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|
// Copyright 2018-2025 the Deno authors. MIT license.
import { getRowPadding } from "./row_padding.ts";
/** Return value for {@linkcode createCapture}. */
export interface CreateCapture {
/**
* Texture to be used as view to render to.
*/
texture: GPUTexture;
/**
* Represents the output buffer of the rendered texture.
* Can then be used to access and retrieve raw image data.
*/
outputBuffer: GPUBuffer;
}
/**
* Creates a texture and buffer to use as a capture.
*
* @example Usage
* ```ts ignore
* import { createCapture } from "@std/webgpu/create-capture";
* import { getRowPadding } from "@std/webgpu/row-padding";
*
* const adapter = await navigator.gpu.requestAdapter();
* const device = await adapter?.requestDevice()!;
*
* const dimensions = {
* width: 200,
* height: 200,
* };
*
* const { texture, outputBuffer } = createCapture(device, dimensions.width, dimensions.height);
*
* const encoder = device.createCommandEncoder();
* encoder.beginRenderPass({
* colorAttachments: [
* {
* view: texture.createView(),
* storeOp: "store",
* loadOp: "clear",
* clearValue: [1, 0, 0, 1],
* },
* ],
* }).end();
*
* const { padded } = getRowPadding(dimensions.width);
*
* encoder.copyTextureToBuffer(
* {
* texture,
* },
* {
* buffer: outputBuffer,
* bytesPerRow: padded,
* },
* dimensions,
* );
*
* device.queue.submit([encoder.finish()]);
*
* // outputBuffer contains the raw image data, can then be used
* // to save as png or other formats.
* ```
*
* @param device The device to use for creating the capture.
* @param width The width of the capture texture.
* @param height The height of the capture texture.
* @returns The texture to render to and buffer to read from.
*/
export function createCapture(
device: GPUDevice,
width: number,
height: number,
): CreateCapture {
const { padded } = getRowPadding(width);
const outputBuffer = device.createBuffer({
label: "Capture",
size: padded * height,
usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
});
const texture = device.createTexture({
label: "Capture",
size: {
width,
height,
},
format: "rgba8unorm-srgb",
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
});
return { texture, outputBuffer };
}
|