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Simplify
offscreen
API as color
module in iced_wgpu
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Original file line number | Diff line number | Diff line change |
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use std::borrow::Cow; | ||
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pub fn convert( | ||
device: &wgpu::Device, | ||
encoder: &mut wgpu::CommandEncoder, | ||
source: wgpu::Texture, | ||
format: wgpu::TextureFormat, | ||
) -> wgpu::Texture { | ||
if source.format() == format { | ||
return source; | ||
} | ||
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor { | ||
label: Some("iced_wgpu.offscreen.sampler"), | ||
..Default::default() | ||
}); | ||
|
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//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, | ||
}], | ||
}); | ||
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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), | ||
}], | ||
}); | ||
|
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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, | ||
}], | ||
}); | ||
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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: &[], | ||
}); | ||
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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" | ||
))), | ||
}); | ||
|
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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, | ||
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, | ||
}); | ||
|
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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: &[], | ||
}); | ||
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let view = &texture.create_view(&wgpu::TextureViewDescriptor::default()); | ||
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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()), | ||
), | ||
}], | ||
}); | ||
|
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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, | ||
}); | ||
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pass.set_pipeline(&pipeline); | ||
pass.set_bind_group(0, &sampler_bind_group, &[]); | ||
pass.set_bind_group(1, &texture_bind_group, &[]); | ||
pass.draw(0..6, 0..1); | ||
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texture | ||
} | ||
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] | ||
#[repr(C)] | ||
struct Vertex { | ||
ndc: [f32; 2], | ||
uv: [f32; 2], | ||
} |
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