ruffle/render/wgpu/src/descriptors.rs

337 lines
12 KiB
Rust

use crate::filters::{FilterVertex, Filters};
use crate::layouts::BindLayouts;
use crate::pipelines::VERTEX_BUFFERS_DESCRIPTION_POS;
use crate::shaders::Shaders;
use crate::{
create_buffer_with_data, BitmapSamplers, Pipelines, PosColorVertex, PosVertex,
TextureTransforms,
};
use fnv::FnvHashMap;
use std::fmt::Debug;
use std::sync::{Arc, Mutex};
pub struct Descriptors {
pub wgpu_instance: wgpu::Instance,
pub adapter: wgpu::Adapter,
pub device: wgpu::Device,
pub limits: wgpu::Limits,
pub queue: wgpu::Queue,
pub bitmap_samplers: BitmapSamplers,
pub bind_layouts: BindLayouts,
pub quad: Quad,
copy_pipeline: Mutex<FnvHashMap<(u32, wgpu::TextureFormat), Arc<wgpu::RenderPipeline>>>,
copy_srgb_pipeline: Mutex<FnvHashMap<(u32, wgpu::TextureFormat), Arc<wgpu::RenderPipeline>>>,
pub shaders: Shaders,
pipelines: Mutex<FnvHashMap<(u32, wgpu::TextureFormat), Arc<Pipelines>>>,
pub filters: Filters,
}
impl Debug for Descriptors {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "Descriptors")
}
}
impl Descriptors {
pub fn new(
instance: wgpu::Instance,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
) -> Self {
let limits = device.limits();
let bind_layouts = BindLayouts::new(&device);
let bitmap_samplers = BitmapSamplers::new(&device);
let shaders = Shaders::new(&device);
let quad = Quad::new(&device);
let filters = Filters::new(&device);
Self {
wgpu_instance: instance,
adapter,
device,
limits,
queue,
bitmap_samplers,
bind_layouts,
quad,
copy_pipeline: Default::default(),
copy_srgb_pipeline: Default::default(),
shaders,
pipelines: Default::default(),
filters,
}
}
pub fn copy_srgb_pipeline(
&self,
format: wgpu::TextureFormat,
msaa_sample_count: u32,
) -> Arc<wgpu::RenderPipeline> {
let mut pipelines = self
.copy_srgb_pipeline
.lock()
.expect("Pipelines should not be already locked");
pipelines
.entry((msaa_sample_count, format))
.or_insert_with(|| {
let copy_texture_pipeline_layout =
&self
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: create_debug_label!("Copy sRGB pipeline layout").as_deref(),
bind_group_layouts: &[
&self.bind_layouts.globals,
&self.bind_layouts.transforms,
&self.bind_layouts.bitmap,
],
push_constant_ranges: &[],
});
Arc::new(
self.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: create_debug_label!("Copy sRGB pipeline").as_deref(),
layout: Some(copy_texture_pipeline_layout),
vertex: wgpu::VertexState {
module: &self.shaders.copy_srgb_shader,
entry_point: "main_vertex",
buffers: &VERTEX_BUFFERS_DESCRIPTION_POS,
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &self.shaders.copy_srgb_shader,
entry_point: "main_fragment",
targets: &[Some(wgpu::ColorTargetState {
format,
// All of our blending has been done by now, so we want
// to overwrite the target pixels without any blending
blend: Some(wgpu::BlendState::REPLACE),
write_mask: Default::default(),
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::default(),
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: msaa_sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
}),
)
})
.clone()
}
pub fn copy_pipeline(
&self,
format: wgpu::TextureFormat,
msaa_sample_count: u32,
) -> Arc<wgpu::RenderPipeline> {
let mut pipelines = self
.copy_pipeline
.lock()
.expect("Pipelines should not be already locked");
pipelines
.entry((msaa_sample_count, format))
.or_insert_with(|| {
let copy_texture_pipeline_layout =
&self
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: create_debug_label!("Copy pipeline layout").as_deref(),
bind_group_layouts: &[
&self.bind_layouts.globals,
&self.bind_layouts.transforms,
&self.bind_layouts.bitmap,
],
push_constant_ranges: &[],
});
Arc::new(
self.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: create_debug_label!("Copy pipeline").as_deref(),
layout: Some(copy_texture_pipeline_layout),
vertex: wgpu::VertexState {
module: &self.shaders.copy_shader,
entry_point: "main_vertex",
buffers: &VERTEX_BUFFERS_DESCRIPTION_POS,
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &self.shaders.copy_shader,
entry_point: "main_fragment",
targets: &[Some(wgpu::ColorTargetState {
format,
// All of our blending has been done by now, so we want
// to overwrite the target pixels without any blending
blend: Some(wgpu::BlendState::REPLACE),
write_mask: Default::default(),
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::default(),
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: msaa_sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
}),
)
})
.clone()
}
pub fn pipelines(&self, msaa_sample_count: u32, format: wgpu::TextureFormat) -> Arc<Pipelines> {
let mut pipelines = self
.pipelines
.lock()
.expect("Pipelines should not be already locked");
pipelines
.entry((msaa_sample_count, format))
.or_insert_with(|| {
Arc::new(Pipelines::new(
&self.device,
&self.shaders,
format,
msaa_sample_count,
&self.bind_layouts,
))
})
.clone()
}
}
pub struct Quad {
pub vertices_pos: wgpu::Buffer,
pub vertices_pos_color: wgpu::Buffer,
pub filter_vertices: wgpu::Buffer,
pub indices: wgpu::Buffer,
pub texture_transforms: wgpu::Buffer,
}
impl Quad {
pub fn new(device: &wgpu::Device) -> Self {
let vertices_pos = [
PosVertex {
position: [0.0, 0.0],
},
PosVertex {
position: [1.0, 0.0],
},
PosVertex {
position: [1.0, 1.0],
},
PosVertex {
position: [0.0, 1.0],
},
];
let vertices_pos_color = [
PosColorVertex {
position: [0.0, 0.0],
color: [1.0, 1.0, 1.0, 1.0],
},
PosColorVertex {
position: [1.0, 0.0],
color: [1.0, 1.0, 1.0, 1.0],
},
PosColorVertex {
position: [1.0, 1.0],
color: [1.0, 1.0, 1.0, 1.0],
},
PosColorVertex {
position: [0.0, 1.0],
color: [1.0, 1.0, 1.0, 1.0],
},
];
let filter_vertices = [
FilterVertex {
position: [0.0, 0.0],
uv: [0.0, 0.0],
},
FilterVertex {
position: [1.0, 0.0],
uv: [1.0, 0.0],
},
FilterVertex {
position: [1.0, 1.0],
uv: [1.0, 1.0],
},
FilterVertex {
position: [0.0, 1.0],
uv: [0.0, 1.0],
},
];
let indices: [u32; 6] = [0, 1, 2, 0, 2, 3];
let vbo_pos = create_buffer_with_data(
device,
bytemuck::cast_slice(&vertices_pos),
wgpu::BufferUsages::VERTEX,
create_debug_label!("Quad vbo (pos)"),
);
let vbo_pos_color = create_buffer_with_data(
device,
bytemuck::cast_slice(&vertices_pos_color),
wgpu::BufferUsages::VERTEX,
create_debug_label!("Quad vbo (pos & color)"),
);
let vbo_filter = create_buffer_with_data(
device,
bytemuck::cast_slice(&filter_vertices),
wgpu::BufferUsages::VERTEX,
create_debug_label!("Quad vbo (filter)"),
);
let ibo = create_buffer_with_data(
device,
bytemuck::cast_slice(&indices),
wgpu::BufferUsages::INDEX,
create_debug_label!("Quad ibo"),
);
let tex_transforms = create_buffer_with_data(
device,
bytemuck::cast_slice(&[TextureTransforms {
u_matrix: [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
}]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!("Quad tex transforms"),
);
Self {
vertices_pos: vbo_pos,
vertices_pos_color: vbo_pos_color,
filter_vertices: vbo_filter,
indices: ibo,
texture_transforms: tex_transforms,
}
}
}