ruffle/render/wgpu/src/surface.rs

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use crate::commands::CommandRenderer;
use crate::frame::Frame;
use crate::mesh::Mesh;
use crate::uniform_buffer::BufferStorage;
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use crate::{Descriptors, Globals, Pipelines, Transforms, UniformBuffer};
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 enum Surface {
Direct {
depth: DepthTexture,
pipelines: Arc<Pipelines>,
},
Resolve {
frame_buffer: FrameBuffer,
depth: DepthTexture,
pipelines: Arc<Pipelines>,
},
}
impl Surface {
pub fn new(
descriptors: &Descriptors,
msaa_sample_count: u32,
width: u32,
height: u32,
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frame_buffer_format: wgpu::TextureFormat,
) -> Self {
let frame_buffer = if msaa_sample_count > 1 {
Some(FrameBuffer::new(
&descriptors.device,
msaa_sample_count,
width,
height,
frame_buffer_format,
))
} else {
None
};
let depth = DepthTexture::new(&descriptors.device, msaa_sample_count, width, height);
let pipelines = descriptors.pipelines(msaa_sample_count, frame_buffer_format);
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match frame_buffer {
Some(frame_buffer) => Surface::Resolve {
frame_buffer,
depth,
pipelines,
},
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None => Surface::Direct { depth, pipelines },
}
}
pub fn view<'a>(&'a self, frame: &'a wgpu::TextureView) -> &wgpu::TextureView {
match self {
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Surface::Direct { .. } => frame,
Surface::Resolve { frame_buffer, .. } => &frame_buffer.view,
}
}
pub fn resolve_target<'a>(
&'a self,
frame: &'a wgpu::TextureView,
) -> Option<&wgpu::TextureView> {
match self {
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Surface::Direct { .. } => None,
Surface::Resolve { .. } => Some(&frame),
}
}
pub fn depth(&self) -> &wgpu::TextureView {
match self {
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Surface::Direct { depth, .. } => &depth.view,
Surface::Resolve { depth, .. } => &depth.view,
}
}
pub fn pipelines(&self) -> &Pipelines {
match self {
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Surface::Direct { pipelines, .. } => pipelines,
Surface::Resolve { pipelines, .. } => 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>,
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 uniform_buffer = UniformBuffer::new(uniform_buffers_storage);
commands.execute(&mut CommandRenderer::new(
Frame::new(
self.pipelines(),
&descriptors,
&mut uniform_buffer,
render_pass,
&mut uniform_encoder,
),
meshes,
descriptors.quad.vertices.slice(..),
descriptors.quad.indices.slice(..),
));
uniform_buffer.finish();
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vec![uniform_encoder.finish(), draw_encoder.finish()]
}
}