Actually run the compute pass, show offset issues

This commit is contained in:
2025-04-05 13:35:17 -04:00
parent 651ba4a078
commit 5806ebd051
2 changed files with 43 additions and 40 deletions

View File

@ -3,7 +3,6 @@ use eframe::wgpu::{CommandBuffer, CommandEncoder, Device, Queue, RenderPass};
use eframe::Frame;
use egui::{Context, Sense};
use egui_wgpu::{CallbackResources, CallbackTrait, ScreenDescriptor};
use shader::Viewport;
struct DrawResources {
device: wgpu::Device,
@ -11,7 +10,7 @@ struct DrawResources {
bind_group: wgpu::BindGroup,
viewport_buffer: wgpu::Buffer,
image_buffer: wgpu::Buffer,
image_buffer_size: glam::UVec2,
image_size: glam::UVec2,
compute_pipeline: wgpu::ComputePipeline,
render_pipeline: wgpu::RenderPipeline,
}
@ -150,7 +149,7 @@ impl DrawResources {
let bind_group_layout = Self::bind_group_layout(device);
let viewport_buffer = Self::viewport_buffer(device);
let image_buffer = Self::image_buffer(device, width, height);
let image_buffer_size = glam::uvec2(width as u32, height as u32);
let image_size = glam::uvec2(width as u32, height as u32);
let bind_group =
Self::bind_group(device, &bind_group_layout, &viewport_buffer, &image_buffer);
@ -165,7 +164,7 @@ impl DrawResources {
bind_group,
viewport_buffer,
image_buffer,
image_buffer_size,
image_size,
compute_pipeline,
render_pipeline,
}
@ -196,35 +195,42 @@ impl CallbackTrait for DrawCallback {
egui_encoder: &mut CommandEncoder,
callback_resources: &mut CallbackResources,
) -> Vec<CommandBuffer> {
let resources = callback_resources
.get_mut::<DrawResources>()
.expect("missing draw resources");
let mut viewport = Viewport {
image_size: resources.image_buffer_size,
viewport_offset: glam::uvec2(self.draw_rect.min.x as u32, self.draw_rect.min.y as u32),
viewport_size: glam::uvec2(self.draw_rect.size().x as u32, self.draw_rect.size().y as u32),
};
if !self.draw_resize {
queue.write_buffer(&resources.viewport_buffer, 0, bytemuck::cast_slice(&[viewport]));
return vec![];
if self.draw_resize {
resources.resize(
self.draw_rect.size().x as u64,
self.draw_rect.size().y as u64,
);
}
let draw_size = self.draw_rect.size();
resources.resize(draw_size.x as u64, draw_size.y as u64);
let mut viewport = shader::Viewport {
image: resources.image_size,
offset: glam::uvec2(self.draw_rect.min.x as u32, self.draw_rect.min.y as u32),
size: glam::uvec2(
self.draw_rect.size().x as u32,
self.draw_rect.size().y as u32,
),
};
viewport.image_size = resources.image_buffer_size;
queue.write_buffer(&resources.viewport_buffer, 0, bytemuck::cast_slice(&[viewport]));
queue.write_buffer(
&resources.viewport_buffer,
0,
bytemuck::cast_slice(&[viewport]),
);
let mut compute_pass = egui_encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("compute"),
timestamp_writes: None,
});
if self.draw_resize {
let mut compute_pass = egui_encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("compute"),
timestamp_writes: None,
});
compute_pass.set_pipeline(&resources.compute_pipeline);
compute_pass.set_bind_group(0, &resources.bind_group, &[]);
compute_pass.set_pipeline(&resources.compute_pipeline);
compute_pass.set_bind_group(0, &resources.bind_group, &[]);
compute_pass.dispatch_workgroups(1, 1, 1);
}
vec![]
}