use std::sync::Arc; use winit::{ event::*, window::{Window, WindowBuilder}, }; use librashader_common::Viewport; use librashader_presets::ShaderPreset; use librashader_runtime_wgpu::FilterChainWgpu; use wgpu::util::DeviceExt; use winit::event_loop::EventLoopBuilder; use winit::platform::windows::EventLoopBuilderExtWindows; #[cfg(target_arch = "wasm32")] use wasm_bindgen::prelude::*; #[repr(C)] #[derive(Clone, Copy, Debug, bytemuck::Pod, bytemuck::Zeroable)] struct Vertex { position: [f32; 3], color: [f32; 3], } impl Vertex { fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, wgpu::VertexAttribute { offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, shader_location: 1, format: wgpu::VertexFormat::Float32x3, }, ], } } } const VERTICES: &[Vertex] = &[ Vertex { // top position: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0], }, Vertex { // bottom left position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0], }, Vertex { // bottom right position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0], }, ]; struct State<'a> { surface: wgpu::Surface<'a>, device: Arc, queue: Arc, config: wgpu::SurfaceConfiguration, size: winit::dpi::PhysicalSize, clear_color: wgpu::Color, render_pipeline: wgpu::RenderPipeline, vertex_buffer: wgpu::Buffer, num_vertices: u32, chain: FilterChainWgpu, frame_count: usize, } impl<'a> State<'a> { async fn new(window: &'a Window) -> Self { let size = window.inner_size(); let instance = wgpu::Instance::default(); let surface = instance.create_surface(window).unwrap(); // NOTE: could be none, see: https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/#state-new let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }) .await .unwrap(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { required_features: wgpu::Features::ADDRESS_MODE_CLAMP_TO_BORDER, required_limits: wgpu::Limits::default(), label: None, }, None, ) .await .unwrap(); let swapchain_capabilities = surface.get_capabilities(&adapter); let swapchain_format = swapchain_capabilities.formats[0]; let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST, format: swapchain_format, width: size.width, height: size.height, present_mode: wgpu::PresentMode::Fifo, desired_maximum_frame_latency: 2, alpha_mode: swapchain_capabilities.alpha_modes[0], view_formats: vec![], }; let device = Arc::new(device); let queue = Arc::new(queue); let preset = ShaderPreset::try_parse("../test/shaders_slang/crt/crt-royale.slangp").unwrap(); let chain = FilterChainWgpu::load_from_preset( preset, Arc::clone(&device), Arc::clone(&queue), None, ) .unwrap(); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("../shader/triangle.wgsl").into()), }); let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[], push_constant_ranges: &[], }); let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Render Pipeline"), layout: Some(&render_pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_main", buffers: &[Vertex::desc()], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_main", targets: &[Some(wgpu::ColorTargetState { format: config.format, blend: Some(wgpu::BlendState::REPLACE), write_mask: wgpu::ColorWrites::ALL, })], }), 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, }); let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("triangle vertices"), contents: bytemuck::cast_slice(VERTICES), usage: wgpu::BufferUsages::VERTEX, }); let clear_color = wgpu::Color { r: 0.1, g: 0.2, b: 0.3, a: 1.0, }; let num_vertices = VERTICES.len() as u32; Self { surface, device, queue, config, size, clear_color, render_pipeline, vertex_buffer, num_vertices, chain, frame_count: 0, } } fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { if new_size.width > 0 && new_size.height > 0 { self.size = new_size; self.config.width = new_size.width; self.config.height = new_size.height; self.surface.configure(&self.device, &self.config); } } fn input(&mut self, _event: &WindowEvent) -> bool { false } fn update(&mut self) {} fn render(&mut self) -> Result<(), wgpu::SurfaceError> { let output = self.surface.get_current_texture()?; let render_output = Arc::new(self.device.create_texture(&wgpu::TextureDescriptor { label: Some("rendertexture"), size: output.texture.size(), mip_level_count: output.texture.mip_level_count(), sample_count: output.texture.sample_count(), dimension: output.texture.dimension(), format: output.texture.format(), usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::COPY_SRC, view_formats: &[output.texture.format()], })); let filter_output = Arc::new(self.device.create_texture(&wgpu::TextureDescriptor { label: Some("filteroutput"), size: output.texture.size(), mip_level_count: output.texture.mip_level_count(), sample_count: output.texture.sample_count(), dimension: output.texture.dimension(), format: output.texture.format(), usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::COPY_SRC, view_formats: &[output.texture.format()], })); let view = render_output.create_view(&wgpu::TextureViewDescriptor::default()); let filter_view = filter_output.create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = self .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(self.clear_color), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.draw(0..self.num_vertices, 0..1); } self.chain .frame( Arc::clone(&render_output), &Viewport { x: 0.0, y: 0.0, mvp: None, output: librashader_runtime_wgpu::WgpuOutputView::new_from_raw( &filter_view, filter_output.size().into(), filter_output.format(), ), }, &mut encoder, self.frame_count, None, ) .expect("failed to draw frame"); encoder.copy_texture_to_texture( filter_output.as_image_copy(), output.texture.as_image_copy(), output.texture.size(), ); self.queue.submit(std::iter::once(encoder.finish())); output.present(); self.frame_count += 1; Ok(()) } } pub fn run() { env_logger::init(); let event_loop = EventLoopBuilder::new() .with_any_thread(true) .with_dpi_aware(true) .build() .unwrap(); let window = WindowBuilder::new().build(&event_loop).unwrap(); pollster::block_on(async { let mut state = State::new(&window).await; event_loop .run(|event, target| { match event { Event::WindowEvent { window_id: _, event, } => match event { WindowEvent::Resized(new_size) => { state.resize(new_size); // On macos the window needs to be redrawn manually after resizing window.request_redraw(); } WindowEvent::RedrawRequested => { state.update(); match state.render() { Ok(_) => {} Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => { state.resize(state.size) } Err(wgpu::SurfaceError::OutOfMemory) => target.exit(), Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"), } } WindowEvent::CloseRequested => target.exit(), _ => {} }, Event::AboutToWait => window.request_redraw(), _ => {} } }) .unwrap(); }); }