agdk-winit-wgpu: update to wgpu 0.13

This commit is contained in:
Robert Bragg
2022-08-11 03:37:22 +01:00
parent ce36c38934
commit e4608b0791
3 changed files with 12 additions and 12 deletions
+1 -1
View File
@@ -9,7 +9,7 @@ edition = "2021"
log = "0.4"
winit = { git = "https://github.com/rib/winit", branch = "android-activity-0.27"}
#winit = { path="../../../winit" }
wgpu = "0.12.0"
wgpu = "0.13.0"
pollster = "0.2"
[target.'cfg(not(target_os = "android"))'.dependencies]
+7 -7
View File
@@ -85,7 +85,7 @@ async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> R
trace!("WGPU: loading shader");
// Load the shaders from disk
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
@@ -109,7 +109,7 @@ async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> R
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[target_format.into()],
targets: &[Some(target_format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
@@ -131,7 +131,7 @@ fn configure_surface_swapchain(render_state: &RenderState, surface_state: &Surfa
let swapchain_format = render_state.target_format;
let size = surface_state.window.inner_size();
let mut config = wgpu::SurfaceConfiguration {
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: swapchain_format,
width: size.width,
@@ -170,8 +170,8 @@ async fn ensure_render_state_for_surface(app: &App, new_surface_state: &SurfaceS
let adapter = app_guard.adapter.as_ref().unwrap();
if app_guard.render_state.is_none() {
trace!("WGPU: finding preferred swapchain format");
let swapchain_format = new_surface_state.surface.get_preferred_format(&adapter).unwrap();
trace!("WGPU: finding supported swapchain format");
let swapchain_format = new_surface_state.surface.get_supported_formats(&adapter)[0];
let rs = init_render_state(adapter, swapchain_format).await;
app_guard.render_state = Some(rs);
@@ -269,14 +269,14 @@ fn run(event_loop: EventLoop<()>, app: App) {
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachment {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
store: true,
},
}],
})],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&rs.render_pipeline);
+4 -4
View File
@@ -1,11 +1,11 @@
[[stage(vertex)]]
fn vs_main([[builtin(vertex_index)]] in_vertex_index: u32) -> [[builtin(position)]] vec4<f32> {
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
let x = f32(i32(in_vertex_index) - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return vec4<f32>(x, y, 0.0, 1.0);
}
[[stage(fragment)]]
fn fs_main() -> [[location(0)]] vec4<f32> {
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}