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use rgx::{core, math::Matrix4};
pub struct LyonPipeline {
pipeline: core::Pipeline,
bindings: core::BindingGroup,
buf: core::UniformBuffer,
}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct Uniforms {
pub ortho: Matrix4<f32>,
pub transform: Matrix4<f32>,
}
impl<'a> core::AbstractPipeline<'a> for LyonPipeline {
type PrepareContext = Matrix4<f32>;
type Uniforms = self::Uniforms;
fn description() -> core::PipelineDescription<'a> {
core::PipelineDescription {
vertex_layout: &[core::VertexFormat::Float3, core::VertexFormat::UByte4],
pipeline_layout: &[rgx::core::Set(&[rgx::core::Binding {
binding: rgx::core::BindingType::UniformBuffer,
stage: rgx::core::ShaderStage::Vertex,
}])],
vertex_shader: include_bytes!("shaders/shape.vert.spv"),
fragment_shader: include_bytes!("shaders/shape.frag.spv"),
}
}
fn setup(pipeline: core::Pipeline, dev: &core::Device) -> Self {
let transform = Matrix4::identity();
let ortho = Matrix4::identity();
let buf = dev.create_uniform_buffer(&[self::Uniforms { ortho, transform }]);
let bindings = dev.create_binding_group(&pipeline.layout.sets[0], &[&buf]);
Self {
pipeline,
buf,
bindings,
}
}
fn apply(&self, pass: &mut core::Pass) {
pass.set_pipeline(&self.pipeline);
pass.set_binding(&self.bindings, &[]);
}
fn prepare(
&'a self,
ortho: Matrix4<f32>,
) -> Option<(&'a core::UniformBuffer, Vec<self::Uniforms>)> {
let transform = Matrix4::identity();
Some((&self.buf, vec![self::Uniforms { transform, ortho }]))
}
}