use std::borrow::Cow; use wgpu::util::DeviceExt; 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"), ..wgpu::SamplerDescriptor::default() }); #[derive(Debug, Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)] #[repr(C)] struct Ratio { u: f32, v: f32, } let ratio = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("iced-wgpu::triangle::msaa ratio"), contents: bytemuck::bytes_of(&Ratio { u: 1.0, v: 1.0 }), usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM, }); let constant_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, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::VERTEX, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }, ], }); let constant_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("iced_wgpu.offscreen.sampler.bind_group"), layout: &constant_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Sampler(&sampler), }, wgpu::BindGroupEntry { binding: 1, resource: ratio.as_entire_binding(), }, ], }); 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: &[&constant_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: Some("vs_main"), buffers: &[], compilation_options: wgpu::PipelineCompilationOptions::default( ), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("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, })], compilation_options: wgpu::PipelineCompilationOptions::default( ), }), primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, front_face: wgpu::FrontFace::Cw, ..wgpu::PrimitiveState::default() }, depth_stencil: None, multisample: wgpu::MultisampleState::default(), multiview: None, cache: 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: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); pass.set_pipeline(&pipeline); pass.set_bind_group(0, &constant_bind_group, &[]); pass.set_bind_group(1, &texture_bind_group, &[]); pass.draw(0..6, 0..1); texture }