phosphor-crt 0.1.0

A real-time plotter of waveforms, imitating oscillscope CRTs
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
use crate::autointensity::AutoIntensityResources;
use crate::gradient::{Gradient, RgbColor};
use crate::intermediate_texture::IntermediateTextureResources;
use crate::lut_texture::LutTextureResources;
use crate::pipeline::PipelineResources;
use crate::transform::AffineTransform;
use crate::types::UniformData;
use crate::uniform_buffer::UniformBufferResources;
use crate::waveform_resources::{WaveformMode, WaveformResources};
use cgmath::{Vector2, vec2};
use wgpu::{
    CommandBuffer, Device, Queue, RenderPass, ShaderModule, ShaderModuleDescriptor, TextureFormat,
};

#[repr(C)]
#[derive(Copy, Clone, Default, Debug, PartialOrd, PartialEq, Ord, Eq)]
pub struct Size<T = u32> {
    pub width: T,
    pub height: T,
}

impl<T> From<(T, T)> for Size<T> {
    fn from((width, height): (T, T)) -> Size<T> {
        Size { width, height }
    }
}

impl<T> From<[T; 2]> for Size<T> {
    fn from([width, height]: [T; 2]) -> Size<T> {
        Size { width, height }
    }
}

#[derive(Debug, Copy, Clone)]
pub struct Viewport {
    pub size: Size<f32>,
    pub origin: Vector2<f32>,
}

#[derive(thiserror::Error, Debug)]
pub enum Error {
    #[error("width and height must both greater than zero, got ({0}, {1})")]
    ZeroSize(u32, u32),
    #[error("no waveform")]
    NoWaveform,
    #[error("`render_intermediate()` must be called before to allocate necessary resource ({0})")]
    MissingResources(&'static str),
}

pub type Result<T> = std::result::Result<T, Error>;

#[derive(Debug)]
struct RenderConfig {
    #[cfg(feature = "auto-intensity")]
    calc_auto_intensity: bool,
    gamma: f32,
    intensity: f32,
    beam_radius: f32,
    decay: Decay,
    viewport: Viewport,
}

/// Renderer context.
///
/// The `Renderer` is the main entry point. It uses a multi-pass rendering pipeline:
///
/// 1. **Intermediate rendering**: Waveform segments are rendered to a high-dynamic-range texture.
/// 2. (optional) **Auto-intensity**: The maximum value of the texture is determined for normalization.
/// 3. **Post-processing**: The intermediate texture is drawn into the scene while color mapping is applied using customizable gradient LUT.
///
/// # Example
///
/// ```rust
/// use phosphor::{Renderer, gradient::{Gradient, RgbColor}};
/// use wgpu::{Device, Queue, RenderPass, TextureFormat};
///
/// # fn example(device: &Device, queue: &Queue, render_pass: &mut RenderPass) -> Result<(), Box<dyn std::error::Error>> {
/// // Create a renderer for 800x600 output
/// let mut renderer = Renderer::new(device, &TextureFormat::Bgra8Unorm, (800, 600).into());
///
/// // Set waveform data (Vec<[f32; 2]> of (x, y) coordinates)
/// let waveform: Vec<[f32;2]> = vec![[0.0, 0.0], [1.0, 1.0], [2.0, 0.5]];
/// renderer.set_waveform_xy(&waveform);
///
/// // Configure appearance
/// renderer.set_intensity(2.0);
/// renderer.set_xlim(0.0, 2.0); // Set X-axis range
/// renderer.set_ylim(-1.0, 1.0); // Set Y-axis range
///
/// // Set color gradient (black to green)
/// let gradient = Gradient::new(vec![
///     (0.0, RgbColor { r: 0.0, g: 0.0, b: 0.0 }),
///     (1.0, RgbColor { r: 0.0, g: 1.0, b: 0.0 }),
/// ]);
/// renderer.set_lut(gradient);
///
/// // Render intermediate texture
/// let intermediate_cmd = renderer.render_intermediate(queue)?;
/// queue.submit([intermediate_cmd]);
/// // The final render pass just paints the previously computed texture into your scene.
/// // For performance, it is advisable to re-use the same `RenderPass` as you use for
/// // drawing the rest of your scene, so we expect you to provide your own render pass.
/// renderer.render(render_pass)?;
/// # Ok(())
/// # }
/// ```
#[derive(Debug)]
pub struct Renderer {
    size: Size,
    device: Device,
    texture_format: TextureFormat,

    uniform_resources: UniformBufferResources,
    intermediate_texture_resources: Option<IntermediateTextureResources>,
    lut_texture_resources: LutTextureResources,
    waveform_resources: Option<WaveformResources>,
    pipeline_resources: Option<PipelineResources>,
    auto_intensity_resources: Option<AutoIntensityResources>,

    render_shader: ShaderModule,
    post_fx_shader: ShaderModule,
    decay_shader: ShaderModule,
    #[cfg(feature = "auto-intensity")]
    auto_intensity_shader: ShaderModule,

    render_config: RenderConfig,
}

impl Renderer {
    /// Creates a new waveform renderer.
    ///
    /// # Arguments
    ///
    /// * `device` - WebGPU device for GPU resource creation
    /// * `texture_format` - Target texture format for final rendering (e.g., `TextureFormat::Bgra8Unorm`)
    /// * `size` - Initial render target dimensions in pixels.
    ///
    /// # Example
    ///
    /// ```rust
    /// use phosphor::Renderer;
    /// use wgpu::{Device, TextureFormat};
    ///
    /// # fn example(device: &Device) {
    /// let renderer = Renderer::new(device, &TextureFormat::Bgra8Unorm, (1920, 1080).into());
    /// # }
    /// ```
    pub fn new(device: &Device, texture_format: &TextureFormat, size: Size) -> Renderer {
        let uniform_data = UniformBufferResources::new(device);

        let render_shader = device.create_shader_module(ShaderModuleDescriptor {
            label: Some("Render Shader"),
            source: wgpu::ShaderSource::Wgsl(include_str!("render.wgsl").into()),
        });
        let post_fx_shader = device.create_shader_module(ShaderModuleDescriptor {
            label: Some("Post-processing Shader"),
            source: wgpu::ShaderSource::Wgsl(
                include_str!(concat!(env!("OUT_DIR"), "/postfx.wgsl")).into(),
            ),
        });
        let decay_shader = device.create_shader_module(ShaderModuleDescriptor {
            label: Some("Decay Shader"),
            source: wgpu::ShaderSource::Wgsl(include_str!("decay.wgsl").into()),
        });

        #[cfg(feature = "auto-intensity")]
        let auto_intensity_shader = device.create_shader_module(ShaderModuleDescriptor {
            label: Some("Auto Intensity Shader"),
            source: wgpu::ShaderSource::Wgsl(include_str!("auto_intensity.wgsl").into()),
        });

        let viewport = Viewport {
            origin: vec2(0., -1.),
            size: [1., 2.].into(),
        };

        Renderer {
            device: device.clone(),
            size,
            intermediate_texture_resources: None,
            lut_texture_resources: LutTextureResources::new(device),
            waveform_resources: None,
            auto_intensity_resources: None,
            uniform_resources: uniform_data,
            render_config: RenderConfig {
                viewport,
                beam_radius: 6.,
                intensity: 1.,
                gamma: 1.0,
                decay: Decay::instant_redraw(),
                #[cfg(feature = "auto-intensity")]
                calc_auto_intensity: false,
            },
            texture_format: *texture_format,
            pipeline_resources: None,
            render_shader,
            post_fx_shader,
            decay_shader,
            #[cfg(feature = "auto-intensity")]
            auto_intensity_shader,
        }
    }
}

impl Renderer {
    /// Returns the current render target size in pixels.
    pub fn size(&self) -> Size {
        self.size
    }

    /// Resizes the render target and recreates internal resources.
    ///
    /// This updates the intermediate texture size and affects the apparent beam width.
    /// Must be called when the target texture dimensions change. If it mismatches the
    /// size of the final render target, then artifacts (distorted aspect ratio, ...)
    /// might be visible.
    ///
    /// # Arguments
    ///
    /// * `new_size` - New render target dimensions in pixels
    ///
    /// # Errors
    ///
    /// Returns `Error::ZeroSize` if either width or height is zero.
    ///
    /// # Example
    ///
    /// ```rust
    /// # use phosphor::Renderer;
    /// # use wgpu::{Device, TextureFormat};
    /// # fn example(device: &Device) -> Result<(), phosphor::renderer::Error> {
    /// let mut renderer = Renderer::new(device, &TextureFormat::Bgra8Unorm, (800, 600).into());
    /// renderer.resize((1920, 1080).into())?;
    /// # Ok(())
    /// # }
    /// ```
    pub fn resize(&mut self, new_size: Size) -> Result<()> {
        if new_size.width == 0 || new_size.height == 0 {
            return Err(Error::ZeroSize(new_size.width, new_size.height));
        }
        if self.size != new_size {
            log::info!("Setting new size: {new_size:?}");
            self.size = new_size;
            self.intermediate_texture_resources = None;
        }
        Ok(())
    }

    /// Sets the horizontal axis range (X-axis limits).
    ///
    /// Defines the range of X coordinates that will be visible in the rendered output.
    /// Values outside this range will be clipped.
    ///
    /// # Example
    ///
    /// ```rust
    /// # use phosphor::Renderer;
    /// # use wgpu::{Device, TextureFormat};
    /// # fn example(device: &Device) {
    /// let mut renderer = Renderer::new(device, &TextureFormat::Bgra8Unorm, (800, 600).into());
    /// renderer.set_xlim(-10.0, 10.0); // Show X range from -10 to +10
    /// # }
    /// ```
    pub fn set_xlim(&mut self, left: f32, right: f32) {
        self.render_config.viewport.origin.x = f32::min(left, right);
        self.render_config.viewport.size.width = (right - left).abs();
    }

    /// Sets the vertical axis range (Y-axis limits).
    ///
    /// Defines the range of Y coordinates that will be visible in the rendered output.
    /// Values outside this range will be clipped.
    ///
    /// # Example
    ///
    /// ```rust
    /// # use phosphor::Renderer;
    /// # use wgpu::{Device, TextureFormat};
    /// # fn example(device: &Device) {
    /// let mut renderer = Renderer::new(device, &TextureFormat::Bgra8Unorm, (800, 600).into());
    /// renderer.set_ylim(-1.0, 1.0); // Show Y range from -1 to +1
    /// # }
    /// ```
    pub fn set_ylim(&mut self, lower: f32, upper: f32) {
        self.render_config.viewport.origin.y = f32::min(lower, upper);
        self.render_config.viewport.size.height = (upper - lower).abs();
    }

    /// Sets the intensity (brightness multiplier) for the rendered waveform.
    ///
    /// Controls the overall brightness of the rendered trace. When auto-intensity is enabled
    /// (see [`Renderer::enable_auto_intensity`]), this value is multiplied with the
    /// automatically calculated intensity.
    pub fn set_intensity(&mut self, value: f32) {
        self.render_config.intensity = value;
    }

    /// Set the gamma correction value for the waveform rendering.
    pub fn set_gamma(&mut self, value: f32) {
        self.render_config.gamma = value;
    }

    /// Set the beam width (in pixels) for the waveform rendering.
    pub fn set_beam_width(&mut self, width: f32) {
        self.render_config.beam_radius = width / 2.;
    }

    /// Load the samples to draw in the next call to [`Renderer::render_intermediate()`]
    ///
    /// The x-coordinates of the samples are not given; instead they are implicitly assumed
    /// to be 0, 1, 2, ..., N-1, where N is the number of samples. This is useful for drawing
    /// a waveform where the beam sweeps uniformly from the left to the right of the screen.
    /// Use [`Renderer::set_waveform_xy()`] if you need to specify arbitrary x and y coordinates.
    ///
    /// Loading a new waveform invalidates the GPU buffer that holds the waveform data.
    pub fn set_waveform_yt(&mut self, waveform: &[f32]) {
        log::info!("Setting new YT waveform ({} samples)", waveform.len());
        if self.waveform_resources.as_ref().map(|wf| wf.mode()) != Some(WaveformMode::YT) {
            // switching the waveform mode requires switching the shader
            self.pipeline_resources = None;
        }
        // todo: reuse existing buffer
        self.waveform_resources = Some(WaveformResources::new(
            waveform,
            &self.device,
            WaveformMode::YT,
        ))
    }

    /// Load the samples to draw in the next call to [`Renderer::render_intermediate()`]
    ///
    /// Each individual sample is specified via its x and y coordinates, in a `[f32; 2]`.
    /// If the samples are uniformly spaced along the x-axis, strongly consider using
    /// [`Renderer::set_waveform_yt`] instead. It implicitly assigns x coordinates to the samples.
    /// Not only does this save some memory, it may also significantly faster because it can efficiently
    /// cull those samples with an x position outside the viewport.
    ///
    /// Loading a new waveform invalidates the GPU buffer that holds the waveform data.
    pub fn set_waveform_xy(&mut self, waveform: &[[f32; 2]]) {
        log::info!("Setting new XY waveform ({} samples)", waveform.len());
        if self.waveform_resources.as_ref().map(|wf| wf.mode()) != Some(WaveformMode::XY) {
            // switching the waveform mode requires switching the shader
            self.pipeline_resources = None;
        }
        // todo: reuse existing buffer
        self.waveform_resources = Some(WaveformResources::new(
            bytemuck::cast_slice(waveform),
            &self.device,
            WaveformMode::XY,
        ))
    }

    pub fn set_lut(&mut self, lut: impl IntoIterator<Item = (f32, RgbColor<f32>)>) {
        self.lut_texture_resources.update_lut(Gradient::new(lut));
    }
}

/// Natural decay behaviour of the simulated phosphor screen.
///
/// We provide two tuning knobs:
/// - the decay between consecutive samples in the same trace
/// - the decay between consecutive traces
///
/// The former models the finite time it takes for the scope to trace a single sweep across the screen.
/// The latter models the time between two shots.
///
/// # `screen_decay`
/// The decay factor applied to the entire phosphor screen, applied the next time when
/// [`Renderer::render_intermediate()`] is called. Each pixel is faded according to a factor
/// of `exp(-screen_decay)`. A value of either exactly 0.0 (no decay, waveforms are drawn on
/// top of each other) or `+INFINITY` (new waveforms completely erase previous ones) bypass the
/// blending logic and are slightly more efficient. A value below 0 is clamped.
///
/// # `sample_decay`
/// The decay factor applied between consecutive samples in the same trace. The very last sample
/// is painted with full nominal intensity, and the N-th sample before the last has its intensity
/// scaled by a factor `(1 - sample_decay).pow(N)`. Setting `sample_decay` to 0.0 will render all
/// samples at full intensity. A value outside the [0, 1] range is clamped.
#[derive(Debug, Copy, Clone)]
pub struct Decay {
    screen_decay: f32,
    sample_decay: f32,
}

impl Decay {
    pub fn new(mut screen_decay: f32, mut sample_decay: f32) -> Decay {
        screen_decay = screen_decay.max(0.);
        sample_decay = sample_decay.clamp(0., 1.);
        Decay {
            screen_decay,
            sample_decay,
        }
    }

    pub fn with_sample_decay(mut self, sample_decay: f32) -> Decay {
        self.sample_decay = sample_decay.clamp(0., 1.);
        self
    }

    pub fn with_screen_decay(mut self, screen_decay: f32) -> Decay {
        self.screen_decay = screen_decay.max(0.);
        self
    }
}

/// Ready-made configurations for common use cases.
impl Decay {
    /// No decay. All render commands draw on top of each other.
    pub fn no_decay() -> Decay {
        Decay {
            sample_decay: 0.,
            screen_decay: 0.,
        }
    }

    /// No sample-to-sample decay, and no persistence between traces.
    ///
    /// Useful for 'single-shot digital storage oscilloscope' applications, where e.g. a full trace
    /// is acquired once, and then frozen. The user can pan and zoom the viewport for inspecting
    /// the waveform, without the trace fading.
    ///
    /// This is what the [`Default::default()`] implementation returns.
    pub fn instant_redraw() -> Decay {
        Decay {
            screen_decay: f32::INFINITY,
            sample_decay: 0.,
        }
    }

    /// Decay simulating a continuously updated waveform with no dead-time between shots.
    ///
    /// Think of a free-running oscilloscope in XY mode.
    ///
    /// # Arguments
    ///
    /// * `time_since_last_frame` - Time (e.g. in seconds) since the last frame was drawn to the screen
    /// * `persistence` - Time (same units) for the phosphor screen to decay to 37% (1/_e_) of its original
    ///   brightness.
    /// * `trace_length` - The number of samples in the waveform about to be drawn.
    pub fn continuous_update(
        time_since_last_trace: f32,
        persistence: f32,
        trace_length: usize,
    ) -> Decay {
        Decay::new(
            time_since_last_trace / persistence,
            time_since_last_trace / persistence / (trace_length as f32),
        )
    }
}

impl Default for Decay {
    fn default() -> Self {
        Decay::instant_redraw()
    }
}

/// Methods for configuring decay behaviour.
impl Renderer {
    pub fn set_decay(&mut self, decay: Decay) {
        self.render_config.decay = decay
    }
}

/// Methods for rendering workflow.
impl Renderer {
    fn prepare(&mut self, queue: &Queue) -> Result<()> {
        self.lut_texture_resources.prepare(queue);
        if self.intermediate_texture_resources.is_none() {
            self.intermediate_texture_resources =
                Some(IntermediateTextureResources::new(self.size, &self.device));
            self.pipeline_resources = None;
        }
        let intermediate_texture_resources = self.intermediate_texture_resources.as_ref().unwrap();

        if self.auto_intensity_resources.is_none() {
            let auto_intensity_data = AutoIntensityResources::new(&self.device);
            self.auto_intensity_resources = Some(auto_intensity_data);
            #[cfg(feature = "auto-intensity")]
            self.reset_auto_intensity(queue)?;
        }

        let Some(waveform_resources) = self.waveform_resources.as_ref() else {
            return Err(Error::NoWaveform);
        };

        let auto_intensity_data = self.auto_intensity_resources.as_ref().unwrap();
        if self.pipeline_resources.is_none() {
            self.pipeline_resources = Some(PipelineResources::new(
                &self.render_shader,
                &self.decay_shader,
                &self.post_fx_shader,
                #[cfg(feature = "auto-intensity")]
                &self.auto_intensity_shader,
                &self.device,
                &self.texture_format,
                intermediate_texture_resources,
                &self.lut_texture_resources,
                &self.uniform_resources,
                waveform_resources,
                auto_intensity_data,
            ));
        }

        self.update_uniform_buffer(queue);

        #[cfg(feature = "auto-intensity")]
        if self.render_config.calc_auto_intensity {
            // reset the auto-intensity value to its minimum. The shader performs atomic
            // max operations, and thus can only increase it.
            self.set_auto_intensity_value(queue, 1)?;
        }

        Ok(())
    }

    fn update_uniform_buffer(&mut self, queue: &Queue) {
        let transform = AffineTransform::new()
            .translate(
                -self.render_config.viewport.origin.x,
                -self.render_config.viewport.origin.y,
            )
            .scale(
                1. / self.render_config.viewport.size.width,
                1. / self.render_config.viewport.size.height,
            )
            .scale(self.size.width as f32, self.size.height as f32)
            .wgpu_mat3x3();

        let uniform_data = UniformData {
            resolution: [self.size.width, self.size.height],
            transform,
            beam_radius: self.render_config.beam_radius,
            intensity: self.render_config.intensity,
            gamma: self.render_config.gamma,
            decay_per_sample: self.render_config.decay.sample_decay,
            num_samples: self
                .waveform_resources
                .as_ref()
                .map(|wf| wf.num_samples())
                .unwrap_or(0) as u32,
            screen_decay: self.render_config.decay.screen_decay,
        };
        self.uniform_resources.update_data(queue, uniform_data);
    }

    /// Render the waveform into intermediate texture.
    ///
    /// Enqueue the resulting command buffer before `render()`, to update the intermediate
    /// waveform texture. For large waveforms especially, this is the more expensive pass.
    ///
    /// This method automatically prepares resources as needed before rendering.
    pub fn render_intermediate(&mut self, queue: &Queue) -> Result<CommandBuffer> {
        self.prepare(queue)?;
        let texture_data = self
            .intermediate_texture_resources
            .as_ref()
            .expect("texture_data is missing");
        let pipelines = self
            .pipeline_resources
            .as_ref()
            .expect("pipeline_data is missing");

        let Some(waveform_resources) = &self.waveform_resources else {
            return Err(Error::NoWaveform);
        };

        let mut encoder = self
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                label: Some("Encoder"),
            });
        {
            // Determine load operation based on screen decay and initialization state
            let load_op = if self.render_config.decay.screen_decay == f32::INFINITY
                || !texture_data.is_texture_initialized()
            {
                texture_data.assume_texture_initialized();
                wgpu::LoadOp::Clear(wgpu::Color::BLACK)
            } else {
                wgpu::LoadOp::Load
            };

            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: texture_data.texture_view(),
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: load_op,
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: None,
                occlusion_query_set: None,
                timestamp_writes: None,
            });

            // Apply screen decay if needed
            if self.render_config.decay.screen_decay > 0.0
                && self.render_config.decay.screen_decay != f32::INFINITY
            {
                render_pass.set_pipeline(pipelines.decay_pipeline());
                render_pass.set_bind_group(0, self.uniform_resources.bind_group(), &[]);
                render_pass.draw(0..3, 0..1); // Draw full-screen triangle
            }

            // Render waveform
            render_pass.set_pipeline(pipelines.render_pipeline());
            render_pass.set_bind_group(0, self.uniform_resources.bind_group(), &[]);
            // We need at least 2 samples to draw a segment.
            if waveform_resources.num_samples() >= 2 {
                // In YT mode, we can cull a significant chunk of the waveform just based on the horizontal
                // extent of the viewport. In XY mode, this is not possible.
                let (start_index, end_index) = match waveform_resources.mode() {
                    WaveformMode::YT => {
                        // valid (!) indices into the waveform array that (maybe) are just outside the viewport
                        let start_index: u32 =
                            (self.render_config.viewport.origin.x.floor().max(0.) as i32)
                                .min(waveform_resources.num_samples() as i32 - 1)
                                .try_into()
                                .unwrap();
                        let end_index: u32 = ((self.render_config.viewport.origin.x
                            + self.render_config.viewport.size.width)
                            .ceil()
                            .max(0.) as i32)
                            .min(waveform_resources.num_samples() as i32 - 1)
                            .try_into()
                            .unwrap();
                        (start_index, end_index)
                    }
                    WaveformMode::XY => (0, waveform_resources.num_samples() as u32 - 1),
                };

                // Draw even numbered line segments...
                let span = end_index - start_index;
                render_pass.set_vertex_buffer(0, waveform_resources.buffer().slice(..));
                render_pass.draw(0..4, (start_index / 2)..(start_index + span).div_ceil(2));

                // ... and the odd numbered ones.
                let stride = waveform_resources.samples_size_bytes() as u64;
                render_pass.set_vertex_buffer(0, waveform_resources.buffer().slice(stride..));
                render_pass.draw(4..8, (start_index / 2)..(start_index + span) / 2);
            }
        }
        #[cfg(feature = "auto-intensity")]
        if self.render_config.calc_auto_intensity {
            let auto_intensity_data = self
                .auto_intensity_resources
                .as_ref()
                .expect("auto_intensity_data is missing");
            let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                label: Some("Auto Intensity Compute Pass"),
                timestamp_writes: None,
            });
            compute_pass.set_pipeline(pipelines.auto_intensity_pipeline());
            compute_pass.set_bind_group(0, texture_data.bind_group(), &[]);
            compute_pass.set_bind_group(1, auto_intensity_data.bind_group_compute(), &[]);
            compute_pass.dispatch_workgroups(
                self.size.width.div_ceil(16),
                self.size.height.div_ceil(16),
                1,
            );
        }

        Ok(encoder.finish())
    }

    /// Render final output using caller-provided render pass.
    ///
    /// This just composites a texture into the output buffer, so it is a fairly inexpensive
    /// operation.
    pub fn render(&self, render_pass: &mut RenderPass) -> Result<()> {
        let Some(ref intermediate_texture_data) = self.intermediate_texture_resources else {
            return Err(Error::MissingResources("intermediate_texture_data"));
        };
        let Some(auto_intensity_data) = &self.auto_intensity_resources else {
            return Err(Error::MissingResources("auto_intensity_data"));
        };
        let Some(ref pipelines) = self.pipeline_resources else {
            return Err(Error::MissingResources("pipeline_data"));
        };
        render_pass.set_pipeline(pipelines.post_fx_pipeline());
        render_pass.set_bind_group(0, intermediate_texture_data.bind_group(), &[]);
        render_pass.set_bind_group(1, self.lut_texture_resources.bind_group(), &[]);
        render_pass.set_bind_group(2, auto_intensity_data.bind_group_fragment(), &[]);
        render_pass.set_bind_group(3, self.uniform_resources.bind_group(), &[]);
        render_pass.draw(0..3, 0..1);
        Ok(())
    }
}

/// The following methods require feature flag `auto-intensity`.
#[cfg(feature = "auto-intensity")]
impl Renderer {
    /// Enable automatic intensity calculation during subsequent calls to [`Renderer::render_intermediate()`].
    ///
    /// When drawing the trace, it will be normalized to the brightest pixel. A manually specified
    /// intensity ([`Renderer::set_intensity()`]) will be applied to the normalized value.
    /// The auto-intensity calculation will remain enabled for subsequent frames until disabled again.
    /// Once disabled, the last normalization factor will stay in use until
    /// [`Renderer::reset_auto_intensity()`] is called.
    pub fn enable_auto_intensity(&mut self, value: bool) {
        if value != self.render_config.calc_auto_intensity {
            log::info!("Auto-intensity enabled: {value:?}");
            self.render_config.calc_auto_intensity = value
        }
    }

    /// Reset the previously computed auto-intensity to the default value.
    ///
    /// Note: this will not disable re-computation of the auto-intensity in the next frame.
    /// Call [`Renderer::enable_auto_intensity`]`(false)` instead.
    pub fn reset_auto_intensity(&self, queue: &Queue) -> Result<()> {
        log::info!("Resetting auto-intensity value to default");
        self.set_auto_intensity_value(queue, 1 << 16)
    }

    fn set_auto_intensity_value(&self, queue: &Queue, value: u32) -> Result<()> {
        let Some(ref auto_intensity_data) = self.auto_intensity_resources else {
            return Err(Error::MissingResources("auto_intensity_data"));
        };
        log::debug!("Setting auto-intensity value to {value}");
        queue.write_buffer(
            auto_intensity_data.max_value_buffer(),
            0,
            bytemuck::cast_slice(&[value]),
        );

        Ok(())
    }
}