//! Image textures: incremental row uploads, GPU mipmaps, linear/nearest sampling. use bytemuck::{Pod, Zeroable}; use wgpu::util::DeviceExt; use crate::decode::DecodedImage; use crate::state::view::Affine; const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb; #[repr(C)] #[derive(Clone, Copy, Pod, Zeroable)] struct Uniforms { m: [f32; 4], t: [f32; 2], viewport: [f32; 2], bg: [f32; 4], dot: [f32; 4], params: [f32; 4], } /// How the area behind transparent pixels is painted. #[derive(Clone, Copy, Debug)] pub struct AlphaStyle { /// 0 solid, 1 dots, 2 checker. pub mode: u32, pub bg: [f32; 4], pub dot: [f32; 4], pub cell: f32, pub radius: f32, } pub struct GpuImage { texture: wgpu::Texture, bind_group: wgpu::BindGroup, uniforms: wgpu::Buffer, size: [u32; 2], rows_done: u32, ready: bool, } impl GpuImage { pub fn is_ready(&self) -> bool { self.ready } } pub struct ImagePipeline { pipeline: wgpu::RenderPipeline, layout: wgpu::BindGroupLayout, linear: wgpu::BindGroup, nearest: wgpu::BindGroup, mip_pipeline: wgpu::RenderPipeline, mip_layout: wgpu::BindGroupLayout, mip_sampler: wgpu::Sampler, } fn sampler_group( device: &wgpu::Device, layout: &wgpu::BindGroupLayout, filter: wgpu::FilterMode, ) -> wgpu::BindGroup { let sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: Some("image sampler"), mag_filter: filter, min_filter: filter, mipmap_filter: wgpu::MipmapFilterMode::Linear, ..Default::default() }); device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("image sampler"), layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Sampler(&sampler), }], }) } fn texture_entry(binding: u32) -> wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry { binding, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: true }, view_dimension: wgpu::TextureViewDimension::D2, multisampled: false, }, count: None, } } fn sampler_entry(binding: u32) -> wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry { binding, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, } } impl ImagePipeline { pub fn new(device: &wgpu::Device, target: wgpu::TextureFormat) -> Self { let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("image"), entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::VERTEX_FRAGMENT, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }, texture_entry(1), ], }); let sampler_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("image sampler"), entries: &[sampler_entry(0)], }); let shader = device.create_shader_module(wgpu::include_wgsl!("shaders/image.wgsl")); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("image"), bind_group_layouts: &[Some(&layout), Some(&sampler_layout)], immediate_size: 0, }); let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("image"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs"), compilation_options: Default::default(), buffers: &[], }, primitive: wgpu::PrimitiveState::default(), depth_stencil: None, multisample: wgpu::MultisampleState::default(), fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs"), compilation_options: Default::default(), targets: &[Some(wgpu::ColorTargetState { format: target, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], }), multiview_mask: None, cache: None, }); let mip_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("mip"), entries: &[texture_entry(0), sampler_entry(1)], }); let blit = device.create_shader_module(wgpu::include_wgsl!("shaders/blit.wgsl")); let mip_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("mip"), bind_group_layouts: &[Some(&mip_layout)], immediate_size: 0, }); let mip_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("mip"), layout: Some(&mip_pipeline_layout), vertex: wgpu::VertexState { module: &blit, entry_point: Some("vs"), compilation_options: Default::default(), buffers: &[], }, primitive: wgpu::PrimitiveState::default(), depth_stencil: None, multisample: wgpu::MultisampleState::default(), fragment: Some(wgpu::FragmentState { module: &blit, entry_point: Some("fs"), compilation_options: Default::default(), targets: &[Some(FORMAT.into())], }), multiview_mask: None, cache: None, }); let mip_sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: Some("mip"), mag_filter: wgpu::FilterMode::Linear, min_filter: wgpu::FilterMode::Linear, ..Default::default() }); Self { pipeline, linear: sampler_group(device, &sampler_layout, wgpu::FilterMode::Linear), nearest: sampler_group(device, &sampler_layout, wgpu::FilterMode::Nearest), layout, mip_pipeline, mip_layout, mip_sampler, } } /// Allocate a texture for `img`; fill it with [`ImagePipeline::upload`]. pub fn create(&self, device: &wgpu::Device, img: &DecodedImage) -> GpuImage { let [w, h] = img.size; let mips = 32 - w.max(h).max(1).leading_zeros(); let texture = device.create_texture(&wgpu::TextureDescriptor { label: Some("image"), size: wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1, }, mip_level_count: mips, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: FORMAT, usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }); let uniforms = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("image uniforms"), contents: bytemuck::bytes_of(&Uniforms::zeroed()), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let view = texture.create_view(&wgpu::TextureViewDescriptor::default()); let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("image"), layout: &self.layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: uniforms.as_entire_binding(), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&view), }, ], }); GpuImage { texture, bind_group, uniforms, size: [w, h], rows_done: 0, ready: false, } } /// Upload up to `budget` bytes of rows. Returns true once the image is complete. pub fn upload( &self, device: &wgpu::Device, queue: &wgpu::Queue, gpu: &mut GpuImage, img: &DecodedImage, budget: usize, ) -> bool { if gpu.ready { return true; } let [w, h] = gpu.size; let row_bytes = w as usize * 4; let rows = ((budget / row_bytes.max(1)) as u32).clamp(1, h - gpu.rows_done); let start = gpu.rows_done as usize * row_bytes; let end = start + rows as usize * row_bytes; queue.write_texture( wgpu::TexelCopyTextureInfo { texture: &gpu.texture, mip_level: 0, origin: wgpu::Origin3d { x: 0, y: gpu.rows_done, z: 0, }, aspect: wgpu::TextureAspect::All, }, &img.pixels[start..end], wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(row_bytes as u32), rows_per_image: Some(rows), }, wgpu::Extent3d { width: w, height: rows, depth_or_array_layers: 1, }, ); gpu.rows_done += rows; if gpu.rows_done == h { self.generate_mips(device, queue, &gpu.texture); gpu.ready = true; } else { queue.submit([]); } gpu.ready } fn generate_mips(&self, device: &wgpu::Device, queue: &wgpu::Queue, texture: &wgpu::Texture) { let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("mips"), }); let level_view = |level| { texture.create_view(&wgpu::TextureViewDescriptor { base_mip_level: level, mip_level_count: Some(1), ..Default::default() }) }; for level in 1..texture.mip_level_count() { let src = level_view(level - 1); let dst = level_view(level); let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("mip"), layout: &self.mip_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&src), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&self.mip_sampler), }, ], }); let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("mip"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &dst, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, multiview_mask: None, }); pass.set_pipeline(&self.mip_pipeline); pass.set_bind_group(0, &bind_group, &[]); pass.draw(0..3, 0..1); } queue.submit([encoder.finish()]); } /// Write this frame's placement; call before the render pass begins. pub fn prepare( &self, queue: &wgpu::Queue, gpu: &GpuImage, affine: Affine, viewport: [f32; 2], alpha: f32, style: &AlphaStyle, ) { let u = Uniforms { m: affine.m, t: affine.t, viewport, bg: style.bg, dot: style.dot, params: [alpha, style.mode as f32, style.cell, style.radius], }; queue.write_buffer(&gpu.uniforms, 0, bytemuck::bytes_of(&u)); } pub fn draw(&self, pass: &mut wgpu::RenderPass<'_>, gpu: &GpuImage, nearest: bool) { pass.set_pipeline(&self.pipeline); pass.set_bind_group(0, &gpu.bind_group, &[]); pass.set_bind_group(1, if nearest { &self.nearest } else { &self.linear }, &[]); pass.draw(0..6, 0..1); } }