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// This file is part of the 64k demo project.
// It implements the skybox pipeline for Renderer3D.
#include "3d/renderer.h"
#include "generated/assets.h"
#include "gpu/effects/shader_composer.h"
#include "util/asset_manager.h"
void Renderer3D::create_skybox_pipeline() {
WGPUBindGroupLayoutEntry entries[3] = {};
entries[0].binding = 0;
entries[0].visibility = WGPUShaderStage_Fragment;
entries[0].texture.sampleType = WGPUTextureSampleType_Float;
entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
entries[1].binding = 1;
entries[1].visibility = WGPUShaderStage_Fragment;
entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
entries[2].binding = 2;
entries[2].visibility = WGPUShaderStage_Fragment;
entries[2].buffer.type = WGPUBufferBindingType_Uniform;
entries[2].buffer.minBindingSize = sizeof(GlobalUniforms);
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 3;
bgl_desc.entries = entries;
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &bgl;
WGPUPipelineLayout pipeline_layout =
wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
const uint8_t* shader_code_asset =
GetAsset(AssetId::ASSET_SHADER_SKYBOX, nullptr);
std::string shader_source =
ShaderComposer::Get().Compose({}, (const char*)shader_code_asset);
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = shader_source.c_str();
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#else
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = str_view(shader_source.c_str());
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#endif
WGPUShaderModule shader_module =
wgpuDeviceCreateShaderModule(device_, &shader_desc);
WGPURenderPipelineDescriptor desc = {};
desc.layout = pipeline_layout;
desc.vertex.module = shader_module;
#if defined(DEMO_CROSS_COMPILE_WIN32)
desc.vertex.entryPoint = "vs_main";
#else
desc.vertex.entryPoint = {"vs_main", 7};
#endif
WGPUColorTargetState color_target = {};
color_target.format = format_;
color_target.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState fragment = {};
fragment.module = shader_module;
#if defined(DEMO_CROSS_COMPILE_WIN32)
fragment.entryPoint = "fs_main";
#else
fragment.entryPoint = {"fs_main", 7};
#endif
fragment.targetCount = 1;
fragment.targets = &color_target;
desc.fragment = &fragment;
desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
desc.primitive.cullMode = WGPUCullMode_Back;
desc.primitive.frontFace = WGPUFrontFace_CCW;
desc.multisample.count = 1;
desc.multisample.mask = 0xFFFFFFFF;
WGPUDepthStencilState depth_stencil = {};
depth_stencil.format = WGPUTextureFormat_Depth24Plus;
depth_stencil.depthWriteEnabled = WGPUOptionalBool_False;
depth_stencil.depthCompare = WGPUCompareFunction_Always;
desc.depthStencil = &depth_stencil;
skybox_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc);
wgpuBindGroupLayoutRelease(bgl);
wgpuPipelineLayoutRelease(pipeline_layout);
wgpuShaderModuleRelease(shader_module);
}
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