use bytemuck::{Pod, Zeroable}; #[repr(C)] #[derive(Clone, Copy, Pod, Zeroable)] pub struct ScreenVertex { pub position: [f32; 2], pub uv: [f32; 2], } impl ScreenVertex { pub fn desc() -> wgpu::VertexBufferLayout<'static> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x2, }, wgpu::VertexAttribute { offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress, shader_location: 1, format: wgpu::VertexFormat::Float32x2, }, ], } } } pub struct LowResFramebuffer { pub texture: wgpu::Texture, pub view: wgpu::TextureView, pub depth_view: wgpu::TextureView, pub sampler: wgpu::Sampler, pub width: u32, pub height: u32, } impl LowResFramebuffer { pub fn new(device: &wgpu::Device, width: u32, height: u32, format: wgpu::TextureFormat) -> Self { let size = wgpu::Extent3d { width, height, depth_or_array_layers: 1, }; let texture = device.create_texture(&wgpu::TextureDescriptor { label: Some("Low Res Color Texture"), size, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }); let view = texture.create_view(&wgpu::TextureViewDescriptor::default()); let depth_texture = device.create_texture(&wgpu::TextureDescriptor { label: Some("Low Res Depth Texture"), size, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Depth32Float, usage: wgpu::TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }); let depth_view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default()); let sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: Some("Low Res Sampler"), address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge, mag_filter: wgpu::FilterMode::Nearest, min_filter: wgpu::FilterMode::Nearest, mipmap_filter: wgpu::FilterMode::Nearest, ..Default::default() }); Self { texture, view, depth_view, sampler, width, height, } } } pub fn create_fullscreen_quad(device: &wgpu::Device) -> (wgpu::Buffer, wgpu::Buffer, u32) { use wgpu::util::DeviceExt; let vertices = [ ScreenVertex { position: [-1.0, -1.0], uv: [0.0, 1.0], }, ScreenVertex { position: [1.0, -1.0], uv: [1.0, 1.0], }, ScreenVertex { position: [1.0, 1.0], uv: [1.0, 0.0], }, ScreenVertex { position: [-1.0, 1.0], uv: [0.0, 0.0], }, ]; let indices: [u16; 6] = [0, 1, 2, 2, 3, 0]; let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Fullscreen Quad Vertex Buffer"), contents: bytemuck::cast_slice(&vertices), usage: wgpu::BufferUsages::VERTEX, }); let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Fullscreen Quad Index Buffer"), contents: bytemuck::cast_slice(&indices), usage: wgpu::BufferUsages::INDEX, }); (vertex_buffer, index_buffer, indices.len() as u32) } pub fn create_blit_pipeline( device: &wgpu::Device, format: wgpu::TextureFormat, bind_group_layout: &wgpu::BindGroupLayout, ) -> wgpu::RenderPipeline { let shader_source = std::fs::read_to_string("shaders/blit.wgsl").expect("Failed to read blit shader"); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Blit Shader"), source: wgpu::ShaderSource::Wgsl(shader_source.into()), }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Blit Pipeline Layout"), bind_group_layouts: &[bind_group_layout], push_constant_ranges: &[], }); device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Blit Pipeline"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), buffers: &[ScreenVertex::desc()], compilation_options: Default::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::REPLACE), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: Default::default(), }), primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, strip_index_format: None, front_face: wgpu::FrontFace::Ccw, cull_mode: None, polygon_mode: wgpu::PolygonMode::Fill, unclipped_depth: false, conservative: false, }, depth_stencil: None, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, cache: None, }) }