Adjusted offscreen pass to be a render pass vs compute for compat with web-colors flag.

This commit is contained in:
Bingus 2023-06-08 10:10:26 -07:00
parent 78c0189824
commit 05e238e9ed
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GPG key ID: 5F84D2AA40A9F170
4 changed files with 168 additions and 60 deletions

View file

@ -134,7 +134,7 @@ impl Application for Example {
screenshot.size.height,
screenshot.clone(),
))
.content_fit(ContentFit::ScaleDown)
.content_fit(ContentFit::Contain)
.width(Length::Fill)
.height(Length::Fill)
.into()

View file

@ -139,7 +139,7 @@ impl Backend {
primitives: &[Primitive],
viewport: &Viewport,
overlay_text: &[T],
texture_extent: wgpu::Extent3d,
size: wgpu::Extent3d,
) -> Option<wgpu::Texture> {
#[cfg(feature = "tracing")]
let _ = info_span!("iced_wgpu::offscreen", "DRAW").entered();
@ -159,24 +159,7 @@ impl Backend {
log::info!("Texture format is {format:?}; performing conversion to rgba8..");
let pipeline = offscreen::Pipeline::new(device);
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("iced_wgpu.offscreen.conversion.source_texture"),
size: texture_extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::STORAGE_BINDING
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view =
texture.create_view(&wgpu::TextureViewDescriptor::default());
pipeline.convert(device, texture_extent, frame, &view, encoder);
return Some(texture);
return Some(pipeline.convert(device, frame, size, encoder));
}
None

View file

@ -1,12 +1,24 @@
use std::borrow::Cow;
use wgpu::util::DeviceExt;
use wgpu::vertex_attr_array;
/// A simple compute pipeline to convert any texture to Rgba8UnormSrgb.
#[derive(Debug)]
pub struct Pipeline {
pipeline: wgpu::ComputePipeline,
pipeline: wgpu::RenderPipeline,
vertices: wgpu::Buffer,
indices: wgpu::Buffer,
sampler: wgpu::Sampler,
layout: wgpu::BindGroupLayout,
}
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Vertex {
ndc: [f32; 2],
texel: [f32; 2],
}
impl Pipeline {
pub fn new(device: &wgpu::Device) -> Self {
let shader =
@ -17,13 +29,53 @@ impl Pipeline {
))),
});
let vertices =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("iced_wgpu.offscreen.vertex_buffer"),
contents: bytemuck::cast_slice(&[
//bottom left
Vertex {
ndc: [-1.0, -1.0],
texel: [0.0, 1.0],
},
//bottom right
Vertex {
ndc: [1.0, -1.0],
texel: [1.0, 1.0],
},
//top right
Vertex {
ndc: [1.0, 1.0],
texel: [1.0, 0.0],
},
//top left
Vertex {
ndc: [-1.0, 1.0],
texel: [0.0, 0.0],
},
]),
usage: wgpu::BufferUsages::VERTEX,
});
let indices =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("iced_wgpu.offscreen.index_buffer"),
contents: bytemuck::cast_slice(&[0u16, 1, 2, 2, 3, 0]),
usage: wgpu::BufferUsages::INDEX,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("iced_wgpu.offscreen.sampler"),
..Default::default()
});
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float {
filterable: false,
@ -35,12 +87,10 @@ impl Pipeline {
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: wgpu::TextureFormat::Rgba8Unorm,
view_dimension: wgpu::TextureViewDimension::D2,
},
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(
wgpu::SamplerBindingType::NonFiltering,
),
count: None,
},
],
@ -54,15 +104,56 @@ impl Pipeline {
});
let pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu.offscreen.blit.pipeline"),
layout: Some(&pipeline_layout),
module: &shader,
entry_point: "main",
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &vertex_attr_array![
0 => Float32x2, // quad ndc pos
1 => Float32x2, // texture uv
],
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8UnormSrgb,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: None,
multisample: Default::default(),
multiview: None,
});
Self {
pipeline,
vertices,
indices,
sampler,
layout: bind_group_layout,
}
}
@ -70,11 +161,25 @@ impl Pipeline {
pub fn convert(
&self,
device: &wgpu::Device,
extent: wgpu::Extent3d,
frame: &wgpu::TextureView,
view: &wgpu::TextureView,
size: wgpu::Extent3d,
encoder: &mut wgpu::CommandEncoder,
) {
) -> wgpu::Texture {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("iced_wgpu.offscreen.conversion.source_texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view =
&texture.create_view(&wgpu::TextureViewDescriptor::default());
let bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu.offscreen.blit.bind_group"),
layout: &self.layout,
@ -85,18 +190,33 @@ impl Pipeline {
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(view),
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
let mut compute_pass =
encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("iced_wgpu.offscreen.blit.compute_pass"),
});
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu.offscreen.blit.render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
})],
depth_stencil_attachment: None,
});
compute_pass.set_pipeline(&self.pipeline);
compute_pass.set_bind_group(0, &bind, &[]);
compute_pass.dispatch_workgroups(extent.width, extent.height, 1);
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &bind, &[]);
pass.set_vertex_buffer(0, self.vertices.slice(..));
pass.set_index_buffer(
self.indices.slice(..),
wgpu::IndexFormat::Uint16,
);
pass.draw_indexed(0..6u32, 0, 0..1);
texture
}
}

View file

@ -1,22 +1,27 @@
@group(0) @binding(0) var u_texture: texture_2d<f32>;
@group(0) @binding(1) var out_texture: texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(0) var frame_texture: texture_2d<f32>;
@group(0) @binding(1) var frame_sampler: sampler;
fn srgb(color: f32) -> f32 {
if (color <= 0.0031308) {
return 12.92 * color;
} else {
return (1.055 * (pow(color, (1.0/2.4)))) - 0.055;
}
struct VertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) texel_coord: vec2<f32>,
}
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
// texture coord must be i32 due to a naga bug:
// https://github.com/gfx-rs/naga/issues/1997
let coords = vec2(i32(id.x), i32(id.y));
let src: vec4<f32> = textureLoad(u_texture, coords, 0);
let srgb_color: vec4<f32> = vec4(srgb(src.x), srgb(src.y), srgb(src.z), src.w);
textureStore(out_texture, coords, srgb_color);
struct VertexOutput {
@builtin(position) clip_pos: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.clip_pos = vec4<f32>(input.v_pos, 0.0, 1.0);
output.uv = input.texel_coord;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(frame_texture, frame_sampler, input.uv);
}