259 lines
8.4 KiB
Rust
259 lines
8.4 KiB
Rust
use crate::graphics;
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#[derive(Debug)]
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pub struct Blit {
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format: wgpu::TextureFormat,
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pipeline: wgpu::RenderPipeline,
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constants: wgpu::BindGroup,
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texture_layout: wgpu::BindGroupLayout,
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sample_count: u32,
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targets: Option<Targets>,
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}
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impl Blit {
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: graphics::Antialiasing,
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) -> Blit {
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let sampler =
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device.create_sampler(&wgpu::SamplerDescriptor::default());
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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::triangle:msaa uniforms 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::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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let constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle::msaa uniforms bind group"),
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layout: &constant_layout,
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entries: &[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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});
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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::triangle::msaa 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 layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle::msaa pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&constant_layout, &texture_layout],
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});
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu triangle blit_shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../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::triangle::msaa pipeline"),
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layout: Some(&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(
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wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING,
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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: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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Blit {
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format,
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pipeline,
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constants: constant_bind_group,
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texture_layout,
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sample_count: antialiasing.sample_count(),
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targets: None,
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}
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}
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pub fn targets(
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&mut self,
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device: &wgpu::Device,
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width: u32,
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height: u32,
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) -> (&wgpu::TextureView, &wgpu::TextureView) {
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match &mut self.targets {
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None => {
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self.targets = Some(Targets::new(
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device,
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self.format,
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&self.texture_layout,
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self.sample_count,
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width,
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height,
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));
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}
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Some(targets) => {
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if targets.width != width || targets.height != height {
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self.targets = Some(Targets::new(
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device,
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self.format,
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&self.texture_layout,
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self.sample_count,
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width,
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height,
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));
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}
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}
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}
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let targets = self.targets.as_ref().unwrap();
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(&targets.attachment, &targets.resolve)
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}
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pub fn draw(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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) {
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::triangle::msaa render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target,
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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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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_bind_group(
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1,
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&self.targets.as_ref().unwrap().bind_group,
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&[],
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);
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render_pass.draw(0..6, 0..1);
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}
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}
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#[derive(Debug)]
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struct Targets {
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attachment: wgpu::TextureView,
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resolve: wgpu::TextureView,
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bind_group: wgpu::BindGroup,
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width: u32,
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height: u32,
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}
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impl Targets {
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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texture_layout: &wgpu::BindGroupLayout,
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sample_count: u32,
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width: u32,
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height: u32,
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) -> Targets {
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let extent = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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};
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let attachment = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("iced_wgpu::triangle::msaa attachment"),
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size: extent,
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mip_level_count: 1,
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sample_count,
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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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view_formats: &[],
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});
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let resolve = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("iced_wgpu::triangle::msaa resolve target"),
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size: 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,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let attachment =
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attachment.create_view(&wgpu::TextureViewDescriptor::default());
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let resolve =
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resolve.create_view(&wgpu::TextureViewDescriptor::default());
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle::msaa 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(&resolve),
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}],
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});
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Targets {
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attachment,
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resolve,
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bind_group,
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width,
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height,
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}
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}
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}
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