New render api (#96)
* Extreme WIP: New wgpu access api * Add getters for device and queue to Pixels * Don't run ScalingRenderer in render_custom() * Expose Pixels::scaling_renderer * Fix exposing ScalingRenderer * Tweak Pixels::render_custom() * Cleanup * More cleanup * Fix doc comment * Clippy * Fix doctests Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
This commit is contained in:
parent
755b1fed28
commit
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245
src/lib.rs
245
src/lib.rs
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@ -28,23 +28,16 @@
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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use std::cell::RefCell;
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use std::env;
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use std::rc::Rc;
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pub use crate::macros::*;
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pub use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
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use crate::renderers::Renderer;
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pub use crate::renderers::ScalingRenderer;
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use thiserror::Error;
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pub use wgpu;
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use wgpu::{Extent3d, TextureView};
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mod macros;
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mod render_pass;
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mod renderers;
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type RenderPassFactory = Box<dyn Fn(Device, Queue, &TextureView, &Extent3d) -> BoxedRenderPass>;
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/// A logical texture for a window surface.
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#[derive(Debug)]
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pub struct SurfaceTexture {
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@ -59,14 +52,14 @@ pub struct SurfaceTexture {
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#[derive(Debug)]
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pub struct Pixels {
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// WGPU state
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device: Rc<wgpu::Device>,
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queue: Rc<RefCell<wgpu::Queue>>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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swap_chain: wgpu::SwapChain,
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surface_texture: SurfaceTexture,
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present_mode: wgpu::PresentMode,
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// List of render passes
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renderers: Vec<BoxedRenderPass>,
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// A default renderer to scale the input texture to the screen size
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scaling_renderer: ScalingRenderer,
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// Texture state for the texel upload
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texture: wgpu::Texture,
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@ -90,7 +83,6 @@ pub struct PixelsBuilder<'req> {
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present_mode: wgpu::PresentMode,
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surface_texture: SurfaceTexture,
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texture_format: wgpu::TextureFormat,
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renderer_factories: Vec<RenderPassFactory>,
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}
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/// All the ways in which creating a pixel buffer can fail.
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@ -176,8 +168,6 @@ impl Pixels {
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/// Call this method in response to a resize event from your window manager. The size expected
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/// is in physical pixel units.
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pub fn resize(&mut self, width: u32, height: u32) {
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// TODO: Call `update_bindings` on each render pass to create a texture chain
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// Update SurfaceTexture dimensions
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self.surface_texture.width = width;
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self.surface_texture.height = height;
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@ -209,21 +199,83 @@ impl Pixels {
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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for renderer in self.renderers.iter_mut() {
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renderer.resize(&mut encoder, width, height);
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}
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self.queue.borrow_mut().submit(&[encoder.finish()]);
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self.scaling_renderer
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.resize(&mut self.device, &mut encoder, width, height);
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self.queue.submit(&[encoder.finish()]);
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}
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/// Draw this pixel buffer to the configured [`SurfaceTexture`].
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///
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/// This executes all render passes in sequence. See [`RenderPass`].
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/// # Errors
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///
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/// Returns an error when [`wgpu::SwapChain::get_next_texture`] times out.
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///
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/// # Example
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///
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/// ```no_run
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/// # use pixels::Pixels;
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/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
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/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
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/// let mut pixels = Pixels::new(320, 240, surface_texture)?;
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///
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/// // Clear the pixel buffer
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/// let frame = pixels.get_frame();
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/// for pixel in frame.chunks_exact_mut(4) {
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/// pixel[0] = 0x00; // R
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/// pixel[1] = 0x00; // G
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/// pixel[2] = 0x00; // B
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/// pixel[3] = 0xff; // A
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/// }
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///
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/// // Draw it to the `SurfaceTexture`
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/// pixels.render();
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/// # Ok::<(), pixels::Error>(())
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/// ```
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pub fn render(&mut self) -> Result<(), Error> {
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self.render_with(|encoder, render_target, scaling_renderer| {
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scaling_renderer.render(encoder, render_target);
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})
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}
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/// Draw this pixel buffer to the configured [`SurfaceTexture`],
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/// using a custom user-provided render function.
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///
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/// Provides access to a [`wgpu::CommandEncoder`],
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/// a [`wgpu::TextureView`] from the swapchain which you can use to render to the screen,
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/// and the default [`ScalingRenderer`].
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///
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/// # Errors
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///
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/// Returns an error when [`wgpu::SwapChain::get_next_texture`] times out.
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pub fn render(&mut self) -> Result<(), Error> {
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///
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/// # Example
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///
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/// ```no_run
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/// # use pixels::Pixels;
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/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
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/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
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/// let mut pixels = Pixels::new(320, 240, surface_texture)?;
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///
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/// // Clear the pixel buffer
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/// let frame = pixels.get_frame();
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/// for pixel in frame.chunks_exact_mut(4) {
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/// pixel[0] = 0x00; // R
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/// pixel[1] = 0x00; // G
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/// pixel[2] = 0x00; // B
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/// pixel[3] = 0xff; // A
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/// }
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///
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/// // Draw it to the `SurfaceTexture`
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/// pixels.render_with(|encoder, render_target, scaling_renderer| {
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/// scaling_renderer.render(encoder, render_target);
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/// // etc...
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/// });
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/// # Ok::<(), pixels::Error>(())
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/// ```
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pub fn render_with<F>(&mut self, render_function: F) -> Result<(), Error>
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where
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F: FnOnce(&mut wgpu::CommandEncoder, &wgpu::TextureView, &ScalingRenderer),
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{
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// TODO: Center frame buffer in surface
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let frame = self
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.swap_chain
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@ -258,40 +310,15 @@ impl Pixels {
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self.texture_extent,
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);
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// Execute all render passes
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for renderer in self.renderers.iter() {
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// TODO: Create a texture chain so that each pass receives the texture drawn by the previous
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renderer.render(&mut encoder, &frame.view);
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}
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// Call the users render function.
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(render_function)(&mut encoder, &frame.view, &self.scaling_renderer);
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self.queue.borrow_mut().submit(&[encoder.finish()]);
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self.queue.submit(&[encoder.finish()]);
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Ok(())
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}
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/// Get a mutable byte slice for the pixel buffer. The buffer is _not_ cleared for you; it will
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/// retain the previous frame's contents until you clear it yourself.
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///
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/// # Example
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///
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/// ```no_run
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/// # use pixels::Pixels;
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/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
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/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
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/// let mut pixels = Pixels::new(320, 240, surface_texture)?;
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///
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/// // Clear the pixel buffer
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/// let frame = pixels.get_frame();
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/// for pixel in frame.chunks_exact_mut(4) {
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/// pixel[0] = 0x00; // R
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/// pixel[1] = 0x00; // G
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/// pixel[2] = 0x00; // B
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/// pixel[3] = 0xff; // A
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/// }
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///
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/// // Draw it to the `SurfaceTexture`
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/// pixels.render();
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/// # Ok::<(), pixels::Error>(())
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/// ```
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pub fn get_frame(&mut self) -> &mut [u8] {
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&mut self.pixels
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}
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@ -388,6 +415,21 @@ impl Pixels {
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pos.1.max(0).min(self.texture_extent.height as isize - 1) as usize,
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)
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}
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/// Provides access the the [`wgpu::Device`] `pixels` uses.
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pub fn device(&self) -> &wgpu::Device {
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&self.device
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}
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/// Provides access the the [`wgpu::Queue`] `pixels` uses.
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pub fn queue(&self) -> &wgpu::Queue {
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&self.queue
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}
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/// Provides access the the [`wgpu::Texture`] `pixels` makes by uploading the frame you provide to the GPU.
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pub fn texture(&self) -> &wgpu::Texture {
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&self.texture
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}
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}
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impl<'req> PixelsBuilder<'req> {
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/// # use pixels::PixelsBuilder;
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/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
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/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
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/// struct MyRenderPass {
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/// // ...
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/// };
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///
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/// impl pixels::RenderPass for MyRenderPass {
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/// // ...
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView, _: &wgpu::Extent3d) {}
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/// # fn render(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// }
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///
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/// let mut pixels = PixelsBuilder::new(256, 240, surface_texture)
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/// .pixel_aspect_ratio(8.0 / 7.0)
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/// .add_render_pass(|device, queue, texture, texture_size| {
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/// // Create reources for MyRenderPass here
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/// Box::new(MyRenderPass {
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/// // ...
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/// })
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/// .request_adapter_options(wgpu::RequestAdapterOptions {
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/// power_preference: wgpu::PowerPreference::HighPerformance,
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/// compatible_surface: None,
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/// })
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/// .pixel_aspect_ratio(8.0 / 7.0)
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/// .build()?;
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/// # Ok::<(), pixels::Error>(())
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/// ```
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present_mode: wgpu::PresentMode::Fifo,
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surface_texture,
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texture_format: wgpu::TextureFormat::Rgba8UnormSrgb,
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renderer_factories: Vec::new(),
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}
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}
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self
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}
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/// Add a render pass.
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///
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/// Render passes are executed in the order they are added.
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///
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/// # Factory Arguments
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///
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/// * `device` - A reference-counted [`wgpu::Device`] which allows you to create GPU resources.
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/// * `queue` - A reference-counted [`wgpu::Queue`] which can execute command buffers.
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/// * `texture` - A [`wgpu::TextureView`] reference that is used as the texture input for the
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/// render pass.
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/// * `texture_size` - A [`wgpu::Extent3d`] providing the input texture size.
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///
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/// # Examples
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///
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/// ```no_run
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/// use pixels::{BoxedRenderPass, Device, PixelsBuilder, Queue, RenderPass};
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/// use pixels::wgpu::{Extent3d, TextureView};
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///
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/// struct MyRenderPass {
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/// device: Device,
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/// queue: Queue,
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/// }
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///
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/// impl MyRenderPass {
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/// fn factory(
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/// device: Device,
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/// queue: Queue,
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/// texture: &TextureView,
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/// texture_size: &Extent3d,
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/// ) -> BoxedRenderPass {
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/// // Create a bind group, pipeline, etc. and store all of the necessary state...
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/// Box::new(MyRenderPass { device, queue })
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/// }
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/// }
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///
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/// impl RenderPass for MyRenderPass {
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/// // ...
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView, _: &wgpu::Extent3d) {}
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/// # fn render(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// }
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///
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/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
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/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
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/// let builder = PixelsBuilder::new(320, 240, surface_texture)
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/// .add_render_pass(MyRenderPass::factory)
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/// .build()?;
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/// # Ok::<(), pixels::Error>(())
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/// ```
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pub fn add_render_pass(
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mut self,
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factory: impl Fn(Device, Queue, &TextureView, &Extent3d) -> BoxedRenderPass + 'static,
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) -> PixelsBuilder<'req> {
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self.renderer_factories.push(Box::new(factory));
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self
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}
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/// Create a pixel buffer from the options builder.
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///
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/// # Errors
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))
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.ok_or(Error::AdapterNotFound)?;
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let (device, queue) = pollster::block_on(adapter.request_device(&self.device_descriptor));
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let device = Rc::new(device);
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let queue = Rc::new(RefCell::new(queue));
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let (mut device, queue) =
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pollster::block_on(adapter.request_device(&self.device_descriptor));
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// The rest of this is technically a fixed-function pipeline... For now!
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.transform
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.inversed();
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// Create a renderer that impls `RenderPass`
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let mut renderers = vec![Renderer::factory(
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device.clone(),
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queue.clone(),
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&texture_view,
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&texture_extent,
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)];
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// Create all render passes
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renderers.extend(self.renderer_factories.iter().map(|f| {
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// TODO: Create a texture chain so that each pass receives the texture drawn by the previous
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f(
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device.clone(),
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queue.clone(),
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&texture_view,
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&texture_extent,
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)
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}));
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let scaling_renderer = ScalingRenderer::new(&mut device, &texture_view, &texture_extent);
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Ok(Pixels {
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device,
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swap_chain,
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surface_texture,
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present_mode,
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renderers,
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scaling_renderer,
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texture,
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texture_extent,
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texture_format_size,
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@ -1,80 +0,0 @@
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use std::cell::RefCell;
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use std::fmt;
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use std::rc::Rc;
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use wgpu::{Extent3d, TextureView};
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/// A reference-counted [`wgpu::Device`]
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pub type Device = Rc<wgpu::Device>;
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/// A reference-counted [`wgpu::Queue`] (with interior mutability)
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pub type Queue = Rc<RefCell<wgpu::Queue>>;
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/// The boxed render pass type for dynamic dispatch
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pub type BoxedRenderPass = Box<dyn RenderPass>;
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/// Objects that implement this trait can be added to [`Pixels`] as a render pass.
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///
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/// [`Pixels`] always has at least one render pass; a scaling pass that uses a nearest-neighbor
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/// sampler to preserve pixel edges. Optionally it may also have a second scaling pass that
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/// transforms the texture to its final size (for non-square pixel aspect ratios). During this
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/// second pass, the texture is stretched horizontally using a linear sampler.
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///
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/// Any additional render passes are executed afterward.
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///
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/// Each render pass is configured with one [`wgpu::TextureView`] as an input. You will probably
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/// want to create a binding for this `texture_view` so your shaders can sample from it.
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///
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/// The render pass will also receive a reference to another [`wgpu::TextureView`] when the pass is
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/// executed. This texture view is the `render_target`.
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///
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/// [`Pixels`]: ./struct.Pixels.html
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pub trait RenderPass {
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/// Called when it is time to execute this render pass. Use the `encoder` to encode all
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/// commands related to this render pass. The result must be stored to the `render_target`.
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///
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/// # Arguments
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/// * `encoder` - Command encoder for the render pass
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/// * `render_target` - A reference to the output texture
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/// * `texels` - The byte slice passed to `Pixels::render`
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fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
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/// This method will be called when the input [`wgpu::TextureView`] needs to be rebinded.
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///
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/// A [`wgpu::TextureView`] is provided to the `RenderPass` factory as an input texture with
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/// the original [`SurfaceTexture`] size. This method is called in response to resizing the
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/// [`SurfaceTexture`], where your `RenderPass` impl can update its input texture for the new
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/// size.
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///
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/// # Arguments
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/// * `input_texture` - A reference to the `TextureView` for this render pass's input
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/// * `input_texture_size` - The `input_texture` size
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///
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/// [`Pixels`]: ./struct.Pixels.html
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/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
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fn update_bindings(&mut self, input_texture: &TextureView, input_texture_size: &Extent3d);
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/// When the window is resized, this method will be called, allowing the render pass to
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/// customize itself to the display size.
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///
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/// The default implementation is a no-op.
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///
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/// # Arguments
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/// * `encoder` - Command encoder for the render pass
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/// * `width` - Render target width in physical pixel units
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/// * `height` - Render target height in physical pixel units
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#[allow(unused_variables)]
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fn resize(&mut self, encoder: &mut wgpu::CommandEncoder, width: u32, height: u32) {}
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/// This function implements [`Debug`](fmt::Debug) for trait objects.
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///
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/// You are encouraged to override the default impl to provide better debug messages.
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fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(f, "dyn RenderPass")
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}
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}
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impl fmt::Debug for dyn RenderPass + 'static {
|
||||
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
self.debug(f)
|
||||
}
|
||||
}
|
|
@ -1,15 +1,9 @@
|
|||
use std::fmt;
|
||||
use std::rc::Rc;
|
||||
use ultraviolet::Mat4;
|
||||
use wgpu::{self, Extent3d, TextureView};
|
||||
|
||||
use crate::include_spv;
|
||||
use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
|
||||
use ultraviolet::Mat4;
|
||||
|
||||
/// Renderer implements [`RenderPass`].
|
||||
/// The default renderer that scales your frame to the screen size.
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct Renderer {
|
||||
device: Rc<wgpu::Device>,
|
||||
pub struct ScalingRenderer {
|
||||
uniform_buffer: wgpu::Buffer,
|
||||
bind_group: wgpu::BindGroup,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
|
@ -17,14 +11,12 @@ pub(crate) struct Renderer {
|
|||
height: f32,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
/// Factory function for generating `RenderPass` trait objects.
|
||||
pub(crate) fn factory(
|
||||
device: Device,
|
||||
_queue: Queue,
|
||||
texture_view: &TextureView,
|
||||
texture_size: &Extent3d,
|
||||
) -> BoxedRenderPass {
|
||||
impl ScalingRenderer {
|
||||
pub(crate) fn new(
|
||||
device: &mut wgpu::Device,
|
||||
texture_view: &wgpu::TextureView,
|
||||
texture_size: &wgpu::Extent3d,
|
||||
) -> Self {
|
||||
let vs_module = device.create_shader_module(include_spv!("../shaders/vert.spv"));
|
||||
let fs_module = device.create_shader_module(include_spv!("../shaders/frag.spv"));
|
||||
|
||||
|
@ -139,19 +131,16 @@ impl Renderer {
|
|||
alpha_to_coverage_enabled: false,
|
||||
});
|
||||
|
||||
Box::new(Renderer {
|
||||
device,
|
||||
Self {
|
||||
uniform_buffer,
|
||||
bind_group,
|
||||
render_pipeline,
|
||||
width: texture_size.width as f32,
|
||||
height: texture_size.height as f32,
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl RenderPass for Renderer {
|
||||
fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView) {
|
||||
pub fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &wgpu::TextureView) {
|
||||
// Draw the updated texture to the render target
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
|
@ -168,23 +157,20 @@ impl RenderPass for Renderer {
|
|||
rpass.draw(0..6, 0..1);
|
||||
}
|
||||
|
||||
fn resize(&mut self, encoder: &mut wgpu::CommandEncoder, width: u32, height: u32) {
|
||||
pub(crate) fn resize(
|
||||
&mut self,
|
||||
device: &mut wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) {
|
||||
let matrix = ScalingMatrix::new((self.width, self.height), (width as f32, height as f32));
|
||||
let transform_bytes = matrix.as_bytes();
|
||||
|
||||
let temp_buf = self
|
||||
.device
|
||||
.create_buffer_with_data(&transform_bytes, wgpu::BufferUsage::COPY_SRC);
|
||||
let temp_buf =
|
||||
device.create_buffer_with_data(&transform_bytes, wgpu::BufferUsage::COPY_SRC);
|
||||
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.uniform_buffer, 0, 64);
|
||||
}
|
||||
|
||||
// We don't actually have to rebind the TextureView here.
|
||||
// It's guaranteed that the initial texture never changes.
|
||||
fn update_bindings(&mut self, _input_texture: &TextureView, _input_texture_size: &Extent3d) {}
|
||||
|
||||
fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
write!(f, "{:?}", self)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
|
|
Loading…
Reference in a new issue