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use std::ops::Deref;
use crate::{
binding::{Binding, BindingGroup, BindingGroupLayout},
buffers::UniformBuffer,
device::Device,
vertex::{VertexFormat, VertexLayout},
};
#[derive(Debug)]
pub struct Pipeline {
pub wgpu: wgpu::RenderPipeline,
pub layout: PipelineLayout,
pub vertex_layout: VertexLayout,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct Blending {
src_factor: BlendFactor,
dst_factor: BlendFactor,
operation: BlendOp,
}
impl Blending {
pub fn new(src_factor: BlendFactor, dst_factor: BlendFactor, operation: BlendOp) -> Self {
Blending {
src_factor,
dst_factor,
operation,
}
}
pub fn constant() -> Self {
Blending {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::Zero,
operation: BlendOp::Add,
}
}
pub fn as_wgpu(&self) -> (wgpu::BlendFactor, wgpu::BlendFactor, wgpu::BlendOperation) {
(
self.src_factor.as_wgpu(),
self.dst_factor.as_wgpu(),
self.operation.as_wgpu(),
)
}
}
impl Default for Blending {
fn default() -> Self {
Blending {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOp::Add,
}
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum BlendFactor {
One,
Zero,
SrcAlpha,
OneMinusSrcAlpha,
}
impl BlendFactor {
fn as_wgpu(&self) -> wgpu::BlendFactor {
match self {
BlendFactor::SrcAlpha => wgpu::BlendFactor::SrcAlpha,
BlendFactor::OneMinusSrcAlpha => wgpu::BlendFactor::OneMinusSrcAlpha,
BlendFactor::One => wgpu::BlendFactor::One,
BlendFactor::Zero => wgpu::BlendFactor::Zero,
}
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum BlendOp {
Add,
}
impl BlendOp {
fn as_wgpu(&self) -> wgpu::BlendOperation {
match self {
BlendOp::Add => wgpu::BlendOperation::Add,
}
}
}
#[derive(Debug)]
pub struct Set<'a>(pub &'a [Binding]);
#[derive(Debug)]
pub struct PipelineLayout {
pub sets: Vec<BindingGroupLayout>,
}
pub struct PipelineCore {
pub pipeline: Pipeline,
pub bindings: BindingGroup,
pub uniforms: UniformBuffer,
}
pub trait AbstractPipeline<'a>: Deref<Target = PipelineCore> {
type PrepareContext;
type Uniforms: bytemuck::Pod + Copy + 'static;
fn description() -> PipelineDescription<'a>;
fn setup(pip: Pipeline, dev: &Device) -> Self;
fn prepare(
&'a self,
context: Self::PrepareContext,
) -> Option<(&'a UniformBuffer, Vec<Self::Uniforms>)>;
}
#[derive(Debug)]
pub struct PipelineDescription<'a> {
pub vertex_layout: &'a [VertexFormat],
pub pipeline_layout: &'a [Set<'a>],
pub vertex_shader: &'static [u8],
pub fragment_shader: &'static [u8],
}