use std::borrow::Cow;
use renderdoc::{InputButton, RenderDoc, V110};
use winit::{
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::Window,
};
async fn run(event_loop: EventLoop<()>, window: Window) {
let size = window.inner_size();
let instance = wgpu::Instance::default();
let surface = unsafe { instance.create_surface(&window) }.unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
compatible_surface: Some(&surface),
})
.await
.expect("Failed to find an appropriate adapter");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits()),
},
None,
)
.await
.expect("Failed to create device");
let mut renderdoc: Result<RenderDoc<V110>, _> = RenderDoc::new();
if let Ok(rd) = renderdoc.as_mut() {
rd.set_focus_toggle_keys(&[InputButton::F]);
rd.set_capture_keys(&[InputButton::C]);
}
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let swapchain_capabilities = surface.get_capabilities(&adapter);
let swapchain_format = swapchain_capabilities.formats[0];
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(swapchain_format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let mut config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: swapchain_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: swapchain_capabilities.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter, &shader, &pipeline_layout);
*control_flow = ControlFlow::Wait;
match event {
Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
config.width = size.width;
config.height = size.height;
surface.configure(&device, &config);
window.request_redraw();
}
Event::WindowEvent {
event:
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(keycode),
state: ElementState::Pressed,
..
},
..
},
..
} => match (keycode, renderdoc.as_mut()) {
(VirtualKeyCode::C, Ok(rd)) => rd.trigger_capture(),
(VirtualKeyCode::R, Ok(rd)) => match rd.launch_replay_ui(true, None) {
Ok(pid) => println!("Launched replay UI (PID {pid})"),
Err(e) => eprintln!("Failed to launch replay UI: {e}"),
},
_ => {}
},
Event::RedrawRequested(_) => {
let frame = surface
.get_current_texture()
.expect("Failed to acquire next swap chain texture");
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
store: true,
},
})],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&render_pipeline);
rpass.draw(0..3, 0..1);
}
queue.submit(Some(encoder.finish()));
frame.present();
}
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
_ => {}
}
});
}
fn main() {
let event_loop = EventLoop::new();
let window = winit::window::Window::new(&event_loop).unwrap();
wgpu_subscriber::initialize_default_subscriber(None);
pollster::block_on(run(event_loop, window));
}