Group all solid triangles independently of color
This commit is contained in:
parent
5b0dfcd0b0
commit
33c3c0c0aa
23 changed files with 1343 additions and 1084 deletions
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@ -1,10 +1,13 @@
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//! Utilities for uniform buffer operations.
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use encase::private::WriteInto;
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use encase::ShaderType;
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use std::fmt;
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use std::marker::PhantomData;
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/// A dynamic buffer is any type of buffer which does not have a static offset.
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pub(crate) struct Buffer<T: ShaderType> {
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#[derive(Debug)]
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pub struct Buffer<T: ShaderType> {
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offsets: Vec<wgpu::DynamicOffset>,
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cpu: Internal,
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gpu: wgpu::Buffer,
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@ -204,3 +207,13 @@ impl Internal {
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}
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}
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}
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impl fmt::Debug for Internal {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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match self {
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Self::Uniform(_) => write!(f, "Internal::Uniform(_)"),
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#[cfg(not(target_arch = "wasm32"))]
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Self::Storage(_) => write!(f, "Internal::Storage(_)"),
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}
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}
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}
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@ -8,7 +8,7 @@ const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
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/// A generic buffer struct useful for items which have no alignment requirements
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/// (e.g. Vertex, Index buffers) & no dynamic offsets.
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#[derive(Debug)]
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pub(crate) struct Buffer<T> {
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pub struct Buffer<T> {
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//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
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offsets: Vec<wgpu::BufferAddress>,
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label: &'static str,
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@ -39,13 +39,13 @@
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#![cfg_attr(docsrs, feature(doc_cfg))]
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pub mod settings;
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pub mod triangle;
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pub mod window;
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mod backend;
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mod buffer;
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mod quad;
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mod text;
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mod triangle;
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pub use iced_graphics::{Antialiasing, Color, Error, Primitive, Viewport};
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pub use iced_native::Theme;
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@ -1,17 +1,30 @@
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struct Uniforms {
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struct Globals {
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transform: mat4x4<f32>,
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color: vec4<f32>
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}
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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@group(0) @binding(0) var<uniform> globals: Globals;
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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}
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@vertex
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fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
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return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.color = input.color;
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out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
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return out;
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return uniforms.color;
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return input.color;
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}
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@ -1,30 +0,0 @@
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struct Globals {
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transform: mat4x4<f32>,
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}
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@group(0) @binding(0) var<uniform> globals: Globals;
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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}
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.color = input.color;
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out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
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return out;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return input.color;
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}
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@ -1,71 +1,27 @@
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//! Draw meshes of triangles.
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#[cfg(not(target_arch = "wasm32"))]
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mod gradient;
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mod msaa;
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mod solid;
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use crate::buffer::r#static::Buffer;
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use crate::settings;
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use crate::Transformation;
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use iced_graphics::layer::mesh::{self, Mesh};
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use iced_graphics::triangle::{self, Vertex2D};
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use iced_graphics::triangle::ColoredVertex2D;
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use iced_graphics::Size;
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use core::fmt;
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use std::fmt::Formatter;
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/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
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#[derive(Debug)]
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pub(crate) struct Pipeline {
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pub struct Pipeline {
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blit: Option<msaa::Blit>,
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vertex_buffer: Buffer<Vertex2D>,
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index_buffer: Buffer<u32>,
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index_strides: Vec<u32>,
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pipelines: PipelineList,
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}
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/// Supported triangle pipelines for different fills.
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pub(crate) struct PipelineList {
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solid: solid::Pipeline,
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/// Gradients are currently not supported on WASM targets due to their need of storage buffers.
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline,
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}
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impl fmt::Debug for PipelineList {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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f.debug_struct("TrianglePipelines").finish()
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}
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}
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impl PipelineList {
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/// Resets each pipeline's buffers.
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fn clear(&mut self) {
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self.solid.buffer.clear();
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#[cfg(not(target_arch = "wasm32"))]
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{
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self.gradient.uniform_buffer.clear();
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self.gradient.storage_buffer.clear();
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}
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}
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/// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
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/// beforehand if necessary.
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fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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self.solid.write(device, staging_belt, encoder);
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#[cfg(not(target_arch = "wasm32"))]
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self.gradient.write(device, staging_belt, encoder);
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}
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}
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impl Pipeline {
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/// Creates supported pipelines, listed in [TrianglePipelines].
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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@ -73,26 +29,19 @@ impl Pipeline {
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) -> Pipeline {
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Pipeline {
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blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
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vertex_buffer: Buffer::new(
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device,
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"iced_wgpu::triangle vertex buffer",
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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),
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index_buffer: Buffer::new(
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device,
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"iced_wgpu::triangle vertex buffer",
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wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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),
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index_strides: Vec::new(),
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pipelines: PipelineList {
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solid: solid::Pipeline::new(device, format, antialiasing),
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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},
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solid: solid::Pipeline::new(device, format, antialiasing),
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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}
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}
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/// Draws the contents of the current layer's meshes to the [target].
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pub fn draw(
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&mut self,
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device: &wgpu::Device,
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@ -104,68 +53,185 @@ impl Pipeline {
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scale_factor: f32,
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meshes: &[Mesh<'_>],
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) {
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//count the total amount of vertices & indices we need to handle
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let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
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// Count the total amount of vertices & indices we need to handle
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let count = mesh::attribute_count_of(meshes);
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// Then we ensure the current attribute buffers are big enough, resizing if necessary.
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// We are not currently using the return value of these functions as we have no system in
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// place to calculate mesh diff, or to know whether or not that would be more performant for
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// the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self.index_buffer.resize(device, count.indices);
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let _ = self.solid.vertices.resize(device, count.solid_vertices);
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//We are not currently using the return value of these functions as we have no system in
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//place to calculate mesh diff, or to know whether or not that would be more performant for
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//the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self.vertex_buffer.resize(device, total_vertices);
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let _ = self.index_buffer.resize(device, total_indices);
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#[cfg(not(target_arch = "wasm32"))]
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let _ = self
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.gradient
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.vertices
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.resize(device, count.gradient_vertices);
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//prepare dynamic buffers & data store for writing
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// Prepare dynamic buffers & data store for writing
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self.index_strides.clear();
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self.pipelines.clear();
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self.solid.vertices.clear();
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self.solid.uniforms.clear();
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let mut vertex_offset = 0;
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#[cfg(not(target_arch = "wasm32"))]
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{
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self.gradient.uniforms.clear();
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self.gradient.vertices.clear();
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self.gradient.storage.clear();
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}
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let mut solid_vertex_offset = 0;
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let mut index_offset = 0;
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for mesh in meshes {
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let transform = transformation
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* Transformation::translate(mesh.origin.x, mesh.origin.y);
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#[cfg(not(target_arch = "wasm32"))]
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let mut gradient_vertex_offset = 0;
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//write to both buffers
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let new_vertex_offset = self.vertex_buffer.write(
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device,
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staging_belt,
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encoder,
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vertex_offset,
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&mesh.buffers.vertices,
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);
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for mesh in meshes {
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let origin = mesh.origin();
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let indices = mesh.indices();
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let transform =
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transformation * Transformation::translate(origin.x, origin.y);
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let new_index_offset = self.index_buffer.write(
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device,
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staging_belt,
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encoder,
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index_offset,
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&mesh.buffers.indices,
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indices,
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);
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vertex_offset += new_vertex_offset;
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index_offset += new_index_offset;
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self.index_strides.push(mesh.buffers.indices.len() as u32);
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self.index_strides.push(indices.len() as u32);
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//push uniform data to CPU buffers
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match mesh.style {
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triangle::Style::Solid(color) => {
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self.pipelines.solid.push(transform, color);
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match mesh {
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Mesh::Solid { buffers, .. } => {
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self.solid.uniforms.push(&solid::Uniforms::new(transform));
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let written_bytes = self.solid.vertices.write(
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device,
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staging_belt,
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encoder,
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solid_vertex_offset,
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&buffers.vertices,
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);
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solid_vertex_offset += written_bytes;
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}
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#[cfg(not(target_arch = "wasm32"))]
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triangle::Style::Gradient(gradient) => {
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self.pipelines.gradient.push(transform, gradient);
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Mesh::Gradient {
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buffers, gradient, ..
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} => {
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let written_bytes = self.gradient.vertices.write(
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device,
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staging_belt,
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encoder,
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gradient_vertex_offset,
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&buffers.vertices,
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);
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gradient_vertex_offset += written_bytes;
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match gradient {
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iced_graphics::Gradient::Linear(linear) => {
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use glam::{IVec4, Vec4};
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let start_offset = self.gradient.color_stop_offset;
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let end_offset = (linear.color_stops.len() as i32)
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+ start_offset
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- 1;
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self.gradient.uniforms.push(&gradient::Uniforms {
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transform: transform.into(),
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direction: Vec4::new(
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linear.start.x,
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linear.start.y,
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linear.end.x,
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linear.end.y,
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),
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stop_range: IVec4::new(
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start_offset,
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end_offset,
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0,
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0,
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),
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});
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self.gradient.color_stop_offset = end_offset + 1;
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let stops: Vec<gradient::ColorStop> = linear
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.color_stops
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.iter()
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.map(|stop| {
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let [r, g, b, a] = stop.color.into_linear();
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gradient::ColorStop {
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offset: stop.offset,
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color: Vec4::new(r, g, b, a),
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}
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})
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.collect();
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self.gradient
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.color_stops_pending_write
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.color_stops
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.extend(stops);
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}
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}
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}
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#[cfg(target_arch = "wasm32")]
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Mesh::Gradient { .. } => {}
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}
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}
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//write uniform data to GPU
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self.pipelines.write(device, staging_belt, encoder);
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// Write uniform data to GPU
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if count.solid_vertices > 0 {
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let uniforms_resized = self.solid.uniforms.resize(device);
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//configure the render pass now that the data is uploaded to the GPU
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if uniforms_resized {
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self.solid.bind_group = solid::Pipeline::bind_group(
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device,
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self.solid.uniforms.raw(),
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&self.solid.bind_group_layout,
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)
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}
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self.solid.uniforms.write(device, staging_belt, encoder);
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}
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#[cfg(not(target_arch = "wasm32"))]
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if count.gradient_vertices > 0 {
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// First write the pending color stops to the CPU buffer
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self.gradient
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.storage
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.push(&self.gradient.color_stops_pending_write);
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// Resize buffers if needed
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let uniforms_resized = self.gradient.uniforms.resize(device);
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let storage_resized = self.gradient.storage.resize(device);
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if uniforms_resized || storage_resized {
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self.gradient.bind_group = gradient::Pipeline::bind_group(
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device,
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self.gradient.uniforms.raw(),
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self.gradient.storage.raw(),
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&self.gradient.bind_group_layout,
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);
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}
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// Write to GPU
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self.gradient.uniforms.write(device, staging_belt, encoder);
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self.gradient.storage.write(device, staging_belt, encoder);
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// Cleanup
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self.gradient.color_stop_offset = 0;
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self.gradient.color_stops_pending_write.color_stops.clear();
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}
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// Configure render pass
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{
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//configure antialiasing pass
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let (attachment, resolve_target, load) = if let Some(blit) =
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&mut self.blit
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{
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@ -200,7 +266,7 @@ impl Pipeline {
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let mut last_is_solid = None;
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for (index, mesh) in meshes.iter().enumerate() {
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let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
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let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
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render_pass.set_scissor_rect(
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clip_bounds.x,
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@ -209,47 +275,57 @@ impl Pipeline {
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clip_bounds.height,
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);
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match mesh.style {
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triangle::Style::Solid(_) => {
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match mesh {
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Mesh::Solid { .. } => {
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if !last_is_solid.unwrap_or(false) {
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self.pipelines
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.solid
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.set_render_pass_pipeline(&mut render_pass);
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render_pass.set_pipeline(&self.solid.pipeline);
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last_is_solid = Some(true);
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}
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self.pipelines.solid.configure_render_pass(
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&mut render_pass,
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num_solids,
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render_pass.set_bind_group(
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0,
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&self.solid.bind_group,
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&[self.solid.uniforms.offset_at_index(num_solids)],
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);
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render_pass.set_vertex_buffer(
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0,
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self.solid.vertices.slice_from_index(num_solids),
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);
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num_solids += 1;
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}
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#[cfg(not(target_arch = "wasm32"))]
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triangle::Style::Gradient(_) => {
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||||
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(),
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)],
|
||||
)
|
||||
}
|
||||
}
|
||||
|
|
@ -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)],
|
||||
)
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue