From e32b65338f3b1c008464c7745807d3fa1862cc08 Mon Sep 17 00:00:00 2001 From: Jim Blandy Date: Fri, 20 May 2022 19:48:35 -0700 Subject: [PATCH] Actually use RenderBundleEncoder::set_bind_group in tests. --- wgpu/examples/water/main.rs | 44 ++++++++++++++++++++++++++++--------- 1 file changed, 34 insertions(+), 10 deletions(-) diff --git a/wgpu/examples/water/main.rs b/wgpu/examples/water/main.rs index 7ff7c7e465..694c7f35e6 100644 --- a/wgpu/examples/water/main.rs +++ b/wgpu/examples/water/main.rs @@ -64,11 +64,6 @@ struct Example { terrain_vertex_buf: wgpu::Buffer, terrain_vertex_count: usize, terrain_normal_bind_group: wgpu::BindGroup, - /// - /// Binds to the uniform buffer where the - /// camera has been placed underwater. - /// - terrain_flipped_bind_group: wgpu::BindGroup, terrain_normal_uniform_buf: wgpu::Buffer, /// /// Contains uniform variables where the camera @@ -77,6 +72,13 @@ struct Example { terrain_flipped_uniform_buf: wgpu::Buffer, terrain_pipeline: wgpu::RenderPipeline, + /// A render bundle for drawing the terrain. + /// + /// This isn't really necessary, but it does make sure we have at + /// least one use of `RenderBundleEncoder::set_bind_group` among + /// the examples. + terrain_bundle: wgpu::RenderBundle, + reflect_view: wgpu::TextureView, depth_buffer: wgpu::TextureView, @@ -480,6 +482,9 @@ impl framework::Example for Example { }], label: Some("Terrain Normal Bind Group"), }); + + // Binds to the uniform buffer where the + // camera has been placed underwater. let terrain_flipped_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &terrain_bind_group_layout, entries: &[wgpu::BindGroupEntry { @@ -605,6 +610,27 @@ impl framework::Example for Example { multiview: None, }); + // A render bundle to draw the terrain. + let terrain_bundle = { + let mut encoder = + device.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor { + label: None, + color_formats: &[config.format], + depth_stencil: Some(wgpu::RenderBundleDepthStencil { + format: wgpu::TextureFormat::Depth32Float, + depth_read_only: false, + stencil_read_only: true, + }), + sample_count: 1, + multiview: None, + }); + encoder.set_pipeline(&terrain_pipeline); + encoder.set_bind_group(0, &terrain_flipped_bind_group, &[]); + encoder.set_vertex_buffer(0, terrain_vertex_buf.slice(..)); + encoder.draw(0..terrain_vertices.len() as u32, 0..1); + encoder.finish(&wgpu::RenderBundleDescriptor::default()) + }; + // Done Example { water_vertex_buf, @@ -617,10 +643,10 @@ impl framework::Example for Example { terrain_vertex_buf, terrain_vertex_count: terrain_vertices.len(), terrain_normal_bind_group, - terrain_flipped_bind_group, terrain_normal_uniform_buf, terrain_flipped_uniform_buf, terrain_pipeline, + terrain_bundle, reflect_view, @@ -729,10 +755,8 @@ impl framework::Example for Example { stencil_ops: None, }), }); - rpass.set_pipeline(&self.terrain_pipeline); - rpass.set_bind_group(0, &self.terrain_flipped_bind_group, &[]); - rpass.set_vertex_buffer(0, self.terrain_vertex_buf.slice(..)); - rpass.draw(0..self.terrain_vertex_count as u32, 0..1); + + rpass.execute_bundles([&self.terrain_bundle]); } // Terrain right side up. This time we need to use the // depth values, so we must use StoreOp::Store.