checkerboard
A procedural checkerboard whose UVs are distorted over time in the fragment shader — no texture and no vertex buffer, just a time uniform and arithmetic.
cargo run --features examples --example checkerboard
What it demonstrates
- Procedural fragment-shader texturing
ShaderModule::from_slang_with_optionsfor compile-time options- Retained scheme with offscreen render pass and copy-to-present
Notes
Set GOLDY_VALIDATE_LAYOUTS=1 to validate the uniform layout against Slang reflection.
Source
examples/checkerboard.rs:
//! Checkerboard example - procedural texture with animation.
//!
//! Demonstrates retained scheme with offscreen render pass → copy-to-present.
//!
//! Run with: `cargo run --example checkerboard`
//!
use goldy::{
shaders, Buffer, BufferFlags, BufferKind, Color, DepositTarget, DepositTransaction, Instance, Lease,
LeaseRenderTarget, MemoryExchange, NodeAccess, RenderPipeline, RenderPipelineDesc, RequestAdapterOptions,
RuntimeDescriptor, Scheme, ShaderModule, SurfaceConfig, SurfaceExchange, TargetLoad, Texture, TextureFormat,
Transaction, VertexBufferLayout,
};
use std::ops::Shr;
use std::sync::Arc;
use std::time::Instant;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
keyboard::{Key, NamedKey},
window::{Window, WindowId},
};
mod common;
use common::CaptureDump;
#[goldy::gpu]
struct TimeUniforms {
time: f32,
}
struct App {
instance: Instance,
ctx: Option<goldy::Context>,
device: Option<Arc<goldy::Runtime>>,
pipeline: Option<RenderPipeline>,
shader: Option<ShaderModule>,
uniform: Option<Buffer>,
window: Option<Arc<Window>>,
surface: Option<SurfaceExchange>,
present: Option<Transaction>,
capture: Option<CaptureDump>,
readback: Option<Texture>,
scene_rt: Option<Lease<LeaseRenderTarget>>,
scheme: Option<Scheme>,
upload_scheme: Option<Scheme>,
uniform_deposit: Option<DepositTransaction>,
start_time: Instant,
frame_count: u32,
}
impl App {
fn new() -> anyhow::Result<Self> {
Ok(Self {
instance: Instance::new()?,
ctx: None,
device: None,
pipeline: None,
shader: None,
uniform: None,
window: None,
surface: None,
present: None,
capture: None,
readback: None,
scene_rt: None,
scheme: None,
upload_scheme: None,
uniform_deposit: None,
start_time: Instant::now(),
frame_count: 0,
})
}
fn create_pipeline(
device: &goldy::Runtime,
shader: &ShaderModule,
format: TextureFormat,
) -> anyhow::Result<RenderPipeline> {
common::render_pipeline(
device,
shader,
format,
RenderPipelineDesc {
vertex_layout: VertexBufferLayout::empty(),
..Default::default()
},
)
}
fn record_pass(
scheme: &mut Scheme,
pipeline: &RenderPipeline,
uniform: &Buffer,
scene_rt: &Lease<LeaseRenderTarget>,
) {
let mut pass = scheme.render_pass("checkerboard", scene_rt, TargetLoad::Clear(Color::BLACK));
pass.with_parcel(uniform, NodeAccess::Read);
pass.set_pipeline(pipeline);
pass.draw_fullscreen();
pass.finish();
}
fn bind_frame(
scheme: &mut Scheme,
scene_rt: &Lease<LeaseRenderTarget>,
surface: Option<&SurfaceExchange>,
readback: Option<&Texture>,
) -> anyhow::Result<Option<Transaction>> {
if let Some(surface) = surface {
let present = surface.bind_render_target(scheme, scene_rt)?;
Ok(Some(present))
} else {
let readback = readback.expect("capture readback");
scheme.copy_to_texture(scene_rt, readback)?;
Ok(None)
}
}
fn init_gpu(&mut self, window: Option<&Window>) -> anyhow::Result<()> {
let device = Arc::new(
self.instance
.request_adapter(&RequestAdapterOptions::default())?
.request_runtime(&RuntimeDescriptor::default())?,
);
let ctx = device.create_context()?;
let (surface, capture, readback, format, width, height) = if let Some(window) = window {
let surface = SurfaceExchange::new(&ctx, window, SurfaceConfig::default())?;
let format = surface.format();
let (width, height) = surface.size();
(Some(surface), None, None, format, width, height)
} else {
let capture = CaptureDump::from_env()?;
let (width, height) = capture.size();
let readback = common::capture_readback(&device, width, height)?;
(
None,
Some(capture),
Some(readback),
CaptureDump::format(),
width,
height,
)
};
let shader =
ShaderModule::from_slang_with_gpu_types(&device, shaders::CHECKERBOARD, &[TimeUniforms::GPU_TYPE])?;
let pipeline = Self::create_pipeline(&device, &shader, format)?;
let uniform = device.acquire_buffer_sized::<TimeUniforms>(1, BufferKind::Broadcast, BufferFlags::empty())?;
let mut scheme = Scheme::new(&ctx);
let scene_rt = ctx.lease_render_target(width.max(1), height.max(1), format, None)?;
Self::record_pass(&mut scheme, &pipeline, &uniform, &scene_rt);
let present = Self::bind_frame(&mut scheme, &scene_rt, surface.as_ref(), readback.as_ref())?;
let mut upload_scheme = Scheme::new(&ctx);
let uniform_deposit = MemoryExchange::new(&ctx).bind_deposit(
&mut upload_scheme,
DepositTarget::buffer_elements::<TimeUniforms>(&uniform, 1),
)?;
self.ctx = Some(ctx);
self.device = Some(device);
self.shader = Some(shader);
self.pipeline = Some(pipeline);
self.uniform = Some(uniform);
self.surface = surface;
self.present = present;
self.capture = capture;
self.readback = readback;
self.scene_rt = Some(scene_rt);
self.scheme = Some(scheme);
self.upload_scheme = Some(upload_scheme);
self.uniform_deposit = Some(uniform_deposit);
Ok(())
}
fn render_frame(&mut self) -> anyhow::Result<()> {
self.frame_count += 1;
if let Some(window) = self.window.as_ref() {
let size = window.inner_size();
if size.width == 0 || size.height == 0 {
return Ok(());
}
}
let scheme = self.scheme.as_mut().unwrap();
let time = self
.capture
.as_ref()
.map(CaptureDump::time)
.unwrap_or_else(|| self.start_time.elapsed().as_secs_f32());
let uniforms = TimeUniforms { time };
let upload = self.upload_scheme.as_mut().unwrap();
(self.uniform_deposit.as_ref().unwrap() << &uniforms)?;
upload.submit()?;
let mut submission = scheme.submit()?;
if let Some(present) = &self.present {
(&mut submission >> present).take()?;
} else {
let pixels = (&mut submission >> self.readback.as_ref().unwrap())
.take::<u8>()?
.to_vec();
self.capture.as_mut().unwrap().write_rgba(&pixels)?;
}
Ok(())
}
fn capture_done(&self) -> bool {
self.capture.as_ref().is_none_or(CaptureDump::finished)
}
fn handle_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width == 0 || new_size.height == 0 {
return;
}
let Some(surface) = self.surface.as_mut() else {
return;
};
let _ = surface.resize(new_size.width, new_size.height);
let format = surface.format();
let (width, height) = surface.size();
if let (Some(ctx), Some(device), Some(shader), Some(uniform)) = (
self.ctx.as_ref(),
self.device.as_ref(),
self.shader.as_ref(),
self.uniform.as_ref(),
) {
if let Ok(pipeline) = Self::create_pipeline(device, shader, format) {
self.pipeline = Some(pipeline);
if let Some(pipeline) = self.pipeline.as_ref() {
let mut scheme = Scheme::new(ctx);
if let Ok(rt) = ctx.lease_render_target(width.max(1), height.max(1), format, None) {
Self::record_pass(&mut scheme, pipeline, uniform, &rt);
if let Ok(present) =
Self::bind_frame(&mut scheme, &rt, self.surface.as_ref(), self.readback.as_ref())
{
self.present = present;
self.scheme = Some(scheme);
self.scene_rt = Some(rt);
}
}
}
}
}
}
}
impl Drop for App {
fn drop(&mut self) {
let elapsed = self.start_time.elapsed().as_secs_f64();
let fps = if elapsed > 0.0 {
self.frame_count as f64 / elapsed
} else {
0.0
};
println!(
"GOLDY_PERF: frames={} elapsed={elapsed:.2}s avg_fps={fps:.1}",
self.frame_count
);
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.window.is_none() {
let window = Arc::new(
event_loop
.create_window(common::hidden_window(
"Goldy - Animated Checkerboard (Scheme + Present)",
800,
800,
))
.unwrap(),
);
self.window = Some(window.clone());
self.init_gpu(Some(window.as_ref())).unwrap();
if let Err(e) = self.render_frame() {
tracing::error!("First frame error: {e}");
}
common::reveal_window(&window);
window.request_redraw();
}
}
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
common::exit_if_timed_out(event_loop, self.start_time);
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput { event, .. } if event.state.is_pressed() => {
if matches!(event.logical_key, Key::Named(NamedKey::Escape)) {
event_loop.exit();
}
}
WindowEvent::RedrawRequested => {
if let Err(e) = self.render_frame() {
tracing::error!("Render error: {}", e);
}
self.window.as_ref().unwrap().request_redraw();
}
WindowEvent::Resized(new_size) => {
self.handle_resize(new_size);
if let Some(window) = &self.window {
window.request_redraw();
}
}
_ => {}
}
}
}
fn main() -> anyhow::Result<()> {
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::try_from_default_env()
.unwrap_or_else(|_| tracing_subscriber::EnvFilter::new("warn")),
)
.init();
if common::capture_requested() {
let mut app = App::new()?;
app.init_gpu(None)?;
while !app.capture_done() {
app.render_frame()?;
}
return Ok(());
}
println!("Goldy Checkerboard Example - Press Escape to exit");
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Poll);
event_loop.run_app(&mut App::new()?)?;
Ok(())
}
The example pulls in examples/common.rs — see Shared Helpers.
Shaders
shaders/checkerboard.slang:
// Animated checkerboard pattern
// Uses vertex-less fullscreen triangle and time uniform
import goldy_exp;
[goldy_vertex]
FullscreenVarying vs_main(VertexId vertex_id) {
return vs_fullscreen_triangle(vertex_id.value);
}
[goldy_fragment]
float4 fs_main(TimeUniforms uniforms, FullscreenVarying input) : SV_Target {
float t = uniforms.time;
// Animated wave distortion
float2 uv = input.uv;
uv.x += sin(uv.y * 10.0 + t * 2.0) * 0.02;
uv.y += cos(uv.x * 10.0 + t * 1.5) * 0.02;
// Scale for checker pattern
float scale = 8.0;
float2 checker = floor(uv * scale);
bool is_white = fmod(checker.x + checker.y, 2.0) == 0.0;
// Animate colors
float3 color1 = float3(
0.2 + 0.1 * sin(t),
0.1 + 0.1 * cos(t * 1.3),
0.3 + 0.1 * sin(t * 0.7)
);
float3 color2 = float3(
0.9 + 0.1 * cos(t * 0.8),
0.85 + 0.1 * sin(t * 1.1),
0.8 + 0.1 * cos(t)
);
// Add subtle gradient
color1 += uv.y * 0.1;
color2 -= uv.y * 0.1;
if (is_white) {
return float4(color2, 1.0);
} else {
return float4(color1, 1.0);
}
}