ruffle/render/wgpu/src/surface.rs

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use crate::commands::CommandRenderer;
use crate::descriptors::Quad;
use crate::frame::Frame;
use crate::layouts::BindLayouts;
use crate::mesh::Mesh;
use crate::surface::Surface::{Direct, DirectSrgb, Resolve, ResolveSrgb};
use crate::uniform_buffer::BufferStorage;
use crate::utils::remove_srgb;
use crate::{
create_buffer_with_data, ColorAdjustments, Descriptors, Globals, Pipelines, Texture,
TextureTransforms, Transforms, UniformBuffer,
};
use fnv::FnvHashMap;
use ruffle_render::bitmap::BitmapHandle;
use ruffle_render::commands::CommandList;
use std::sync::Arc;
#[derive(Debug)]
pub struct FrameBuffer {
view: wgpu::TextureView,
}
impl FrameBuffer {
pub fn new(
device: &wgpu::Device,
msaa_sample_count: u32,
width: u32,
height: u32,
format: wgpu::TextureFormat,
) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Framebuffer texture").as_deref(),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
let view = texture.create_view(&Default::default());
Self { view }
}
}
#[derive(Debug)]
pub struct DepthTexture {
view: wgpu::TextureView,
}
impl DepthTexture {
pub fn new(device: &wgpu::Device, msaa_sample_count: u32, width: u32, height: u32) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Depth texture").as_deref(),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
let view = texture.create_view(&Default::default());
Self { view }
}
}
#[derive(Debug)]
pub struct Srgb {
view: wgpu::TextureView,
bind_group: wgpu::BindGroup,
copy_pipeline: Arc<wgpu::RenderPipeline>,
_transforms_buffer: wgpu::Buffer,
transforms_bind_group: wgpu::BindGroup,
}
impl Srgb {
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#[allow(clippy::too_many_arguments)]
pub fn new(
device: &wgpu::Device,
layouts: &BindLayouts,
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sampler: &wgpu::Sampler,
copy_pipeline: Arc<wgpu::RenderPipeline>,
quad: &Quad,
format: wgpu::TextureFormat,
width: u32,
height: u32,
) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Copy sRGB framebuffer texture").as_deref(),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
});
let view = texture.create_view(&Default::default());
let bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layouts.bitmap,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &quad.texture_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&view),
},
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wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
label: create_debug_label!("Copy sRGB bind group").as_deref(),
});
let transform = Transforms {
world_matrix: [
[width as f32, 0.0, 0.0, 0.0],
[0.0, height as f32, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
color_adjustments: ColorAdjustments {
mult_color: [1.0, 1.0, 1.0, 1.0],
add_color: [0.0, 0.0, 0.0, 0.0],
},
};
let transforms_buffer = create_buffer_with_data(
&device,
bytemuck::cast_slice(&[transform]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!("Copy sRGB transforms buffer"),
);
let transforms_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layouts.transforms,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &transforms_buffer,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<Transforms>() as u64),
}),
}],
label: create_debug_label!("Copy sRGB transforms bind group").as_deref(),
});
Self {
view,
bind_group,
copy_pipeline,
_transforms_buffer: transforms_buffer,
transforms_bind_group,
}
}
pub fn copy_srgb(
&self,
view: &wgpu::TextureView,
descriptors: &Descriptors,
globals: &Globals,
uniform_buffers_storage: &mut BufferStorage<Transforms>,
uniform_encoder: &mut wgpu::CommandEncoder,
pipelines: &Pipelines,
) -> wgpu::CommandBuffer {
let mut copy_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: create_debug_label!("Frame copy command encoder").as_deref(),
});
let mut srgb_render_pass = copy_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: true,
},
resolve_target: None,
})],
depth_stencil_attachment: None,
label: None,
});
srgb_render_pass.set_bind_group(0, globals.bind_group(), &[]);
srgb_render_pass.set_bind_group(1, &self.transforms_bind_group, &[0]);
let mut srgb_frame = Frame::new(
&pipelines,
&descriptors,
UniformBuffer::new(uniform_buffers_storage),
srgb_render_pass,
uniform_encoder,
);
srgb_frame.prep_srgb_copy(&self.bind_group, &self.copy_pipeline);
srgb_frame.draw(
descriptors.quad.vertices.slice(..),
descriptors.quad.indices.slice(..),
6,
);
drop(srgb_frame);
copy_encoder.finish()
}
}
#[derive(Debug)]
pub enum Surface {
Direct {
depth: DepthTexture,
pipelines: Arc<Pipelines>,
},
DirectSrgb {
srgb: Srgb,
depth: DepthTexture,
pipelines: Arc<Pipelines>,
},
Resolve {
frame_buffer: FrameBuffer,
depth: DepthTexture,
pipelines: Arc<Pipelines>,
},
ResolveSrgb {
frame_buffer: FrameBuffer,
srgb: Srgb,
depth: DepthTexture,
pipelines: Arc<Pipelines>,
},
}
impl Surface {
pub fn new(
descriptors: &Descriptors,
msaa_sample_count: u32,
width: u32,
height: u32,
surface_format: wgpu::TextureFormat,
) -> Self {
let frame_buffer_format = remove_srgb(surface_format);
let frame_buffer = if msaa_sample_count > 1 {
Some(FrameBuffer::new(
&descriptors.device,
msaa_sample_count,
width,
height,
frame_buffer_format,
))
} else {
None
};
let srgb = if surface_format != frame_buffer_format {
Some(Srgb::new(
&descriptors.device,
&descriptors.bind_layouts,
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&descriptors.bitmap_samplers.get_sampler(false, false),
descriptors.copy_srgb_pipeline(surface_format),
&descriptors.quad,
frame_buffer_format,
width,
height,
))
} else {
None
};
let depth = DepthTexture::new(&descriptors.device, msaa_sample_count, width, height);
let pipelines = descriptors.pipelines(msaa_sample_count, frame_buffer_format);
match (frame_buffer, srgb) {
(Some(frame_buffer), None) => Resolve {
frame_buffer,
depth,
pipelines,
},
(None, None) => Direct { depth, pipelines },
(Some(frame_buffer), Some(srgb)) => ResolveSrgb {
frame_buffer,
depth,
srgb,
pipelines,
},
(None, Some(srgb)) => DirectSrgb {
depth,
srgb,
pipelines,
},
}
}
pub fn view<'a>(&'a self, frame: &'a wgpu::TextureView) -> &wgpu::TextureView {
match self {
Direct { .. } => frame,
DirectSrgb { srgb, .. } => &srgb.view,
Resolve { frame_buffer, .. } => &frame_buffer.view,
ResolveSrgb { frame_buffer, .. } => &frame_buffer.view,
}
}
pub fn resolve_target<'a>(
&'a self,
frame: &'a wgpu::TextureView,
) -> Option<&wgpu::TextureView> {
match self {
Direct { .. } => None,
DirectSrgb { .. } => None,
Resolve { .. } => Some(&frame),
ResolveSrgb { srgb, .. } => Some(&srgb.view),
}
}
pub fn depth(&self) -> &wgpu::TextureView {
match self {
Direct { depth, .. } => &depth.view,
DirectSrgb { depth, .. } => &depth.view,
Resolve { depth, .. } => &depth.view,
ResolveSrgb { depth, .. } => &depth.view,
}
}
pub fn pipelines(&self) -> &Pipelines {
match self {
Direct { pipelines, .. } => pipelines,
DirectSrgb { pipelines, .. } => pipelines,
Resolve { pipelines, .. } => pipelines,
ResolveSrgb { pipelines, .. } => pipelines,
}
}
pub fn copy_srgb(
&self,
frame: &wgpu::TextureView,
descriptors: &Descriptors,
globals: &Globals,
uniform_buffers_storage: &mut BufferStorage<Transforms>,
uniform_encoder: &mut wgpu::CommandEncoder,
) -> Option<wgpu::CommandBuffer> {
match self {
Direct { .. } => None,
DirectSrgb { srgb, .. } => Some(srgb.copy_srgb(
frame,
descriptors,
globals,
uniform_buffers_storage,
uniform_encoder,
self.pipelines(),
)),
Resolve { .. } => None,
ResolveSrgb { srgb, .. } => Some(srgb.copy_srgb(
frame,
descriptors,
globals,
uniform_buffers_storage,
uniform_encoder,
self.pipelines(),
)),
}
}
#[allow(clippy::too_many_arguments)]
pub fn draw_commands(
&self,
frame_view: &wgpu::TextureView,
clear_color: Option<wgpu::Color>,
descriptors: &Descriptors,
globals: &mut Globals,
uniform_buffers_storage: &mut BufferStorage<Transforms>,
meshes: &Vec<Mesh>,
bitmap_registry: &FnvHashMap<BitmapHandle, Texture>,
commands: CommandList,
) -> Vec<wgpu::CommandBuffer> {
let label = create_debug_label!("Draw encoder");
let mut draw_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: label.as_deref(),
});
let uniform_encoder_label = create_debug_label!("Uniform upload command encoder");
let mut uniform_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: uniform_encoder_label.as_deref(),
});
globals.update_uniform(&descriptors.device, &mut draw_encoder);
let load = match clear_color {
Some(color) => wgpu::LoadOp::Clear(color),
None => wgpu::LoadOp::Load,
};
let mut render_pass = draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: self.view(frame_view),
ops: wgpu::Operations { load, store: true },
resolve_target: self.resolve_target(frame_view),
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: self.depth(),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: false,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
}),
label: None,
});
render_pass.set_bind_group(0, globals.bind_group(), &[]);
uniform_buffers_storage.recall();
let mut frame = Frame::new(
&self.pipelines(),
&descriptors,
UniformBuffer::new(uniform_buffers_storage),
render_pass,
&mut uniform_encoder,
);
commands.execute(&mut CommandRenderer::new(
&mut frame,
meshes,
bitmap_registry,
descriptors.quad.vertices.slice(..),
descriptors.quad.indices.slice(..),
));
frame.finish();
let copy_encoder = self.copy_srgb(
&frame_view,
&descriptors,
&globals,
uniform_buffers_storage,
&mut uniform_encoder,
);
let mut command_buffers = vec![uniform_encoder.finish(), draw_encoder.finish()];
if let Some(copy_encoder) = copy_encoder {
command_buffers.push(copy_encoder);
}
command_buffers
}
}