pub struct FramebufferBuilder { /* private fields */ }Expand description
Builder for creating framebuffers with optional attachments.
Implementations§
Source§impl FramebufferBuilder
impl FramebufferBuilder
Sourcepub fn new(width: u32, height: u32) -> Self
pub fn new(width: u32, height: u32) -> Self
Create a new framebuffer builder with the given dimensions.
Sourcepub fn format(self, format: TextureFormat) -> Self
pub fn format(self, format: TextureFormat) -> Self
Set the color format.
Examples found in repository?
examples/renderer_api.rs (line 180)
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 with_msaa(self, sample_count: u32) -> Self
pub fn with_msaa(self, sample_count: u32) -> Self
Enable MSAA with the given sample count (typically 4).
Sourcepub fn sample_count_if(self, condition: bool, sample_count: u32) -> Self
pub fn sample_count_if(self, condition: bool, sample_count: u32) -> Self
Conditionally set sample count.
Sourcepub fn with_depth(self) -> Self
pub fn with_depth(self) -> Self
Enable depth buffer.
Sourcepub fn label(self, label: &'static str) -> Self
pub fn label(self, label: &'static str) -> Self
Set a debug label for the framebuffer textures.
Examples found in repository?
examples/renderer_api.rs (line 181)
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 build(self, context: &GraphicsContext) -> Framebuffer
pub fn build(self, context: &GraphicsContext) -> Framebuffer
Build the framebuffer.
Examples found in repository?
examples/renderer_api.rs (line 182)
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}Auto Trait Implementations§
impl Freeze for FramebufferBuilder
impl RefUnwindSafe for FramebufferBuilder
impl Send for FramebufferBuilder
impl Sync for FramebufferBuilder
impl Unpin for FramebufferBuilder
impl UnsafeUnpin for FramebufferBuilder
impl UnwindSafe for FramebufferBuilder
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