Initial commit.
- Just a copy of the wgpu `hello-triangle` example for now... more to come!
This commit is contained in:
commit
cc4976079b
2
.gitignore
vendored
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2
.gitignore
vendored
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/target
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**/*.rs.bk
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1444
Cargo.lock
generated
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1444
Cargo.lock
generated
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File diff suppressed because it is too large
Load diff
21
Cargo.toml
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Cargo.toml
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[package]
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name = "pixels"
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description = "A tiny library providing a GPU-powered pixel frame buffer."
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version = "0.0.1"
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authors = ["Jay Oster <jay@kodewerx.org>"]
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edition = "2018"
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repository = "https://github.com/parasyte/pixels"
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readme = "README.md"
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keywords = ["pixels", "2D", "GPU", "framebuffer"]
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categories = ["graphics", "rendering"]
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license = "MIT"
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[dependencies]
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proc-spirv = "0.0.1"
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wgpu = { git = "https://github.com/gfx-rs/wgpu-rs", rev = "697393df4793e1a58578209885036114adfb9213" }
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[dev-dependencies]
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env_logger = "0.7"
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log = { version = "0.4", features = ["release_max_level_warn"] }
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raw-window-handle = "0.1"
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winit = "0.20.0-alpha3"
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examples/invaders/main.rs
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examples/invaders/main.rs
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use pixels::{Pixels, PixelsError};
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use winit::event;
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use winit::event_loop::{ControlFlow, EventLoop};
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fn main() -> Result<(), PixelsError> {
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env_logger::init();
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let event_loop = EventLoop::new();
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let (_window, surface) = {
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let window = winit::window::Window::new(&event_loop).unwrap();
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let surface = wgpu::Surface::create(&window);
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(window, surface)
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};
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let mut fb = Pixels::new(320, 240, &surface)?;
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event_loop.run(move |event, _, control_flow| match event {
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event::Event::WindowEvent { event, .. } => match event {
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event::WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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..
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}
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| event::WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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_ => {}
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},
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event::Event::EventsCleared => {
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fb.render();
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}
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_ => (),
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});
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}
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7
shaders/shader.frag
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shaders/shader.frag
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#version 450
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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shaders/shader.vert
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shaders/shader.vert
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#version 450
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out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 positions[3] = vec2[3](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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326
src/lib.rs
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src/lib.rs
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//! A tiny library providing a GPU-powered pixel frame buffer.
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//!
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//! `Pixels` represents a 2D frame buffer with an explicit image resolution,
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//! making it ideal for prototyping simple pixel-based games, animations, and
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//! emulators. The frame buffer is rendered entirely on the GPU, allowing
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//! developers to easily incorporate special effects with shaders and a
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//! customizable pipeline.
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//!
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//! The GPU interface is offered by [`wgpu`](https://crates.io/crates/wgpu), and
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//! is re-exported for your convenience. Use a windowing framework or context
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//! manager of your choice; [`winit`](https://crates.io/crates/winit) is a good
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//! place to start.
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// Needed for proc-spirv
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#![feature(proc_macro_hygiene)]
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use std::error::Error;
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use std::fmt;
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use std::io::Cursor;
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use proc_spirv::spirv_from_file;
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pub use wgpu;
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/// Represents a 2D frame buffer with an explicit image resolution.
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#[derive(Debug)]
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pub struct Pixels {
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bind_group: wgpu::BindGroup,
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device: wgpu::Device,
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queue: wgpu::Queue,
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render_pipeline: wgpu::RenderPipeline,
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swap_chain: wgpu::SwapChain,
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}
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/// A builder to help create customized frame buffers.
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#[derive(Debug)]
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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<u8>,
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fragment_spirv: Vec<u8>,
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}
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/// All the ways in which creating a frame buffer can fail.
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#[derive(Debug)]
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pub enum PixelsError {
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AdapterNotFound,
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VertexShaderInvalid,
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FragmentShaderInvalid,
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}
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/// # Examples
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///
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/// ```no_run
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/// # use pixels::Pixels;
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/// # struct RWH();
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/// # unsafe impl raw_window_handle::HasRawWindowHandle for RWH {
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/// # fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle {
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/// # #[cfg(target_os = "macos")]
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/// # return raw_window_handle::RawWindowHandle::MacOS(
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/// # raw_window_handle::macos::MacOSHandle::empty()
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/// # );
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/// # #[cfg(any(
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/// # target_os = "linux",
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/// # target_os = "dragonfly",
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/// # target_os = "freebsd",
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/// # target_os = "netbsd",
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/// # target_os = "openbsd"))]
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/// # return raw_window_handle::RawWindowHandle::X11(
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/// # raw_window_handle::unix::X11Handle::empty()
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/// # );
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/// # #[cfg(target_os = "windows")]
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/// # return raw_window_handle::RawWindowHandle::Windows(
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/// # raw_window_handle::windows::WindowsHandle::empty()
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/// # );
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/// # #[cfg(target_os = "ios")]
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/// # return raw_window_handle::RawWindowHandle::IOS(
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/// # raw_window_handle::ios::IOSHandle::empty()
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/// # );
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/// # }
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/// # }
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/// # let surface = wgpu::Surface::create(&RWH());
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/// let fb = Pixels::new(320, 240, &surface)?;
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/// # Ok::<(), pixels::PixelsError>(())
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/// ```
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impl Pixels {
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/// Create a frame buffer instance with default options.
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///
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/// # Errors
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///
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/// Returns `PixelsError` when a `wgpu::Adapter` cannot be found.
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pub fn new(width: u32, height: u32, surface: &wgpu::Surface) -> Result<Pixels, PixelsError> {
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Pixels::new_with_options(width, height, surface, PixelsOptions::new())
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}
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/// Create a frame buffer instance with the given options.
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///
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/// # Errors
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///
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/// Returns `PixelsError` when a `wgpu::Adapter` cannot be found or shaders
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/// are invalid SPIR-V.
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pub fn new_with_options(
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width: u32,
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height: u32,
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surface: &wgpu::Surface,
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options: PixelsOptions,
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) -> Result<Pixels, PixelsError> {
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let adapter = wgpu::Adapter::request(&options.request_adapter_options)
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.ok_or(PixelsError::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(
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&wgpu::read_spirv(Cursor::new(&options.vertex_spirv))
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.map_err(|_| PixelsError::VertexShaderInvalid)?,
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);
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let fs_module = device.create_shader_module(
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&wgpu::read_spirv(Cursor::new(&options.fragment_spirv))
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.map_err(|_| PixelsError::FragmentShaderInvalid)?,
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);
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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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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] });
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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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});
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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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let swap_chain = device.create_swap_chain(
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&surface,
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width,
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height,
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present_mode: wgpu::PresentMode::Vsync,
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},
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);
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Ok(Pixels {
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bind_group,
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device,
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queue,
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render_pipeline,
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swap_chain,
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})
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}
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// TODO: Support resize
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/// Draw this frame buffer to the configured `wgpu::Surface`.
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pub fn render(&mut self) {
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// TODO: Center frame buffer in surface
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let frame = self.swap_chain.get_next_texture();
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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{
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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: &frame.view,
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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::GREEN,
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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..3, 0..1);
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}
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self.queue.submit(&[encoder.finish()]);
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}
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}
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/// # Examples
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///
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/// ```no_run
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/// #![feature(proc_macro_hygiene)]
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/// use proc_spirv::spirv_from_file;
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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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/// # fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle {
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/// # #[cfg(target_os = "macos")]
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/// # return raw_window_handle::RawWindowHandle::MacOS(
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/// # raw_window_handle::macos::MacOSHandle::empty()
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/// # );
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/// # #[cfg(any(
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/// # target_os = "linux",
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/// # target_os = "dragonfly",
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/// # target_os = "freebsd",
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/// # target_os = "netbsd",
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/// # target_os = "openbsd"))]
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/// # return raw_window_handle::RawWindowHandle::X11(
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/// # raw_window_handle::unix::X11Handle::empty()
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/// # );
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/// # #[cfg(target_os = "windows")]
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/// # return raw_window_handle::RawWindowHandle::Windows(
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/// # raw_window_handle::windows::WindowsHandle::empty()
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/// # );
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/// # #[cfg(target_os = "ios")]
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/// # return raw_window_handle::RawWindowHandle::IOS(
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/// # raw_window_handle::ios::IOSHandle::empty()
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/// # );
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/// # }
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/// # }
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/// # fn main() -> Result<(), pixels::PixelsError> {
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/// # let surface = wgpu::Surface::create(&RWH());
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/// let fb = PixelsOptions::new()
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/// .fragment_spirv(spirv_from_file!(Fragment, "shaders/shader.frag", "main").to_vec())
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/// .build(320, 240, &surface)?;
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/// # Ok(())
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/// # }
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/// ```
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impl PixelsOptions {
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/// Create a builder that can be finalized into a frame buffer instance.
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pub fn new() -> PixelsOptions {
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PixelsOptions::default()
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}
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|
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/// Add options for requesting a `wgpu::Adapter`.
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pub fn request_adapter_options(mut self, rao: wgpu::RequestAdapterOptions) -> PixelsOptions {
|
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self.request_adapter_options = rao;
|
||||
self
|
||||
}
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||||
/// Add options for requesting a `wgpu::Device`.
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pub fn device_descriptor(mut self, dd: wgpu::DeviceDescriptor) -> PixelsOptions {
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self.device_descriptor = dd;
|
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self
|
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}
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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: Vec<u8>) -> PixelsOptions {
|
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self.vertex_spirv = spirv;
|
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self
|
||||
}
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|
||||
/// Set a SPIR-V fragment shader.
|
||||
pub fn fragment_spirv(mut self, spirv: Vec<u8>) -> PixelsOptions {
|
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self.fragment_spirv = spirv;
|
||||
self
|
||||
}
|
||||
|
||||
/// Create a frame buffer from the options builder.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `PixelsError` when a `wgpu::Adapter` cannot be found or shaders
|
||||
/// are invalid SPIR-V.
|
||||
pub fn build(
|
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self,
|
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width: u32,
|
||||
height: u32,
|
||||
surface: &wgpu::Surface,
|
||||
) -> Result<Pixels, PixelsError> {
|
||||
Pixels::new_with_options(width, height, surface, self)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for PixelsOptions {
|
||||
fn default() -> PixelsOptions {
|
||||
let vertex_spirv = spirv_from_file!(Vertex, "shaders/shader.vert", "main").to_vec();
|
||||
let fragment_spirv = spirv_from_file!(Fragment, "shaders/shader.frag", "main").to_vec();
|
||||
|
||||
PixelsOptions {
|
||||
request_adapter_options: wgpu::RequestAdapterOptions::default(),
|
||||
device_descriptor: wgpu::DeviceDescriptor::default(),
|
||||
vertex_spirv,
|
||||
fragment_spirv,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl fmt::Display for PixelsError {
|
||||
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
write!(f, "{}", self.description())
|
||||
}
|
||||
}
|
||||
|
||||
impl Error for PixelsError {
|
||||
fn description(&self) -> &str {
|
||||
match self {
|
||||
PixelsError::AdapterNotFound => "Adapter not found",
|
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PixelsError::FragmentShaderInvalid => "Fragment shader is invalid SPIR-V",
|
||||
PixelsError::VertexShaderInvalid => "Vertex shader is invalid SPIR-V",
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue