use crate::settings;
#[derive(Debug)]
pub struct Blit {
format: wgpu::TextureFormat,
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
texture_layout: wgpu::BindGroupLayout,
sample_count: u32,
targets: Option<Targets>,
}
impl Blit {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: settings::Antialiasing,
) -> Blit {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle:msaa uniforms layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: false,
},
count: None,
}],
});
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle::msaa uniforms bind group"),
layout: &constant_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::triangle::msaa texture layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float {
filterable: false,
},
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle::msaa pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&constant_layout, &texture_layout],
});
let shader =
device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle::blit_shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/blit.wgsl"),
)),
flags: wgpu::ShaderFlags::all(),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle::msaa pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[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::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Blit {
format,
pipeline,
constants: constant_bind_group,
texture_layout,
sample_count: antialiasing.sample_count(),
targets: None,
}
}
pub fn targets(
&mut self,
device: &wgpu::Device,
width: u32,
height: u32,
) -> (&wgpu::TextureView, &wgpu::TextureView) {
match &mut self.targets {
None => {
self.targets = Some(Targets::new(
&device,
self.format,
&self.texture_layout,
self.sample_count,
width,
height,
));
}
Some(targets) => {
if targets.width != width || targets.height != height {
self.targets = Some(Targets::new(
&device,
self.format,
&self.texture_layout,
self.sample_count,
width,
height,
));
}
}
}
let targets = self.targets.as_ref().unwrap();
(&targets.attachment, &targets.resolve)
}
pub fn draw(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
) {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle::msaa render pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(
1,
&self.targets.as_ref().unwrap().bind_group,
&[],
);
render_pass.draw(0..6, 0..1);
}
}
#[derive(Debug)]
struct Targets {
attachment: wgpu::TextureView,
resolve: wgpu::TextureView,
bind_group: wgpu::BindGroup,
width: u32,
height: u32,
}
impl Targets {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
texture_layout: &wgpu::BindGroupLayout,
sample_count: u32,
width: u32,
height: u32,
) -> Targets {
let extent = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let attachment = device.create_texture(&wgpu::TextureDescriptor {
label: Some("iced_wgpu::triangle::msaa attachment"),
size: extent,
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
});
let resolve = device.create_texture(&wgpu::TextureDescriptor {
label: Some("iced_wgpu::triangle::msaa resolve target"),
size: extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT
| wgpu::TextureUsage::SAMPLED,
});
let attachment =
attachment.create_view(&wgpu::TextureViewDescriptor::default());
let resolve =
resolve.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle::msaa texture bind group"),
layout: texture_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&resolve),
}],
});
Targets {
attachment,
resolve,
bind_group,
width,
height,
}
}
}