mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2025-09-11 07:26:19 +00:00
Lay groundwork for directly rendering to the canvas without a cpu roundrip (#1291)
* Add Texture handle type * Add Texture View to shader inputs * Implement basic rendering pipeline * Render first texture using render pipeline * Fix output color space * Precompute the rendering pipeline * Move gpu context creation to editor api * Port gpu-executor nodes to node registry * Fix canvas nodes and make code compile for non wasm targets * Pin wasm-bindgen version * Disable miri temoporarily for better ci times * Fix formatting * Remove unsafe block * Bump wasm-pack version * Bump wasm-bindgen version * Add gpu feature guard for push node * Make Into node async
This commit is contained in:
parent
0c93a62d55
commit
45b04f4eb9
33 changed files with 1574 additions and 339 deletions
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@ -5,7 +5,9 @@ use graphene_core::*;
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use anyhow::Result;
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use dyn_any::{StaticType, StaticTypeSized};
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use futures::Future;
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use glam::UVec3;
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use glam::{DAffine2, UVec3};
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use graphene_core::application_io::{ApplicationIo, EditorApi, SurfaceHandle};
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use graphene_core::raster::{Image, ImageFrame, Pixel, SRGBA8};
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use serde::{Deserialize, Serialize};
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use std::borrow::Cow;
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use std::pin::Pin;
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@ -13,6 +15,7 @@ use std::sync::Arc;
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type ReadBackFuture = Pin<Box<dyn Future<Output = Result<Vec<u8>>>>>;
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize, dyn_any::DynAny)]
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pub enum ComputePassDimensions {
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X(u32),
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XY(u32, u32),
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@ -29,18 +32,33 @@ impl ComputePassDimensions {
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}
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}
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pub trait Texture {
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fn width(&self) -> u32;
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fn height(&self) -> u32;
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fn format(&self) -> TextureBufferType;
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fn view<TextureView>(&self) -> TextureView;
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}
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pub trait GpuExecutor {
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type ShaderHandle;
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type BufferHandle;
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type TextureHandle;
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type TextureView;
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type Surface;
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type Window;
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type CommandBuffer;
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fn load_shader(&self, shader: Shader) -> Result<Self::ShaderHandle>;
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fn create_uniform_buffer<T: ToUniformBuffer>(&self, data: T) -> Result<ShaderInput<Self::BufferHandle>>;
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fn create_storage_buffer<T: ToStorageBuffer>(&self, data: T, options: StorageBufferOptions) -> Result<ShaderInput<Self::BufferHandle>>;
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fn create_output_buffer(&self, len: usize, ty: Type, cpu_readable: bool) -> Result<ShaderInput<Self::BufferHandle>>;
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fn create_compute_pass(&self, layout: &PipelineLayout<Self>, read_back: Option<Arc<ShaderInput<Self::BufferHandle>>>, instances: ComputePassDimensions) -> Result<Self::CommandBuffer>;
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fn create_uniform_buffer<T: ToUniformBuffer>(&self, data: T) -> Result<ShaderInput<Self>>;
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fn create_storage_buffer<T: ToStorageBuffer>(&self, data: T, options: StorageBufferOptions) -> Result<ShaderInput<Self>>;
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fn create_texture_buffer<T: ToTextureBuffer>(&self, data: T, options: TextureBufferOptions) -> Result<ShaderInput<Self>>;
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fn create_texture_view(&self, texture: ShaderInput<Self>) -> Result<ShaderInput<Self>>;
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fn create_output_buffer(&self, len: usize, ty: Type, cpu_readable: bool) -> Result<ShaderInput<Self>>;
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fn create_compute_pass(&self, layout: &PipelineLayout<Self>, read_back: Option<Arc<ShaderInput<Self>>>, instances: ComputePassDimensions) -> Result<Self::CommandBuffer>;
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fn create_render_pass(&self, texture: Arc<ShaderInput<Self>>, canvas: Arc<SurfaceHandle<Self::Surface>>) -> Result<()>;
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fn execute_compute_pipeline(&self, encoder: Self::CommandBuffer) -> Result<()>;
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fn read_output_buffer(&self, buffer: Arc<ShaderInput<Self::BufferHandle>>) -> ReadBackFuture;
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fn read_output_buffer(&self, buffer: Arc<ShaderInput<Self>>) -> ReadBackFuture;
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fn create_surface(&self, window: SurfaceHandle<Self::Window>) -> Result<SurfaceHandle<Self::Surface>>;
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}
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pub trait SpirVCompiler {
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@ -84,37 +102,143 @@ impl GPUConstant {
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}
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}
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}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct DummyExecutor;
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impl GpuExecutor for DummyExecutor {
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type ShaderHandle = ();
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type BufferHandle = ();
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type TextureHandle = ();
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type TextureView = ();
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type Surface = ();
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type Window = ();
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type CommandBuffer = ();
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fn load_shader(&self, _shader: Shader) -> Result<Self::ShaderHandle> {
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todo!()
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}
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fn create_uniform_buffer<T: ToUniformBuffer>(&self, _data: T) -> Result<ShaderInput<Self>> {
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todo!()
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}
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fn create_storage_buffer<T: ToStorageBuffer>(&self, _data: T, _options: StorageBufferOptions) -> Result<ShaderInput<Self>> {
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todo!()
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}
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fn create_texture_buffer<T: ToTextureBuffer>(&self, _data: T, _options: TextureBufferOptions) -> Result<ShaderInput<Self>> {
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todo!()
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}
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fn create_output_buffer(&self, _len: usize, _ty: Type, _cpu_readable: bool) -> Result<ShaderInput<Self>> {
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todo!()
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}
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fn create_compute_pass(&self, _layout: &PipelineLayout<Self>, _read_back: Option<Arc<ShaderInput<Self>>>, _instances: ComputePassDimensions) -> Result<Self::CommandBuffer> {
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todo!()
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}
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fn execute_compute_pipeline(&self, _encoder: Self::CommandBuffer) -> Result<()> {
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todo!()
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}
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fn create_render_pass(&self, _texture: Arc<ShaderInput<Self>>, _canvas: Arc<SurfaceHandle<Self::Surface>>) -> Result<()> {
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todo!()
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}
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fn read_output_buffer(&self, _buffer: Arc<ShaderInput<Self>>) -> ReadBackFuture {
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todo!()
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}
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fn create_texture_view(&self, _texture: ShaderInput<Self>) -> Result<ShaderInput<Self>> {
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todo!()
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}
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fn create_surface(&self, _window: SurfaceHandle<Self::Window>) -> Result<SurfaceHandle<Self::Surface>> {
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todo!()
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}
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}
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type AbstractShaderInput = ShaderInput<DummyExecutor>;
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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/// All the possible inputs to a shader.
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pub enum ShaderInput<BufferHandle> {
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UniformBuffer(BufferHandle, Type),
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StorageBuffer(BufferHandle, Type),
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pub enum ShaderInput<E: GpuExecutor + ?Sized> {
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UniformBuffer(E::BufferHandle, Type),
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StorageBuffer(E::BufferHandle, Type),
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TextureBuffer(E::TextureHandle, Type),
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StorageTextureBuffer(E::TextureHandle, Type),
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TextureView(E::TextureView, Type),
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/// A struct representing a work group memory buffer. This cannot be accessed by the CPU.
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WorkGroupMemory(usize, Type),
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Constant(GPUConstant),
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OutputBuffer(BufferHandle, Type),
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ReadBackBuffer(BufferHandle, Type),
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OutputBuffer(E::BufferHandle, Type),
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ReadBackBuffer(E::BufferHandle, Type),
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}
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unsafe impl<E: 'static> StaticType for ShaderInput<E>
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where
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E: GpuExecutor,
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{
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type Static = Self;
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}
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pub enum BindingType<'a, E: GpuExecutor> {
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UniformBuffer(&'a E::BufferHandle),
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StorageBuffer(&'a E::BufferHandle),
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TextureView(&'a E::TextureView),
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}
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/// Extract the buffer handle from a shader input.
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impl<BufferHandle> ShaderInput<BufferHandle> {
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pub fn buffer(&self) -> Option<&BufferHandle> {
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impl<E: GpuExecutor> ShaderInput<E> {
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pub fn binding(&self) -> Option<BindingType<E>> {
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match self {
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ShaderInput::UniformBuffer(buffer, _) => Some(BindingType::UniformBuffer(buffer)),
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ShaderInput::StorageBuffer(buffer, _) => Some(BindingType::StorageBuffer(buffer)),
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ShaderInput::WorkGroupMemory(_, _) => None,
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ShaderInput::Constant(_) => None,
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ShaderInput::TextureBuffer(_, _) => None,
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ShaderInput::StorageTextureBuffer(_, _) => None,
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ShaderInput::TextureView(tex, _) => Some(BindingType::TextureView(tex)),
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ShaderInput::OutputBuffer(buffer, _) => Some(BindingType::StorageBuffer(buffer)),
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ShaderInput::ReadBackBuffer(buffer, _) => Some(BindingType::StorageBuffer(buffer)),
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}
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}
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pub fn buffer(&self) -> Option<&E::BufferHandle> {
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match self {
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ShaderInput::UniformBuffer(buffer, _) => Some(buffer),
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ShaderInput::StorageBuffer(buffer, _) => Some(buffer),
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ShaderInput::WorkGroupMemory(_, _) => None,
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ShaderInput::Constant(_) => None,
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ShaderInput::TextureBuffer(_, _) => None,
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ShaderInput::StorageTextureBuffer(_, _) => None,
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ShaderInput::TextureView(_tex, _) => None,
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ShaderInput::OutputBuffer(buffer, _) => Some(buffer),
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ShaderInput::ReadBackBuffer(buffer, _) => Some(buffer),
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}
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}
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pub fn texture(&self) -> Option<&E::TextureHandle> {
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match self {
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ShaderInput::UniformBuffer(_, _) => None,
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ShaderInput::StorageBuffer(_, _) => None,
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ShaderInput::WorkGroupMemory(_, _) => None,
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ShaderInput::Constant(_) => None,
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ShaderInput::TextureBuffer(tex, _) => Some(tex),
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ShaderInput::StorageTextureBuffer(tex, _) => Some(tex),
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ShaderInput::TextureView(_, _) => None,
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ShaderInput::OutputBuffer(_, _) => None,
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ShaderInput::ReadBackBuffer(_, _) => None,
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}
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}
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pub fn ty(&self) -> Type {
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match self {
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ShaderInput::UniformBuffer(_, ty) => ty.clone(),
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ShaderInput::StorageBuffer(_, ty) => ty.clone(),
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ShaderInput::WorkGroupMemory(_, ty) => ty.clone(),
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ShaderInput::Constant(c) => c.ty(),
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ShaderInput::TextureBuffer(_, ty) => ty.clone(),
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ShaderInput::StorageTextureBuffer(_, ty) => ty.clone(),
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ShaderInput::TextureView(_, ty) => ty.clone(),
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ShaderInput::OutputBuffer(_, ty) => ty.clone(),
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ShaderInput::ReadBackBuffer(_, ty) => ty.clone(),
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}
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@ -133,8 +257,8 @@ pub struct Shader<'a> {
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct ShaderIO {
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pub inputs: Vec<ShaderInput<()>>,
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pub output: ShaderInput<()>,
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pub inputs: Vec<AbstractShaderInput>,
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pub output: AbstractShaderInput,
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}
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pub struct StorageBufferOptions {
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@ -144,6 +268,12 @@ pub struct StorageBufferOptions {
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pub storage: bool,
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}
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pub enum TextureBufferOptions {
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Storage,
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Texture,
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Surface,
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}
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pub trait ToUniformBuffer: StaticType {
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fn to_bytes(&self) -> Cow<[u8]>;
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}
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@ -168,9 +298,61 @@ impl<T: Pod + Zeroable + StaticTypeSized> ToStorageBuffer for Vec<T> {
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}
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}
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pub trait TextureFormat {
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fn format() -> TextureBufferType;
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}
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impl TextureFormat for Color {
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fn format() -> TextureBufferType {
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TextureBufferType::Rgba32Float
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}
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}
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impl TextureFormat for SRGBA8 {
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fn format() -> TextureBufferType {
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TextureBufferType::Rgba8Srgb
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}
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}
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pub enum TextureBufferType {
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Rgba32Float,
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Rgba8Srgb,
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}
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pub trait ToTextureBuffer: StaticType {
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fn to_bytes(&self) -> Cow<[u8]>;
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fn ty() -> Type;
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fn format() -> TextureBufferType;
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fn size(&self) -> (u32, u32);
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}
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impl<T: Pod + Zeroable + StaticTypeSized + Pixel + TextureFormat> ToTextureBuffer for Image<T>
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where
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T::Static: Pixel,
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{
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fn to_bytes(&self) -> Cow<[u8]> {
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Cow::Borrowed(bytemuck::cast_slice(self.data.as_slice()))
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}
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fn ty() -> Type {
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concrete!(T)
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}
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fn format() -> TextureBufferType {
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T::format()
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}
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fn size(&self) -> (u32, u32) {
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(self.width, self.height)
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}
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}
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/// Collection of all arguments that are passed to the shader.
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pub struct Bindgroup<E: GpuExecutor + ?Sized> {
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pub buffers: Vec<Arc<ShaderInput<E::BufferHandle>>>,
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pub buffers: Vec<Arc<ShaderInput<E>>>,
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}
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unsafe impl<E: GpuExecutor + ?Sized + StaticType> StaticType for Bindgroup<E>
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where
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E::Static: GpuExecutor,
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{
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type Static = Bindgroup<E::Static>;
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}
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/// A struct representing a compute pipeline.
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@ -178,7 +360,14 @@ pub struct PipelineLayout<E: GpuExecutor + ?Sized> {
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pub shader: E::ShaderHandle,
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pub entry_point: String,
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pub bind_group: Bindgroup<E>,
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pub output_buffer: Arc<ShaderInput<E::BufferHandle>>,
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pub output_buffer: Arc<ShaderInput<E>>,
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}
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unsafe impl<E: GpuExecutor + ?Sized + StaticType> StaticType for PipelineLayout<E>
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where
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E::Static: GpuExecutor,
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{
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type Static = PipelineLayout<E::Static>;
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}
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/// Extracts arguments from the function arguments and wraps them in a node.
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@ -205,7 +394,7 @@ pub struct UniformNode<Executor> {
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}
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#[node_macro::node_fn(UniformNode)]
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fn uniform_node<T: ToUniformBuffer, E: GpuExecutor>(data: T, executor: &'input E) -> ShaderInput<E::BufferHandle> {
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async fn uniform_node<'a: 'input, T: ToUniformBuffer, E: GpuExecutor + 'a>(data: T, executor: &'a E) -> ShaderInput<E> {
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executor.create_uniform_buffer(data).unwrap()
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}
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@ -214,7 +403,7 @@ pub struct StorageNode<Executor> {
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}
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#[node_macro::node_fn(StorageNode)]
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fn storage_node<T: ToStorageBuffer, E: GpuExecutor>(data: T, executor: &'input E) -> ShaderInput<E::BufferHandle> {
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async fn storage_node<'a: 'input, T: ToStorageBuffer, E: GpuExecutor + 'a>(data: T, executor: &'a E) -> ShaderInput<E> {
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executor
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.create_storage_buffer(
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data,
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@ -233,7 +422,7 @@ pub struct PushNode<Value> {
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}
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#[node_macro::node_fn(PushNode)]
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fn push_node<T>(mut vec: Vec<T>, value: T) {
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async fn push_node<T>(mut vec: Vec<T>, value: T) {
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vec.push(value);
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}
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@ -243,8 +432,8 @@ pub struct CreateOutputBufferNode<Executor, Ty> {
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}
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#[node_macro::node_fn(CreateOutputBufferNode)]
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fn create_output_buffer_node<E: GpuExecutor>(size: usize, executor: &'input E, ty: Type) -> ShaderInput<E::BufferHandle> {
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executor.create_output_buffer(size, ty, true).unwrap()
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async fn create_output_buffer_node<'a: 'input, E: GpuExecutor + 'a>(size: usize, executor: &'a E, ty: Type) -> Arc<ShaderInput<E>> {
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Arc::new(executor.create_output_buffer(size, ty, true).unwrap())
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}
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pub struct CreateComputePassNode<Executor, Output, Instances> {
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@ -254,12 +443,7 @@ pub struct CreateComputePassNode<Executor, Output, Instances> {
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}
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#[node_macro::node_fn(CreateComputePassNode)]
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fn create_compute_pass_node<'any_input, E: 'any_input + GpuExecutor>(
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layout: PipelineLayout<E>,
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executor: &'any_input E,
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output: ShaderInput<E::BufferHandle>,
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instances: ComputePassDimensions,
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) -> E::CommandBuffer {
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async fn create_compute_pass_node<'a: 'input, E: 'a + GpuExecutor>(layout: PipelineLayout<E>, executor: &'a E, output: ShaderInput<E>, instances: ComputePassDimensions) -> E::CommandBuffer {
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executor.create_compute_pass(&layout, Some(output.into()), instances).unwrap()
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}
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@ -271,7 +455,7 @@ pub struct CreatePipelineLayoutNode<_E, EntryPoint, Bindgroup, OutputBuffer> {
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}
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#[node_macro::node_fn(CreatePipelineLayoutNode<_E>)]
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fn create_pipeline_layout_node<_E: GpuExecutor>(shader: _E::ShaderHandle, entry_point: String, bind_group: Bindgroup<_E>, output_buffer: Arc<ShaderInput<_E::BufferHandle>>) -> PipelineLayout<_E> {
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async fn create_pipeline_layout_node<_E: GpuExecutor>(shader: _E::ShaderHandle, entry_point: String, bind_group: Bindgroup<_E>, output_buffer: Arc<ShaderInput<_E>>) -> PipelineLayout<_E> {
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PipelineLayout {
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shader,
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entry_point,
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|
@ -285,15 +469,68 @@ pub struct ExecuteComputePipelineNode<Executor> {
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}
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#[node_macro::node_fn(ExecuteComputePipelineNode)]
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fn execute_compute_pipeline_node<E: GpuExecutor>(encoder: E::CommandBuffer, executor: &'input mut E) {
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async fn execute_compute_pipeline_node<'a: 'input, E: 'a + GpuExecutor>(encoder: E::CommandBuffer, executor: &'a E) {
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executor.execute_compute_pipeline(encoder).unwrap();
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}
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// TODO
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// pub struct ReadOutputBufferNode<Executor> {
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// executor: Executor,
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// }
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// #[node_macro::node_fn(ReadOutputBufferNode)]
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// fn read_output_buffer_node<E: GpuExecutor>(buffer: E::BufferHandle, executor: &'input mut E) -> Vec<u8> {
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// executor.read_output_buffer(buffer).await.unwrap()
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// }
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pub struct ReadOutputBufferNode<Executor, ComputePass> {
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executor: Executor,
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_compute_pass: ComputePass,
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}
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#[node_macro::node_fn(ReadOutputBufferNode)]
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async fn read_output_buffer_node<'a: 'input, E: 'a + GpuExecutor>(buffer: Arc<ShaderInput<E>>, executor: &'a E, _compute_pass: ()) -> Vec<u8> {
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executor.read_output_buffer(buffer).await.unwrap()
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}
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pub struct CreateGpuSurfaceNode {}
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#[node_macro::node_fn(CreateGpuSurfaceNode)]
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async fn create_gpu_surface<'a: 'input, E: 'a + GpuExecutor<Window = Io::Surface>, Io: ApplicationIo<Executor = E>>(editor_api: EditorApi<'a, Io>) -> SurfaceHandle<E::Surface> {
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let canvas = editor_api.application_io.create_surface();
|
||||
let executor = editor_api.application_io.gpu_executor().unwrap();
|
||||
executor.create_surface(canvas).unwrap()
|
||||
}
|
||||
|
||||
pub struct RenderTextureNode<Surface, EditorApi> {
|
||||
surface: Surface,
|
||||
executor: EditorApi,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct ShaderInputFrame<E: GpuExecutor + ?Sized> {
|
||||
shader_input: Arc<ShaderInput<E>>,
|
||||
transform: DAffine2,
|
||||
}
|
||||
|
||||
unsafe impl<E: GpuExecutor + ?Sized + StaticType> StaticType for ShaderInputFrame<E>
|
||||
where
|
||||
E::Static: GpuExecutor,
|
||||
{
|
||||
type Static = ShaderInputFrame<E::Static>;
|
||||
}
|
||||
|
||||
#[node_macro::node_fn(RenderTextureNode)]
|
||||
async fn render_texture_node<'a: 'input, E: 'a + GpuExecutor>(image: ShaderInputFrame<E>, surface: Arc<SurfaceHandle<E::Surface>>, executor: &'a E) -> SurfaceFrame {
|
||||
let surface_id = surface.surface_id;
|
||||
|
||||
executor.create_render_pass(image.shader_input, surface).unwrap();
|
||||
|
||||
SurfaceFrame {
|
||||
surface_id,
|
||||
transform: image.transform,
|
||||
}
|
||||
}
|
||||
|
||||
pub struct UploadTextureNode<E> {
|
||||
executor: E,
|
||||
}
|
||||
|
||||
#[node_macro::node_fn(UploadTextureNode)]
|
||||
async fn upload_texture<'a: 'input, E: 'a + GpuExecutor>(input: ImageFrame<Color>, executor: &'a E) -> ShaderInputFrame<E> {
|
||||
let shader_input = executor.create_texture_buffer(input.image, TextureBufferOptions::Texture).unwrap();
|
||||
|
||||
ShaderInputFrame {
|
||||
shader_input: Arc::new(shader_input),
|
||||
transform: input.transform,
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue