Replaced offscreen_blit.wgsl with existing blit.wgsl.

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Bingus 2023-06-14 11:10:09 -07:00
parent af099fa6d7
commit d955b3444d
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GPG key ID: 5F84D2AA40A9F170
2 changed files with 60 additions and 130 deletions

View file

@ -1,16 +1,12 @@
use crate::graphics::color;
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::RenderPipeline,
vertices: wgpu::Buffer,
indices: wgpu::Buffer,
sampler: wgpu::Sampler,
layout: wgpu::BindGroupLayout,
sampler_bind_group: wgpu::BindGroup,
texture_layout: wgpu::BindGroupLayout,
}
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
@ -22,88 +18,67 @@ struct Vertex {
impl Pipeline {
pub fn new(device: &wgpu::Device) -> Self {
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.offscreen.blit.shader"),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
"shader/offscreen_blit.wgsl"
))),
});
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],
uv: [0.0, 1.0],
},
//bottom right
Vertex {
ndc: [1.0, -1.0],
uv: [1.0, 1.0],
},
//top right
Vertex {
ndc: [1.0, 1.0],
uv: [1.0, 0.0],
},
//top left
Vertex {
ndc: [-1.0, 1.0],
uv: [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 =
//sampler in 0
let sampler_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::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float {
filterable: false,
},
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
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,
},
count: None,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(
wgpu::SamplerBindingType::NonFiltering,
),
count: None,
},
],
count: None,
}],
});
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu.offscreen.blit.pipeline_layout"),
bind_group_layouts: &[&bind_group_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"),
@ -111,14 +86,7 @@ impl Pipeline {
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
],
}],
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
@ -156,10 +124,8 @@ impl Pipeline {
Self {
pipeline,
vertices,
indices,
sampler,
layout: bind_group_layout,
sampler_bind_group,
texture_layout,
}
}
@ -189,20 +155,15 @@ impl Pipeline {
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,
entries: &[
wgpu::BindGroupEntry {
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),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
}],
});
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu.offscreen.blit.render_pass"),
@ -218,13 +179,9 @@ impl Pipeline {
});
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);
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

@ -1,27 +0,0 @@
@group(0) @binding(0) var frame_texture: texture_2d<f32>;
@group(0) @binding(1) var frame_sampler: sampler;
struct VertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) texel_coord: vec2<f32>,
}
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);
}