use std::sync::{Arc, OnceLock}; #[derive(Clone)] pub(super) struct Resampler { device: wgpu::Device, pipeline: Arc>, } struct Pipeline { format: wgpu::TextureFormat, sampler: wgpu::Sampler, layout: wgpu::BindGroupLayout, pipeline: wgpu::RenderPipeline, } impl Resampler { pub(super) fn new(device: wgpu::Device) -> Self { Self { device, pipeline: Arc::new(OnceLock::new()), } } pub(super) fn encode(&self, encoder: &mut wgpu::CommandEncoder, source: &wgpu::Texture, content_origin: wgpu::Origin3d, content_size: wgpu::Extent3d, target: &wgpu::Texture) { let pipeline = self.pipeline.get_or_init(|| Pipeline::new(&self.device, target.format())); debug_assert_eq!(pipeline.format, target.format()); let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("CEF Resample Bind Group"), layout: &pipeline.layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&source.create_view(&Default::default())), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&pipeline.sampler), }, ], }); let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("CEF Resample Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &target.create_view(&Default::default()), depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, multiview_mask: None, }); pass.set_pipeline(&pipeline.pipeline); pass.set_immediates( 0, bytemuck::bytes_of(&Immediates { content_origin: [content_origin.x as f32, content_origin.y as f32], content_size: [content_size.width as f32, content_size.height as f32], }), ); pass.set_bind_group(0, &bind_group, &[]); pass.draw(0..3, 0..1); } } impl Pipeline { fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self { let sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: Some("CEF Resample Sampler"), 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::Linear, ..Default::default() }); let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("CEF Resample Bind Group Layout"), entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: true }, view_dimension: wgpu::TextureViewDimension::D2, multisampled: false, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, }, ], }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("CEF Resample Pipeline Layout"), bind_group_layouts: &[Some(&layout)], immediate_size: std::mem::size_of::() as u32, }); let shader = device.create_shader_module(wgpu::include_wgsl!("resample.wgsl")); let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("CEF Resample Pipeline"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), compilation_options: wgpu::PipelineCompilationOptions::default(), buffers: &[], }, primitive: wgpu::PrimitiveState::default(), depth_stencil: None, multisample: wgpu::MultisampleState::default(), fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), compilation_options: wgpu::PipelineCompilationOptions::default(), targets: &[Some(wgpu::ColorTargetState { format, blend: None, write_mask: wgpu::ColorWrites::ALL, })], }), multiview_mask: None, cache: None, }); Self { format, sampler, layout, pipeline } } } #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct Immediates { content_origin: [f32; 2], content_size: [f32; 2], }