192 lines
6.8 KiB
Rust
192 lines
6.8 KiB
Rust
use std::borrow::Cow;
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use wgpu::util::DeviceExt;
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pub fn convert(
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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source: wgpu::Texture,
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format: wgpu::TextureFormat,
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) -> wgpu::Texture {
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if source.format() == format {
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return source;
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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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..wgpu::SamplerDescriptor::default()
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});
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#[derive(Debug, Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
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#[repr(C)]
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struct Ratio {
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u: f32,
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v: f32,
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}
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let ratio = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced-wgpu::triangle::msaa ratio"),
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contents: bytemuck::bytes_of(&Ratio { u: 1.0, v: 1.0 }),
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usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
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});
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let constant_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu.offscreen.blit.sampler_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::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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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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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 constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu.offscreen.sampler.bind_group"),
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layout: &constant_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::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: ratio.as_entire_binding(),
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},
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],
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});
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let texture_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu.offscreen.blit.texture_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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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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},
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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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});
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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: &[&constant_layout, &texture_layout],
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push_constant_ranges: &[],
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});
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let shader = 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/blit.wgsl"
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))),
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});
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let pipeline =
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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: "vs_main",
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buffers: &[],
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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,
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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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..wgpu::PrimitiveState::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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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: source.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,
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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 = &texture.create_view(&wgpu::TextureViewDescriptor::default());
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let texture_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu.offscreen.blit.texture_bind_group"),
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layout: &texture_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(
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&source
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.create_view(&wgpu::TextureViewDescriptor::default()),
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),
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}],
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});
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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: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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pass.set_pipeline(&pipeline);
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pass.set_bind_group(0, &constant_bind_group, &[]);
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pass.set_bind_group(1, &texture_bind_group, &[]);
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pass.draw(0..6, 0..1);
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texture
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}
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