use bytemuck::{Pod, Zeroable};
use crate::context::Context;
use super::accumulation::Accumulation;
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct TonemapUniforms {
src_width: u32,
src_height: u32,
dst_width: u32,
dst_height: u32,
exposure: f32,
operator: u32,
_pad: [f32; 2],
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct QuadVertex {
position: [f32; 2],
}
pub struct Tonemap {
pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
vertex_buffer: wgpu::Buffer,
uniform: wgpu::Buffer,
_tony_lut_texture: wgpu::Texture,
tony_lut_view: wgpu::TextureView,
tony_sampler: wgpu::Sampler,
}
impl Tonemap {
pub fn new() -> Tonemap {
let ctxt = Context::get();
let bind_group_layout = ctxt.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("rt_tonemap_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D3,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = ctxt.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("rt_tonemap_pipeline_layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let shader_wgsl = crate::builtin::compile_wesl(
&[
("package::tonemap_ops", crate::builtin::TONEMAP_OPS_WESL),
(
"package::rt_tonemap",
include_str!("../../builtin/raytrace/tonemap.wgsl"),
),
],
"package::rt_tonemap",
&[],
);
let shader = ctxt.create_shader_module(Some("rt_tonemap_shader"), &shader_wgsl);
let vertex_buffer_layout = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<QuadVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
}],
};
let pipeline = ctxt.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("rt_tonemap_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[vertex_buffer_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: ctxt.surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
});
let vertices = [
QuadVertex {
position: [-1.0, -1.0],
},
QuadVertex {
position: [1.0, -1.0],
},
QuadVertex {
position: [-1.0, 1.0],
},
QuadVertex {
position: [1.0, 1.0],
},
];
let vertex_buffer = ctxt.create_buffer_init(
Some("rt_tonemap_vertex_buffer"),
bytemuck::cast_slice(&vertices),
wgpu::BufferUsages::VERTEX,
);
let uniform = ctxt.create_buffer_simple(
Some("rt_tonemap_uniform"),
std::mem::size_of::<TonemapUniforms>() as u64,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
let tony_lut = crate::post_processing::HdrPipeline::create_tony_lut(&ctxt);
let tony_lut_view = tony_lut.create_view(&wgpu::TextureViewDescriptor {
dimension: Some(wgpu::TextureViewDimension::D3),
..Default::default()
});
let tony_sampler = ctxt.create_sampler(&wgpu::SamplerDescriptor {
label: Some("rt_tony_sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
Tonemap {
pipeline,
bind_group_layout,
vertex_buffer,
uniform,
_tony_lut_texture: tony_lut,
tony_lut_view,
tony_sampler,
}
}
#[allow(clippy::too_many_arguments)]
pub fn draw(
&self,
encoder: &mut wgpu::CommandEncoder,
accum: &Accumulation,
radiance: &wgpu::Buffer,
exposure: f32,
operator: u32,
output_view: &wgpu::TextureView,
dst_width: u32,
dst_height: u32,
gpu: &mut crate::renderer::timings::GpuTimer,
) {
let ctxt = Context::get();
ctxt.write_buffer(
&self.uniform,
0,
bytemuck::bytes_of(&TonemapUniforms {
src_width: accum.width,
src_height: accum.height,
dst_width,
dst_height,
exposure,
operator,
_pad: [0.0; 2],
}),
);
let bind_group = ctxt.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("rt_tonemap_bind_group"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: radiance.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: self.uniform.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::TextureView(&self.tony_lut_view),
},
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::Sampler(&self.tony_sampler),
},
],
});
let tonemap_ts = gpu.render_scope("tonemap");
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("rt_tonemap_render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: output_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: tonemap_ts,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.draw(0..4, 0..1);
}
}