---
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>,
}