Merge branch 'master' into non-uniform-border-radius-for-quads
This commit is contained in:
commit
4029a1cdaa
147 changed files with 4828 additions and 2184 deletions
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@ -1,6 +1,6 @@
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[package]
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name = "iced_wgpu"
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version = "0.5.1"
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version = "0.6.1"
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authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
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edition = "2021"
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description = "A wgpu renderer for Iced"
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@ -8,19 +8,19 @@ license = "MIT AND OFL-1.1"
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repository = "https://github.com/iced-rs/iced"
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[features]
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svg = ["resvg", "usvg", "tiny-skia"]
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image = ["png", "jpeg", "jpeg_rayon", "gif", "webp", "bmp"]
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png = ["image_rs/png"]
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jpeg = ["image_rs/jpeg"]
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jpeg_rayon = ["image_rs/jpeg_rayon"]
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gif = ["image_rs/gif"]
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webp = ["image_rs/webp"]
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pnm = ["image_rs/pnm"]
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ico = ["image_rs/ico"]
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bmp = ["image_rs/bmp"]
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hdr = ["image_rs/hdr"]
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dds = ["image_rs/dds"]
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farbfeld = ["image_rs/farbfeld"]
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svg = ["iced_graphics/svg"]
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image = ["iced_graphics/image"]
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png = ["iced_graphics/png"]
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jpeg = ["iced_graphics/jpeg"]
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jpeg_rayon = ["iced_graphics/jpeg_rayon"]
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gif = ["iced_graphics/gif"]
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webp = ["iced_graphics/webp"]
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pnm = ["iced_graphics/pnm"]
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ico = ["iced_graphics/ico"]
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bmp = ["iced_graphics/bmp"]
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hdr = ["iced_graphics/hdr"]
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dds = ["iced_graphics/dds"]
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farbfeld = ["iced_graphics/farbfeld"]
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canvas = ["iced_graphics/canvas"]
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qr_code = ["iced_graphics/qr_code"]
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default_system_font = ["iced_graphics/font-source"]
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@ -35,7 +35,6 @@ raw-window-handle = "0.5"
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log = "0.4"
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guillotiere = "0.6"
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futures = "0.3"
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kamadak-exif = "0.5"
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bitflags = "1.2"
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[dependencies.bytemuck]
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@ -43,32 +42,14 @@ version = "1.9"
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features = ["derive"]
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[dependencies.iced_native]
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version = "0.5"
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version = "0.6"
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path = "../native"
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[dependencies.iced_graphics]
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version = "0.3"
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version = "0.4"
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path = "../graphics"
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features = ["font-fallback", "font-icons"]
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[dependencies.image_rs]
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version = "0.23"
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package = "image"
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default-features = false
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optional = true
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[dependencies.resvg]
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version = "0.18"
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optional = true
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[dependencies.usvg]
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version = "0.18"
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optional = true
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[dependencies.tiny-skia]
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version = "0.6"
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optional = true
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[dependencies.encase]
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version = "0.3.0"
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features = ["glam"]
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@ -10,7 +10,7 @@ use iced_graphics::{Primitive, Viewport};
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use iced_native::alignment;
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use iced_native::{Font, Size};
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#[cfg(any(feature = "image_rs", feature = "svg"))]
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#[cfg(any(feature = "image", feature = "svg"))]
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use crate::image;
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/// A [`wgpu`] graphics backend for [`iced`].
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@ -23,7 +23,7 @@ pub struct Backend {
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text_pipeline: text::Pipeline,
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triangle_pipeline: triangle::Pipeline,
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#[cfg(any(feature = "image_rs", feature = "svg"))]
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#[cfg(any(feature = "image", feature = "svg"))]
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image_pipeline: image::Pipeline,
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default_text_size: u16,
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@ -47,7 +47,7 @@ impl Backend {
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let triangle_pipeline =
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triangle::Pipeline::new(device, format, settings.antialiasing);
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#[cfg(any(feature = "image_rs", feature = "svg"))]
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#[cfg(any(feature = "image", feature = "svg"))]
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let image_pipeline = image::Pipeline::new(device, format);
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Self {
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@ -55,7 +55,7 @@ impl Backend {
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text_pipeline,
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triangle_pipeline,
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#[cfg(any(feature = "image_rs", feature = "svg"))]
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#[cfg(any(feature = "image", feature = "svg"))]
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image_pipeline,
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default_text_size: settings.default_text_size,
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@ -98,8 +98,8 @@ impl Backend {
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);
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}
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#[cfg(any(feature = "image_rs", feature = "svg"))]
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self.image_pipeline.trim_cache();
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#[cfg(any(feature = "image", feature = "svg"))]
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self.image_pipeline.trim_cache(device, encoder);
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}
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fn flush(
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@ -148,7 +148,7 @@ impl Backend {
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);
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}
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#[cfg(any(feature = "image_rs", feature = "svg"))]
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#[cfg(any(feature = "image", feature = "svg"))]
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{
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if !layer.images.is_empty() {
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let scaled = transformation
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@ -294,9 +294,9 @@ impl backend::Text for Backend {
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}
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}
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#[cfg(feature = "image_rs")]
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#[cfg(feature = "image")]
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impl backend::Image for Backend {
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fn dimensions(&self, handle: &iced_native::image::Handle) -> (u32, u32) {
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fn dimensions(&self, handle: &iced_native::image::Handle) -> Size<u32> {
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self.image_pipeline.dimensions(handle)
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}
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}
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@ -306,7 +306,7 @@ impl backend::Svg for Backend {
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fn viewport_dimensions(
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&self,
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handle: &iced_native::svg::Handle,
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) -> (u32, u32) {
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) -> Size<u32> {
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self.image_pipeline.viewport_dimensions(handle)
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}
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}
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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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@ -24,6 +27,7 @@ impl<T: ShaderType + WriteInto> Buffer<T> {
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)
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}
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#[cfg(not(target_arch = "wasm32"))]
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/// Creates a new dynamic storage buffer.
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pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
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Buffer::new(
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@ -91,6 +95,7 @@ impl<T: ShaderType + WriteInto> Buffer<T> {
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Internal::Uniform(_) => {
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wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
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}
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#[cfg(not(target_arch = "wasm32"))]
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Internal::Storage(_) => {
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wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
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}
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@ -154,6 +159,8 @@ impl<T: ShaderType + WriteInto> Buffer<T> {
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// Currently supported dynamic buffers.
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enum Internal {
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Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
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#[cfg(not(target_arch = "wasm32"))]
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//storage buffers are not supported on wgpu wasm target (yet)
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Storage(encase::DynamicStorageBuffer<Vec<u8>>),
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}
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@ -168,6 +175,7 @@ impl Internal {
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.write(value)
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.expect("Error when writing to dynamic uniform buffer.")
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as u32,
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#[cfg(not(target_arch = "wasm32"))]
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Internal::Storage(buf) => buf
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.write(value)
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.expect("Error when writing to dynamic storage buffer.")
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|
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@ -179,6 +187,7 @@ impl Internal {
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pub(super) fn get_ref(&self) -> &Vec<u8> {
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match self {
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Internal::Uniform(buf) => buf.as_ref(),
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#[cfg(not(target_arch = "wasm32"))]
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Internal::Storage(buf) => buf.as_ref(),
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}
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}
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@ -190,6 +199,7 @@ impl Internal {
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buf.as_mut().clear();
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buf.set_offset(0);
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}
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#[cfg(not(target_arch = "wasm32"))]
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Internal::Storage(buf) => {
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buf.as_mut().clear();
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buf.set_offset(0);
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|
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@ -197,3 +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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|
|
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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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|
|
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|
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@ -1,22 +1,23 @@
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mod atlas;
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#[cfg(feature = "image_rs")]
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mod raster;
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#[cfg(feature = "image")]
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use iced_graphics::image::raster;
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#[cfg(feature = "svg")]
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mod vector;
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use iced_graphics::image::vector;
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use crate::Transformation;
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use atlas::Atlas;
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use iced_graphics::layer;
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use iced_native::Rectangle;
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use iced_native::{Rectangle, Size};
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|
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use std::cell::RefCell;
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use std::mem;
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|
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use bytemuck::{Pod, Zeroable};
|
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|
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#[cfg(feature = "image_rs")]
|
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#[cfg(feature = "image")]
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use iced_native::image;
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|
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#[cfg(feature = "svg")]
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|
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@ -24,10 +25,10 @@ use iced_native::svg;
|
|||
|
||||
#[derive(Debug)]
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||||
pub struct Pipeline {
|
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#[cfg(feature = "image_rs")]
|
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raster_cache: RefCell<raster::Cache>,
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#[cfg(feature = "image")]
|
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raster_cache: RefCell<raster::Cache<Atlas>>,
|
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#[cfg(feature = "svg")]
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vector_cache: RefCell<vector::Cache>,
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vector_cache: RefCell<vector::Cache<Atlas>>,
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||||
|
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pipeline: wgpu::RenderPipeline,
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uniforms: wgpu::Buffer,
|
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|
|
@ -242,11 +243,11 @@ impl Pipeline {
|
|||
});
|
||||
|
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Pipeline {
|
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#[cfg(feature = "image_rs")]
|
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raster_cache: RefCell::new(raster::Cache::new()),
|
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#[cfg(feature = "image")]
|
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raster_cache: RefCell::new(raster::Cache::default()),
|
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|
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#[cfg(feature = "svg")]
|
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vector_cache: RefCell::new(vector::Cache::new()),
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vector_cache: RefCell::new(vector::Cache::default()),
|
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|
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pipeline,
|
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uniforms: uniforms_buffer,
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|
|
@ -261,8 +262,8 @@ impl Pipeline {
|
|||
}
|
||||
}
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|
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#[cfg(feature = "image_rs")]
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pub fn dimensions(&self, handle: &image::Handle) -> (u32, u32) {
|
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#[cfg(feature = "image")]
|
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pub fn dimensions(&self, handle: &image::Handle) -> Size<u32> {
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let mut cache = self.raster_cache.borrow_mut();
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let memory = cache.load(handle);
|
||||
|
||||
|
|
@ -270,7 +271,7 @@ impl Pipeline {
|
|||
}
|
||||
|
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#[cfg(feature = "svg")]
|
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pub fn viewport_dimensions(&self, handle: &svg::Handle) -> (u32, u32) {
|
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pub fn viewport_dimensions(&self, handle: &svg::Handle) -> Size<u32> {
|
||||
let mut cache = self.vector_cache.borrow_mut();
|
||||
let svg = cache.load(handle);
|
||||
|
||||
|
|
@ -290,7 +291,7 @@ impl Pipeline {
|
|||
) {
|
||||
let instances: &mut Vec<Instance> = &mut Vec::new();
|
||||
|
||||
#[cfg(feature = "image_rs")]
|
||||
#[cfg(feature = "image")]
|
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let mut raster_cache = self.raster_cache.borrow_mut();
|
||||
|
||||
#[cfg(feature = "svg")]
|
||||
|
|
@ -298,12 +299,11 @@ impl Pipeline {
|
|||
|
||||
for image in images {
|
||||
match &image {
|
||||
#[cfg(feature = "image_rs")]
|
||||
#[cfg(feature = "image")]
|
||||
layer::Image::Raster { handle, bounds } => {
|
||||
if let Some(atlas_entry) = raster_cache.upload(
|
||||
handle,
|
||||
device,
|
||||
encoder,
|
||||
&mut (device, encoder),
|
||||
&mut self.texture_atlas,
|
||||
) {
|
||||
add_instances(
|
||||
|
|
@ -314,7 +314,7 @@ impl Pipeline {
|
|||
);
|
||||
}
|
||||
}
|
||||
#[cfg(not(feature = "image_rs"))]
|
||||
#[cfg(not(feature = "image"))]
|
||||
layer::Image::Raster { .. } => {}
|
||||
|
||||
#[cfg(feature = "svg")]
|
||||
|
|
@ -325,8 +325,7 @@ impl Pipeline {
|
|||
handle,
|
||||
size,
|
||||
_scale,
|
||||
device,
|
||||
encoder,
|
||||
&mut (device, encoder),
|
||||
&mut self.texture_atlas,
|
||||
) {
|
||||
add_instances(
|
||||
|
|
@ -446,12 +445,20 @@ impl Pipeline {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn trim_cache(&mut self) {
|
||||
#[cfg(feature = "image_rs")]
|
||||
self.raster_cache.borrow_mut().trim(&mut self.texture_atlas);
|
||||
pub fn trim_cache(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) {
|
||||
#[cfg(feature = "image")]
|
||||
self.raster_cache
|
||||
.borrow_mut()
|
||||
.trim(&mut self.texture_atlas, &mut (device, encoder));
|
||||
|
||||
#[cfg(feature = "svg")]
|
||||
self.vector_cache.borrow_mut().trim(&mut self.texture_atlas);
|
||||
self.vector_cache
|
||||
.borrow_mut()
|
||||
.trim(&mut self.texture_atlas, &mut (device, encoder));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -509,15 +516,18 @@ fn add_instances(
|
|||
add_instance(image_position, image_size, allocation, instances);
|
||||
}
|
||||
atlas::Entry::Fragmented { fragments, size } => {
|
||||
let scaling_x = image_size[0] / size.0 as f32;
|
||||
let scaling_y = image_size[1] / size.1 as f32;
|
||||
let scaling_x = image_size[0] / size.width as f32;
|
||||
let scaling_y = image_size[1] / size.height as f32;
|
||||
|
||||
for fragment in fragments {
|
||||
let allocation = &fragment.allocation;
|
||||
|
||||
let [x, y] = image_position;
|
||||
let (fragment_x, fragment_y) = fragment.position;
|
||||
let (fragment_width, fragment_height) = allocation.size();
|
||||
let Size {
|
||||
width: fragment_width,
|
||||
height: fragment_height,
|
||||
} = allocation.size();
|
||||
|
||||
let position = [
|
||||
x + fragment_x as f32 * scaling_x,
|
||||
|
|
@ -543,7 +553,7 @@ fn add_instance(
|
|||
instances: &mut Vec<Instance>,
|
||||
) {
|
||||
let (x, y) = allocation.position();
|
||||
let (width, height) = allocation.size();
|
||||
let Size { width, height } = allocation.size();
|
||||
let layer = allocation.layer();
|
||||
|
||||
let instance = Instance {
|
||||
|
|
|
|||
|
|
@ -4,8 +4,6 @@ mod allocation;
|
|||
mod allocator;
|
||||
mod layer;
|
||||
|
||||
use std::num::NonZeroU32;
|
||||
|
||||
pub use allocation::Allocation;
|
||||
pub use entry::Entry;
|
||||
pub use layer::Layer;
|
||||
|
|
@ -14,6 +12,11 @@ use allocator::Allocator;
|
|||
|
||||
pub const SIZE: u32 = 2048;
|
||||
|
||||
use iced_graphics::image;
|
||||
use iced_graphics::Size;
|
||||
|
||||
use std::num::NonZeroU32;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Atlas {
|
||||
texture: wgpu::Texture,
|
||||
|
|
@ -35,7 +38,7 @@ impl Atlas {
|
|||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
format: wgpu::TextureFormat::Rgba8UnormSrgb,
|
||||
usage: wgpu::TextureUsages::COPY_DST
|
||||
| wgpu::TextureUsages::COPY_SRC
|
||||
| wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
|
|
@ -61,99 +64,6 @@ impl Atlas {
|
|||
self.layers.len()
|
||||
}
|
||||
|
||||
pub fn upload(
|
||||
&mut self,
|
||||
width: u32,
|
||||
height: u32,
|
||||
data: &[u8],
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) -> Option<Entry> {
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
let entry = {
|
||||
let current_size = self.layers.len();
|
||||
let entry = self.allocate(width, height)?;
|
||||
|
||||
// We grow the internal texture after allocating if necessary
|
||||
let new_layers = self.layers.len() - current_size;
|
||||
self.grow(new_layers, device, encoder);
|
||||
|
||||
entry
|
||||
};
|
||||
|
||||
log::info!("Allocated atlas entry: {:?}", entry);
|
||||
|
||||
// It is a webgpu requirement that:
|
||||
// BufferCopyView.layout.bytes_per_row % wgpu::COPY_BYTES_PER_ROW_ALIGNMENT == 0
|
||||
// So we calculate padded_width by rounding width up to the next
|
||||
// multiple of wgpu::COPY_BYTES_PER_ROW_ALIGNMENT.
|
||||
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
|
||||
let padding = (align - (4 * width) % align) % align;
|
||||
let padded_width = (4 * width + padding) as usize;
|
||||
let padded_data_size = padded_width * height as usize;
|
||||
|
||||
let mut padded_data = vec![0; padded_data_size];
|
||||
|
||||
for row in 0..height as usize {
|
||||
let offset = row * padded_width;
|
||||
|
||||
padded_data[offset..offset + 4 * width as usize].copy_from_slice(
|
||||
&data[row * 4 * width as usize..(row + 1) * 4 * width as usize],
|
||||
)
|
||||
}
|
||||
|
||||
let buffer =
|
||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("iced_wgpu::image staging buffer"),
|
||||
contents: &padded_data,
|
||||
usage: wgpu::BufferUsages::COPY_SRC,
|
||||
});
|
||||
|
||||
match &entry {
|
||||
Entry::Contiguous(allocation) => {
|
||||
self.upload_allocation(
|
||||
&buffer, width, height, padding, 0, allocation, encoder,
|
||||
);
|
||||
}
|
||||
Entry::Fragmented { fragments, .. } => {
|
||||
for fragment in fragments {
|
||||
let (x, y) = fragment.position;
|
||||
let offset = (y * padded_width as u32 + 4 * x) as usize;
|
||||
|
||||
self.upload_allocation(
|
||||
&buffer,
|
||||
width,
|
||||
height,
|
||||
padding,
|
||||
offset,
|
||||
&fragment.allocation,
|
||||
encoder,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
log::info!("Current atlas: {:?}", self);
|
||||
|
||||
Some(entry)
|
||||
}
|
||||
|
||||
pub fn remove(&mut self, entry: &Entry) {
|
||||
log::info!("Removing atlas entry: {:?}", entry);
|
||||
|
||||
match entry {
|
||||
Entry::Contiguous(allocation) => {
|
||||
self.deallocate(allocation);
|
||||
}
|
||||
Entry::Fragmented { fragments, .. } => {
|
||||
for fragment in fragments {
|
||||
self.deallocate(&fragment.allocation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn allocate(&mut self, width: u32, height: u32) -> Option<Entry> {
|
||||
// Allocate one layer if texture fits perfectly
|
||||
if width == SIZE && height == SIZE {
|
||||
|
|
@ -204,7 +114,7 @@ impl Atlas {
|
|||
}
|
||||
|
||||
return Some(Entry::Fragmented {
|
||||
size: (width, height),
|
||||
size: Size::new(width, height),
|
||||
fragments,
|
||||
});
|
||||
}
|
||||
|
|
@ -284,7 +194,7 @@ impl Atlas {
|
|||
encoder: &mut wgpu::CommandEncoder,
|
||||
) {
|
||||
let (x, y) = allocation.position();
|
||||
let (width, height) = allocation.size();
|
||||
let Size { width, height } = allocation.size();
|
||||
let layer = allocation.layer();
|
||||
|
||||
let extent = wgpu::Extent3d {
|
||||
|
|
@ -336,7 +246,7 @@ impl Atlas {
|
|||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
format: wgpu::TextureFormat::Rgba8UnormSrgb,
|
||||
usage: wgpu::TextureUsages::COPY_DST
|
||||
| wgpu::TextureUsages::COPY_SRC
|
||||
| wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
|
|
@ -388,3 +298,100 @@ impl Atlas {
|
|||
});
|
||||
}
|
||||
}
|
||||
|
||||
impl image::Storage for Atlas {
|
||||
type Entry = Entry;
|
||||
type State<'a> = (&'a wgpu::Device, &'a mut wgpu::CommandEncoder);
|
||||
|
||||
fn upload(
|
||||
&mut self,
|
||||
width: u32,
|
||||
height: u32,
|
||||
data: &[u8],
|
||||
(device, encoder): &mut Self::State<'_>,
|
||||
) -> Option<Self::Entry> {
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
let entry = {
|
||||
let current_size = self.layers.len();
|
||||
let entry = self.allocate(width, height)?;
|
||||
|
||||
// We grow the internal texture after allocating if necessary
|
||||
let new_layers = self.layers.len() - current_size;
|
||||
self.grow(new_layers, device, encoder);
|
||||
|
||||
entry
|
||||
};
|
||||
|
||||
log::info!("Allocated atlas entry: {:?}", entry);
|
||||
|
||||
// It is a webgpu requirement that:
|
||||
// BufferCopyView.layout.bytes_per_row % wgpu::COPY_BYTES_PER_ROW_ALIGNMENT == 0
|
||||
// So we calculate padded_width by rounding width up to the next
|
||||
// multiple of wgpu::COPY_BYTES_PER_ROW_ALIGNMENT.
|
||||
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
|
||||
let padding = (align - (4 * width) % align) % align;
|
||||
let padded_width = (4 * width + padding) as usize;
|
||||
let padded_data_size = padded_width * height as usize;
|
||||
|
||||
let mut padded_data = vec![0; padded_data_size];
|
||||
|
||||
for row in 0..height as usize {
|
||||
let offset = row * padded_width;
|
||||
|
||||
padded_data[offset..offset + 4 * width as usize].copy_from_slice(
|
||||
&data[row * 4 * width as usize..(row + 1) * 4 * width as usize],
|
||||
)
|
||||
}
|
||||
|
||||
let buffer =
|
||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("iced_wgpu::image staging buffer"),
|
||||
contents: &padded_data,
|
||||
usage: wgpu::BufferUsages::COPY_SRC,
|
||||
});
|
||||
|
||||
match &entry {
|
||||
Entry::Contiguous(allocation) => {
|
||||
self.upload_allocation(
|
||||
&buffer, width, height, padding, 0, allocation, encoder,
|
||||
);
|
||||
}
|
||||
Entry::Fragmented { fragments, .. } => {
|
||||
for fragment in fragments {
|
||||
let (x, y) = fragment.position;
|
||||
let offset = (y * padded_width as u32 + 4 * x) as usize;
|
||||
|
||||
self.upload_allocation(
|
||||
&buffer,
|
||||
width,
|
||||
height,
|
||||
padding,
|
||||
offset,
|
||||
&fragment.allocation,
|
||||
encoder,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
log::info!("Current atlas: {:?}", self);
|
||||
|
||||
Some(entry)
|
||||
}
|
||||
|
||||
fn remove(&mut self, entry: &Entry, _: &mut Self::State<'_>) {
|
||||
log::info!("Removing atlas entry: {:?}", entry);
|
||||
|
||||
match entry {
|
||||
Entry::Contiguous(allocation) => {
|
||||
self.deallocate(allocation);
|
||||
}
|
||||
Entry::Fragmented { fragments, .. } => {
|
||||
for fragment in fragments {
|
||||
self.deallocate(&fragment.allocation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,7 @@
|
|||
use crate::image::atlas::{self, allocator};
|
||||
|
||||
use iced_graphics::Size;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum Allocation {
|
||||
Partial {
|
||||
|
|
@ -19,10 +21,10 @@ impl Allocation {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn size(&self) -> (u32, u32) {
|
||||
pub fn size(&self) -> Size<u32> {
|
||||
match self {
|
||||
Allocation::Partial { region, .. } => region.size(),
|
||||
Allocation::Full { .. } => (atlas::SIZE, atlas::SIZE),
|
||||
Allocation::Full { .. } => Size::new(atlas::SIZE, atlas::SIZE),
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -46,10 +46,10 @@ impl Region {
|
|||
(rectangle.min.x as u32, rectangle.min.y as u32)
|
||||
}
|
||||
|
||||
pub fn size(&self) -> (u32, u32) {
|
||||
pub fn size(&self) -> iced_graphics::Size<u32> {
|
||||
let size = self.allocation.rectangle.size();
|
||||
|
||||
(size.width as u32, size.height as u32)
|
||||
iced_graphics::Size::new(size.width as u32, size.height as u32)
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,17 +1,19 @@
|
|||
use crate::image::atlas;
|
||||
|
||||
use iced_graphics::image;
|
||||
use iced_graphics::Size;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum Entry {
|
||||
Contiguous(atlas::Allocation),
|
||||
Fragmented {
|
||||
size: (u32, u32),
|
||||
size: Size<u32>,
|
||||
fragments: Vec<Fragment>,
|
||||
},
|
||||
}
|
||||
|
||||
impl Entry {
|
||||
#[cfg(feature = "image_rs")]
|
||||
pub fn size(&self) -> (u32, u32) {
|
||||
impl image::storage::Entry for Entry {
|
||||
fn size(&self) -> Size<u32> {
|
||||
match self {
|
||||
Entry::Contiguous(allocation) => allocation.size(),
|
||||
Entry::Fragmented { size, .. } => *size,
|
||||
|
|
|
|||
|
|
@ -1,222 +0,0 @@
|
|||
use crate::image::atlas::{self, Atlas};
|
||||
use iced_native::image;
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
use bitflags::bitflags;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum Memory {
|
||||
Host(::image_rs::ImageBuffer<::image_rs::Bgra<u8>, Vec<u8>>),
|
||||
Device(atlas::Entry),
|
||||
NotFound,
|
||||
Invalid,
|
||||
}
|
||||
|
||||
impl Memory {
|
||||
pub fn dimensions(&self) -> (u32, u32) {
|
||||
match self {
|
||||
Memory::Host(image) => image.dimensions(),
|
||||
Memory::Device(entry) => entry.size(),
|
||||
Memory::NotFound => (1, 1),
|
||||
Memory::Invalid => (1, 1),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Cache {
|
||||
map: HashMap<u64, Memory>,
|
||||
hits: HashSet<u64>,
|
||||
}
|
||||
|
||||
impl Cache {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
map: HashMap::new(),
|
||||
hits: HashSet::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn load(&mut self, handle: &image::Handle) -> &mut Memory {
|
||||
if self.contains(handle) {
|
||||
return self.get(handle).unwrap();
|
||||
}
|
||||
|
||||
let memory = match handle.data() {
|
||||
image::Data::Path(path) => {
|
||||
if let Ok(image) = image_rs::open(path) {
|
||||
let operation = std::fs::File::open(path)
|
||||
.ok()
|
||||
.map(std::io::BufReader::new)
|
||||
.and_then(|mut reader| {
|
||||
Operation::from_exif(&mut reader).ok()
|
||||
})
|
||||
.unwrap_or_else(Operation::empty);
|
||||
|
||||
Memory::Host(operation.perform(image.to_bgra8()))
|
||||
} else {
|
||||
Memory::NotFound
|
||||
}
|
||||
}
|
||||
image::Data::Bytes(bytes) => {
|
||||
if let Ok(image) = image_rs::load_from_memory(bytes) {
|
||||
let operation =
|
||||
Operation::from_exif(&mut std::io::Cursor::new(bytes))
|
||||
.ok()
|
||||
.unwrap_or_else(Operation::empty);
|
||||
|
||||
Memory::Host(operation.perform(image.to_bgra8()))
|
||||
} else {
|
||||
Memory::Invalid
|
||||
}
|
||||
}
|
||||
image::Data::Pixels {
|
||||
width,
|
||||
height,
|
||||
pixels,
|
||||
} => {
|
||||
if let Some(image) = image_rs::ImageBuffer::from_vec(
|
||||
*width,
|
||||
*height,
|
||||
pixels.to_vec(),
|
||||
) {
|
||||
Memory::Host(image)
|
||||
} else {
|
||||
Memory::Invalid
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
self.insert(handle, memory);
|
||||
self.get(handle).unwrap()
|
||||
}
|
||||
|
||||
pub fn upload(
|
||||
&mut self,
|
||||
handle: &image::Handle,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
atlas: &mut Atlas,
|
||||
) -> Option<&atlas::Entry> {
|
||||
let memory = self.load(handle);
|
||||
|
||||
if let Memory::Host(image) = memory {
|
||||
let (width, height) = image.dimensions();
|
||||
|
||||
let entry = atlas.upload(width, height, image, device, encoder)?;
|
||||
|
||||
*memory = Memory::Device(entry);
|
||||
}
|
||||
|
||||
if let Memory::Device(allocation) = memory {
|
||||
Some(allocation)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn trim(&mut self, atlas: &mut Atlas) {
|
||||
let hits = &self.hits;
|
||||
|
||||
self.map.retain(|k, memory| {
|
||||
let retain = hits.contains(k);
|
||||
|
||||
if !retain {
|
||||
if let Memory::Device(entry) = memory {
|
||||
atlas.remove(entry);
|
||||
}
|
||||
}
|
||||
|
||||
retain
|
||||
});
|
||||
|
||||
self.hits.clear();
|
||||
}
|
||||
|
||||
fn get(&mut self, handle: &image::Handle) -> Option<&mut Memory> {
|
||||
let _ = self.hits.insert(handle.id());
|
||||
|
||||
self.map.get_mut(&handle.id())
|
||||
}
|
||||
|
||||
fn insert(&mut self, handle: &image::Handle, memory: Memory) {
|
||||
let _ = self.map.insert(handle.id(), memory);
|
||||
}
|
||||
|
||||
fn contains(&self, handle: &image::Handle) -> bool {
|
||||
self.map.contains_key(&handle.id())
|
||||
}
|
||||
}
|
||||
|
||||
bitflags! {
|
||||
struct Operation: u8 {
|
||||
const FLIP_HORIZONTALLY = 0b001;
|
||||
const ROTATE_180 = 0b010;
|
||||
const FLIP_DIAGONALLY = 0b100;
|
||||
}
|
||||
}
|
||||
|
||||
impl Operation {
|
||||
// Meaning of the returned value is described e.g. at:
|
||||
// https://magnushoff.com/articles/jpeg-orientation/
|
||||
fn from_exif<R>(reader: &mut R) -> Result<Self, exif::Error>
|
||||
where
|
||||
R: std::io::BufRead + std::io::Seek,
|
||||
{
|
||||
let exif = exif::Reader::new().read_from_container(reader)?;
|
||||
|
||||
Ok(exif
|
||||
.get_field(exif::Tag::Orientation, exif::In::PRIMARY)
|
||||
.and_then(|field| field.value.get_uint(0))
|
||||
.and_then(|value| u8::try_from(value).ok())
|
||||
.and_then(|value| Self::from_bits(value.saturating_sub(1)))
|
||||
.unwrap_or_else(Self::empty))
|
||||
}
|
||||
|
||||
fn perform<P>(
|
||||
self,
|
||||
image: image_rs::ImageBuffer<P, Vec<P::Subpixel>>,
|
||||
) -> image_rs::ImageBuffer<P, Vec<P::Subpixel>>
|
||||
where
|
||||
P: image_rs::Pixel + 'static,
|
||||
{
|
||||
use image_rs::imageops;
|
||||
|
||||
let mut image = if self.contains(Self::FLIP_DIAGONALLY) {
|
||||
flip_diagonally(image)
|
||||
} else {
|
||||
image
|
||||
};
|
||||
|
||||
if self.contains(Self::ROTATE_180) {
|
||||
imageops::rotate180_in_place(&mut image);
|
||||
}
|
||||
|
||||
if self.contains(Self::FLIP_HORIZONTALLY) {
|
||||
imageops::flip_horizontal_in_place(&mut image);
|
||||
}
|
||||
|
||||
image
|
||||
}
|
||||
}
|
||||
|
||||
fn flip_diagonally<I>(
|
||||
image: I,
|
||||
) -> image_rs::ImageBuffer<I::Pixel, Vec<<I::Pixel as image_rs::Pixel>::Subpixel>>
|
||||
where
|
||||
I: image_rs::GenericImage,
|
||||
I::Pixel: 'static,
|
||||
{
|
||||
let (width, height) = image.dimensions();
|
||||
let mut out = image_rs::ImageBuffer::new(height, width);
|
||||
|
||||
for x in 0..width {
|
||||
for y in 0..height {
|
||||
let p = image.get_pixel(x, y);
|
||||
|
||||
out.put_pixel(y, x, p);
|
||||
}
|
||||
}
|
||||
|
||||
out
|
||||
}
|
||||
|
|
@ -1,173 +0,0 @@
|
|||
use crate::image::atlas::{self, Atlas};
|
||||
|
||||
use iced_native::svg;
|
||||
|
||||
use std::collections::{HashMap, HashSet};
|
||||
use std::fs;
|
||||
|
||||
pub enum Svg {
|
||||
Loaded(usvg::Tree),
|
||||
NotFound,
|
||||
}
|
||||
|
||||
impl Svg {
|
||||
pub fn viewport_dimensions(&self) -> (u32, u32) {
|
||||
match self {
|
||||
Svg::Loaded(tree) => {
|
||||
let size = tree.svg_node().size;
|
||||
|
||||
(size.width() as u32, size.height() as u32)
|
||||
}
|
||||
Svg::NotFound => (1, 1),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Cache {
|
||||
svgs: HashMap<u64, Svg>,
|
||||
rasterized: HashMap<(u64, u32, u32), atlas::Entry>,
|
||||
svg_hits: HashSet<u64>,
|
||||
rasterized_hits: HashSet<(u64, u32, u32)>,
|
||||
}
|
||||
|
||||
impl Cache {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
svgs: HashMap::new(),
|
||||
rasterized: HashMap::new(),
|
||||
svg_hits: HashSet::new(),
|
||||
rasterized_hits: HashSet::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn load(&mut self, handle: &svg::Handle) -> &Svg {
|
||||
if self.svgs.contains_key(&handle.id()) {
|
||||
return self.svgs.get(&handle.id()).unwrap();
|
||||
}
|
||||
|
||||
let svg = match handle.data() {
|
||||
svg::Data::Path(path) => {
|
||||
let tree = fs::read_to_string(path).ok().and_then(|contents| {
|
||||
usvg::Tree::from_str(
|
||||
&contents,
|
||||
&usvg::Options::default().to_ref(),
|
||||
)
|
||||
.ok()
|
||||
});
|
||||
|
||||
tree.map(Svg::Loaded).unwrap_or(Svg::NotFound)
|
||||
}
|
||||
svg::Data::Bytes(bytes) => {
|
||||
match usvg::Tree::from_data(
|
||||
bytes,
|
||||
&usvg::Options::default().to_ref(),
|
||||
) {
|
||||
Ok(tree) => Svg::Loaded(tree),
|
||||
Err(_) => Svg::NotFound,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let _ = self.svgs.insert(handle.id(), svg);
|
||||
self.svgs.get(&handle.id()).unwrap()
|
||||
}
|
||||
|
||||
pub fn upload(
|
||||
&mut self,
|
||||
handle: &svg::Handle,
|
||||
[width, height]: [f32; 2],
|
||||
scale: f32,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
texture_atlas: &mut Atlas,
|
||||
) -> Option<&atlas::Entry> {
|
||||
let id = handle.id();
|
||||
|
||||
let (width, height) = (
|
||||
(scale * width).ceil() as u32,
|
||||
(scale * height).ceil() as u32,
|
||||
);
|
||||
|
||||
// TODO: Optimize!
|
||||
// We currently rerasterize the SVG when its size changes. This is slow
|
||||
// as heck. A GPU rasterizer like `pathfinder` may perform better.
|
||||
// It would be cool to be able to smooth resize the `svg` example.
|
||||
if self.rasterized.contains_key(&(id, width, height)) {
|
||||
let _ = self.svg_hits.insert(id);
|
||||
let _ = self.rasterized_hits.insert((id, width, height));
|
||||
|
||||
return self.rasterized.get(&(id, width, height));
|
||||
}
|
||||
|
||||
match self.load(handle) {
|
||||
Svg::Loaded(tree) => {
|
||||
if width == 0 || height == 0 {
|
||||
return None;
|
||||
}
|
||||
|
||||
// TODO: Optimize!
|
||||
// We currently rerasterize the SVG when its size changes. This is slow
|
||||
// as heck. A GPU rasterizer like `pathfinder` may perform better.
|
||||
// It would be cool to be able to smooth resize the `svg` example.
|
||||
let mut img = tiny_skia::Pixmap::new(width, height)?;
|
||||
|
||||
resvg::render(
|
||||
tree,
|
||||
if width > height {
|
||||
usvg::FitTo::Width(width)
|
||||
} else {
|
||||
usvg::FitTo::Height(height)
|
||||
},
|
||||
img.as_mut(),
|
||||
)?;
|
||||
|
||||
let mut rgba = img.take();
|
||||
rgba.chunks_exact_mut(4).for_each(|rgba| rgba.swap(0, 2));
|
||||
|
||||
let allocation = texture_atlas.upload(
|
||||
width,
|
||||
height,
|
||||
bytemuck::cast_slice(rgba.as_slice()),
|
||||
device,
|
||||
encoder,
|
||||
)?;
|
||||
log::debug!("allocating {} {}x{}", id, width, height);
|
||||
|
||||
let _ = self.svg_hits.insert(id);
|
||||
let _ = self.rasterized_hits.insert((id, width, height));
|
||||
let _ = self.rasterized.insert((id, width, height), allocation);
|
||||
|
||||
self.rasterized.get(&(id, width, height))
|
||||
}
|
||||
Svg::NotFound => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn trim(&mut self, atlas: &mut Atlas) {
|
||||
let svg_hits = &self.svg_hits;
|
||||
let rasterized_hits = &self.rasterized_hits;
|
||||
|
||||
self.svgs.retain(|k, _| svg_hits.contains(k));
|
||||
self.rasterized.retain(|k, entry| {
|
||||
let retain = rasterized_hits.contains(k);
|
||||
|
||||
if !retain {
|
||||
atlas.remove(entry);
|
||||
}
|
||||
|
||||
retain
|
||||
});
|
||||
self.svg_hits.clear();
|
||||
self.rasterized_hits.clear();
|
||||
}
|
||||
}
|
||||
|
||||
impl std::fmt::Debug for Svg {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
match self {
|
||||
Svg::Loaded(_) => write!(f, "Svg::Loaded"),
|
||||
Svg::NotFound => write!(f, "Svg::NotFound"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -16,7 +16,7 @@
|
|||
//! - Meshes of triangles, useful to draw geometry freely.
|
||||
//!
|
||||
//! [Iced]: https://github.com/iced-rs/iced
|
||||
//! [`iced_native`]: https://github.com/iced-rs/iced/tree/0.4/native
|
||||
//! [`iced_native`]: https://github.com/iced-rs/iced/tree/0.5/native
|
||||
//! [`wgpu`]: https://github.com/gfx-rs/wgpu-rs
|
||||
//! [WebGPU API]: https://gpuweb.github.io/gpuweb/
|
||||
//! [`wgpu_glyph`]: https://github.com/hecrj/wgpu_glyph
|
||||
|
|
@ -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;
|
||||
|
|
@ -56,7 +56,7 @@ pub use settings::Settings;
|
|||
|
||||
pub(crate) use iced_graphics::Transformation;
|
||||
|
||||
#[cfg(any(feature = "image_rs", feature = "svg"))]
|
||||
#[cfg(any(feature = "image", feature = "svg"))]
|
||||
mod image;
|
||||
|
||||
/// A [`wgpu`] graphics renderer for [`iced`].
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -1,64 +1,27 @@
|
|||
//! Draw meshes of triangles.
|
||||
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();
|
||||
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);
|
||||
self.gradient.write(device, staging_belt, encoder);
|
||||
}
|
||||
}
|
||||
|
||||
impl Pipeline {
|
||||
/// Creates supported pipelines, listed in [TrianglePipelines].
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
|
|
@ -66,25 +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),
|
||||
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,
|
||||
|
|
@ -96,67 +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;
|
||||
}
|
||||
triangle::Style::Gradient(gradient) => {
|
||||
self.pipelines.gradient.push(transform, gradient);
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
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
|
||||
{
|
||||
|
|
@ -186,11 +261,12 @@ impl Pipeline {
|
|||
});
|
||||
|
||||
let mut num_solids = 0;
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let mut num_gradients = 0;
|
||||
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,
|
||||
|
|
@ -199,46 +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;
|
||||
}
|
||||
triangle::Style::Gradient(_) => {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
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,
|
||||
|
|
@ -252,7 +339,6 @@ impl Pipeline {
|
|||
}
|
||||
}
|
||||
|
||||
self.vertex_buffer.clear();
|
||||
self.index_buffer.clear();
|
||||
|
||||
if let Some(blit) = &mut self.blit {
|
||||
|
|
@ -261,19 +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> {
|
||||
|
|
@ -301,3 +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