Add RenderPass
trait and refactor PixelsBuilder
This commit is contained in:
parent
2ec43fccd1
commit
70306c5cfd
276
src/lib.rs
276
src/lib.rs
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@ -1,8 +1,8 @@
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//! A tiny library providing a GPU-powered pixel frame buffer.
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//! A tiny library providing a GPU-powered pixel pixel buffer.
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//!
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//!
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//! `Pixels` represents a 2D frame buffer with an explicit image resolution,
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//! [`Pixels`] represents a 2D pixel buffer with an explicit image resolution,
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//! making it ideal for prototyping simple pixel-based games, animations, and
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//! making it ideal for prototyping simple pixel-based games, animations, and
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//! emulators. The frame buffer is rendered entirely on the GPU, allowing
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//! emulators. The pixel buffer is rendered entirely on the GPU, allowing
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//! developers to easily incorporate special effects with shaders and a
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//! developers to easily incorporate special effects with shaders and a
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//! customizable pipeline.
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//! customizable pipeline.
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//!
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//!
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@ -17,6 +17,9 @@ use std::fmt;
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use vk_shader_macros::include_glsl;
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use vk_shader_macros::include_glsl;
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pub use wgpu;
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pub use wgpu;
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mod render_pass;
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pub use render_pass::RenderPass;
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/// A logical texture for a window surface.
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/// A logical texture for a window surface.
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct SurfaceTexture<'a> {
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pub struct SurfaceTexture<'a> {
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@ -25,29 +28,39 @@ pub struct SurfaceTexture<'a> {
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height: u32,
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height: u32,
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}
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}
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/// Represents a 2D frame buffer with an explicit image resolution.
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/// Represents a 2D pixel buffer with an explicit image resolution.
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///
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/// See [`PixelsBuilder`] for building a customized pixel buffer.
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Pixels {
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pub struct Pixels {
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bind_group: wgpu::BindGroup,
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device: wgpu::Device,
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device: wgpu::Device,
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queue: wgpu::Queue,
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queue: wgpu::Queue,
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render_pipeline: wgpu::RenderPipeline,
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renderer: Renderer,
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swap_chain: wgpu::SwapChain,
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swap_chain: wgpu::SwapChain,
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}
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}
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/// A builder to help create customized frame buffers.
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/// A builder to help create customized pixel buffers.
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct PixelsOptions {
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pub struct PixelsBuilder<'a> {
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request_adapter_options: wgpu::RequestAdapterOptions,
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request_adapter_options: wgpu::RequestAdapterOptions,
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device_descriptor: wgpu::DeviceDescriptor,
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device_descriptor: wgpu::DeviceDescriptor,
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width: u32,
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width: u32,
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height: u32,
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height: u32,
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pixel_aspect_ratio: f64,
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surface_texture: SurfaceTexture<'a>,
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}
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}
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/// All the ways in which creating a frame buffer can fail.
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/// Renderer implements RenderPass.
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#[derive(Debug)]
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struct Renderer {
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bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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}
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/// All the ways in which creating a pixel buffer can fail.
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#[derive(Debug)]
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#[derive(Debug)]
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pub enum Error {
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pub enum Error {
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/// No suitable Adapter found
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/// No suitable [`wgpu::Adapter`] found
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AdapterNotFound,
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AdapterNotFound,
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}
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}
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@ -93,44 +106,146 @@ impl<'a> SurfaceTexture<'a> {
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}
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}
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}
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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::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 fb = Pixels::new(320, 240, surface_texture)?;
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/// # Ok::<(), pixels::Error>(())
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/// ```
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impl Pixels {
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impl Pixels {
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/// Create a frame buffer instance with default options.
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/// Create a pixel buffer instance with default options.
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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::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 fb = Pixels::new(320, 240, surface_texture)?;
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/// # Ok::<(), pixels::Error>(())
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/// ```
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///
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///
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/// # Errors
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/// # Errors
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///
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///
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/// Returns an error when a `wgpu::Adapter` cannot be found.
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/// Returns an error when a [`wgpu::Adapter`] cannot be found.
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///
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///
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/// # Panics
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/// # Panics
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///
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///
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/// Panics when `width` or `height` are 0.
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/// Panics when `width` or `height` are 0.
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pub fn new(width: u32, height: u32, surface_texture: SurfaceTexture) -> Result<Pixels, Error> {
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pub fn new<'a>(
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Pixels::new_with_options(surface_texture, PixelsOptions::new(width, height))
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width: u32,
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height: u32,
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surface_texture: SurfaceTexture<'a>,
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) -> Result<Pixels, Error> {
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PixelsBuilder::new(width, height, surface_texture).build()
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}
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}
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/// Create a frame buffer instance with the given options.
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// TODO: Support resize
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/// Draw this pixel buffer to the configured [`SurfaceTexture`].
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pub fn render(&mut self) {
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// TODO: Center frame buffer in surface
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let frame = self.swap_chain.get_next_texture();
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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// TODO: Run all render passes in a loop
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self.renderer.render_pass(&mut encoder, &frame.view);
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self.queue.submit(&[encoder.finish()]);
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}
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}
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impl RenderPass for Renderer {
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fn update_bindings(&mut self, _texture_view: &wgpu::TextureView) {}
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fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &wgpu::TextureView) {
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: render_target,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color::GREEN,
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}],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..3, 0..1);
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}
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}
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impl<'a> PixelsBuilder<'a> {
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/// Create a builder that can be finalized into a [`Pixels`] pixel buffer.
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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::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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/// let fb = PixelsBuilder::new(256, 240, surface_texture)
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/// .pixel_aspect_ratio(8.0 / 7.0)
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/// # // TODO: demonstrate adding a render pass here
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/// # //.render_pass(...)
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/// .build()?;
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/// # Ok::<(), pixels::Error>(())
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/// ```
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///
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/// # Panics
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///
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/// Panics when `width` or `height` are 0.
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pub fn new(width: u32, height: u32, surface_texture: SurfaceTexture<'a>) -> PixelsBuilder<'a> {
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assert!(width > 0);
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assert!(height > 0);
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PixelsBuilder {
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request_adapter_options: wgpu::RequestAdapterOptions::default(),
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device_descriptor: wgpu::DeviceDescriptor::default(),
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width,
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height,
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pixel_aspect_ratio: 1.0,
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surface_texture,
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}
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}
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/// Add options for requesting a [`wgpu::Adapter`].
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pub fn request_adapter_options(
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mut self,
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request_adapter_options: wgpu::RequestAdapterOptions,
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) -> PixelsBuilder<'a> {
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self.request_adapter_options = request_adapter_options;
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self
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}
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/// Add options for requesting a [`wgpu::Device`].
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pub fn device_descriptor(
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mut self,
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device_descriptor: wgpu::DeviceDescriptor,
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) -> PixelsBuilder<'a> {
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self.device_descriptor = device_descriptor;
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self
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}
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/// Set the pixel aspect ratio to simulate non-square pixels.
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///
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/// This setting enables a render pass that horizontally scales the pixel
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/// buffer by the given factor.
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///
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/// E.g. set this to `8.0 / 7.0` for an 8:7 pixel aspect ratio.
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pub fn pixel_aspect_ratio(mut self, pixel_aspect_ratio: f64) -> PixelsBuilder<'a> {
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self.pixel_aspect_ratio = pixel_aspect_ratio;
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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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///
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/// # Errors
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/// # Errors
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///
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///
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/// Returns an error when a `wgpu::Adapter` cannot be found or shaders
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/// Returns an error when a [`wgpu::Adapter`] cannot be found.
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/// are invalid SPIR-V.
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pub fn build(self) -> Result<Pixels, Error> {
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pub fn new_with_options(
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surface_texture: SurfaceTexture,
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options: PixelsOptions,
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) -> Result<Pixels, Error> {
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// TODO: Create a texture with the dimensions specified in `options`
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// TODO: Create a texture with the dimensions specified in `options`
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// TODO: Use `options.pixel_aspect_ratio` to stretch the scaled texture
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let adapter = wgpu::Adapter::request(&options.request_adapter_options)
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let adapter =
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.ok_or(Error::AdapterNotFound)?;
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wgpu::Adapter::request(&self.request_adapter_options).ok_or(Error::AdapterNotFound)?;
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let (device, queue) = adapter.request_device(&options.device_descriptor);
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let (device, queue) = adapter.request_device(&self.device_descriptor);
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let vs_module = device.create_shader_module(include_glsl!("shaders/shader.vert"));
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let vs_module = device.create_shader_module(include_glsl!("shaders/shader.vert"));
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let fs_module = device.create_shader_module(include_glsl!("shaders/shader.frag"));
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let fs_module = device.create_shader_module(include_glsl!("shaders/shader.frag"));
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});
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});
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let swap_chain = device.create_swap_chain(
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let swap_chain = device.create_swap_chain(
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surface_texture.surface,
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self.surface_texture.surface,
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&wgpu::SwapChainDescriptor {
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: surface_texture.width,
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width: self.surface_texture.width,
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height: surface_texture.height,
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height: self.surface_texture.height,
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present_mode: wgpu::PresentMode::Vsync,
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present_mode: wgpu::PresentMode::Vsync,
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},
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},
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);
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);
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Ok(Pixels {
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let renderer = Renderer {
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bind_group,
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bind_group,
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render_pipeline,
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};
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Ok(Pixels {
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device,
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device,
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queue,
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queue,
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render_pipeline,
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renderer,
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swap_chain,
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swap_chain,
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})
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})
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}
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}
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// TODO: Support resize
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/// Draw this frame buffer to the configured `wgpu::Surface`.
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pub fn render(&mut self) {
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// TODO: Center frame buffer in surface
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let frame = self.swap_chain.get_next_texture();
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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{
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color::GREEN,
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}],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..3, 0..1);
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}
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self.queue.submit(&[encoder.finish()]);
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}
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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::PixelsOptions;
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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 fb = PixelsOptions::new(320, 240)
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/// # // TODO: demonstrate adding a render pass here
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/// # //.render_pass(...)
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/// .build(surface_texture)?;
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/// # Ok::<(), pixels::Error>(())
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/// ```
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impl PixelsOptions {
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/// Create a builder that can be finalized into a frame buffer instance.
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///
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/// # Panics
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///
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/// Panics when `width` or `height` are 0.
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pub fn new(width: u32, height: u32) -> PixelsOptions {
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assert!(width > 0);
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assert!(height > 0);
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PixelsOptions {
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request_adapter_options: wgpu::RequestAdapterOptions::default(),
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device_descriptor: wgpu::DeviceDescriptor::default(),
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width,
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height,
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}
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}
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/// Add options for requesting a `wgpu::Adapter`.
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pub fn request_adapter_options(mut self, rao: wgpu::RequestAdapterOptions) -> PixelsOptions {
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self.request_adapter_options = rao;
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self
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}
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/// Add options for requesting a `wgpu::Device`.
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pub fn device_descriptor(mut self, dd: wgpu::DeviceDescriptor) -> PixelsOptions {
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self.device_descriptor = dd;
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self
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}
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/// Create a frame buffer from the options builder.
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///
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/// # Errors
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///
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/// Returns an error when a `wgpu::Adapter` cannot be found or shaders
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/// are invalid SPIR-V.
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pub fn build(self, surface_texture: SurfaceTexture) -> Result<Pixels, Error> {
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Pixels::new_with_options(surface_texture, self)
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}
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}
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}
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impl fmt::Display for Error {
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impl fmt::Display for Error {
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41
src/render_pass.rs
Normal file
41
src/render_pass.rs
Normal file
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@ -0,0 +1,41 @@
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use wgpu::TextureView;
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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
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/// nearest-neighbor sampler to preserve pixel edges. Optionally it may also
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/// have a second scaling pass that transforms the texture to its final size
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/// (for non-square pixel aspect ratios). During this second pass, the texture
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/// 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.
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/// You will probably want to create a binding for this `texture_view` so your
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/// shaders can sample from it.
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///
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/// The render pass will also receive a reference to another
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|
/// [`wgpu::TextureView`] when the pass is executed. This texture view is the
|
||||||
|
/// `render_target`.
|
||||||
|
///
|
||||||
|
/// [`Pixels`]: ./struct.Pixels.html
|
||||||
|
pub trait RenderPass {
|
||||||
|
/// The `update_bindings` method will be called when the `texture_view`
|
||||||
|
/// needs to be recreated.
|
||||||
|
///
|
||||||
|
/// It's always called at least once when the default [`Pixels`] render
|
||||||
|
/// passes are created. This can also happen in response to resizing the
|
||||||
|
/// [`SurfaceTexture`].
|
||||||
|
///
|
||||||
|
/// You will typically recreate your bindings here to reference the new
|
||||||
|
/// input `texture_view`.
|
||||||
|
///
|
||||||
|
/// [`Pixels`]: ./struct.Pixels.html
|
||||||
|
/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
|
||||||
|
fn update_bindings(&mut self, texture_view: &TextureView);
|
||||||
|
|
||||||
|
/// Called when it is time to execute this render pass. Use the `encoder` to
|
||||||
|
/// encode all commands related to this render pass. The result must be
|
||||||
|
/// stored to the `render_target`.
|
||||||
|
fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
|
||||||
|
}
|
Loading…
Reference in a new issue