use crate::graphics::color; use std::borrow::Cow; /// A simple compute pipeline to convert any texture to Rgba8UnormSrgb. #[derive(Debug)] pub struct Pipeline { pipeline: wgpu::RenderPipeline, sampler_bind_group: wgpu::BindGroup, texture_layout: wgpu::BindGroupLayout, } #[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] #[repr(C)] struct Vertex { ndc: [f32; 2], uv: [f32; 2], } impl Pipeline { pub fn new(device: &wgpu::Device) -> Self { let sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: Some("iced_wgpu.offscreen.sampler"), ..Default::default() }); //sampler in 0 let sampler_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, }], }); let sampler_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("iced_wgpu.offscreen.sampler.bind_group"), layout: &sampler_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.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: &[&sampler_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: "vs_main", buffers: &[], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_main", targets: &[Some(wgpu::ColorTargetState { format: if color::GAMMA_CORRECTION { wgpu::TextureFormat::Rgba8UnormSrgb } else { wgpu::TextureFormat::Rgba8Unorm }, 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, sampler_bind_group, texture_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: if color::GAMMA_CORRECTION { wgpu::TextureFormat::Rgba8UnormSrgb } else { wgpu::TextureFormat::Rgba8Unorm }, 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: &self.texture_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(frame), }], }); 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, &self.sampler_bind_group, &[]); pass.set_bind_group(1, &texture_bind_group, &[]); pass.draw(0..6, 0..1); texture } }