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, } #[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] #[repr(C)] struct Vertex { ndc: [f32; 2], texel: [f32; 2], } 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], texel: [0.0, 1.0], }, //bottom right Vertex { ndc: [1.0, -1.0], texel: [1.0, 1.0], }, //top right Vertex { ndc: [1.0, 1.0], texel: [1.0, 0.0], }, //top left Vertex { ndc: [-1.0, 1.0], texel: [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 = 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, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler( wgpu::SamplerBindingType::NonFiltering, ), 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], push_constant_ranges: &[], }); 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: "vs_main", buffers: &[wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as u64, step_mode: wgpu::VertexStepMode::Vertex, attributes: &vertex_attr_array![ 0 => Float32x2, // quad ndc pos 1 => Float32x2, // texture uv ], }], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_main", targets: &[Some(wgpu::ColorTargetState { format: wgpu::TextureFormat::Rgba8UnormSrgb, 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, })], }), primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, front_face: wgpu::FrontFace::Cw, ..Default::default() }, depth_stencil: None, multisample: Default::default(), multiview: None, }); Self { pipeline, vertices, indices, sampler, layout: bind_group_layout, } } pub fn convert( &self, device: &wgpu::Device, frame: &wgpu::TextureView, size: wgpu::Extent3d, encoder: &mut wgpu::CommandEncoder, ) -> wgpu::Texture { let texture = device.create_texture(&wgpu::TextureDescriptor { label: Some("iced_wgpu.offscreen.conversion.source_texture"), size, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba8UnormSrgb, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC, view_formats: &[], }); 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 { 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"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: true, }, })], depth_stencil_attachment: None, }); 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); texture } }