use crate::lazy_resource::LazyGpuResource;
const OUTPUT_CONVERSION_SHADER: &str = r#"
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) index: u32) -> VertexOutput {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
var uvs = array<vec2<f32>, 3>(
vec2<f32>(0.0, 1.0),
vec2<f32>(2.0, 1.0),
vec2<f32>(0.0, -1.0),
);
return VertexOutput(
vec4<f32>(positions[index], 0.0, 1.0),
uvs[index],
);
}
@group(0) @binding(0) var source_texture: texture_2d<f32>;
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let size = vec2<f32>(textureDimensions(source_texture));
let position = clamp(vec2<i32>(floor(input.uv * size)), vec2<i32>(0), vec2<i32>(size) - vec2<i32>(1));
let color = clamp(textureLoad(source_texture, position, 0), vec4<f32>(0.0), vec4<f32>(1.0));
return floor(color * 255.0 + vec4<f32>(0.5)) / 255.0;
}
"#;
pub(crate) struct OutputConverter {
bind_group_layout: wgpu::BindGroupLayout,
pipeline: LazyGpuResource<wgpu::RenderPipeline>,
shader: wgpu::ShaderModule,
pipeline_layout: wgpu::PipelineLayout,
format: wgpu::TextureFormat,
}
impl OutputConverter {
pub(crate) fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Output Conversion Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Output Conversion Shader"),
source: wgpu::ShaderSource::Wgsl(OUTPUT_CONVERSION_SHADER.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Output Conversion Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
Self {
bind_group_layout,
pipeline: LazyGpuResource::new("output-conversion"),
shader,
pipeline_layout,
format,
}
}
fn pipeline(&self, device: &wgpu::Device, backend: wgpu::Backend) -> &wgpu::RenderPipeline {
self.pipeline.get_or_init(backend, || {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Output Conversion Pipeline"),
layout: Some(&self.pipeline_layout),
vertex: wgpu::VertexState {
module: &self.shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &self.shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: self.format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
multiview_mask: None,
cache: None,
})
})
}
pub(crate) fn bind_group(
&self,
device: &wgpu::Device,
source: &wgpu::TextureView,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Output Conversion Bind Group"),
layout: &self.bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(source),
}],
})
}
pub(crate) fn encode(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
destination: &wgpu::TextureView,
bind_group: &wgpu::BindGroup,
backend: wgpu::Backend,
) {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Output Conversion Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: destination,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
pass.set_pipeline(self.pipeline(device, backend));
pass.set_bind_group(0, bind_group, &[]);
pass.draw(0..3, 0..1);
}
}