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use celeritas::ral::{
ShaderBinding, ShaderBindingKind, ShaderData, ShaderDataLayout, ShaderVisibility,
};
use celeritas_sys::{
GPU_EncodeBindShaderData, GPU_GetDefaultEncoder, Mat4, ShaderVisibility_VISIBILITY_COMPUTE,
ShaderVisibility_VISIBILITY_FRAGMENT, ShaderVisibility_VISIBILITY_VERTEX,
};
#[repr(C)]
struct MVP {
model: Mat4,
view: Mat4,
proj: Mat4,
}
fn shader_vis_all() -> u32 {
ShaderVisibility_VISIBILITY_VERTEX
| ShaderVisibility_VISIBILITY_FRAGMENT
| ShaderVisibility_VISIBILITY_COMPUTE
}
impl ShaderData for MVP {
fn layout() -> ShaderDataLayout {
let mut bindings: heapless::Vec<ShaderBinding, 8> = heapless::Vec::new();
let _ = bindings.push(ShaderBinding {
label: "MVP".to_string(),
kind: ShaderBindingKind::Bytes {
size: std::mem::size_of::<MVP>(),
data: None,
},
vis: ShaderVisibility::all(),
});
ShaderDataLayout { bindings }
}
fn bind(&self) {
let mut layout = Self::layout();
let b0 = &mut layout.bindings[0];
b0.kind = ShaderBindingKind::Bytes {
size: std::mem::size_of::<MVP>(),
data: Some((self as *const MVP) as *mut u8),
};
unsafe {
GPU_EncodeBindShaderData(GPU_GetDefaultEncoder(), 0, layout.into_ffi_type());
}
}
}
fn main() {}
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