Simplify offscreen API as color module in iced_wgpu

This commit is contained in:
Héctor Ramón Jiménez 2023-06-27 20:26:13 +02:00
parent 5ae726e02c
commit 5b6e205e99
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GPG key ID: 140CC052C94F138E
5 changed files with 180 additions and 236 deletions

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@ -1,3 +1,4 @@
use crate::core;
use crate::core::{Color, Font, Point, Size};
use crate::graphics::backend;
use crate::graphics::color;
@ -5,7 +6,6 @@ use crate::graphics::{Primitive, Transformation, Viewport};
use crate::quad;
use crate::text;
use crate::triangle;
use crate::{core, offscreen};
use crate::{Layer, Settings};
#[cfg(feature = "tracing")]
@ -123,48 +123,6 @@ impl Backend {
self.image_pipeline.end_frame();
}
/// Performs an offscreen render pass. If the `format` selected by WGPU is not
/// `wgpu::TextureFormat::Rgba8UnormSrgb`, it will be run through a blit.
///
/// Returns `None` if the `frame` is `Rgba8UnormSrgb`, else returns the newly
/// converted texture view in `Rgba8UnormSrgb`.
pub fn offscreen<T: AsRef<str>>(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
clear_color: Option<Color>,
frame: &wgpu::TextureView,
format: wgpu::TextureFormat,
primitives: &[Primitive],
viewport: &Viewport,
overlay_text: &[T],
size: wgpu::Extent3d,
) -> Option<wgpu::Texture> {
#[cfg(feature = "tracing")]
let _ = info_span!("iced_wgpu::offscreen", "DRAW").entered();
self.present(
device,
queue,
encoder,
clear_color,
frame,
primitives,
viewport,
overlay_text,
);
if format != wgpu::TextureFormat::Rgba8UnormSrgb {
log::info!("Texture format is {format:?}; performing conversion to rgba8..");
let pipeline = offscreen::Pipeline::new(device);
return Some(pipeline.convert(device, frame, size, encoder));
}
None
}
fn prepare_text(
&mut self,
device: &wgpu::Device,

165
wgpu/src/color.rs Normal file
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@ -0,0 +1,165 @@
use std::borrow::Cow;
pub fn convert(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
source: wgpu::Texture,
format: wgpu::TextureFormat,
) -> wgpu::Texture {
if source.format() == format {
return source;
}
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("iced_wgpu.offscreen.sampler"),
..Default::default()
});
//sampler in 0
let sampler_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.sampler_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(
wgpu::SamplerBindingType::NonFiltering,
),
count: None,
}],
});
let sampler_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu.offscreen.sampler.bind_group"),
layout: &sampler_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Sampler(&sampler),
}],
});
let texture_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.texture_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float {
filterable: false,
},
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.pipeline_layout"),
bind_group_layouts: &[&sampler_layout, &texture_layout],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.offscreen.blit.shader"),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
"shader/blit.wgsl"
))),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu.offscreen.blit.pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format,
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,
});
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("iced_wgpu.offscreen.conversion.source_texture"),
size: source.size(),
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = &texture.create_view(&wgpu::TextureViewDescriptor::default());
let texture_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu.offscreen.blit.texture_bind_group"),
layout: &texture_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&source
.create_view(&wgpu::TextureViewDescriptor::default()),
),
}],
});
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,
});
pass.set_pipeline(&pipeline);
pass.set_bind_group(0, &sampler_bind_group, &[]);
pass.set_bind_group(1, &texture_bind_group, &[]);
pass.draw(0..6, 0..1);
texture
}
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Vertex {
ndc: [f32; 2],
uv: [f32; 2],
}

View file

@ -46,7 +46,7 @@ pub mod geometry;
mod backend;
mod buffer;
mod offscreen;
mod color;
mod quad;
mod text;
mod triangle;

View file

@ -1,188 +0,0 @@
use crate::graphics::color;
use std::borrow::Cow;
/// A simple compute pipeline to convert any texture to Rgba8UnormSrgb.
#[derive(Debug)]
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
sampler_bind_group: wgpu::BindGroup,
texture_layout: wgpu::BindGroupLayout,
}
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Vertex {
ndc: [f32; 2],
uv: [f32; 2],
}
impl Pipeline {
pub fn new(device: &wgpu::Device) -> Self {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("iced_wgpu.offscreen.sampler"),
..Default::default()
});
//sampler in 0
let sampler_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.sampler_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(
wgpu::SamplerBindingType::NonFiltering,
),
count: None,
}],
});
let sampler_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu.offscreen.sampler.bind_group"),
layout: &sampler_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Sampler(&sampler),
}],
});
let texture_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.texture_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float {
filterable: false,
},
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.pipeline_layout"),
bind_group_layouts: &[&sampler_layout, &texture_layout],
push_constant_ranges: &[],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.offscreen.blit.shader"),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
"shader/blit.wgsl"
))),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu.offscreen.blit.pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: if color::GAMMA_CORRECTION {
wgpu::TextureFormat::Rgba8UnormSrgb
} else {
wgpu::TextureFormat::Rgba8Unorm
},
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,
sampler_bind_group,
texture_layout,
}
}
pub fn convert(
&self,
device: &wgpu::Device,
frame: &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: if color::GAMMA_CORRECTION {
wgpu::TextureFormat::Rgba8UnormSrgb
} else {
wgpu::TextureFormat::Rgba8Unorm
},
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view =
&texture.create_view(&wgpu::TextureViewDescriptor::default());
let texture_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu.offscreen.blit.texture_bind_group"),
layout: &self.texture_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(frame),
}],
});
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,
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.sampler_bind_group, &[]);
pass.set_bind_group(1, &texture_bind_group, &[]);
pass.draw(0..6, 0..1);
texture
}
}

View file

@ -345,17 +345,26 @@ pub fn screenshot<Theme, T: AsRef<str>>(
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let rgba_texture = backend.offscreen(
backend.present(
&compositor.device,
&compositor.queue,
&mut encoder,
Some(background_color),
&view,
compositor.format,
primitives,
viewport,
overlay,
texture_extent,
);
let texture = crate::color::convert(
&compositor.device,
&mut encoder,
texture,
if color::GAMMA_CORRECTION {
wgpu::TextureFormat::Rgba8UnormSrgb
} else {
wgpu::TextureFormat::Rgba8Unorm
},
);
let output_buffer =
@ -368,7 +377,7 @@ pub fn screenshot<Theme, T: AsRef<str>>(
});
encoder.copy_texture_to_buffer(
rgba_texture.unwrap_or(texture).as_image_copy(),
texture.as_image_copy(),
wgpu::ImageCopyBuffer {
buffer: &output_buffer,
layout: wgpu::ImageDataLayout {