ruffle/render/wgpu/src/pipelines.rs

770 lines
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use crate::{Error, MaskState, Vertex};
use enum_map::{enum_map, EnumMap};
use wgpu::vertex_attr_array;
#[derive(Debug)]
pub struct ShapePipeline {
pub mask_pipelines: EnumMap<MaskState, wgpu::RenderPipeline>,
}
#[derive(Debug)]
pub struct Pipelines {
pub color_pipelines: ShapePipeline,
pub bitmap_pipelines: ShapePipeline,
pub bitmap_layout: wgpu::BindGroupLayout,
pub gradient_pipelines: ShapePipeline,
pub gradient_layout: wgpu::BindGroupLayout,
}
impl ShapePipeline {
pub fn pipeline_for(&self, mask_state: MaskState) -> &wgpu::RenderPipeline {
&self.mask_pipelines[mask_state]
}
}
impl Pipelines {
pub fn new(
device: &wgpu::Device,
msaa_sample_count: u32,
sampler_layout: &wgpu::BindGroupLayout,
globals_layout: &wgpu::BindGroupLayout,
) -> Result<Self, Error> {
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// TODO: Naga validation errors when encountering push constants currently.
// Disable validation for now. Remove this when Naga can swallow it.
macro_rules! include_spirv {
($($token:tt)*) => {
{
wgpu::ShaderModuleDescriptor {
label: Some($($token)*),
source: wgpu::util::make_spirv(include_bytes!($($token)*)),
flags: wgpu::ShaderFlags::empty(),
}
}
};
}
let color_vs = device.create_shader_module(&include_spirv!("../shaders/color.vert.spv"));
let color_fs = device.create_shader_module(&include_spirv!("../shaders/color.frag.spv"));
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let texture_vs =
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device.create_shader_module(&include_spirv!("../shaders/texture.vert.spv"));
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let gradient_fs =
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device.create_shader_module(&include_spirv!("../shaders/gradient.frag.spv"));
let bitmap_fs = device.create_shader_module(&include_spirv!("../shaders/bitmap.frag.spv"));
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let vertex_buffers_description = [wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
attributes: &vertex_attr_array![
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0 => Float32x2,
1 => Float32x4,
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],
}];
let color_pipelines = create_color_pipelines(
&device,
&color_vs,
&color_fs,
msaa_sample_count,
&vertex_buffers_description,
globals_layout,
);
let bitmap_bind_layout_label = create_debug_label!("Bitmap shape bind group layout");
let bitmap_bind_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
],
label: bitmap_bind_layout_label.as_deref(),
});
let bitmap_pipelines = create_bitmap_pipeline(
&device,
&texture_vs,
&bitmap_fs,
msaa_sample_count,
&vertex_buffers_description,
sampler_layout,
globals_layout,
&bitmap_bind_layout,
);
let gradient_bind_layout_label = create_debug_label!("Gradient shape bind group");
let gradient_bind_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: gradient_bind_layout_label.as_deref(),
});
let gradient_pipelines = create_gradient_pipeline(
&device,
&texture_vs,
&gradient_fs,
msaa_sample_count,
&vertex_buffers_description,
globals_layout,
&gradient_bind_layout,
);
Ok(Self {
color_pipelines,
bitmap_pipelines,
bitmap_layout: bitmap_bind_layout,
gradient_pipelines,
gradient_layout: gradient_bind_layout,
})
}
}
#[allow(clippy::too_many_arguments)]
fn create_pipeline_descriptor<'a>(
label: Option<&'a str>,
vertex_shader: &'a wgpu::ShaderModule,
fragment_shader: &'a wgpu::ShaderModule,
pipeline_layout: &'a wgpu::PipelineLayout,
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depth_stencil_state: Option<wgpu::DepthStencilState>,
color_target_state: &'a [wgpu::ColorTargetState],
vertex_buffer_layout: &'a [wgpu::VertexBufferLayout<'a>],
msaa_sample_count: u32,
) -> wgpu::RenderPipelineDescriptor<'a> {
wgpu::RenderPipelineDescriptor {
label,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
module: &vertex_shader,
entry_point: "main",
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buffers: vertex_buffer_layout,
},
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fragment: Some(wgpu::FragmentState {
module: &fragment_shader,
entry_point: "main",
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targets: color_target_state,
}),
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primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::default(),
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clamp_depth: false,
conservative: false,
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},
depth_stencil: depth_stencil_state,
multisample: wgpu::MultisampleState {
count: msaa_sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
}
}
fn create_color_pipelines(
device: &wgpu::Device,
vertex_shader: &wgpu::ShaderModule,
fragment_shader: &wgpu::ShaderModule,
msaa_sample_count: u32,
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vertex_buffers_description: &[wgpu::VertexBufferLayout<'_>],
globals_layout: &wgpu::BindGroupLayout,
) -> ShapePipeline {
let transforms_size = std::mem::size_of::<crate::Transforms>() as u32;
let colors_size = std::mem::size_of::<crate::ColorAdjustments>() as u32;
let pipeline_layout_label = create_debug_label!("Color shape pipeline layout");
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: pipeline_layout_label.as_deref(),
bind_group_layouts: &[globals_layout],
push_constant_ranges: &[
wgpu::PushConstantRange {
stages: wgpu::ShaderStage::VERTEX,
range: 0..transforms_size,
},
wgpu::PushConstantRange {
stages: wgpu::ShaderStage::FRAGMENT,
range: transforms_size..transforms_size + colors_size,
},
],
});
let mask_pipelines = enum_map! {
MaskState::NoMask => {
let (stencil, write_mask) = mask_render_state(MaskState::NoMask);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Color pipeline no mask").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
}
}),
write_mask,
}],
vertex_buffers_description,
msaa_sample_count,
))
},
MaskState::DrawMaskStencil => {
let (stencil, write_mask) = mask_render_state(MaskState::DrawMaskStencil);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Color pipeline draw mask stencil").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
vertex_buffers_description,
msaa_sample_count,
))
},
MaskState::DrawMaskedContent => {
let (stencil, write_mask) = mask_render_state(MaskState::DrawMaskedContent);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Color pipeline draw masked content").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
vertex_buffers_description,
msaa_sample_count,
))
},
MaskState::ClearMaskStencil => {
let (stencil, write_mask) = mask_render_state(MaskState::ClearMaskStencil);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Color pipeline clear mask stencil").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
vertex_buffers_description,
msaa_sample_count,
))
},
};
ShapePipeline { mask_pipelines }
}
#[allow(clippy::too_many_arguments)]
fn create_bitmap_pipeline(
device: &wgpu::Device,
vertex_shader: &wgpu::ShaderModule,
fragment_shader: &wgpu::ShaderModule,
msaa_sample_count: u32,
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vertex_buffers_layout: &[wgpu::VertexBufferLayout<'_>],
sampler_layout: &wgpu::BindGroupLayout,
globals_layout: &wgpu::BindGroupLayout,
bitmap_bind_layout: &wgpu::BindGroupLayout,
) -> ShapePipeline {
let pipeline_layout_label = create_debug_label!("Bitmap shape pipeline layout");
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: pipeline_layout_label.as_deref(),
bind_group_layouts: &[globals_layout, bitmap_bind_layout, sampler_layout],
push_constant_ranges: &[
wgpu::PushConstantRange {
stages: wgpu::ShaderStage::VERTEX,
range: 0..64,
},
wgpu::PushConstantRange {
stages: wgpu::ShaderStage::FRAGMENT,
range: 64..96,
},
],
});
let mask_pipelines = enum_map! {
MaskState::NoMask => {
let (stencil, write_mask) = mask_render_state(MaskState::NoMask);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Bitmap pipeline no mask").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
},
MaskState::DrawMaskStencil => {
let (stencil, write_mask) = mask_render_state(MaskState::DrawMaskStencil);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Bitmap pipeline draw mask stencil").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
},
MaskState::DrawMaskedContent => {
let (stencil, write_mask) = mask_render_state(MaskState::DrawMaskedContent);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Bitmap pipeline draw masked content").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Equal,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
},
MaskState::ClearMaskStencil => {
let (stencil, write_mask) = mask_render_state(MaskState::ClearMaskStencil);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Bitmap pipeline clear mask stencil").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
}
};
ShapePipeline { mask_pipelines }
}
#[allow(clippy::too_many_arguments)]
fn create_gradient_pipeline(
device: &wgpu::Device,
vertex_shader: &wgpu::ShaderModule,
fragment_shader: &wgpu::ShaderModule,
msaa_sample_count: u32,
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vertex_buffers_layout: &[wgpu::VertexBufferLayout<'_>],
globals_layout: &wgpu::BindGroupLayout,
gradient_bind_layout: &wgpu::BindGroupLayout,
) -> ShapePipeline {
let pipeline_layout_label = create_debug_label!("Gradient shape pipeline layout");
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: pipeline_layout_label.as_deref(),
bind_group_layouts: &[globals_layout, gradient_bind_layout],
push_constant_ranges: &[
wgpu::PushConstantRange {
stages: wgpu::ShaderStage::VERTEX,
range: 0..64,
},
wgpu::PushConstantRange {
stages: wgpu::ShaderStage::FRAGMENT,
range: 64..96,
},
],
});
let mask_pipelines = enum_map! {
MaskState::NoMask => {
let (stencil, write_mask) = mask_render_state(MaskState::NoMask);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Gradient pipeline no mask").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
},
MaskState::DrawMaskStencil => {
let (stencil, write_mask) = mask_render_state(MaskState::DrawMaskStencil);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Gradient pipeline draw mask stencil").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
},
MaskState::DrawMaskedContent => {
let (stencil, write_mask) = mask_render_state(MaskState::DrawMaskedContent);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Gradient pipeline draw masked content").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Equal,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
},
MaskState::ClearMaskStencil => {
let (stencil, write_mask) = mask_render_state(MaskState::ClearMaskStencil);
device.create_render_pipeline(&create_pipeline_descriptor(
create_debug_label!("Gradient pipeline clear mask stencil").as_deref(),
vertex_shader,
fragment_shader,
&pipeline_layout,
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Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Always,
stencil,
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bias: Default::default(),
}),
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&[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
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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::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask,
}],
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vertex_buffers_layout,
msaa_sample_count,
))
}
};
ShapePipeline { mask_pipelines }
}
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fn mask_render_state(state: MaskState) -> (wgpu::StencilState, wgpu::ColorWrite) {
let (stencil_state, color_write) = match state {
MaskState::NoMask => (
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wgpu::StencilFaceState {
compare: wgpu::CompareFunction::Always,
fail_op: wgpu::StencilOperation::Keep,
depth_fail_op: wgpu::StencilOperation::Keep,
pass_op: wgpu::StencilOperation::Keep,
},
wgpu::ColorWrite::ALL,
),
MaskState::DrawMaskStencil => (
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wgpu::StencilFaceState {
compare: wgpu::CompareFunction::Equal,
fail_op: wgpu::StencilOperation::Keep,
depth_fail_op: wgpu::StencilOperation::Keep,
pass_op: wgpu::StencilOperation::IncrementClamp,
},
wgpu::ColorWrite::empty(),
),
MaskState::DrawMaskedContent => (
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wgpu::StencilFaceState {
compare: wgpu::CompareFunction::Equal,
fail_op: wgpu::StencilOperation::Keep,
depth_fail_op: wgpu::StencilOperation::Keep,
pass_op: wgpu::StencilOperation::Keep,
},
wgpu::ColorWrite::ALL,
),
MaskState::ClearMaskStencil => (
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wgpu::StencilFaceState {
compare: wgpu::CompareFunction::Equal,
fail_op: wgpu::StencilOperation::Keep,
depth_fail_op: wgpu::StencilOperation::Keep,
pass_op: wgpu::StencilOperation::DecrementClamp,
},
wgpu::ColorWrite::empty(),
),
};
(
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wgpu::StencilState {
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front: stencil_state,
back: stencil_state,
read_mask: 0xff,
write_mask: 0xff,
},
color_write,
)
}