ori-wgpu 0.1.0-alpha.1

WGPU backend for Ori
Documentation
use wgpu::{
    include_wgsl, AddressMode, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
    BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType, BlendState,
    ColorTargetState, ColorWrites, CommandEncoder, Device, FilterMode, FragmentState,
    MultisampleState, Operations, PrimitiveState, RenderPassColorAttachment, RenderPassDescriptor,
    RenderPipeline, Sampler, SamplerBindingType, SamplerDescriptor, ShaderStages, TextureFormat,
    TextureSampleType, TextureView, TextureViewDimension, VertexState,
};

pub struct BlitPipeline {
    pub source_bind_group_layout: BindGroupLayout,
    pub sampler: Sampler,
    pub pipeline: RenderPipeline,
}

impl BlitPipeline {
    pub fn new(device: &Device, format: TextureFormat) -> Self {
        let bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
            label: Some("Blit Source Bind Group Layout"),
            entries: &[
                BindGroupLayoutEntry {
                    binding: 0,
                    visibility: ShaderStages::FRAGMENT,
                    ty: BindingType::Texture {
                        sample_type: TextureSampleType::Float { filterable: true },
                        view_dimension: TextureViewDimension::D2,
                        multisampled: false,
                    },
                    count: None,
                },
                BindGroupLayoutEntry {
                    binding: 1,
                    visibility: ShaderStages::FRAGMENT,
                    ty: BindingType::Sampler(SamplerBindingType::Filtering),
                    count: None,
                },
            ],
        });

        let sampler = device.create_sampler(&SamplerDescriptor {
            label: Some("Blit Sampler"),
            address_mode_u: AddressMode::ClampToEdge,
            address_mode_v: AddressMode::ClampToEdge,
            address_mode_w: AddressMode::ClampToEdge,
            mag_filter: FilterMode::Linear,
            min_filter: FilterMode::Linear,
            ..Default::default()
        });

        let shader = device.create_shader_module(include_wgsl!("blit.wgsl"));

        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Blit Pipeline"),
            layout: Some(
                &device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                    label: Some("Blit Pipeline Layout"),
                    bind_group_layouts: &[&bind_group_layout],
                    push_constant_ranges: &[],
                }),
            ),
            vertex: VertexState {
                module: &shader,
                entry_point: "vertex",
                buffers: &[],
            },
            fragment: Some(FragmentState {
                module: &shader,
                entry_point: "fragment",
                targets: &[Some(ColorTargetState {
                    format,
                    blend: Some(BlendState::REPLACE),
                    write_mask: ColorWrites::ALL,
                })],
            }),
            primitive: PrimitiveState::default(),
            multisample: MultisampleState {
                count: 4,
                ..Default::default()
            },
            depth_stencil: None,
            multiview: None,
        });

        Self {
            source_bind_group_layout: bind_group_layout,
            sampler,
            pipeline,
        }
    }

    pub fn blit(
        &self,
        device: &Device,
        encoder: &mut CommandEncoder,
        source: &TextureView,
        target: &TextureView,
    ) {
        let bind_group = device.create_bind_group(&BindGroupDescriptor {
            label: Some("Blit Source Bind Group"),
            layout: &self.source_bind_group_layout,
            entries: &[
                BindGroupEntry {
                    binding: 0,
                    resource: BindingResource::TextureView(source),
                },
                BindGroupEntry {
                    binding: 1,
                    resource: BindingResource::Sampler(&self.sampler),
                },
            ],
        });

        let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
            label: Some("Blit Render Pass"),
            color_attachments: &[Some(RenderPassColorAttachment {
                view: target,
                resolve_target: None,
                ops: Operations {
                    load: wgpu::LoadOp::Load,
                    store: true,
                },
            })],
            depth_stencil_attachment: None,
        });

        render_pass.set_pipeline(&self.pipeline);
        render_pass.set_bind_group(0, &bind_group, &[]);
        render_pass.draw(0..6, 0..1);
    }
}