1use std::borrow::Cow;
2
3use wgpu::util::DeviceExt;
4
5pub fn convert(
6 device: &wgpu::Device,
7 encoder: &mut wgpu::CommandEncoder,
8 source: wgpu::Texture,
9 format: wgpu::TextureFormat,
10) -> wgpu::Texture {
11 if source.format() == format {
12 return source;
13 }
14
15 let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
16 label: Some("iced_wgpu.offscreen.sampler"),
17 ..wgpu::SamplerDescriptor::default()
18 });
19
20 #[derive(Debug, Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
21 #[repr(C)]
22 struct Ratio {
23 u: f32,
24 v: f32,
25 _padding: [f32; 2],
28 }
29
30 let ratio = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
31 label: Some("iced-wgpu::triangle::msaa ratio"),
32 contents: bytemuck::bytes_of(&Ratio {
33 u: 1.0,
34 v: 1.0,
35 _padding: [0.0; 2],
36 }),
37 usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
38 });
39
40 let constant_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
41 label: Some("iced_wgpu.offscreen.blit.sampler_layout"),
42 entries: &[
43 wgpu::BindGroupLayoutEntry {
44 binding: 0,
45 visibility: wgpu::ShaderStages::FRAGMENT,
46 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
47 count: None,
48 },
49 wgpu::BindGroupLayoutEntry {
50 binding: 1,
51 visibility: wgpu::ShaderStages::VERTEX,
52 ty: wgpu::BindingType::Buffer {
53 ty: wgpu::BufferBindingType::Uniform,
54 has_dynamic_offset: false,
55 min_binding_size: None,
56 },
57 count: None,
58 },
59 ],
60 });
61
62 let constant_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
63 label: Some("iced_wgpu.offscreen.sampler.bind_group"),
64 layout: &constant_layout,
65 entries: &[
66 wgpu::BindGroupEntry {
67 binding: 0,
68 resource: wgpu::BindingResource::Sampler(&sampler),
69 },
70 wgpu::BindGroupEntry {
71 binding: 1,
72 resource: ratio.as_entire_binding(),
73 },
74 ],
75 });
76
77 let texture_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
78 label: Some("iced_wgpu.offscreen.blit.texture_layout"),
79 entries: &[wgpu::BindGroupLayoutEntry {
80 binding: 0,
81 visibility: wgpu::ShaderStages::FRAGMENT,
82 ty: wgpu::BindingType::Texture {
83 sample_type: wgpu::TextureSampleType::Float { filterable: false },
84 view_dimension: wgpu::TextureViewDimension::D2,
85 multisampled: false,
86 },
87 count: None,
88 }],
89 });
90
91 let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
92 label: Some("iced_wgpu.offscreen.blit.pipeline_layout"),
93 bind_group_layouts: &[&constant_layout, &texture_layout],
94 push_constant_ranges: &[],
95 });
96
97 let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
98 label: Some("iced_wgpu.offscreen.blit.shader"),
99 source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader/blit.wgsl"))),
100 });
101
102 let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
103 label: Some("iced_wgpu.offscreen.blit.pipeline"),
104 layout: Some(&pipeline_layout),
105 vertex: wgpu::VertexState {
106 module: &shader,
107 entry_point: Some("vs_main"),
108 buffers: &[],
109 compilation_options: wgpu::PipelineCompilationOptions::default(),
110 },
111 fragment: Some(wgpu::FragmentState {
112 module: &shader,
113 entry_point: Some("fs_main"),
114 targets: &[Some(wgpu::ColorTargetState {
115 format,
116 blend: Some(wgpu::BlendState {
117 color: wgpu::BlendComponent {
118 src_factor: wgpu::BlendFactor::SrcAlpha,
119 dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
120 operation: wgpu::BlendOperation::Add,
121 },
122 alpha: wgpu::BlendComponent {
123 src_factor: wgpu::BlendFactor::One,
124 dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
125 operation: wgpu::BlendOperation::Add,
126 },
127 }),
128 write_mask: wgpu::ColorWrites::ALL,
129 })],
130 compilation_options: wgpu::PipelineCompilationOptions::default(),
131 }),
132 primitive: wgpu::PrimitiveState {
133 topology: wgpu::PrimitiveTopology::TriangleList,
134 front_face: wgpu::FrontFace::Cw,
135 ..wgpu::PrimitiveState::default()
136 },
137 depth_stencil: None,
138 multisample: wgpu::MultisampleState::default(),
139 multiview: None,
140 cache: None,
141 });
142
143 let texture = device.create_texture(&wgpu::TextureDescriptor {
144 label: Some("iced_wgpu.offscreen.conversion.source_texture"),
145 size: source.size(),
146 mip_level_count: 1,
147 sample_count: 1,
148 dimension: wgpu::TextureDimension::D2,
149 format,
150 usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
151 view_formats: &[],
152 });
153
154 let view = &texture.create_view(&wgpu::TextureViewDescriptor::default());
155
156 let texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
157 label: Some("iced_wgpu.offscreen.blit.texture_bind_group"),
158 layout: &texture_layout,
159 entries: &[wgpu::BindGroupEntry {
160 binding: 0,
161 resource: wgpu::BindingResource::TextureView(
162 &source.create_view(&wgpu::TextureViewDescriptor::default()),
163 ),
164 }],
165 });
166
167 let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
168 label: Some("iced_wgpu.offscreen.blit.render_pass"),
169 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
170 view,
171 depth_slice: None,
172 resolve_target: None,
173 ops: wgpu::Operations {
174 load: wgpu::LoadOp::Load,
175 store: wgpu::StoreOp::Store,
176 },
177 })],
178 depth_stencil_attachment: None,
179 timestamp_writes: None,
180 occlusion_query_set: None,
181 });
182
183 pass.set_pipeline(&pipeline);
184 pass.set_bind_group(0, &constant_bind_group, &[]);
185 pass.set_bind_group(1, &texture_bind_group, &[]);
186 pass.draw(0..6, 0..1);
187
188 texture
189}