restructuring for multiple filters

This commit is contained in:
2022-07-10 23:17:31 +02:00
parent c9c5cb76bd
commit 379ece5cbf
4 changed files with 163 additions and 106 deletions

439
uw8-window/src/gpu/mod.rs Normal file
View File

@@ -0,0 +1,439 @@
use crate::Framebuffer;
use anyhow::{anyhow, Result};
use std::{num::NonZeroU32, time::Instant};
use winit::{
dpi::PhysicalSize,
event::{Event, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::{Fullscreen, WindowBuilder},
};
#[cfg(target_os = "macos")]
use winit::platform::macos::EventLoopExtMacOS;
#[cfg(target_os = "linux")]
use winit::platform::unix::EventLoopExtUnix;
#[cfg(target_os = "windows")]
use winit::platform::windows::EventLoopExtWindows;
mod crt;
use crt::CrtFilter;
pub struct Window {
event_loop: EventLoop<()>,
window: winit::window::Window,
instance: wgpu::Instance,
surface: wgpu::Surface,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
}
impl Window {
pub fn new() -> Result<Window> {
async fn create() -> Result<Window> {
let event_loop = EventLoop::new_any_thread();
let window = WindowBuilder::new()
.with_inner_size(PhysicalSize::new(640u32, 480))
.with_min_inner_size(PhysicalSize::new(320u32, 240))
.with_title("MicroW8")
.build(&event_loop)?;
window.set_cursor_visible(false);
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(&window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.ok_or_else(|| anyhow!("Request adapter failed"))?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor::default(), None)
.await?;
Ok(Window {
event_loop,
window,
instance,
surface,
adapter,
device,
queue,
})
}
pollster::block_on(create())
}
pub fn run(
self,
mut update: Box<dyn FnMut(&mut dyn Framebuffer, u32, bool) -> Instant + 'static>,
) -> ! {
let Window {
event_loop,
window,
instance,
surface,
adapter,
device,
queue,
} = self;
let palette_screen_mode = PaletteScreenMode::new(&device);
let mut surface_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_supported_formats(&adapter)[0],
width: window.inner_size().width,
height: window.inner_size().height,
present_mode: wgpu::PresentMode::AutoNoVsync,
};
let filter: Box<dyn Filter> = Box::new(CrtFilter::new(
&device,
&palette_screen_mode.screen_view,
window.inner_size(),
surface_config.format,
));
surface.configure(&device, &surface_config);
let mut reset = false;
let mut gamepad = 0;
event_loop.run(move |event, _, control_flow| {
let _ = (&window, &instance, &surface, &adapter, &device);
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(new_size) => {
surface_config.width = new_size.width;
surface_config.height = new_size.height;
surface.configure(&device, &surface_config);
filter.resize(&queue, new_size);
}
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput { input, .. } => {
fn gamepad_button(input: &winit::event::KeyboardInput) -> u32 {
match input.scancode {
103 => 1,
108 => 2,
105 => 4,
106 => 8,
44 => 16,
45 => 32,
30 => 64,
31 => 128,
_ => 0,
}
}
if input.state == winit::event::ElementState::Pressed {
match input.virtual_keycode {
Some(VirtualKeyCode::Escape) => *control_flow = ControlFlow::Exit,
Some(VirtualKeyCode::F) => {
window.set_fullscreen(if window.fullscreen().is_some() {
None
} else {
Some(Fullscreen::Borderless(None))
});
}
Some(VirtualKeyCode::R) => reset = true,
_ => (),
}
gamepad |= gamepad_button(&input);
} else {
gamepad &= !gamepad_button(&input);
}
}
_ => (),
},
Event::MainEventsCleared => {
if let ControlFlow::WaitUntil(t) = *control_flow {
if Instant::now() < t {
return;
}
}
let next_frame = update(
&mut GpuFramebuffer {
queue: &queue,
framebuffer: &palette_screen_mode,
},
gamepad,
reset,
);
reset = false;
*control_flow = ControlFlow::WaitUntil(next_frame);
let output = surface.get_current_texture().unwrap();
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
palette_screen_mode.resolve_screen(&mut encoder);
{
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
})],
depth_stencil_attachment: None,
});
filter.render(&mut render_pass);
}
queue.submit(std::iter::once(encoder.finish()));
output.present();
}
_ => (),
}
});
}
}
struct GpuFramebuffer<'a> {
framebuffer: &'a PaletteScreenMode,
queue: &'a wgpu::Queue,
}
impl<'a> Framebuffer for GpuFramebuffer<'a> {
fn update(&mut self, pixels: &[u8], palette: &[u8]) {
self.framebuffer.write_framebuffer(self.queue, pixels);
self.framebuffer.write_palette(self.queue, palette);
}
}
trait Filter {
fn resize(&self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>);
fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>);
}
struct PaletteScreenMode {
framebuffer: wgpu::Texture,
palette: wgpu::Texture,
screen_view: wgpu::TextureView,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl PaletteScreenMode {
fn new(device: &wgpu::Device) -> PaletteScreenMode {
let framebuffer_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: 320,
height: 240,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Uint,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: None,
});
let palette_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: 256,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D1,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: None,
});
let screen_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: 320,
height: 240,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
label: None,
});
let framebuffer_texture_view =
framebuffer_texture.create_view(&wgpu::TextureViewDescriptor::default());
let palette_texture_view =
palette_texture.create_view(&wgpu::TextureViewDescriptor::default());
let screen_texture_view =
screen_texture.create_view(&wgpu::TextureViewDescriptor::default());
let palette_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::Uint,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D1,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
],
label: None,
});
let palette_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &palette_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&framebuffer_texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&palette_texture_view),
},
],
label: None,
});
let palette_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("palette.wgsl").into()),
});
let palette_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&palette_bind_group_layout],
push_constant_ranges: &[],
});
let palette_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&palette_pipeline_layout),
vertex: wgpu::VertexState {
module: &palette_shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &palette_shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8UnormSrgb,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
multiview: None,
});
PaletteScreenMode {
framebuffer: framebuffer_texture,
palette: palette_texture,
screen_view: screen_texture_view,
bind_group: palette_bind_group,
pipeline: palette_pipeline,
}
}
fn write_framebuffer(&self, queue: &wgpu::Queue, pixels: &[u8]) {
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &self.framebuffer,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&bytemuck::cast_slice(pixels),
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(320),
rows_per_image: None,
},
wgpu::Extent3d {
width: 320,
height: 240,
depth_or_array_layers: 1,
},
);
}
fn write_palette(&self, queue: &wgpu::Queue, palette: &[u8]) {
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &self.palette,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&bytemuck::cast_slice(palette),
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(256 * 4),
rows_per_image: None,
},
wgpu::Extent3d {
width: 256,
height: 1,
depth_or_array_layers: 1,
},
);
}
fn resolve_screen(&self, encoder: &mut wgpu::CommandEncoder) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.screen_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
}