Compare commits
7 Commits
Author | SHA1 | Date |
---|---|---|
mars | f5f5ecb2e5 | |
mars | 3f9683c4e3 | |
mars | 17635f056e | |
mars | 62bb5c620c | |
mars | 398064aef0 | |
mars | 30024a7e79 | |
mars | 2387e60c0f |
|
@ -23,7 +23,7 @@ slab = "^0.4"
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smallmap = "^1.0"
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smallmap = "^1.0"
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smallvec = "^1.0"
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smallvec = "^1.0"
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strum = { version = "0.24", features = ["derive"] }
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strum = { version = "0.24", features = ["derive"] }
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wgpu = "^0.12"
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wgpu = "^0.13"
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winit = "0.26"
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winit = "0.26"
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[dependencies.legion]
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[dependencies.legion]
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@ -31,7 +31,7 @@ version = "^0.4"
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optional = true
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optional = true
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[dependencies.naga]
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[dependencies.naga]
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version = "0.8.5"
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version = "0.9"
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features = ["wgsl-in", "glsl-in", "wgsl-out", "serialize", "deserialize"]
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features = ["wgsl-in", "glsl-in", "wgsl-out", "serialize", "deserialize"]
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[[bin]]
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[[bin]]
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16
README.md
16
README.md
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@ -7,7 +7,7 @@
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> A repulsive reaper of all of human consciousness -- but mostly SIGGRAPH presentations.
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> A repulsive reaper of all of human consciousness -- but mostly SIGGRAPH presentations.
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> H.R Giger's irreconcilable reality... if H.R. Giger was a computer programmer.
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> H.R Giger's irreconcilable reality... if H.R. Giger was a computer programmer.
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Cyborg is a free-form rendering engine that we mash whatever we feel like into.
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Cyborg is an experimental, GPU-driven rendering engine using Rust and wgpu.
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It's a test bed for all sorts of modern rendering technology. Our goal is to take
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It's a test bed for all sorts of modern rendering technology. Our goal is to take
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techniques and features from modern game engines and reimplement them on our own, for
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techniques and features from modern game engines and reimplement them on our own, for
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the sake of education, performance, and reusability. We wanna *make shit work.*
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the sake of education, performance, and reusability. We wanna *make shit work.*
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@ -16,16 +16,15 @@ We also want to give artists a playground for generating all sorts of unique
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3D visuals -- custom shaders, procedurally generated meshes and textures,
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3D visuals -- custom shaders, procedurally generated meshes and textures,
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and a focus on *interesting* visuals.
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and a focus on *interesting* visuals.
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Realism is a non-goal!
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Realism is a non-goal!
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Make shrooms obsolete.
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Go wild.
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Go wild.
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Modularity and reusability are important. We wanna be able to unplug certain
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Modularity and reusability are important. We want to be able to unplug certain
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parts of the rendering pipeline, upgrade them, fix them, document them, commit
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parts of the rendering pipeline, upgrade them, fix them, document them, commit
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them, tag them, etc., then stick them back in in a different place to end up
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them, tag them, etc., then stick them back in in a different place to end up
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with a different resulting image.
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with a different resulting image.
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Cyborg is licensed under the GPL-3.0. Yes, this does mean that Bevy games using
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Cyborg is licensed under the GPL-3.0. Yes, this does mean that any software using
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Cyborg will be required to make their source code public. But it also means that
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Cyborg will be required to make its source code public. But it also means that
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new visuals added to Cyborg will become available to all other developers and
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new visuals added to Cyborg will become available to all other developers and
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artists to use. Hopefully, this will expand the collective knowledge of how different
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artists to use. Hopefully, this will expand the collective knowledge of how different
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rendering effects work, and decrease the pressure on graphics programmers to
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rendering effects work, and decrease the pressure on graphics programmers to
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@ -37,10 +36,3 @@ gathered from countless programmers and individual projects.
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> Resistance is futile.
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> Resistance is futile.
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>
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>
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> -- The Borg
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> -- The Borg
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Cyborg is based on [Bevy](https://bevyengine.org/), a "refreshingly simple"
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game engine written in Rust. Bevy provides a lot of useful utilities like
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ECS-based data parallelization and a modular plugin system. Cyborg is integrated
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into the rest of the Bevy ecosystem, and can also work as a replacement Bevy's
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provided rendering engine, giving Bevy games GPU-powered, procedurally-generated
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content and access to modern rendering optimizations.
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|
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@ -7,16 +7,16 @@ edition = "2021"
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bytemuck = "^1.0"
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bytemuck = "^1.0"
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crossbeam-channel = "^0.5"
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crossbeam-channel = "^0.5"
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cyborg = { path = "../", features = ["legion"] }
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cyborg = { path = "../", features = ["legion"] }
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egui = "0.17.0"
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egui = "0.18"
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egui-winit = "0.17.0"
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egui-winit = "0.18.0"
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egui_wgpu_backend = "0.17.0"
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egui_wgpu_backend = "0.18.0"
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glam = { version = "0.20", features = ["serde"] }
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glam = { version = "0.20", features = ["serde"] }
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gltf = { version = "1.0", features = ["utils"] }
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gltf = { version = "1.0", features = ["utils"] }
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legion = "^0.4"
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legion = "^0.4"
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parking_lot = "^0.11"
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parking_lot = "^0.11"
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pollster = "0.2"
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pollster = "0.2"
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puffin = "^0.13"
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puffin = "^0.13"
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puffin_egui = "0.14.0"
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puffin_egui = "0.16.0"
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rfd = "^0.8"
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rfd = "^0.8"
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stl = "0.2.1"
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stl = "0.2.1"
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@ -60,10 +60,10 @@ impl Application {
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.unwrap();
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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format: *surface.get_supported_formats(&adapter).first().unwrap(),
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width: size.width,
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width: size.width,
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height: size.height,
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height: size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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present_mode: wgpu::PresentMode::Fifo,
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};
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};
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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@ -204,7 +204,7 @@ impl RenderState {
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let render_schedule = render_schedule.build();
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let render_schedule = render_schedule.build();
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// make debug draw grid
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// make debug draw grid
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let grid_size = 10;
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let grid_size = 100;
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let grid_color = [0.0, 1.0, 0.0];
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let grid_color = [0.0, 1.0, 0.0];
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let mut grid_vertices = Vec::new();
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let mut grid_vertices = Vec::new();
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@ -15,7 +15,10 @@ pub struct ScriptData {
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#[derive(Copy, Clone, Debug, Deserialize, Serialize)]
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#[derive(Copy, Clone, Debug, Deserialize, Serialize)]
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pub struct Transform {
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pub struct Transform {
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#[serde(default)]
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pub position: glam::Vec3,
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pub position: glam::Vec3,
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#[serde(default)]
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pub orientation: glam::Quat,
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pub orientation: glam::Quat,
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}
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}
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@ -1,25 +1,30 @@
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struct CameraUniform {
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struct CameraUniform {
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eye: vec4<f32>;
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eye: vec4<f32>,
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vp: mat4x4<f32>;
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vp: mat4x4<f32>,
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};
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};
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struct VertexInput {
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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@location(0) position: vec3<f32>,
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[[location(1)]] tan_frame: u32;
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@location(1) tan_frame: u32,
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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@builtin(position) clip_position: vec4<f32>,
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[[location(0)]] position: vec3<f32>;
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@location(0) position: vec3<f32>,
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@location(1) color: vec3<f32>,
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};
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};
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[[group(0), binding(0)]]
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@group(0) @binding(0)
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var<uniform> camera: CameraUniform;
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var<uniform> camera: CameraUniform;
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[[stage(vertex)]]
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fn random(seed: u32, salt: f32) -> f32 {
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return abs(sin((f32(seed & u32(0x11111)) * 0.7071 + salt) * 78.233));
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}
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@vertex
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fn vs_main(
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fn vs_main(
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[[builtin(instance_index)]] mesh_idx: u32,
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@builtin(instance_index) mesh_idx: u32,
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[[builtin(vertex_index)]] vertex_idx: u32,
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@builtin(vertex_index) vertex_idx: u32,
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vertex: VertexInput,
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vertex: VertexInput,
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) -> VertexOutput {
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) -> VertexOutput {
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let world_pos = vertex.position;
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let world_pos = vertex.position;
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|
@ -27,12 +32,15 @@ fn vs_main(
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var out: VertexOutput;
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var out: VertexOutput;
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out.clip_position = camera.vp * vec4<f32>(world_pos, 1.0);
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out.clip_position = camera.vp * vec4<f32>(world_pos, 1.0);
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out.position = world_pos;
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out.position = world_pos;
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out.color.r = random(vertex_idx, f32(1.0) + world_pos.x);
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out.color.g = random(vertex_idx, f32(2.0) + world_pos.y);
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out.color.b = random(vertex_idx, f32(3.0) + world_pos.z);
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return out;
|
return out;
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}
|
}
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|
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[[stage(fragment)]]
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@fragment
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fn fs_main(
|
fn fs_main(
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frag: VertexOutput,
|
frag: VertexOutput,
|
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) -> [[location(0)]] vec4<f32> {
|
) -> @location(0) vec4<f32> {
|
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return vec4<f32>(sin(frag.position) * vec3<f32>(0.5) + vec3<f32>(0.5), 1.0);
|
return vec4<f32>(frag.color, 1.0);
|
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}
|
}
|
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|
|
|
@ -2,32 +2,33 @@
|
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#include skin.wgsl
|
#include skin.wgsl
|
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|
|
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struct SkinningUniform {
|
struct SkinningUniform {
|
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transform: mat4x4<f32>;
|
transform: mat4x4<f32>,
|
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src_offset: u32;
|
src_offset: u32,
|
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dst_offset: u32;
|
dst_offset: u32,
|
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count: u32;
|
count: u32,
|
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};
|
};
|
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|
|
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[[group(0), binding(0)]]
|
@group(0) @binding(0)
|
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var<storage,read> skinning_ubo: SkinningUniform;
|
var<storage,read> skinning_ubo: SkinningUniform;
|
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|
|
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[[group(0), binding(1)]]
|
@group(0) @binding(1)
|
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var<storage,write> dst_vertices: SkinnedVertexArray;
|
var<storage,write> dst_vertices: SkinnedVertexArray;
|
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|
|
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[[group(0), binding(2)]]
|
@group(0) @binding(2)
|
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var<storage,read> src_vertices: SkinnedVertexArray;
|
var<storage,read> src_vertices: SkinnedVertexArray;
|
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|
|
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[[stage(compute), workgroup_size(64)]]
|
@compute
|
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|
@workgroup_size(64)
|
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fn cs_main(
|
fn cs_main(
|
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[[builtin(global_invocation_id)]] global_invocation_id: vec3<u32>,
|
@builtin(global_invocation_id) global_invocation_id: vec3<u32>,
|
||||||
) {
|
) {
|
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let vertex_index = global_invocation_id.x;
|
let vertex_index = global_invocation_id.x;
|
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if (vertex_index >= skinning_ubo.count) {
|
if (vertex_index >= skinning_ubo.count) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
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let src_index = skinning_ubo.src_offset + vertex_index;
|
let src_index = skinning_ubo.src_offset + vertex_index;
|
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let dst_index = skinning_ubo.dst_offset + vertex_index;
|
let dst_index = skinning_ubo.dst_offset + vertex_index;
|
||||||
|
|
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let ptf = src_vertices.data[src_index].ptf;
|
let ptf = src_vertices.data[src_index].ptf;
|
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let position = ptf.xyz;
|
let position = ptf.xyz;
|
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|
|
|
@ -1,6 +1,6 @@
|
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struct TangentFrame {
|
struct TangentFrame {
|
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normal: vec3<f32>;
|
normal: vec3<f32>,
|
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tangent: vec3<f32>;
|
tangent: vec3<f32>
|
||||||
};
|
};
|
||||||
|
|
||||||
// https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/?like_comment=12
|
// https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/?like_comment=12
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
struct SkinnedVertex {
|
struct SkinnedVertex {
|
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ptf: vec4<f32>;
|
ptf: vec4<f32>
|
||||||
};
|
};
|
||||||
|
|
||||||
struct SkinnedVertexArray {
|
struct SkinnedVertexArray {
|
||||||
data: array<SkinnedVertex>;
|
data: array<SkinnedVertex>
|
||||||
};
|
};
|
||||||
|
|
|
@ -268,14 +268,14 @@ impl Renderer {
|
||||||
|
|
||||||
let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
label: Some("Render Pass"),
|
label: Some("Render Pass"),
|
||||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||||
view: target_views.output,
|
view: target_views.output,
|
||||||
resolve_target: None,
|
resolve_target: None,
|
||||||
ops: wgpu::Operations {
|
ops: wgpu::Operations {
|
||||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||||||
store: true,
|
store: true,
|
||||||
},
|
},
|
||||||
}],
|
})],
|
||||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||||
view: target_views.depth,
|
view: target_views.depth,
|
||||||
depth_ops: Some(wgpu::Operations {
|
depth_ops: Some(wgpu::Operations {
|
||||||
|
|
|
@ -24,7 +24,7 @@ impl DebugPass {
|
||||||
target_info: ViewportInfo,
|
target_info: ViewportInfo,
|
||||||
) -> Self {
|
) -> Self {
|
||||||
// TODO hook into ShaderStore system
|
// TODO hook into ShaderStore system
|
||||||
let shader = device.create_shader_module(&wgpu::include_wgsl!("debug_shader.wgsl"));
|
let shader = device.create_shader_module(wgpu::include_wgsl!("debug_shader.wgsl"));
|
||||||
|
|
||||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
label: Some("DebugPass Pipeline Layout"),
|
label: Some("DebugPass Pipeline Layout"),
|
||||||
|
@ -43,11 +43,11 @@ impl DebugPass {
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: "fs_main",
|
entry_point: "fs_main",
|
||||||
targets: &[wgpu::ColorTargetState {
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
format: target_info.output_format,
|
format: target_info.output_format,
|
||||||
blend: Some(wgpu::BlendState::REPLACE),
|
blend: Some(wgpu::BlendState::REPLACE),
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
}],
|
})],
|
||||||
}),
|
}),
|
||||||
primitive: wgpu::PrimitiveState {
|
primitive: wgpu::PrimitiveState {
|
||||||
topology: wgpu::PrimitiveTopology::LineList,
|
topology: wgpu::PrimitiveTopology::LineList,
|
||||||
|
@ -130,7 +130,7 @@ impl RenderPass for DebugPass {
|
||||||
self.device
|
self.device
|
||||||
.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
|
.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
|
||||||
label: Some("DebugPass Render Bundle"),
|
label: Some("DebugPass Render Bundle"),
|
||||||
color_formats: &[self.target_info.output_format],
|
color_formats: &[Some(self.target_info.output_format)],
|
||||||
depth_stencil: Some(wgpu::RenderBundleDepthStencil {
|
depth_stencil: Some(wgpu::RenderBundleDepthStencil {
|
||||||
format: self.target_info.depth_format,
|
format: self.target_info.depth_format,
|
||||||
depth_read_only: false, // TODO optimize?
|
depth_read_only: false, // TODO optimize?
|
||||||
|
|
|
@ -1,26 +1,26 @@
|
||||||
struct CameraUniform {
|
struct CameraUniform {
|
||||||
eye: vec4<f32>;
|
eye: vec4<f32>,
|
||||||
vp: mat4x4<f32>;
|
vp: mat4x4<f32>,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
[[location(0)]] position: vec3<f32>;
|
@location(0) position: vec3<f32>,
|
||||||
[[location(1)]] color: vec3<f32>;
|
@location(1) color: vec3<f32>
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
[[builtin(position)]] clip_position: vec4<f32>;
|
@builtin(position) clip_position: vec4<f32>,
|
||||||
[[location(0)]] position: vec3<f32>;
|
@location(0) position: vec3<f32>,
|
||||||
[[location(1)]] color: vec3<f32>;
|
@location(1) color: vec3<f32>
|
||||||
};
|
};
|
||||||
|
|
||||||
[[group(0), binding(0)]]
|
@group(0) @binding(0)
|
||||||
var<uniform> camera: CameraUniform;
|
var<uniform> camera: CameraUniform;
|
||||||
|
|
||||||
[[stage(vertex)]]
|
@vertex
|
||||||
fn vs_main(
|
fn vs_main(
|
||||||
[[builtin(instance_index)]] mesh_idx: u32,
|
@builtin(instance_index) mesh_idx: u32,
|
||||||
[[builtin(vertex_index)]] vertex_idx: u32,
|
@builtin(vertex_index) vertex_idx: u32,
|
||||||
vertex: VertexInput,
|
vertex: VertexInput,
|
||||||
) -> VertexOutput {
|
) -> VertexOutput {
|
||||||
let world_pos = vertex.position;
|
let world_pos = vertex.position;
|
||||||
|
@ -32,9 +32,9 @@ fn vs_main(
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
[[stage(fragment)]]
|
@fragment
|
||||||
fn fs_main(
|
fn fs_main(
|
||||||
frag: VertexOutput,
|
frag: VertexOutput,
|
||||||
) -> [[location(0)]] vec4<f32> {
|
) -> @location(0) vec4<f32> {
|
||||||
return vec4<f32>(frag.color, 1.0);
|
return vec4<f32>(frag.color, 1.0);
|
||||||
}
|
}
|
||||||
|
|
|
@ -142,11 +142,11 @@ impl MeshPass {
|
||||||
|
|
||||||
let shader = shader_info.store.get(&shader_info.forward).unwrap();
|
let shader = shader_info.store.get(&shader_info.forward).unwrap();
|
||||||
|
|
||||||
let targets = &[wgpu::ColorTargetState {
|
let targets = &[Some(wgpu::ColorTargetState {
|
||||||
format: target_info.output_format,
|
format: target_info.output_format,
|
||||||
blend: Some(wgpu::BlendState::REPLACE),
|
blend: Some(wgpu::BlendState::REPLACE),
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
}];
|
})];
|
||||||
|
|
||||||
let mut pipeline_desc = wgpu::RenderPipelineDescriptor {
|
let mut pipeline_desc = wgpu::RenderPipelineDescriptor {
|
||||||
label: Some("Opaque MeshPass Pipeline"),
|
label: Some("Opaque MeshPass Pipeline"),
|
||||||
|
@ -449,7 +449,7 @@ impl RenderPass for MeshPass {
|
||||||
mesh.vertex_count / 64 + 1
|
mesh.vertex_count / 64 + 1
|
||||||
};
|
};
|
||||||
|
|
||||||
cmds.dispatch(workgroup_num as u32, 1, 1);
|
cmds.dispatch_workgroups(workgroup_num as u32, 1, 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -465,7 +465,7 @@ impl RenderPass for MeshPass {
|
||||||
self.device
|
self.device
|
||||||
.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
|
.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
|
||||||
label: Some("Opaque Pass Render Bundle"),
|
label: Some("Opaque Pass Render Bundle"),
|
||||||
color_formats: &[self.target_info.output_format],
|
color_formats: &[Some(self.target_info.output_format)],
|
||||||
depth_stencil: Some(wgpu::RenderBundleDepthStencil {
|
depth_stencil: Some(wgpu::RenderBundleDepthStencil {
|
||||||
format: self.target_info.depth_format,
|
format: self.target_info.depth_format,
|
||||||
depth_read_only: false, // TODO optimize?
|
depth_read_only: false, // TODO optimize?
|
||||||
|
|
|
@ -83,7 +83,7 @@ impl ShaderStore {
|
||||||
fn load_wgsl(&self, wgsl_source: String) -> Result<wgpu::ShaderModule, ShaderError> {
|
fn load_wgsl(&self, wgsl_source: String) -> Result<wgpu::ShaderModule, ShaderError> {
|
||||||
let shader = self
|
let shader = self
|
||||||
.device
|
.device
|
||||||
.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: None,
|
label: None,
|
||||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Owned(wgsl_source)),
|
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Owned(wgsl_source)),
|
||||||
});
|
});
|
||||||
|
|
|
@ -58,10 +58,10 @@ impl WinitViewport {
|
||||||
.unwrap();
|
.unwrap();
|
||||||
let config = wgpu::SurfaceConfiguration {
|
let config = wgpu::SurfaceConfiguration {
|
||||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||||
format: surface.get_preferred_format(&adapter).unwrap(),
|
format: *surface.get_supported_formats(&adapter).first().unwrap(),
|
||||||
width: size.width,
|
width: size.width,
|
||||||
height: size.height,
|
height: size.height,
|
||||||
present_mode: wgpu::PresentMode::Mailbox,
|
present_mode: wgpu::PresentMode::Fifo,
|
||||||
};
|
};
|
||||||
surface.configure(&device, &config);
|
surface.configure(&device, &config);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue