wgpu 0.15.1

Rusty WebGPU API wrapper
Documentation
use bytemuck::{Pod, Zeroable};
use std::borrow::Cow;
use std::mem;
use wgpu::util::DeviceExt;

#[path = "../framework.rs"]
mod framework;

#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct Vertex {
    _pos: [f32; 4],
}

fn vertex(x: f32, y: f32) -> Vertex {
    Vertex {
        _pos: [x, y, 0.0, 1.0],
    }
}

struct Triangles {
    outer_vertex_buffer: wgpu::Buffer,
    mask_vertex_buffer: wgpu::Buffer,
    outer_pipeline: wgpu::RenderPipeline,
    mask_pipeline: wgpu::RenderPipeline,
    stencil_buffer: wgpu::Texture,
}

impl framework::Example for Triangles {
    fn init(
        config: &wgpu::SurfaceConfiguration,
        _adapter: &wgpu::Adapter,
        device: &wgpu::Device,
        _queue: &wgpu::Queue,
    ) -> Self {
        // Create the vertex and index buffers
        let vertex_size = mem::size_of::<Vertex>();
        let outer_vertices = [vertex(-1.0, -1.0), vertex(1.0, -1.0), vertex(0.0, 1.0)];
        let mask_vertices = [vertex(-0.5, 0.0), vertex(0.0, -1.0), vertex(0.5, 0.0)];

        let outer_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Outer Vertex Buffer"),
            contents: bytemuck::cast_slice(&outer_vertices),
            usage: wgpu::BufferUsages::VERTEX,
        });

        let mask_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Mask Vertex Buffer"),
            contents: bytemuck::cast_slice(&mask_vertices),
            usage: wgpu::BufferUsages::VERTEX,
        });

        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: None,
            bind_group_layouts: &[],
            push_constant_ranges: &[],
        });

        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: None,
            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
        });

        let vertex_buffers = [wgpu::VertexBufferLayout {
            array_stride: vertex_size as wgpu::BufferAddress,
            step_mode: wgpu::VertexStepMode::Vertex,
            attributes: &[wgpu::VertexAttribute {
                format: wgpu::VertexFormat::Float32x4,
                offset: 0,
                shader_location: 0,
            }],
        }];

        let mask_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: None,
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: "vs_main",
                buffers: &vertex_buffers,
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: "fs_main",
                targets: &[Some(wgpu::ColorTargetState {
                    format: config.format,
                    blend: None,
                    write_mask: wgpu::ColorWrites::empty(),
                })],
            }),
            primitive: Default::default(),
            depth_stencil: Some(wgpu::DepthStencilState {
                format: wgpu::TextureFormat::Stencil8,
                depth_write_enabled: false,
                depth_compare: wgpu::CompareFunction::Always,
                stencil: wgpu::StencilState {
                    front: wgpu::StencilFaceState {
                        compare: wgpu::CompareFunction::Always,
                        pass_op: wgpu::StencilOperation::Replace,
                        ..Default::default()
                    },
                    back: wgpu::StencilFaceState::IGNORE,
                    read_mask: !0,
                    write_mask: !0,
                },
                bias: Default::default(),
            }),
            multisample: wgpu::MultisampleState::default(),
            multiview: None,
        });

        let outer_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: None,
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: "vs_main",
                buffers: &vertex_buffers,
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: "fs_main",
                targets: &[Some(config.format.into())],
            }),
            primitive: Default::default(),
            depth_stencil: Some(wgpu::DepthStencilState {
                format: wgpu::TextureFormat::Stencil8,
                depth_write_enabled: false,
                depth_compare: wgpu::CompareFunction::Always,
                stencil: wgpu::StencilState {
                    front: wgpu::StencilFaceState {
                        compare: wgpu::CompareFunction::Greater,
                        ..Default::default()
                    },
                    back: wgpu::StencilFaceState::IGNORE,
                    read_mask: !0,
                    write_mask: !0,
                },
                bias: Default::default(),
            }),
            multisample: wgpu::MultisampleState::default(),
            multiview: None,
        });

        let stencil_buffer = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("Stencil buffer"),
            size: wgpu::Extent3d {
                width: config.width,
                height: config.height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Stencil8,
            view_formats: &[],
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
        });

        // Done
        Triangles {
            outer_vertex_buffer,
            mask_vertex_buffer,
            outer_pipeline,
            mask_pipeline,
            stencil_buffer,
        }
    }

    fn update(&mut self, _event: winit::event::WindowEvent) {
        // empty
    }

    fn resize(
        &mut self,
        _config: &wgpu::SurfaceConfiguration,
        _device: &wgpu::Device,
        _queue: &wgpu::Queue,
    ) {
        // empty
    }

    fn render(
        &mut self,
        view: &wgpu::TextureView,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        _spawner: &framework::Spawner,
    ) {
        let mut encoder =
            device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
        {
            let depth_view = self.stencil_buffer.create_view(&Default::default());
            let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: None,
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Clear(wgpu::Color {
                            r: 0.1,
                            g: 0.2,
                            b: 0.3,
                            a: 1.0,
                        }),
                        store: true,
                    },
                })],
                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
                    view: &depth_view,
                    depth_ops: None,
                    stencil_ops: Some(wgpu::Operations {
                        load: wgpu::LoadOp::Clear(0),
                        store: true,
                    }),
                }),
            });

            rpass.set_stencil_reference(1);

            rpass.set_pipeline(&self.mask_pipeline);
            rpass.set_vertex_buffer(0, self.mask_vertex_buffer.slice(..));
            rpass.draw(0..3, 0..1);

            rpass.set_pipeline(&self.outer_pipeline);
            rpass.set_vertex_buffer(0, self.outer_vertex_buffer.slice(..));
            rpass.draw(0..3, 0..1);
        }

        queue.submit(Some(encoder.finish()));
    }
}

fn main() {
    framework::run::<Triangles>("stencil-triangles");
}

wasm_bindgen_test::wasm_bindgen_test_configure!(run_in_browser);

#[test]
#[wasm_bindgen_test::wasm_bindgen_test]
fn stencil_triangles() {
    framework::test::<Triangles>(framework::FrameworkRefTest {
        image_path: "/examples/stencil-triangles/screenshot.png",
        width: 1024,
        height: 768,
        optional_features: wgpu::Features::default(),
        base_test_parameters: framework::test_common::TestParameters::default(),
        tolerance: 1,
        max_outliers: 0,
    });
}