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learn-wgpu/code/intermediate/tutorial13-hdr/src/hdr.rs

159 lines
5.2 KiB
Rust

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);
}
}