1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
|
use std::borrow::Cow;
/// A simple compute pipeline to convert any texture to Rgba8UnormSrgb.
#[derive(Debug)]
pub struct Pipeline {
pipeline: wgpu::ComputePipeline,
layout: wgpu::BindGroupLayout,
}
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 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::COMPUTE,
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::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: wgpu::TextureFormat::Rgba8Unorm,
view_dimension: wgpu::TextureViewDimension::D2,
},
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_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("iced_wgpu.offscreen.blit.pipeline"),
layout: Some(&pipeline_layout),
module: &shader,
entry_point: "main",
});
Self {
pipeline,
layout: bind_group_layout,
}
}
pub fn convert(
&self,
device: &wgpu::Device,
extent: wgpu::Extent3d,
frame: &wgpu::TextureView,
view: &wgpu::TextureView,
encoder: &mut wgpu::CommandEncoder,
) {
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::TextureView(view),
},
],
});
let mut compute_pass =
encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("iced_wgpu.offscreen.blit.compute_pass"),
});
compute_pass.set_pipeline(&self.pipeline);
compute_pass.set_bind_group(0, &bind, &[]);
compute_pass.dispatch_workgroups(extent.width, extent.height, 1);
}
}
|