use std::borrow::Cow;
use bytemuck::NoUninit;
use super::{PREFERRED_TEXTURE_FORMAT, data::ScreenInfo, uniform::UniformState};
pub(crate) struct PostProcessingState {
pub(crate) texture_view: wgpu::TextureView,
bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
}
impl PostProcessingState {
pub(crate) fn new<T: NoUninit>(
width: u32,
height: u32,
device: &wgpu::Device,
uniform: &UniformState<T>,
shader: &'static str,
) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Post Processing Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: PREFERRED_TEXTURE_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Post Processing Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let input_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Post Processing Input Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Post Processing Bind Group"),
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&input_sampler),
},
],
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Post Processing Render Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout), Some(&uniform.bind_group_layout)],
immediate_size: 0,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Post Processing Texture Shader"),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(shader)),
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Post Processing Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
buffers: &[],
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: None,
targets: &[Some(wgpu::ColorTargetState {
format: PREFERRED_TEXTURE_FORMAT,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Self {
texture_view,
bind_group,
render_pipeline,
}
}
pub(crate) fn render(
&self,
encoder: &mut wgpu::CommandEncoder,
view: &wgpu::TextureView,
screen_info: &UniformState<ScreenInfo>,
letterbox: Option<(f32, f32, f32, f32)>,
background_color: wgpu::Color,
) {
let mut upscaled_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Post Processing Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(background_color),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
upscaled_render_pass.set_pipeline(&self.render_pipeline);
if let Some((x, y, width, height)) = letterbox {
upscaled_render_pass.set_viewport(x, y, width, height, 0.0, 1.0);
}
upscaled_render_pass.set_bind_group(0, &self.bind_group, &[]);
upscaled_render_pass.set_bind_group(1, &screen_info.bind_group, &[]);
upscaled_render_pass.draw(0..3, 0..1);
}
}