use winit::{ event::*, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}, }; use wgpu::util::DeviceExt; use winit::event_loop::EventLoopBuilder; use winit::platform::windows::EventLoopBuilderExtWindows; use librashader_presets::ShaderPreset; use librashader_runtime_wgpu::FilterChainWGPU; #[cfg(target_arch = "wasm32")] use wasm_bindgen::prelude::*; #[repr(C)] #[derive(Clone, Copy, Debug, bytemuck::Pod, bytemuck::Zeroable)] struct Vertex { position: [f32; 3], color: [f32; 3], } impl Vertex { fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, wgpu::VertexAttribute { offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, shader_location: 1, format: wgpu::VertexFormat::Float32x3, }, ] } } } const VERTICES: &[Vertex] = &[ Vertex { // top position: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0], }, Vertex { // bottom left position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0], }, Vertex { // bottom right position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0], }, ]; struct State { surface: wgpu::Surface, device: wgpu::Device, queue: wgpu::Queue, config: wgpu::SurfaceConfiguration, size: winit::dpi::PhysicalSize, clear_color: wgpu::Color, render_pipeline: wgpu::RenderPipeline, vertex_buffer: wgpu::Buffer, num_vertices: u32, chain: FilterChainWGPU } impl State { async fn new(window: &Window) -> Self { let size = window.inner_size(); let instance = wgpu::Instance::default(); let surface = unsafe { instance.create_surface(window).unwrap() }; // NOTE: could be none, see: https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/#state-new let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }) .await .unwrap(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { features: wgpu::Features::PUSH_CONSTANTS | wgpu::Features::SPIRV_SHADER_PASSTHROUGH, limits: wgpu::Limits::default(), label: None, }, None, ) .await .unwrap(); let swapchain_capabilities = surface.get_capabilities(&adapter); let swapchain_format = swapchain_capabilities.formats[0]; let mut config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: swapchain_format, width: size.width, height: size.height, present_mode: wgpu::PresentMode::Fifo, alpha_mode: swapchain_capabilities.alpha_modes[0], view_formats: vec![], }; let preset = ShaderPreset::try_parse("../test/shaders_slang/crt/crt-royale.slangp").unwrap(); let chain = FilterChainWGPU::load_from_preset_deferred(&device, preset).unwrap(); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("../shader/triangle.wgsl").into()), }); let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[], push_constant_ranges: &[], }); let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Render Pipeline"), layout: Some(&render_pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_main", buffers: &[ Vertex::desc(), ], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_main", targets: &[Some(wgpu::ColorTargetState { format: config.format, blend: Some(wgpu::BlendState::REPLACE), write_mask: wgpu::ColorWrites::ALL, })], }), primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, strip_index_format: None, front_face: wgpu::FrontFace::Ccw, cull_mode: Some(wgpu::Face::Back), polygon_mode: wgpu::PolygonMode::Fill, unclipped_depth: false, conservative: false, }, depth_stencil: None, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, }); let vertex_buffer = device.create_buffer_init( &wgpu::util::BufferInitDescriptor { label: Some("Vertex Buffer"), contents: bytemuck::cast_slice(VERTICES), usage: wgpu::BufferUsages::VERTEX, }, ); let clear_color = wgpu::Color { r: 0.1, g: 0.2, b: 0.3, a: 1.0, }; let num_vertices = VERTICES.len() as u32; Self { surface, device, queue, config, size, clear_color, render_pipeline, vertex_buffer, num_vertices, chain } } fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { if new_size.width > 0 && new_size.height > 0 { self.size = new_size; self.config.width = new_size.width; self.config.height = new_size.height; self.surface.configure(&self.device, &self.config); } } fn input(&mut self, event: &WindowEvent) -> bool { false } fn update(&mut self) {} fn render(&mut self) -> Result<(), wgpu::SurfaceError> { let output = self.surface.get_current_texture()?; let view = output .texture .create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = self .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"), }); { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(self.clear_color), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.draw(0..self.num_vertices, 0..1); } self.queue.submit(std::iter::once(encoder.finish())); output.present(); Ok(()) } } pub fn run() { env_logger::init(); let event_loop = EventLoopBuilder::new() .with_any_thread(true) .with_dpi_aware(true) .build(); let window = WindowBuilder::new().build(&event_loop).unwrap(); pollster::block_on(async { let mut state = State::new(&window).await; event_loop.run(move |event, _, control_flow| { match event { Event::WindowEvent { ref event, window_id, } if window_id == window.id() => { if !state.input(event) { // UPDATED! match event { WindowEvent::CloseRequested | WindowEvent::KeyboardInput { input: KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. }, .. } => *control_flow = ControlFlow::Exit, WindowEvent::Resized(physical_size) => { state.resize(*physical_size); } WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { state.resize(**new_inner_size); } _ => {} } } } Event::RedrawRequested(window_id) if window_id == window.id() => { state.update(); match state.render() { Ok(_) => {} Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => { state.resize(state.size) } Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit, Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"), } } Event::RedrawEventsCleared => { window.request_redraw(); } _ => {} } }); }); }