Group all solid triangles independently of color

This commit is contained in:
Héctor Ramón Jiménez 2022-11-14 00:02:42 +01:00
parent 5b0dfcd0b0
commit 33c3c0c0aa
No known key found for this signature in database
GPG key ID: 140CC052C94F138E
23 changed files with 1343 additions and 1084 deletions

View file

@ -11,8 +11,8 @@ out vec4 fragColor;
#define gl_FragColor fragColor
#endif
uniform vec4 color;
in vec4 v_Color;
void main() {
gl_FragColor = color;
gl_FragColor = v_Color;
}

View file

@ -0,0 +1,11 @@
uniform mat4 u_Transform;
in vec2 i_Position;
in vec4 i_Color;
out vec4 v_Color;
void main() {
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
v_Color = i_Color;
}

View file

@ -1,74 +1,49 @@
//! Draw meshes of triangles.
mod gradient;
mod solid;
use crate::program;
use crate::Transformation;
use iced_graphics::gradient::Gradient;
use iced_graphics::layer::mesh::{self, Mesh};
use iced_graphics::triangle::{self, Vertex2D};
use iced_graphics::triangle::{ColoredVertex2D, Vertex2D};
use glow::HasContext;
use std::marker::PhantomData;
#[derive(Debug)]
pub(crate) struct Pipeline {
vertex_array: <glow::Context as HasContext>::VertexArray,
vertices: Buffer<Vertex2D>,
indices: Buffer<u32>,
programs: ProgramList,
}
#[derive(Debug)]
struct ProgramList {
solid: solid::Program,
gradient: gradient::Program,
}
impl Pipeline {
pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self {
let vertex_array =
unsafe { gl.create_vertex_array().expect("Create vertex array") };
unsafe {
gl.bind_vertex_array(Some(vertex_array));
}
let vertices = unsafe {
Buffer::new(
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
std::mem::size_of::<Vertex2D>() as usize,
)
};
let indices = unsafe {
let mut indices = unsafe {
Buffer::new(
gl,
glow::ELEMENT_ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
std::mem::size_of::<u32>() as usize,
1000,
)
};
unsafe {
let stride = std::mem::size_of::<Vertex2D>() as i32;
let solid = solid::Program::new(gl, shader_version);
let gradient = gradient::Program::new(gl, shader_version);
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
unsafe {
gl.bind_vertex_array(Some(solid.vertex_array));
indices.bind(gl, 0);
gl.bind_vertex_array(Some(gradient.vertex_array));
indices.bind(gl, 0);
gl.bind_vertex_array(None);
};
}
Self {
vertex_array,
vertices,
indices,
programs: ProgramList {
solid: solid::Program::new(gl, shader_version),
gradient: gradient::Program::new(gl, shader_version),
},
solid,
gradient,
}
}
@ -83,50 +58,83 @@ impl Pipeline {
unsafe {
gl.enable(glow::MULTISAMPLE);
gl.enable(glow::SCISSOR_TEST);
gl.bind_vertex_array(Some(self.vertex_array))
}
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
// Count the total amount of vertices & indices we need to handle
let count = mesh::attribute_count_of(meshes);
// Then we ensure the current attribute buffers are big enough, resizing if necessary
unsafe {
self.vertices.bind(gl, total_vertices);
self.indices.bind(gl, total_indices);
self.indices.bind(gl, count.indices);
}
// We upload all the vertices and indices upfront
let mut vertex_offset = 0;
let mut solid_vertex_offset = 0;
let mut gradient_vertex_offset = 0;
let mut index_offset = 0;
for mesh in meshes {
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(vertex_offset * std::mem::size_of::<Vertex2D>()) as i32,
bytemuck::cast_slice(&mesh.buffers.vertices),
);
let indices = mesh.indices();
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
(index_offset * std::mem::size_of::<u32>()) as i32,
bytemuck::cast_slice(&mesh.buffers.indices),
bytemuck::cast_slice(indices),
);
vertex_offset += mesh.buffers.vertices.len();
index_offset += mesh.buffers.indices.len();
index_offset += indices.len();
}
match mesh {
Mesh::Solid { buffers, .. } => {
unsafe {
self.solid.vertices.bind(gl, count.solid_vertices);
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(solid_vertex_offset
* std::mem::size_of::<ColoredVertex2D>())
as i32,
bytemuck::cast_slice(&buffers.vertices),
);
}
solid_vertex_offset += buffers.vertices.len();
}
Mesh::Gradient { buffers, .. } => {
unsafe {
self.gradient
.vertices
.bind(gl, count.gradient_vertices);
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(gradient_vertex_offset
* std::mem::size_of::<Vertex2D>())
as i32,
bytemuck::cast_slice(&buffers.vertices),
);
}
gradient_vertex_offset += buffers.vertices.len();
}
}
}
// Then we draw each mesh using offsets
let mut last_vertex = 0;
let mut last_solid_vertex = 0;
let mut last_gradient_vertex = 0;
let mut last_index = 0;
for mesh in meshes {
let transform = transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y);
let indices = mesh.indices();
let origin = mesh.origin();
let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
let transform =
transformation * Transformation::translate(origin.x, origin.y);
let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
unsafe {
gl.scissor(
@ -136,30 +144,126 @@ impl Pipeline {
clip_bounds.width as i32,
clip_bounds.height as i32,
);
match mesh.style {
triangle::Style::Solid(color) => {
self.programs.solid.use_program(gl, color, &transform);
}
#[cfg(not(target_arch = "wasm32"))]
triangle::Style::Gradient(gradient) => {
self.programs
.gradient
.use_program(gl, gradient, &transform);
}
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
mesh.buffers.indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_vertex as i32,
);
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
match mesh {
Mesh::Solid { buffers, .. } => unsafe {
gl.use_program(Some(self.solid.program));
gl.bind_vertex_array(Some(self.solid.vertex_array));
if transform != self.solid.uniforms.transform {
gl.uniform_matrix_4_f32_slice(
Some(&self.solid.uniforms.transform_location),
false,
transform.as_ref(),
);
self.solid.uniforms.transform = transform;
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_solid_vertex as i32,
);
last_solid_vertex += buffers.vertices.len();
},
Mesh::Gradient {
buffers, gradient, ..
} => unsafe {
gl.use_program(Some(self.gradient.program));
gl.bind_vertex_array(Some(self.gradient.vertex_array));
if transform != self.gradient.uniforms.transform {
gl.uniform_matrix_4_f32_slice(
Some(&self.gradient.uniforms.locations.transform),
false,
transform.as_ref(),
);
self.gradient.uniforms.transform = transform;
}
if &self.gradient.uniforms.gradient != *gradient {
match gradient {
Gradient::Linear(linear) => {
gl.uniform_4_f32(
Some(
&self
.gradient
.uniforms
.locations
.gradient_direction,
),
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
);
gl.uniform_1_i32(
Some(
&self
.gradient
.uniforms
.locations
.color_stops_size,
),
(linear.color_stops.len() * 2) as i32,
);
let mut stops = [0.0; 128];
for (index, stop) in linear
.color_stops
.iter()
.enumerate()
.take(16)
{
let [r, g, b, a] = stop.color.into_linear();
stops[index * 8] = r;
stops[(index * 8) + 1] = g;
stops[(index * 8) + 2] = b;
stops[(index * 8) + 3] = a;
stops[(index * 8) + 4] = stop.offset;
stops[(index * 8) + 5] = 0.;
stops[(index * 8) + 6] = 0.;
stops[(index * 8) + 7] = 0.;
}
gl.uniform_4_f32_slice(
Some(
&self
.gradient
.uniforms
.locations
.color_stops,
),
&stops,
);
}
}
self.gradient.uniforms.gradient = (*gradient).clone();
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_gradient_vertex as i32,
);
last_gradient_vertex += buffers.vertices.len();
},
}
last_index += indices.len();
}
unsafe {
@ -170,47 +274,8 @@ impl Pipeline {
}
}
/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position
/// attribute location.
pub(super) fn program(
gl: &glow::Context,
shader_version: &program::Version,
fragment_shader: &'static str,
) -> <glow::Context as HasContext>::Program {
unsafe {
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/triangle.vert"),
);
let fragment_shader =
program::Shader::fragment(gl, shader_version, fragment_shader);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position")],
)
}
}
pub fn set_transform(
gl: &glow::Context,
location: <glow::Context as HasContext>::UniformLocation,
transform: Transformation,
) {
unsafe {
gl.uniform_matrix_4_f32_slice(
Some(&location),
false,
transform.as_ref(),
);
}
}
#[derive(Debug)]
struct Buffer<T> {
pub struct Buffer<T> {
raw: <glow::Context as HasContext>::Buffer,
target: u32,
usage: u32,
@ -254,3 +319,268 @@ impl<T> Buffer<T> {
}
}
}
mod solid {
use crate::program;
use crate::triangle;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::triangle::ColoredVertex2D;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
pub program: <Context as HasContext>::Program,
pub vertex_array: <glow::Context as HasContext>::VertexArray,
pub vertices: triangle::Buffer<ColoredVertex2D>,
pub uniforms: Uniforms,
}
impl Program {
pub fn new(gl: &Context, shader_version: &program::Version) -> Self {
let program = unsafe {
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/solid.vert"),
);
let fragment_shader = program::Shader::fragment(
gl,
shader_version,
include_str!("shader/common/solid.frag"),
);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position"), (1, "i_Color")],
)
};
let vertex_array = unsafe {
gl.create_vertex_array().expect("Create vertex array")
};
let vertices = unsafe {
triangle::Buffer::new(
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
1000,
)
};
unsafe {
gl.bind_vertex_array(Some(vertex_array));
let stride = std::mem::size_of::<ColoredVertex2D>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(
0,
2,
glow::FLOAT,
false,
stride,
0,
);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(
1,
4,
glow::FLOAT,
false,
stride,
4 * 2,
);
gl.bind_vertex_array(None);
};
Self {
program,
vertex_array,
vertices,
uniforms: Uniforms::new(gl, program),
}
}
}
#[derive(Debug)]
pub struct Uniforms {
pub transform: Transformation,
pub transform_location: <Context as HasContext>::UniformLocation,
}
impl Uniforms {
fn new(gl: &Context, program: NativeProgram) -> Self {
let transform = Transformation::identity();
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Solid - Get u_Transform.");
unsafe {
gl.use_program(Some(program));
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
transform.as_ref(),
);
gl.use_program(None);
}
Self {
transform,
transform_location,
}
}
}
}
mod gradient {
use crate::program;
use crate::triangle;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::gradient::{self, Gradient};
use iced_graphics::triangle::Vertex2D;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
pub program: <Context as HasContext>::Program,
pub vertex_array: <glow::Context as HasContext>::VertexArray,
pub vertices: triangle::Buffer<Vertex2D>,
pub uniforms: Uniforms,
}
impl Program {
pub fn new(gl: &Context, shader_version: &program::Version) -> Self {
let program = unsafe {
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/gradient.vert"),
);
let fragment_shader = program::Shader::fragment(
gl,
shader_version,
include_str!("shader/common/gradient.frag"),
);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position")],
)
};
let vertex_array = unsafe {
gl.create_vertex_array().expect("Create vertex array")
};
let vertices = unsafe {
triangle::Buffer::new(
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
1000,
)
};
unsafe {
gl.bind_vertex_array(Some(vertex_array));
let stride = std::mem::size_of::<Vertex2D>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(
0,
2,
glow::FLOAT,
false,
stride,
0,
);
gl.bind_vertex_array(None);
};
Self {
program,
vertex_array,
vertices,
uniforms: Uniforms::new(gl, program),
}
}
}
#[derive(Debug)]
pub struct Uniforms {
pub gradient: Gradient,
pub transform: Transformation,
pub locations: Locations,
}
#[derive(Debug)]
pub struct Locations {
pub gradient_direction: <Context as HasContext>::UniformLocation,
pub color_stops_size: <Context as HasContext>::UniformLocation,
//currently the maximum number of stops is 16 due to lack of SSBO in GL2.1
pub color_stops: <Context as HasContext>::UniformLocation,
pub transform: <Context as HasContext>::UniformLocation,
}
impl Uniforms {
fn new(gl: &Context, program: NativeProgram) -> Self {
let gradient_direction = unsafe {
gl.get_uniform_location(program, "gradient_direction")
}
.expect("Gradient - Get gradient_direction.");
let color_stops_size =
unsafe { gl.get_uniform_location(program, "color_stops_size") }
.expect("Gradient - Get color_stops_size.");
let color_stops = unsafe {
gl.get_uniform_location(program, "color_stops")
.expect("Gradient - Get color_stops.")
};
let transform = Transformation::identity();
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Solid - Get u_Transform.");
unsafe {
gl.use_program(Some(program));
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
transform.as_ref(),
);
gl.use_program(None);
}
Self {
gradient: Gradient::Linear(gradient::Linear {
start: Default::default(),
end: Default::default(),
color_stops: vec![],
}),
transform: Transformation::identity(),
locations: Locations {
gradient_direction,
color_stops_size,
color_stops,
transform: transform_location,
},
}
}
}
}

View file

@ -1,162 +0,0 @@
use crate::program::Version;
use crate::triangle;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::gradient::Gradient;
use iced_graphics::gradient::Linear;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
pub program: <Context as HasContext>::Program,
pub uniform_data: UniformData,
}
#[derive(Debug)]
pub struct UniformData {
gradient: Gradient,
transform: Transformation,
uniform_locations: UniformLocations,
}
#[derive(Debug)]
struct UniformLocations {
gradient_direction_location: <Context as HasContext>::UniformLocation,
color_stops_size_location: <Context as HasContext>::UniformLocation,
//currently the maximum number of stops is 16 due to lack of SSBO in GL2.1
color_stops_location: <Context as HasContext>::UniformLocation,
transform_location: <Context as HasContext>::UniformLocation,
}
impl Program {
pub fn new(gl: &Context, shader_version: &Version) -> Self {
let program = triangle::program(
gl,
shader_version,
include_str!("../shader/common/gradient.frag"),
);
Self {
program,
uniform_data: UniformData::new(gl, program),
}
}
pub fn write_uniforms(
&mut self,
gl: &Context,
gradient: &Gradient,
transform: &Transformation,
) {
if transform != &self.uniform_data.transform {
triangle::set_transform(
gl,
self.uniform_data.uniform_locations.transform_location,
*transform,
);
}
if &self.uniform_data.gradient != gradient {
match gradient {
Gradient::Linear(linear) => unsafe {
gl.uniform_4_f32(
Some(
&self
.uniform_data
.uniform_locations
.gradient_direction_location,
),
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
);
gl.uniform_1_i32(
Some(
&self
.uniform_data
.uniform_locations
.color_stops_size_location,
),
(linear.color_stops.len() * 2) as i32,
);
let mut stops = [0.0; 128];
for (index, stop) in
linear.color_stops.iter().enumerate().take(16)
{
let [r, g, b, a] = stop.color.into_linear();
stops[index * 8] = r;
stops[(index * 8) + 1] = g;
stops[(index * 8) + 2] = b;
stops[(index * 8) + 3] = a;
stops[(index * 8) + 4] = stop.offset;
stops[(index * 8) + 5] = 0.;
stops[(index * 8) + 6] = 0.;
stops[(index * 8) + 7] = 0.;
}
gl.uniform_4_f32_slice(
Some(
&self
.uniform_data
.uniform_locations
.color_stops_location,
),
&stops,
);
},
}
self.uniform_data.gradient = gradient.clone();
}
}
pub fn use_program(
&mut self,
gl: &Context,
gradient: &Gradient,
transform: &Transformation,
) {
unsafe { gl.use_program(Some(self.program)) }
self.write_uniforms(gl, gradient, transform);
}
}
impl UniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
let gradient_direction_location =
unsafe { gl.get_uniform_location(program, "gradient_direction") }
.expect("Gradient - Get gradient_direction.");
let color_stops_size_location =
unsafe { gl.get_uniform_location(program, "color_stops_size") }
.expect("Gradient - Get color_stops_size.");
let color_stops_location = unsafe {
gl.get_uniform_location(program, "color_stops")
.expect("Gradient - Get color_stops.")
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Gradient - Get u_Transform.");
Self {
gradient: Gradient::Linear(Linear {
start: Default::default(),
end: Default::default(),
color_stops: vec![],
}),
transform: Transformation::identity(),
uniform_locations: UniformLocations {
gradient_direction_location,
color_stops_size_location,
color_stops_location,
transform_location,
},
}
}
}

View file

@ -1,91 +0,0 @@
use crate::program::Version;
use crate::{triangle, Color};
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
program: <Context as HasContext>::Program,
uniform_data: UniformData,
}
#[derive(Debug)]
struct UniformData {
pub color: Color,
pub color_location: <Context as HasContext>::UniformLocation,
pub transform: Transformation,
pub transform_location: <Context as HasContext>::UniformLocation,
}
impl UniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
Self {
color: Color::TRANSPARENT,
color_location: unsafe {
gl.get_uniform_location(program, "color")
}
.expect("Solid - Get color."),
transform: Transformation::identity(),
transform_location: unsafe {
gl.get_uniform_location(program, "u_Transform")
}
.expect("Solid - Get u_Transform."),
}
}
}
impl Program {
pub fn new(gl: &Context, shader_version: &Version) -> Self {
let program = triangle::program(
gl,
shader_version,
include_str!("../shader/common/triangle.frag"),
);
Self {
program,
uniform_data: UniformData::new(gl, program),
}
}
pub fn write_uniforms(
&mut self,
gl: &Context,
color: &Color,
transform: &Transformation,
) {
if transform != &self.uniform_data.transform {
triangle::set_transform(
gl,
self.uniform_data.transform_location,
*transform,
)
}
if color != &self.uniform_data.color {
let [r, g, b, a] = color.into_linear();
unsafe {
gl.uniform_4_f32(
Some(&self.uniform_data.color_location),
r,
g,
b,
a,
);
}
self.uniform_data.color = *color;
}
}
pub fn use_program(
&mut self,
gl: &Context,
color: &Color,
transform: &Transformation,
) {
unsafe { gl.use_program(Some(self.program)) }
self.write_uniforms(gl, color, transform)
}
}

View file

@ -166,10 +166,27 @@ impl<'a> Layer<'a> {
border_color: border_color.into_linear(),
});
}
Primitive::Mesh2D {
Primitive::SolidMesh { buffers, size } => {
let layer = &mut layers[current_layer];
let bounds = Rectangle::new(
Point::new(translation.x, translation.y),
*size,
);
// Only draw visible content
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
layer.meshes.push(Mesh::Solid {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
});
}
}
Primitive::GradientMesh {
buffers,
size,
style,
gradient,
} => {
let layer = &mut layers[current_layer];
@ -180,11 +197,11 @@ impl<'a> Layer<'a> {
// Only draw visible content
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
layer.meshes.push(Mesh {
layer.meshes.push(Mesh::Gradient {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
style,
gradient,
});
}
}

View file

@ -1,31 +1,93 @@
//! A collection of triangle primitives.
use crate::triangle;
use crate::{Point, Rectangle};
use crate::{Gradient, Point, Rectangle};
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub struct Mesh<'a> {
/// The origin of the vertices of the [`Mesh`].
pub origin: Point,
pub enum Mesh<'a> {
/// A mesh of triangles with a solid color.
Solid {
/// The origin of the vertices of the [`Mesh`].
origin: Point,
/// The vertex and index buffers of the [`Mesh`].
pub buffers: &'a triangle::Mesh2D,
/// The vertex and index buffers of the [`Mesh`].
buffers: &'a triangle::Mesh2D<triangle::ColoredVertex2D>,
/// The clipping bounds of the [`Mesh`].
pub clip_bounds: Rectangle<f32>,
/// The clipping bounds of the [`Mesh`].
clip_bounds: Rectangle<f32>,
},
/// A mesh of triangles with a gradient color.
Gradient {
/// The origin of the vertices of the [`Mesh`].
origin: Point,
/// The shader of the [`Mesh`].
pub style: &'a triangle::Style,
/// The vertex and index buffers of the [`Mesh`].
buffers: &'a triangle::Mesh2D<triangle::Vertex2D>,
/// The clipping bounds of the [`Mesh`].
clip_bounds: Rectangle<f32>,
/// The gradient to apply to the [`Mesh`].
gradient: &'a Gradient,
},
}
impl Mesh<'_> {
/// Returns the origin of the [`Mesh`].
pub fn origin(&self) -> Point {
match self {
Self::Solid { origin, .. } | Self::Gradient { origin, .. } => {
*origin
}
}
}
/// Returns the indices of the [`Mesh`].
pub fn indices(&self) -> &[u32] {
match self {
Self::Solid { buffers, .. } => &buffers.indices,
Self::Gradient { buffers, .. } => &buffers.indices,
}
}
/// Returns the clip bounds of the [`Mesh`].
pub fn clip_bounds(&self) -> Rectangle<f32> {
match self {
Self::Solid { clip_bounds, .. }
| Self::Gradient { clip_bounds, .. } => *clip_bounds,
}
}
}
/// The result of counting the attributes of a set of meshes.
#[derive(Debug, Clone, Copy, Default)]
pub struct AttributeCount {
/// The total amount of solid vertices.
pub solid_vertices: usize,
/// The total amount of gradient vertices.
pub gradient_vertices: usize,
/// The total amount of indices.
pub indices: usize,
}
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> (usize, usize) {
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> AttributeCount {
meshes
.iter()
.map(|Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
.fold(AttributeCount::default(), |mut count, mesh| {
match mesh {
Mesh::Solid { buffers, .. } => {
count.solid_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}
Mesh::Gradient { buffers, .. } => {
count.gradient_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}
}
count
})
}

View file

@ -3,6 +3,7 @@ use iced_native::svg;
use iced_native::{Background, Color, Font, Rectangle, Size, Vector};
use crate::alignment;
use crate::gradient::Gradient;
use crate::triangle;
use std::sync::Arc;
@ -77,20 +78,32 @@ pub enum Primitive {
/// The primitive to translate
content: Box<Primitive>,
},
/// A low-level primitive to render a mesh of triangles.
/// A low-level primitive to render a mesh of triangles with a solid color.
///
/// It can be used to render many kinds of geometry freely.
Mesh2D {
/// The vertex and index buffers of the mesh
buffers: triangle::Mesh2D,
SolidMesh {
/// The vertices and indices of the mesh.
buffers: triangle::Mesh2D<triangle::ColoredVertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
},
/// A low-level primitive to render a mesh of triangles with a gradient.
///
/// It can be used to render many kinds of geometry freely.
GradientMesh {
/// The vertices and indices of the mesh.
buffers: triangle::Mesh2D<triangle::Vertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
/// The shader of the mesh
style: triangle::Style,
/// The [`Gradient`] to apply to the mesh.
gradient: Gradient,
},
/// A cached primitive.
///

View file

@ -1,15 +1,12 @@
//! Draw geometry using meshes of triangles.
use crate::Color;
#[cfg(not(target_arch = "wasm32"))]
use crate::Gradient;
use bytemuck::{Pod, Zeroable};
/// A set of [`Vertex2D`] and indices representing a list of triangles.
#[derive(Clone, Debug)]
pub struct Mesh2D {
pub struct Mesh2D<T> {
/// The vertices of the mesh
pub vertices: Vec<Vertex2D>,
pub vertices: Vec<T>,
/// The list of vertex indices that defines the triangles of the mesh.
///
/// Therefore, this list should always have a length that is a multiple of 3.
@ -24,25 +21,13 @@ pub struct Vertex2D {
pub position: [f32; 2],
}
#[derive(Debug, Clone, PartialEq)]
/// Supported shaders for triangle primitives.
pub enum Style {
/// Fill a primitive with a solid color.
Solid(Color),
#[cfg(not(target_arch = "wasm32"))]
/// Fill a primitive with an interpolated color.
Gradient(Gradient),
}
/// A two-dimensional vertex with a color.
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
#[repr(C)]
pub struct ColoredVertex2D {
/// The vertex position in 2D space.
pub position: [f32; 2],
impl From<Color> for Style {
fn from(color: Color) -> Self {
Self::Solid(color)
}
}
#[cfg(not(target_arch = "wasm32"))]
impl From<Gradient> for Style {
fn from(gradient: Gradient) -> Self {
Self::Gradient(gradient)
}
/// The color of the vertex in __linear__ RGBA.
pub color: [f32; 4],
}

View file

@ -13,6 +13,7 @@ mod cursor;
mod frame;
mod geometry;
mod program;
mod style;
mod text;
pub use crate::gradient::{self, Gradient};
@ -25,6 +26,7 @@ pub use geometry::Geometry;
pub use path::Path;
pub use program::Program;
pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
pub use style::Style;
pub use text::Text;
use crate::{Backend, Primitive, Renderer};

View file

@ -1,7 +1,7 @@
//! Fill [crate::widget::canvas::Geometry] with a certain style.
use crate::{Color, Gradient};
pub use crate::triangle::Style;
pub use crate::widget::canvas::Style;
/// The style used to fill geometry.
#[derive(Debug, Clone)]

View file

@ -1,7 +1,6 @@
use crate::gradient::Gradient;
use crate::triangle;
use crate::triangle::Vertex2D;
use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Text};
use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Style, Text};
use crate::Primitive;
use iced_native::{Point, Rectangle, Size, Vector};
@ -23,8 +22,16 @@ pub struct Frame {
stroke_tessellator: tessellation::StrokeTessellator,
}
enum Buffer {
Solid(tessellation::VertexBuffers<triangle::ColoredVertex2D, u32>),
Gradient(
tessellation::VertexBuffers<triangle::Vertex2D, u32>,
Gradient,
),
}
struct BufferStack {
stack: Vec<(tessellation::VertexBuffers<Vertex2D, u32>, triangle::Style)>,
stack: Vec<Buffer>,
}
impl BufferStack {
@ -32,22 +39,64 @@ impl BufferStack {
Self { stack: Vec::new() }
}
fn get(
&mut self,
mesh_style: triangle::Style,
) -> tessellation::BuffersBuilder<'_, Vertex2D, u32, Vertex2DBuilder> {
match self.stack.last_mut() {
Some((_, current_style)) if current_style == &mesh_style => {}
_ => {
self.stack
.push((tessellation::VertexBuffers::new(), mesh_style));
}
};
fn get_mut(&mut self, style: &Style) -> &mut Buffer {
match style {
Style::Solid(_) => match self.stack.last() {
Some(Buffer::Solid(_)) => {}
_ => {
self.stack.push(Buffer::Solid(
tessellation::VertexBuffers::new(),
));
}
},
Style::Gradient(gradient) => match self.stack.last() {
Some(Buffer::Gradient(_, last)) if gradient == last => {}
_ => {
self.stack.push(Buffer::Gradient(
tessellation::VertexBuffers::new(),
gradient.clone(),
));
}
},
}
tessellation::BuffersBuilder::new(
&mut self.stack.last_mut().unwrap().0,
Vertex2DBuilder,
)
self.stack.last_mut().unwrap()
}
fn get_fill<'a>(
&'a mut self,
style: &Style,
) -> Box<dyn tessellation::FillGeometryBuilder + 'a> {
match (style, self.get_mut(style)) {
(Style::Solid(color), Buffer::Solid(buffer)) => {
Box::new(tessellation::BuffersBuilder::new(
buffer,
TriangleVertex2DBuilder(color.into_linear()),
))
}
(Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
),
_ => unreachable!(),
}
}
fn get_stroke<'a>(
&'a mut self,
style: &Style,
) -> Box<dyn tessellation::StrokeGeometryBuilder + 'a> {
match (style, self.get_mut(style)) {
(Style::Solid(color), Buffer::Solid(buffer)) => {
Box::new(tessellation::BuffersBuilder::new(
buffer,
TriangleVertex2DBuilder(color.into_linear()),
))
}
(Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
),
_ => unreachable!(),
}
}
}
@ -73,12 +122,11 @@ impl Transform {
point.y = transformed.y;
}
fn transform_style(&self, style: triangle::Style) -> triangle::Style {
fn transform_style(&self, style: Style) -> Style {
match style {
triangle::Style::Solid(color) => triangle::Style::Solid(color),
#[cfg(not(target_arch = "wasm32"))]
triangle::Style::Gradient(gradient) => {
triangle::Style::Gradient(self.transform_gradient(gradient))
Style::Solid(color) => Style::Solid(color),
Style::Gradient(gradient) => {
Style::Gradient(self.transform_gradient(gradient))
}
}
}
@ -146,7 +194,7 @@ impl Frame {
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(style));
.get_fill(&self.transforms.current.transform_style(style));
let options =
tessellation::FillOptions::default().with_fill_rule(rule.into());
@ -155,7 +203,7 @@ impl Frame {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@ -163,7 +211,7 @@ impl Frame {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
}
.expect("Tessellate path.");
@ -181,7 +229,7 @@ impl Frame {
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(style));
.get_fill(&self.transforms.current.transform_style(style));
let top_left =
self.transforms.current.raw.transform_point(
@ -200,7 +248,7 @@ impl Frame {
.tessellate_rectangle(
&lyon::math::Box2D::new(top_left, top_left + size),
&options,
&mut buffer,
buffer.as_mut(),
)
.expect("Fill rectangle");
}
@ -212,7 +260,7 @@ impl Frame {
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(stroke.style));
.get_stroke(&self.transforms.current.transform_style(stroke.style));
let mut options = tessellation::StrokeOptions::default();
options.line_width = stroke.width;
@ -230,7 +278,7 @@ impl Frame {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@ -238,7 +286,7 @@ impl Frame {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
}
.expect("Stroke path");
@ -383,16 +431,31 @@ impl Frame {
}
fn into_primitives(mut self) -> Vec<Primitive> {
for (buffer, style) in self.buffers.stack {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
buffers: triangle::Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
size: self.size,
style,
})
for buffer in self.buffers.stack {
match buffer {
Buffer::Solid(buffer) => {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::SolidMesh {
buffers: triangle::Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
size: self.size,
})
}
}
Buffer::Gradient(buffer, gradient) => {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::GradientMesh {
buffers: triangle::Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
size: self.size,
gradient,
})
}
}
}
}
@ -402,25 +465,66 @@ impl Frame {
struct Vertex2DBuilder;
impl tessellation::FillVertexConstructor<Vertex2D> for Vertex2DBuilder {
fn new_vertex(&mut self, vertex: tessellation::FillVertex<'_>) -> Vertex2D {
impl tessellation::FillVertexConstructor<triangle::Vertex2D>
for Vertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::FillVertex<'_>,
) -> triangle::Vertex2D {
let position = vertex.position();
Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
}
}
}
impl tessellation::StrokeVertexConstructor<Vertex2D> for Vertex2DBuilder {
impl tessellation::StrokeVertexConstructor<triangle::Vertex2D>
for Vertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::StrokeVertex<'_, '_>,
) -> Vertex2D {
) -> triangle::Vertex2D {
let position = vertex.position();
Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
}
}
}
struct TriangleVertex2DBuilder([f32; 4]);
impl tessellation::FillVertexConstructor<triangle::ColoredVertex2D>
for TriangleVertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::FillVertex<'_>,
) -> triangle::ColoredVertex2D {
let position = vertex.position();
triangle::ColoredVertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}
impl tessellation::StrokeVertexConstructor<triangle::ColoredVertex2D>
for TriangleVertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::StrokeVertex<'_, '_>,
) -> triangle::ColoredVertex2D {
let position = vertex.position();
triangle::ColoredVertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}

View file

@ -1,5 +1,5 @@
//! Create lines from a [crate::widget::canvas::Path] and assigns them various attributes/styles.
pub use crate::triangle::Style;
pub use crate::widget::canvas::Style;
use iced_native::Color;

View file

@ -0,0 +1,11 @@
use crate::{Color, Gradient};
/// The coloring style of some drawing.
#[derive(Debug, Clone, PartialEq)]
pub enum Style {
/// A solid [`Color`].
Solid(Color),
/// A [`Gradient`] color.
Gradient(Gradient),
}

View file

@ -1,10 +1,13 @@
//! Utilities for uniform buffer operations.
use encase::private::WriteInto;
use encase::ShaderType;
use std::fmt;
use std::marker::PhantomData;
/// A dynamic buffer is any type of buffer which does not have a static offset.
pub(crate) struct Buffer<T: ShaderType> {
#[derive(Debug)]
pub struct Buffer<T: ShaderType> {
offsets: Vec<wgpu::DynamicOffset>,
cpu: Internal,
gpu: wgpu::Buffer,
@ -204,3 +207,13 @@ impl Internal {
}
}
}
impl fmt::Debug for Internal {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Self::Uniform(_) => write!(f, "Internal::Uniform(_)"),
#[cfg(not(target_arch = "wasm32"))]
Self::Storage(_) => write!(f, "Internal::Storage(_)"),
}
}
}

View file

@ -8,7 +8,7 @@ const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) & no dynamic offsets.
#[derive(Debug)]
pub(crate) struct Buffer<T> {
pub struct Buffer<T> {
//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
offsets: Vec<wgpu::BufferAddress>,
label: &'static str,

View file

@ -39,13 +39,13 @@
#![cfg_attr(docsrs, feature(doc_cfg))]
pub mod settings;
pub mod triangle;
pub mod window;
mod backend;
mod buffer;
mod quad;
mod text;
mod triangle;
pub use iced_graphics::{Antialiasing, Color, Error, Primitive, Viewport};
pub use iced_native::Theme;

View file

@ -1,17 +1,30 @@
struct Uniforms {
struct Globals {
transform: mat4x4<f32>,
color: vec4<f32>
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.color = input.color;
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return uniforms.color;
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return input.color;
}

View file

@ -1,30 +0,0 @@
struct Globals {
transform: mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.color = input.color;
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return input.color;
}

View file

@ -1,71 +1,27 @@
//! Draw meshes of triangles.
#[cfg(not(target_arch = "wasm32"))]
mod gradient;
mod msaa;
mod solid;
use crate::buffer::r#static::Buffer;
use crate::settings;
use crate::Transformation;
use iced_graphics::layer::mesh::{self, Mesh};
use iced_graphics::triangle::{self, Vertex2D};
use iced_graphics::triangle::ColoredVertex2D;
use iced_graphics::Size;
use core::fmt;
use std::fmt::Formatter;
/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
pub(crate) struct Pipeline {
pub struct Pipeline {
blit: Option<msaa::Blit>,
vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
index_strides: Vec<u32>,
pipelines: PipelineList,
}
/// Supported triangle pipelines for different fills.
pub(crate) struct PipelineList {
solid: solid::Pipeline,
/// Gradients are currently not supported on WASM targets due to their need of storage buffers.
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline,
}
impl fmt::Debug for PipelineList {
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
f.debug_struct("TrianglePipelines").finish()
}
}
impl PipelineList {
/// Resets each pipeline's buffers.
fn clear(&mut self) {
self.solid.buffer.clear();
#[cfg(not(target_arch = "wasm32"))]
{
self.gradient.uniform_buffer.clear();
self.gradient.storage_buffer.clear();
}
}
/// 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);
#[cfg(not(target_arch = "wasm32"))]
self.gradient.write(device, staging_belt, encoder);
}
}
impl Pipeline {
/// Creates supported pipelines, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
@ -73,26 +29,19 @@ impl Pipeline {
) -> Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
vertex_buffer: Buffer::new(
device,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
),
index_buffer: Buffer::new(
device,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
pipelines: PipelineList {
solid: solid::Pipeline::new(device, format, antialiasing),
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline::new(device, format, antialiasing),
},
solid: solid::Pipeline::new(device, format, antialiasing),
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline::new(device, format, antialiasing),
}
}
/// Draws the contents of the current layer's meshes to the [target].
pub fn draw(
&mut self,
device: &wgpu::Device,
@ -104,68 +53,185 @@ impl Pipeline {
scale_factor: f32,
meshes: &[Mesh<'_>],
) {
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
// Count the total amount of vertices & indices we need to handle
let count = mesh::attribute_count_of(meshes);
// Then we ensure the current attribute buffers are big enough, resizing if necessary.
// We are not currently using the return value of these functions as we have no system in
// place to calculate mesh diff, or to know whether or not that would be more performant for
// the majority of use cases. Therefore we will write GPU data every frame (for now).
let _ = self.index_buffer.resize(device, count.indices);
let _ = self.solid.vertices.resize(device, count.solid_vertices);
//We are not currently using the return value of these functions as we have no system in
//place to calculate mesh diff, or to know whether or not that would be more performant for
//the majority of use cases. Therefore we will write GPU data every frame (for now).
let _ = self.vertex_buffer.resize(device, total_vertices);
let _ = self.index_buffer.resize(device, total_indices);
#[cfg(not(target_arch = "wasm32"))]
let _ = self
.gradient
.vertices
.resize(device, count.gradient_vertices);
//prepare dynamic buffers & data store for writing
// Prepare dynamic buffers & data store for writing
self.index_strides.clear();
self.pipelines.clear();
self.solid.vertices.clear();
self.solid.uniforms.clear();
let mut vertex_offset = 0;
#[cfg(not(target_arch = "wasm32"))]
{
self.gradient.uniforms.clear();
self.gradient.vertices.clear();
self.gradient.storage.clear();
}
let mut solid_vertex_offset = 0;
let mut index_offset = 0;
for mesh in meshes {
let transform = transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y);
#[cfg(not(target_arch = "wasm32"))]
let mut gradient_vertex_offset = 0;
//write to both buffers
let new_vertex_offset = self.vertex_buffer.write(
device,
staging_belt,
encoder,
vertex_offset,
&mesh.buffers.vertices,
);
for mesh in meshes {
let origin = mesh.origin();
let indices = mesh.indices();
let transform =
transformation * Transformation::translate(origin.x, origin.y);
let new_index_offset = self.index_buffer.write(
device,
staging_belt,
encoder,
index_offset,
&mesh.buffers.indices,
indices,
);
vertex_offset += new_vertex_offset;
index_offset += new_index_offset;
self.index_strides.push(mesh.buffers.indices.len() as u32);
self.index_strides.push(indices.len() as u32);
//push uniform data to CPU buffers
match mesh.style {
triangle::Style::Solid(color) => {
self.pipelines.solid.push(transform, color);
match mesh {
Mesh::Solid { buffers, .. } => {
self.solid.uniforms.push(&solid::Uniforms::new(transform));
let written_bytes = self.solid.vertices.write(
device,
staging_belt,
encoder,
solid_vertex_offset,
&buffers.vertices,
);
solid_vertex_offset += written_bytes;
}
#[cfg(not(target_arch = "wasm32"))]
triangle::Style::Gradient(gradient) => {
self.pipelines.gradient.push(transform, gradient);
Mesh::Gradient {
buffers, gradient, ..
} => {
let written_bytes = self.gradient.vertices.write(
device,
staging_belt,
encoder,
gradient_vertex_offset,
&buffers.vertices,
);
gradient_vertex_offset += written_bytes;
match gradient {
iced_graphics::Gradient::Linear(linear) => {
use glam::{IVec4, Vec4};
let start_offset = self.gradient.color_stop_offset;
let end_offset = (linear.color_stops.len() as i32)
+ start_offset
- 1;
self.gradient.uniforms.push(&gradient::Uniforms {
transform: transform.into(),
direction: Vec4::new(
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
),
stop_range: IVec4::new(
start_offset,
end_offset,
0,
0,
),
});
self.gradient.color_stop_offset = end_offset + 1;
let stops: Vec<gradient::ColorStop> = linear
.color_stops
.iter()
.map(|stop| {
let [r, g, b, a] = stop.color.into_linear();
gradient::ColorStop {
offset: stop.offset,
color: Vec4::new(r, g, b, a),
}
})
.collect();
self.gradient
.color_stops_pending_write
.color_stops
.extend(stops);
}
}
}
#[cfg(target_arch = "wasm32")]
Mesh::Gradient { .. } => {}
}
}
//write uniform data to GPU
self.pipelines.write(device, staging_belt, encoder);
// Write uniform data to GPU
if count.solid_vertices > 0 {
let uniforms_resized = self.solid.uniforms.resize(device);
//configure the render pass now that the data is uploaded to the GPU
if uniforms_resized {
self.solid.bind_group = solid::Pipeline::bind_group(
device,
self.solid.uniforms.raw(),
&self.solid.bind_group_layout,
)
}
self.solid.uniforms.write(device, staging_belt, encoder);
}
#[cfg(not(target_arch = "wasm32"))]
if count.gradient_vertices > 0 {
// First write the pending color stops to the CPU buffer
self.gradient
.storage
.push(&self.gradient.color_stops_pending_write);
// Resize buffers if needed
let uniforms_resized = self.gradient.uniforms.resize(device);
let storage_resized = self.gradient.storage.resize(device);
if uniforms_resized || storage_resized {
self.gradient.bind_group = gradient::Pipeline::bind_group(
device,
self.gradient.uniforms.raw(),
self.gradient.storage.raw(),
&self.gradient.bind_group_layout,
);
}
// Write to GPU
self.gradient.uniforms.write(device, staging_belt, encoder);
self.gradient.storage.write(device, staging_belt, encoder);
// Cleanup
self.gradient.color_stop_offset = 0;
self.gradient.color_stops_pending_write.color_stops.clear();
}
// Configure render pass
{
//configure antialiasing pass
let (attachment, resolve_target, load) = if let Some(blit) =
&mut self.blit
{
@ -200,7 +266,7 @@ impl Pipeline {
let mut last_is_solid = None;
for (index, mesh) in meshes.iter().enumerate() {
let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
@ -209,47 +275,57 @@ impl Pipeline {
clip_bounds.height,
);
match mesh.style {
triangle::Style::Solid(_) => {
match mesh {
Mesh::Solid { .. } => {
if !last_is_solid.unwrap_or(false) {
self.pipelines
.solid
.set_render_pass_pipeline(&mut render_pass);
render_pass.set_pipeline(&self.solid.pipeline);
last_is_solid = Some(true);
}
self.pipelines.solid.configure_render_pass(
&mut render_pass,
num_solids,
render_pass.set_bind_group(
0,
&self.solid.bind_group,
&[self.solid.uniforms.offset_at_index(num_solids)],
);
render_pass.set_vertex_buffer(
0,
self.solid.vertices.slice_from_index(num_solids),
);
num_solids += 1;
}
#[cfg(not(target_arch = "wasm32"))]
triangle::Style::Gradient(_) => {
Mesh::Gradient { .. } => {
if last_is_solid.unwrap_or(true) {
self.pipelines
.gradient
.set_render_pass_pipeline(&mut render_pass);
render_pass.set_pipeline(&self.gradient.pipeline);
last_is_solid = Some(false);
}
self.pipelines.gradient.configure_render_pass(
&mut render_pass,
num_gradients,
render_pass.set_bind_group(
0,
&self.gradient.bind_group,
&[self
.gradient
.uniforms
.offset_at_index(num_gradients)],
);
render_pass.set_vertex_buffer(
0,
self.gradient
.vertices
.slice_from_index(num_gradients),
);
num_gradients += 1;
}
#[cfg(target_arch = "wasm32")]
Mesh::Gradient { .. } => {}
};
render_pass.set_vertex_buffer(
0,
self.vertex_buffer.slice_from_index(index),
);
render_pass.set_index_buffer(
self.index_buffer.slice_from_index(index),
wgpu::IndexFormat::Uint32,
@ -263,7 +339,6 @@ impl Pipeline {
}
}
self.vertex_buffer.clear();
self.index_buffer.clear();
if let Some(blit) = &mut self.blit {
@ -272,19 +347,6 @@ impl Pipeline {
}
}
//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,
}],
}
}
fn fragment_target(
texture_format: wgpu::TextureFormat,
) -> Option<wgpu::ColorTargetState> {
@ -312,3 +374,360 @@ fn multisample_state(
alpha_to_coverage_enabled: false,
}
}
mod solid {
use crate::buffer::dynamic;
use crate::buffer::r#static::Buffer;
use crate::settings;
use crate::triangle;
use encase::ShaderType;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Pipeline {
pub pipeline: wgpu::RenderPipeline,
pub vertices: Buffer<triangle::ColoredVertex2D>,
pub uniforms: dynamic::Buffer<Uniforms>,
pub bind_group_layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub struct Uniforms {
transform: glam::Mat4,
}
impl Uniforms {
pub fn new(transform: Transformation) -> Self {
Self {
transform: transform.into(),
}
}
}
impl Pipeline {
/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let vertices = Buffer::new(
device,
"iced_wgpu::triangle::solid vertex buffer",
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
let uniforms = dynamic::Buffer::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(Uniforms::min_size()),
},
count: None,
}],
},
);
let bind_group =
Self::bind_group(device, uniforms.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/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: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<
triangle::ColoredVertex2D,
>()
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: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
depth_stencil: None,
multisample: triangle::multisample_state(antialiasing),
multiview: None,
},
);
Self {
pipeline,
vertices,
uniforms,
bind_group_layout,
bind_group,
}
}
pub 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(Uniforms::min_size()),
},
),
}],
})
}
}
}
#[cfg(not(target_arch = "wasm32"))]
mod gradient {
use crate::buffer::dynamic;
use crate::buffer::r#static::Buffer;
use crate::settings;
use crate::triangle;
use encase::ShaderType;
use glam::{IVec4, Vec4};
use iced_graphics::triangle::Vertex2D;
#[derive(Debug)]
pub struct Pipeline {
pub pipeline: wgpu::RenderPipeline,
pub vertices: Buffer<Vertex2D>,
pub uniforms: dynamic::Buffer<Uniforms>,
pub storage: dynamic::Buffer<Storage>,
pub 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
pub color_stops_pending_write: Storage,
pub bind_group_layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup,
}
#[derive(Debug, ShaderType)]
pub struct Uniforms {
pub transform: glam::Mat4,
//xy = start, zw = end
pub direction: Vec4,
//x = start stop, y = end stop, zw = padding
pub stop_range: IVec4,
}
#[derive(Debug, ShaderType)]
pub struct ColorStop {
pub color: Vec4,
pub offset: f32,
}
#[derive(Debug, ShaderType)]
pub struct Storage {
#[size(runtime)]
pub color_stops: Vec<ColorStop>,
}
impl Pipeline {
/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
pub(super) fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let vertices = Buffer::new(
device,
"iced_wgpu::triangle::gradient vertex buffer",
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
let uniforms = dynamic::Buffer::uniform(
device,
"iced_wgpu::triangle::gradient uniforms",
);
//Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
let storage = dynamic::Buffer::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(Uniforms::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(Storage::min_size()),
},
count: None,
},
],
},
);
let bind_group = Pipeline::bind_group(
device,
uniforms.raw(),
storage.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/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: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex2D>()
as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array!(
// Position
0 => Float32x2,
),
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
depth_stencil: None,
multisample: triangle::multisample_state(antialiasing),
multiview: None,
},
);
Self {
pipeline,
vertices,
uniforms,
storage,
color_stop_offset: 0,
color_stops_pending_write: Storage {
color_stops: vec![],
},
bind_group_layout,
bind_group,
}
}
pub 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(Uniforms::min_size()),
},
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: storage_buffer.as_entire_binding(),
},
],
})
}
}
}

View file

@ -1,268 +0,0 @@
use crate::buffer::dynamic;
use crate::settings;
use crate::triangle;
use encase::ShaderType;
use glam::{IVec4, Vec4};
use iced_graphics::gradient::Gradient;
use iced_graphics::Transformation;
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
pub(super) uniform_buffer: dynamic::Buffer<Uniforms>,
pub(super) storage_buffer: dynamic::Buffer<Storage>,
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: Storage,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, ShaderType)]
pub(super) struct Uniforms {
transform: glam::Mat4,
//xy = start, zw = end
direction: Vec4,
//x = start stop, y = end stop, zw = padding
stop_range: IVec4,
}
#[derive(Debug, ShaderType)]
pub(super) struct ColorStop {
color: Vec4,
offset: f32,
}
#[derive(ShaderType)]
pub(super) struct Storage {
#[size(runtime)]
pub color_stops: Vec<ColorStop>,
}
impl Pipeline {
/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
pub(super) fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let uniform_buffer = dynamic::Buffer::uniform(
device,
"iced_wgpu::triangle::gradient uniforms",
);
//Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
let storage_buffer = dynamic::Buffer::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(Uniforms::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(Storage::min_size()),
},
count: None,
},
],
});
let bind_group = Pipeline::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/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: &[triangle::vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
depth_stencil: None,
multisample: triangle::multisample_state(antialiasing),
multiview: None,
});
Self {
pipeline,
uniform_buffer,
storage_buffer,
color_stop_offset: 0,
color_stops_pending_write: Storage {
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(&Uniforms {
transform: transform.into(),
direction: Vec4::new(
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
),
stop_range: IVec4::new(start_offset, end_offset, 0, 0),
});
self.color_stop_offset = end_offset + 1;
let stops: Vec<ColorStop> = linear
.color_stops
.iter()
.map(|stop| {
let [r, g, b, a] = stop.color.into_linear();
ColorStop {
offset: stop.offset,
color: Vec4::new(r, g, b, 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(Uniforms::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 = Pipeline::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();
}
pub fn set_render_pass_pipeline<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
) {
render_pass.set_pipeline(&self.pipeline);
}
/// 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>,
count: usize,
) {
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.uniform_buffer.offset_at_index(count)],
)
}
}

View file

@ -1,170 +0,0 @@
use crate::buffer::dynamic;
use crate::triangle;
use crate::{settings, Color};
use encase::ShaderType;
use glam::Vec4;
use iced_graphics::Transformation;
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
pub(super) buffer: dynamic::Buffer<Uniforms>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub(super) struct Uniforms {
transform: glam::Mat4,
color: Vec4,
}
impl Uniforms {
pub fn new(transform: Transformation, color: Color) -> Self {
let [r, g, b, a] = color.into_linear();
Self {
transform: transform.into(),
color: Vec4::new(r, g, b, a),
}
}
}
impl Pipeline {
/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let buffer = dynamic::Buffer::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(Uniforms::min_size()),
},
count: None,
}],
});
let bind_group =
Pipeline::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/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: &[triangle::vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
depth_stencil: None,
multisample: triangle::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(Uniforms::min_size()),
}),
}],
})
}
/// Pushes a new solid uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, color: &Color) {
self.buffer.push(&Uniforms::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 = Pipeline::bind_group(
device,
self.buffer.raw(),
&self.bind_group_layout,
)
}
self.buffer.write(device, staging_belt, encoder);
}
pub fn set_render_pass_pipeline<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
) {
render_pass.set_pipeline(&self.pipeline);
}
/// 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>,
count: usize,
) {
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.buffer.offset_at_index(count)],
)
}
}