[rs] Merge #25

25: Add MSAA example r=kvark a=rukai

This example is the same as the triangle example except:
*    The render pipeline is created with a sample_count of 4
*    A new texture with a sample_count of 4 is created and set as the color_attachment instead of the swapchain
*    The swapchain is now specified as a resolve_target

It doesn't work yet as wgpu-native doesn't handle MSAA yet.

Co-authored-by: Rukai <rubickent@gmail.com>
This commit is contained in:
bors[bot] 2019-06-20 03:51:14 +00:00
commit 507d6a0714
3 changed files with 230 additions and 0 deletions

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//! The parts of this example enabling MSAA are:
//! * The render pipeline is created with a sample_count > 1.
//! * A new texture with a sample_count > 1 is created and set as the color_attachment instead of the swapchain.
//! * The swapchain is now specified as a resolve_target.
//!
//! The parts of this example enabling LineList are:
//! * Set the primitive_topology to PrimitiveTopology::LineList.
//! * Vertices and Indices describe the two points that make up a line.
#[path = "../framework.rs"]
mod framework;
#[derive(Clone, Copy)]
struct Vertex {
_pos: [f32; 2],
_color: [f32; 4],
}
struct Example {
vs_module: wgpu::ShaderModule,
fs_module: wgpu::ShaderModule,
pipeline_layout: wgpu::PipelineLayout,
pipeline: wgpu::RenderPipeline,
multisampled_framebuffer: wgpu::TextureView,
vertex_buffer: wgpu::Buffer,
vertex_count: u32,
rebuild_pipeline: bool,
sample_count: u32,
sc_desc: wgpu::SwapChainDescriptor,
}
impl Example {
fn create_pipeline(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor, vs_module: &wgpu::ShaderModule, fs_module: &wgpu::ShaderModule, pipeline_layout: &wgpu::PipelineLayout, sample_count: u32) -> wgpu::RenderPipeline {
println!("sample_count: {}", sample_count);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::PipelineStageDescriptor {
module: vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::PipelineStageDescriptor {
module: fs_module,
entry_point: "main",
}),
rasterization_state: wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
},
primitive_topology: wgpu::PrimitiveTopology::LineList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float2,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 2 * 4,
shader_location: 1,
},
],
}],
sample_count,
})
}
fn create_multisampled_framebuffer(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor, sample_count: u32) -> wgpu::TextureView {
let multisampled_texture_extent = wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
};
let multisampled_frame_descriptor = &wgpu::TextureDescriptor {
size: multisampled_texture_extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: sample_count,
dimension: wgpu::TextureDimension::D2,
format: sc_desc.format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
};
device.create_texture(multisampled_frame_descriptor).create_default_view()
}
}
impl framework::Example for Example {
fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self {
println!("Press left/right arrow keys to change sample_count.");
let sample_count = 2;
let vs_bytes = framework::load_glsl(include_str!("shader.vert"), framework::ShaderStage::Vertex);
let fs_bytes = framework::load_glsl(include_str!("shader.frag"), framework::ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[],
});
let pipeline = Example::create_pipeline(device, &sc_desc, &vs_module, &fs_module, &pipeline_layout, sample_count);
let multisampled_framebuffer = Example::create_multisampled_framebuffer(device, sc_desc, sample_count);
let mut vertex_data = vec!();
let max = 50;
for i in 0..max {
let percent = i as f32 / max as f32;
let (sin, cos) = (percent * 2.0 * std::f32::consts::PI).sin_cos();
vertex_data.push(Vertex {
_pos: [0.0, 0.0],
_color: [1.0, -sin, cos, 1.0],
});
vertex_data.push(Vertex {
_pos: [1.0 * cos, 1.0 * sin],
_color: [sin, -cos, 1.0, 1.0],
});
}
let vertex_buffer = device
.create_buffer_mapped(vertex_data.len(), wgpu::BufferUsage::VERTEX)
.fill_from_slice(&vertex_data);
let vertex_count = vertex_data.len() as u32;
Example {
vs_module,
fs_module,
pipeline_layout,
pipeline,
multisampled_framebuffer,
vertex_buffer,
vertex_count,
rebuild_pipeline: false,
sample_count,
sc_desc: sc_desc.clone(),
}
}
fn update(&mut self, event: wgpu::winit::WindowEvent) {
match event {
wgpu::winit::WindowEvent::KeyboardInput { input, .. } => {
if let wgpu::winit::ElementState::Pressed = input.state {
match input.virtual_keycode {
Some(wgpu::winit::VirtualKeyCode::Left) => {
if self.sample_count >= 2 {
self.sample_count = self.sample_count >> 1;
self.rebuild_pipeline = true;
}
}
Some(wgpu::winit::VirtualKeyCode::Right) => {
if self.sample_count <= 16 {
self.sample_count = self.sample_count << 1;
self.rebuild_pipeline = true;
}
}
_ => { }
}
}
}
_ => { }
}
}
fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) {
self.sc_desc = sc_desc.clone();
self.multisampled_framebuffer = Example::create_multisampled_framebuffer(device, sc_desc, self.sample_count);
}
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
if self.rebuild_pipeline {
self.pipeline = Example::create_pipeline(device, &self.sc_desc, &self.vs_module, &self.fs_module, &self.pipeline_layout, self.sample_count);
self.rebuild_pipeline = false;
}
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &self.multisampled_framebuffer,
resolve_target: Some(&frame.view),
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color::BLACK,
}],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&self.pipeline);
rpass.set_vertex_buffers(&[(&self.vertex_buffer, 0)]);
rpass.draw(0..self.vertex_count, 0..1);
}
device.get_queue().submit(&[encoder.finish()]);
}
}
fn main() {
framework::run::<Example>("MSAA and LineList");
}

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#version 450
layout(location = 0) in vec4 v_Color;
layout(location = 0) out vec4 f_Color;
void main() {
f_Color = v_Color;
}

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#version 450
layout(location = 0) in vec2 a_Pos;
layout(location = 1) in vec4 a_Color;
layout(location = 0) out vec4 f_Color;
void main() {
gl_Position = vec4(a_Pos, 0.0, 1.0);
f_Color = a_Color;
}