1use wgpu::{
2 include_wgsl, AddressMode, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
3 BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType, BlendState,
4 ColorTargetState, ColorWrites, CommandEncoder, Device, FilterMode, FragmentState,
5 MultisampleState, Operations, PrimitiveState, RenderPassColorAttachment, RenderPassDescriptor,
6 RenderPipeline, Sampler, SamplerBindingType, SamplerDescriptor, ShaderStages, TextureFormat,
7 TextureSampleType, TextureView, TextureViewDimension, VertexState,
8};
9
10pub struct BlitPipeline {
11 pub source_bind_group_layout: BindGroupLayout,
12 pub sampler: Sampler,
13 pub pipeline: RenderPipeline,
14}
15
16impl BlitPipeline {
17 pub fn new(device: &Device, format: TextureFormat) -> Self {
18 let bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
19 label: Some("Blit Source Bind Group Layout"),
20 entries: &[
21 BindGroupLayoutEntry {
22 binding: 0,
23 visibility: ShaderStages::FRAGMENT,
24 ty: BindingType::Texture {
25 sample_type: TextureSampleType::Float { filterable: true },
26 view_dimension: TextureViewDimension::D2,
27 multisampled: false,
28 },
29 count: None,
30 },
31 BindGroupLayoutEntry {
32 binding: 1,
33 visibility: ShaderStages::FRAGMENT,
34 ty: BindingType::Sampler(SamplerBindingType::Filtering),
35 count: None,
36 },
37 ],
38 });
39
40 let sampler = device.create_sampler(&SamplerDescriptor {
41 label: Some("Blit Sampler"),
42 address_mode_u: AddressMode::ClampToEdge,
43 address_mode_v: AddressMode::ClampToEdge,
44 address_mode_w: AddressMode::ClampToEdge,
45 mag_filter: FilterMode::Linear,
46 min_filter: FilterMode::Linear,
47 ..Default::default()
48 });
49
50 let shader = device.create_shader_module(include_wgsl!("blit.wgsl"));
51
52 let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
53 label: Some("Blit Pipeline"),
54 layout: Some(
55 &device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
56 label: Some("Blit Pipeline Layout"),
57 bind_group_layouts: &[&bind_group_layout],
58 push_constant_ranges: &[],
59 }),
60 ),
61 vertex: VertexState {
62 module: &shader,
63 entry_point: "vertex",
64 buffers: &[],
65 },
66 fragment: Some(FragmentState {
67 module: &shader,
68 entry_point: "fragment",
69 targets: &[Some(ColorTargetState {
70 format,
71 blend: Some(BlendState::REPLACE),
72 write_mask: ColorWrites::ALL,
73 })],
74 }),
75 primitive: PrimitiveState::default(),
76 multisample: MultisampleState {
77 count: 4,
78 ..Default::default()
79 },
80 depth_stencil: None,
81 multiview: None,
82 });
83
84 Self {
85 source_bind_group_layout: bind_group_layout,
86 sampler,
87 pipeline,
88 }
89 }
90
91 pub fn blit(
92 &self,
93 device: &Device,
94 encoder: &mut CommandEncoder,
95 source: &TextureView,
96 target: &TextureView,
97 ) {
98 let bind_group = device.create_bind_group(&BindGroupDescriptor {
99 label: Some("Blit Source Bind Group"),
100 layout: &self.source_bind_group_layout,
101 entries: &[
102 BindGroupEntry {
103 binding: 0,
104 resource: BindingResource::TextureView(source),
105 },
106 BindGroupEntry {
107 binding: 1,
108 resource: BindingResource::Sampler(&self.sampler),
109 },
110 ],
111 });
112
113 let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
114 label: Some("Blit Render Pass"),
115 color_attachments: &[Some(RenderPassColorAttachment {
116 view: target,
117 resolve_target: None,
118 ops: Operations {
119 load: wgpu::LoadOp::Load,
120 store: true,
121 },
122 })],
123 depth_stencil_attachment: None,
124 });
125
126 render_pass.set_pipeline(&self.pipeline);
127 render_pass.set_bind_group(0, &bind_group, &[]);
128 render_pass.draw(0..6, 0..1);
129 }
130}