forked from StrafesNET/strafe-client
wgpu 22.0.0
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bf1fad9fc4
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19ab098be0
916
Cargo.lock
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916
Cargo.lock
generated
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@ -21,8 +21,8 @@ strafesnet_bsp_loader = { version = "0.1.1", registry = "strafesnet" }
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strafesnet_common = { version = "0.1.2", registry = "strafesnet" }
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strafesnet_common = { version = "0.1.2", registry = "strafesnet" }
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strafesnet_deferred_loader = { version = "0.3.0", features = ["legacy"], registry = "strafesnet" }
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strafesnet_deferred_loader = { version = "0.3.0", features = ["legacy"], registry = "strafesnet" }
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strafesnet_rbx_loader = { version = "0.3.0", registry = "strafesnet" }
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strafesnet_rbx_loader = { version = "0.3.0", registry = "strafesnet" }
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wgpu = "0.19.0"
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wgpu = "22.0.0"
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winit = "0.29.2"
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winit = "0.30.4"
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#[profile.release]
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#[profile.release]
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#lto = true
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#lto = true
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@ -463,7 +463,9 @@ impl GraphicsState{
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instance_count+=model.instances.len();
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instance_count+=model.instances.len();
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for instances_chunk in model.instances.rchunks(chunk_size){
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for instances_chunk in model.instances.rchunks(chunk_size){
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model_count+=1;
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model_count+=1;
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let model_uniforms=get_instances_buffer_data(instances_chunk);
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let mut model_uniforms=get_instances_buffer_data(instances_chunk);
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//TEMP: fill with zeroes to pass validation
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model_uniforms.resize(MODEL_BUFFER_SIZE*512,0.0f32);
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let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some(format!("Model{} Buf",model_count).as_str()),
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label:Some(format!("Model{} Buf",model_count).as_str()),
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contents:bytemuck::cast_slice(&model_uniforms),
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contents:bytemuck::cast_slice(&model_uniforms),
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@ -754,11 +756,13 @@ impl GraphicsState{
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module:&shader,
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module:&shader,
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entry_point:"vs_sky",
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entry_point:"vs_sky",
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buffers:&[],
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buffers:&[],
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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},
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},
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fragment:Some(wgpu::FragmentState{
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fragment:Some(wgpu::FragmentState{
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module:&shader,
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module:&shader,
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entry_point:"fs_sky",
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entry_point:"fs_sky",
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targets:&[Some(config.view_formats[0].into())],
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targets:&[Some(config.view_formats[0].into())],
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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}),
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}),
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primitive:wgpu::PrimitiveState{
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primitive:wgpu::PrimitiveState{
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front_face:wgpu::FrontFace::Cw,
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front_face:wgpu::FrontFace::Cw,
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@ -773,6 +777,7 @@ impl GraphicsState{
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}),
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}),
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multisample:wgpu::MultisampleState::default(),
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multisample:wgpu::MultisampleState::default(),
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multiview:None,
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multiview:None,
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cache:None,
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});
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});
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let model_pipeline=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
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let model_pipeline=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
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label:Some("Model Pipeline"),
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label:Some("Model Pipeline"),
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@ -785,11 +790,13 @@ impl GraphicsState{
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step_mode:wgpu::VertexStepMode::Vertex,
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step_mode:wgpu::VertexStepMode::Vertex,
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attributes:&wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Float32x3,3=>Float32x4],
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attributes:&wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Float32x3,3=>Float32x4],
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}],
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}],
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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},
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},
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fragment:Some(wgpu::FragmentState{
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fragment:Some(wgpu::FragmentState{
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module:&shader,
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module:&shader,
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entry_point:"fs_entity_texture",
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entry_point:"fs_entity_texture",
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targets:&[Some(config.view_formats[0].into())],
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targets:&[Some(config.view_formats[0].into())],
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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}),
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}),
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primitive:wgpu::PrimitiveState{
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primitive:wgpu::PrimitiveState{
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front_face:wgpu::FrontFace::Cw,
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front_face:wgpu::FrontFace::Cw,
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@ -805,6 +812,7 @@ impl GraphicsState{
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}),
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}),
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multisample:wgpu::MultisampleState::default(),
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multisample:wgpu::MultisampleState::default(),
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multiview:None,
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multiview:None,
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cache:None,
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});
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});
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let camera=GraphicsCamera::default();
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let camera=GraphicsCamera::default();
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@ -25,14 +25,14 @@ struct SetupContextPartial1{
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instance:wgpu::Instance,
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instance:wgpu::Instance,
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}
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}
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fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
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fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
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let mut builder = winit::window::WindowBuilder::new();
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let mut attr=winit::window::WindowAttributes::default();
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builder = builder.with_title(title);
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attr=attr.with_title(title);
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#[cfg(windows_OFF)] // TODO
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#[cfg(windows_OFF)] // TODO
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{
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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builder=builder.with_no_redirection_bitmap(true);
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}
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}
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builder.build(event_loop)
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event_loop.create_window(attr)
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}
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}
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fn create_instance()->SetupContextPartial1{
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fn create_instance()->SetupContextPartial1{
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let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
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let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
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@ -143,6 +143,7 @@ impl<'a> SetupContextPartial3<'a>{
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label: None,
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label: None,
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required_features: (optional_features & self.adapter.features()) | required_features,
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required_features: (optional_features & self.adapter.features()) | required_features,
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required_limits: needed_limits,
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required_limits: needed_limits,
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memory_hints:wgpu::MemoryHints::Performance,
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},
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},
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trace_dir.ok().as_ref().map(std::path::Path::new),
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trace_dir.ok().as_ref().map(std::path::Path::new),
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))
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))
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@ -48,7 +48,7 @@ struct ModelInstance{
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//group 1 is the model
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//group 1 is the model
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const MAX_MODEL_INSTANCES=4096;
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const MAX_MODEL_INSTANCES=512;
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@group(2)
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@group(2)
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@binding(0)
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@binding(0)
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var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
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var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
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