mirror of https://github.com/AxioDL/metaforce.git
300 lines
10 KiB
Rust
300 lines
10 KiB
Rust
use std::{
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collections::HashMap,
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hash::{Hash, Hasher},
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ops::Range,
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};
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use bytemuck_derive::{Pod, Zeroable};
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use wgpu::{include_wgsl, vertex_attr_array};
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use crate::{
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get_app,
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gpu::GraphicsConfig,
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shaders::{
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bind_pipeline, cxxbridge::ffi, pipeline_ref, push_draw_command, push_uniform, push_verts,
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texture::create_sampler, BuiltBuffers, PipelineCreateCommand, PipelineHolder, PipelineRef,
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ShaderDrawCommand, STATE,
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},
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util::{align, Vec2, Vec3},
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zeus::{CColor, CMatrix4f},
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};
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#[derive(Debug, Clone)]
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pub(crate) struct DrawData {
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pipeline: PipelineRef,
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vert_range: Range<u64>,
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uniform_range: Range<u64>,
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bind_group_id: u32,
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}
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#[derive(Hash)]
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pub(crate) struct PipelineConfig {
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// nothing
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}
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pub(crate) const INITIAL_PIPELINES: &[PipelineCreateCommand] =
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&[PipelineCreateCommand::MoviePlayer(PipelineConfig {})];
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pub(crate) struct State {
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shader: wgpu::ShaderModule,
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uniform_layout: wgpu::BindGroupLayout,
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uniform_bind_group: wgpu::BindGroup,
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texture_layout: wgpu::BindGroupLayout,
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sampler: wgpu::Sampler,
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pipeline_layout: wgpu::PipelineLayout,
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// Transient state
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texture_bind_groups: HashMap<u32, wgpu::BindGroup>,
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frame_used_textures: Vec<u32>, // TODO use to clear bind groups
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}
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pub(crate) fn construct_state(
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device: &wgpu::Device,
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_queue: &wgpu::Queue,
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buffers: &BuiltBuffers,
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graphics_config: &GraphicsConfig,
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) -> State {
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let shader = device.create_shader_module(&include_wgsl!("shader.wgsl"));
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let uniform_alignment = device.limits().min_uniform_buffer_offset_alignment;
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let uniform_size = wgpu::BufferSize::new(align(
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std::mem::size_of::<Uniform>() as u64,
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uniform_alignment as u64,
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));
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let uniform_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Textured Quad Uniform Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: uniform_size,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let sampler = create_sampler(device, wgpu::AddressMode::Repeat, None);
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Textured Quad Uniform Bind Group"),
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layout: &uniform_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &buffers.uniform_buffer,
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offset: 0, // dynamic
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size: uniform_size,
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}),
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},
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wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
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],
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});
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let texture_binding = wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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};
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let texture_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Textured Quad Texture Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: texture_binding,
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: texture_binding,
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: texture_binding,
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count: None,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Textured Quad Pipeline Layout"),
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bind_group_layouts: &[&uniform_layout, &texture_layout],
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push_constant_ranges: &[],
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});
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State {
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shader,
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uniform_layout,
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uniform_bind_group,
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texture_layout,
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sampler,
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pipeline_layout,
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texture_bind_groups: Default::default(),
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frame_used_textures: vec![],
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}
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}
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pub(crate) fn construct_pipeline(
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device: &wgpu::Device,
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graphics: &GraphicsConfig,
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state: &State,
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config: &PipelineConfig,
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) -> PipelineHolder {
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PipelineHolder {
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pipeline: device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Textured Quad Pipeline"),
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layout: Some(&state.pipeline_layout),
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vertex: wgpu::VertexState {
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module: &state.shader,
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entry_point: "vs_main",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vert>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &vertex_attr_array![0 => Float32x3, 1 => Float32x2],
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}],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: graphics.depth_format,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: Default::default(),
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bias: Default::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: graphics.msaa_samples,
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..Default::default()
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},
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fragment: Some(wgpu::FragmentState {
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module: &state.shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format: graphics.color_format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrites::COLOR,
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}],
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}),
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multiview: None,
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}),
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}
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}
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#[derive(Pod, Zeroable, Copy, Clone, Default, Debug)]
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#[repr(C)]
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struct Uniform {
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xf: CMatrix4f,
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color: CColor,
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}
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#[derive(Pod, Zeroable, Copy, Clone, Default, Debug)]
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#[repr(C)]
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struct Vert {
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pos: Vec3<f32>,
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uv: Vec2<f32>,
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}
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pub(crate) fn queue_movie_player(
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tex_y: ffi::TextureRef,
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tex_u: ffi::TextureRef,
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tex_v: ffi::TextureRef,
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color: CColor,
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h_pad: f32,
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v_pad: f32,
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) {
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let pipeline = pipeline_ref(&PipelineCreateCommand::MoviePlayer(PipelineConfig {}));
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let vert_range = push_verts(&[
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Vert { pos: Vec3::new(-h_pad, v_pad, 0.0), uv: Vec2::new(0.0, 0.0) },
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Vert { pos: Vec3::new(-h_pad, -v_pad, 0.0), uv: Vec2::new(0.0, 1.0) },
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Vert { pos: Vec3::new(h_pad, v_pad, 0.0), uv: Vec2::new(1.0, 0.0) },
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Vert { pos: Vec3::new(h_pad, -v_pad, 0.0), uv: Vec2::new(1.0, 1.0) },
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]);
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let uniform_range = push_uniform(&Uniform { xf: CMatrix4f::default(), color });
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// TODO defer bind group creation to draw time or another thread?
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let state = unsafe { STATE.as_mut().unwrap_unchecked() };
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let groups = &mut state.movie_player.texture_bind_groups;
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let mut hasher = twox_hash::XxHash32::default();
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tex_y.id.hash(&mut hasher);
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tex_u.id.hash(&mut hasher);
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tex_v.id.hash(&mut hasher);
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let bind_group_id = hasher.finish() as u32;
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if !groups.contains_key(&bind_group_id) {
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let tex_y = state.textures.get(&tex_y.id).unwrap();
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let tex_u = state.textures.get(&tex_u.id).unwrap();
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let tex_v = state.textures.get(&tex_v.id).unwrap();
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let bind_group = get_app().gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &state.movie_player.texture_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&tex_y.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&tex_u.view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&tex_v.view),
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},
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],
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});
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groups.insert(bind_group_id, bind_group);
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}
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push_draw_command(ShaderDrawCommand::MoviePlayer(DrawData {
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pipeline,
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vert_range,
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uniform_range,
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bind_group_id,
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}));
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}
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pub(crate) fn draw_movie_player<'a>(
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data: &DrawData,
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state: &'a State,
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pass: &mut wgpu::RenderPass<'a>,
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buffers: &'a BuiltBuffers,
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) {
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if !bind_pipeline(data.pipeline, pass) {
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return;
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}
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// Uniform bind group
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pass.set_bind_group(0, &state.uniform_bind_group, &[
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data.uniform_range.start as wgpu::DynamicOffset
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]);
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// Texture bind group
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let texture_bind_group = state
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.texture_bind_groups
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.get(&data.bind_group_id)
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.expect("Failed to find texture bind group");
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pass.set_bind_group(1, texture_bind_group, &[]);
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// Vertex buffer
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pass.set_vertex_buffer(0, buffers.vertex_buffer.slice(data.vert_range.clone()));
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pass.draw(0..4, 0..1);
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}
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