OpenCut/rust/crates/compositor/src/compositor.rs

817 lines
31 KiB
Rust

use bytemuck::{Pod, Zeroable};
use effects::{ApplyEffectsOptions, EffectPass, EffectPipeline, UniformValue};
use gpu::{FULLSCREEN_SHADER_SOURCE, GpuContext, wgpu};
use masks::{ApplyMaskFeatherOptions, MaskFeatherPipeline};
use thiserror::Error;
use wgpu::util::DeviceExt;
use crate::{
BlendMode,
frame::{
EffectPassDescriptor, EffectUniformValueDescriptor, FrameDescriptor, FrameItemDescriptor,
LayerDescriptor,
},
texture_pool::TexturePool,
texture_store::TextureStore,
};
const LAYER_SHADER_SOURCE: &str = include_str!("shaders/layer.wgsl");
const BLEND_SHADER_SOURCE: &str = include_str!("shaders/blend.wgsl");
const MASK_SHADER_SOURCE: &str = include_str!("shaders/mask.wgsl");
pub struct RenderFrameOptions<'a, 'surface> {
pub frame: &'a FrameDescriptor,
pub surface: &'a wgpu::Surface<'surface>,
}
pub struct Compositor {
textures: TextureStore,
texture_pool: TexturePool,
effects: EffectPipeline,
masks: MaskFeatherPipeline,
layer_uniform_bind_group_layout: wgpu::BindGroupLayout,
layer_pipeline: wgpu::RenderPipeline,
blend_uniform_bind_group_layout: wgpu::BindGroupLayout,
blend_pipeline: wgpu::RenderPipeline,
mask_uniform_bind_group_layout: wgpu::BindGroupLayout,
mask_pipeline: wgpu::RenderPipeline,
}
#[derive(Debug, Error)]
pub enum CompositorError {
#[error("Texture '{texture_id}' is not available")]
MissingTexture { texture_id: String },
#[error("Failed to apply effects: {0}")]
Effects(#[from] effects::EffectsError),
#[error("Failed to present frame: {0}")]
Gpu(#[from] gpu::GpuError),
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct LayerUniformBuffer {
resolution: [f32; 2],
center: [f32; 2],
size: [f32; 2],
rotation_radians: f32,
opacity: f32,
flip_x: f32,
flip_y: f32,
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct BlendUniformBuffer {
blend_mode: u32,
_padding: [u32; 3],
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct MaskUniformBuffer {
inverted: f32,
_padding: [f32; 3],
}
impl Compositor {
pub fn new(context: &GpuContext) -> Self {
let device = context.device();
let fullscreen_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("compositor-fullscreen-shader"),
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
});
let layer_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("compositor-layer-shader"),
source: wgpu::ShaderSource::Wgsl(LAYER_SHADER_SOURCE.into()),
});
let blend_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("compositor-blend-shader"),
source: wgpu::ShaderSource::Wgsl(BLEND_SHADER_SOURCE.into()),
});
let mask_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("compositor-mask-shader"),
source: wgpu::ShaderSource::Wgsl(MASK_SHADER_SOURCE.into()),
});
let layer_uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("compositor-layer-uniform-layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let blend_uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("compositor-blend-uniform-layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let mask_uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("compositor-mask-uniform-layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let layer_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("compositor-layer-pipeline-layout"),
bind_group_layouts: &[
Some(context.texture_sampler_bind_group_layout()),
Some(&layer_uniform_bind_group_layout),
],
immediate_size: 0,
});
let blend_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("compositor-blend-pipeline-layout"),
bind_group_layouts: &[
Some(context.texture_sampler_bind_group_layout()),
Some(context.texture_sampler_bind_group_layout()),
Some(&blend_uniform_bind_group_layout),
],
immediate_size: 0,
});
let mask_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("compositor-mask-pipeline-layout"),
bind_group_layouts: &[
Some(context.texture_sampler_bind_group_layout()),
Some(context.texture_sampler_bind_group_layout()),
Some(&mask_uniform_bind_group_layout),
],
immediate_size: 0,
});
let layer_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("compositor-layer-pipeline"),
layout: Some(&layer_pipeline_layout),
vertex: wgpu::VertexState {
module: &fullscreen_shader,
entry_point: Some("vertex_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &layer_shader,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: context.texture_format(),
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let blend_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("compositor-blend-pipeline"),
layout: Some(&blend_pipeline_layout),
vertex: wgpu::VertexState {
module: &fullscreen_shader,
entry_point: Some("vertex_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &blend_shader,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: context.texture_format(),
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let mask_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("compositor-mask-pipeline"),
layout: Some(&mask_pipeline_layout),
vertex: wgpu::VertexState {
module: &fullscreen_shader,
entry_point: Some("vertex_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &mask_shader,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: context.texture_format(),
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Self {
textures: TextureStore::default(),
texture_pool: TexturePool::default(),
effects: EffectPipeline::new(context),
masks: MaskFeatherPipeline::new(context),
layer_uniform_bind_group_layout,
layer_pipeline,
blend_uniform_bind_group_layout,
blend_pipeline,
mask_uniform_bind_group_layout,
mask_pipeline,
}
}
pub fn upsert_texture(&mut self, id: String, texture: wgpu::Texture) {
self.textures.upsert(id, texture);
}
pub fn release_texture(&mut self, id: &str) {
self.textures.remove(id);
}
pub fn render_frame(
&mut self,
context: &GpuContext,
options: RenderFrameOptions<'_, '_>,
) -> Result<(), CompositorError> {
let frame = options.frame;
self.texture_pool.recycle_frame();
context.configure_surface(options.surface, frame.width, frame.height)?;
let surface_texture = context.acquire_surface_texture(options.surface)?;
let surface_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
context
.device()
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("compositor-frame-encoder"),
});
let mut scene = self.create_cleared_texture(
context,
&mut encoder,
frame.width,
frame.height,
frame.clear.color,
);
for item in &frame.items {
match item {
FrameItemDescriptor::Layer(layer) => {
let layer_texture = self.render_layer(context, &mut encoder, frame, layer)?;
scene = self.blend_texture(
context,
&mut encoder,
&scene,
&layer_texture,
layer.blend_mode,
frame.width,
frame.height,
)?;
}
FrameItemDescriptor::SceneEffect { effect_pass_groups } => {
scene = self.apply_effect_groups(
context,
&mut encoder,
&scene,
frame.width,
frame.height,
effect_pass_groups,
)?;
}
}
}
context.encode_texture_blit_to_view(
&mut encoder,
&scene,
&surface_view,
"compositor-present-pass",
);
context.queue().submit([encoder.finish()]);
surface_texture.present();
Ok(())
}
fn render_layer(
&mut self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
frame: &FrameDescriptor,
layer: &LayerDescriptor,
) -> Result<wgpu::Texture, CompositorError> {
let source = self.textures.get(&layer.texture_id).ok_or_else(|| {
CompositorError::MissingTexture {
texture_id: layer.texture_id.clone(),
}
})?;
let mut current =
self.texture_pool
.acquire(context, frame.width, frame.height, "compositor-layer");
self.render_source_to_texture(
context,
encoder,
source.texture(),
&current,
frame.width,
frame.height,
layer,
);
if !layer.effect_pass_groups.is_empty() {
current = self.apply_effect_groups(
context,
encoder,
&current,
frame.width,
frame.height,
&layer.effect_pass_groups,
)?;
}
if let Some(mask) = &layer.mask {
let mask_source = self.textures.get(&mask.texture_id).ok_or_else(|| {
CompositorError::MissingTexture {
texture_id: mask.texture_id.clone(),
}
})?;
let mask_source_texture = mask_source.texture().clone();
let mask_texture = if mask.feather > 0.0 {
self.masks.apply_mask_feather_with_encoder(
context,
encoder,
ApplyMaskFeatherOptions {
mask: &mask_source_texture,
width: frame.width,
height: frame.height,
feather: mask.feather,
},
)
} else {
self.copy_texture(
context,
encoder,
&mask_source_texture,
frame.width,
frame.height,
)
};
current = self.apply_mask(
context,
encoder,
&current,
&mask_texture,
mask.inverted,
frame.width,
frame.height,
);
}
Ok(current)
}
fn apply_effect_groups(
&mut self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
source: &wgpu::Texture,
width: u32,
height: u32,
effect_pass_groups: &[Vec<EffectPassDescriptor>],
) -> Result<wgpu::Texture, CompositorError> {
let mut current = self.copy_texture(context, encoder, source, width, height);
for group in effect_pass_groups {
let passes = map_effect_passes(group);
current = self.effects.apply_with_encoder(
context,
encoder,
ApplyEffectsOptions {
source: &current,
width,
height,
passes: &passes,
},
)?;
}
Ok(current)
}
fn create_cleared_texture(
&mut self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
width: u32,
height: u32,
clear_color: [f32; 4],
) -> wgpu::Texture {
let texture =
self.texture_pool
.acquire(context, width, height, "compositor-cleared-texture");
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
{
let _pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("compositor-clear-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: clear_color[0] as f64,
g: clear_color[1] as f64,
b: clear_color[2] as f64,
a: clear_color[3] as f64,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
}
texture
}
fn copy_texture(
&mut self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
source: &wgpu::Texture,
width: u32,
height: u32,
) -> wgpu::Texture {
let texture = self
.texture_pool
.acquire(context, width, height, "compositor-copy-texture");
self.blit_texture(context, encoder, source, &texture);
texture
}
fn render_source_to_texture(
&self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
source: &wgpu::Texture,
target: &wgpu::Texture,
width: u32,
height: u32,
layer: &LayerDescriptor,
) {
let source_view = source.create_view(&wgpu::TextureViewDescriptor::default());
let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
let source_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-layer-source-bind-group"),
layout: context.texture_sampler_bind_group_layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&source_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
},
],
});
let uniform_buffer =
context
.device()
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("compositor-layer-uniform-buffer"),
contents: bytemuck::bytes_of(&LayerUniformBuffer {
resolution: [width as f32, height as f32],
center: [layer.transform.center_x, layer.transform.center_y],
size: [layer.transform.width, layer.transform.height],
rotation_radians: layer.transform.rotation_degrees.to_radians(),
opacity: layer.opacity,
flip_x: if layer.transform.flip_x { 1.0 } else { 0.0 },
flip_y: if layer.transform.flip_y { 1.0 } else { 0.0 },
}),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-layer-uniform-bind-group"),
layout: &self.layer_uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("compositor-layer-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.layer_pipeline);
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
render_pass.set_bind_group(0, &source_bind_group, &[]);
render_pass.set_bind_group(1, &uniform_bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
}
fn apply_mask(
&mut self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
layer_texture: &wgpu::Texture,
mask_texture: &wgpu::Texture,
inverted: bool,
width: u32,
height: u32,
) -> wgpu::Texture {
let target = self
.texture_pool
.acquire(context, width, height, "compositor-masked-texture");
let layer_view = layer_texture.create_view(&wgpu::TextureViewDescriptor::default());
let mask_view = mask_texture.create_view(&wgpu::TextureViewDescriptor::default());
let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
let layer_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-mask-layer-bind-group"),
layout: context.texture_sampler_bind_group_layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&layer_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
},
],
});
let mask_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-mask-mask-bind-group"),
layout: context.texture_sampler_bind_group_layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&mask_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
},
],
});
let uniform_buffer =
context
.device()
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("compositor-mask-uniform-buffer"),
contents: bytemuck::bytes_of(&MaskUniformBuffer {
inverted: if inverted { 1.0 } else { 0.0 },
_padding: [0.0; 3],
}),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-mask-uniform-bind-group"),
layout: &self.mask_uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("compositor-mask-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.mask_pipeline);
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
render_pass.set_bind_group(0, &layer_bind_group, &[]);
render_pass.set_bind_group(1, &mask_bind_group, &[]);
render_pass.set_bind_group(2, &uniform_bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
target
}
fn blend_texture(
&mut self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
base: &wgpu::Texture,
layer: &wgpu::Texture,
blend_mode: BlendMode,
width: u32,
height: u32,
) -> Result<wgpu::Texture, CompositorError> {
let target =
self.texture_pool
.acquire(context, width, height, "compositor-blended-texture");
let base_view = base.create_view(&wgpu::TextureViewDescriptor::default());
let layer_view = layer.create_view(&wgpu::TextureViewDescriptor::default());
let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
let base_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-base-bind-group"),
layout: context.texture_sampler_bind_group_layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&base_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
},
],
});
let layer_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-layer-bind-group"),
layout: context.texture_sampler_bind_group_layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&layer_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
},
],
});
let uniform_buffer =
context
.device()
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("compositor-blend-uniform-buffer"),
contents: bytemuck::bytes_of(&BlendUniformBuffer {
blend_mode: blend_mode.shader_code(),
_padding: [0; 3],
}),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compositor-blend-uniform-bind-group"),
layout: &self.blend_uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("compositor-blend-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.blend_pipeline);
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
render_pass.set_bind_group(0, &base_bind_group, &[]);
render_pass.set_bind_group(1, &layer_bind_group, &[]);
render_pass.set_bind_group(2, &uniform_bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
Ok(target)
}
fn blit_texture(
&self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
source: &wgpu::Texture,
target: &wgpu::Texture,
) {
let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
context.encode_texture_blit_to_view(encoder, source, &target_view, "compositor-blit-pass");
}
}
fn map_effect_passes(passes: &[EffectPassDescriptor]) -> Vec<EffectPass> {
passes
.iter()
.map(|pass| EffectPass {
shader: pass.shader.clone(),
uniforms: pass
.uniforms
.iter()
.map(|(name, value)| {
let uniform_value = match value {
EffectUniformValueDescriptor::Number(n) => UniformValue::Number(*n),
EffectUniformValueDescriptor::Vector(v) => UniformValue::Vector(v.clone()),
};
(name.clone(), uniform_value)
})
.collect(),
})
.collect()
}