refactor: split effects and masks into dedicated rust crates, introduce MediaTime and FrameRate

This commit is contained in:
Maze Winther
2026-04-07 01:09:13 +02:00
parent 79df736431
commit e4b67094e7
102 changed files with 4977 additions and 3707 deletions
+125 -38
View File
@@ -1,12 +1,8 @@
use wgpu::util::DeviceExt;
use crate::{
GPU_TEXTURE_FORMAT, GpuError,
effect_pipeline::{ApplyEffectsOptions, apply_effects},
mask_feather::{ApplyMaskFeatherOptions, MaskFeatherPipeline},
sdf_pipeline::SdfPipeline,
shader_registry::ShaderRegistry,
};
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],
@@ -25,9 +21,8 @@ pub struct GpuContext {
fullscreen_quad: wgpu::Buffer,
linear_sampler: wgpu::Sampler,
nearest_sampler: wgpu::Sampler,
shader_registry: ShaderRegistry,
sdf_pipeline: SdfPipeline,
mask_feather_pipeline: MaskFeatherPipeline,
texture_sampler_bind_group_layout: wgpu::BindGroupLayout,
blit_pipeline: wgpu::RenderPipeline,
}
impl GpuContext {
@@ -77,9 +72,74 @@ impl GpuContext {
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let shader_registry = ShaderRegistry::new(&device);
let sdf_pipeline = SdfPipeline::new(&device);
let mask_feather_pipeline = MaskFeatherPipeline::new(&device);
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,
@@ -89,26 +149,11 @@ impl GpuContext {
fullscreen_quad,
linear_sampler,
nearest_sampler,
shader_registry,
sdf_pipeline,
mask_feather_pipeline,
texture_sampler_bind_group_layout,
blit_pipeline,
})
}
pub fn apply_effects(
&self,
options: ApplyEffectsOptions<'_>,
) -> Result<wgpu::Texture, GpuError> {
apply_effects(self, options)
}
pub fn apply_mask_feather(
&self,
options: ApplyMaskFeatherOptions<'_>,
) -> wgpu::Texture {
self.mask_feather_pipeline.apply_mask_feather(self, options)
}
pub fn create_render_texture(
&self,
width: u32,
@@ -162,12 +207,8 @@ impl GpuContext {
&self.nearest_sampler
}
pub fn shader_registry(&self) -> &ShaderRegistry {
&self.shader_registry
}
pub fn sdf_pipeline(&self) -> &SdfPipeline {
&self.sdf_pipeline
pub fn texture_sampler_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
&self.texture_sampler_bind_group_layout
}
pub fn render_texture_to_surface(
@@ -202,7 +243,7 @@ impl GpuContext {
.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-blit-bind-group"),
layout: self.shader_registry.effect_texture_bind_group_layout(),
layout: &self.texture_sampler_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
@@ -237,7 +278,7 @@ impl GpuContext {
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(self.shader_registry.blit_pipeline());
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);
@@ -247,4 +288,50 @@ impl GpuContext {
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)
}
}