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learn-wgpu/code/showcase/windowless/src/main.rs

210 lines
7.1 KiB
Rust

use std::num::NonZeroU32;
async fn run() {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: None,
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(&Default::default(), None)
.await
.unwrap();
let texture_size = 256u32;
let texture_desc = wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: texture_size,
height: texture_size,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::RENDER_ATTACHMENT,
label: None,
view_formats: &[],
};
let texture = device.create_texture(&texture_desc);
let texture_view = texture.create_view(&Default::default());
// we need to store this for later
let u32_size = std::mem::size_of::<u32>() as u32;
let output_buffer_size = (u32_size * texture_size * texture_size) as wgpu::BufferAddress;
let output_buffer_desc = wgpu::BufferDescriptor {
size: output_buffer_size,
usage: wgpu::BufferUsages::COPY_DST
// this tells wpgu that we want to read this buffer from the cpu
| wgpu::BufferUsages::MAP_READ,
label: None,
mapped_at_creation: false,
};
let output_buffer = device.create_buffer(&output_buffer_desc);
let vs_src = include_str!("shader.vert");
let fs_src = include_str!("shader.frag");
let compiler = shaderc::Compiler::new().unwrap();
let vs_spirv = compiler
.compile_into_spirv(
vs_src,
shaderc::ShaderKind::Vertex,
"shader.vert",
"main",
None,
)
.unwrap();
let fs_spirv = compiler
.compile_into_spirv(
fs_src,
shaderc::ShaderKind::Fragment,
"shader.frag",
"main",
None,
)
.unwrap();
let vs_data = wgpu::util::make_spirv(vs_spirv.as_binary_u8());
let fs_data = wgpu::util::make_spirv(fs_spirv.as_binary_u8());
let vs_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Vertex Shader"),
source: vs_data,
});
let fs_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Fragment Shader"),
source: fs_data,
});
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: &vs_module,
entry_point: "main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[Some(wgpu::ColorTargetState {
format: texture_desc.format,
blend: Some(wgpu::BlendState {
alpha: wgpu::BlendComponent::REPLACE,
color: wgpu::BlendComponent::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),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None,
});
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let render_pass_desc = wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &texture_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
};
let mut render_pass = encoder.begin_render_pass(&render_pass_desc);
render_pass.set_pipeline(&render_pipeline);
render_pass.draw(0..3, 0..1);
}
encoder.copy_texture_to_buffer(
wgpu::ImageCopyTexture {
aspect: wgpu::TextureAspect::All,
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
},
wgpu::ImageCopyBuffer {
buffer: &output_buffer,
layout: wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(u32_size * texture_size),
rows_per_image: Some(texture_size),
},
},
texture_desc.size,
);
queue.submit(Some(encoder.finish()));
// We need to scope the mapping variables so that we can
// unmap the buffer
{
let buffer_slice = output_buffer.slice(..);
// NOTE: We have to create the mapping THEN device.poll() before await
// the future. Otherwise the application will freeze.
let (tx, rx) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
tx.send(result).unwrap();
});
device.poll(wgpu::Maintain::Wait);
rx.receive().await.unwrap().unwrap();
let data = buffer_slice.get_mapped_range();
use image::{ImageBuffer, Rgba};
let buffer =
ImageBuffer::<Rgba<u8>, _>::from_raw(texture_size, texture_size, data).unwrap();
buffer.save("image.png").unwrap();
}
output_buffer.unmap();
}
fn main() {
pollster::block_on(run());
}