Minor improvement: only one shader module is necessary (#175)

This commit is contained in:
Jay Oster 2021-06-08 07:09:58 -07:00 committed by GitHub
parent 7913cbdb85
commit 338a63a40e
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 6 additions and 8 deletions

View file

@ -14,8 +14,7 @@ impl NoiseRenderer {
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("../shaders/noise.wgsl"))), source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("../shaders/noise.wgsl"))),
flags: wgpu::ShaderFlags::VALIDATION, flags: wgpu::ShaderFlags::VALIDATION,
}; };
let vs_module = device.create_shader_module(&shader); let module = device.create_shader_module(&shader);
let fs_module = device.create_shader_module(&shader);
// Create a texture sampler with nearest neighbor // Create a texture sampler with nearest neighbor
let sampler = device.create_sampler(&wgpu::SamplerDescriptor { let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
@ -108,7 +107,7 @@ impl NoiseRenderer {
label: Some("NoiseRenderer pipeline"), label: Some("NoiseRenderer pipeline"),
layout: Some(&pipeline_layout), layout: Some(&pipeline_layout),
vertex: wgpu::VertexState { vertex: wgpu::VertexState {
module: &vs_module, module: &module,
entry_point: "vs_main", entry_point: "vs_main",
buffers: &[], buffers: &[],
}, },
@ -116,7 +115,7 @@ impl NoiseRenderer {
depth_stencil: None, depth_stencil: None,
multisample: wgpu::MultisampleState::default(), multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
module: &fs_module, module: &module,
entry_point: "fs_main", entry_point: "fs_main",
targets: &[wgpu::ColorTargetState { targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8UnormSrgb, format: wgpu::TextureFormat::Bgra8UnormSrgb,

View file

@ -27,8 +27,7 @@ impl ScalingRenderer {
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("../shaders/scale.wgsl"))), source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("../shaders/scale.wgsl"))),
flags: wgpu::ShaderFlags::VALIDATION, flags: wgpu::ShaderFlags::VALIDATION,
}; };
let vs_module = device.create_shader_module(&shader); let module = device.create_shader_module(&shader);
let fs_module = device.create_shader_module(&shader);
// Create a texture sampler with nearest neighbor // Create a texture sampler with nearest neighbor
let sampler = device.create_sampler(&wgpu::SamplerDescriptor { let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
@ -126,7 +125,7 @@ impl ScalingRenderer {
label: Some("pixels_scaling_renderer_pipeline"), label: Some("pixels_scaling_renderer_pipeline"),
layout: Some(&pipeline_layout), layout: Some(&pipeline_layout),
vertex: wgpu::VertexState { vertex: wgpu::VertexState {
module: &vs_module, module: &module,
entry_point: "vs_main", entry_point: "vs_main",
buffers: &[], buffers: &[],
}, },
@ -134,7 +133,7 @@ impl ScalingRenderer {
depth_stencil: None, depth_stencil: None,
multisample: wgpu::MultisampleState::default(), multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
module: &fs_module, module: &module,
entry_point: "fs_main", entry_point: "fs_main",
targets: &[wgpu::ColorTargetState { targets: &[wgpu::ColorTargetState {
format: render_texture_format, format: render_texture_format,