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_targetwith 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;
}