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

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@ -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(_)"),
}
}
}

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@ -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;

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@ -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;
}

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@ -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(),
},
],
})
}
}
}

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@ -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)],
)
}
}

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@ -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)],
)
}
}