Expand description
Post-process antialiasing for wgpu-rs, using the SMAA reference implementation.
Example
// Initialize wgpu
let event_loop = EventLoop::new();
let window = winit::window::Window::new(&event_loop).unwrap();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::default());
let surface = unsafe { instance.create_surface(&window).unwrap() };
let adapter = instance.request_adapter(&Default::default()).await.unwrap();
let (device, queue) = adapter.request_device(&Default::default(), None).await?;
let swapchain_format = surface.get_capabilities(&adapter).formats[0];
let mut config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: swapchain_format,
width: window.inner_size().width,
height: window.inner_size().height,
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: wgpu::CompositeAlphaMode::Opaque,
view_formats: vec![],
};
surface.configure(&device, &config);
// Create SMAA target
let mut smaa_target = SmaaTarget::new(
&device,
&queue,
window.inner_size().width,
window.inner_size().height,
swapchain_format,
SmaaMode::Smaa1X,
);
// Main loop
event_loop.run(move |event, _, control_flow| {
match event {
Event::RedrawRequested(_) => {
let output_frame = surface.get_current_texture().unwrap();
let output_view = output_frame.texture.create_view(&Default::default());
let smaa_frame = smaa_target.start_frame(&device, &queue, &output_view);
// Render the scene into `*smaa_frame`.
// [...]
smaa_frame.resolve();
output_frame.present();
}
_ => {}
}
});
Structs
Frame that the scene should be rendered into; can be created by a SmaaTarget.
Wraps a color buffer, which it can resolve into an antialiased image using the
Subpixel Morphological Antialiasing (SMAA) algorithm.
Enums
Anti-aliasing mode. Higher values produce nicer results but run slower.