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-rw-r--r--examples/integration/src/scene.rs43
1 files changed, 20 insertions, 23 deletions
diff --git a/examples/integration/src/scene.rs b/examples/integration/src/scene.rs
index 74cbb925..03a338c6 100644
--- a/examples/integration/src/scene.rs
+++ b/examples/integration/src/scene.rs
@@ -22,17 +22,18 @@ impl Scene {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
- load_op: wgpu::LoadOp::Clear,
- store_op: wgpu::StoreOp::Store,
- clear_color: {
- let [r, g, b, a] = background_color.into_linear();
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear({
+ let [r, g, b, a] = background_color.into_linear();
- wgpu::Color {
- r: r as f64,
- g: g as f64,
- b: b as f64,
- a: a as f64,
- }
+ wgpu::Color {
+ r: r as f64,
+ g: g as f64,
+ b: b as f64,
+ a: a as f64,
+ }
+ }),
+ store: true,
},
}],
depth_stencil_attachment: None,
@@ -46,25 +47,23 @@ impl Scene {
}
fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
- let vs = include_bytes!("shader/vert.spv");
- let fs = include_bytes!("shader/frag.spv");
+ let vs_module =
+ device.create_shader_module(wgpu::include_spirv!("shader/vert.spv"));
- let vs_module = device.create_shader_module(
- &wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap(),
- );
-
- let fs_module = device.create_shader_module(
- &wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap(),
- );
+ let fs_module =
+ device.create_shader_module(wgpu::include_spirv!("shader/frag.spv"));
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: None,
+ push_constant_ranges: &[],
bind_group_layouts: &[],
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- layout: &pipeline_layout,
+ label: None,
+ layout: Some(&pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
@@ -76,9 +75,7 @@ fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
- depth_bias: 0,
- depth_bias_slope_scale: 0.0,
- depth_bias_clamp: 0.0,
+ ..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {