fix: resolve compile errors in rainbow_triangle.rs
This commit is contained in:
190
src/rainbow_traingle.rs
Normal file
190
src/rainbow_traingle.rs
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@@ -0,0 +1,190 @@
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use std::sync::Arc;
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use winit::{application::ApplicationHandler, dpi::LogicalSize, window::Window};
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struct App {
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window: Option<Arc<Window>>,
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frame_state: Option<FrameState>,
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handle: tokio::runtime::Handle,
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}
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struct FrameState {
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surface: wgpu::Surface<'static>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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window: Arc<Window>,
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pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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}
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impl ApplicationHandler for App {
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fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
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let window: Arc<Window> = Arc::new(
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event_loop
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.create_window(
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Window::default_attributes().with_inner_size(LogicalSize::new(800.0, 800.0)),
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)
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.unwrap(),
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);
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self.window = Some(window.clone());
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self.frame_state = Some(
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self.handle
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.block_on(async {
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FrameState::new(window.clone())
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})
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.expect("failed to create wgpu state"),
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);
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}
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}
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.5, -0.5, 0.0],
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color: [1.0, 0.0, 0.0],
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}, // red
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Vertex {
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position: [0.5, -0.5, 0.0],
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color: [0.0, 0.0, 1.0],
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}, // blue
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Vertex {
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position: [0.0, 0.5, 0.0],
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color: [0.0, 1.0, 0.0],
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}, // green
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];
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impl FrameState {
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async fn new(window: Arc<Window>) -> Result<Self, String> {
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// Step 1: Instance — connection to the graphics driver
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let instance = wgpu::Instance::default();
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// Step 2: Surface — binds our window to the GPU's swapchain
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let surface = instance
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.create_surface(window)
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.map_err(|e| format!("Failed to create surface: {:?}", e))?;
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// Step 3: Adapter — selects the physical GPU
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: None,
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})
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.await
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.ok_or("No GPU adapter found. Ensure Vulkan drivers are installed.")?;
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// Step 4: Device + Queue — resource owner + command submission
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor::default(), None)
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.await
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.map_err(|e| format!("Failed to request device: {:?}", e))?;
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// Step 5: SurfaceConfiguration — allocates swapchain framebuffers
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let size = window.inner_size();
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let surface_caps = surface.get_capabilities(&adapter);
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let format = surface_caps
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.formats
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.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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format,
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width: size.width.max(1),
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height: size.height.max(1),
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present_mode: wgpu::PresentMode::Mailbox,
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desired_maximum_frame_latency: 2,
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![format.add_srgb_suffix()],
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};
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surface.configure(&device, &config);
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// Step 6: Compile the shader module
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let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Rainbow Triangle Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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// Step 7: Upload vertex data to GPU memory
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use wgpu::util::DeviceExt;
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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// Step 8: Create the render pipeline
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let vertex_buffer_layout = wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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format: wgpu::VertexFormat::Float32x3,
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shader_location: 0,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as u64,
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format: wgpu::VertexFormat::Float32x3,
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shader_location: 1,
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},
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],
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};
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Triangle Pipeline"),
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layout: None,
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vertex: wgpu::VertexState {
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module: &shader_module,
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entry_point: Some("vs_main"),
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buffers: &[vertex_buffer_layout],
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compilation_options: Default::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader_module,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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multiview_mask: None,
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cache: None,
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});
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Ok(Self {
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surface,
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device,
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queue,
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config,
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window: Arc::clone(&window),
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pipeline,
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vertex_buffer,
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})
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}
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}
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