ruffle/render/wgpu/src/surface.rs

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use crate::descriptors::Quad;
use crate::frame::Frame;
use crate::layouts::BindLayouts;
use crate::surface::Surface::{Direct, DirectSrgb, Resolve, ResolveSrgb};
use crate::target::RenderTargetFrame;
use crate::uniform_buffer::BufferStorage;
use crate::{
create_buffer_with_data, ColorAdjustments, Descriptors, Globals, TextureTransforms, Transforms,
UniformBuffer,
};
#[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,
_transforms_buffer: wgpu::Buffer,
transforms_bind_group: wgpu::BindGroup,
}
impl Srgb {
pub fn new(
device: &wgpu::Device,
layouts: &BindLayouts,
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),
},
],
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,
_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,
) -> 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(
&descriptors.onscreen.pipelines,
&descriptors,
UniformBuffer::new(uniform_buffers_storage),
srgb_render_pass,
uniform_encoder,
);
srgb_frame.prep_srgb_copy(&self.bind_group);
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,
},
DirectSrgb {
srgb: Srgb,
depth: DepthTexture,
},
Resolve {
frame_buffer: FrameBuffer,
depth: DepthTexture,
},
ResolveSrgb {
frame_buffer: FrameBuffer,
srgb: Srgb,
depth: DepthTexture,
},
}
impl Surface {
pub fn new(
descriptors: &Descriptors,
msaa_sample_count: u32,
width: u32,
height: u32,
surface_format: wgpu::TextureFormat,
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 srgb = if surface_format != frame_buffer_format {
Some(Srgb::new(
&descriptors.device,
&descriptors.bind_layouts,
&descriptors.quad,
frame_buffer_format,
width,
height,
))
} else {
None
};
let depth = DepthTexture::new(&descriptors.device, msaa_sample_count, width, height);
match (frame_buffer, srgb) {
(Some(frame_buffer), None) => Resolve {
frame_buffer,
depth,
},
(None, None) => Direct { depth },
(Some(frame_buffer), Some(srgb)) => ResolveSrgb {
frame_buffer,
depth,
srgb,
},
(None, Some(srgb)) => DirectSrgb { depth, srgb },
}
}
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 copy_srgb<T: RenderTargetFrame>(
&self,
frame: &T,
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.view(),
descriptors,
globals,
uniform_buffers_storage,
uniform_encoder,
)),
Resolve { .. } => None,
ResolveSrgb { srgb, .. } => Some(srgb.copy_srgb(
frame.view(),
descriptors,
globals,
uniform_buffers_storage,
uniform_encoder,
)),
}
}
}