desktop: Refactor movie blitting into its own file
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b9322ba93a
commit
9e17acdb2a
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@ -1,15 +1,16 @@
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mod movie;
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use crate::custom_event::RuffleEvent;
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use crate::gui::movie::MovieView;
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use anyhow::{anyhow, Result};
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use egui::*;
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use ruffle_render_wgpu::backend::request_adapter_and_device;
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use ruffle_render_wgpu::descriptors::Descriptors;
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use ruffle_render_wgpu::utils::{format_list, get_backend_names};
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use std::borrow::Cow;
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use std::path::Path;
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use std::rc::Rc;
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use std::sync::Arc;
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use std::time::{Duration, Instant};
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use wgpu::util::DeviceExt;
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use winit::event_loop::{EventLoop, EventLoopProxy};
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use winit::window::Window;
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@ -25,22 +26,9 @@ pub struct GuiController {
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repaint_after: Duration,
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surface: wgpu::Surface,
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surface_format: wgpu::TextureFormat,
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blit_bind_group_layout: wgpu::BindGroupLayout,
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blit_pipeline: wgpu::RenderPipeline,
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blit_sampler: wgpu::Sampler,
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blit_vertices: wgpu::Buffer,
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movie_view: MovieView,
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}
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// x y u v
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const BLIT_VERTICES: [[f32; 4]; 6] = [
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[-1.0, 1.0, 0.0, 0.0], // tl
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[1.0, 1.0, 1.0, 0.0], // tr
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[1.0, -1.0, 1.0, 1.0], // br
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[1.0, -1.0, 1.0, 1.0], // br
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[-1.0, -1.0, 0.0, 1.0], // bl
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[-1.0, 1.0, 0.0, 0.0], // tl
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];
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impl GuiController {
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pub fn new(
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window: Rc<Window>,
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@ -80,104 +68,7 @@ impl GuiController {
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.cloned()
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.expect("At least one format should be supported");
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let module = descriptors
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.device
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.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("blit.wgsl"))),
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});
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let bind_group_layout =
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descriptors
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let sampler = descriptors.device.create_sampler(&wgpu::SamplerDescriptor {
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let pipeline_layout =
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descriptors
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.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = descriptors
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.device
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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entry_point: "vs_main",
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module: &module,
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: 4 * 4,
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step_mode: wgpu::VertexStepMode::Vertex,
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// 0: vec2 position
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// 1: vec2 texture coordinates
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attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
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}],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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unclipped_depth: false,
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conservative: false,
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cull_mode: None,
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front_face: wgpu::FrontFace::default(),
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polygon_mode: wgpu::PolygonMode::default(),
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strip_index_format: None,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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alpha_to_coverage_enabled: false,
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count: 1,
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mask: !0,
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},
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fragment: Some(wgpu::FragmentState {
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module: &module,
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entry_point: if surface_format.is_srgb() {
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"fs_main_srgb_framebuffer"
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} else {
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"fs_main_linear_framebuffer"
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},
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targets: &[Some(wgpu::ColorTargetState {
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format: surface_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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});
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let vertices = descriptors
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&BLIT_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let game_view = MovieView::new(&descriptors.device, surface_format);
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let egui_renderer = egui_wgpu::Renderer::new(&descriptors.device, surface_format, None, 1);
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let event_loop = event_loop.create_proxy();
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let gui = RuffleGui::new(event_loop);
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@ -192,10 +83,7 @@ impl GuiController {
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repaint_after: Duration::ZERO,
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surface,
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surface_format,
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blit_bind_group_layout: bind_group_layout,
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blit_pipeline: pipeline,
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blit_sampler: sampler,
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blit_vertices: vertices,
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movie_view: game_view,
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})
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}
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@ -231,7 +119,6 @@ impl GuiController {
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.surface
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.get_current_texture()
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.expect("Surface became unavailable");
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let movie_view = &movie.create_view(&Default::default());
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let raw_input = self.egui_winit.take_egui_input(&self.window);
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let full_output = self.egui_ctx.run(raw_input, |context| {
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@ -279,29 +166,18 @@ impl GuiController {
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{
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let surface_view = surface_texture.texture.create_view(&Default::default());
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let blit_bind_group =
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self.descriptors
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.blit_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(movie_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.blit_sampler),
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},
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],
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});
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// First draw the movie - this also clears the surface
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self.movie_view
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.render(&self.descriptors.device, &mut encoder, movie, &surface_view);
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// Then any UI
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
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load: wgpu::LoadOp::Load,
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store: true,
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},
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})],
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@ -309,11 +185,6 @@ impl GuiController {
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label: Some("egui_render"),
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});
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render_pass.set_pipeline(&self.blit_pipeline);
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render_pass.set_bind_group(0, &blit_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.blit_vertices.slice(..));
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render_pass.draw(0..6, 0..1);
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self.egui_renderer
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.render(&mut render_pass, &clipped_primitives, &screen_descriptor);
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}
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@ -0,0 +1,157 @@
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use std::borrow::Cow;
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use wgpu::util::DeviceExt;
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pub struct MovieView {
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bind_group_layout: wgpu::BindGroupLayout,
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pipeline: wgpu::RenderPipeline,
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sampler: wgpu::Sampler,
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vertices: wgpu::Buffer,
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}
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// x y u v
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const BLIT_VERTICES: [[f32; 4]; 6] = [
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[-1.0, 1.0, 0.0, 0.0], // tl
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[1.0, 1.0, 1.0, 0.0], // tr
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[1.0, -1.0, 1.0, 1.0], // br
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[1.0, -1.0, 1.0, 1.0], // br
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[-1.0, -1.0, 0.0, 1.0], // bl
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[-1.0, 1.0, 0.0, 0.0], // tl
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];
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impl MovieView {
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pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
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let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("blit.wgsl"))),
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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entry_point: "vs_main",
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module: &module,
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: 4 * 4,
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step_mode: wgpu::VertexStepMode::Vertex,
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// 0: vec2 position
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// 1: vec2 texture coordinates
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attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
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}],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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unclipped_depth: false,
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conservative: false,
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cull_mode: None,
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front_face: wgpu::FrontFace::default(),
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polygon_mode: wgpu::PolygonMode::default(),
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strip_index_format: None,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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alpha_to_coverage_enabled: false,
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count: 1,
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mask: !0,
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},
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fragment: Some(wgpu::FragmentState {
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module: &module,
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entry_point: if surface_format.is_srgb() {
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"fs_main_srgb_framebuffer"
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} else {
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"fs_main_linear_framebuffer"
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},
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targets: &[Some(wgpu::ColorTargetState {
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format: surface_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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});
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let vertices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&BLIT_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Self {
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bind_group_layout,
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pipeline,
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sampler,
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vertices,
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}
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}
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pub fn render(
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&self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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movie: &wgpu::Texture,
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surface_view: &wgpu::TextureView,
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) {
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let movie_view = movie.create_view(&Default::default());
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let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&movie_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.sampler),
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},
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],
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});
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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label: Some("egui_render"),
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});
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &blit_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertices.slice(..));
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render_pass.draw(0..6, 0..1);
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}
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}
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