use super::RenderNodeCpu;
#[cfg(feature = "wgpu")]
struct OverlayPipeline {
render_pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
}
pub struct OverlayNode {
pub overlay_rgba: Vec<u8>,
pub overlay_width: u32,
pub overlay_height: u32,
#[cfg(feature = "wgpu")]
pipeline: std::sync::OnceLock<OverlayPipeline>,
}
impl OverlayNode {
#[must_use]
pub fn new(overlay_rgba: Vec<u8>, overlay_width: u32, overlay_height: u32) -> Self {
Self {
overlay_rgba,
overlay_width,
overlay_height,
#[cfg(feature = "wgpu")]
pipeline: std::sync::OnceLock::new(),
}
}
}
impl RenderNodeCpu for OverlayNode {
#[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
fn process_cpu(&self, rgba: &mut [u8], _w: u32, _h: u32) {
if self.overlay_rgba.len() != rgba.len() {
log::warn!(
"OverlayNode::process_cpu skipped: size mismatch base={} overlay={}",
rgba.len(),
self.overlay_rgba.len()
);
return;
}
for (base, ov) in rgba
.chunks_exact_mut(4)
.zip(self.overlay_rgba.chunks_exact(4))
{
let ov_a = f32::from(ov[3]) / 255.0;
let base_a = f32::from(base[3]) / 255.0;
let out_a = ov_a + base_a * (1.0 - ov_a);
for ch in 0..3 {
let ov_c = f32::from(ov[ch]) / 255.0;
let base_c = f32::from(base[ch]) / 255.0;
let out_c = ov_c * ov_a + base_c * (1.0 - ov_a);
base[ch] = (out_c.clamp(0.0, 1.0) * 255.0 + 0.5) as u8;
}
base[3] = (out_a.clamp(0.0, 1.0) * 255.0 + 0.5) as u8;
}
}
}
#[cfg(feature = "wgpu")]
impl OverlayNode {
fn get_or_create_pipeline(&self, ctx: &crate::context::RenderContext) -> &OverlayPipeline {
self.pipeline.get_or_init(|| {
let device = &ctx.device;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Overlay shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/overlay.wgsl").into()),
});
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Overlay BGL"),
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::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Overlay layout"),
bind_group_layouts: &[Some(&bgl)],
immediate_size: 0,
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Overlay pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Unorm,
blend: None,
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,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Overlay sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
OverlayPipeline {
render_pipeline,
bind_group_layout: bgl,
sampler,
}
})
}
}
#[cfg(feature = "wgpu")]
impl super::RenderNode for OverlayNode {
fn input_count(&self) -> usize {
2
}
fn process(
&self,
inputs: &[&wgpu::Texture],
outputs: &[&wgpu::Texture],
ctx: &crate::context::RenderContext,
) {
let Some(tex_base) = inputs.first() else {
log::warn!("OverlayNode::process called with no inputs");
return;
};
let Some(output) = outputs.first() else {
log::warn!("OverlayNode::process called with no outputs");
return;
};
let pd = self.get_or_create_pipeline(ctx);
let ov_tex = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("Overlay ov_tex"),
size: wgpu::Extent3d {
width: self.overlay_width,
height: self.overlay_height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
ctx.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &ov_tex,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&self.overlay_rgba,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(self.overlay_width * 4),
rows_per_image: None,
},
wgpu::Extent3d {
width: self.overlay_width,
height: self.overlay_height,
depth_or_array_layers: 1,
},
);
let base_view = tex_base.create_view(&wgpu::TextureViewDescriptor::default());
let ov_view = ov_tex.create_view(&wgpu::TextureViewDescriptor::default());
let out_view = output.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Overlay BG"),
layout: &pd.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&base_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&ov_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&pd.sampler),
},
],
});
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Overlay pass"),
});
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Overlay pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &out_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
pass.set_pipeline(&pd.render_pipeline);
pass.set_bind_group(0, &bind_group, &[]);
pass.draw(0..6, 0..1);
}
ctx.queue.submit(std::iter::once(encoder.finish()));
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn overlay_node_fully_opaque_overlay_should_replace_base() {
let base = vec![50u8, 50, 50, 255];
let overlay = vec![200u8, 100, 50, 255]; let node = OverlayNode::new(overlay.clone(), 1, 1);
let mut rgba = base;
node.process_cpu(&mut rgba, 1, 1);
assert!(
(rgba[0] as i32 - 200).abs() <= 1,
"R must match overlay; got {}",
rgba[0]
);
assert!(
(rgba[1] as i32 - 100).abs() <= 1,
"G must match overlay; got {}",
rgba[1]
);
}
#[test]
fn overlay_node_fully_transparent_overlay_should_preserve_base() {
let base = vec![50u8, 80, 120, 255];
let overlay = vec![200u8, 100, 50, 0]; let node = OverlayNode::new(overlay, 1, 1);
let mut rgba = base.clone();
node.process_cpu(&mut rgba, 1, 1);
assert!(
(rgba[0] as i32 - 50).abs() <= 1,
"R must match base; got {}",
rgba[0]
);
}
#[test]
fn overlay_node_size_mismatch_should_be_noop() {
let overlay = vec![200u8; 8]; let node = OverlayNode::new(overlay, 2, 1);
let original = vec![50u8, 80, 120, 255];
let mut rgba = original.clone();
node.process_cpu(&mut rgba, 1, 1); assert_eq!(rgba, original);
}
}