ruffle/render/wgpu/src/surface.rs

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use crate::buffer_pool::{PoolEntry, TexturePool};
use crate::commands::{CommandRenderer, CommandTarget};
use crate::mesh::Mesh;
use crate::uniform_buffer::BufferStorage;
use crate::utils::remove_srgb;
use crate::{Descriptors, Pipelines, TextureTransforms, Transforms, UniformBuffer};
use ruffle_render::commands::CommandList;
use std::sync::Arc;
#[derive(Debug)]
pub struct ResolveBuffer {
texture: PoolEntry<wgpu::Texture>,
view: wgpu::TextureView,
}
impl ResolveBuffer {
pub fn new(
descriptors: &Descriptors,
size: wgpu::Extent3d,
format: wgpu::TextureFormat,
usage: wgpu::TextureUsages,
pool: &mut TexturePool,
) -> Self {
let texture = pool.get_texture(descriptors, size, usage, format, 1);
let view = texture.create_view(&Default::default());
Self { texture, view }
}
pub fn view(&self) -> &wgpu::TextureView {
&self.view
}
pub fn texture(&self) -> &wgpu::Texture {
&self.texture
}
pub fn take_texture(self) -> PoolEntry<wgpu::Texture> {
self.texture
}
}
#[derive(Debug)]
pub struct FrameBuffer {
texture: PoolEntry<wgpu::Texture>,
view: wgpu::TextureView,
size: wgpu::Extent3d,
}
impl FrameBuffer {
pub fn new(
descriptors: &Descriptors,
sample_count: u32,
size: wgpu::Extent3d,
format: wgpu::TextureFormat,
usage: wgpu::TextureUsages,
pool: &mut TexturePool,
) -> Self {
let texture = pool.get_texture(descriptors, size, usage, format, sample_count);
let view = texture.create_view(&Default::default());
Self {
texture,
view,
size,
}
}
pub fn view(&self) -> &wgpu::TextureView {
&self.view
}
pub fn texture(&self) -> &wgpu::Texture {
&self.texture
}
pub fn take_texture(self) -> PoolEntry<wgpu::Texture> {
self.texture
}
pub fn size(&self) -> wgpu::Extent3d {
self.size
}
}
#[derive(Debug)]
pub struct BlendBuffer {
texture: PoolEntry<wgpu::Texture>,
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view: wgpu::TextureView,
}
impl BlendBuffer {
pub fn new(
descriptors: &Descriptors,
size: wgpu::Extent3d,
format: wgpu::TextureFormat,
usage: wgpu::TextureUsages,
pool: &mut TexturePool,
) -> Self {
let texture = pool.get_texture(descriptors, size, usage, format, 1);
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let view = texture.create_view(&Default::default());
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Self { texture, view }
}
pub fn view(&self) -> &wgpu::TextureView {
&self.view
}
pub fn texture(&self) -> &wgpu::Texture {
&self.texture
}
}
#[derive(Debug)]
pub struct DepthBuffer {
_texture: PoolEntry<wgpu::Texture>,
view: wgpu::TextureView,
}
impl DepthBuffer {
pub fn new(
descriptors: &Descriptors,
msaa_sample_count: u32,
size: wgpu::Extent3d,
pool: &mut TexturePool,
) -> Self {
let texture = pool.get_texture(
descriptors,
size,
wgpu::TextureUsages::RENDER_ATTACHMENT,
wgpu::TextureFormat::Depth24PlusStencil8,
msaa_sample_count,
);
let view = texture.create_view(&Default::default());
Self {
_texture: texture,
view,
}
}
pub fn view(&self) -> &wgpu::TextureView {
&self.view
}
}
#[derive(Debug)]
pub struct Surface {
size: wgpu::Extent3d,
sample_count: u32,
pipelines: Arc<Pipelines>,
format: wgpu::TextureFormat,
actual_surface_format: wgpu::TextureFormat,
}
impl Surface {
pub fn new(
descriptors: &Descriptors,
sample_count: u32,
width: u32,
height: u32,
surface_format: wgpu::TextureFormat,
) -> Self {
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let frame_buffer_format = remove_srgb(surface_format);
let pipelines = descriptors.pipelines(sample_count, frame_buffer_format);
Self {
size,
sample_count,
pipelines,
format: frame_buffer_format,
actual_surface_format: surface_format,
}
}
#[allow(clippy::too_many_arguments)]
pub fn draw_commands_to(
&mut self,
frame_view: &wgpu::TextureView,
clear_color: Option<wgpu::Color>,
descriptors: &Descriptors,
uniform_buffers_storage: &mut BufferStorage<Transforms>,
meshes: &Vec<Mesh>,
commands: CommandList,
texture_pool: &mut TexturePool,
) -> Vec<wgpu::CommandBuffer> {
uniform_buffers_storage.recall();
let uniform_encoder_label = create_debug_label!("Uniform upload command encoder");
let mut uniform_buffer = UniformBuffer::new(uniform_buffers_storage);
let mut uniform_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: uniform_encoder_label.as_deref(),
});
let label = create_debug_label!("Draw encoder");
let mut draw_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: label.as_deref(),
});
let target = self.draw_commands(
clear_color,
descriptors,
meshes,
&commands,
&mut uniform_buffer,
&mut uniform_encoder,
&mut draw_encoder,
None,
texture_pool,
);
let mut buffers = vec![draw_encoder.finish()];
let copy_bind_group = descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &descriptors.bind_layouts.bitmap,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &descriptors.quad.texture_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&target.color_view()),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(
&descriptors.bitmap_samplers.get_sampler(false, false),
),
},
],
label: create_debug_label!("Copy sRGB bind group").as_deref(),
});
let pipeline = if self.actual_surface_format == self.format {
descriptors.copy_pipeline(self.format)
} else {
descriptors.copy_srgb_pipeline(self.actual_surface_format)
};
let mut copy_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: create_debug_label!("Frame copy command encoder").as_deref(),
});
let load = match clear_color {
Some(color) => wgpu::LoadOp::Clear(color),
None => wgpu::LoadOp::Load,
};
let mut render_pass = copy_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: frame_view,
ops: wgpu::Operations { load, store: true },
resolve_target: None,
})],
depth_stencil_attachment: None,
label: None,
});
render_pass.set_pipeline(&pipeline);
render_pass.set_bind_group(0, target.globals().bind_group(), &[]);
render_pass.set_bind_group(1, &target.whole_frame_bind_group(descriptors), &[0]);
render_pass.set_bind_group(2, &copy_bind_group, &[]);
render_pass.set_vertex_buffer(0, descriptors.quad.vertices.slice(..));
render_pass.set_index_buffer(
descriptors.quad.indices.slice(..),
wgpu::IndexFormat::Uint32,
);
render_pass.draw_indexed(0..6, 0, 0..1);
drop(render_pass);
buffers.push(copy_encoder.finish());
buffers.insert(0, uniform_encoder.finish());
uniform_buffer.finish();
buffers
}
#[allow(clippy::too_many_arguments)]
pub fn draw_commands<'frame, 'global: 'frame>(
&mut self,
mut clear_color: Option<wgpu::Color>,
descriptors: &'global Descriptors,
meshes: &'global Vec<Mesh>,
commands: &CommandList,
uniform_buffers: &'frame mut UniformBuffer<'global, Transforms>,
uniform_encoder: &'frame mut wgpu::CommandEncoder,
draw_encoder: &'frame mut wgpu::CommandEncoder,
nearest_layer: Option<&'frame CommandTarget>,
texture_pool: &mut TexturePool,
) -> CommandTarget {
let target = CommandTarget::new(
&descriptors,
texture_pool,
self.size,
self.format,
self.sample_count,
);
CommandRenderer::execute(
&self.pipelines,
&target,
&meshes,
&descriptors,
uniform_buffers,
uniform_encoder,
commands,
nearest_layer.unwrap_or(&target),
&mut clear_color,
draw_encoder,
texture_pool,
);
target
}
}