Remove shaders from PixelsOptions
- This is the first step toward refactoring the rendering pipeline - These will be replaced by optional render passes
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parent
5519aafd18
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24
src/lib.rs
24
src/lib.rs
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@ -32,8 +32,6 @@ pub struct Pixels {
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pub struct PixelsOptions {
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request_adapter_options: wgpu::RequestAdapterOptions,
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device_descriptor: wgpu::DeviceDescriptor,
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vertex_spirv: Vec<u32>,
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fragment_spirv: Vec<u32>,
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}
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/// All the ways in which creating a frame buffer can fail.
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@ -102,8 +100,9 @@ impl Pixels {
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let adapter = wgpu::Adapter::request(&options.request_adapter_options)
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.ok_or(Error::AdapterNotFound)?;
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let (device, queue) = adapter.request_device(&options.device_descriptor);
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let vs_module = device.create_shader_module(&options.vertex_spirv);
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let fs_module = device.create_shader_module(&options.fragment_spirv);
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let vs_module = device.create_shader_module(include_glsl!("shaders/shader.vert"));
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let fs_module = device.create_shader_module(include_glsl!("shaders/shader.frag"));
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// The rest of this is technically a fixed-function pipeline... For now!
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let bind_group_layout =
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@ -200,8 +199,6 @@ impl Pixels {
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/// # Examples
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///
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/// ```no_run
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/// use vk_shader_macros::include_glsl;
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///
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/// # use pixels::PixelsOptions;
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/// # struct RWH();
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/// # unsafe impl raw_window_handle::HasRawWindowHandle for RWH {
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@ -232,7 +229,6 @@ impl Pixels {
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/// # fn main() -> Result<(), pixels::Error> {
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/// # let surface = wgpu::Surface::create(&RWH());
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/// let fb = PixelsOptions::new()
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/// .fragment_spirv(include_glsl!("shaders/shader.frag"))
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/// .build(320, 240, &surface)?;
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/// # Ok(())
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/// # }
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@ -255,18 +251,6 @@ impl PixelsOptions {
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self
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}
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/// Set a SPIR-V vertex shader.
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pub fn vertex_spirv(mut self, spirv: &[u32]) -> PixelsOptions {
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self.vertex_spirv = spirv.to_vec();
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self
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}
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/// Set a SPIR-V fragment shader.
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pub fn fragment_spirv(mut self, spirv: &[u32]) -> PixelsOptions {
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self.fragment_spirv = spirv.to_vec();
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self
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}
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/// Create a frame buffer from the options builder.
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///
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/// # Errors
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@ -283,8 +267,6 @@ impl Default for PixelsOptions {
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PixelsOptions {
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request_adapter_options: wgpu::RequestAdapterOptions::default(),
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device_descriptor: wgpu::DeviceDescriptor::default(),
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vertex_spirv: include_glsl!("shaders/shader.vert").to_vec(),
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fragment_spirv: include_glsl!("shaders/shader.frag").to_vec(),
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}
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}
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}
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