use std::cell::RefCell;
use crate::wgpu;
pub(crate) const COMPOSITE_SHADER: &str = r#"
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4<f32> {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 3.0, -1.0),
vec2<f32>(-1.0, 3.0)
);
return vec4<f32>(positions[vertex_index], 0.0, 1.0);
}
@group(0) @binding(0) var t_diffuse: texture_2d<f32>;
@group(0) @binding(1) var s_diffuse: sampler;
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let dim = textureDimensions(t_diffuse);
let uv = pos.xy / vec2<f32>(f32(dim.x), f32(dim.y));
return textureSample(t_diffuse, s_diffuse, uv);
}
"#;
pub struct WgpuConfig {
pub power_preference: wgpu::PowerPreference,
pub features: wgpu::Features,
pub limits: wgpu::Limits,
pub memory_hints: wgpu::MemoryHints,
pub backends: wgpu::Backends,
}
impl Default for WgpuConfig {
fn default() -> Self {
Self {
power_preference: wgpu::PowerPreference::HighPerformance,
features: wgpu::Features::default(),
limits: wgpu::Limits::default(),
memory_hints: wgpu::MemoryHints::default(),
backends: wgpu::Backends::all(),
}
}
}
pub struct WgpuCtx<'a> {
pub device: &'a wgpu::Device,
pub queue: &'a wgpu::Queue,
pub target: &'a wgpu::TextureView,
pub target_format: wgpu::TextureFormat,
pub encoder: &'a mut wgpu::CommandEncoder,
}
pub(crate) struct OverlayPipeline {
pub pipeline: wgpu::RenderPipeline,
pub layout: wgpu::BindGroupLayout,
pub sampler: wgpu::Sampler,
}
pub(crate) struct Compositor {
pub blitter: RefCell<Option<wgpu::util::TextureBlitter>>,
pub custom: RefCell<Option<OverlayPipeline>>,
}
pub(crate) struct GpuCtx {
pub instance: wgpu::Instance,
pub adapter: wgpu::Adapter,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub compositor: Compositor,
}