Crate mew

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§WIP (but definitely working)

Maybe Easier wgpu, a thin (?) abstraction to hopefully help organize your 3 buffers, 20 bind groups, 13 vertex formats, and 7 pipelines. No other combination is allowed.

wgpu is a 1:1 API for the WebGPU standard. While that makes it very portable, versatile, and well-documented, since I’m not a hardcore graphics chud, I don’t find it very intuitive to use.

My main problem with it is how many bloody times you need to define the same thing, and quadruple-check that all the layouts line up with each other: first the BindGroupLayoutDescriptor, which turns into a BindGroupLayout, which is then used in a PipelineLayoutDescriptor by putting it into a BindGroupLayoutEntry
Wait, crap, I think I forgot a struct somewhere along the line.

§The point of this

This library aims to, at least a little bit, make it easier to define all the related information in one place (in wrapper structs). It primarily uses like 10 macro_rules! to write boilerplate that generates buffer, bind group, and pipeline layouts. It also stores them in a convenient “render context” struct.

My original goal wasn’t to simplify the wgpu API, rather just to follow a programming pattern I used, but with the amount of boilerplate this let me cut down on, it did kind of end up as a “simplification wrapper”. However, it still should be possible to lobotomize my code and mix-and-match your own custom handlers, so you can do the same funky lower-level stuff as you could if you use wgpu directly.

It eventually mutated and grew a couple helper structs though, see below.

§Not the point of this

As I mentioned, this isn’t supposed to dumb down the wgpu API, but rather make it easier to define everything. This library is for people who have already used wgpu at least once, so if you’re brand-new to graphics programming, this likely isn’t the super-simple graphics toolkit you’re looking for.

I should also point out, this doesn’t handle making windows. You can use winit for that, its API is actually quite usable directly, especially compared to wgpu. The example highlights integrating this and winit in practice, because, well, what else would an example do if not drawing to the screen?

Update: Not that long after, I made a smol helper struct that bundled a winit window with a wgpu surface and managed construction, which I found really helpful to cut down on boilerplate.
Not long after that, I tried dealing with WebGL and realized I had to interleave context creation with window creation… WHAT the FU-
Anyway, I made a helper struct to deal with that anti-pattern. It took a bit of mental gymnastics to figure out what needed to happen, but I hope my API is idiot-proof enough to keep myself from breaking everything, at least.
(Laughs in refactoring an already half-completed project)

§Final note

Because I’m not a graphics programming chud (my only “graphical” programming experience prior to wgpu is Processing, ShaderToy, a 3D wireframe demo in the terminal, raycasting in a 2D game engine, and Bevy), I don’t know the normal way to do proper graphics. All my knowledge of wgpu came from the docs, experimentation, and this tutorial, which is really handy though ever-so-slightly (very) outdated.

You’ll also need to excuse my weird code, using both really verbose traits in combination with macros where traits would be too painful (trust me, I tried). I use lots of type wrappers and generics to (maybe) make it easier to integrate your own types if you need any functionality that I missed.

§public static final note

§Usage

For actual code, see the examples. Hopefully you’ll just get it, it’s pretty straight forward.

TL;DR all those pesky layout descriptors you need to keep track of are generated & stored in a central “context” object, and then fetched when needed. The context also holds the adapter & device, handles creating buffers & pipelines for you, etc.
Originally, I wrote a hacky “static map” tuple that mapped pipeline/bindgroup types to their descriptor objects using generic functions. It was cool and worked, but the biggest downside of it was that you need to declare all the things you’re going to use beforehand in the root context object, which was annoying if you had lots of graphics sub-modules. Now, it’s just one RenderContext struct defined in the crate, mapping type IDs dynamically once you use them the first time.

§Features

§android

Proxies feature android-native-activity in winit. Does nothing in the crate itself.

§winit

Default
Enables winit as a public dependency and provides some handy utilities under winitutils.

§webgl

Not compatible with poll
Proxies feature webgl in winit. Permits deferring RenderContext construction in a JS thread until a window is created, by way of winitutils::DeferredContext.

§poll

Not compatible with webgl
Enables pollster as a public dependency. Permits deferring RenderContext construction on native targets until a window is created, by way of winitutils::DeferredContext.

Re-exports§

pub use wgpu;
pub use winit;

Modules§

bindgroup
buffer
doc_example
pipeline
prelude
sampler
shaderprimitive
shaderstruct
texture
vertexformat
vertexstruct
winitutils

Macros§

bind_group
Define a bind group, with internal buffer types (and their field names), and their shader visibility (see wgpu::ShaderStages).
buffer
Define a storage buffer, with an optional internal type/struct to align its length with.
pipeline
Define a pipeline, with internal bind group and vertex types.
sampler
shader_struct
Declare a shader struct (to use in a storage buffer).
texture
usage: variants of wgpu::TextureUsages format: variant of wgpu::TextureFormat dimension: variant of wgpu::TextureViewDimension sample_type: Float, FloatFiltering, Depth, Sint, or Uint
vertex_struct
Declare a vertex struct (to use in a vertex buffer).

Structs§

RenderContext
RenderContextBuilder

Enums§

BuildContextError