depth_quads

Two fullscreen quads whose depths cross periodically. Because depth testing decides visibility, the picture is independent of the order the quads are drawn in — which is exactly what the animation makes visible.

cargo run --features examples --example depth_quads

What it demonstrates

  • Context::lease_render_target with a depth attachment
  • Depth-stencil state on a render pipeline
  • Draw-order independence

Source

examples/depth_quads.rs:

//! Depth quads example - two fullscreen quads whose depths cross periodically.
//!
//! Depth-tested rendering via an offscreen context-leased render target with a depth attachment
//! (`Context::lease_render_target` with depth), then copy-to-present through a retained scheme.
//!
//! Run with: cargo run --example depth_quads

use goldy::{
    Buffer, BufferFlags, BufferKind, Color, CompareFunction, DepositTarget, DepositTransaction, DepthFormat,
    DepthStencilState, Instance, Lease, LeaseRenderTarget, MemoryExchange, NodeAccess, RenderPipeline,
    RenderPipelineDesc, RequestAdapterOptions, RuntimeDescriptor, Scheme, ShaderModule, SurfaceConfig, SurfaceExchange,
    TargetLoad, Texture, TextureFormat, Transaction, VertexBufferLayout,
};
use std::sync::Arc;
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 DepthVertex {
    position: [f32; 3],
    color: [f32; 4],
}

impl DepthVertex {
    const fn new(x: f32, y: f32, z: f32, r: f32, g: f32, b: f32) -> Self {
        Self {
            position: [x, y, z],
            color: [r, g, b, 1.0],
        }
    }
}

fn depth_vertex_layout() -> VertexBufferLayout {
    DepthVertex::GPU_TYPE
        .vertex_buffer_layout()
        .expect("depth vertex layout")
}

#[allow(clippy::too_many_arguments)]
fn quad_verts(x0: f32, y0: f32, x1: f32, y1: f32, z: f32, r: f32, g: f32, b: f32) -> [DepthVertex; 6] {
    let tl = DepthVertex::new(x0, y1, z, r, g, b);
    let bl = DepthVertex::new(x0, y0, z, r, g, b);
    let br = DepthVertex::new(x1, y0, z, r, g, b);
    let tr = DepthVertex::new(x1, y1, z, r, g, b);
    [tl, bl, br, tl, br, tr]
}

struct App {
    instance: Instance,
    ctx: Option<goldy::Context>,
    device: Option<Arc<goldy::Runtime>>,
    pipeline: Option<RenderPipeline>,
    shader: Option<ShaderModule>,
    warm_parcel: Option<Buffer>,
    cool_parcel: Option<Buffer>,
    warm_deposit: Option<DepositTransaction>,
    cool_deposit: Option<DepositTransaction>,
    surface: Option<SurfaceExchange>,
    present: Option<Transaction>,
    capture: Option<CaptureDump>,
    readback: Option<Texture>,
    scene_rt: Option<Lease<LeaseRenderTarget>>,
    scheme: Option<Scheme>,
    window: Option<Arc<Window>>,
    frame_count: u64,
    start_time: std::time::Instant,
}

impl App {
    fn new() -> anyhow::Result<Self> {
        Ok(Self {
            instance: Instance::new()?,
            ctx: None,
            device: None,
            pipeline: None,
            shader: None,
            warm_parcel: None,
            cool_parcel: None,
            warm_deposit: None,
            cool_deposit: None,
            surface: None,
            present: None,
            capture: None,
            readback: None,
            scene_rt: None,
            scheme: None,
            window: None,
            frame_count: 0,
            start_time: std::time::Instant::now(),
        })
    }

    fn create_pipeline(
        device: &goldy::Runtime,
        shader: &ShaderModule,
        format: TextureFormat,
    ) -> anyhow::Result<RenderPipeline> {
        common::render_pipeline(
            device,
            shader,
            format,
            RenderPipelineDesc {
                vertex_layout: depth_vertex_layout(),
                depth_stencil: Some(DepthStencilState {
                    format: DepthFormat::Depth32Float,
                    depth_write_enabled: true,
                    depth_compare: CompareFunction::Less,
                }),
                ..Default::default()
            },
        )
    }

    fn record_pass(
        scheme: &mut Scheme,
        pipeline: &RenderPipeline,
        warm_parcel: &Buffer,
        cool_parcel: &Buffer,
        scene_rt: &Lease<LeaseRenderTarget>,
    ) {
        let mut pass = scheme.render_pass("depth_quads", scene_rt, TargetLoad::Clear(Color::BLACK));
        pass.with_parcel(warm_parcel, NodeAccess::Read);
        pass.with_parcel(cool_parcel, NodeAccess::Read);
        pass.clear_depth(1.0);
        pass.set_pipeline(pipeline);
        pass.set_vertex_buffer(0, warm_parcel);
        pass.draw(0..6, 0..1);
        pass.set_vertex_buffer(0, cool_parcel);
        pass.draw(0..6, 0..1);
        pass.finish();
    }

    fn bind_uploads(
        ctx: &goldy::Context,
        scheme: &mut Scheme,
        warm_parcel: &Buffer,
        cool_parcel: &Buffer,
    ) -> anyhow::Result<(DepositTransaction, DepositTransaction)> {
        let memory = MemoryExchange::new(ctx);
        let warm_deposit = memory.bind_deposit(scheme, DepositTarget::buffer(warm_parcel, warm_parcel.byte_size()))?;
        let cool_deposit = memory.bind_deposit(scheme, DepositTarget::buffer(cool_parcel, cool_parcel.byte_size()))?;
        Ok((warm_deposit, cool_deposit))
    }

    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(&device, include_str!("../shaders/depth_test.slang"))?;
        let pipeline = Self::create_pipeline(&device, &shader, format)?;

        let warm_parcel = device.acquire_buffer_sized::<DepthVertex>(6, BufferKind::Scattered, BufferFlags::empty())?;
        let cool_parcel = device.acquire_buffer_sized::<DepthVertex>(6, BufferKind::Scattered, BufferFlags::empty())?;

        let mut scheme = Scheme::new(&ctx);
        let scene_rt = ctx.lease_render_target(width.max(1), height.max(1), format, Some(DepthFormat::Depth32Float))?;
        let (warm_deposit, cool_deposit) = Self::bind_uploads(&ctx, &mut scheme, &warm_parcel, &cool_parcel)?;
        Self::record_pass(&mut scheme, &pipeline, &warm_parcel, &cool_parcel, &scene_rt);
        let present = Self::bind_frame(&mut scheme, &scene_rt, surface.as_ref(), readback.as_ref())?;

        self.ctx = Some(ctx);
        self.device = Some(device);
        self.shader = Some(shader);
        self.pipeline = Some(pipeline);
        self.warm_parcel = Some(warm_parcel);
        self.cool_parcel = Some(cool_parcel);
        self.warm_deposit = Some(warm_deposit);
        self.cool_deposit = Some(cool_deposit);
        self.surface = surface;
        self.present = present;
        self.capture = capture;
        self.readback = readback;
        self.scene_rt = Some(scene_rt);
        self.scheme = Some(scheme);
        Ok(())
    }

    fn render_frame(&mut self) -> anyhow::Result<()> {
        if let Some(window) = self.window.as_ref() {
            let size = window.inner_size();
            if size.width == 0 || size.height == 0 {
                return Ok(());
            }
        }

        let t = self.frame_count as f32 * 0.04;
        let warm_z = t.sin() * 0.4 + 0.5;
        let cool_z = (t * 1.3 + 1.0).sin() * 0.4 + 0.5;

        let warm_verts = quad_verts(-1.0, -1.0, 1.0, 1.0, warm_z, 0.95, 0.35, 0.1);
        let cool_verts = quad_verts(-1.0, -1.0, 1.0, 1.0, cool_z, 0.1, 0.6, 0.95);

        let winner = if warm_z < cool_z { "WARM wins" } else { "COOL wins" };
        if let Some(window) = &self.window {
            window.set_title(&format!(
                "Depth Quads  |  warm z={:.3}  cool z={:.3}  →  {}",
                warm_z, cool_z, winner
            ));
        }

        (self.warm_deposit.as_ref().unwrap() << warm_verts.as_slice())?;
        (self.cool_deposit.as_ref().unwrap() << cool_verts.as_slice())?;

        let scheme = self.scheme.as_mut().unwrap();
        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)?;
        }

        self.frame_count += 1;
        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(warm), Some(cool)) = (
            self.ctx.as_ref(),
            self.device.as_ref(),
            self.shader.as_ref(),
            self.warm_parcel.as_ref(),
            self.cool_parcel.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, Some(DepthFormat::Depth32Float))
                    {
                        if let Ok((warm_deposit, cool_deposit)) = Self::bind_uploads(ctx, &mut scheme, warm, cool) {
                            Self::record_pass(&mut scheme, pipeline, warm, cool, &rt);
                            if let Ok(present) =
                                Self::bind_frame(&mut scheme, &rt, self.surface.as_ref(), self.readback.as_ref())
                            {
                                self.warm_deposit = Some(warm_deposit);
                                self.cool_deposit = Some(cool_deposit);
                                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 - Depth Quads (Scheme + Present)",
                        900,
                        600,
                    ))
                    .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, _id: 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);
                }
                if let Some(window) = &self.window {
                    window.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 Depth Quads Example (Scheme + Present)");
    println!("Press Escape or close window to exit.\n");

    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/depth_test.slang:

// 3D depth-testing shader: vertex carries (x, y, z) position and RGBA color.
// Used by depth occlusion screenshot tests.

struct VIn {
    float3 position : POSITION;
    float4 color : COLOR;
};

struct VOut {
    float4 position : SV_Position;
    float4 color : COLOR;
};

[goldy_vertex]
VOut vs_main(VIn v) {
    VOut o;
    o.position = float4(v.position.xy, v.position.z, 1.0);
    o.color = v.color;
    return o;
}

[goldy_fragment]
float4 fs_main(VOut i) : SV_Target {
    return i.color;
}