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use bytemuck::{Pod, Zeroable};
use gpu::{FULLSCREEN_SHADER_SOURCE, GpuContext};
use wgpu::util::DeviceExt;
use crate::SdfPipeline;
const JFA_DISTANCE_SHADER_SOURCE: &str = include_str!("shaders/jfa_distance.wgsl");
pub struct ApplyMaskFeatherOptions<'a> {
pub mask: &'a wgpu::Texture,
pub width: u32,
pub height: u32,
pub feather: f32,
}
pub struct MaskFeatherPipeline {
sdf_pipeline: SdfPipeline,
inside_texture_bind_group_layout: wgpu::BindGroupLayout,
outside_texture_bind_group_layout: wgpu::BindGroupLayout,
uniform_bind_group_layout: wgpu::BindGroupLayout,
distance_pipeline: wgpu::RenderPipeline,
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct DistanceUniformBuffer {
resolution: [f32; 2],
feather_half: f32,
_padding: f32,
}
impl MaskFeatherPipeline {
pub fn new(context: &GpuContext) -> Self {
let device = context.device();
let inside_texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-mask-distance-inside-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 outside_texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-mask-distance-outside-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 uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-mask-distance-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 pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("gpu-mask-distance-pipeline-layout"),
bind_group_layouts: &[
Some(&inside_texture_bind_group_layout),
Some(&outside_texture_bind_group_layout),
Some(&uniform_bind_group_layout),
],
immediate_size: 0,
});
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-mask-distance-fullscreen-shader"),
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
});
let fragment_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-mask-distance-fragment-shader"),
source: wgpu::ShaderSource::Wgsl(JFA_DISTANCE_SHADER_SOURCE.into()),
});
let distance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("gpu-mask-distance-pipeline"),
layout: Some(&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: &fragment_shader_module,
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 {
sdf_pipeline: SdfPipeline::new(context),
inside_texture_bind_group_layout,
outside_texture_bind_group_layout,
uniform_bind_group_layout,
distance_pipeline,
}
}
pub fn apply_mask_feather(
&self,
context: &GpuContext,
ApplyMaskFeatherOptions {
mask,
width,
height,
feather,
}: ApplyMaskFeatherOptions<'_>,
) -> wgpu::Texture {
let mut encoder =
context
.device()
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("gpu-mask-distance-command-encoder"),
});
let output = self.apply_mask_feather_with_encoder(
context,
&mut encoder,
ApplyMaskFeatherOptions {
mask,
width,
height,
feather,
},
);
context.queue().submit([encoder.finish()]);
output
}
pub fn apply_mask_feather_with_encoder(
&self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
ApplyMaskFeatherOptions {
mask,
width,
height,
feather,
}: ApplyMaskFeatherOptions<'_>,
) -> wgpu::Texture {
let sdf = self
.sdf_pipeline
.compute_signed_distance_field_with_encoder(context, encoder, mask, width, height);
let output_texture = context.create_render_texture(width, height, "masks-feather-output");
let inside_view = sdf
.inside_texture
.create_view(&wgpu::TextureViewDescriptor::default());
let outside_view = sdf
.outside_texture
.create_view(&wgpu::TextureViewDescriptor::default());
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
let inside_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-mask-distance-inside-bind-group"),
layout: &self.inside_texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&inside_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
},
],
});
let outside_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-mask-distance-outside-bind-group"),
layout: &self.outside_texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&outside_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
},
],
});
let uniform_buffer =
context
.device()
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu-mask-distance-uniform-buffer"),
contents: bytemuck::bytes_of(&DistanceUniformBuffer {
resolution: [width as f32, height as f32],
feather_half: feather / 2.0,
_padding: 0.0,
}),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-mask-distance-uniform-bind-group"),
layout: &self.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("gpu-mask-distance-render-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_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.distance_pipeline);
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
render_pass.set_bind_group(0, &inside_bind_group, &[]);
render_pass.set_bind_group(1, &outside_bind_group, &[]);
render_pass.set_bind_group(2, &uniform_bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
output_texture
}
}
|