Adjusted offscreen pass to be a render pass vs compute for compat with web-colors flag.
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78c0189824
commit
05e238e9ed
4 changed files with 168 additions and 60 deletions
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@ -134,7 +134,7 @@ impl Application for Example {
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screenshot.size.height,
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screenshot.clone(),
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))
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.content_fit(ContentFit::ScaleDown)
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.content_fit(ContentFit::Contain)
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.width(Length::Fill)
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.height(Length::Fill)
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.into()
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@ -139,7 +139,7 @@ impl Backend {
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primitives: &[Primitive],
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viewport: &Viewport,
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overlay_text: &[T],
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texture_extent: wgpu::Extent3d,
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size: wgpu::Extent3d,
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) -> Option<wgpu::Texture> {
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#[cfg(feature = "tracing")]
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let _ = info_span!("iced_wgpu::offscreen", "DRAW").entered();
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@ -159,24 +159,7 @@ impl Backend {
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log::info!("Texture format is {format:?}; performing conversion to rgba8..");
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let pipeline = offscreen::Pipeline::new(device);
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("iced_wgpu.offscreen.conversion.source_texture"),
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size: texture_extent,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8Unorm,
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usage: wgpu::TextureUsages::STORAGE_BINDING
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| wgpu::TextureUsages::COPY_SRC,
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view_formats: &[],
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});
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let view =
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texture.create_view(&wgpu::TextureViewDescriptor::default());
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pipeline.convert(device, texture_extent, frame, &view, encoder);
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return Some(texture);
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return Some(pipeline.convert(device, frame, size, encoder));
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}
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None
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@ -1,12 +1,24 @@
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use std::borrow::Cow;
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use wgpu::util::DeviceExt;
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use wgpu::vertex_attr_array;
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/// A simple compute pipeline to convert any texture to Rgba8UnormSrgb.
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#[derive(Debug)]
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pub struct Pipeline {
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pipeline: wgpu::ComputePipeline,
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pipeline: wgpu::RenderPipeline,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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sampler: wgpu::Sampler,
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layout: wgpu::BindGroupLayout,
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}
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[repr(C)]
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struct Vertex {
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ndc: [f32; 2],
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texel: [f32; 2],
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device) -> Self {
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let shader =
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@ -17,13 +29,53 @@ impl Pipeline {
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))),
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});
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let vertices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu.offscreen.vertex_buffer"),
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contents: bytemuck::cast_slice(&[
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//bottom left
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Vertex {
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ndc: [-1.0, -1.0],
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texel: [0.0, 1.0],
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},
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//bottom right
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Vertex {
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ndc: [1.0, -1.0],
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texel: [1.0, 1.0],
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},
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//top right
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Vertex {
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ndc: [1.0, 1.0],
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texel: [1.0, 0.0],
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},
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//top left
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Vertex {
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ndc: [-1.0, 1.0],
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texel: [0.0, 0.0],
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},
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]),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu.offscreen.index_buffer"),
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contents: bytemuck::cast_slice(&[0u16, 1, 2, 2, 3, 0]),
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usage: wgpu::BufferUsages::INDEX,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("iced_wgpu.offscreen.sampler"),
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..Default::default()
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});
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu.offscreen.blit.bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::COMPUTE,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float {
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filterable: false,
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@ -35,12 +87,10 @@ impl Pipeline {
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: wgpu::TextureFormat::Rgba8Unorm,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(
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wgpu::SamplerBindingType::NonFiltering,
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),
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count: None,
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},
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],
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@ -54,15 +104,56 @@ impl Pipeline {
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});
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let pipeline =
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device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu.offscreen.blit.pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "main",
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entry_point: "vs_main",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &vertex_attr_array![
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0 => Float32x2, // quad ndc pos
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1 => Float32x2, // texture uv
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],
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: None,
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multisample: Default::default(),
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multiview: None,
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});
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Self {
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pipeline,
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vertices,
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indices,
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sampler,
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layout: bind_group_layout,
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}
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}
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@ -70,11 +161,25 @@ impl Pipeline {
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pub fn convert(
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&self,
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device: &wgpu::Device,
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extent: wgpu::Extent3d,
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frame: &wgpu::TextureView,
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view: &wgpu::TextureView,
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size: wgpu::Extent3d,
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encoder: &mut wgpu::CommandEncoder,
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) {
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) -> wgpu::Texture {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("iced_wgpu.offscreen.conversion.source_texture"),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::COPY_SRC,
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view_formats: &[],
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});
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let view =
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&texture.create_view(&wgpu::TextureViewDescriptor::default());
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let bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu.offscreen.blit.bind_group"),
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layout: &self.layout,
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@ -85,18 +190,33 @@ impl Pipeline {
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(view),
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resource: wgpu::BindingResource::Sampler(&self.sampler),
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},
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],
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});
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let mut compute_pass =
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encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
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label: Some("iced_wgpu.offscreen.blit.compute_pass"),
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu.offscreen.blit.render_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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compute_pass.set_pipeline(&self.pipeline);
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compute_pass.set_bind_group(0, &bind, &[]);
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compute_pass.dispatch_workgroups(extent.width, extent.height, 1);
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &bind, &[]);
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pass.set_vertex_buffer(0, self.vertices.slice(..));
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pass.set_index_buffer(
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self.indices.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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pass.draw_indexed(0..6u32, 0, 0..1);
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texture
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}
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}
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@ -1,22 +1,27 @@
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@group(0) @binding(0) var u_texture: texture_2d<f32>;
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@group(0) @binding(1) var out_texture: texture_storage_2d<rgba8unorm, write>;
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@group(0) @binding(0) var frame_texture: texture_2d<f32>;
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@group(0) @binding(1) var frame_sampler: sampler;
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fn srgb(color: f32) -> f32 {
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if (color <= 0.0031308) {
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return 12.92 * color;
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} else {
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return (1.055 * (pow(color, (1.0/2.4)))) - 0.055;
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}
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struct VertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) texel_coord: vec2<f32>,
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}
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@compute @workgroup_size(1)
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fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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// texture coord must be i32 due to a naga bug:
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// https://github.com/gfx-rs/naga/issues/1997
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let coords = vec2(i32(id.x), i32(id.y));
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let src: vec4<f32> = textureLoad(u_texture, coords, 0);
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let srgb_color: vec4<f32> = vec4(srgb(src.x), srgb(src.y), srgb(src.z), src.w);
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textureStore(out_texture, coords, srgb_color);
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struct VertexOutput {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) uv: vec2<f32>,
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}
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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output.clip_pos = vec4<f32>(input.v_pos, 0.0, 1.0);
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output.uv = input.texel_coord;
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return output;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(frame_texture, frame_sampler, input.uv);
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}
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