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authorMaze Winther <mazewinther@gmail.com>2026-04-13 04:40:29 +0200
committerMaze Winther <mazewinther@gmail.com>2026-04-13 05:01:51 +0200
commit8230faf082c405c9fd0fa640f4ce2284315782ae (patch)
treee00bf694a83b4d14d6d56942ba89ba92402d854e /rust/crates/compositor/src/compositor.rs
parentdbd68ff1396bf498eb97f095810b78d2bddd0011 (diff)
downloadopencut-8230faf082c405c9fd0fa640f4ce2284315782ae.tar.gz
feat: wasm compositor
Made-with: Cursor
Diffstat (limited to 'rust/crates/compositor/src/compositor.rs')
-rw-r--r--rust/crates/compositor/src/compositor.rs816
1 files changed, 816 insertions, 0 deletions
diff --git a/rust/crates/compositor/src/compositor.rs b/rust/crates/compositor/src/compositor.rs
new file mode 100644
index 00000000..92d253d1
--- /dev/null
+++ b/rust/crates/compositor/src/compositor.rs
@@ -0,0 +1,816 @@
+use bytemuck::{Pod, Zeroable};
+use effects::{ApplyEffectsOptions, EffectPass, EffectPipeline, UniformValue};
+use gpu::{FULLSCREEN_SHADER_SOURCE, GpuContext, wgpu};
+use masks::{ApplyMaskFeatherOptions, MaskFeatherPipeline};
+use thiserror::Error;
+use wgpu::util::DeviceExt;
+
+use crate::{
+ BlendMode,
+ frame::{
+ EffectPassDescriptor, EffectUniformValueDescriptor, FrameDescriptor, FrameItemDescriptor,
+ LayerDescriptor,
+ },
+ texture_pool::TexturePool,
+ texture_store::TextureStore,
+};
+
+const LAYER_SHADER_SOURCE: &str = include_str!("shaders/layer.wgsl");
+const BLEND_SHADER_SOURCE: &str = include_str!("shaders/blend.wgsl");
+const MASK_SHADER_SOURCE: &str = include_str!("shaders/mask.wgsl");
+
+pub struct RenderFrameOptions<'a, 'surface> {
+ pub frame: &'a FrameDescriptor,
+ pub surface: &'a wgpu::Surface<'surface>,
+}
+
+pub struct Compositor {
+ textures: TextureStore,
+ texture_pool: TexturePool,
+ effects: EffectPipeline,
+ masks: MaskFeatherPipeline,
+ layer_uniform_bind_group_layout: wgpu::BindGroupLayout,
+ layer_pipeline: wgpu::RenderPipeline,
+ blend_uniform_bind_group_layout: wgpu::BindGroupLayout,
+ blend_pipeline: wgpu::RenderPipeline,
+ mask_uniform_bind_group_layout: wgpu::BindGroupLayout,
+ mask_pipeline: wgpu::RenderPipeline,
+}
+
+#[derive(Debug, Error)]
+pub enum CompositorError {
+ #[error("Texture '{texture_id}' is not available")]
+ MissingTexture { texture_id: String },
+ #[error("Failed to apply effects: {0}")]
+ Effects(#[from] effects::EffectsError),
+ #[error("Failed to present frame: {0}")]
+ Gpu(#[from] gpu::GpuError),
+}
+
+#[repr(C)]
+#[derive(Clone, Copy, Pod, Zeroable)]
+struct LayerUniformBuffer {
+ resolution: [f32; 2],
+ center: [f32; 2],
+ size: [f32; 2],
+ rotation_radians: f32,
+ opacity: f32,
+ flip_x: f32,
+ flip_y: f32,
+}
+
+#[repr(C)]
+#[derive(Clone, Copy, Pod, Zeroable)]
+struct BlendUniformBuffer {
+ blend_mode: u32,
+ _padding: [u32; 3],
+}
+
+#[repr(C)]
+#[derive(Clone, Copy, Pod, Zeroable)]
+struct MaskUniformBuffer {
+ inverted: f32,
+ _padding: [f32; 3],
+}
+
+impl Compositor {
+ pub fn new(context: &GpuContext) -> Self {
+ let device = context.device();
+ let fullscreen_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("compositor-fullscreen-shader"),
+ source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
+ });
+ let layer_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("compositor-layer-shader"),
+ source: wgpu::ShaderSource::Wgsl(LAYER_SHADER_SOURCE.into()),
+ });
+ let blend_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("compositor-blend-shader"),
+ source: wgpu::ShaderSource::Wgsl(BLEND_SHADER_SOURCE.into()),
+ });
+ let mask_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("compositor-mask-shader"),
+ source: wgpu::ShaderSource::Wgsl(MASK_SHADER_SOURCE.into()),
+ });
+
+ let layer_uniform_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("compositor-layer-uniform-layout"),
+ entries: &[wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: false,
+ min_binding_size: None,
+ },
+ count: None,
+ }],
+ });
+ let blend_uniform_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("compositor-blend-uniform-layout"),
+ entries: &[wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: false,
+ min_binding_size: None,
+ },
+ count: None,
+ }],
+ });
+ let mask_uniform_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("compositor-mask-uniform-layout"),
+ entries: &[wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: false,
+ min_binding_size: None,
+ },
+ count: None,
+ }],
+ });
+
+ let layer_pipeline_layout =
+ device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("compositor-layer-pipeline-layout"),
+ bind_group_layouts: &[
+ Some(context.texture_sampler_bind_group_layout()),
+ Some(&layer_uniform_bind_group_layout),
+ ],
+ immediate_size: 0,
+ });
+ let blend_pipeline_layout =
+ device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("compositor-blend-pipeline-layout"),
+ bind_group_layouts: &[
+ Some(context.texture_sampler_bind_group_layout()),
+ Some(context.texture_sampler_bind_group_layout()),
+ Some(&blend_uniform_bind_group_layout),
+ ],
+ immediate_size: 0,
+ });
+ let mask_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("compositor-mask-pipeline-layout"),
+ bind_group_layouts: &[
+ Some(context.texture_sampler_bind_group_layout()),
+ Some(context.texture_sampler_bind_group_layout()),
+ Some(&mask_uniform_bind_group_layout),
+ ],
+ immediate_size: 0,
+ });
+
+ let layer_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("compositor-layer-pipeline"),
+ layout: Some(&layer_pipeline_layout),
+ vertex: wgpu::VertexState {
+ module: &fullscreen_shader,
+ 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: &layer_shader,
+ entry_point: Some("fragment_main"),
+ targets: &[Some(wgpu::ColorTargetState {
+ format: context.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,
+ });
+ let blend_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("compositor-blend-pipeline"),
+ layout: Some(&blend_pipeline_layout),
+ vertex: wgpu::VertexState {
+ module: &fullscreen_shader,
+ 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: &blend_shader,
+ entry_point: Some("fragment_main"),
+ targets: &[Some(wgpu::ColorTargetState {
+ format: context.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,
+ });
+ let mask_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("compositor-mask-pipeline"),
+ layout: Some(&mask_pipeline_layout),
+ vertex: wgpu::VertexState {
+ module: &fullscreen_shader,
+ 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: &mask_shader,
+ entry_point: Some("fragment_main"),
+ targets: &[Some(wgpu::ColorTargetState {
+ format: context.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,
+ });
+
+ Self {
+ textures: TextureStore::default(),
+ texture_pool: TexturePool::default(),
+ effects: EffectPipeline::new(context),
+ masks: MaskFeatherPipeline::new(context),
+ layer_uniform_bind_group_layout,
+ layer_pipeline,
+ blend_uniform_bind_group_layout,
+ blend_pipeline,
+ mask_uniform_bind_group_layout,
+ mask_pipeline,
+ }
+ }
+
+ pub fn upsert_texture(&mut self, id: String, texture: wgpu::Texture) {
+ self.textures.upsert(id, texture);
+ }
+
+ pub fn release_texture(&mut self, id: &str) {
+ self.textures.remove(id);
+ }
+
+ pub fn render_frame(
+ &mut self,
+ context: &GpuContext,
+ options: RenderFrameOptions<'_, '_>,
+ ) -> Result<(), CompositorError> {
+ let frame = options.frame;
+ self.texture_pool.recycle_frame();
+ context.configure_surface(options.surface, frame.width, frame.height)?;
+ let surface_texture = context.acquire_surface_texture(options.surface)?;
+ let surface_view = surface_texture
+ .texture
+ .create_view(&wgpu::TextureViewDescriptor::default());
+ let mut encoder =
+ context
+ .device()
+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
+ label: Some("compositor-frame-encoder"),
+ });
+ let mut scene = self.create_cleared_texture(
+ context,
+ &mut encoder,
+ frame.width,
+ frame.height,
+ frame.clear.color,
+ );
+
+ for item in &frame.items {
+ match item {
+ FrameItemDescriptor::Layer(layer) => {
+ let layer_texture = self.render_layer(context, &mut encoder, frame, layer)?;
+ scene = self.blend_texture(
+ context,
+ &mut encoder,
+ &scene,
+ &layer_texture,
+ layer.blend_mode,
+ frame.width,
+ frame.height,
+ )?;
+ }
+ FrameItemDescriptor::SceneEffect { effect_pass_groups } => {
+ scene = self.apply_effect_groups(
+ context,
+ &mut encoder,
+ &scene,
+ frame.width,
+ frame.height,
+ effect_pass_groups,
+ )?;
+ }
+ }
+ }
+
+ context.encode_texture_blit_to_view(
+ &mut encoder,
+ &scene,
+ &surface_view,
+ "compositor-present-pass",
+ );
+ context.queue().submit([encoder.finish()]);
+ surface_texture.present();
+ Ok(())
+ }
+
+ fn render_layer(
+ &mut self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ frame: &FrameDescriptor,
+ layer: &LayerDescriptor,
+ ) -> Result<wgpu::Texture, CompositorError> {
+ let source = self.textures.get(&layer.texture_id).ok_or_else(|| {
+ CompositorError::MissingTexture {
+ texture_id: layer.texture_id.clone(),
+ }
+ })?;
+
+ let mut current =
+ self.texture_pool
+ .acquire(context, frame.width, frame.height, "compositor-layer");
+ self.render_source_to_texture(
+ context,
+ encoder,
+ source.texture(),
+ &current,
+ frame.width,
+ frame.height,
+ layer,
+ );
+
+ if !layer.effect_pass_groups.is_empty() {
+ current = self.apply_effect_groups(
+ context,
+ encoder,
+ &current,
+ frame.width,
+ frame.height,
+ &layer.effect_pass_groups,
+ )?;
+ }
+
+ if let Some(mask) = &layer.mask {
+ let mask_source = self.textures.get(&mask.texture_id).ok_or_else(|| {
+ CompositorError::MissingTexture {
+ texture_id: mask.texture_id.clone(),
+ }
+ })?;
+ let mask_source_texture = mask_source.texture().clone();
+ let mask_texture = if mask.feather > 0.0 {
+ self.masks.apply_mask_feather_with_encoder(
+ context,
+ encoder,
+ ApplyMaskFeatherOptions {
+ mask: &mask_source_texture,
+ width: frame.width,
+ height: frame.height,
+ feather: mask.feather,
+ },
+ )
+ } else {
+ self.copy_texture(
+ context,
+ encoder,
+ &mask_source_texture,
+ frame.width,
+ frame.height,
+ )
+ };
+ current = self.apply_mask(
+ context,
+ encoder,
+ &current,
+ &mask_texture,
+ mask.inverted,
+ frame.width,
+ frame.height,
+ );
+ }
+
+ Ok(current)
+ }
+
+ fn apply_effect_groups(
+ &mut self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ source: &wgpu::Texture,
+ width: u32,
+ height: u32,
+ effect_pass_groups: &[Vec<EffectPassDescriptor>],
+ ) -> Result<wgpu::Texture, CompositorError> {
+ let mut current = self.copy_texture(context, encoder, source, width, height);
+ for group in effect_pass_groups {
+ let passes = map_effect_passes(group);
+ current = self.effects.apply_with_encoder(
+ context,
+ encoder,
+ ApplyEffectsOptions {
+ source: &current,
+ width,
+ height,
+ passes: &passes,
+ },
+ )?;
+ }
+ Ok(current)
+ }
+
+ fn create_cleared_texture(
+ &mut self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ width: u32,
+ height: u32,
+ clear_color: [f32; 4],
+ ) -> wgpu::Texture {
+ let texture =
+ self.texture_pool
+ .acquire(context, width, height, "compositor-cleared-texture");
+ let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
+ {
+ let _pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("compositor-clear-pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &view,
+ resolve_target: None,
+ depth_slice: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color {
+ r: clear_color[0] as f64,
+ g: clear_color[1] as f64,
+ b: clear_color[2] as f64,
+ a: clear_color[3] as f64,
+ }),
+ store: wgpu::StoreOp::Store,
+ },
+ })],
+ depth_stencil_attachment: None,
+ occlusion_query_set: None,
+ timestamp_writes: None,
+ multiview_mask: None,
+ });
+ }
+ texture
+ }
+
+ fn copy_texture(
+ &mut self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ source: &wgpu::Texture,
+ width: u32,
+ height: u32,
+ ) -> wgpu::Texture {
+ let texture = self
+ .texture_pool
+ .acquire(context, width, height, "compositor-copy-texture");
+ self.blit_texture(context, encoder, source, &texture);
+ texture
+ }
+
+ fn render_source_to_texture(
+ &self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ source: &wgpu::Texture,
+ target: &wgpu::Texture,
+ width: u32,
+ height: u32,
+ layer: &LayerDescriptor,
+ ) {
+ let source_view = source.create_view(&wgpu::TextureViewDescriptor::default());
+ let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
+ let source_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-layer-source-bind-group"),
+ layout: context.texture_sampler_bind_group_layout(),
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&source_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
+ },
+ ],
+ });
+ let uniform_buffer =
+ context
+ .device()
+ .create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("compositor-layer-uniform-buffer"),
+ contents: bytemuck::bytes_of(&LayerUniformBuffer {
+ resolution: [width as f32, height as f32],
+ center: [layer.transform.center_x, layer.transform.center_y],
+ size: [layer.transform.width, layer.transform.height],
+ rotation_radians: layer.transform.rotation_degrees.to_radians(),
+ opacity: layer.opacity,
+ flip_x: if layer.transform.flip_x { 1.0 } else { 0.0 },
+ flip_y: if layer.transform.flip_y { 1.0 } else { 0.0 },
+ }),
+ usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+ });
+ let uniform_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-layer-uniform-bind-group"),
+ layout: &self.layer_uniform_bind_group_layout,
+ entries: &[wgpu::BindGroupEntry {
+ binding: 0,
+ resource: uniform_buffer.as_entire_binding(),
+ }],
+ });
+
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("compositor-layer-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.layer_pipeline);
+ render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
+ render_pass.set_bind_group(0, &source_bind_group, &[]);
+ render_pass.set_bind_group(1, &uniform_bind_group, &[]);
+ render_pass.draw(0..6, 0..1);
+ }
+ }
+
+ fn apply_mask(
+ &mut self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ layer_texture: &wgpu::Texture,
+ mask_texture: &wgpu::Texture,
+ inverted: bool,
+ width: u32,
+ height: u32,
+ ) -> wgpu::Texture {
+ let target = self
+ .texture_pool
+ .acquire(context, width, height, "compositor-masked-texture");
+ let layer_view = layer_texture.create_view(&wgpu::TextureViewDescriptor::default());
+ let mask_view = mask_texture.create_view(&wgpu::TextureViewDescriptor::default());
+ let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
+
+ let layer_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-mask-layer-bind-group"),
+ layout: context.texture_sampler_bind_group_layout(),
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&layer_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
+ },
+ ],
+ });
+ let mask_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-mask-mask-bind-group"),
+ layout: context.texture_sampler_bind_group_layout(),
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&mask_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
+ },
+ ],
+ });
+ let uniform_buffer =
+ context
+ .device()
+ .create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("compositor-mask-uniform-buffer"),
+ contents: bytemuck::bytes_of(&MaskUniformBuffer {
+ inverted: if inverted { 1.0 } else { 0.0 },
+ _padding: [0.0; 3],
+ }),
+ usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+ });
+ let uniform_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-mask-uniform-bind-group"),
+ layout: &self.mask_uniform_bind_group_layout,
+ entries: &[wgpu::BindGroupEntry {
+ binding: 0,
+ resource: uniform_buffer.as_entire_binding(),
+ }],
+ });
+
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("compositor-mask-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.mask_pipeline);
+ render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
+ render_pass.set_bind_group(0, &layer_bind_group, &[]);
+ render_pass.set_bind_group(1, &mask_bind_group, &[]);
+ render_pass.set_bind_group(2, &uniform_bind_group, &[]);
+ render_pass.draw(0..6, 0..1);
+ }
+ target
+ }
+
+ fn blend_texture(
+ &mut self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ base: &wgpu::Texture,
+ layer: &wgpu::Texture,
+ blend_mode: BlendMode,
+ width: u32,
+ height: u32,
+ ) -> Result<wgpu::Texture, CompositorError> {
+ let target =
+ self.texture_pool
+ .acquire(context, width, height, "compositor-blended-texture");
+ let base_view = base.create_view(&wgpu::TextureViewDescriptor::default());
+ let layer_view = layer.create_view(&wgpu::TextureViewDescriptor::default());
+ let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
+ let base_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-base-bind-group"),
+ layout: context.texture_sampler_bind_group_layout(),
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&base_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
+ },
+ ],
+ });
+ let layer_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-layer-bind-group"),
+ layout: context.texture_sampler_bind_group_layout(),
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&layer_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
+ },
+ ],
+ });
+ let uniform_buffer =
+ context
+ .device()
+ .create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("compositor-blend-uniform-buffer"),
+ contents: bytemuck::bytes_of(&BlendUniformBuffer {
+ blend_mode: blend_mode.shader_code(),
+ _padding: [0; 3],
+ }),
+ usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+ });
+ let uniform_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("compositor-blend-uniform-bind-group"),
+ layout: &self.blend_uniform_bind_group_layout,
+ entries: &[wgpu::BindGroupEntry {
+ binding: 0,
+ resource: uniform_buffer.as_entire_binding(),
+ }],
+ });
+
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("compositor-blend-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.blend_pipeline);
+ render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
+ render_pass.set_bind_group(0, &base_bind_group, &[]);
+ render_pass.set_bind_group(1, &layer_bind_group, &[]);
+ render_pass.set_bind_group(2, &uniform_bind_group, &[]);
+ render_pass.draw(0..6, 0..1);
+ }
+ Ok(target)
+ }
+
+ fn blit_texture(
+ &self,
+ context: &GpuContext,
+ encoder: &mut wgpu::CommandEncoder,
+ source: &wgpu::Texture,
+ target: &wgpu::Texture,
+ ) {
+ let target_view = target.create_view(&wgpu::TextureViewDescriptor::default());
+ context.encode_texture_blit_to_view(encoder, source, &target_view, "compositor-blit-pass");
+ }
+}
+
+fn map_effect_passes(passes: &[EffectPassDescriptor]) -> Vec<EffectPass> {
+ passes
+ .iter()
+ .map(|pass| EffectPass {
+ shader: pass.shader.clone(),
+ uniforms: pass
+ .uniforms
+ .iter()
+ .map(|(name, value)| {
+ let uniform_value = match value {
+ EffectUniformValueDescriptor::Number(n) => UniformValue::Number(*n),
+ EffectUniformValueDescriptor::Vector(v) => UniformValue::Vector(v.clone()),
+ };
+ (name.clone(), uniform_value)
+ })
+ .collect(),
+ })
+ .collect()
+}