Readjusted namespaces, removed Geometry example as it's no longer relevant.
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6e7b3ced0b
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27 changed files with 394 additions and 625 deletions
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@ -1,3 +1,123 @@
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//! Utilities for buffer operations.
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pub mod buffer;
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pub mod dynamic_buffers;
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pub mod dynamic;
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use bytemuck::{Pod, Zeroable};
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use std::marker::PhantomData;
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use std::mem;
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//128 triangles/indices
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const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
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/// A generic buffer struct useful for items which have no alignment requirements
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/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
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#[derive(Debug)]
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pub(crate) struct StaticBuffer<T> {
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//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
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offsets: Vec<wgpu::BufferAddress>,
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label: &'static str,
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usages: wgpu::BufferUsages,
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gpu: wgpu::Buffer,
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//the static size of the buffer
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size: wgpu::BufferAddress,
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_data: PhantomData<T>,
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}
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impl<T: Pod + Zeroable> StaticBuffer<T> {
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/// Initialize a new static buffer.
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pub fn new(
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device: &wgpu::Device,
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label: &'static str,
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usages: wgpu::BufferUsages,
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) -> Self {
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let size = (mem::size_of::<T>() as u64) * DEFAULT_STATIC_BUFFER_COUNT;
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Self {
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offsets: Vec::new(),
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label,
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usages,
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gpu: Self::gpu_buffer(device, label, size, usages),
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size,
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_data: Default::default(),
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}
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}
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fn gpu_buffer(
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device: &wgpu::Device,
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label: &'static str,
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size: wgpu::BufferAddress,
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usage: wgpu::BufferUsages,
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) -> wgpu::Buffer {
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device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(label),
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size,
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usage,
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mapped_at_creation: false,
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})
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}
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/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
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/// changes & a redraw is requested.
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pub fn recreate_if_needed(
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&mut self,
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device: &wgpu::Device,
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new_count: usize,
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) -> bool {
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let size =
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wgpu::BufferAddress::from((mem::size_of::<T>() * new_count) as u64);
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if self.size <= size {
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self.offsets.clear();
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self.size = size;
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self.gpu = Self::gpu_buffer(device, self.label, size, self.usages);
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true
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} else {
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false
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}
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}
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/// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
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/// stores its offset.
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///
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/// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
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/// currently writable.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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offset: u64,
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content: &[T],
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) -> u64 {
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let bytes = bytemuck::cast_slice(content);
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let bytes_size = bytes.len() as u64;
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if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size as u64) {
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let mut buffer = staging_belt.write_buffer(
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encoder,
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&self.gpu,
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offset,
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buffer_size,
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device,
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);
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buffer.copy_from_slice(bytes);
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self.offsets.push(offset);
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}
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bytes_size
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}
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fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
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self.offsets
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.get(index)
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.expect("Offset at index does not exist.")
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}
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/// Returns the slice calculated from the offset stored at the given index.
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/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
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/// 1 that we stored earlier when writing.
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pub fn slice_from_index(&self, index: usize) -> wgpu::BufferSlice<'_> {
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self.gpu.slice(self.offset_at(index)..)
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}
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}
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@ -1,124 +0,0 @@
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//! Utilities for static buffer operations.
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use bytemuck::{Pod, Zeroable};
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use std::marker::PhantomData;
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use std::mem;
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//128 triangles/indices
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const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
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/// A generic buffer struct useful for items which have no alignment requirements
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/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
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#[derive(Debug)]
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pub(crate) struct StaticBuffer<T> {
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//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
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offsets: Vec<wgpu::BufferAddress>,
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label: &'static str,
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usages: wgpu::BufferUsages,
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gpu: wgpu::Buffer,
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//the static size of the buffer
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size: wgpu::BufferAddress,
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_data: PhantomData<T>,
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}
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impl<T: Pod + Zeroable> StaticBuffer<T> {
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/// Initialize a new static buffer.
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pub fn new(
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device: &wgpu::Device,
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label: &'static str,
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usages: wgpu::BufferUsages,
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) -> Self {
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let size = (mem::size_of::<T>() as u64) * DEFAULT_STATIC_BUFFER_COUNT;
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Self {
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offsets: Vec::new(),
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label,
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usages,
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gpu: Self::gpu_buffer(device, label, size, usages),
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size,
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_data: Default::default(),
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}
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}
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fn gpu_buffer(
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device: &wgpu::Device,
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label: &'static str,
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size: wgpu::BufferAddress,
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usage: wgpu::BufferUsages,
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) -> wgpu::Buffer {
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device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(label),
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size,
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usage,
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mapped_at_creation: false,
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})
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}
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/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
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/// changes & a redraw is requested.
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pub fn recreate_if_needed(
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&mut self,
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device: &wgpu::Device,
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new_count: usize,
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) -> bool {
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let size =
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wgpu::BufferAddress::from((mem::size_of::<T>() * new_count) as u64);
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if self.size <= size {
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self.offsets.clear();
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self.size = size;
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self.gpu = Self::gpu_buffer(device, self.label, size, self.usages);
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true
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} else {
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false
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}
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}
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/// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
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/// stores its offset.
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///
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/// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
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/// currently writable.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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offset: u64,
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content: &[T],
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) -> u64 {
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let bytes = bytemuck::cast_slice(content);
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let bytes_size = bytes.len() as u64;
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if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size as u64) {
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//offset has to be divisible by 8 for alignment reasons
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let actual_offset = if offset % 8 != 0 { offset + 4 } else { offset };
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let mut buffer = staging_belt.write_buffer(
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encoder,
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&self.gpu,
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actual_offset,
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buffer_size,
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device,
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);
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buffer.copy_from_slice(bytes);
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self.offsets.push(actual_offset);
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}
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bytes_size
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}
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fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
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self.offsets
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.get(index)
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.expect("Offset at index does not exist.")
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}
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/// Returns the slice calculated from the offset stored at the given index.
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/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
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/// 1 that we stored earlier when writing.
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pub fn slice_from_index(&self, index: usize) -> wgpu::BufferSlice<'_> {
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self.gpu.slice(self.offset_at(index)..)
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}
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}
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@ -4,13 +4,13 @@ use core::fmt;
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use std::fmt::Formatter;
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use iced_graphics::layer::{attribute_count_of, Mesh};
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use iced_graphics::shader::Shader;
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use iced_graphics::Size;
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use iced_graphics::{layer, Size};
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use crate::buffers::buffer::StaticBuffer;
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use crate::buffers::StaticBuffer;
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use crate::triangle::gradient::GradientPipeline;
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use crate::triangle::solid::SolidPipeline;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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use layer::mesh;
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mod gradient;
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mod msaa;
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//We are not currently using the return value of these functions as we have no system in
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//place to calculate mesh diff, or to know whether or not that would be more performant for
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//the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self.vertex_buffer.recreate_if_needed(device, total_vertices);
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let _ = self
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.vertex_buffer
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.recreate_if_needed(device, total_vertices);
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let _ = self.index_buffer.recreate_if_needed(device, total_indices);
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//prepare dynamic buffers & data store for writing
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self.index_strides.push(mesh.buffers.indices.len() as u32);
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//push uniform data to CPU buffers
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match mesh.shader {
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Shader::Solid(color) => {
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match mesh.style {
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mesh::Style::Solid(color) => {
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self.pipelines.solid.push(transform, color);
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}
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Shader::Gradient(gradient) => {
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mesh::Style::Gradient(gradient) => {
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self.pipelines.gradient.push(transform, gradient);
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}
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}
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@ -204,15 +206,15 @@ impl Pipeline {
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clip_bounds.height,
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);
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match mesh.shader {
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Shader::Solid(_) => {
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match mesh.style {
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mesh::Style::Solid(_) => {
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self.pipelines.solid.configure_render_pass(
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&mut render_pass,
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num_solids,
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);
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num_solids += 1;
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}
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Shader::Gradient(_) => {
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mesh::Style::Gradient(_) => {
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self.pipelines.gradient.configure_render_pass(
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&mut render_pass,
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num_gradients,
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@ -1,4 +1,4 @@
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use crate::buffers::dynamic_buffers::DynamicBuffer;
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use crate::buffers::dynamic::DynamicBuffer;
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use crate::settings;
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use crate::triangle::{
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default_fragment_target, default_multisample_state,
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@ -1,4 +1,4 @@
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use crate::buffers::dynamic_buffers::DynamicBuffer;
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use crate::buffers::dynamic::DynamicBuffer;
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use crate::triangle::{
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default_fragment_target, default_multisample_state,
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default_triangle_primitive_state, vertex_buffer_layout,
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