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