Adds linear gradient support to 2D meshes in the canvas widget.

This commit is contained in:
shan 2022-09-29 10:52:58 -07:00
parent 97f385e093
commit 00a8a16712
40 changed files with 2041 additions and 653 deletions

View file

@ -69,6 +69,13 @@ optional = true
version = "0.6"
optional = true
[dependencies.encase]
version = "0.3.0"
features = ["glam"]
[dependencies.glam]
version = "0.21.3"
[package.metadata.docs.rs]
rustdoc-args = ["--cfg", "docsrs"]
all-features = true

View file

@ -94,8 +94,7 @@ impl Backend {
staging_belt,
encoder,
frame,
target_size.width,
target_size.height,
target_size
);
}
@ -112,8 +111,7 @@ impl Backend {
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
target_size: Size<u32>,
) {
let bounds = (layer.bounds * scale_factor).snap();
@ -134,7 +132,7 @@ impl Backend {
);
}
if !layer.meshes.is_empty() {
if !layer.meshes.0.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
@ -143,8 +141,7 @@ impl Backend {
staging_belt,
encoder,
target,
target_width,
target_height,
target_size,
scaled,
scale_factor,
&layer.meshes,

3
wgpu/src/buffers.rs Normal file
View file

@ -0,0 +1,3 @@
//! Utilities for buffer operations.
pub mod buffer;
pub mod dynamic_buffers;

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@ -0,0 +1,91 @@
//! Utilities for static buffer operations.
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
///
/// This buffer is mapped to the GPU on creation, so must be initialized with the correct capacity.
#[derive(Debug)]
pub(crate) struct StaticBuffer {
//stored sequentially per mesh iteration
offsets: Vec<wgpu::BufferAddress>,
gpu: wgpu::Buffer,
//the static size of the buffer
size: wgpu::BufferAddress,
}
impl StaticBuffer {
pub fn new(
device: &wgpu::Device,
label: &'static str,
size: u64,
usage: wgpu::BufferUsages,
total_offsets: usize,
) -> Self {
Self {
offsets: Vec::with_capacity(total_offsets),
gpu: device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: true,
}),
size,
}
}
/// Resolves pending write operations & unmaps buffer from host memory.
pub fn flush(&self) {
(&self.gpu).unmap();
}
/// Returns whether or not the buffer needs to be recreated. This can happen whenever the mesh
/// data is re-submitted.
pub fn needs_recreate(&self, new_size: usize) -> bool {
self.size != new_size as u64
}
/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
pub fn write(&mut self, offset: u64, content: &[u8]) {
//offset has to be divisible by 8 for alignment reasons
let actual_offset = if offset % 8 != 0 {
offset + 4
} else {
offset
};
let mut buffer = self
.gpu
.slice(actual_offset..(actual_offset + content.len() as u64))
.get_mapped_range_mut();
buffer.copy_from_slice(content);
self.offsets.push(actual_offset);
}
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets
.get(index)
.expect(&format!("Offset index {} is not in range.", index))
}
/// Returns the slice calculated from the offset stored at the given index.
/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
/// 1 that we stored earlier when writing.
pub fn slice_from_index<T>(
&self,
index: usize,
) -> wgpu::BufferSlice<'_> {
self.gpu.slice(self.offset_at(index)..)
}
}
/// Returns true if the current buffer doesn't exist & needs to be created, or if it's too small
/// for the new content.
pub(crate) fn needs_recreate(
buffer: &Option<StaticBuffer>,
new_size: usize,
) -> bool {
match buffer {
None => true,
Some(buf) => buf.needs_recreate(new_size),
}
}

View file

@ -0,0 +1,202 @@
//! Utilities for uniform buffer operations.
use encase::private::WriteInto;
use encase::ShaderType;
use std::marker::PhantomData;
// Currently supported dynamic buffers.
enum DynamicBufferType {
Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
Storage(encase::DynamicStorageBuffer<Vec<u8>>),
}
impl DynamicBufferType {
/// Writes the current value to its CPU buffer with proper alignment.
pub(super) fn write<T: ShaderType + WriteInto>(
&mut self,
value: &T,
) -> wgpu::DynamicOffset {
match self {
DynamicBufferType::Uniform(buf) => buf
.write(value)
.expect("Error when writing to dynamic uniform buffer.")
as u32,
DynamicBufferType::Storage(buf) => buf
.write(value)
.expect("Error when writing to dynamic storage buffer.")
as u32,
}
}
/// Returns bytearray of aligned CPU buffer.
pub(super) fn get_ref(&self) -> &Vec<u8> {
match self {
DynamicBufferType::Uniform(buf) => buf.as_ref(),
DynamicBufferType::Storage(buf) => buf.as_ref(),
}
}
/// Resets the CPU buffer.
pub(super) fn clear(&mut self) {
match self {
DynamicBufferType::Uniform(buf) => {
buf.as_mut().clear();
buf.set_offset(0);
}
DynamicBufferType::Storage(buf) => {
buf.as_mut().clear();
buf.set_offset(0);
}
}
}
}
//TODO think about making cpu & gpu buffers optional
pub(crate) struct DynamicBuffer<T: ShaderType> {
offsets: Vec<wgpu::DynamicOffset>,
cpu: DynamicBufferType,
gpu: wgpu::Buffer,
label: &'static str,
size: u64,
_data: PhantomData<T>,
}
impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
/// Creates a new dynamic uniform buffer.
pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
DynamicBuffer::new(
device,
DynamicBufferType::Uniform(encase::DynamicUniformBuffer::new(
Vec::new(),
)),
label,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
)
}
/// Creates a new dynamic storage buffer.
pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
DynamicBuffer::new(
device,
DynamicBufferType::Storage(encase::DynamicStorageBuffer::new(
Vec::new(),
)),
label,
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
)
}
fn new(
device: &wgpu::Device,
dynamic_buffer_type: DynamicBufferType,
label: &'static str,
usage: wgpu::BufferUsages,
) -> Self {
let initial_size = u64::from(T::min_size());
Self {
offsets: Vec::new(),
cpu: dynamic_buffer_type,
gpu: DynamicBuffer::<T>::create_gpu_buffer(
device,
label,
usage,
initial_size,
),
label,
size: initial_size,
_data: Default::default(),
}
}
fn create_gpu_buffer(
device: &wgpu::Device,
label: &'static str,
usage: wgpu::BufferUsages,
size: u64,
) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
}
/// Write a new value to the CPU buffer with proper alignment. Stores the returned offset value
/// in the buffer for future use.
pub fn push(&mut self, value: &T) {
//this write operation on the buffer will adjust for uniform alignment requirements
let offset = self.cpu.write(value);
self.offsets.push(offset as u32);
}
/// Resize buffer contents if necessary. This will re-create the GPU buffer if current size is
/// less than the newly computed size from the CPU buffer.
pub fn resize(&mut self, device: &wgpu::Device) -> bool {
let new_size = self.cpu.get_ref().len() as u64;
if self.size < new_size {
let usages = match self.cpu {
DynamicBufferType::Uniform(_) => {
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
}
DynamicBufferType::Storage(_) => {
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
}
};
//Re-create the GPU buffer since it needs to be resized.
self.gpu = DynamicBuffer::<T>::create_gpu_buffer(
device, self.label, usages, new_size,
);
self.size = new_size;
true
} else {
false
}
}
/// Write the contents of this dynamic buffer to the GPU via staging belt command.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
let size = self.cpu.get_ref().len();
if let Some(buffer_size) = wgpu::BufferSize::new(size as u64) {
let mut buffer = staging_belt.write_buffer(
encoder,
&self.gpu,
0,
buffer_size,
device,
);
buffer.copy_from_slice(self.cpu.get_ref());
}
}
// Gets the aligned offset at the given index from the CPU buffer.
pub fn offset_at_index(&self, index: usize) -> wgpu::DynamicOffset {
let offset = self
.offsets
.get(index)
.expect(&format!("Index {} not found in offsets.", index))
.clone();
offset
}
/// Returns a reference to the GPU buffer.
pub fn raw(&self) -> &wgpu::Buffer {
&self.gpu
}
/// Reset the buffer.
pub fn clear(&mut self) {
self.offsets.clear();
self.cpu.clear();
}
}

View file

@ -41,6 +41,7 @@
pub mod settings;
pub mod triangle;
pub mod window;
pub mod buffers;
mod backend;
mod quad;

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@ -0,0 +1,83 @@
// uniforms
struct GradientUniforms {
transform: mat4x4<f32>,
@size(16) start: vec2<f32>,
@size(16) end: vec2<f32>,
@size(16) start_stop: i32,
@size(16) end_stop: i32,
}
struct Stop {
color: vec4<f32>,
offset: f32,
};
@group(0) @binding(0)
var<uniform> gradient_uniforms: GradientUniforms;
@group(0) @binding(1)
var<storage, read> color_stops: array<Stop>;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) raw_position: vec2<f32>
}
@vertex
fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
var output: VertexOutput;
output.position = gradient_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
output.raw_position = input;
return output;
}
@fragment
fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
let v1 = gradient_uniforms.end - gradient_uniforms.start;
let v2 = input.raw_position.xy - gradient_uniforms.start;
let unit = normalize(v1);
let offset = dot(unit, v2) / length(v1);
let min_stop = color_stops[gradient_uniforms.start_stop];
let max_stop = color_stops[gradient_uniforms.end_stop];
var color: vec4<f32>;
if (offset <= min_stop.offset) {
color = min_stop.color;
} else if (offset >= max_stop.offset) {
color = max_stop.color;
} else {
var min = min_stop;
var max = max_stop;
var min_index = gradient_uniforms.start_stop;
var max_index = gradient_uniforms.end_stop;
loop {
if (min_index >= max_index - 1) {
break;
}
let index = min_index + (max_index - min_index) / 2;
let stop = color_stops[index];
if (offset <= stop.offset) {
max = stop;
max_index = index;
} else {
min = stop;
min_index = index;
}
}
color = mix(min.color, max.color, smoothstep(
min.offset,
max.offset,
offset
));
}
return color;
}

View file

@ -0,0 +1,18 @@
// uniforms
struct SolidUniforms {
transform: mat4x4<f32>,
color: vec4<f32>
}
@group(0) @binding(0)
var<uniform> solid_uniforms: SolidUniforms;
@vertex
fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
return solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
}
@fragment
fn fs_solid() -> @location(0) vec4<f32> {
return solid_uniforms.color;
}

View file

@ -1,429 +1,308 @@
//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_graphics::layer;
use core::fmt;
use std::fmt::Formatter;
use bytemuck::{Pod, Zeroable};
use std::mem;
use iced_graphics::layer::Meshes;
use iced_graphics::shader::Shader;
use iced_graphics::Size;
use crate::buffers::buffer::{needs_recreate, StaticBuffer};
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod gradient;
mod msaa;
mod solid;
const UNIFORM_BUFFER_SIZE: usize = 50;
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants_layout: wgpu::BindGroupLayout,
constants: wgpu::BindGroup,
uniforms_buffer: Buffer<Uniforms>,
vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
// these are optional so we don't allocate any memory to the GPU if
// application has no triangle meshes.
vertex_buffer: Option<StaticBuffer>,
index_buffer: Option<StaticBuffer>,
pipelines: TrianglePipelines,
}
#[derive(Debug)]
struct Buffer<T> {
label: &'static str,
raw: wgpu::Buffer,
size: usize,
usage: wgpu::BufferUsages,
_type: std::marker::PhantomData<T>,
/// Supported triangle pipelines for different fills. Both use the same vertex shader.
pub(crate) struct TrianglePipelines {
solid: SolidPipeline,
gradient: GradientPipeline,
}
impl<T> Buffer<T> {
pub fn new(
label: &'static str,
device: &wgpu::Device,
size: usize,
usage: wgpu::BufferUsages,
) -> Self {
let raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size: (std::mem::size_of::<T>() * size) as u64,
usage,
mapped_at_creation: false,
});
impl fmt::Debug for TrianglePipelines {
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
f.debug_struct("TrianglePipelines").finish()
}
}
Buffer {
label,
raw,
size,
usage,
_type: std::marker::PhantomData,
}
impl TrianglePipelines {
/// Resets each pipeline's buffers.
fn clear(&mut self) {
self.solid.buffer.clear();
self.gradient.uniform_buffer.clear();
self.gradient.storage_buffer.clear();
}
pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
let needs_resize = self.size < size;
if needs_resize {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(self.label),
size: (std::mem::size_of::<T>() * size) as u64,
usage: self.usage,
mapped_at_creation: false,
});
self.size = size;
}
needs_resize
/// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
/// beforehand if necessary.
fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
self.solid.write(device, staging_belt, encoder);
self.gradient.write(device, staging_belt, encoder);
}
}
impl Pipeline {
/// Creates supported GL programs, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
let constants_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle uniforms layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64,
),
},
count: None,
}],
});
let constants_buffer = Buffer::new(
"iced_wgpu::triangle uniforms buffer",
device,
UNIFORM_BUFFER_SIZE,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms bind group"),
layout: &constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &constants_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<
Uniforms,
>(
)
as u64),
},
),
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&constants_layout],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle::shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("shader/triangle.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array!(
// Position
0 => Float32x2,
// Color
1 => Float32x4,
),
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
Pipeline {
pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
constants_layout,
constants: constant_bind_group,
uniforms_buffer: constants_buffer,
vertex_buffer: Buffer::new(
"iced_wgpu::triangle vertex buffer",
device,
VERTEX_BUFFER_SIZE,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
),
index_buffer: Buffer::new(
"iced_wgpu::triangle index buffer",
device,
INDEX_BUFFER_SIZE,
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
vertex_buffer: None,
index_buffer: None,
pipelines: TrianglePipelines {
solid: SolidPipeline::new(device, format, antialiasing),
gradient: GradientPipeline::new(device, format, antialiasing),
},
}
}
/// Draws the contents of the current layer's meshes to the [target].
pub fn draw(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
target_size: Size<u32>,
transformation: Transformation,
scale_factor: f32,
meshes: &[layer::Mesh<'_>],
meshes: &Meshes<'_>,
) {
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|layer::Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
//count the total number of vertices & indices we need to handle
let (total_vertices, total_indices) = meshes.attribute_count();
println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
// Then we ensure the current buffers are big enough, resizing if
// necessary
let _ = self.vertex_buffer.expand(device, total_vertices);
let _ = self.index_buffer.expand(device, total_indices);
// If the uniforms buffer is resized, then we need to recreate its
// bind group.
if self.uniforms_buffer.expand(device, meshes.len()) {
self.constants =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms buffer"),
layout: &self.constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &self.uniforms_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<Uniforms>() as u64,
),
},
),
}],
});
}
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
let mut offsets: Vec<(
wgpu::BufferAddress,
wgpu::BufferAddress,
usize,
)> = Vec::with_capacity(meshes.len());
let mut last_vertex = 0;
let mut last_index = 0;
// We upload everything upfront
for mesh in meshes {
let transform = (transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y))
.into();
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
if let (Some(vertices_size), Some(indices_size)) = (
wgpu::BufferSize::new(vertices.len() as u64),
wgpu::BufferSize::new(indices.len() as u64),
) {
{
let mut vertex_buffer = staging_belt.write_buffer(
encoder,
&self.vertex_buffer.raw,
(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
vertices_size,
device,
);
vertex_buffer.copy_from_slice(vertices);
}
{
let mut index_buffer = staging_belt.write_buffer(
encoder,
&self.index_buffer.raw,
(std::mem::size_of::<u32>() * last_index) as u64,
indices_size,
device,
);
index_buffer.copy_from_slice(indices);
}
uniforms.push(transform);
offsets.push((
last_vertex as u64,
last_index as u64,
mesh.buffers.indices.len(),
));
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
}
let uniforms = bytemuck::cast_slice(&uniforms);
if let Some(uniforms_size) =
wgpu::BufferSize::new(uniforms.len() as u64)
{
let mut uniforms_buffer = staging_belt.write_buffer(
encoder,
&self.uniforms_buffer.raw,
0,
uniforms_size,
//Only create buffers if they need to be re-sized or don't exist
if needs_recreate(&self.vertex_buffer, total_vertices) {
//mapped to GPU at creation with total vertices
self.vertex_buffer = Some(StaticBuffer::new(
device,
);
uniforms_buffer.copy_from_slice(uniforms);
"iced_wgpu::triangle vertex buffer",
//TODO: a more reasonable default to prevent frequent resizing calls
// before this was 10_000
(std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
wgpu::BufferUsages::VERTEX,
meshes.0.len(),
))
}
{
let (attachment, resolve_target, load) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) =
blit.targets(device, target_width, target_height);
if needs_recreate(&self.index_buffer, total_indices) {
//mapped to GPU at creation with total indices
self.index_buffer = Some(StaticBuffer::new(
device,
"iced_wgpu::triangle index buffer",
//TODO: a more reasonable default to prevent frequent resizing calls
// before this was 10_000
(std::mem::size_of::<Vertex2D>() * total_indices) as u64,
wgpu::BufferUsages::INDEX,
meshes.0.len(),
));
}
(
attachment,
Some(resolve_target),
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
)
} else {
(target, None, wgpu::LoadOp::Load)
};
if let Some(vertex_buffer) = &mut self.vertex_buffer {
if let Some(index_buffer) = &mut self.index_buffer {
let mut offset_v = 0;
let mut offset_i = 0;
//TODO: store this more efficiently
let mut indices_lengths = Vec::with_capacity(meshes.0.len());
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle render pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
//iterate through meshes to write all attribute data
for mesh in meshes.0.iter() {
let transform = transformation
* Transformation::translate(
mesh.origin.x,
mesh.origin.y,
);
println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
//TODO: it's (probably) more efficient to reduce this write command and
// iterate first and then upload
println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
vertex_buffer.write(offset_v, vertices);
index_buffer.write(offset_i, indices);
offset_v += vertices.len() as u64;
offset_i += indices.len() as u64;
indices_lengths.push(mesh.buffers.indices.len());
match mesh.shader {
Shader::Solid(color) => {
self.pipelines.solid.push(transform, color);
}
Shader::Gradient(gradient) => {
self.pipelines.gradient.push(transform, gradient);
}
}
}
//done writing to gpu buffer, unmap from host memory since we don't need it
//anymore
vertex_buffer.flush();
index_buffer.flush();
//resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
self.pipelines.write(device, staging_belt, encoder);
//configure the render pass now that the data is uploaded to the GPU
{
//configure antialiasing pass
let (attachment, resolve_target, load) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) = blit.targets(
device,
target_size.width,
target_size.height,
);
(
attachment,
Some(resolve_target),
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
)
} else {
(target, None, wgpu::LoadOp::Load)
};
let mut render_pass = encoder.begin_render_pass(
&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle render pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
},
)],
depth_stencil_attachment: None,
},
)],
depth_stencil_attachment: None,
});
);
render_pass.set_pipeline(&self.pipeline);
//TODO: do this a better way; store it in the respective pipelines perhaps
// to be more readable
let mut num_solids = 0;
let mut num_gradients = 0;
for (i, (vertex_offset, index_offset, indices)) in
offsets.into_iter().enumerate()
{
let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
//TODO: try to avoid this extra iteration if possible
for index in 0..meshes.0.len() {
let clip_bounds =
(meshes.0[index].clip_bounds * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u32],
);
match meshes.0[index].shader {
Shader::Solid(_) => {
self.pipelines.solid.configure_render_pass(
&mut render_pass,
num_solids,
);
num_solids += 1;
}
Shader::Gradient(_) => {
self.pipelines.gradient.configure_render_pass(
&mut render_pass,
num_gradients,
);
num_gradients += 1;
}
}
render_pass.set_index_buffer(
self.index_buffer
.raw
.slice(index_offset * mem::size_of::<u32>() as u64..),
wgpu::IndexFormat::Uint32,
);
render_pass.set_index_buffer(
index_buffer.slice_from_index::<u32>(index),
wgpu::IndexFormat::Uint32,
);
render_pass.set_vertex_buffer(
0,
self.vertex_buffer.raw.slice(
vertex_offset * mem::size_of::<Vertex2D>() as u64..,
),
);
render_pass.set_vertex_buffer(
0,
vertex_buffer.slice_from_index::<Vertex2D>(index),
);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
render_pass.draw_indexed(
0..(indices_lengths[index] as u32),
0,
0..1,
);
}
}
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
//cleanup
self.pipelines.clear();
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
struct Uniforms {
transform: [f32; 16],
// We need to align this to 256 bytes to please `wgpu`...
// TODO: Be smarter and stop wasting memory!
_padding_a: [f32; 32],
_padding_b: [f32; 16],
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
//utility functions for individual pipelines with shared functionality
fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}
}
impl From<Transformation> for Uniforms {
fn from(transformation: Transformation) -> Uniforms {
Self {
transform: transformation.into(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
fn default_fragment_target(
texture_format: wgpu::TextureFormat,
) -> Option<wgpu::ColorTargetState> {
Some(wgpu::ColorTargetState {
format: texture_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})
}
fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
}
}
fn default_multisample_state(
antialiasing: Option<settings::Antialiasing>,
) -> wgpu::MultisampleState {
wgpu::MultisampleState {
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
mask: !0,
alpha_to_coverage_enabled: false,
}
}

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@ -0,0 +1,265 @@
use crate::buffers::dynamic_buffers::DynamicBuffer;
use crate::settings;
use crate::triangle::{
default_fragment_target, default_multisample_state,
default_triangle_primitive_state, vertex_buffer_layout,
};
use encase::ShaderType;
use glam::{Vec2, Vec4};
use iced_graphics::gradient::Gradient;
use iced_graphics::Transformation;
pub(super) struct GradientPipeline {
pipeline: wgpu::RenderPipeline,
pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
color_stop_offset: i32,
//Need to store these and then write them all at once
//or else they will be padded to 256 and cause gaps in the storage buffer
color_stops_pending_write: GradientStorage,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
//TODO I can tightly pack this by rearranging/consolidating some fields
#[derive(Debug, ShaderType)]
pub(super) struct GradientUniforms {
transform: glam::Mat4,
start: Vec2,
#[align(16)]
end: Vec2,
#[align(16)]
start_stop: i32,
#[align(16)]
end_stop: i32,
}
#[derive(Debug, ShaderType)]
pub(super) struct ColorStop {
color: Vec4,
offset: f32,
}
#[derive(ShaderType)]
pub(super) struct GradientStorage {
#[size(runtime)]
pub color_stops: Vec<ColorStop>,
}
impl GradientPipeline {
/// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
pub(super) fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let uniform_buffer = DynamicBuffer::uniform(
device,
"iced_wgpu::triangle [GRADIENT] uniforms",
);
//TODO: With a WASM target storage buffers are not supported. Will need to use UBOs & static
// sized array (64 on OpenGL side right now) to make gradients work
let storage_buffer = DynamicBuffer::storage(
device,
"iced_wgpu::triangle [GRADIENT] storage",
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(GradientUniforms::min_size()),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage {
read_only: true,
},
has_dynamic_offset: false,
min_binding_size: Some(GradientStorage::min_size()),
},
count: None,
},
],
});
let bind_group = GradientPipeline::bind_group(
device,
uniform_buffer.raw(),
storage_buffer.raw(),
&bind_group_layout,
);
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(
"iced_wgpu::triangle [GRADIENT] create shader module",
),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/triangle_gradient.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_gradient",
targets: &[default_fragment_target(format)],
}),
primitive: default_triangle_primitive_state(),
depth_stencil: None,
multisample: default_multisample_state(antialiasing),
multiview: None,
});
Self {
pipeline,
uniform_buffer,
storage_buffer,
color_stop_offset: 0,
color_stops_pending_write: GradientStorage { color_stops: vec![] },
bind_group_layout,
bind_group,
}
}
/// Pushes a new gradient uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
match gradient {
Gradient::Linear(linear) => {
let start_offset = self.color_stop_offset;
let end_offset =
(linear.color_stops.len() as i32) + start_offset - 1;
self.uniform_buffer.push(&GradientUniforms {
transform: transform.into(),
start: Vec2::new(linear.start.x, linear.start.y),
end: Vec2::new(linear.end.x, linear.end.y),
start_stop: start_offset,
end_stop: end_offset,
});
self.color_stop_offset = end_offset + 1;
let stops: Vec<ColorStop> = linear
.color_stops
.iter()
.map(|stop| ColorStop {
offset: stop.offset,
color: Vec4::new(
stop.color.r,
stop.color.g,
stop.color.b,
stop.color.a,
),
})
.collect();
self.color_stops_pending_write.color_stops.extend(stops);
}
}
}
fn bind_group(
device: &wgpu::Device,
uniform_buffer: &wgpu::Buffer,
storage_buffer: &wgpu::Buffer,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] bind group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: uniform_buffer,
offset: 0,
size: Some(GradientUniforms::min_size())
}
)
},
wgpu::BindGroupEntry {
binding: 1,
resource: storage_buffer.as_entire_binding()
},
],
})
}
/// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
/// beforehand if necessary.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
//first write the pending color stops to the CPU buffer
self.storage_buffer.push(&self.color_stops_pending_write);
//resize buffers if needed
let uniforms_resized = self.uniform_buffer.resize(device);
let storage_resized = self.storage_buffer.resize(device);
if uniforms_resized || storage_resized {
//recreate bind groups if any buffers were resized
self.bind_group = GradientPipeline::bind_group(
device,
self.uniform_buffer.raw(),
self.storage_buffer.raw(),
&self.bind_group_layout,
);
}
//write to GPU
self.uniform_buffer.write(device, staging_belt, encoder);
self.storage_buffer.write(device, staging_belt, encoder);
//cleanup
self.color_stop_offset = 0;
self.color_stops_pending_write.color_stops.clear();
}
/// Configures the current render pass to draw the gradient at its offset stored in the
/// [DynamicBuffer] at [index].
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
index: usize,
) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.uniform_buffer.offset_at_index(index)],
);
}
}

169
wgpu/src/triangle/solid.rs Normal file
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use crate::buffers::dynamic_buffers::DynamicBuffer;
use crate::triangle::{
default_fragment_target, default_multisample_state,
default_triangle_primitive_state, vertex_buffer_layout,
};
use crate::{settings, Color};
use encase::ShaderType;
use glam::Vec4;
use iced_graphics::Transformation;
pub(super) struct SolidPipeline {
pipeline: wgpu::RenderPipeline,
pub(super) buffer: DynamicBuffer<SolidUniforms>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub(super) struct SolidUniforms {
transform: glam::Mat4,
color: Vec4,
}
impl SolidUniforms {
pub fn new(transform: Transformation, color: Color) -> Self {
Self {
transform: transform.into(),
color: Vec4::new(color.r, color.g, color.b, color.a),
}
}
}
impl SolidPipeline {
/// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let buffer = DynamicBuffer::uniform(
device,
"iced_wgpu::triangle [SOLID] uniforms",
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle [SOLID] bind group layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(SolidUniforms::min_size()),
},
count: None,
}],
});
let bind_group = SolidPipeline::bind_group(
device,
&buffer.raw(),
&bind_group_layout,
);
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle [SOLID] pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle [SOLID] create shader module"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/triangle_solid.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle [SOLID] pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_solid",
targets: &[default_fragment_target(format)],
}),
primitive: default_triangle_primitive_state(),
depth_stencil: None,
multisample: default_multisample_state(antialiasing),
multiview: None,
});
Self {
pipeline,
buffer,
bind_group_layout,
bind_group,
}
}
fn bind_group(
device: &wgpu::Device,
buffer: &wgpu::Buffer,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle [SOLID] bind group"),
layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer,
offset: 0,
size: Some(SolidUniforms::min_size()),
}),
}],
})
}
/// Pushes a new solid uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, color: &Color) {
self.buffer.push(&SolidUniforms::new(transform, *color));
}
/// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
/// beforehand if necessary.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
let uniforms_resized = self.buffer.resize(device);
if uniforms_resized {
self.bind_group = SolidPipeline::bind_group(
device,
self.buffer.raw(),
&self.bind_group_layout,
)
}
self.buffer.write(device, staging_belt, encoder);
}
/// Configures the current render pass to draw the solid at its offset stored in the
/// [DynamicBuffer] at [index].
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
index: usize,
) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.buffer.offset_at_index(index)],
);
}
}