implement square filter

This commit is contained in:
2022-07-10 23:56:19 +02:00
parent 379ece5cbf
commit 0130d1c906
3 changed files with 220 additions and 1 deletions

View File

@@ -17,8 +17,10 @@ use winit::platform::unix::EventLoopExtUnix;
use winit::platform::windows::EventLoopExtWindows; use winit::platform::windows::EventLoopExtWindows;
mod crt; mod crt;
mod square;
use crt::CrtFilter; use crt::CrtFilter;
use square::SquareFilter;
pub struct Window { pub struct Window {
event_loop: EventLoop<()>, event_loop: EventLoop<()>,
@@ -95,7 +97,7 @@ impl Window {
present_mode: wgpu::PresentMode::AutoNoVsync, present_mode: wgpu::PresentMode::AutoNoVsync,
}; };
let filter: Box<dyn Filter> = Box::new(CrtFilter::new( let mut filter: Box<dyn Filter> = Box::new(CrtFilter::new(
&device, &device,
&palette_screen_mode.screen_view, &palette_screen_mode.screen_view,
window.inner_size(), window.inner_size(),
@@ -144,6 +146,22 @@ impl Window {
}); });
} }
Some(VirtualKeyCode::R) => reset = true, Some(VirtualKeyCode::R) => reset = true,
Some(VirtualKeyCode::Key1) => {
filter = Box::new(SquareFilter::new(
&device,
&palette_screen_mode.screen_view,
window.inner_size(),
surface_config.format,
))
}
Some(VirtualKeyCode::Key2) => {
filter = Box::new(CrtFilter::new(
&device,
&palette_screen_mode.screen_view,
window.inner_size(),
surface_config.format,
))
}
_ => (), _ => (),
} }

View File

@@ -0,0 +1,157 @@
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
use super::Filter;
pub struct SquareFilter {
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl SquareFilter {
pub fn new(
device: &wgpu::Device,
screen: &wgpu::TextureView,
resolution: PhysicalSize<u32>,
surface_format: wgpu::TextureFormat,
) -> SquareFilter {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(resolution),
};
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
mag_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&screen),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: uniform_buffer.as_entire_binding(),
},
],
label: None,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("square.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
multiview: None,
});
SquareFilter {
uniform_buffer,
bind_group,
pipeline: render_pipeline,
}
}
}
impl Filter for SquareFilter {
fn resize(&self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>) {
let uniforms = Uniforms {
texture_scale: texture_scale_from_resolution(new_size),
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
}
fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
}
fn texture_scale_from_resolution(res: PhysicalSize<u32>) -> [f32; 4] {
let scale = ((res.width as f32) / 160.0).min((res.height as f32) / 120.0);
[
scale / res.width as f32,
scale / res.height as f32,
2.0 / scale,
0.0,
]
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
texture_scale: [f32; 4],
}

View File

@@ -0,0 +1,44 @@
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
struct Uniforms {
texture_scale: vec4<f32>,
}
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let i = in_vertex_index / 3u + in_vertex_index % 3u;
let x = -1.0 + f32(i % 2u) * 322.0;
let y = -1.0 + f32(i / 2u) * 242.0;
out.clip_position = vec4<f32>((vec2<f32>(x, y) - vec2<f32>(160.0, 120.0)) * uniforms.texture_scale.xy, 0.0, 1.0);
out.tex_coords = vec2<f32>(x, y);
return out;
}
@group(0) @binding(0) var screen_texture: texture_2d<f32>;
@group(0) @binding(1) var linear_sampler: sampler;
fn aa_tex_coord(c: f32) -> f32 {
let low = c - uniforms.texture_scale.z * 0.5;
let high = c + uniforms.texture_scale.z * 0.5;
let base = floor(low);
let center = base + 0.5;
let next = base + 1.0;
if high > next {
return center + (high - next) / (high - base);
} else {
return center;
}
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(screen_texture, linear_sampler, vec2<f32>(aa_tex_coord(in.tex_coords.x), aa_tex_coord(in.tex_coords.y)) / vec2<f32>(320.0, 240.0));
}