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- use std::iter;
- use winit::{
- event::*,
- event_loop::EventLoop,
- keyboard::{KeyCode, PhysicalKey},
- window::{Window, WindowBuilder},
- };
- #[cfg(target_arch = "wasm32")]
- use wasm_bindgen::prelude::*;
- struct State<'a> {
- surface: wgpu::Surface<'a>,
- device: wgpu::Device,
- queue: wgpu::Queue,
- config: wgpu::SurfaceConfiguration,
- size: winit::dpi::PhysicalSize<u32>,
- // The window must be declared after the surface so
- // it gets dropped after it as the surface contains
- // unsafe references to the window's resources.
- window: &'a Window,
- }
- impl<'a> State<'a> {
- async fn new(window: &'a Window) -> State<'a> {
- let size = window.inner_size();
- // The instance is a handle to our GPU
- // BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
- let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
- backends: wgpu::Backends::all(),
- ..Default::default()
- });
- let surface = instance.create_surface(window).unwrap();
- let adapter = instance
- .request_adapter(&wgpu::RequestAdapterOptions {
- power_preference: wgpu::PowerPreference::default(),
- compatible_surface: Some(&surface),
- force_fallback_adapter: false,
- })
- .await
- .unwrap();
- let (device, queue) = adapter
- .request_device(
- &wgpu::DeviceDescriptor {
- label: None,
- required_features: wgpu::Features::empty(),
- // WebGL doesn't support all of wgpu's features, so if
- // we're building for the web we'll have to disable some.
- required_limits: if cfg!(target_arch = "wasm32") {
- wgpu::Limits::downlevel_webgl2_defaults()
- } else {
- wgpu::Limits::default()
- },
- },
- // Some(&std::path::Path::new("trace")), // Trace path
- None,
- )
- .await
- .unwrap();
- let surface_caps = surface.get_capabilities(&adapter);
- // Shader code in this tutorial assumes an Srgb surface texture. Using a different
- // one will result all the colors comming out darker. If you want to support non
- // Srgb surfaces, you'll need to account for that when drawing to the frame.
- let surface_format = surface_caps
- .formats
- .iter()
- .copied()
- .find(|f| f.is_srgb())
- .unwrap_or(surface_caps.formats[0]);
- let config = wgpu::SurfaceConfiguration {
- usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
- format: surface_format,
- width: size.width,
- height: size.height,
- present_mode: surface_caps.present_modes[0],
- alpha_mode: surface_caps.alpha_modes[0],
- desired_maximum_frame_latency: 2,
- view_formats: vec![],
- };
- surface.configure(&device, &config);
- Self {
- surface,
- device,
- queue,
- config,
- size,
- window,
- }
- }
- fn window(&self) -> &Window {
- &self.window
- }
- pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
- if new_size.width > 0 && new_size.height > 0 {
- self.size = new_size;
- self.config.width = new_size.width;
- self.config.height = new_size.height;
- self.surface.configure(&self.device, &self.config);
- }
- }
- #[allow(unused_variables)]
- fn input(&mut self, event: &WindowEvent) -> bool {
- false
- }
- fn update(&mut self) {}
- fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
- let output = self.surface.get_current_texture()?;
- let view = output
- .texture
- .create_view(&wgpu::TextureViewDescriptor::default());
- let mut encoder = self
- .device
- .create_command_encoder(&wgpu::CommandEncoderDescriptor {
- label: Some("Render Encoder"),
- });
- {
- let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- label: Some("Render Pass"),
- color_attachments: &[Some(wgpu::RenderPassColorAttachment {
- view: &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: wgpu::StoreOp::Store,
- },
- })],
- depth_stencil_attachment: None,
- occlusion_query_set: None,
- timestamp_writes: None,
- });
- }
- self.queue.submit(iter::once(encoder.finish()));
- output.present();
- Ok(())
- }
- }
- pub async fn run() {
- env_logger::init();
- let event_loop = EventLoop::new().unwrap();
- let window = WindowBuilder::new().build(&event_loop).unwrap();
- // State::new uses async code, so we're going to wait for it to finish
- let mut state = State::new(&window).await;
- event_loop
- .run(move |event, control_flow| {
- match event {
- Event::WindowEvent {
- ref event,
- window_id,
- } if window_id == state.window().id() => {
- if !state.input(event) {
- // UPDATED!
- match event {
- WindowEvent::CloseRequested
- | WindowEvent::KeyboardInput {
- event:
- KeyEvent {
- state: ElementState::Pressed,
- physical_key: PhysicalKey::Code(KeyCode::Escape),
- ..
- },
- ..
- } => control_flow.exit(),
- WindowEvent::Resized(physical_size) => {
- state.resize(*physical_size);
- }
- WindowEvent::RedrawRequested => {
- // This tells winit that we want another frame after this one
- state.window().request_redraw();
- state.update();
- match state.render() {
- Ok(_) => {}
- // Reconfigure the surface if it's lost or outdated
- Err(
- wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
- ) => state.resize(state.size),
- // The system is out of memory, we should probably quit
- Err(wgpu::SurfaceError::OutOfMemory) => {
- log::error!("OutOfMemory");
- control_flow.exit();
- }
- // This happens when the a frame takes too long to present
- Err(wgpu::SurfaceError::Timeout) => {
- log::warn!("Surface timeout")
- }
- }
- }
- _ => {}
- }
- }
- }
- _ => {}
- }
- })
- .unwrap();
- }
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