pub struct BindGroup {
pub(in super::super) bind_group: wgpu::BindGroup,
}
pub struct BlitLayout {
pub layout: wgpu::BindGroupLayout,
}
impl BlitLayout {
pub fn new(device: &wgpu::Device) -> Self {
Self {
layout: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
}),
}
}
pub fn bind(
&self,
device: &wgpu::Device,
src_color: &wgpu::TextureView,
sampler: &wgpu::Sampler,
) -> BindGroup {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(src_color),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(sampler),
},
],
});
BindGroup { bind_group }
}
}
pub struct BlitPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl BlitPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
surface_config: &wgpu::SurfaceConfiguration,
layout: &BlitLayout,
) -> Self {
common_base::span!(_guard, "BlitPipeline::new");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Blit pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&layout.layout],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Blit pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: "main",
buffers: &[],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[Some(wgpu::ColorTargetState {
format: surface_config.format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
});
Self {
pipeline: render_pipeline,
}
}
}