use wgpu::Operations; use crate::{create_render_pipeline, texture}; /// Owns the render texture and controls tonemapping pub struct HdrPipeline { pipeline: wgpu::RenderPipeline, bind_group: wgpu::BindGroup, texture: texture::Texture, width: u32, height: u32, format: wgpu::TextureFormat, layout: wgpu::BindGroupLayout, } impl HdrPipeline { pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self { let width = config.width; let height = config.height; // We could use `Rgba32Float`, but that requires some extra // features to be enabled. let format = wgpu::TextureFormat::Rgba16Float; let texture = texture::Texture::create_2d_texture( device, width, height, format, wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT, wgpu::FilterMode::Nearest, Some("Hdr::texture"), ); let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("Hdr::layout"), entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { // The Rgba16Float format cannot be filtered 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 bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Hdr::bind_group"), layout: &layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&texture.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&texture.sampler), }, ], }); let shader = wgpu::include_wgsl!("hdr.wgsl"); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: None, bind_group_layouts: &[&layout], push_constant_ranges: &[], }); let pipeline = create_render_pipeline( device, &pipeline_layout, config.format, None, &[], wgpu::PrimitiveTopology::TriangleList, shader, ); Self { pipeline, bind_group, layout, texture, width, height, format, } } /// Resize the HDR texture pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) { self.texture = texture::Texture::create_2d_texture( device, width, height, wgpu::TextureFormat::Rgba16Float, wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT, wgpu::FilterMode::Nearest, Some("Hdr::texture"), ); self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Hdr::bind_group"), layout: &self.layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&self.texture.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&self.texture.sampler), }, ], }); self.width = width; self.height = height; } /// Exposes the HDR texture pub fn view(&self) -> &wgpu::TextureView { &self.texture.view } /// The format of the HDR texture pub fn format(&self) -> wgpu::TextureFormat { self.format } /// This renders the internal HDR texture to the [TextureView] /// supplied as parameter. pub fn process(&self, encoder: &mut wgpu::CommandEncoder, output: &wgpu::TextureView) { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Hdr::process"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &output, resolve_target: None, ops: Operations { load: wgpu::LoadOp::Load, store: true, }, })], depth_stencil_attachment: None, }); pass.set_pipeline(&self.pipeline); pass.set_bind_group(0, &self.bind_group, &[]); pass.draw(0..3, 0..1); } }