pub struct Framebuffer { /* private fields */ }Expand description
An offscreen render target with optional depth and MSAA attachments.
Implementations§
Source§impl Framebuffer
impl Framebuffer
Sourcepub fn builder(width: u32, height: u32) -> FramebufferBuilder
pub fn builder(width: u32, height: u32) -> FramebufferBuilder
Create a new framebuffer builder.
Examples found in repository?
examples/renderer_api.rs (line 179)
37fn main() {
38 logging::init();
39
40 run_app(|ctx| {
41 let graphics_ctx =
42 GraphicsContext::new_owned_sync().expect("Failed to create graphics context");
43 let renderer = Renderer::new(graphics_ctx.clone());
44
45 let window = ctx
46 .create_window(WindowDescriptor {
47 title: "Renderer API Example".to_string(),
48 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
49 ..Default::default()
50 })
51 .expect("Failed to create window");
52
53 let window = RenderWindowBuilder::new()
54 .color_format(wgpu::TextureFormat::Bgra8UnormSrgb)
55 .with_depth_default()
56 .build(window, graphics_ctx.clone())
57 .expect("Failed to create render window");
58
59 let window_id = window.id();
60
61 // Create shader using Renderer API
62 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
63
64 // Create texture using Renderer helper
65 let texture_data = create_gradient_texture();
66 let texture = renderer.create_texture_2d(
67 Some("Gradient Texture"),
68 256,
69 256,
70 wgpu::TextureFormat::Rgba8UnormSrgb,
71 wgpu::TextureUsages::TEXTURE_BINDING,
72 &texture_data,
73 );
74
75 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
76 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
77
78 // Create bind group using Renderer API
79 let bind_group_layout = renderer.create_bind_group_layout(
80 Some("Texture Bind Group Layout"),
81 &[
82 wgpu::BindGroupLayoutEntry {
83 binding: 0,
84 visibility: wgpu::ShaderStages::FRAGMENT,
85 ty: wgpu::BindingType::Texture {
86 multisampled: false,
87 view_dimension: wgpu::TextureViewDimension::D2,
88 sample_type: wgpu::TextureSampleType::Float { filterable: true },
89 },
90 count: None,
91 },
92 wgpu::BindGroupLayoutEntry {
93 binding: 1,
94 visibility: wgpu::ShaderStages::FRAGMENT,
95 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
96 count: None,
97 },
98 ],
99 );
100
101 let bind_group = renderer.create_bind_group(
102 Some("Texture Bind Group"),
103 &bind_group_layout,
104 &[
105 wgpu::BindGroupEntry {
106 binding: 0,
107 resource: wgpu::BindingResource::TextureView(&texture_view),
108 },
109 wgpu::BindGroupEntry {
110 binding: 1,
111 resource: wgpu::BindingResource::Sampler(&sampler),
112 },
113 ],
114 );
115
116 let pipeline_layout = renderer.create_pipeline_layout(
117 Some("Render Pipeline Layout"),
118 &[&bind_group_layout],
119 &[],
120 );
121
122 // Create pipeline using Renderer API with BlendMode
123 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
124 label: Some("Render Pipeline"),
125 layout: Some(&pipeline_layout),
126 vertex: wgpu::VertexState {
127 module: &shader,
128 entry_point: Some("vs_main"),
129 buffers: &[wgpu::VertexBufferLayout {
130 // 4 floats × 4 bytes = 16 bytes per vertex (2×f32 pos + 2×f32 UV)
131 array_stride: 4 * 4,
132 step_mode: wgpu::VertexStepMode::Vertex,
133 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
134 }],
135 compilation_options: wgpu::PipelineCompilationOptions::default(),
136 },
137 fragment: Some(wgpu::FragmentState {
138 module: &shader,
139 entry_point: Some("fs_main"),
140 // Use BlendMode for transparent rendering
141 targets: &[Some(
142 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
143 )],
144 compilation_options: wgpu::PipelineCompilationOptions::default(),
145 }),
146 primitive: wgpu::PrimitiveState {
147 topology: wgpu::PrimitiveTopology::TriangleList,
148 strip_index_format: None,
149 front_face: wgpu::FrontFace::Ccw,
150 cull_mode: Some(wgpu::Face::Back),
151 polygon_mode: wgpu::PolygonMode::Fill,
152 unclipped_depth: false,
153 conservative: false,
154 },
155 depth_stencil: None,
156 multisample: wgpu::MultisampleState {
157 count: 1,
158 mask: !0,
159 alpha_to_coverage_enabled: false,
160 },
161 multiview: None,
162 cache: None,
163 });
164
165 #[rustfmt::skip]
166 let vertices: &[f32] = &[
167 -0.8, -0.8, 0.0, 1.0,
168 0.8, -0.8, 1.0, 1.0,
169 0.8, 0.8, 1.0, 0.0,
170 -0.8, -0.8, 0.0, 1.0,
171 0.8, 0.8, 1.0, 0.0,
172 -0.8, 0.8, 0.0, 0.0,
173 ];
174
175 // Create vertex buffer using Renderer helper
176 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
177
178 // Create offscreen framebuffer using the new Framebuffer abstraction
179 let offscreen_fb = Framebuffer::builder(400, 300)
180 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
181 .label("Offscreen FB")
182 .build(&graphics_ctx);
183
184 // Create blit shader and pipeline for rendering framebuffer to surface
185 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
186
187 let blit_bind_group_layout = renderer.create_bind_group_layout(
188 Some("Blit Bind Group Layout"),
189 &[
190 wgpu::BindGroupLayoutEntry {
191 binding: 0,
192 visibility: wgpu::ShaderStages::FRAGMENT,
193 ty: wgpu::BindingType::Texture {
194 multisampled: false,
195 view_dimension: wgpu::TextureViewDimension::D2,
196 sample_type: wgpu::TextureSampleType::Float { filterable: true },
197 },
198 count: None,
199 },
200 wgpu::BindGroupLayoutEntry {
201 binding: 1,
202 visibility: wgpu::ShaderStages::FRAGMENT,
203 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
204 count: None,
205 },
206 ],
207 );
208
209 let blit_bind_group = renderer.create_bind_group(
210 Some("Blit Bind Group"),
211 &blit_bind_group_layout,
212 &[
213 wgpu::BindGroupEntry {
214 binding: 0,
215 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
216 },
217 wgpu::BindGroupEntry {
218 binding: 1,
219 resource: wgpu::BindingResource::Sampler(&sampler),
220 },
221 ],
222 );
223
224 let blit_pipeline_layout = renderer.create_pipeline_layout(
225 Some("Blit Pipeline Layout"),
226 &[&blit_bind_group_layout],
227 &[],
228 );
229
230 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
231 label: Some("Blit Pipeline"),
232 layout: Some(&blit_pipeline_layout),
233 vertex: wgpu::VertexState {
234 module: &blit_shader,
235 entry_point: Some("vs_main"),
236 buffers: &[],
237 compilation_options: wgpu::PipelineCompilationOptions::default(),
238 },
239 fragment: Some(wgpu::FragmentState {
240 module: &blit_shader,
241 entry_point: Some("fs_main"),
242 // Use PremultipliedAlpha for framebuffer blitting
243 targets: &[Some(
244 BlendMode::PremultipliedAlpha
245 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
246 )],
247 compilation_options: wgpu::PipelineCompilationOptions::default(),
248 }),
249 primitive: wgpu::PrimitiveState {
250 topology: wgpu::PrimitiveTopology::TriangleList,
251 ..Default::default()
252 },
253 depth_stencil: None,
254 multisample: wgpu::MultisampleState::default(),
255 multiview: None,
256 cache: None,
257 });
258
259 tracing::info!("Renderer initialized successfully");
260 tracing::info!("Device: {:?}", renderer.context().info());
261
262 Box::new(RendererApp {
263 _context: graphics_ctx,
264 _renderer: renderer,
265 window,
266 window_id,
267 pipeline,
268 bind_group,
269 vertex_buffer,
270 offscreen_fb,
271 blit_pipeline,
272 blit_bind_group,
273 time: 0.0,
274 })
275 });
276}Sourcepub fn color_texture(&self) -> &Texture
pub fn color_texture(&self) -> &Texture
Get the color texture (resolved, non-MSAA).
Sourcepub fn color_view(&self) -> &TextureView
pub fn color_view(&self) -> &TextureView
Get the color texture view (resolved, non-MSAA).
Examples found in repository?
examples/renderer_api.rs (line 215)
37fn main() {
38 logging::init();
39
40 run_app(|ctx| {
41 let graphics_ctx =
42 GraphicsContext::new_owned_sync().expect("Failed to create graphics context");
43 let renderer = Renderer::new(graphics_ctx.clone());
44
45 let window = ctx
46 .create_window(WindowDescriptor {
47 title: "Renderer API Example".to_string(),
48 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
49 ..Default::default()
50 })
51 .expect("Failed to create window");
52
53 let window = RenderWindowBuilder::new()
54 .color_format(wgpu::TextureFormat::Bgra8UnormSrgb)
55 .with_depth_default()
56 .build(window, graphics_ctx.clone())
57 .expect("Failed to create render window");
58
59 let window_id = window.id();
60
61 // Create shader using Renderer API
62 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
63
64 // Create texture using Renderer helper
65 let texture_data = create_gradient_texture();
66 let texture = renderer.create_texture_2d(
67 Some("Gradient Texture"),
68 256,
69 256,
70 wgpu::TextureFormat::Rgba8UnormSrgb,
71 wgpu::TextureUsages::TEXTURE_BINDING,
72 &texture_data,
73 );
74
75 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
76 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
77
78 // Create bind group using Renderer API
79 let bind_group_layout = renderer.create_bind_group_layout(
80 Some("Texture Bind Group Layout"),
81 &[
82 wgpu::BindGroupLayoutEntry {
83 binding: 0,
84 visibility: wgpu::ShaderStages::FRAGMENT,
85 ty: wgpu::BindingType::Texture {
86 multisampled: false,
87 view_dimension: wgpu::TextureViewDimension::D2,
88 sample_type: wgpu::TextureSampleType::Float { filterable: true },
89 },
90 count: None,
91 },
92 wgpu::BindGroupLayoutEntry {
93 binding: 1,
94 visibility: wgpu::ShaderStages::FRAGMENT,
95 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
96 count: None,
97 },
98 ],
99 );
100
101 let bind_group = renderer.create_bind_group(
102 Some("Texture Bind Group"),
103 &bind_group_layout,
104 &[
105 wgpu::BindGroupEntry {
106 binding: 0,
107 resource: wgpu::BindingResource::TextureView(&texture_view),
108 },
109 wgpu::BindGroupEntry {
110 binding: 1,
111 resource: wgpu::BindingResource::Sampler(&sampler),
112 },
113 ],
114 );
115
116 let pipeline_layout = renderer.create_pipeline_layout(
117 Some("Render Pipeline Layout"),
118 &[&bind_group_layout],
119 &[],
120 );
121
122 // Create pipeline using Renderer API with BlendMode
123 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
124 label: Some("Render Pipeline"),
125 layout: Some(&pipeline_layout),
126 vertex: wgpu::VertexState {
127 module: &shader,
128 entry_point: Some("vs_main"),
129 buffers: &[wgpu::VertexBufferLayout {
130 // 4 floats × 4 bytes = 16 bytes per vertex (2×f32 pos + 2×f32 UV)
131 array_stride: 4 * 4,
132 step_mode: wgpu::VertexStepMode::Vertex,
133 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
134 }],
135 compilation_options: wgpu::PipelineCompilationOptions::default(),
136 },
137 fragment: Some(wgpu::FragmentState {
138 module: &shader,
139 entry_point: Some("fs_main"),
140 // Use BlendMode for transparent rendering
141 targets: &[Some(
142 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
143 )],
144 compilation_options: wgpu::PipelineCompilationOptions::default(),
145 }),
146 primitive: wgpu::PrimitiveState {
147 topology: wgpu::PrimitiveTopology::TriangleList,
148 strip_index_format: None,
149 front_face: wgpu::FrontFace::Ccw,
150 cull_mode: Some(wgpu::Face::Back),
151 polygon_mode: wgpu::PolygonMode::Fill,
152 unclipped_depth: false,
153 conservative: false,
154 },
155 depth_stencil: None,
156 multisample: wgpu::MultisampleState {
157 count: 1,
158 mask: !0,
159 alpha_to_coverage_enabled: false,
160 },
161 multiview: None,
162 cache: None,
163 });
164
165 #[rustfmt::skip]
166 let vertices: &[f32] = &[
167 -0.8, -0.8, 0.0, 1.0,
168 0.8, -0.8, 1.0, 1.0,
169 0.8, 0.8, 1.0, 0.0,
170 -0.8, -0.8, 0.0, 1.0,
171 0.8, 0.8, 1.0, 0.0,
172 -0.8, 0.8, 0.0, 0.0,
173 ];
174
175 // Create vertex buffer using Renderer helper
176 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
177
178 // Create offscreen framebuffer using the new Framebuffer abstraction
179 let offscreen_fb = Framebuffer::builder(400, 300)
180 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
181 .label("Offscreen FB")
182 .build(&graphics_ctx);
183
184 // Create blit shader and pipeline for rendering framebuffer to surface
185 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
186
187 let blit_bind_group_layout = renderer.create_bind_group_layout(
188 Some("Blit Bind Group Layout"),
189 &[
190 wgpu::BindGroupLayoutEntry {
191 binding: 0,
192 visibility: wgpu::ShaderStages::FRAGMENT,
193 ty: wgpu::BindingType::Texture {
194 multisampled: false,
195 view_dimension: wgpu::TextureViewDimension::D2,
196 sample_type: wgpu::TextureSampleType::Float { filterable: true },
197 },
198 count: None,
199 },
200 wgpu::BindGroupLayoutEntry {
201 binding: 1,
202 visibility: wgpu::ShaderStages::FRAGMENT,
203 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
204 count: None,
205 },
206 ],
207 );
208
209 let blit_bind_group = renderer.create_bind_group(
210 Some("Blit Bind Group"),
211 &blit_bind_group_layout,
212 &[
213 wgpu::BindGroupEntry {
214 binding: 0,
215 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
216 },
217 wgpu::BindGroupEntry {
218 binding: 1,
219 resource: wgpu::BindingResource::Sampler(&sampler),
220 },
221 ],
222 );
223
224 let blit_pipeline_layout = renderer.create_pipeline_layout(
225 Some("Blit Pipeline Layout"),
226 &[&blit_bind_group_layout],
227 &[],
228 );
229
230 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
231 label: Some("Blit Pipeline"),
232 layout: Some(&blit_pipeline_layout),
233 vertex: wgpu::VertexState {
234 module: &blit_shader,
235 entry_point: Some("vs_main"),
236 buffers: &[],
237 compilation_options: wgpu::PipelineCompilationOptions::default(),
238 },
239 fragment: Some(wgpu::FragmentState {
240 module: &blit_shader,
241 entry_point: Some("fs_main"),
242 // Use PremultipliedAlpha for framebuffer blitting
243 targets: &[Some(
244 BlendMode::PremultipliedAlpha
245 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
246 )],
247 compilation_options: wgpu::PipelineCompilationOptions::default(),
248 }),
249 primitive: wgpu::PrimitiveState {
250 topology: wgpu::PrimitiveTopology::TriangleList,
251 ..Default::default()
252 },
253 depth_stencil: None,
254 multisample: wgpu::MultisampleState::default(),
255 multiview: None,
256 cache: None,
257 });
258
259 tracing::info!("Renderer initialized successfully");
260 tracing::info!("Device: {:?}", renderer.context().info());
261
262 Box::new(RendererApp {
263 _context: graphics_ctx,
264 _renderer: renderer,
265 window,
266 window_id,
267 pipeline,
268 bind_group,
269 vertex_buffer,
270 offscreen_fb,
271 blit_pipeline,
272 blit_bind_group,
273 time: 0.0,
274 })
275 });
276}Sourcepub fn depth_texture(&self) -> Option<&Texture>
pub fn depth_texture(&self) -> Option<&Texture>
Get the depth texture, if present.
Sourcepub fn depth_view(&self) -> Option<&TextureView>
pub fn depth_view(&self) -> Option<&TextureView>
Get the depth texture view, if present.
Sourcepub fn msaa_texture(&self) -> Option<&Texture>
pub fn msaa_texture(&self) -> Option<&Texture>
Get the MSAA texture (render target when MSAA enabled).
Sourcepub fn msaa_view(&self) -> Option<&TextureView>
pub fn msaa_view(&self) -> Option<&TextureView>
Get the MSAA texture view (render target when MSAA enabled).
Sourcepub fn render_view(&self) -> &TextureView
pub fn render_view(&self) -> &TextureView
Get the view to render to (MSAA view if enabled, otherwise color view).
Sourcepub fn resolve_target(&self) -> Option<&TextureView>
pub fn resolve_target(&self) -> Option<&TextureView>
Get the resolve target (color view if MSAA enabled, None otherwise).
Sourcepub fn format(&self) -> TextureFormat
pub fn format(&self) -> TextureFormat
Get the color format.
Sourcepub fn sample_count(&self) -> u32
pub fn sample_count(&self) -> u32
Get the sample count (1 if no MSAA).
Sourcepub fn resize(&mut self, context: &GraphicsContext, width: u32, height: u32)
pub fn resize(&mut self, context: &GraphicsContext, width: u32, height: u32)
Resize the framebuffer, recreating all textures.
Trait Implementations§
Source§impl AsWgpu for Framebuffer
impl AsWgpu for Framebuffer
Source§impl Debug for Framebuffer
impl Debug for Framebuffer
Source§impl<'a> From<&'a Framebuffer> for RenderTarget<'a>
impl<'a> From<&'a Framebuffer> for RenderTarget<'a>
Source§fn from(fb: &'a Framebuffer) -> Self
fn from(fb: &'a Framebuffer) -> Self
Converts to this type from the input type.
Auto Trait Implementations§
impl Freeze for Framebuffer
impl !RefUnwindSafe for Framebuffer
impl Send for Framebuffer
impl Sync for Framebuffer
impl Unpin for Framebuffer
impl UnsafeUnpin for Framebuffer
impl !UnwindSafe for Framebuffer
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T: ?Sized,
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