Added offscreen rendering support for wgpu & tiny-skia exposed with the window::screenshot command.
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c15f1b5f65
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16 changed files with 893 additions and 24 deletions
102
wgpu/src/offscreen.rs
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102
wgpu/src/offscreen.rs
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@ -0,0 +1,102 @@
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use std::borrow::Cow;
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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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layout: wgpu::BindGroupLayout,
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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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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu.offscreen.blit.shader"),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
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"shader/offscreen_blit.wgsl"
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))),
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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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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float {
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filterable: false,
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},
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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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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count: None,
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},
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],
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});
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let pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu.offscreen.blit.pipeline_layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline =
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device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: Some("iced_wgpu.offscreen.blit.pipeline"),
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layout: Some(&pipeline_layout),
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module: &shader,
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entry_point: "main",
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});
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Self {
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pipeline,
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layout: bind_group_layout,
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}
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}
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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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encoder: &mut wgpu::CommandEncoder,
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) {
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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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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(frame),
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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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},
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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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});
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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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}
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}
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