use crate::settings;
#[derive(Debug)]
pub struct Blit {
format: wgpu::TextureFormat,
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
texture_layout: wgpu::BindGroupLayout,
sample_count: u32,
targets: Option<Targets>,
}
impl Blit {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: settings::Antialiasing,
) -> Blit {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare: wgpu::CompareFunction::Always,
});
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
bindings: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
}],
});
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &constant_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Sampler(&sampler),
}],
});
let texture_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
bindings: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Float,
multisampled: false,
},
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&constant_layout, &texture_layout],
});
let vs = include_bytes!("../shader/blit.vert.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
.expect("Read blit vertex shader as SPIR-V"),
);
let fs = include_bytes!("../shader/blit.frag.spv");
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
.expect("Read blit fragment shader as SPIR-V"),
);
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Blit {
format,
pipeline,
constants: constant_bind_group,
texture_layout,
sample_count: antialiasing.sample_count(),
targets: None,
}
}
pub fn targets(
&mut self,
device: &wgpu::Device,
width: u32,
height: u32,
) -> (&wgpu::TextureView, &wgpu::TextureView) {
match &mut self.targets {
None => {
self.targets = Some(Targets::new(
&device,
self.format,
&self.texture_layout,
self.sample_count,
width,
height,
));
}
Some(targets) => {
if targets.width != width || targets.height != height {
self.targets = Some(Targets::new(
&device,
self.format,
&self.texture_layout,
self.sample_count,
width,
height,
));
}
}
}
let targets = self.targets.as_ref().unwrap();
(&targets.attachment, &targets.resolve)
}
pub fn draw(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
) {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(
1,
&self.targets.as_ref().unwrap().bind_group,
&[],
);
render_pass.draw(0..6, 0..1);
}
}
#[derive(Debug)]
struct Targets {
attachment: wgpu::TextureView,
resolve: wgpu::TextureView,
bind_group: wgpu::BindGroup,
width: u32,
height: u32,
}
impl Targets {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
texture_layout: &wgpu::BindGroupLayout,
sample_count: u32,
width: u32,
height: u32,
) -> Targets {
let extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
let attachment = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
let resolve = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT
| wgpu::TextureUsage::SAMPLED,
});
let attachment = attachment.create_default_view();
let resolve = resolve.create_default_view();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: texture_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&resolve),
}],
});
Targets {
attachment,
resolve,
bind_group,
width,
height,
}
}
}