only draw area covered by framebuffer

This commit is contained in:
2022-07-10 12:18:53 +02:00
parent fbc86fa78d
commit a6d6615231
3 changed files with 27 additions and 16 deletions

View File

@@ -14,10 +14,11 @@ fn vs_main(
@builtin(vertex_index) in_vertex_index: u32, @builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput { ) -> VertexOutput {
var out: VertexOutput; var out: VertexOutput;
let x = (1.0 - f32(in_vertex_index)) * 3.0; let i = in_vertex_index / 3u + in_vertex_index % 3u;
let y = f32(in_vertex_index & 1u) * 3.0 - 1.0; let x = -1.0 + f32(i % 2u) * 322.0;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0); let y = -1.0 + f32(i / 2u) * 242.0;
out.tex_coords = vec2<f32>(x, y) * uniforms.texture_scale.xy + vec2<f32>(160.0, 120.0); out.clip_position = vec4<f32>((vec2<f32>(x, y) - vec2<f32>(160.0, 120.0)) / uniforms.texture_scale.xy, 0.0, 1.0);
out.tex_coords = vec2<f32>(x, y);
return out; return out;
} }
@@ -39,10 +40,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let o = vec2<f32>(0.5) - (in.tex_coords - pixel); let o = vec2<f32>(0.5) - (in.tex_coords - pixel);
let pixel = vec2<i32>(pixel); let pixel = vec2<i32>(pixel);
if(pixel.x < -1 || pixel.y < -1 || pixel.x > 320 || pixel.y > 240) {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
let offset_x = o.xxxx + vec4<f32>(-0.125, 0.375, 0.125, -0.375) * uniforms.texture_scale.z; let offset_x = o.xxxx + vec4<f32>(-0.125, 0.375, 0.125, -0.375) * uniforms.texture_scale.z;
let offset_y = o.yyyy + vec4<f32>(-0.375, -0.125, 0.375, 0.125) * uniforms.texture_scale.z; let offset_y = o.yyyy + vec4<f32>(-0.375, -0.125, 0.375, 0.125) * uniforms.texture_scale.z;

View File

@@ -404,7 +404,12 @@ impl Window {
view: &view, view: &view,
resolve_target: None, resolve_target: None,
ops: wgpu::Operations { ops: wgpu::Operations {
load: wgpu::LoadOp::Load, load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true, store: true,
}, },
})], })],
@@ -413,7 +418,7 @@ impl Window {
render_pass.set_pipeline(&render_pipeline); render_pass.set_pipeline(&render_pipeline);
render_pass.set_bind_group(0, &crt_bind_group, &[]); render_pass.set_bind_group(0, &crt_bind_group, &[]);
render_pass.draw(0..3, 0..1); render_pass.draw(0..6, 0..1);
} }
queue.submit(std::iter::once(encoder.finish())); queue.submit(std::iter::once(encoder.finish()));

View File

@@ -1,4 +1,4 @@
use std::time::{Duration, Instant}; use std::time::Instant;
fn main() { fn main() {
env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("info")).init(); env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("info")).init();
@@ -15,13 +15,22 @@ fn main() {
palette[i as usize] = r + (g << 8) + (b << 16); palette[i as usize] = r + (g << 8) + (b << 16);
} }
let mut prev_frame = Instant::now(); let mut fps_start = Instant::now();
let mut fps_counter = 0;
uw8_window::run(move |gpu_framebuffer, _gamepads, _reset| { uw8_window::run(true, move |gpu_framebuffer, _gamepads, _reset| {
draw_frame(&mut framebuffer, start_time.elapsed().as_secs_f32()); for _ in 0..1 {
draw_frame(&mut framebuffer, start_time.elapsed().as_secs_f32());
}
gpu_framebuffer.update(&framebuffer, bytemuck::cast_slice(&palette)); gpu_framebuffer.update(&framebuffer, bytemuck::cast_slice(&palette));
prev_frame += Duration::from_secs_f32(1.0 / 60.0); fps_counter += 1;
prev_frame let elapsed = fps_start.elapsed().as_secs_f32();
if elapsed >= 1.0 {
println!("{:.1} fps", fps_counter as f32 / elapsed);
fps_start = Instant::now();
fps_counter = 0;
}
Instant::now()
}); });
} }