pub struct Renderer { /* private fields */ }Expand description
Low-level extensible renderer that simplifies WGPU resource management.
This provides a foundation for higher-level renderers like TextRenderer, SceneRenderer, etc. It manages common rendering state and provides utilities for resource creation.
Implementations§
Source§impl Renderer
impl Renderer
Sourcepub fn new(context: Arc<GraphicsContext>) -> Self
pub fn new(context: Arc<GraphicsContext>) -> Self
Create a new renderer with the given graphics context.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn context(&self) -> &GraphicsContext
pub fn context(&self) -> &GraphicsContext
Get the graphics context.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_shader(&self, label: Option<&str>, source: &str) -> ShaderModule
pub fn create_shader(&self, label: Option<&str>, source: &str) -> ShaderModule
Create a shader module from WGSL source.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_vertex_buffer<T: Pod>(
&self,
label: Option<&str>,
data: &[T],
) -> Buffer
pub fn create_vertex_buffer<T: Pod>( &self, label: Option<&str>, data: &[T], ) -> Buffer
Create a vertex buffer with data.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_index_buffer<T: Pod>(
&self,
label: Option<&str>,
data: &[T],
) -> Buffer
pub fn create_index_buffer<T: Pod>( &self, label: Option<&str>, data: &[T], ) -> Buffer
Create an index buffer with data.
Sourcepub fn create_uniform_buffer<T: Pod>(
&self,
label: Option<&str>,
data: &T,
) -> Buffer
pub fn create_uniform_buffer<T: Pod>( &self, label: Option<&str>, data: &T, ) -> Buffer
Create a uniform buffer with data.
Sourcepub fn update_uniform_buffer<T: Pod>(&self, buffer: &Buffer, data: &T)
pub fn update_uniform_buffer<T: Pod>(&self, buffer: &Buffer, data: &T)
Update a uniform buffer with new data.
Sourcepub fn create_storage_buffer(
&self,
label: Option<&str>,
size: u64,
read_only: bool,
) -> Buffer
pub fn create_storage_buffer( &self, label: Option<&str>, size: u64, read_only: bool, ) -> Buffer
Create an empty storage buffer.
§Arguments
label- Optional debug labelsize- Size in bytesread_only- If true, creates a read-only storage buffer (STORAGE), otherwise creates a read-write storage buffer (STORAGE | COPY_DST)
Sourcepub fn create_storage_buffer_init<T: Pod>(
&self,
label: Option<&str>,
data: &[T],
read_only: bool,
) -> Buffer
pub fn create_storage_buffer_init<T: Pod>( &self, label: Option<&str>, data: &[T], read_only: bool, ) -> Buffer
Create a storage buffer initialized with data.
§Arguments
label- Optional debug labeldata- Initial data to write to the bufferread_only- If true, creates a read-only storage buffer, otherwise creates a read-write storage buffer
Sourcepub fn update_storage_buffer<T: Pod>(
&self,
buffer: &Buffer,
offset: u64,
data: &[T],
)
pub fn update_storage_buffer<T: Pod>( &self, buffer: &Buffer, offset: u64, data: &[T], )
Update a storage buffer with new data at the specified offset.
§Arguments
buffer- The buffer to updateoffset- Byte offset into the bufferdata- Data to write
Sourcepub fn create_texture(&self, descriptor: &TextureDescriptor<'_>) -> Texture
pub fn create_texture(&self, descriptor: &TextureDescriptor<'_>) -> Texture
Create a texture with descriptor.
Sourcepub fn create_texture_2d(
&self,
label: Option<&str>,
width: u32,
height: u32,
format: TextureFormat,
usage: TextureUsages,
data: &[u8],
) -> Texture
pub fn create_texture_2d( &self, label: Option<&str>, width: u32, height: u32, format: TextureFormat, usage: TextureUsages, data: &[u8], ) -> Texture
Create a 2D texture with data.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_sampler(&self, descriptor: &SamplerDescriptor<'_>) -> Sampler
pub fn create_sampler(&self, descriptor: &SamplerDescriptor<'_>) -> Sampler
Create a sampler with descriptor.
Sourcepub fn create_linear_sampler(&self, label: Option<&str>) -> Sampler
pub fn create_linear_sampler(&self, label: Option<&str>) -> Sampler
Create a simple linear sampler.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_nearest_sampler(&self, label: Option<&str>) -> Sampler
pub fn create_nearest_sampler(&self, label: Option<&str>) -> Sampler
Create a simple nearest sampler.
Sourcepub fn create_bind_group_layout(
&self,
label: Option<&str>,
entries: &[BindGroupLayoutEntry],
) -> BindGroupLayout
pub fn create_bind_group_layout( &self, label: Option<&str>, entries: &[BindGroupLayoutEntry], ) -> BindGroupLayout
Create a bind group layout.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_bind_group(
&self,
label: Option<&str>,
layout: &BindGroupLayout,
entries: &[BindGroupEntry<'_>],
) -> BindGroup
pub fn create_bind_group( &self, label: Option<&str>, layout: &BindGroupLayout, entries: &[BindGroupEntry<'_>], ) -> BindGroup
Create a bind group.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_pipeline_layout(
&self,
label: Option<&str>,
bind_group_layouts: &[&BindGroupLayout],
push_constant_ranges: &[PushConstantRange],
) -> PipelineLayout
pub fn create_pipeline_layout( &self, label: Option<&str>, bind_group_layouts: &[&BindGroupLayout], push_constant_ranges: &[PushConstantRange], ) -> PipelineLayout
Create a pipeline layout.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_render_pipeline(
&self,
descriptor: &RenderPipelineDescriptor<'_>,
) -> RenderPipeline
pub fn create_render_pipeline( &self, descriptor: &RenderPipelineDescriptor<'_>, ) -> RenderPipeline
Create a render pipeline.
Examples found in repository?
29fn main() {
30 logging::init();
31
32 run_app(|ctx| {
33 let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
34 let renderer = Renderer::new(graphics_ctx.clone());
35
36 let window = ctx
37 .create_window(WindowDescriptor {
38 title: "Renderer API Example".to_string(),
39 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
40 ..Default::default()
41 })
42 .expect("Failed to create window");
43
44 let window = RenderableWindow::new_with_descriptor(
45 window,
46 graphics_ctx.clone(),
47 WindowContextDescriptor {
48 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
49 ..Default::default()
50 },
51 ).expect("Failed to create renderable window");
52
53 let window_id = window.id();
54
55 // Create shader using Renderer API
56 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
57
58 // Create texture using Renderer helper
59 let texture_data = create_gradient_texture();
60 let texture = renderer.create_texture_2d(
61 Some("Gradient Texture"),
62 256,
63 256,
64 wgpu::TextureFormat::Rgba8UnormSrgb,
65 wgpu::TextureUsages::TEXTURE_BINDING,
66 &texture_data,
67 );
68
69 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
70 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
71
72 // Create bind group using Renderer API
73 let bind_group_layout = renderer.create_bind_group_layout(
74 Some("Texture Bind Group Layout"),
75 &[
76 wgpu::BindGroupLayoutEntry {
77 binding: 0,
78 visibility: wgpu::ShaderStages::FRAGMENT,
79 ty: wgpu::BindingType::Texture {
80 multisampled: false,
81 view_dimension: wgpu::TextureViewDimension::D2,
82 sample_type: wgpu::TextureSampleType::Float { filterable: true },
83 },
84 count: None,
85 },
86 wgpu::BindGroupLayoutEntry {
87 binding: 1,
88 visibility: wgpu::ShaderStages::FRAGMENT,
89 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
90 count: None,
91 },
92 ],
93 );
94
95 let bind_group = renderer.create_bind_group(
96 Some("Texture Bind Group"),
97 &bind_group_layout,
98 &[
99 wgpu::BindGroupEntry {
100 binding: 0,
101 resource: wgpu::BindingResource::TextureView(&texture_view),
102 },
103 wgpu::BindGroupEntry {
104 binding: 1,
105 resource: wgpu::BindingResource::Sampler(&sampler),
106 },
107 ],
108 );
109
110 let pipeline_layout = renderer.create_pipeline_layout(
111 Some("Render Pipeline Layout"),
112 &[&bind_group_layout],
113 &[],
114 );
115
116 // Create pipeline using Renderer API with BlendMode
117 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
118 label: Some("Render Pipeline"),
119 layout: Some(&pipeline_layout),
120 vertex: wgpu::VertexState {
121 module: &shader,
122 entry_point: Some("vs_main"),
123 buffers: &[wgpu::VertexBufferLayout {
124 array_stride: 4 * 4,
125 step_mode: wgpu::VertexStepMode::Vertex,
126 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
127 }],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 },
130 fragment: Some(wgpu::FragmentState {
131 module: &shader,
132 entry_point: Some("fs_main"),
133 // Use BlendMode for transparent rendering
134 targets: &[Some(
135 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
136 )],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 }),
139 primitive: wgpu::PrimitiveState {
140 topology: wgpu::PrimitiveTopology::TriangleList,
141 strip_index_format: None,
142 front_face: wgpu::FrontFace::Ccw,
143 cull_mode: Some(wgpu::Face::Back),
144 polygon_mode: wgpu::PolygonMode::Fill,
145 unclipped_depth: false,
146 conservative: false,
147 },
148 depth_stencil: None,
149 multisample: wgpu::MultisampleState {
150 count: 1,
151 mask: !0,
152 alpha_to_coverage_enabled: false,
153 },
154 multiview: None,
155 cache: None,
156 });
157
158 #[rustfmt::skip]
159 let vertices: &[f32] = &[
160 -0.8, -0.8, 0.0, 1.0,
161 0.8, -0.8, 1.0, 1.0,
162 0.8, 0.8, 1.0, 0.0,
163 -0.8, -0.8, 0.0, 1.0,
164 0.8, 0.8, 1.0, 0.0,
165 -0.8, 0.8, 0.0, 0.0,
166 ];
167
168 // Create vertex buffer using Renderer helper
169 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
170
171 // Create offscreen framebuffer using the new Framebuffer abstraction
172 let offscreen_fb = Framebuffer::builder(400, 300)
173 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
174 .label("Offscreen FB")
175 .build(&graphics_ctx);
176
177 // Create blit shader and pipeline for rendering framebuffer to surface
178 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
179
180 let blit_bind_group_layout = renderer.create_bind_group_layout(
181 Some("Blit Bind Group Layout"),
182 &[
183 wgpu::BindGroupLayoutEntry {
184 binding: 0,
185 visibility: wgpu::ShaderStages::FRAGMENT,
186 ty: wgpu::BindingType::Texture {
187 multisampled: false,
188 view_dimension: wgpu::TextureViewDimension::D2,
189 sample_type: wgpu::TextureSampleType::Float { filterable: true },
190 },
191 count: None,
192 },
193 wgpu::BindGroupLayoutEntry {
194 binding: 1,
195 visibility: wgpu::ShaderStages::FRAGMENT,
196 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
197 count: None,
198 },
199 ],
200 );
201
202 let blit_bind_group = renderer.create_bind_group(
203 Some("Blit Bind Group"),
204 &blit_bind_group_layout,
205 &[
206 wgpu::BindGroupEntry {
207 binding: 0,
208 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
209 },
210 wgpu::BindGroupEntry {
211 binding: 1,
212 resource: wgpu::BindingResource::Sampler(&sampler),
213 },
214 ],
215 );
216
217 let blit_pipeline_layout = renderer.create_pipeline_layout(
218 Some("Blit Pipeline Layout"),
219 &[&blit_bind_group_layout],
220 &[],
221 );
222
223 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
224 label: Some("Blit Pipeline"),
225 layout: Some(&blit_pipeline_layout),
226 vertex: wgpu::VertexState {
227 module: &blit_shader,
228 entry_point: Some("vs_main"),
229 buffers: &[],
230 compilation_options: wgpu::PipelineCompilationOptions::default(),
231 },
232 fragment: Some(wgpu::FragmentState {
233 module: &blit_shader,
234 entry_point: Some("fs_main"),
235 // Use PremultipliedAlpha for framebuffer blitting
236 targets: &[Some(
237 BlendMode::PremultipliedAlpha
238 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
239 )],
240 compilation_options: wgpu::PipelineCompilationOptions::default(),
241 }),
242 primitive: wgpu::PrimitiveState {
243 topology: wgpu::PrimitiveTopology::TriangleList,
244 ..Default::default()
245 },
246 depth_stencil: None,
247 multisample: wgpu::MultisampleState::default(),
248 multiview: None,
249 cache: None,
250 });
251
252 tracing::info!("Renderer initialized successfully");
253 tracing::info!("Device: {:?}", renderer.context().info());
254
255 Box::new(RendererApp {
256 context: graphics_ctx,
257 renderer,
258 window,
259 window_id,
260 pipeline,
261 bind_group,
262 vertex_buffer,
263 offscreen_fb,
264 blit_pipeline,
265 blit_bind_group,
266 time: 0.0,
267 })
268 });
269}Sourcepub fn create_compute_pipeline(
&self,
descriptor: &ComputePipelineDescriptor<'_>,
) -> ComputePipeline
pub fn create_compute_pipeline( &self, descriptor: &ComputePipelineDescriptor<'_>, ) -> ComputePipeline
Create a compute pipeline.
Sourcepub fn create_command_encoder(&self, label: Option<&str>) -> CommandEncoder
pub fn create_command_encoder(&self, label: Option<&str>) -> CommandEncoder
Create a command encoder.
Sourcepub fn submit<I>(&self, command_buffers: I)where
I: IntoIterator<Item = CommandBuffer>,
pub fn submit<I>(&self, command_buffers: I)where
I: IntoIterator<Item = CommandBuffer>,
Submit command buffers to the queue.
Sourcepub fn create_typed_vertex_buffer<T: Pod>(
&self,
label: Option<&str>,
data: &[T],
) -> TypedBuffer<T>
pub fn create_typed_vertex_buffer<T: Pod>( &self, label: Option<&str>, data: &[T], ) -> TypedBuffer<T>
Create a typed vertex buffer with data.
Returns a TypedBuffer<T> that tracks element count and provides type-safe operations.
Sourcepub fn create_typed_index_buffer<T: Pod>(
&self,
label: Option<&str>,
data: &[T],
) -> TypedBuffer<T>
pub fn create_typed_index_buffer<T: Pod>( &self, label: Option<&str>, data: &[T], ) -> TypedBuffer<T>
Create a typed index buffer with data.
Returns a TypedBuffer<T> that tracks element count and provides type-safe operations.
Sourcepub fn create_typed_uniform<T: Pod>(
&self,
label: Option<&str>,
data: &T,
) -> UniformBuffer<T>
pub fn create_typed_uniform<T: Pod>( &self, label: Option<&str>, data: &T, ) -> UniformBuffer<T>
Create a typed uniform buffer with data.
Returns a UniformBuffer<T> that provides type-safe uniform operations.
Sourcepub fn create_gpu_texture_2d(
&self,
label: Option<&str>,
width: u32,
height: u32,
format: TextureFormat,
usage: TextureUsages,
) -> GpuTexture
pub fn create_gpu_texture_2d( &self, label: Option<&str>, width: u32, height: u32, format: TextureFormat, usage: TextureUsages, ) -> GpuTexture
Create a GPU texture with cached view and metadata.
Returns a GpuTexture that provides convenient access to the texture, view, and metadata.
Sourcepub fn create_gpu_texture_from_data(
&self,
label: Option<&str>,
width: u32,
height: u32,
format: TextureFormat,
data: &[u8],
) -> GpuTexture
pub fn create_gpu_texture_from_data( &self, label: Option<&str>, width: u32, height: u32, format: TextureFormat, data: &[u8], ) -> GpuTexture
Create a GPU texture from raw data.
Returns a GpuTexture with data uploaded to the GPU.
Auto Trait Implementations§
impl Freeze for Renderer
impl !RefUnwindSafe for Renderer
impl Send for Renderer
impl Sync for Renderer
impl Unpin for Renderer
impl !UnwindSafe for Renderer
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
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&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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Source§impl<T> Instrument for T
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Source§fn instrument(self, span: Span) -> Instrumented<Self>
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Source§impl<T> IntoEither for T
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more