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Add the Pixel Preview render mode (#3881)
* Add pixel preview render mode * Fix fmt * Remove unused sampler * Remove unnecessary mutex * Code review --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
152
node-graph/libraries/wgpu-executor/src/resample.rs
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152
node-graph/libraries/wgpu-executor/src/resample.rs
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use crate::WgpuContext;
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use glam::{DAffine2, UVec2, Vec2};
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pub struct Resampler {
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pipeline: wgpu::RenderPipeline,
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bind_group_layout: wgpu::BindGroupLayout,
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}
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impl Resampler {
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pub fn new(device: &wgpu::Device) -> Self {
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let shader = device.create_shader_module(wgpu::include_wgsl!("resample_shader.wgsl"));
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("resample_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("resample_pipeline_layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("resample_pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Unorm,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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Resampler { pipeline, bind_group_layout }
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}
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pub fn resample(&self, context: &WgpuContext, source: &wgpu::Texture, target_size: UVec2, transform: &DAffine2) -> wgpu::Texture {
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let device = &context.device;
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let queue = &context.queue;
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let output_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("resample_output"),
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size: wgpu::Extent3d {
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width: target_size.x.max(1),
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height: target_size.y.max(1),
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8Unorm,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let source_view = source.create_view(&wgpu::TextureViewDescriptor::default());
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let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let params_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("resample_params"),
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size: 32,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let params_data = [transform.matrix2.x_axis.as_vec2(), transform.matrix2.y_axis.as_vec2(), transform.translation.as_vec2(), Vec2::ZERO];
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queue.write_buffer(¶ms_buffer, 0, bytemuck::cast_slice(¶ms_data));
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("resample_bind_group"),
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layout: &self.bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&source_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: params_buffer.as_entire_binding(),
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},
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],
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});
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("resample_encoder") });
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("resample_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &output_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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depth_slice: None,
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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}
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queue.submit([encoder.finish()]);
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output_texture
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}
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}
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