desktop: Refactor movie blitting into its own file

This commit is contained in:
Nathan Adams 2023-05-21 02:03:16 +02:00
parent b9322ba93a
commit 9e17acdb2a
3 changed files with 170 additions and 142 deletions

View File

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

157
desktop/src/gui/movie.rs Normal file
View File

@ -0,0 +1,157 @@
use std::borrow::Cow;
use wgpu::util::DeviceExt;
pub struct MovieView {
bind_group_layout: wgpu::BindGroupLayout,
pipeline: wgpu::RenderPipeline,
sampler: wgpu::Sampler,
vertices: wgpu::Buffer,
}
// x y u v
const BLIT_VERTICES: [[f32; 4]; 6] = [
[-1.0, 1.0, 0.0, 0.0], // tl
[1.0, 1.0, 1.0, 0.0], // tr
[1.0, -1.0, 1.0, 1.0], // br
[1.0, -1.0, 1.0, 1.0], // br
[-1.0, -1.0, 0.0, 1.0], // bl
[-1.0, 1.0, 0.0, 0.0], // tl
];
impl MovieView {
pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("blit.wgsl"))),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
entry_point: "vs_main",
module: &module,
buffers: &[wgpu::VertexBufferLayout {
array_stride: 4 * 4,
step_mode: wgpu::VertexStepMode::Vertex,
// 0: vec2 position
// 1: vec2 texture coordinates
attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
unclipped_depth: false,
conservative: false,
cull_mode: None,
front_face: wgpu::FrontFace::default(),
polygon_mode: wgpu::PolygonMode::default(),
strip_index_format: None,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
alpha_to_coverage_enabled: false,
count: 1,
mask: !0,
},
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: if surface_format.is_srgb() {
"fs_main_srgb_framebuffer"
} else {
"fs_main_linear_framebuffer"
},
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
});
let vertices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&BLIT_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
Self {
bind_group_layout,
pipeline,
sampler,
vertices,
}
}
pub fn render(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
movie: &wgpu::Texture,
surface_view: &wgpu::TextureView,
) {
let movie_view = movie.create_view(&Default::default());
let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&movie_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: true,
},
})],
depth_stencil_attachment: None,
label: Some("egui_render"),
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &blit_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertices.slice(..));
render_pass.draw(0..6, 0..1);
}
}