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use wgpu_upstream::{BufferBinding, SamplerBindingType};
use crate as wgpu;
/// A type aimed at simplifying the creation of a bind group layout.
#[derive(Debug, Default)]
pub struct LayoutBuilder {
bindings: Vec<(wgpu::ShaderStages, wgpu::BindingType)>,
}
/// Simplified creation of a bind group.
#[derive(Debug, Default)]
pub struct Builder<'a> {
resources: Vec<wgpu::BindingResource<'a>>,
}
impl LayoutBuilder {
/// Begin building the bind group layout.
pub fn new() -> Self {
Self::default()
}
/// Specify a new binding.
///
/// The `binding` position of each binding will be inferred as the index within the order that
/// they are added to this builder type. If you require manually specifying the binding
/// location, you may be better off not using the `BindGroupLayoutBuilder` and instead
/// constructing the `BindGroupLayout` and `BindGroup` manually.
pub fn binding(mut self, visibility: wgpu::ShaderStages, ty: wgpu::BindingType) -> Self {
self.bindings.push((visibility, ty));
self
}
/// Add a uniform buffer binding to the layout.
pub fn uniform_buffer(self, visibility: wgpu::ShaderStages, has_dynamic_offset: bool) -> Self {
let ty = wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset,
// wgpu 0.5-0.6 TODO: potential perf hit, investigate this field
min_binding_size: None,
};
self.binding(visibility, ty)
}
/// Add a storage buffer binding to the layout.
pub fn storage_buffer(
self,
visibility: wgpu::ShaderStages,
has_dynamic_offset: bool,
read_only: bool,
) -> Self {
let ty = wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only },
has_dynamic_offset,
// wgpu 0.5-0.6 TODO: potential perf hit, investigate this field
min_binding_size: None,
};
self.binding(visibility, ty)
}
/// Add a sampler binding to the layout.
pub fn sampler(self, visibility: wgpu::ShaderStages, filtering: bool) -> Self {
let ty = wgpu::BindingType::Sampler(if filtering {
SamplerBindingType::Filtering
} else {
SamplerBindingType::NonFiltering
});
self.binding(visibility, ty)
}
/// Add a sampler binding to the layout.
pub fn comparison_sampler(self, visibility: wgpu::ShaderStages) -> Self {
let ty = wgpu::BindingType::Sampler(SamplerBindingType::Comparison);
self.binding(visibility, ty)
}
/// Add a texture binding to the layout.
pub fn texture(
self,
visibility: wgpu::ShaderStages,
multisampled: bool,
view_dimension: wgpu::TextureViewDimension,
sample_type: wgpu::TextureSampleType,
) -> Self {
// fix sample type in certain scenarios (constraint given by wgpu)
let sample_type = if multisampled
&& matches!(
sample_type,
wgpu::TextureSampleType::Float { filterable: true }
) {
wgpu::TextureSampleType::Float { filterable: false }
} else {
sample_type
};
let ty = wgpu::BindingType::Texture {
multisampled,
view_dimension,
sample_type,
};
self.binding(visibility, ty)
}
/// Short-hand for adding a texture binding for a full view of the given texture to the layout.
///
/// The `multisampled` and `dimension` parameters are retrieved from the `Texture` itself.
///
/// Note that if you wish to take a `Cube` or `CubeArray` view of the given texture, you will
/// need to manually specify the `TextureViewDimension` via the `sampled_texture` method
/// instead.
pub fn texture_from(self, visibility: wgpu::ShaderStages, texture: &wgpu::Texture) -> Self {
self.texture(
visibility,
texture.sample_count() > 1,
texture.view_dimension(),
texture.sample_type(),
)
}
/// Add a storage texture binding to the layout.
pub fn storage_texture(
self,
visibility: wgpu::ShaderStages,
format: wgpu::TextureFormat,
view_dimension: wgpu::TextureViewDimension,
access: wgpu::StorageTextureAccess,
) -> Self {
let ty = wgpu::BindingType::StorageTexture {
view_dimension,
format,
access,
};
self.binding(visibility, ty)
}
/// Short-hand for adding a storage texture binding for a full view of the given texture to the
/// layout.
///
/// The `format`, `dimension` and `sample_type` are inferred from the given `texture`.
pub fn storage_texture_from(
self,
visibility: wgpu::ShaderStages,
texture: &wgpu::Texture,
access: wgpu::StorageTextureAccess,
) -> Self {
self.storage_texture(
visibility,
texture.format(),
texture.view_dimension(),
access,
)
}
/// Build the bind group layout from the specified parameters.
pub fn build(self, device: &wgpu::Device) -> wgpu::BindGroupLayout {
let mut entries = Vec::with_capacity(self.bindings.len());
for (i, (visibility, ty)) in self.bindings.into_iter().enumerate() {
let layout_binding = wgpu::BindGroupLayoutEntry {
binding: i as u32,
visibility,
ty,
count: None,
};
entries.push(layout_binding);
}
let descriptor = wgpu::BindGroupLayoutDescriptor {
label: Some("nannou bind group layout"),
entries: &entries,
};
device.create_bind_group_layout(&descriptor)
}
}
impl<'a> Builder<'a> {
/// Begin building the bind group.
pub fn new() -> Self {
Self::default()
}
/// Specify a new binding.
///
/// The `binding` position of each binding will be inferred as the index within the order that
/// they are added to this builder type. If you require manually specifying the binding
/// location, you may be better off not using the `BindGroupBuilder` and instead constructing
/// the `BindGroupLayout` and `BindGroup` manually.
pub fn binding(mut self, resource: wgpu::BindingResource<'a>) -> Self {
self.resources.push(resource);
self
}
/// Specify a slice of a buffer to be bound.
///
/// The given `range` represents the start and end point of the buffer to be bound in bytes.
pub fn buffer_bytes(
self,
buffer: &'a wgpu::Buffer,
offset: wgpu::BufferAddress,
size: Option<wgpu::BufferSize>,
) -> Self {
let resource = wgpu::BindingResource::Buffer(BufferBinding {
buffer,
offset,
size,
});
self.binding(resource)
}
/// Specify a slice of a buffer of elements of type `T` to be bound.
///
/// This method is similar to `buffer_bytes`, but expects a range of **elements** rather than a
/// range of **bytes**.
///
/// Type `T` *must* be either `#[repr(C)]` or `#[repr(transparent)]`.
// NOTE: We might want to change this to match the wgpu API by using a NonZeroU64 for size.
pub fn buffer<T>(self, buffer: &'a wgpu::Buffer, range: std::ops::Range<usize>) -> Self
where
T: Copy,
{
let size_bytes = std::mem::size_of::<T>() as wgpu::BufferAddress;
let start = range.start as wgpu::BufferAddress * size_bytes;
let end = range.end as wgpu::BufferAddress * size_bytes;
let size = std::num::NonZeroU64::new(end - start).expect("buffer slice must not be empty");
self.buffer_bytes(buffer, start, Some(size))
}
/// Specify a sampler to be bound.
pub fn sampler(self, sampler: &'a wgpu::Sampler) -> Self {
let resource = wgpu::BindingResource::Sampler(sampler);
self.binding(resource)
}
/// Specify a texture view to be bound.
pub fn texture_view(self, view: &'a wgpu::TextureViewHandle) -> Self {
let resource = wgpu::BindingResource::TextureView(view);
self.binding(resource)
}
/// Build the bind group with the specified resources.
pub fn build(self, device: &wgpu::Device, layout: &wgpu::BindGroupLayout) -> wgpu::BindGroup {
let mut entries = Vec::with_capacity(self.resources.len());
for (i, resource) in self.resources.into_iter().enumerate() {
let binding = wgpu::BindGroupEntry {
binding: i as u32,
resource,
};
entries.push(binding);
}
let descriptor = wgpu::BindGroupDescriptor {
label: Some("nannou bind group"),
layout,
entries: &entries,
};
device.create_bind_group(&descriptor)
}
}