use std::future::Future; use winit::{ event::{self, WindowEvent, DeviceEvent}, event_loop::{ControlFlow, EventLoop}, }; #[allow(dead_code)] pub fn cast_slice(data: &[T]) -> &[u8] { use std::{mem::size_of, slice::from_raw_parts}; unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::()) } } #[allow(dead_code)] pub enum ShaderStage { Vertex, Fragment, Compute, } pub trait Example: 'static + Sized { fn optional_features() -> wgpu::Features { wgpu::Features::empty() } fn required_features() -> wgpu::Features { wgpu::Features::empty() } fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities { wgpu::DownlevelCapabilities { flags: wgpu::DownlevelFlags::empty(), shader_model: wgpu::ShaderModel::Sm5, ..wgpu::DownlevelCapabilities::default() } } fn required_limits() -> wgpu::Limits { wgpu::Limits::downlevel_webgl2_defaults() // These downlevel limits will allow the code to run on all possible hardware } } struct Setup { window: winit::window::Window, event_loop: EventLoop<()>, instance: wgpu::Instance, size: winit::dpi::PhysicalSize, surface: wgpu::Surface, adapter: wgpu::Adapter, device: wgpu::Device, queue: wgpu::Queue, } async fn setup(title: &str) -> Setup { { env_logger::init(); }; let event_loop = EventLoop::new(); let mut builder = winit::window::WindowBuilder::new(); builder = builder.with_title(title); #[cfg(windows_OFF)] // TODO { use winit::platform::windows::WindowBuilderExtWindows; builder = builder.with_no_redirection_bitmap(true); } let window = builder.build(&event_loop).unwrap(); log::info!("Initializing the surface..."); let backends = wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all); let dx12_shader_compiler = wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default(); let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends, dx12_shader_compiler, }); let size = window.inner_size(); let surface=unsafe{instance.create_surface(&window)}.unwrap(); let adapter; let optional_features = E::optional_features(); let required_features = E::required_features(); //no helper function smh gotta write it myself let adapters = instance.enumerate_adapters(backends); let mut chosen_adapter = None; let mut chosen_adapter_score=0; for adapter in adapters { if !adapter.is_surface_supported(&surface) { continue; } let score=match adapter.get_info().device_type{ wgpu::DeviceType::IntegratedGpu=>3, wgpu::DeviceType::DiscreteGpu=>4, wgpu::DeviceType::VirtualGpu=>2, wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1, }; let adapter_features = adapter.features(); if chosen_adapter_score= required_downlevel_capabilities.shader_model, "Adapter does not support the minimum shader model required to run this example: {:?}", required_downlevel_capabilities.shader_model ); assert!( downlevel_capabilities .flags .contains(required_downlevel_capabilities.flags), "Adapter does not support the downlevel capabilities required to run this example: {:?}", required_downlevel_capabilities.flags - downlevel_capabilities.flags ); // Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface. let needed_limits = E::required_limits().using_resolution(adapter.limits()); let trace_dir = std::env::var("WGPU_TRACE"); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: None, features: (optional_features & adapter.features()) | required_features, limits: needed_limits, }, trace_dir.ok().as_ref().map(std::path::Path::new), ) .await .expect("Unable to find a suitable GPU adapter!"); Setup { window, event_loop, instance, size, surface, adapter, device, queue, } } fn start( Setup{ window, event_loop, instance, size, surface, adapter, device, queue, }: Setup, ) { let spawner = Spawner::new(); let mut config = surface .get_default_config(&adapter, size.width, size.height) .expect("Surface isn't supported by the adapter."); let surface_view_format = config.format.add_srgb_suffix(); config.view_formats.push(surface_view_format); surface.configure(&device, &config); log::info!("Initializing the example..."); let mut example=E::init(); log::info!("Entering render loop..."); event_loop.run(move |event, _, control_flow| { let _ = (&instance, &adapter); // force ownership by the closure *control_flow = if cfg!(feature = "metal-auto-capture") { ControlFlow::Exit } else { ControlFlow::Poll }; match event { event::Event::RedrawEventsCleared => { spawner.run_until_stalled(); window.request_redraw(); } event::Event::WindowEvent { event: WindowEvent::Resized(size) | WindowEvent::ScaleFactorChanged { new_inner_size: &mut size, .. }, .. } => { // Once winit is fixed, the detection conditions here can be removed. // https://github.com/rust-windowing/winit/issues/2876 let max_dimension = adapter.limits().max_texture_dimension_2d; if size.width > max_dimension || size.height > max_dimension { log::warn!( "The resizing size {:?} exceeds the limit of {}.", size, max_dimension ); } else { log::info!("Resizing to {:?}", size); config.width = size.width.max(1); config.height = size.height.max(1); example.resize(&config, &device, &queue); surface.configure(&device, &config); } } event::Event::WindowEvent { event, .. } => match event { WindowEvent::KeyboardInput { input: event::KeyboardInput { virtual_keycode: Some(event::VirtualKeyCode::Escape), state: event::ElementState::Pressed, .. }, .. } | WindowEvent::CloseRequested => { *control_flow = ControlFlow::Exit; } WindowEvent::KeyboardInput { input: event::KeyboardInput { virtual_keycode: Some(event::VirtualKeyCode::Scroll), state: event::ElementState::Pressed, .. }, .. } => { println!("{:#?}", instance.generate_report()); } _ => { example.update(&window,&device,&queue,event); } }, event::Event::DeviceEvent { event, .. } => { example.device_event(&window,event); }, event::Event::RedrawRequested(_) => { let frame = match surface.get_current_texture() { Ok(frame) => frame, Err(_) => { surface.configure(&device, &config); surface .get_current_texture() .expect("Failed to acquire next surface texture!") } }; let view = frame.texture.create_view(&wgpu::TextureViewDescriptor { format: Some(surface_view_format), ..wgpu::TextureViewDescriptor::default() }); example.render(&view, &device, &queue, &spawner); frame.present(); } _ => {} } }); } pub struct Spawner<'a> { executor: async_executor::LocalExecutor<'a>, } impl<'a> Spawner<'a> { fn new() -> Self { Self { executor: async_executor::LocalExecutor::new(), } } #[allow(dead_code)] pub fn spawn_local(&self, future: impl Future + 'a) { self.executor.spawn(future).detach(); } fn run_until_stalled(&self) { while self.executor.try_tick() {} } } pub fn run(title: &str) { let setup = pollster::block_on(setup::(title)); start::(setup); }