mirror of https://github.com/sotrh/learn-wgpu
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296 lines
10 KiB
Rust
296 lines
10 KiB
Rust
use failure::bail;
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use image::GenericImageView;
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use std::path::Path;
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use crate::pipeline;
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pub struct Texture {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl Texture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn load<P: AsRef<Path>>(
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device: &wgpu::Device,
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path: P,
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is_normal_map: bool,
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) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
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let path_copy = path.as_ref().to_path_buf();
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// The label currently can only be 64 characters, so we'll need
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// to use just the file name for the label.
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let label = path_copy.file_name().unwrap().to_str();
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let img = image::open(path)?;
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Self::from_image(device, &img, label, is_normal_map)
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}
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pub fn create_depth_texture(
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device: &wgpu::Device,
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sc_desc: &wgpu::SwapChainDescriptor,
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label: &str,
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) -> Self {
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let size = wgpu::Extent3d {
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width: sc_desc.width,
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height: sc_desc.height,
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depth: 1,
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};
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let desc = wgpu::TextureDescriptor {
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label: Some(label),
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size,
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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT
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| wgpu::TextureUsage::SAMPLED
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| wgpu::TextureUsage::COPY_SRC,
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_default_view();
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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compare: wgpu::CompareFunction::LessEqual,
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});
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Self {
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texture,
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view,
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sampler,
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}
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}
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#[allow(dead_code)]
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pub fn from_bytes(
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device: &wgpu::Device,
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bytes: &[u8],
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label: &str,
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is_normal_map: bool,
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) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
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let img = image::load_from_memory(bytes)?;
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Self::from_image(device, &img, Some(label), is_normal_map)
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}
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pub fn from_image(
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device: &wgpu::Device,
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img: &image::DynamicImage,
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label: Option<&str>,
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is_normal_map: bool,
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) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
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let rgba = img.to_rgba();
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let dimensions = img.dimensions();
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if dimensions.0 == 0 || dimensions.1 == 0 {
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bail!(
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"Image {} has invalid dimensions! {:?}",
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label.unwrap_or("UNAMED_IMAGE"),
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dimensions
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)
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}
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let size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth: 1,
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};
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// Get the number of mip maps from the images width
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let mip_level_count = (size.width as f32).log2().round() as u32;
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let texture_desc = wgpu::TextureDescriptor {
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label,
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size,
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array_layer_count: 1,
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mip_level_count, // UPDATED!
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: if is_normal_map {
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wgpu::TextureFormat::Rgba8Unorm
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} else {
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wgpu::TextureFormat::Rgba8UnormSrgb
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},
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usage: wgpu::TextureUsage::SAMPLED
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| wgpu::TextureUsage::COPY_DST
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// Needed for to make the mip maps.
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| wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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};
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let texture = device.create_texture(&texture_desc);
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let buffer = device.create_buffer_with_data(&rgba, wgpu::BufferUsage::COPY_SRC);
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("texture_buffer_copy_encoder"),
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});
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encoder.copy_buffer_to_texture(
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wgpu::BufferCopyView {
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buffer: &buffer,
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offset: 0,
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bytes_per_row: 4 * dimensions.0,
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rows_per_image: dimensions.1,
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},
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wgpu::TextureCopyView {
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texture: &texture,
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mip_level: 0,
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array_layer: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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size,
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);
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// Make sure to do this after you've copied the buffer
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// to the texture, other wise your mipmaps will be black.
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Self::generate_mipmaps(
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&mut encoder,
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&device,
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&texture,
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&texture_desc,
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mip_level_count,
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);
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let cmd_buffer = encoder.finish();
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let view = texture.create_default_view();
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Linear,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare: wgpu::CompareFunction::LessEqual,
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});
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Ok((
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Self {
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texture,
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view,
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sampler,
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},
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cmd_buffer,
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))
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}
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pub fn generate_mipmaps(
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encoder: &mut wgpu::CommandEncoder,
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device: &wgpu::Device,
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texture: &wgpu::Texture,
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texture_desc: &wgpu::TextureDescriptor,
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mip_count: u32,
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) {
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2,
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},
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: false },
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},
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],
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label: None,
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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// This pipeline will render out a texture to another texture.
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// We create the mipmaps by rendering to increasingly smaller
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// textures.
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let blit_pipeline = pipeline::RenderPipelineBuilder::new()
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.layout(&pipeline_layout)
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.color_solid(texture_desc.format)
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.vertex_shader(include_bytes!("blit.vert.spv"))
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.fragment_shader(include_bytes!("blit.frag.spv"))
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// Using wgpu::TriangleStrip makes our lives easier in the shader.
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.primitive_topology(wgpu::PrimitiveTopology::TriangleStrip)
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.build(device)
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.unwrap();
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// This sampler ensures that the smaller textures get the right
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// color data.
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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// Since we are using this sampler to generate mipmaps,
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// we don't need it the use level of detail values.
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lod_min_clamp: 0.0,
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lod_max_clamp: 0.0,
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compare: wgpu::CompareFunction::Always,
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});
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// Create a view for every mip level.
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let views = (0..mip_count)
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.map(|mip| {
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texture.create_view(&wgpu::TextureViewDescriptor {
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format: texture_desc.format,
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dimension: wgpu::TextureViewDimension::D2,
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aspect: wgpu::TextureAspect::All,
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base_mip_level: mip,
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level_count: 1,
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base_array_layer: 0,
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array_layer_count: 1,
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})
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})
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.collect::<Vec<_>>();
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// Skip the first view, as that is the base one
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for target_mip in 1..mip_count as usize {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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// Bind to the view before this one
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resource: wgpu::BindingResource::TextureView(&views[target_mip - 1]),
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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label: None,
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});
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &views[target_mip],
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resolve_target: None,
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clear_color: wgpu::Color::WHITE,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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}],
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depth_stencil_attachment: None,
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});
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pass.set_pipeline(&blit_pipeline);
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pass.set_bind_group(0, &bind_group, &[]);
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pass.draw(0..4, 0..1);
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}
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}
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}
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