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Create shader modules
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7
examples/data/hello_triangle.frag
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7
examples/data/hello_triangle.frag
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@ -0,0 +1,7 @@
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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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BIN
examples/data/hello_triangle.frag.spv
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examples/data/hello_triangle.frag.spv
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15
examples/data/hello_triangle.vert
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15
examples/data/hello_triangle.vert
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@ -0,0 +1,15 @@
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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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BIN
examples/data/hello_triangle.vert.spv
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examples/data/hello_triangle.vert.spv
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@ -10,4 +10,10 @@ fn main() {
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anisotropic_filtering: false,
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},
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});
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let _vs = gn::device_create_shader_module(device, gn::ShaderModuleDescriptor {
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code: include_bytes!("./data/hello_triangle.vert.spv"),
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});
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let _fs = gn::device_create_shader_module(device, gn::ShaderModuleDescriptor {
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code: include_bytes!("./data/hello_triangle.frag.spv"),
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});
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}
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@ -1,7 +1,7 @@
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use hal::{self, Device as _Device, QueueGroup};
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use memory;
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use {BufferHandle, CommandBufferHandle, DeviceHandle};
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use {BufferHandle, CommandBufferHandle, DeviceHandle, ShaderModuleHandle};
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pub type BufferUsage = hal::buffer::Usage;
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@ -12,6 +12,11 @@ pub struct BufferDescriptor {
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pub usage: BufferUsage,
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}
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#[repr(C)]
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pub struct ShaderModuleDescriptor<'a> {
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pub code: &'a [u8],
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}
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#[repr(C)]
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pub struct CommandBufferDescriptor {
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}
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@ -50,6 +55,20 @@ fn device_create_buffer(
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})
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}
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pub struct ShaderModule<B: hal::Backend> {
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pub raw: B::ShaderModule,
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}
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pub extern "C"
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fn device_create_shader_module(
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device: DeviceHandle, desc: ShaderModuleDescriptor
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) -> ShaderModuleHandle {
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let shader = device.device.create_shader_module(desc.code).unwrap();
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ShaderModuleHandle::new(ShaderModule {
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raw: shader,
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})
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}
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pub extern "C"
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fn device_create_command_buffer(
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device: DeviceHandle, desc: CommandBufferDescriptor
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@ -26,6 +26,7 @@ pub type InstanceHandle = Handle<back::Instance>;
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pub type AdapterHandle = Handle<hal::Adapter<B>>;
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pub type DeviceHandle = Handle<Device<B>>;
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pub type BufferHandle = Handle<Buffer<B>>;
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pub type ShaderModuleHandle = Handle<ShaderModule<B>>;
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pub type CommandBufferHandle = Handle<CommandBuffer<B>>;
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pub type RenderPassHandle = Handle<RenderPass<B>>;
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pub type ComputePassHandle = Handle<ComputePass<B>>;
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