Graphite/node-graph/libraries/wgpu-executor/src/resample.rs

151 lines
4.6 KiB
Rust

use crate::WgpuContext;
use glam::{DAffine2, UVec2, Vec2};
pub struct Resampler {
pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
}
impl Resampler {
pub fn new(device: &wgpu::Device) -> Self {
let shader = device.create_shader_module(wgpu::include_wgsl!("resample_shader.wgsl"));
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("resample_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("resample_pipeline_layout"),
bind_group_layouts: &[&bind_group_layout],
..Default::default()
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("resample_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Unorm,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Resampler { pipeline, bind_group_layout }
}
pub fn resample(&self, context: &WgpuContext, source: &wgpu::Texture, target_size: UVec2, transform: &DAffine2) -> wgpu::Texture {
let device = &context.device;
let queue = &context.queue;
let output_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("resample_output"),
size: wgpu::Extent3d {
width: target_size.x.max(1),
height: target_size.y.max(1),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let source_view = source.create_view(&wgpu::TextureViewDescriptor::default());
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
let params_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("resample_params"),
size: 32,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let params_data = [transform.matrix2.x_axis.as_vec2(), transform.matrix2.y_axis.as_vec2(), transform.translation.as_vec2(), Vec2::ZERO];
queue.write_buffer(&params_buffer, 0, bytemuck::cast_slice(&params_data));
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("resample_bind_group"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&source_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: params_buffer.as_entire_binding(),
},
],
});
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("resample_encoder") });
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("resample_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
queue.submit([encoder.finish()]);
output_texture
}
}