use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct FxaaParams {
texel_size: [f32; 2],
enabled: f32,
subpixel_quality: f32,
}
pub struct FxaaPass {
pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
params_buffer: wgpu::Buffer,
cached_bind_group: Option<wgpu::BindGroup>,
cached_width: u32,
cached_height: u32,
}
impl FxaaPass {
pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
let shader = device.create_shader_module(wgpu::include_wgsl!("../../shaders/fxaa.wgsl"));
let params = FxaaParams {
texel_size: [1.0 / 1920.0, 1.0 / 1080.0],
enabled: 1.0,
subpixel_quality: 0.75,
};
let params_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("FXAA Params Buffer"),
contents: bytemuck::cast_slice(&[params]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("FXAA 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,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("FXAA Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("FXAA Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vertex_main"),
buffers: &[],
compilation_options: Default::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
multiview_mask: None,
cache: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("FXAA 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()
});
Self {
pipeline,
bind_group_layout,
sampler,
params_buffer,
cached_bind_group: None,
cached_width: 0,
cached_height: 0,
}
}
}
impl PassNode<crate::ecs::world::World> for FxaaPass {
fn name(&self) -> &str {
"fxaa_pass"
}
fn reads(&self) -> Vec<&str> {
vec!["input"]
}
fn writes(&self) -> Vec<&str> {
vec!["output"]
}
fn invalidate_bind_groups(&mut self) {
self.cached_bind_group = None;
}
fn execute<'r, 'e>(
&mut self,
context: PassExecutionContext<'r, 'e, crate::ecs::world::World>,
) -> crate::render::wgpu::rendergraph::Result<
Vec<crate::render::wgpu::rendergraph::SubGraphRunCommand<'r>>,
> {
let (width, height) = context
.configs
.resources
.window
.cached_viewport_size
.unwrap_or((1920, 1080));
let fxaa_enabled = context.configs.resources.graphics.fxaa_enabled;
let params = FxaaParams {
texel_size: [1.0 / width.max(1) as f32, 1.0 / height.max(1) as f32],
enabled: if fxaa_enabled { 1.0 } else { 0.0 },
subpixel_quality: 0.75,
};
context
.queue
.write_buffer(&self.params_buffer, 0, bytemuck::cast_slice(&[params]));
if width != self.cached_width || height != self.cached_height {
self.cached_width = width;
self.cached_height = height;
self.cached_bind_group = None;
}
if self.cached_bind_group.is_none() {
let input_view = context.get_texture_view("input")?;
self.cached_bind_group = Some(context.device.create_bind_group(
&wgpu::BindGroupDescriptor {
label: Some("FXAA Bind Group"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(input_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.params_buffer.as_entire_binding(),
},
],
},
));
}
let (color_view, color_load_op, color_store_op) = context.get_color_attachment("output")?;
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("FXAA Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
resolve_target: None,
ops: wgpu::Operations {
load: color_load_op,
store: color_store_op,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, self.cached_bind_group.as_ref().unwrap(), &[]);
render_pass.draw(0..3, 0..1);
drop(render_pass);
Ok(context.into_sub_graph_commands())
}
}