wgsl_to_wgpu 0.15.2

Generate typesafe Rust bindings from WGSL shaders to wgpu
Documentation
---
source: wgsl_to_wgpu/src/structs.rs
---
pub mod bind_groups {
    #[derive(Debug)]
    pub struct BindGroup0(wgpu::BindGroup);
    #[derive(Debug)]
    pub struct BindGroupLayout0<'a> {
        pub rts: wgpu::BufferBinding<'a>,
    }
    const LAYOUT_DESCRIPTOR0: wgpu::BindGroupLayoutDescriptor = wgpu::BindGroupLayoutDescriptor {
        label: Some("LayoutDescriptor0"),
        entries: &[
            wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::NONE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage {
                        read_only: false,
                    },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
        ],
    };
    impl BindGroup0 {
        pub fn get_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
            device.create_bind_group_layout(&LAYOUT_DESCRIPTOR0)
        }
        pub fn from_bindings(device: &wgpu::Device, bindings: BindGroupLayout0) -> Self {
            let bind_group_layout = device.create_bind_group_layout(&LAYOUT_DESCRIPTOR0);
            let bind_group = device
                .create_bind_group(
                    &wgpu::BindGroupDescriptor {
                        layout: &bind_group_layout,
                        entries: &[
                            wgpu::BindGroupEntry {
                                binding: 0,
                                resource: wgpu::BindingResource::Buffer(bindings.rts),
                            },
                        ],
                        label: Some("BindGroup0"),
                    },
                );
            Self(bind_group)
        }
        pub fn set<P: SetBindGroup>(&self, pass: &mut P) {
            pass.set_bind_group(0, &self.0, &[]);
        }
    }
    #[derive(Debug, Copy, Clone)]
    pub struct BindGroups<'a> {
        pub bind_group0: &'a BindGroup0,
    }
    impl BindGroups<'_> {
        pub fn set<P: SetBindGroup>(&self, pass: &mut P) {
            self.bind_group0.set(pass);
        }
    }
    pub trait SetBindGroup {
        fn set_bind_group(
            &mut self,
            index: u32,
            bind_group: &wgpu::BindGroup,
            offsets: &[wgpu::DynamicOffset],
        );
    }
    impl SetBindGroup for wgpu::ComputePass<'_> {
        fn set_bind_group(
            &mut self,
            index: u32,
            bind_group: &wgpu::BindGroup,
            offsets: &[wgpu::DynamicOffset],
        ) {
            self.set_bind_group(index, bind_group, offsets);
        }
    }
    impl SetBindGroup for wgpu::RenderPass<'_> {
        fn set_bind_group(
            &mut self,
            index: u32,
            bind_group: &wgpu::BindGroup,
            offsets: &[wgpu::DynamicOffset],
        ) {
            self.set_bind_group(index, bind_group, offsets);
        }
    }
    impl SetBindGroup for wgpu::RenderBundleEncoder<'_> {
        fn set_bind_group(
            &mut self,
            index: u32,
            bind_group: &wgpu::BindGroup,
            offsets: &[wgpu::DynamicOffset],
        ) {
            self.set_bind_group(index, bind_group, offsets);
        }
    }
}
pub fn set_bind_groups<P: bind_groups::SetBindGroup>(
    pass: &mut P,
    bind_group0: &bind_groups::BindGroup0,
) {
    bind_group0.set(pass);
}
pub const ENTRY_MAIN: &str = "main";
#[derive(Debug)]
pub struct FragmentEntry<const N: usize> {
    pub entry_point: &'static str,
    pub targets: [Option<wgpu::ColorTargetState>; N],
    pub constants: Vec<(&'static str, f64)>,
}
pub fn fragment_state<'a, const N: usize>(
    module: &'a wgpu::ShaderModule,
    entry: &'a FragmentEntry<N>,
) -> wgpu::FragmentState<'a> {
    wgpu::FragmentState {
        module,
        entry_point: Some(entry.entry_point),
        targets: &entry.targets,
        compilation_options: wgpu::PipelineCompilationOptions {
            constants: &entry.constants,
            ..Default::default()
        },
    }
}
pub fn main_entry(targets: [Option<wgpu::ColorTargetState>; 0]) -> FragmentEntry<0> {
    FragmentEntry {
        entry_point: ENTRY_MAIN,
        targets,
        constants: Default::default(),
    }
}
pub const SOURCE: &str = include_str!("shader.wgsl");
pub fn create_shader_module(device: &wgpu::Device) -> wgpu::ShaderModule {
    let source = std::borrow::Cow::Borrowed(SOURCE);
    device
        .create_shader_module(wgpu::ShaderModuleDescriptor {
            label: None,
            source: wgpu::ShaderSource::Wgsl(source),
        })
}
pub fn create_pipeline_layout(device: &wgpu::Device) -> wgpu::PipelineLayout {
    device
        .create_pipeline_layout(
            &wgpu::PipelineLayoutDescriptor {
                label: None,
                bind_group_layouts: &[
                    &bind_groups::BindGroup0::get_bind_group_layout(device),
                ],
                push_constant_ranges: &[],
            },
        )
}
#[derive(Debug, Clone, PartialEq, encase::ShaderType)]
pub struct RtsStruct {
    pub other_data: i32,
    #[size(runtime)]
    pub the_array: Vec<u32>,
}