switched to stack and compute shaders

This commit is contained in:
2024-09-11 01:54:00 -04:00
parent 3417250544
commit b6db483189
11 changed files with 373 additions and 511 deletions

View File

@@ -1,19 +1,18 @@
pub struct Texture {
pub struct DepthTexture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl Texture {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; // 1.
impl DepthTexture {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn create_depth_texture(
pub fn init(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
label: &str,
) -> Self {
let size = wgpu::Extent3d {
// 2.
width: config.width,
height: config.height,
depth_or_array_layers: 1,
@@ -25,22 +24,20 @@ impl Texture {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT // 3.
| wgpu::TextureUsages::TEXTURE_BINDING,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
// 4.
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual), // 5.
compare: Some(wgpu::CompareFunction::LessEqual),
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
@@ -53,3 +50,74 @@ impl Texture {
}
}
}
pub struct StorageTexture {
binding: u32,
visibility: wgpu::ShaderStages,
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl StorageTexture {
pub const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
pub fn init(
device: &wgpu::Device,
size: wgpu::Extent3d,
label: &str,
visibility: wgpu::ShaderStages,
binding: u32,
) -> Self {
let desc = wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::FORMAT,
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: None,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
});
Self {
visibility,
binding,
texture,
view,
sampler,
}
}
pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding: self.binding,
visibility: self.visibility,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: Self::FORMAT,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
}
}
pub fn bind_group_entry(&self) -> wgpu::BindGroupEntry {
return wgpu::BindGroupEntry {
binding: self.binding,
resource: wgpu::BindingResource::TextureView(&self.view),
};
}
}