render: Split off macros & pipeline creation from wgpu renderer
This commit is contained in:
parent
c42333e254
commit
dd1fa2700f
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@ -12,22 +12,17 @@ use ruffle_core::shape_utils::{DrawCommand, DrawPath};
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use std::convert::TryInto;
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use swf::{CharacterId, DefineBitsLossless, Glyph, Shape, Twips};
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use crate::pipelines::{create_bitmap_pipeline, create_color_pipeline, create_gradient_pipeline};
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use bytemuck::{Pod, Zeroable};
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use futures::executor::block_on;
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use raw_window_handle::HasRawWindowHandle;
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use wgpu::{vertex_attr_array, BindGroupDescriptor, BufferDescriptor, PipelineLayout, TimeOut};
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type Error = Box<dyn std::error::Error>;
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macro_rules! create_debug_label {
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($($arg:tt)*) => (
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if cfg!(feature = "render_debug_labels") {
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Some(format!($($arg)*))
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} else {
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None
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}
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)
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}
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#[macro_use]
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mod macros;
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mod pipelines;
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pub struct WGPURenderBackend {
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window_surface: wgpu::Surface,
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@ -104,241 +99,6 @@ struct GradientUniforms {
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unsafe impl Pod for GradientUniforms {}
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unsafe impl Zeroable for GradientUniforms {}
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fn create_pipeline_descriptor<'a>(
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vertex_shader: &'a wgpu::ShaderModule,
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fragment_shader: &'a wgpu::ShaderModule,
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pipeline_layout: &'a PipelineLayout,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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color_states: &'a [wgpu::ColorStateDescriptor],
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) -> wgpu::RenderPipelineDescriptor<'a> {
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wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vertex_shader,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fragment_shader,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states,
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depth_stencil_state,
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[wgpu::VertexBufferDescriptor {
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stride: std::mem::size_of::<GPUVertex>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &vertex_attr_array![
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0 => Float2,
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1 => Float4
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],
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}],
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},
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}
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}
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fn create_color_pipeline(
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device: &wgpu::Device,
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vertex_shader: &wgpu::ShaderModule,
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fragment_shader: &wgpu::ShaderModule,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
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let label = create_debug_label!("Color shape pipeline");
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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],
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label: label.as_deref(),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let pipeline_descriptor = create_pipeline_descriptor(
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vertex_shader,
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fragment_shader,
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&pipeline_layout,
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depth_stencil_state,
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&[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8Unorm,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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);
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(
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bind_group_layout,
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device.create_render_pipeline(&pipeline_descriptor),
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)
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}
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fn create_bitmap_pipeline(
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device: &wgpu::Device,
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vertex_shader: &wgpu::ShaderModule,
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fragment_shader: &wgpu::ShaderModule,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
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let label = create_debug_label!("Bitmap shape pipeline");
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2,
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},
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},
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: false },
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},
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],
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label: label.as_deref(),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let pipeline_descriptor = create_pipeline_descriptor(
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vertex_shader,
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fragment_shader,
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&pipeline_layout,
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depth_stencil_state,
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&[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8Unorm,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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);
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(
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bind_group_layout,
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device.create_render_pipeline(&pipeline_descriptor),
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)
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}
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fn create_gradient_pipeline(
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device: &wgpu::Device,
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vertex_shader: &wgpu::ShaderModule,
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fragment_shader: &wgpu::ShaderModule,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
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let label = create_debug_label!("Gradient shape pipeline");
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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],
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label: label.as_deref(),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let pipeline_descriptor = create_pipeline_descriptor(
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vertex_shader,
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fragment_shader,
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&pipeline_layout,
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depth_stencil_state,
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&[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8Unorm,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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);
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(
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bind_group_layout,
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device.create_render_pipeline(&pipeline_descriptor),
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)
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}
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impl WGPURenderBackend {
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pub fn new<W: HasRawWindowHandle>(window: &W, size: (u32, u32)) -> Result<Self, Error> {
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let window_surface = wgpu::Surface::create(window);
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@ -460,14 +220,14 @@ impl WGPURenderBackend {
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use lyon::tessellation::{FillOptions, StrokeOptions};
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let transforms_label = create_debug_label!("Shape {} transforms ubo", shape.id);
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let transforms_ubo = self.device.create_buffer(&BufferDescriptor {
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let transforms_ubo = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: transforms_label.as_deref(),
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size: std::mem::size_of::<Transforms>() as u64,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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let colors_label = create_debug_label!("Shape {} colors ubo", shape.id);
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let colors_ubo = self.device.create_buffer(&BufferDescriptor {
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let colors_ubo = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: colors_label.as_deref(),
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size: std::mem::size_of::<ColorAdjustments>() as u64,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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@ -1234,7 +994,7 @@ impl RenderBackend for WGPURenderBackend {
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}),
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))
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}
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Err(TimeOut) => {
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Err(wgpu::TimeOut) => {
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log::warn!("Couldn't begin new render frame: timed out whilst aquiring new swapchain output");
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None
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}
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@ -1507,7 +1267,7 @@ impl IncompleteDrawType {
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IncompleteDrawType::Color => {
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let bind_group_label =
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create_debug_label!("Shape {} (color) draw {} bindgroup", shape_id, draw_id);
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let bind_group = device.create_bind_group(&BindGroupDescriptor {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: color_bind_layout,
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bindings: &[
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wgpu::Binding {
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@ -1564,7 +1324,7 @@ impl IncompleteDrawType {
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let bind_group_label =
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create_debug_label!("Shape {} (gradient) draw {} bindgroup", shape_id, draw_id);
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let bind_group = device.create_bind_group(&BindGroupDescriptor {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: gradient_bind_layout,
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bindings: &[
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wgpu::Binding {
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@ -1654,7 +1414,7 @@ impl IncompleteDrawType {
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let bind_group_label =
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create_debug_label!("Shape {} (bitmap) draw {} bindgroup", shape_id, draw_id);
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let bind_group = device.create_bind_group(&BindGroupDescriptor {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: bitmap_bind_layout,
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bindings: &[
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wgpu::Binding {
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@ -1794,7 +1554,7 @@ fn create_buffer_with_data(
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usage: wgpu::BufferUsage,
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label: Option<String>,
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) -> wgpu::Buffer {
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let mapped = device.create_buffer_mapped(&BufferDescriptor {
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let mapped = device.create_buffer_mapped(&wgpu::BufferDescriptor {
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size: data.len() as u64,
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usage,
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label: label.as_deref(),
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@ -0,0 +1,9 @@
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macro_rules! create_debug_label {
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($($arg:tt)*) => (
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if cfg!(feature = "render_debug_labels") {
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Some(format!($($arg)*))
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} else {
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None
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}
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)
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}
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@ -0,0 +1,237 @@
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use crate::GPUVertex;
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use wgpu::vertex_attr_array;
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pub fn create_pipeline_descriptor<'a>(
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vertex_shader: &'a wgpu::ShaderModule,
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fragment_shader: &'a wgpu::ShaderModule,
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pipeline_layout: &'a wgpu::PipelineLayout,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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color_states: &'a [wgpu::ColorStateDescriptor],
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) -> wgpu::RenderPipelineDescriptor<'a> {
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wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vertex_shader,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fragment_shader,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states,
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depth_stencil_state,
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[wgpu::VertexBufferDescriptor {
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stride: std::mem::size_of::<GPUVertex>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &vertex_attr_array![
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0 => Float2,
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1 => Float4
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],
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}],
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},
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}
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}
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pub fn create_color_pipeline(
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device: &wgpu::Device,
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vertex_shader: &wgpu::ShaderModule,
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fragment_shader: &wgpu::ShaderModule,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
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let label = create_debug_label!("Color shape pipeline");
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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],
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label: label.as_deref(),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let pipeline_descriptor = create_pipeline_descriptor(
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vertex_shader,
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fragment_shader,
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&pipeline_layout,
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depth_stencil_state,
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&[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8Unorm,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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);
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(
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bind_group_layout,
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device.create_render_pipeline(&pipeline_descriptor),
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)
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}
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pub fn create_bitmap_pipeline(
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device: &wgpu::Device,
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vertex_shader: &wgpu::ShaderModule,
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fragment_shader: &wgpu::ShaderModule,
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depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
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) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
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let label = create_debug_label!("Bitmap shape pipeline");
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::SampledTexture {
|
||||
multisampled: false,
|
||||
component_type: wgpu::TextureComponentType::Float,
|
||||
dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 4,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler { comparison: false },
|
||||
},
|
||||
],
|
||||
label: label.as_deref(),
|
||||
});
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
});
|
||||
|
||||
let pipeline_descriptor = create_pipeline_descriptor(
|
||||
vertex_shader,
|
||||
fragment_shader,
|
||||
&pipeline_layout,
|
||||
depth_stencil_state,
|
||||
&[wgpu::ColorStateDescriptor {
|
||||
format: wgpu::TextureFormat::Bgra8Unorm,
|
||||
color_blend: wgpu::BlendDescriptor {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha_blend: wgpu::BlendDescriptor {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
);
|
||||
|
||||
(
|
||||
bind_group_layout,
|
||||
device.create_render_pipeline(&pipeline_descriptor),
|
||||
)
|
||||
}
|
||||
|
||||
pub fn create_gradient_pipeline(
|
||||
device: &wgpu::Device,
|
||||
vertex_shader: &wgpu::ShaderModule,
|
||||
fragment_shader: &wgpu::ShaderModule,
|
||||
depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
|
||||
) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
|
||||
let label = create_debug_label!("Gradient shape pipeline");
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||
},
|
||||
],
|
||||
label: label.as_deref(),
|
||||
});
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
});
|
||||
|
||||
let pipeline_descriptor = create_pipeline_descriptor(
|
||||
vertex_shader,
|
||||
fragment_shader,
|
||||
&pipeline_layout,
|
||||
depth_stencil_state,
|
||||
&[wgpu::ColorStateDescriptor {
|
||||
format: wgpu::TextureFormat::Bgra8Unorm,
|
||||
color_blend: wgpu::BlendDescriptor {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha_blend: wgpu::BlendDescriptor {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
);
|
||||
|
||||
(
|
||||
bind_group_layout,
|
||||
device.create_render_pipeline(&pipeline_descriptor),
|
||||
)
|
||||
}
|
Loading…
Reference in New Issue