use std::sync::Arc; use thiserror::Error; use winit::window::Window; pub(crate) struct FrameBufferRef<'a> { buffer: &'a [u8], width: usize, height: usize, } impl<'a> FrameBufferRef<'a> { pub(crate) fn new(buffer: &'a [u8], width: usize, height: usize) -> Result { let fb = Self { buffer, width, height }; fb.validate_size()?; Ok(fb) } pub(crate) fn buffer(&self) -> &[u8] { self.buffer } pub(crate) fn width(&self) -> usize { self.width } pub(crate) fn height(&self) -> usize { self.height } fn validate_size(&self) -> Result<(), FrameBufferError> { if self.buffer.len() != self.width * self.height * 4 { Err(FrameBufferError::InvalidSize { buffer_size: self.buffer.len(), expected_size: self.width * self.height * 4, width: self.width, height: self.height, }) } else { Ok(()) } } } impl<'a> std::fmt::Debug for FrameBufferRef<'a> { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { f.debug_struct("FrameBuffer") .field("width", &self.width) .field("height", &self.height) .field("len", &self.buffer.len()) .finish() } } #[derive(Error, Debug)] pub(crate) enum FrameBufferError { #[error("Invalid buffer size {buffer_size}, expected {expected_size} for width {width} multiplied with height {height} multiplied by 4 channels")] InvalidSize { buffer_size: usize, expected_size: usize, width: usize, height: usize }, } #[derive(Debug, Clone)] pub(crate) struct WgpuContext { pub(crate) device: wgpu::Device, pub(crate) queue: wgpu::Queue, adapter: wgpu::Adapter, instance: wgpu::Instance, } impl WgpuContext { pub(crate) async fn new() -> Self { let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor { backends: wgpu::Backends::PRIMARY, ..Default::default() }); let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: None, force_fallback_adapter: false, }) .await .unwrap(); let (device, queue) = adapter .request_device(&wgpu::DeviceDescriptor { required_features: wgpu::Features::empty(), required_limits: wgpu::Limits::default(), label: None, memory_hints: Default::default(), ..Default::default() }) .await .unwrap(); Self { device, queue, adapter, instance } } } #[derive(Debug)] pub(crate) struct GraphicsState { surface: wgpu::Surface<'static>, context: WgpuContext, config: wgpu::SurfaceConfiguration, texture: Option, bind_group: Option, render_pipeline: wgpu::RenderPipeline, sampler: wgpu::Sampler, } impl GraphicsState { pub(crate) fn new(window: Arc, context: WgpuContext) -> Self { let size = window.inner_size(); let surface = context.instance.create_surface(window).unwrap(); let surface_caps = surface.get_capabilities(&context.adapter); let surface_format = surface_caps.formats.iter().find(|f| f.is_srgb()).copied().unwrap_or(surface_caps.formats[0]); let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, width: size.width, height: size.height, present_mode: surface_caps.present_modes[0], alpha_mode: surface_caps.alpha_modes[0], view_formats: vec![], desired_maximum_frame_latency: 2, }; surface.configure(&context.device, &config); // Create shader module let shader = context.device.create_shader_module(wgpu::include_wgsl!("render/fullscreen_texture.wgsl")); // Create sampler let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor { address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge, mag_filter: wgpu::FilterMode::Linear, min_filter: wgpu::FilterMode::Nearest, mipmap_filter: wgpu::FilterMode::Nearest, ..Default::default() }); let texture_bind_group_layout = context.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { 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: true }, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, }, ], label: Some("texture_bind_group_layout"), }); let render_pipeline_layout = context.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[&texture_bind_group_layout], push_constant_ranges: &[], }); let render_pipeline = context.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Render Pipeline"), layout: Some(&render_pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), buffers: &[], compilation_options: Default::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format: config.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: Some(wgpu::Face::Back), 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, }); Self { surface, context, config, texture: None, bind_group: None, render_pipeline, sampler, } } pub(crate) fn resize(&mut self, width: u32, height: u32) { if width > 0 && height > 0 && (self.config.width != width || self.config.height != height) { self.config.width = width; self.config.height = height; self.surface.configure(&self.context.device, &self.config); } } pub(crate) fn bind_texture(&mut self, texture: &wgpu::Texture) { let bind_group = self.create_bindgroup(texture); self.texture = Some(texture.clone()); self.bind_group = Some(bind_group); } fn create_bindgroup(&self, texture: &wgpu::Texture) -> wgpu::BindGroup { let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default()); self.context.device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &self.render_pipeline.get_bind_group_layout(0), entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&texture_view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&self.sampler), }, ], label: Some("texture_bind_group"), }) } pub(crate) fn render(&mut self) -> Result<(), wgpu::SurfaceError> { let output = self.surface.get_current_texture()?; let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = self.context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") }); { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.01, g: 0.01, b: 0.01, a: 1.0 }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); render_pass.set_pipeline(&self.render_pipeline); if let Some(bind_group) = &self.bind_group { render_pass.set_bind_group(0, bind_group, &[]); render_pass.draw(0..6, 0..1); // Draw 3 vertices for fullscreen triangle } else { tracing::warn!("No bind group available - showing clear color only"); } } self.context.queue.submit(std::iter::once(encoder.finish())); output.present(); Ok(()) } }