use std::borrow::Cow; use winit::{ event::{Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}, }; async fn run(event_loop: EventLoop<()>, window: Window) { println!("Waiting for NativeScreen"); loop { match ndk_glue::native_window().as_ref() { Some(_) => { println!("NativeScreen Found:{:?}", ndk_glue::native_window()); break; } None => (), } } let size = window.inner_size(); println!("Creating instance..."); let instance = wgpu::Instance::new(wgpu::Backends::all()); let surface = unsafe { instance.create_surface(&window) }; println!("Requesting adapter..."); let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), force_fallback_adapter: false, // Request an adapter which can render to our surface compatible_surface: Some(&surface), }) .await .expect("Failed to find an appropriate adapter"); // Create the logical device and command queue println!("Creating logical device..."); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: None, features: wgpu::Features::empty(), // Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain. limits: wgpu::Limits::downlevel_webgl2_defaults() .using_resolution(adapter.limits()), }, None, ) .await .expect("Failed to create device"); println!("No more async code!"); // Load the shaders from disk let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: None, source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))), }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: None, bind_group_layouts: &[], push_constant_ranges: &[], }); let swapchain_format = wgpu::TextureFormat::Rgba8UnormSrgb; let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: None, layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_main", buffers: &[], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_main", targets: &[Some(swapchain_format.into())], }), primitive: wgpu::PrimitiveState::default(), depth_stencil: None, multisample: wgpu::MultisampleState::default(), multiview: None, }); let mut config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: swapchain_format, width: size.width, height: size.height, present_mode: wgpu::PresentMode::Fifo, alpha_mode: wgpu::CompositeAlphaMode::Auto, }; surface.configure(&device, &config); event_loop.run(move |event, _, control_flow| { // Have the closure take ownership of the resources. // `event_loop.run` never returns, therefore we must do this to ensure // the resources are properly cleaned up. let _ = (&instance, &adapter, &shader, &pipeline_layout); *control_flow = ControlFlow::Wait; match event { Event::WindowEvent { event: WindowEvent::Resized(size), .. } => { // Reconfigure the surface with the new size config.width = size.width; config.height = size.height; surface.configure(&device, &config); // On macos the window needs to be redrawn manually after resizing window.request_redraw(); } Event::RedrawRequested(_) => { let frame = surface .get_current_texture() .expect("Failed to acquire next swap chain texture"); let view = frame .texture .create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); { let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: None, color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::GREEN), store: true, }, })], depth_stencil_attachment: None, }); rpass.set_pipeline(&render_pipeline); rpass.draw(0..3, 0..1); } queue.submit(Some(encoder.finish())); frame.present(); } Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => *control_flow = ControlFlow::Exit, _ => {} } }); } #[cfg_attr(target_os = "android", ndk_glue::main(backtrace = "on"))] pub fn main() { let event_loop = EventLoop::new(); let window = winit::window::Window::new(&event_loop).unwrap(); pollster::block_on(run(event_loop, window)); }