veloren/voxygen/src/render/pipelines/postprocess.rs

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use super::super::{AaMode, Consts, GlobalsLayouts};
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use bytemuck::{Pod, Zeroable};
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use vek::*;
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#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
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pub struct Locals {
proj_mat_inv: [[f32; 4]; 4],
view_mat_inv: [[f32; 4]; 4],
}
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impl Default for Locals {
fn default() -> Self { Self::new(Mat4::identity(), Mat4::identity()) }
}
impl Locals {
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pub fn new(proj_mat_inv: Mat4<f32>, view_mat_inv: Mat4<f32>) -> Self {
Self {
proj_mat_inv: proj_mat_inv.into_col_arrays(),
view_mat_inv: view_mat_inv.into_col_arrays(),
}
}
}
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pub struct BindGroup {
pub(in super::super) bind_group: wgpu::BindGroup,
}
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pub struct PostProcessLayout {
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pub layout: wgpu::BindGroupLayout,
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}
impl PostProcessLayout {
pub fn new(device: &wgpu::Device) -> Self {
Self {
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layout: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
entries: &[
// src color
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wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: false,
},
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count: None,
},
// Locals
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
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],
}),
}
}
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pub fn bind(
&self,
device: &wgpu::Device,
src_color: &wgpu::TextureView,
sampler: &wgpu::Sampler,
locals: &Consts<Locals>,
) -> 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),
},
wgpu::BindGroupEntry {
binding: 2,
resource: locals.buf().as_entire_binding(),
},
],
});
BindGroup { bind_group }
}
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}
pub struct PostProcessPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl PostProcessPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
sc_desc: &wgpu::SwapChainDescriptor,
global_layout: &GlobalsLayouts,
layout: &PostProcessLayout,
aa_mode: AaMode,
) -> Self {
common::span!(_guard, "PostProcessPipeline::new");
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let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Post process pipeline layout"),
push_constant_ranges: &[],
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bind_group_layouts: &[&global_layout.globals, &layout.layout],
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});
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
// TODO: Ensure sampling in the shader is exactly between the 4 texels
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Post process pipeline"),
layout: Some(&render_pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: fs_module,
entry_point: "main",
}),
rasterization_state: None,
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: None,
vertex_buffers: &[],
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},
sample_count: samples,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Self {
pipeline: render_pipeline,
}
}
}