Merge pull request #2382 from iced-rs/wgpu/better-architecture
Improved architecture for `iced_wgpu` and `iced_tiny_skia`
This commit is contained in:
commit
105b8bd5ad
67 changed files with 4991 additions and 4301 deletions
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@ -9,8 +9,8 @@ use pipeline::cube::{self, Cube};
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use iced::mouse;
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use iced::time::Duration;
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use iced::widget::shader;
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use iced::{Color, Rectangle, Size};
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use iced::widget::shader::{self, Viewport};
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use iced::{Color, Rectangle};
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use glam::Vec3;
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use rand::Rng;
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@ -130,25 +130,29 @@ impl Primitive {
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impl shader::Primitive for Primitive {
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fn prepare(
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&self,
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format: wgpu::TextureFormat,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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_bounds: Rectangle,
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target_size: Size<u32>,
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_scale_factor: f32,
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format: wgpu::TextureFormat,
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storage: &mut shader::Storage,
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_bounds: &Rectangle,
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viewport: &Viewport,
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) {
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if !storage.has::<Pipeline>() {
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storage.store(Pipeline::new(device, queue, format, target_size));
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storage.store(Pipeline::new(
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device,
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queue,
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format,
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viewport.physical_size(),
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));
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}
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let pipeline = storage.get_mut::<Pipeline>().unwrap();
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//upload data to GPU
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// Upload data to GPU
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pipeline.update(
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device,
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queue,
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target_size,
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viewport.physical_size(),
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&self.uniforms,
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self.cubes.len(),
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&self.cubes,
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@ -157,20 +161,19 @@ impl shader::Primitive for Primitive {
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fn render(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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storage: &shader::Storage,
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target: &wgpu::TextureView,
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_target_size: Size<u32>,
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viewport: Rectangle<u32>,
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encoder: &mut wgpu::CommandEncoder,
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clip_bounds: &Rectangle<u32>,
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) {
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//at this point our pipeline should always be initialized
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// At this point our pipeline should always be initialized
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let pipeline = storage.get::<Pipeline>().unwrap();
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//render primitive
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// Render primitive
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pipeline.render(
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target,
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encoder,
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viewport,
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*clip_bounds,
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self.cubes.len() as u32,
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self.show_depth_buffer,
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);
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@ -6,7 +6,10 @@ mod rainbow {
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use iced::advanced::renderer;
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use iced::advanced::widget::{self, Widget};
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use iced::mouse;
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use iced::{Element, Length, Rectangle, Renderer, Size, Theme, Vector};
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use iced::{
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Element, Length, Rectangle, Renderer, Size, Theme, Transformation,
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Vector,
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};
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#[derive(Debug, Clone, Copy, Default)]
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pub struct Rainbow;
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@ -79,7 +82,6 @@ mod rainbow {
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let posn_l = [0.0, bounds.height / 2.0];
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let mesh = Mesh::Solid {
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size: bounds.size(),
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buffers: mesh::Indexed {
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vertices: vec![
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SolidVertex2D {
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@ -130,6 +132,8 @@ mod rainbow {
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0, 8, 1, // L
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],
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},
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transformation: Transformation::IDENTITY,
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clip_bounds: Rectangle::INFINITE,
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};
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renderer.with_translation(
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@ -5,7 +5,7 @@ use controls::Controls;
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use scene::Scene;
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use iced_wgpu::graphics::Viewport;
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use iced_wgpu::{wgpu, Backend, Renderer, Settings};
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use iced_wgpu::{wgpu, Engine, Renderer};
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use iced_winit::conversion;
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use iced_winit::core::mouse;
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use iced_winit::core::renderer;
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@ -155,11 +155,9 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
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// Initialize iced
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let mut debug = Debug::new();
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let mut renderer = Renderer::new(
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Backend::new(&adapter, &device, &queue, Settings::default(), format),
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Font::default(),
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Pixels(16.0),
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);
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let mut engine = Engine::new(&adapter, &device, &queue, format, None);
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let mut renderer =
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Renderer::new(&engine, Font::default(), Pixels::from(16));
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let mut state = program::State::new(
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controls,
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@ -228,19 +226,17 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
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}
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// And then iced on top
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renderer.with_primitives(|backend, primitive| {
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backend.present(
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&device,
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&queue,
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&mut encoder,
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None,
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frame.texture.format(),
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&view,
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primitive,
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&viewport,
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&debug.overlay(),
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);
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});
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renderer.present(
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&mut engine,
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&device,
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&queue,
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&mut encoder,
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None,
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frame.texture.format(),
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&view,
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&viewport,
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&debug.overlay(),
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);
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// Then we submit the work
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queue.submit(Some(encoder.finish()));
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