Include missing module
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1 changed files with 138 additions and 0 deletions
138
src/renderers.rs
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138
src/renderers.rs
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use std::fmt;
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use std::rc::Rc;
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use vk_shader_macros::include_glsl;
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use wgpu::{self, TextureView};
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use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
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/// Renderer implements [`RenderPass`].
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#[derive(Debug)]
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pub(crate) struct Renderer {
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device: Rc<wgpu::Device>,
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bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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}
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impl Renderer {
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/// Factory function for generating `RenderPass` trait objects.
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pub(crate) fn factory(
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device: Device,
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_queue: Queue,
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texture_view: &TextureView,
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) -> BoxedRenderPass {
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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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// Create a texture sampler with nearest neighbor
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: 0.0,
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lod_max_clamp: 1.0,
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compare_function: wgpu::CompareFunction::Always,
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});
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// Create bind group
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2,
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},
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},
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wgpu::BindGroupLayoutBinding {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(texture_view),
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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});
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// Create pipeline
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Box::new(Renderer {
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device,
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bind_group,
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render_pipeline,
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})
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}
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}
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impl RenderPass for Renderer {
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fn update_bindings(&mut self, _input_texture: &TextureView) {}
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fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView) {
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// Draw the updated texture to the render target
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: render_target,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color::BLACK,
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}],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..6, 0..1);
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}
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fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(f, "{:?}", self)
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}
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}
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