Files
wgpu/examples/capture/main.rs

172 lines
6.1 KiB
Rust

use std::env;
/// This example shows how to capture an image by rendering it to a texture, copying the texture to
/// a buffer, and retrieving it from the buffer. This could be used for "taking a screenshot," with
/// the added benefit that this method doesn't require a window to be created.
use std::fs::File;
use std::io::Write;
use std::mem::size_of;
async fn run() {
let adapter = wgpu::Instance::new()
.request_adapter(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
compatible_surface: None,
},
wgpu::UnsafeExtensions::disallow(),
wgpu::BackendBit::PRIMARY,
)
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions::empty(),
limits: wgpu::Limits::default(),
},
None,
)
.await
.unwrap();
let args: Vec<_> = env::args().collect();
let (width, height) = match args.len() {
// 0 on wasm, 1 on desktop
0 | 1 => (100usize, 200usize),
3 => (args[1].parse().unwrap(), args[2].parse().unwrap()),
_ => {
println!("Incorrect number of arguments, possible usages:");
println!("* 0 arguments - uses default width and height of (100, 200)");
println!("* 2 arguments - uses specified width and height values");
return;
}
};
// It is a webgpu requirement that BufferCopyView.layout.bytes_per_row % wgpu::COPY_BYTES_PER_ROW_ALIGNMENT == 0
// So we calculate padded_bytes_per_row by rounding unpadded_bytes_per_row
// up to the next multiple of wgpu::COPY_BYTES_PER_ROW_ALIGNMENT.
// https://en.wikipedia.org/wiki/Data_structure_alignment#Computing_padding
let bytes_per_pixel = size_of::<u32>();
let unpadded_bytes_per_row = width * bytes_per_pixel;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
let padded_bytes_per_row_padding = (align - unpadded_bytes_per_row % align) % align;
let padded_bytes_per_row = unpadded_bytes_per_row + padded_bytes_per_row_padding;
// The output buffer lets us retrieve the data as an array
let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: (padded_bytes_per_row * height) as u64,
usage: wgpu::BufferUsage::MAP_READ | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
let texture_extent = wgpu::Extent3d {
width: width as u32,
height: height as u32,
depth: 1,
};
// The render pipeline renders data into this texture
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: texture_extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::COPY_SRC,
label: None,
});
// Set the background to be red
let command_buffer = {
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &texture.create_default_view(),
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color::RED,
}],
depth_stencil_attachment: None,
});
// Copy the data from the texture to the buffer
encoder.copy_texture_to_buffer(
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
},
wgpu::BufferCopyView {
buffer: &output_buffer,
layout: wgpu::TextureDataLayout {
offset: 0,
bytes_per_row: padded_bytes_per_row as u32,
rows_per_image: 0,
},
},
texture_extent,
);
encoder.finish()
};
queue.submit(Some(command_buffer));
// Note that we're not calling `.await` here.
let buffer_slice = output_buffer.slice(..);
let buffer_future = buffer_slice.map_async(wgpu::MapMode::Read);
// Poll the device in a blocking manner so that our future resolves.
// In an actual application, `device.poll(...)` should
// be called in an event loop or on another thread.
device.poll(wgpu::Maintain::Wait);
// If a file system is available, write the buffer as a PNG
let has_file_system_available = cfg!(not(target_arch = "wasm32"));
if !has_file_system_available {
return;
}
if let Ok(()) = buffer_future.await {
let padded_buffer = buffer_slice.get_mapped_range();
let mut png_encoder = png::Encoder::new(
File::create("red.png").unwrap(),
width as u32,
height as u32,
);
png_encoder.set_depth(png::BitDepth::Eight);
png_encoder.set_color(png::ColorType::RGBA);
let mut png_writer = png_encoder
.write_header()
.unwrap()
.into_stream_writer_with_size(unpadded_bytes_per_row);
// from the padded_buffer we write just the unpadded bytes into the image
for chunk in padded_buffer.chunks(padded_bytes_per_row) {
png_writer.write(&chunk[..unpadded_bytes_per_row]).unwrap();
}
png_writer.finish().unwrap();
output_buffer.unmap();
}
}
fn main() {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::init();
futures::executor::block_on(run());
}
#[cfg(target_arch = "wasm32")]
{
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
console_log::init().expect("could not initialize logger");
wasm_bindgen_futures::spawn_local(run());
}
}