728 lines
28 KiB
Rust
728 lines
28 KiB
Rust
mod commands;
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pub mod target;
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use crate::backend::RenderTargetMode;
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use crate::blend::ComplexBlend;
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use crate::buffer_pool::TexturePool;
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use crate::mesh::Mesh;
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use crate::surface::commands::{chunk_blends, Chunk, CommandRenderer};
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use crate::utils::{remove_srgb, supported_sample_count};
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use crate::{
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ColorAdjustments, Descriptors, MaskState, Pipelines, PushConstants, Texture, TextureTransforms,
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Transforms, UniformBuffer, DEFAULT_COLOR_ADJUSTMENTS,
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};
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use ruffle_render::commands::CommandList;
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use ruffle_render::filters::Filter;
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use ruffle_render::quality::StageQuality;
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use std::sync::Arc;
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use swf::{BlurFilter, ColorMatrixFilter};
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use target::CommandTarget;
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use tracing::instrument;
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use wgpu::util::DeviceExt;
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use self::commands::run_copy_pipeline;
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pub use crate::surface::commands::LayerRef;
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#[derive(Debug)]
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pub struct Surface {
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size: wgpu::Extent3d,
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quality: StageQuality,
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sample_count: u32,
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pipelines: Arc<Pipelines>,
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format: wgpu::TextureFormat,
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actual_surface_format: wgpu::TextureFormat,
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}
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impl Surface {
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pub fn new(
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descriptors: &Descriptors,
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quality: StageQuality,
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width: u32,
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height: u32,
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surface_format: wgpu::TextureFormat,
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) -> Self {
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let size = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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};
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let frame_buffer_format = remove_srgb(surface_format);
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let sample_count =
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supported_sample_count(&descriptors.adapter, quality, frame_buffer_format);
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let pipelines = descriptors.pipelines(sample_count, frame_buffer_format);
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Self {
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size,
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quality,
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sample_count,
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pipelines,
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format: frame_buffer_format,
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actual_surface_format: surface_format,
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}
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}
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#[allow(clippy::too_many_arguments)]
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#[instrument(level = "debug", skip_all)]
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pub fn draw_commands_and_copy_to<'frame, 'global: 'frame>(
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&mut self,
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frame_view: &wgpu::TextureView,
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render_target_mode: RenderTargetMode,
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descriptors: &'global Descriptors,
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uniform_buffers: &'frame mut UniformBuffer<'global, Transforms>,
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color_buffers: &'frame mut UniformBuffer<'global, ColorAdjustments>,
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uniform_encoder: &'frame mut wgpu::CommandEncoder,
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draw_encoder: &'frame mut wgpu::CommandEncoder,
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meshes: &'global Vec<Mesh>,
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commands: CommandList,
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layer: LayerRef,
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texture_pool: &mut TexturePool,
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) {
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let target = self.draw_commands(
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render_target_mode,
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descriptors,
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meshes,
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commands,
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uniform_buffers,
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color_buffers,
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uniform_encoder,
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draw_encoder,
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layer,
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texture_pool,
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);
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run_copy_pipeline(
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descriptors,
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self.format,
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self.actual_surface_format,
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self.size,
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frame_view,
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target.color_view(),
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target.whole_frame_bind_group(descriptors),
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target.globals(),
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1,
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draw_encoder,
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);
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}
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#[allow(clippy::too_many_arguments)]
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#[instrument(level = "debug", skip_all)]
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pub fn draw_commands<'frame, 'global: 'frame>(
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&mut self,
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render_target_mode: RenderTargetMode,
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descriptors: &'global Descriptors,
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meshes: &'global Vec<Mesh>,
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commands: CommandList,
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uniform_buffers: &'frame mut UniformBuffer<'global, Transforms>,
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color_buffers: &'frame mut UniformBuffer<'global, ColorAdjustments>,
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uniform_encoder: &'frame mut wgpu::CommandEncoder,
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draw_encoder: &'frame mut wgpu::CommandEncoder,
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nearest_layer: LayerRef<'frame>,
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texture_pool: &mut TexturePool,
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) -> CommandTarget {
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let target = CommandTarget::new(
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descriptors,
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texture_pool,
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self.size,
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self.format,
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self.sample_count,
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render_target_mode,
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draw_encoder,
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);
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let mut num_masks = 0;
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let mut mask_state = MaskState::NoMask;
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let chunks = chunk_blends(
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commands.commands,
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descriptors,
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uniform_buffers,
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color_buffers,
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uniform_encoder,
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draw_encoder,
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meshes,
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self.quality,
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target.width(),
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target.height(),
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match nearest_layer {
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LayerRef::Current => LayerRef::Parent(&target),
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layer => layer,
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},
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texture_pool,
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);
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for chunk in chunks {
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match chunk {
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Chunk::Draw(chunk, needs_depth) => {
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let mut render_pass =
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draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: create_debug_label!(
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"Chunked draw calls {}",
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if needs_depth {
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"(with depth)"
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} else {
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"(Depthless)"
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}
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)
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.as_deref(),
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color_attachments: &[target.color_attachments()],
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depth_stencil_attachment: if needs_depth {
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target.depth_attachment(descriptors, texture_pool)
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} else {
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None
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},
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});
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render_pass.set_bind_group(0, target.globals().bind_group(), &[]);
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let mut renderer = CommandRenderer::new(
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&self.pipelines,
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descriptors,
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uniform_buffers,
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color_buffers,
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uniform_encoder,
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render_pass,
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num_masks,
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mask_state,
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needs_depth,
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);
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for command in &chunk {
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renderer.execute(command);
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}
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num_masks = renderer.num_masks();
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mask_state = renderer.mask_state();
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}
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Chunk::Blend(texture, blend_mode, needs_depth) => {
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let parent = match blend_mode {
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ComplexBlend::Alpha | ComplexBlend::Erase => match nearest_layer {
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LayerRef::None => {
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// An Alpha or Erase with no Layer above it should be ignored
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continue;
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}
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LayerRef::Current => &target,
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LayerRef::Parent(layer) => layer,
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},
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_ => &target,
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};
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let parent_blend_buffer =
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parent.update_blend_buffer(descriptors, texture_pool, draw_encoder);
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let blend_bind_group =
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descriptors
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: create_debug_label!(
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"Complex blend binds {:?} {}",
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blend_mode,
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if needs_depth {
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"(with depth)"
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} else {
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"(Depthless)"
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}
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)
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.as_deref(),
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layout: &descriptors.bind_layouts.blend,
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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(
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parent_blend_buffer.view(),
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),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(
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texture.view(),
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),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(
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descriptors.bitmap_samplers.get_sampler(false, false),
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),
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},
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],
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});
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let mut render_pass =
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draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: create_debug_label!(
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"Complex blend {:?} {}",
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blend_mode,
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if needs_depth {
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"(with depth)"
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} else {
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"(Depthless)"
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}
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)
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.as_deref(),
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color_attachments: &[target.color_attachments()],
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depth_stencil_attachment: if needs_depth {
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target.depth_attachment(descriptors, texture_pool)
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} else {
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None
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},
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});
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render_pass.set_bind_group(0, target.globals().bind_group(), &[]);
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if needs_depth {
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match mask_state {
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MaskState::NoMask => {}
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MaskState::DrawMaskStencil => {
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render_pass.set_stencil_reference(num_masks - 1);
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}
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MaskState::DrawMaskedContent => {
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render_pass.set_stencil_reference(num_masks);
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}
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MaskState::ClearMaskStencil => {
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render_pass.set_stencil_reference(num_masks);
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}
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}
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render_pass.set_pipeline(
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self.pipelines.complex_blends[blend_mode].pipeline_for(mask_state),
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);
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} else {
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render_pass.set_pipeline(
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self.pipelines.complex_blends[blend_mode].depthless_pipeline(),
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);
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}
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if descriptors.limits.max_push_constant_size > 0 {
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render_pass.set_push_constants(
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wgpu::ShaderStages::VERTEX,
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0,
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bytemuck::cast_slice(&[Transforms {
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world_matrix: [
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[self.size.width as f32, 0.0, 0.0, 0.0],
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[0.0, self.size.height as f32, 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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);
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render_pass.set_bind_group(1, &blend_bind_group, &[]);
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} else {
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render_pass.set_bind_group(
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1,
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target.whole_frame_bind_group(descriptors),
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&[0],
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);
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render_pass.set_bind_group(2, &blend_bind_group, &[]);
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}
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render_pass.set_vertex_buffer(0, descriptors.quad.vertices_pos.slice(..));
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render_pass.set_index_buffer(
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descriptors.quad.indices.slice(..),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.draw_indexed(0..6, 0, 0..1);
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drop(render_pass);
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}
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}
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}
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// If nothing happened, ensure it's cleared so we don't operate on garbage data
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target.ensure_cleared(draw_encoder);
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target
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}
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pub fn quality(&self) -> StageQuality {
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self.quality
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}
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pub fn sample_count(&self) -> u32 {
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self.sample_count
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}
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pub fn size(&self) -> wgpu::Extent3d {
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self.size
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}
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#[allow(clippy::too_many_arguments)]
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pub fn apply_filter(
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&self,
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descriptors: &Descriptors,
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draw_encoder: &mut wgpu::CommandEncoder,
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texture_pool: &mut TexturePool,
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source_texture: &Texture,
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source_point: (u32, u32),
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source_size: (u32, u32),
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dest_texture: &Texture,
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dest_point: (u32, u32),
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filter: Filter,
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) {
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let target = match filter {
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Filter::ColorMatrixFilter(filter) => self.apply_color_matrix(
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descriptors,
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texture_pool,
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draw_encoder,
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source_texture,
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source_point,
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source_size,
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&filter,
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),
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Filter::BlurFilter(filter) => self.apply_blur(
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descriptors,
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texture_pool,
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draw_encoder,
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source_texture,
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source_point,
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source_size,
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&filter,
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),
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_ => {
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tracing::warn!("Unsupported filter {filter:?}");
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// Apply a default color matrix - it's essentially a blit
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self.apply_color_matrix(
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descriptors,
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texture_pool,
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draw_encoder,
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source_texture,
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source_point,
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source_size,
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&Default::default(),
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)
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}
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};
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// We're about to perform a copy, so make sure that we've applied
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// a clear (in case no other draw commands were issued, we still need
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// the background clear color applied)
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target.ensure_cleared(draw_encoder);
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draw_encoder.copy_texture_to_texture(
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wgpu::ImageCopyTexture {
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texture: target.color_texture(),
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mip_level: 0,
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origin: wgpu::Origin3d { x: 0, y: 0, z: 0 },
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aspect: Default::default(),
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},
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wgpu::ImageCopyTexture {
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texture: &dest_texture.texture,
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mip_level: 0,
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origin: wgpu::Origin3d {
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x: dest_point.0,
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y: dest_point.1,
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z: 0,
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},
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aspect: Default::default(),
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},
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wgpu::Extent3d {
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width: (target.width()).min(dest_texture.width - dest_point.0),
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height: (target.height()).min(dest_texture.height - dest_point.1),
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depth_or_array_layers: 1,
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},
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)
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}
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#[allow(clippy::too_many_arguments)]
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pub fn apply_color_matrix(
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&self,
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descriptors: &Descriptors,
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texture_pool: &mut TexturePool,
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draw_encoder: &mut wgpu::CommandEncoder,
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source_texture: &Texture,
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source_point: (u32, u32),
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source_size: (u32, u32),
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filter: &ColorMatrixFilter,
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) -> CommandTarget {
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let target = CommandTarget::new(
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descriptors,
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texture_pool,
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wgpu::Extent3d {
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width: source_size.0,
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height: source_size.1,
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depth_or_array_layers: 1,
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},
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self.format,
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self.sample_count,
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RenderTargetMode::FreshWithColor(wgpu::Color::TRANSPARENT),
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draw_encoder,
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);
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let texture_transform =
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make_texture_transform(descriptors, source_size, source_point, source_texture);
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let source_view = source_texture.texture.create_view(&Default::default());
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let bitmap_group = descriptors
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: create_debug_label!("Bitmap copy group").as_deref(),
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layout: &descriptors.bind_layouts.bitmap,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: texture_transform.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&source_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(
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descriptors.bitmap_samplers.get_sampler(false, false),
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),
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},
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],
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});
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let buffer = descriptors
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: create_debug_label!("Filter arguments").as_deref(),
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contents: bytemuck::cast_slice(&filter.matrix),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let filter_group = descriptors
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: create_debug_label!("Filter group").as_deref(),
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layout: &descriptors.bind_layouts.color_matrix_filter,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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});
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let mut render_pass = draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: create_debug_label!("Color matrix filter").as_deref(),
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color_attachments: &[target.color_attachments()],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.pipelines.color_matrix_filter);
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render_pass.set_bind_group(0, target.globals().bind_group(), &[]);
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if descriptors.limits.max_push_constant_size > 0 {
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render_pass.set_push_constants(
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wgpu::ShaderStages::VERTEX_FRAGMENT,
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0,
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bytemuck::cast_slice(&[PushConstants {
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transforms: Transforms {
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world_matrix: [
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[target.width() as f32, 0.0, 0.0, 0.0],
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[0.0, target.height() as f32, 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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colors: DEFAULT_COLOR_ADJUSTMENTS,
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}]),
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);
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render_pass.set_bind_group(1, &bitmap_group, &[]);
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render_pass.set_bind_group(2, &filter_group, &[]);
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} else {
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render_pass.set_bind_group(1, target.whole_frame_bind_group(descriptors), &[0]);
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render_pass.set_bind_group(2, &descriptors.default_color_bind_group, &[0]);
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render_pass.set_bind_group(3, &bitmap_group, &[]);
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render_pass.set_bind_group(4, &filter_group, &[]);
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}
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render_pass.set_vertex_buffer(0, descriptors.quad.vertices_pos.slice(..));
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render_pass.set_index_buffer(
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descriptors.quad.indices.slice(..),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.draw_indexed(0..6, 0, 0..1);
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drop(render_pass);
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target
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}
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|
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#[allow(clippy::too_many_arguments)]
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pub fn apply_blur(
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&self,
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descriptors: &Descriptors,
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texture_pool: &mut TexturePool,
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draw_encoder: &mut wgpu::CommandEncoder,
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source_texture: &Texture,
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source_point: (u32, u32),
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source_size: (u32, u32),
|
|
filter: &BlurFilter,
|
|
) -> CommandTarget {
|
|
// FIXME - this should be larger than the source texture. Figure out exactly how much larger
|
|
let targets = [
|
|
CommandTarget::new(
|
|
descriptors,
|
|
texture_pool,
|
|
wgpu::Extent3d {
|
|
width: source_size.0,
|
|
height: source_size.1,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
self.format,
|
|
self.sample_count,
|
|
RenderTargetMode::FreshWithColor(wgpu::Color::TRANSPARENT),
|
|
draw_encoder,
|
|
),
|
|
CommandTarget::new(
|
|
descriptors,
|
|
texture_pool,
|
|
wgpu::Extent3d {
|
|
width: source_size.0,
|
|
height: source_size.1,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
self.format,
|
|
self.sample_count,
|
|
RenderTargetMode::FreshWithColor(wgpu::Color::TRANSPARENT),
|
|
draw_encoder,
|
|
),
|
|
];
|
|
|
|
let texture_transform =
|
|
make_texture_transform(descriptors, source_size, source_point, source_texture);
|
|
let source_view = source_texture.texture.create_view(&Default::default());
|
|
for i in 0..2 {
|
|
let blur_x = (filter.blur_x.to_f32() - 1.0).max(0.0);
|
|
let blur_y = (filter.blur_y.to_f32() - 1.0).max(0.0);
|
|
let current = &targets[i % 2];
|
|
let (previous_view, previous_transform, previous_width, previous_height) = if i == 0 {
|
|
(
|
|
&source_view,
|
|
texture_transform.as_entire_binding(),
|
|
source_texture.width as f32,
|
|
source_texture.height as f32,
|
|
)
|
|
} else {
|
|
let previous = &targets[(i - 1) % 2];
|
|
(
|
|
previous.color_view(),
|
|
descriptors.quad.texture_transforms.as_entire_binding(),
|
|
previous.width() as f32,
|
|
previous.height() as f32,
|
|
)
|
|
};
|
|
let bitmap_group = descriptors
|
|
.device
|
|
.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label: create_debug_label!("Bitmap copy group").as_deref(),
|
|
layout: &descriptors.bind_layouts.bitmap,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: previous_transform,
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 1,
|
|
resource: wgpu::BindingResource::TextureView(previous_view),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 2,
|
|
resource: wgpu::BindingResource::Sampler(
|
|
descriptors.bitmap_samplers.get_sampler(false, true),
|
|
),
|
|
},
|
|
],
|
|
});
|
|
let buffer = descriptors
|
|
.device
|
|
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: create_debug_label!("Filter arguments").as_deref(),
|
|
contents: bytemuck::cast_slice(&[
|
|
blur_x * ((i as u32) % 2) as f32,
|
|
blur_y * (((i as u32) % 2) + 1) as f32,
|
|
previous_width,
|
|
previous_height,
|
|
]),
|
|
usage: wgpu::BufferUsages::UNIFORM,
|
|
});
|
|
let filter_group = descriptors
|
|
.device
|
|
.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label: create_debug_label!("Filter group").as_deref(),
|
|
layout: &descriptors.bind_layouts.blur_filter,
|
|
entries: &[wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: buffer.as_entire_binding(),
|
|
}],
|
|
});
|
|
let mut render_pass = draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: create_debug_label!("Color matrix filter").as_deref(),
|
|
color_attachments: &[current.color_attachments()],
|
|
depth_stencil_attachment: None,
|
|
});
|
|
render_pass.set_pipeline(&self.pipelines.blur_filter);
|
|
|
|
render_pass.set_bind_group(0, current.globals().bind_group(), &[]);
|
|
if descriptors.limits.max_push_constant_size > 0 {
|
|
render_pass.set_push_constants(
|
|
wgpu::ShaderStages::VERTEX_FRAGMENT,
|
|
0,
|
|
bytemuck::cast_slice(&[PushConstants {
|
|
transforms: Transforms {
|
|
world_matrix: [
|
|
[current.width() as f32, 0.0, 0.0, 0.0],
|
|
[0.0, current.height() as f32, 0.0, 0.0],
|
|
[0.0, 0.0, 1.0, 0.0],
|
|
[0.0, 0.0, 0.0, 1.0],
|
|
],
|
|
},
|
|
colors: DEFAULT_COLOR_ADJUSTMENTS,
|
|
}]),
|
|
);
|
|
render_pass.set_bind_group(1, &bitmap_group, &[]);
|
|
render_pass.set_bind_group(2, &filter_group, &[]);
|
|
} else {
|
|
render_pass.set_bind_group(1, current.whole_frame_bind_group(descriptors), &[0]);
|
|
render_pass.set_bind_group(2, &descriptors.default_color_bind_group, &[0]);
|
|
render_pass.set_bind_group(3, &bitmap_group, &[]);
|
|
render_pass.set_bind_group(4, &filter_group, &[]);
|
|
}
|
|
|
|
render_pass.set_vertex_buffer(0, descriptors.quad.vertices_pos.slice(..));
|
|
render_pass.set_index_buffer(
|
|
descriptors.quad.indices.slice(..),
|
|
wgpu::IndexFormat::Uint32,
|
|
);
|
|
render_pass.draw_indexed(0..6, 0, 0..1);
|
|
}
|
|
|
|
targets
|
|
.into_iter()
|
|
.last()
|
|
.expect("Targets should not be empty")
|
|
}
|
|
}
|
|
|
|
fn make_texture_transform(
|
|
descriptors: &Descriptors,
|
|
source_size: (u32, u32),
|
|
source_point: (u32, u32),
|
|
source_texture: &Texture,
|
|
) -> wgpu::Buffer {
|
|
descriptors
|
|
.device
|
|
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: None,
|
|
contents: bytemuck::cast_slice(&[TextureTransforms {
|
|
// This is is column-major order.
|
|
u_matrix: [
|
|
[
|
|
// If we're applying the filter to a source rectangle that's smaller than
|
|
// the full source texture, then the scale factor will be less than 1.
|
|
// This will produce U-V coordinates that do not extend to the full [0, 1]
|
|
// range, which makes us sample just the source region.
|
|
source_size.0 as f32 / source_texture.width as f32,
|
|
0.0,
|
|
0.0,
|
|
0.0,
|
|
],
|
|
[
|
|
0.0,
|
|
source_size.1 as f32 / source_texture.height as f32,
|
|
0.0,
|
|
0.0,
|
|
],
|
|
[0.0, 0.0, 1.0, 0.0],
|
|
// Offset to 'source_point'. Note that we divide by the full texture size,
|
|
// since that's what the UV coordinates are sampling from.
|
|
[
|
|
source_point.0 as f32 / source_texture.width as f32,
|
|
source_point.1 as f32 / source_texture.height as f32,
|
|
0.0,
|
|
0.0,
|
|
],
|
|
],
|
|
}]),
|
|
usage: wgpu::BufferUsages::UNIFORM,
|
|
})
|
|
}
|