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OpenCut/rust/crates/gpu/src/context.rs
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use wgpu::util::DeviceExt;
use crate::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuError};
const BLIT_SHADER_SOURCE: &str = include_str!("shaders/blit.wgsl");
const FULLSCREEN_QUAD_POSITIONS: [[f32; 2]; 6] = [
[-1.0, -1.0],
[1.0, -1.0],
[-1.0, 1.0],
[-1.0, 1.0],
[1.0, -1.0],
[1.0, 1.0],
];
pub struct GpuContext {
instance: wgpu::Instance,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
fullscreen_quad: wgpu::Buffer,
linear_sampler: wgpu::Sampler,
nearest_sampler: wgpu::Sampler,
texture_sampler_bind_group_layout: wgpu::BindGroupLayout,
blit_pipeline: wgpu::RenderPipeline,
}
impl GpuContext {
pub async fn new() -> Result<Self, GpuError> {
let instance = wgpu::Instance::default();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: None,
force_fallback_adapter: false,
})
.await
.map_err(|_| GpuError::AdapterUnavailable)?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
label: Some("gpu-device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits()),
memory_hints: wgpu::MemoryHints::Performance,
experimental_features: wgpu::ExperimentalFeatures::disabled(),
trace: wgpu::Trace::Off,
})
.await?;
let fullscreen_quad = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu-fullscreen-quad-buffer"),
contents: bytemuck::cast_slice(&FULLSCREEN_QUAD_POSITIONS),
usage: wgpu::BufferUsages::VERTEX,
});
let linear_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("gpu-linear-sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let nearest_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("gpu-nearest-sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let texture_sampler_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-texture-sampler-bind-group-layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-fullscreen-shader"),
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
});
let blit_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-blit-shader"),
source: wgpu::ShaderSource::Wgsl(BLIT_SHADER_SOURCE.into()),
});
let blit_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("gpu-blit-pipeline-layout"),
bind_group_layouts: &[Some(&texture_sampler_bind_group_layout)],
immediate_size: 0,
});
let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("gpu-blit-pipeline"),
layout: Some(&blit_pipeline_layout),
vertex: wgpu::VertexState {
module: &vertex_shader_module,
entry_point: Some("vertex_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &blit_shader_module,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: GPU_TEXTURE_FORMAT,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Ok(Self {
instance,
adapter,
device,
queue,
fullscreen_quad,
linear_sampler,
nearest_sampler,
texture_sampler_bind_group_layout,
blit_pipeline,
})
}
pub fn create_render_texture(
&self,
width: u32,
height: u32,
label: &'static str,
) -> wgpu::Texture {
self.device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: GPU_TEXTURE_FORMAT,
usage: wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
}
pub fn instance(&self) -> &wgpu::Instance {
&self.instance
}
pub fn adapter(&self) -> &wgpu::Adapter {
&self.adapter
}
pub fn device(&self) -> &wgpu::Device {
&self.device
}
pub fn queue(&self) -> &wgpu::Queue {
&self.queue
}
pub fn fullscreen_quad(&self) -> &wgpu::Buffer {
&self.fullscreen_quad
}
pub fn linear_sampler(&self) -> &wgpu::Sampler {
&self.linear_sampler
}
pub fn nearest_sampler(&self) -> &wgpu::Sampler {
&self.nearest_sampler
}
pub fn texture_sampler_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
&self.texture_sampler_bind_group_layout
}
pub fn render_texture_to_surface(
&self,
texture: &wgpu::Texture,
surface: &wgpu::Surface<'_>,
width: u32,
height: u32,
) -> Result<(), GpuError> {
let Some(config) = surface.get_default_config(&self.adapter, width, height) else {
return Err(GpuError::UnsupportedSurfaceFormat);
};
if config.format != GPU_TEXTURE_FORMAT {
return Err(GpuError::UnsupportedSurfaceFormat);
}
surface.configure(&self.device, &config);
let surface_texture = match surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(surface_texture)
| wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => surface_texture,
wgpu::CurrentSurfaceTexture::Timeout
| wgpu::CurrentSurfaceTexture::Occluded
| wgpu::CurrentSurfaceTexture::Outdated
| wgpu::CurrentSurfaceTexture::Lost
| wgpu::CurrentSurfaceTexture::Validation => {
return Err(GpuError::UnsupportedSurfaceFormat);
}
};
let source_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let target_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-blit-bind-group"),
layout: &self.texture_sampler_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&source_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.linear_sampler),
},
],
});
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("gpu-surface-blit-encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("gpu-surface-blit-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.blit_pipeline);
render_pass.set_vertex_buffer(0, self.fullscreen_quad.slice(..));
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
self.queue.submit([encoder.finish()]);
surface_texture.present();
Ok(())
}
#[cfg(all(feature = "wasm", target_arch = "wasm32"))]
pub fn import_offscreen_canvas_texture(
&self,
canvas: &wgpu::web_sys::OffscreenCanvas,
width: u32,
height: u32,
label: &'static str,
) -> wgpu::Texture {
let texture = self.create_render_texture(width, height, label);
self.queue.copy_external_image_to_texture(
&wgpu::CopyExternalImageSourceInfo {
source: wgpu::ExternalImageSource::OffscreenCanvas(canvas.clone()),
origin: wgpu::Origin2d::ZERO,
flip_y: true,
},
wgpu::CopyExternalImageDestInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
color_space: wgpu::PredefinedColorSpace::Srgb,
premultiplied_alpha: false,
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
texture
}
#[cfg(all(feature = "wasm", target_arch = "wasm32"))]
pub fn render_texture_to_offscreen_canvas(
&self,
texture: &wgpu::Texture,
canvas: &wgpu::web_sys::OffscreenCanvas,
width: u32,
height: u32,
) -> Result<(), GpuError> {
let surface = self
.instance
.create_surface(wgpu::SurfaceTarget::OffscreenCanvas(canvas.clone()))?;
self.render_texture_to_surface(texture, &surface, width, height)
}
}