())
}
struct Entity {
mx_world: cgmath::Matrix4<f32>,
rotation_speed: f32,
color: wgpu::Color,
vertex_buf: Rc<wgpu::Buffer>,
index_buf: Rc<wgpu::Buffer>,
index_count: usize,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
}
struct Light {
pos: cgmath::Point3<f32>,
color: wgpu::Color,
fov: f32,
depth: Range<f32>,
target_view: wgpu::TextureView,
}
#[repr(C)]
#[derive(Clone, Copy)]
struct LightRaw {
proj: [[f32; 4]; 4],
pos: [f32; 4],
color: [f32; 4],
}
impl Light {
fn to_raw(&self) -> LightRaw {
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
let mx_view = Matrix4::look_at(self.pos, Point3::origin(), -Vector3::unit_z());
let projection = PerspectiveFov {
fovy: Deg(self.fov).into(),
aspect: 1.0,
near: self.depth.start,
far: self.depth.end,
};
let mx_view_proj = cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
LightRaw {
proj: *mx_view_proj.as_ref(),
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
color: [self.color.r, self.color.g, self.color.b, 1.0],
}
}
}
#[repr(C)]
#[derive(Clone, Copy)]
struct ForwardUniforms {
proj: [[f32; 4]; 4],
num_lights: [u32; 4],
}
#[repr(C)]
#[derive(Clone, Copy)]
struct EntityUniforms {
model: cgmath::Matrix4<f32>,
color: [f32; 4],
}
#[repr(C)]
struct ShadowUniforms {
proj: [[f32; 4]; 4],
}
struct Pass {
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
}
struct Example {
entities: Vec<Entity>,
lights: Vec<Light>,
lights_are_dirty: bool,
shadow_pass: Pass,
forward_pass: Pass,
forward_depth: wgpu::TextureView,
light_uniform_buf: wgpu::Buffer,
}
impl Example {
const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::D32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
depth: 1,
};
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::D32Float;
fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
let mx_view = cgmath::Matrix4::look_at(
cgmath::Point3::new(3.0f32, -10.0, 6.0),
cgmath::Point3::new(0f32, 0.0, 0.0),
-cgmath::Vector3::unit_z(),
);
mx_projection * mx_view
}
}
impl framework::Example for Example {
fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self {
// Create the vertex and index buffers
let vertex_size = mem::size_of::<Vertex>();
let (cube_vertex_data, cube_index_data) = create_cube();
let cube_vertex_buf = Rc::new(
device
.create_buffer_mapped(cube_vertex_data.len(), wgpu::BufferUsageFlags::VERTEX)
.fill_from_slice(&cube_vertex_data),
);
let cube_index_buf = Rc::new(
device
.create_buffer_mapped(cube_index_data.len(), wgpu::BufferUsageFlags::INDEX)
.fill_from_slice(&cube_index_data),
);
let (plane_vertex_data, plane_index_data) = create_plane(7);
let plane_vertex_buf = device
.create_buffer_mapped(plane_vertex_data.len(), wgpu::BufferUsageFlags::VERTEX)
.fill_from_slice(&plane_vertex_data);
let plane_index_buf = device
.create_buffer_mapped(plane_index_data.len(), wgpu::BufferUsageFlags::INDEX)
.fill_from_slice(&plane_index_data);
let entity_uniform_size = mem::size_of::<EntityUniforms>() as u32;
let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
});
let local_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStageFlags::VERTEX | wgpu::ShaderStageFlags::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer,
}],
});
let mut entities = vec![{
use cgmath::SquareMatrix;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &plane_uniform_buf,
range: 0..entity_uniform_size,
},
}],
});
Entity {
mx_world: cgmath::Matrix4::identity(),
rotation_speed: 0.0,
color: wgpu::Color::WHITE,
vertex_buf: Rc::new(plane_vertex_buf),
index_buf: Rc::new(plane_index_buf),
index_count: plane_index_data.len(),
bind_group,
uniform_buf: plane_uniform_buf,
}
}];
struct CubeDesc {
offset: cgmath::Vector3<f32>,
angle: f32,
scale: f32,
rotation: f32,
}
let cube_descs = [
CubeDesc {
offset: cgmath::vec3(-2.0, -2.0, 2.0),
angle: 10.0,
scale: 0.7,
rotation: 1.0,
},
CubeDesc {
offset: cgmath::vec3(2.0, -2.0, 2.0),
angle: 50.0,
scale: 1.3,
rotation: 2.0,
},
CubeDesc {
offset: cgmath::vec3(-2.0, 2.0, 2.0),
angle: 140.0,
scale: 1.1,
rotation: 3.0,
},
CubeDesc {
offset: cgmath::vec3(2.0, 2.0, 2.0),
angle: 210.0,
scale: 0.9,
rotation: 4.0,
},
];
for cube in &cube_descs {
use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
let transform = Decomposed {
disp: cube.offset.clone(),
rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
scale: cube.scale,
};
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
});
entities.push(Entity {
mx_world: cgmath::Matrix4::from(transform),
rotation_speed: cube.rotation,
color: wgpu::Color::GREEN,
vertex_buf: Rc::clone(&cube_vertex_buf),
index_buf: Rc::clone(&cube_index_buf),
index_count: cube_index_data.len(),
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0..entity_uniform_size,
},
}],
}),
uniform_buf,
});
}
// Create other resources
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
r_address_mode: wgpu::AddressMode::ClampToEdge,
s_address_mode: wgpu::AddressMode::ClampToEdge,
t_address_mode: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
max_anisotropy: 0,
compare_function: wgpu::CompareFunction::LessEqual,
border_color: wgpu::BorderColor::TransparentBlack,
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
array_size: Self::MAX_LIGHTS as u32,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT | wgpu::TextureUsageFlags::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
let mut shadow_target_views = (0..2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
format: Self::SHADOW_FORMAT,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspectFlags::DEPTH,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_count: 1,
}))
})
.collect::<Vec<_>>();
let lights = vec![
Light {
pos: cgmath::Point3::new(7.0, -5.0, 10.0),
color: wgpu::Color {
r: 0.5,
g: 1.0,
b: 0.5,
a: 1.0,
},
fov: 60.0,
depth: 1.0..20.0,
target_view: shadow_target_views[0].take().unwrap(),
},
Light {
pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: 45.0,
depth: 1.0..20.0,
target_view: shadow_target_views[1].take().unwrap(),
},
];
let light_uniform_size = (Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as u32;
let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsageFlags::UNIFORM
| wgpu::BufferUsageFlags::TRANSFER_SRC
| wgpu::BufferUsageFlags::TRANSFER_DST,
});
let vb_desc = wgpu::VertexBufferDescriptor {
stride: vertex_size as u32,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
attribute_index: 0,
format: wgpu::VertexFormat::Char4,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
attribute_index: 1,
format: wgpu::VertexFormat::Char4,
offset: 4 * 1,
},
],
};
let shadow_pass = {
// Create pipeline layout
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStageFlags::VERTEX,
ty: wgpu::BindingType::UniformBuffer,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as u32;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0..uniform_size,
},
}],
});
// Create the render pipeline
let vs_bytes = framework::load_glsl(
include_str!("bake.vert"),
framework::ShaderStage::Vertex,
);
let fs_bytes = framework::load_glsl(
include_str!("bake.frag"),
framework::ShaderStage::Fragment,
);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::PipelineStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: wgpu::PipelineStageDescriptor {
module: &fs_module,
entry_point: "main",
},
rasterization_state: wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
},
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc.clone()],
sample_count: 1,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let forward_pass = {
// Create pipeline layout
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStageFlags::VERTEX
| wgpu::ShaderStageFlags::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer,
},
wgpu::BindGroupLayoutBinding {
binding: 1, // lights
visibility: wgpu::ShaderStageFlags::VERTEX
| wgpu::ShaderStageFlags::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer,
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStageFlags::FRAGMENT,
ty: wgpu::BindingType::SampledTexture,
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStageFlags::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let forward_uniforms = ForwardUniforms {
proj: *mx_total.as_ref(),
num_lights: [lights.len() as u32, 0, 0, 0],
};
let uniform_size = mem::size_of::<ForwardUniforms>() as u32;
let uniform_buf = device
.create_buffer_mapped(
1,
wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
)
.fill_from_slice(&[forward_uniforms]);
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0..uniform_size,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &light_uniform_buf,
range: 0..light_uniform_size,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(&shadow_view),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
},
],
});
// Create the render pipeline
let vs_bytes = framework::load_glsl(
include_str!("forward.vert"),
framework::ShaderStage::Vertex,
);
let fs_bytes = framework::load_glsl(
include_str!("forward.frag"),
framework::ShaderStage::Fragment,
);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::PipelineStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: wgpu::PipelineStageDescriptor {
module: &fs_module,
entry_point: "main",
},
rasterization_state: wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
},
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color: wgpu::BlendDescriptor::REPLACE,
alpha: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWriteFlags::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc],
sample_count: 1,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
array_size: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT,
});
Example {
entities,
lights,
lights_are_dirty: true,
shadow_pass,
forward_pass,
forward_depth: depth_texture.create_default_view(),
light_uniform_buf,
}
}
fn update(&mut self, _event: wgpu::winit::WindowEvent) {
//empty
}
fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) {
{
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let mx_ref: &[f32; 16] = mx_total.as_ref();
let temp_buf = device
.create_buffer_mapped(16, wgpu::BufferUsageFlags::TRANSFER_SRC)
.fill_from_slice(mx_ref);
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.uniform_buf, 0, 64);
device.get_queue().submit(&[encoder.finish()]);
}
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
array_size: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT,
});
self.forward_depth = depth_texture.create_default_view();
}
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
{
let size = mem::size_of::<EntityUniforms>() as u32;
let temp_buf_data = device
.create_buffer_mapped(self.entities.len(), wgpu::BufferUsageFlags::TRANSFER_SRC);
for (i, entity) in self.entities.iter_mut().enumerate() {
if entity.rotation_speed != 0.0 {
let rotation =
cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
entity.mx_world = entity.mx_world * rotation;
}
temp_buf_data.data[i] = EntityUniforms {
model: entity.mx_world.clone(),
color: [
entity.color.r,
entity.color.g,
entity.color.b,
entity.color.a,
],
};
}
let temp_buf = temp_buf_data.finish();
for (i, entity) in self.entities.iter().enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
i as u32 * size,
&entity.uniform_buf,
0,
size,
);
}
}
if self.lights_are_dirty {
self.lights_are_dirty = false;
let size = (self.lights.len() * mem::size_of::<LightRaw>()) as u32;
let temp_buf_data = device
.create_buffer_mapped(self.lights.len(), wgpu::BufferUsageFlags::TRANSFER_SRC);
for (i, light) in self.lights.iter().enumerate() {
temp_buf_data.data[i] = light.to_raw();
}
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&self.light_uniform_buf,
0,
size,
);
}
for (i, light) in self.lights.iter().enumerate() {
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
encoder.copy_buffer_to_buffer(
&self.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as u32,
&self.shadow_pass.uniform_buf,
0,
64,
);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &light.target_view,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.shadow_pass.pipeline);
pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(&entity.index_buf, 0);
pass.set_vertex_buffers(&[(&entity.vertex_buf, 0)]);
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
}
}
// forward pass
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.forward_depth,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.forward_pass.pipeline);
pass.set_bind_group(0, &self.forward_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(&entity.index_buf, 0);
pass.set_vertex_buffers(&[(&entity.vertex_buf, 0)]);
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
}
}
device.get_queue().submit(&[encoder.finish()]);
}
}
fn main() {
framework::run::<Example>("shadow");
}

3
wgpu/rustfmt.toml Normal file
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@@ -0,0 +1,3 @@
imports_layout = "HorizontalVertical"
newline_style = "Native"
spaces_around_ranges = true

965
wgpu/src/lib.rs Normal file
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@@ -0,0 +1,965 @@
use arrayvec::ArrayVec;
use std::ffi::CString;
use std::ops::Range;
use std::ptr;
use std::slice;
pub use wgn::winit;
pub use wgn::{
AdapterDescriptor,
AddressMode,
BindGroupLayoutBinding,
BindingType,
BlendDescriptor,
BlendFactor,
BlendOperation,
BorderColor,
BufferDescriptor,
BufferMapAsyncStatus,
BufferUsageFlags,
Color,
ColorStateDescriptor,
ColorWriteFlags,
CommandEncoderDescriptor,
CompareFunction,
CullMode,
DepthStencilStateDescriptor,
DeviceDescriptor,
Extensions,
Extent3d,
FilterMode,
FrontFace,
IndexFormat,
InputStepMode,
LoadOp,
Origin3d,
PowerPreference,
PrimitiveTopology,
RasterizationStateDescriptor,
RenderPassColorAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor,
SamplerDescriptor,
ShaderAttributeIndex,
ShaderModuleDescriptor,
ShaderStageFlags,
StencilOperation,
StencilStateFaceDescriptor,
StoreOp,
SwapChainDescriptor,
TextureAspectFlags,
TextureDescriptor,
TextureDimension,
TextureFormat,
TextureUsageFlags,
TextureViewDescriptor,
TextureViewDimension,
VertexAttributeDescriptor,
VertexFormat,
};
//TODO: avoid heap allocating vectors during resource creation.
#[derive(Default)]
struct Temp {
//bind_group_descriptors: Vec<wgn::BindGroupDescriptor>,
//vertex_buffers: Vec<wgn::VertexBufferDescriptor>,
command_buffers: Vec<wgn::CommandBufferId>,
}
pub struct Instance {
id: wgn::InstanceId,
}
pub struct Adapter {
id: wgn::AdapterId,
}
pub struct Device {
id: wgn::DeviceId,
temp: Temp,
}
pub struct Buffer {
id: wgn::BufferId,
}
pub struct Texture {
id: wgn::TextureId,
owned: bool,
}
pub struct TextureView {
id: wgn::TextureViewId,
owned: bool,
}
pub struct Sampler {
id: wgn::SamplerId,
}
pub struct Surface {
id: wgn::SurfaceId,
}
pub struct SwapChain {
id: wgn::SwapChainId,
}
pub struct BindGroupLayout {
id: wgn::BindGroupLayoutId,
}
pub struct BindGroup {
id: wgn::BindGroupId,
}
impl Drop for BindGroup {
fn drop(&mut self) {
wgn::wgpu_bind_group_destroy(self.id);
}
}
pub struct ShaderModule {
id: wgn::ShaderModuleId,
}
pub struct PipelineLayout {
id: wgn::PipelineLayoutId,
}
pub struct RenderPipeline {
id: wgn::RenderPipelineId,
}
pub struct ComputePipeline {
id: wgn::ComputePipelineId,
}
pub struct CommandBuffer {
id: wgn::CommandBufferId,
}
pub struct CommandEncoder {
id: wgn::CommandEncoderId,
}
pub struct RenderPass<'a> {
id: wgn::RenderPassId,
_parent: &'a mut CommandEncoder,
}
pub struct ComputePass<'a> {
id: wgn::ComputePassId,
_parent: &'a mut CommandEncoder,
}
pub struct Queue<'a> {
id: wgn::QueueId,
temp: &'a mut Temp,
}
pub enum BindingResource<'a> {
Buffer {
buffer: &'a Buffer,
range: Range<u32>,
},
Sampler(&'a Sampler),
TextureView(&'a TextureView),
}
pub struct Binding<'a> {
pub binding: u32,
pub resource: BindingResource<'a>,
}
pub struct BindGroupLayoutDescriptor<'a> {
pub bindings: &'a [BindGroupLayoutBinding],
}
pub struct BindGroupDescriptor<'a> {
pub layout: &'a BindGroupLayout,
pub bindings: &'a [Binding<'a>],
}
pub struct PipelineLayoutDescriptor<'a> {
pub bind_group_layouts: &'a [&'a BindGroupLayout],
}
pub struct PipelineStageDescriptor<'a> {
pub module: &'a ShaderModule,
pub entry_point: &'a str,
}
#[derive(Clone, Debug)]
pub struct VertexBufferDescriptor<'a> {
pub stride: u32,
pub step_mode: InputStepMode,
pub attributes: &'a [VertexAttributeDescriptor],
}
pub struct RenderPipelineDescriptor<'a> {
pub layout: &'a PipelineLayout,
pub vertex_stage: PipelineStageDescriptor<'a>,
pub fragment_stage: PipelineStageDescriptor<'a>,
pub rasterization_state: RasterizationStateDescriptor,
pub primitive_topology: PrimitiveTopology,
pub color_states: &'a [ColorStateDescriptor],
pub depth_stencil_state: Option<DepthStencilStateDescriptor>,
pub index_format: IndexFormat,
pub vertex_buffers: &'a [VertexBufferDescriptor<'a>],
pub sample_count: u32,
}
pub struct ComputePipelineDescriptor<'a> {
pub layout: &'a PipelineLayout,
pub compute_stage: PipelineStageDescriptor<'a>,
}
pub struct RenderPassDescriptor<'a> {
pub color_attachments: &'a [RenderPassColorAttachmentDescriptor<&'a TextureView>],
pub depth_stencil_attachment:
Option<RenderPassDepthStencilAttachmentDescriptor<&'a TextureView>>,
}
pub struct SwapChainOutput<'a> {
pub texture: Texture,
pub view: TextureView,
swap_chain_id: &'a wgn::SwapChainId,
}
pub struct BufferCopyView<'a> {
pub buffer: &'a Buffer,
pub offset: u32,
pub row_pitch: u32,
pub image_height: u32,
}
impl<'a> BufferCopyView<'a> {
fn into_native(self) -> wgn::BufferCopyView {
wgn::BufferCopyView {
buffer: self.buffer.id,
offset: self.offset,
row_pitch: self.row_pitch,
image_height: self.image_height,
}
}
}
pub struct TextureCopyView<'a> {
pub texture: &'a Texture,
pub level: u32,
pub slice: u32,
pub origin: Origin3d,
}
impl<'a> TextureCopyView<'a> {
fn into_native(self) -> wgn::TextureCopyView {
wgn::TextureCopyView {
texture: self.texture.id,
level: self.level,
slice: self.slice,
origin: self.origin,
}
}
}
pub struct CreateBufferMapped<'a, T> {
id: wgn::BufferId,
pub data: &'a mut [T],
}
impl<'a, T> CreateBufferMapped<'a, T>
where
T: Copy,
{
pub fn fill_from_slice(self, slice: &[T]) -> Buffer {
self.data.copy_from_slice(slice);
self.finish()
}
pub fn finish(self) -> Buffer {
wgn::wgpu_buffer_unmap(self.id);
Buffer { id: self.id }
}
}
impl Instance {
pub fn new() -> Self {
Instance {
id: wgn::wgpu_create_instance(),
}
}
pub fn get_adapter(&self, desc: &AdapterDescriptor) -> Adapter {
Adapter {
id: wgn::wgpu_instance_get_adapter(self.id, desc),
}
}
pub fn create_surface(&self, window: &winit::Window) -> Surface {
Surface {
id: wgn::wgpu_instance_create_surface_from_winit(self.id, window),
}
}
#[cfg(feature = "metal")]
pub fn create_surface_with_metal_layer(&self, window: *mut std::ffi::c_void) -> Surface {
Surface {
id: wgn::wgpu_instance_create_surface_from_macos_layer(self.id, window),
}
}
}
impl Adapter {
pub fn create_device(&self, desc: &DeviceDescriptor) -> Device {
Device {
id: wgn::wgpu_adapter_create_device(self.id, desc),
temp: Temp::default(),
}
}
}
impl Device {
/// Check for resource cleanups and mapping callbacks.
pub fn poll(&self, force_wait: bool) {
wgn::wgpu_device_poll(self.id, force_wait);
}
pub fn create_shader_module(&self, spv: &[u8]) -> ShaderModule {
let desc = wgn::ShaderModuleDescriptor {
code: wgn::ByteArray {
bytes: spv.as_ptr(),
length: spv.len(),
},
};
ShaderModule {
id: wgn::wgpu_device_create_shader_module(self.id, &desc),
}
}
pub fn get_queue(&mut self) -> Queue {
Queue {
id: wgn::wgpu_device_get_queue(self.id),
temp: &mut self.temp,
}
}
pub fn create_command_encoder(&self, desc: &CommandEncoderDescriptor) -> CommandEncoder {
CommandEncoder {
id: wgn::wgpu_device_create_command_encoder(self.id, desc),
}
}
pub fn create_bind_group(&self, desc: &BindGroupDescriptor) -> BindGroup {
let bindings = desc
.bindings
.into_iter()
.map(|binding| wgn::Binding {
binding: binding.binding,
resource: match binding.resource {
BindingResource::Buffer {
ref buffer,
ref range,
} => wgn::BindingResource::Buffer(wgn::BufferBinding {
buffer: buffer.id,
offset: range.start,
size: range.end - range.start,
}),
BindingResource::Sampler(ref sampler) => {
wgn::BindingResource::Sampler(sampler.id)
}
BindingResource::TextureView(ref texture_view) => {
wgn::BindingResource::TextureView(texture_view.id)
}
},
})
.collect::<Vec<_>>();
BindGroup {
id: wgn::wgpu_device_create_bind_group(
self.id,
&wgn::BindGroupDescriptor {
layout: desc.layout.id,
bindings: bindings.as_ptr(),
bindings_length: bindings.len(),
},
),
}
}
pub fn create_bind_group_layout(&self, desc: &BindGroupLayoutDescriptor) -> BindGroupLayout {
BindGroupLayout {
id: wgn::wgpu_device_create_bind_group_layout(
self.id,
&wgn::BindGroupLayoutDescriptor {
bindings: desc.bindings.as_ptr(),
bindings_length: desc.bindings.len(),
},
),
}
}
pub fn create_pipeline_layout(&self, desc: &PipelineLayoutDescriptor) -> PipelineLayout {
//TODO: avoid allocation here
let temp_layouts = desc
.bind_group_layouts
.iter()
.map(|bgl| bgl.id)
.collect::<Vec<_>>();
PipelineLayout {
id: wgn::wgpu_device_create_pipeline_layout(
self.id,
&wgn::PipelineLayoutDescriptor {
bind_group_layouts: temp_layouts.as_ptr(),
bind_group_layouts_length: temp_layouts.len(),
},
),
}
}
pub fn create_render_pipeline(&self, desc: &RenderPipelineDescriptor) -> RenderPipeline {
let vertex_entry_point = CString::new(desc.vertex_stage.entry_point).unwrap();
let fragment_entry_point = CString::new(desc.fragment_stage.entry_point).unwrap();
let temp_color_states = desc.color_states.to_vec();
let temp_vertex_buffers = desc
.vertex_buffers
.iter()
.map(|vbuf| wgn::VertexBufferDescriptor {
stride: vbuf.stride,
step_mode: vbuf.step_mode,
attributes: vbuf.attributes.as_ptr(),
attributes_count: vbuf.attributes.len(),
})
.collect::<Vec<_>>();
RenderPipeline {
id: wgn::wgpu_device_create_render_pipeline(
self.id,
&wgn::RenderPipelineDescriptor {
layout: desc.layout.id,
vertex_stage: wgn::PipelineStageDescriptor {
module: desc.vertex_stage.module.id,
entry_point: vertex_entry_point.as_ptr(),
},
fragment_stage: wgn::PipelineStageDescriptor {
module: desc.fragment_stage.module.id,
entry_point: fragment_entry_point.as_ptr(),
},
rasterization_state: desc.rasterization_state.clone(),
primitive_topology: desc.primitive_topology,
color_states: temp_color_states.as_ptr(),
color_states_length: temp_color_states.len(),
depth_stencil_state: desc
.depth_stencil_state
.as_ref()
.map_or(ptr::null(), |p| p as *const _),
vertex_buffer_state: wgn::VertexBufferStateDescriptor {
index_format: desc.index_format,
vertex_buffers: temp_vertex_buffers.as_ptr(),
vertex_buffers_count: temp_vertex_buffers.len(),
},
sample_count: desc.sample_count,
},
),
}
}
pub fn create_compute_pipeline(&self, desc: &ComputePipelineDescriptor) -> ComputePipeline {
let entry_point = CString::new(desc.compute_stage.entry_point).unwrap();
ComputePipeline {
id: wgn::wgpu_device_create_compute_pipeline(
self.id,
&wgn::ComputePipelineDescriptor {
layout: desc.layout.id,
compute_stage: wgn::PipelineStageDescriptor {
module: desc.compute_stage.module.id,
entry_point: entry_point.as_ptr(),
},
},
),
}
}
pub fn create_buffer(&self, desc: &BufferDescriptor) -> Buffer {
Buffer {
id: wgn::wgpu_device_create_buffer(self.id, desc),
}
}
pub fn create_buffer_mapped<'a, T>(
&self,
count: usize,
usage: BufferUsageFlags,
) -> CreateBufferMapped<'a, T>
where
T: 'static + Copy,
{
let type_size = std::mem::size_of::<T>() as u32;
assert_ne!(type_size, 0);
let desc = BufferDescriptor {
size: (type_size * count as u32).max(1),
usage,
};
let mut ptr: *mut u8 = std::ptr::null_mut();
let id = wgn::wgpu_device_create_buffer_mapped(self.id, &desc, &mut ptr as *mut *mut u8);
let data = unsafe { std::slice::from_raw_parts_mut(ptr as *mut T, count) };
CreateBufferMapped { id, data }
}
pub fn create_texture(&self, desc: &TextureDescriptor) -> Texture {
Texture {
id: wgn::wgpu_device_create_texture(self.id, desc),
owned: true,
}
}
pub fn create_sampler(&self, desc: &SamplerDescriptor) -> Sampler {
Sampler {
id: wgn::wgpu_device_create_sampler(self.id, desc),
}
}
pub fn create_swap_chain(&self, surface: &Surface, desc: &SwapChainDescriptor) -> SwapChain {
SwapChain {
id: wgn::wgpu_device_create_swap_chain(self.id, surface.id, desc),
}
}
}
impl Drop for Device {
fn drop(&mut self) {
wgn::wgpu_device_poll(self.id, true);
//TODO: make this work in general
#[cfg(feature = "metal-auto-capture")]
wgn::wgpu_device_destroy(self.id);
}
}
pub struct BufferAsyncMapping<T> {
pub data: T,
buffer_id: wgn::BufferId,
}
//TODO: proper error type
pub type BufferMapAsyncResult<T> = Result<BufferAsyncMapping<T>, ()>;
impl<T> Drop for BufferAsyncMapping<T> {
fn drop(&mut self) {
wgn::wgpu_buffer_unmap(self.buffer_id);
}
}
struct BufferMapReadAsyncUserData<T, F>
where
F: FnOnce(BufferMapAsyncResult<&[T]>),
{
size: u32,
callback: F,
buffer_id: wgn::BufferId,
phantom: std::marker::PhantomData<T>,
}
struct BufferMapWriteAsyncUserData<T, F>
where
F: FnOnce(BufferMapAsyncResult<&mut [T]>),
{
size: u32,
callback: F,
buffer_id: wgn::BufferId,
phantom: std::marker::PhantomData<T>,
}
impl Buffer {
pub fn map_read_async<T, F>(&self, start: u32, size: u32, callback: F)
where
T: 'static + Copy,
F: FnOnce(BufferMapAsyncResult<&[T]>) + 'static,
{
let type_size = std::mem::size_of::<T>() as u32;
assert_ne!(type_size, 0);
assert_eq!(size % type_size, 0);
extern "C" fn buffer_map_read_callback_wrapper<T, F>(
status: wgn::BufferMapAsyncStatus,
data: *const u8,
user_data: *mut u8,
) where
F: FnOnce(BufferMapAsyncResult<&[T]>),
{
let user_data =
unsafe { Box::from_raw(user_data as *mut BufferMapReadAsyncUserData<T, F>) };
let data = unsafe {
slice::from_raw_parts(
data as *const T,
user_data.size as usize / std::mem::size_of::<T>(),
)
};
if let wgn::BufferMapAsyncStatus::Success = status {
(user_data.callback)(Ok(BufferAsyncMapping {
data,
buffer_id: user_data.buffer_id,
}));
} else {
(user_data.callback)(Err(()))
}
}
let user_data = Box::new(BufferMapReadAsyncUserData {
size,
callback,
buffer_id: self.id,
phantom: std::marker::PhantomData,
});
wgn::wgpu_buffer_map_read_async(
self.id,
start,
size,
buffer_map_read_callback_wrapper::<T, F>,
Box::into_raw(user_data) as *mut u8,
);
}
pub fn map_write_async<T, F>(&self, start: u32, size: u32, callback: F)
where
T: 'static + Copy,
F: FnOnce(BufferMapAsyncResult<&mut [T]>) + 'static,
{
let type_size = std::mem::size_of::<T>() as u32;
assert_ne!(type_size, 0);
assert_eq!(size % type_size, 0);
extern "C" fn buffer_map_write_callback_wrapper<T, F>(
status: wgn::BufferMapAsyncStatus,
data: *mut u8,
user_data: *mut u8,
) where
F: FnOnce(BufferMapAsyncResult<&mut [T]>),
{
let user_data =
unsafe { Box::from_raw(user_data as *mut BufferMapWriteAsyncUserData<T, F>) };
let data = unsafe {
slice::from_raw_parts_mut(
data as *mut T,
user_data.size as usize / std::mem::size_of::<T>(),
)
};
if let wgn::BufferMapAsyncStatus::Success = status {
(user_data.callback)(Ok(BufferAsyncMapping {
data,
buffer_id: user_data.buffer_id,
}));
} else {
(user_data.callback)(Err(()))
}
}
let user_data = Box::new(BufferMapWriteAsyncUserData {
size,
callback,
buffer_id: self.id,
phantom: std::marker::PhantomData,
});
wgn::wgpu_buffer_map_write_async(
self.id,
start,
size,
buffer_map_write_callback_wrapper::<T, F>,
Box::into_raw(user_data) as *mut u8,
);
}
pub fn unmap(&self) {
wgn::wgpu_buffer_unmap(self.id);
}
}
impl Drop for Buffer {
fn drop(&mut self) {
wgn::wgpu_buffer_destroy(self.id);
}
}
impl Texture {
pub fn create_view(&self, desc: &TextureViewDescriptor) -> TextureView {
TextureView {
id: wgn::wgpu_texture_create_view(self.id, desc),
owned: true,
}
}
pub fn create_default_view(&self) -> TextureView {
TextureView {
id: wgn::wgpu_texture_create_default_view(self.id),
owned: true,
}
}
}
impl Drop for Texture {
fn drop(&mut self) {
if self.owned {
wgn::wgpu_texture_destroy(self.id);
}
}
}
impl Drop for TextureView {
fn drop(&mut self) {
if self.owned {
wgn::wgpu_texture_view_destroy(self.id);
}
}
}
impl CommandEncoder {
pub fn finish(self) -> CommandBuffer {
CommandBuffer {
id: wgn::wgpu_command_encoder_finish(self.id),
}
}
pub fn begin_render_pass(&mut self, desc: &RenderPassDescriptor) -> RenderPass {
let colors = desc
.color_attachments
.iter()
.map(|ca| RenderPassColorAttachmentDescriptor {
attachment: ca.attachment.id,
load_op: ca.load_op,
store_op: ca.store_op,
clear_color: ca.clear_color,
})
.collect::<ArrayVec<[_; 4]>>();
let depth_stencil = desc.depth_stencil_attachment.as_ref().map(|dsa| {
RenderPassDepthStencilAttachmentDescriptor {
attachment: dsa.attachment.id,
depth_load_op: dsa.depth_load_op,
depth_store_op: dsa.depth_store_op,
clear_depth: dsa.clear_depth,
stencil_load_op: dsa.stencil_load_op,
stencil_store_op: dsa.stencil_store_op,
clear_stencil: dsa.clear_stencil,
}
});
RenderPass {
id: wgn::wgpu_command_encoder_begin_render_pass(
self.id,
wgn::RenderPassDescriptor {
color_attachments: colors.as_ptr(),
color_attachments_length: colors.len(),
depth_stencil_attachment: depth_stencil
.as_ref()
.map(|at| at as *const _)
.unwrap_or(ptr::null()),
},
),
_parent: self,
}
}
pub fn begin_compute_pass(&mut self) -> ComputePass {
ComputePass {
id: wgn::wgpu_command_encoder_begin_compute_pass(self.id),
_parent: self,
}
}
pub fn copy_buffer_to_buffer(
&mut self,
source: &Buffer,
source_offset: u32,
destination: &Buffer,
destination_offset: u32,
copy_size: u32,
) {
wgn::wgpu_command_buffer_copy_buffer_to_buffer(
self.id,
source.id,
source_offset,
destination.id,
destination_offset,
copy_size,
);
}
pub fn copy_buffer_to_texture(
&mut self,
source: BufferCopyView,
destination: TextureCopyView,
copy_size: Extent3d,
) {
wgn::wgpu_command_buffer_copy_buffer_to_texture(
self.id,
&source.into_native(),
&destination.into_native(),
copy_size,
);
}
pub fn copy_texture_to_buffer(
&mut self,
source: TextureCopyView,
destination: BufferCopyView,
copy_size: Extent3d,
) {
wgn::wgpu_command_buffer_copy_texture_to_buffer(
self.id,
&source.into_native(),
&destination.into_native(),
copy_size,
);
}
pub fn copy_texture_to_texture(
&mut self,
source: TextureCopyView,
destination: TextureCopyView,
copy_size: Extent3d,
) {
wgn::wgpu_command_buffer_copy_texture_to_texture(
self.id,
&source.into_native(),
&destination.into_native(),
copy_size,
);
}
}
impl<'a> RenderPass<'a> {
pub fn set_bind_group(&mut self, index: u32, bind_group: &BindGroup, offsets: &[u32]) {
wgn::wgpu_render_pass_set_bind_group(
self.id,
index,
bind_group.id,
offsets.as_ptr(),
offsets.len(),
);
}
pub fn set_pipeline(&mut self, pipeline: &RenderPipeline) {
wgn::wgpu_render_pass_set_pipeline(self.id, pipeline.id);
}
pub fn set_blend_color(&mut self, color: Color) {
wgn::wgpu_render_pass_set_blend_color(self.id, &color);
}
pub fn set_index_buffer(&mut self, buffer: &Buffer, offset: u32) {
wgn::wgpu_render_pass_set_index_buffer(self.id, buffer.id, offset);
}
pub fn set_vertex_buffers(&mut self, buffer_pairs: &[(&Buffer, u32)]) {
let mut buffers = Vec::new();
let mut offsets = Vec::new();
for &(buffer, offset) in buffer_pairs {
buffers.push(buffer.id);
offsets.push(offset);
}
wgn::wgpu_render_pass_set_vertex_buffers(
self.id,
buffers.as_ptr(),
offsets.as_ptr(),
buffer_pairs.len(),
);
}
pub fn set_scissor_rect(&mut self, x: u32, y: u32, w: u32, h: u32) {
wgn::wgpu_render_pass_set_scissor_rect(self.id, x, y, w, h)
}
pub fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>) {
wgn::wgpu_render_pass_draw(
self.id,
vertices.end - vertices.start,
instances.end - instances.start,
vertices.start,
instances.start,
);
}
pub fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>) {
wgn::wgpu_render_pass_draw_indexed(
self.id,
indices.end - indices.start,
instances.end - instances.start,
indices.start,
base_vertex,
instances.start,
);
}
}
impl<'a> Drop for RenderPass<'a> {
fn drop(&mut self) {
wgn::wgpu_render_pass_end_pass(self.id);
}
}
impl<'a> ComputePass<'a> {
pub fn set_bind_group(&mut self, index: u32, bind_group: &BindGroup, offsets: &[u32]) {
wgn::wgpu_compute_pass_set_bind_group(
self.id,
index,
bind_group.id,
offsets.as_ptr(),
offsets.len(),
);
}
pub fn set_pipeline(&mut self, pipeline: &ComputePipeline) {
wgn::wgpu_compute_pass_set_pipeline(self.id, pipeline.id);
}
pub fn dispatch(&mut self, x: u32, y: u32, z: u32) {
wgn::wgpu_compute_pass_dispatch(self.id, x, y, z);
}
}
impl<'a> Drop for ComputePass<'a> {
fn drop(&mut self) {
wgn::wgpu_compute_pass_end_pass(self.id);
}
}
impl<'a> Queue<'a> {
pub fn submit(&mut self, command_buffers: &[CommandBuffer]) {
self.temp.command_buffers.clear();
self.temp
.command_buffers
.extend(command_buffers.iter().map(|cb| cb.id));
wgn::wgpu_queue_submit(
self.id,
self.temp.command_buffers.as_ptr(),
command_buffers.len(),
);
}
}
impl<'a> Drop for SwapChainOutput<'a> {
fn drop(&mut self) {
wgn::wgpu_swap_chain_present(*self.swap_chain_id);
}
}
impl SwapChain {
pub fn get_next_texture(&mut self) -> SwapChainOutput {
let output = wgn::wgpu_swap_chain_get_next_texture(self.id);
SwapChainOutput {
texture: Texture {
id: output.texture_id,
owned: false,
},
view: TextureView {
id: output.view_id,
owned: false,
},
swap_chain_id: &self.id,
}
}
}

View File

@@ -0,0 +1,100 @@
#[test]
#[cfg(any(feature = "vulkan", feature = "metal", feature = "dx12"))]
fn multithreaded_compute() {
use std::thread;
use std::time::Duration;
use std::sync::mpsc;
let thread_count = 8;
let (tx, rx) = mpsc::channel();
for _ in 0..thread_count {
let tx = tx.clone();
thread::spawn(move || {
let numbers = vec!(100, 100, 100);
let size = (numbers.len() * std::mem::size_of::<u32>()) as u32;
let instance = wgpu::Instance::new();
let adapter = instance.get_adapter(&wgpu::AdapterDescriptor {
power_preference: wgpu::PowerPreference::Default,
});
let mut device = adapter.create_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
});
let cs_bytes = include_bytes!("../examples/hello_compute/shader.comp.spv");
let cs_module = device.create_shader_module(cs_bytes);
let staging_buffer = device
.create_buffer_mapped(
numbers.len(),
wgpu::BufferUsageFlags::MAP_READ
| wgpu::BufferUsageFlags::TRANSFER_DST
| wgpu::BufferUsageFlags::TRANSFER_SRC,
)
.fill_from_slice(&numbers);
let storage_buffer = device.create_buffer(&wgpu::BufferDescriptor {
size,
usage: wgpu::BufferUsageFlags::STORAGE
| wgpu::BufferUsageFlags::TRANSFER_DST
| wgpu::BufferUsageFlags::TRANSFER_SRC,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStageFlags::COMPUTE,
ty: wgpu::BindingType::StorageBuffer,
}],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &storage_buffer,
range: 0..size,
},
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
layout: &pipeline_layout,
compute_stage: wgpu::PipelineStageDescriptor {
module: &cs_module,
entry_point: "main",
},
});
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&staging_buffer, 0, &storage_buffer, 0, size);
{
let mut cpass = encoder.begin_compute_pass();
cpass.set_pipeline(&compute_pipeline);
cpass.set_bind_group(0, &bind_group, &[]);
cpass.dispatch(numbers.len() as u32, 1, 1);
}
encoder.copy_buffer_to_buffer(&storage_buffer, 0, &staging_buffer, 0, size);
device.get_queue().submit(&[encoder.finish()]);
staging_buffer.map_read_async(0, size, |result: wgpu::BufferMapAsyncResult<&[u32]>| {
assert_eq!(result.unwrap().data, [25, 25, 25]);
});
tx.send(true).unwrap();
});
}
for _ in 0..thread_count {
rx.recv_timeout(Duration::from_secs(10)).expect("A thread never completed.");
}
}