use super::types::GpuParticle;
pub struct ParticlePipelines {
pub compute_pipeline: wgpu::ComputePipeline,
pub compute_bind_group: wgpu::BindGroup,
pub render_pipeline: wgpu::RenderPipeline,
}
pub fn create_particle_pipelines(
device: &wgpu::Device,
global_bind_group_layout: &wgpu::BindGroupLayout,
output_format: wgpu::TextureFormat,
params_buffer: &wgpu::Buffer,
particles_buffer: &wgpu::Buffer,
) -> ParticlePipelines {
let compute_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: Some("particle_compute_layout"),
});
let compute_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &compute_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: params_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: particles_buffer.as_entire_binding(),
},
],
label: Some("particle_compute_bind_group"),
});
let compute_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Particle Compute Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/particle_compute.wgsl").into()),
});
let compute_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Particle Compute Pipeline Layout"),
bind_group_layouts: &[&compute_bind_group_layout],
push_constant_ranges: &[],
});
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Particle Compute Pipeline"),
layout: Some(&compute_pipeline_layout),
module: &compute_shader,
entry_point: "main",
compilation_options: Default::default(),
});
let render_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Particle Render Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/particle_render.wgsl").into()),
});
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Particle Render Pipeline Layout"),
bind_group_layouts: &[global_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Particle Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &render_shader,
entry_point: "vs_main",
compilation_options: Default::default(),
buffers: &[
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![4 => Float32x2],
},
GpuParticle::desc(),
],
},
fragment: Some(wgpu::FragmentState {
module: &render_shader,
entry_point: "fs_main",
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: output_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
ParticlePipelines {
compute_pipeline,
compute_bind_group,
render_pipeline,
}
}