Adds linear gradient support to 2D meshes in the canvas widget.
This commit is contained in:
parent
97f385e093
commit
40f45d7b7e
40 changed files with 2041 additions and 655 deletions
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@ -69,6 +69,13 @@ optional = true
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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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[dependencies.glam]
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version = "0.21.3"
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[package.metadata.docs.rs]
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rustdoc-args = ["--cfg", "docsrs"]
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all-features = true
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@ -94,8 +94,7 @@ impl Backend {
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staging_belt,
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encoder,
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frame,
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target_size.width,
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target_size.height,
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target_size
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);
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}
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@ -112,8 +111,7 @@ impl Backend {
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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target_width: u32,
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target_height: u32,
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target_size: Size<u32>,
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) {
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let bounds = (layer.bounds * scale_factor).snap();
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@ -134,7 +132,7 @@ impl Backend {
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);
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}
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if !layer.meshes.is_empty() {
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if !layer.meshes.0.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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@ -143,8 +141,7 @@ impl Backend {
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staging_belt,
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encoder,
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target,
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target_width,
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target_height,
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target_size,
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scaled,
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scale_factor,
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&layer.meshes,
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3
wgpu/src/buffers.rs
Normal file
3
wgpu/src/buffers.rs
Normal file
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@ -0,0 +1,3 @@
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//! Utilities for buffer operations.
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pub mod buffer;
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pub mod dynamic_buffers;
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91
wgpu/src/buffers/buffer.rs
Normal file
91
wgpu/src/buffers/buffer.rs
Normal file
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@ -0,0 +1,91 @@
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//! Utilities for static buffer operations.
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/// A generic buffer struct useful for items which have no alignment requirements
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/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
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///
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/// This buffer is mapped to the GPU on creation, so must be initialized with the correct capacity.
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#[derive(Debug)]
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pub(crate) struct StaticBuffer {
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//stored sequentially per mesh iteration
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offsets: Vec<wgpu::BufferAddress>,
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gpu: wgpu::Buffer,
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//the static size of the buffer
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size: wgpu::BufferAddress,
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}
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impl StaticBuffer {
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pub fn new(
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device: &wgpu::Device,
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label: &'static str,
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size: u64,
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usage: wgpu::BufferUsages,
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total_offsets: usize,
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) -> Self {
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Self {
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offsets: Vec::with_capacity(total_offsets),
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gpu: device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(label),
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size,
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usage,
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mapped_at_creation: true,
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}),
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size,
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}
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}
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/// Resolves pending write operations & unmaps buffer from host memory.
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pub fn flush(&self) {
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(&self.gpu).unmap();
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}
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/// Returns whether or not the buffer needs to be recreated. This can happen whenever the mesh
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/// data is re-submitted.
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pub fn needs_recreate(&self, new_size: usize) -> bool {
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self.size != new_size as u64
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}
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/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
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pub fn write(&mut self, offset: u64, content: &[u8]) {
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//offset has to be divisible by 8 for alignment reasons
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let actual_offset = if offset % 8 != 0 {
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offset + 4
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} else {
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offset
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};
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let mut buffer = self
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.gpu
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.slice(actual_offset..(actual_offset + content.len() as u64))
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.get_mapped_range_mut();
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buffer.copy_from_slice(content);
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self.offsets.push(actual_offset);
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}
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fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
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self.offsets
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.get(index)
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.expect(&format!("Offset index {} is not in range.", index))
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}
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/// Returns the slice calculated from the offset stored at the given index.
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/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
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/// 1 that we stored earlier when writing.
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pub fn slice_from_index<T>(
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&self,
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index: usize,
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) -> wgpu::BufferSlice<'_> {
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self.gpu.slice(self.offset_at(index)..)
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}
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}
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/// Returns true if the current buffer doesn't exist & needs to be created, or if it's too small
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/// for the new content.
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pub(crate) fn needs_recreate(
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buffer: &Option<StaticBuffer>,
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new_size: usize,
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) -> bool {
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match buffer {
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None => true,
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Some(buf) => buf.needs_recreate(new_size),
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}
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}
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202
wgpu/src/buffers/dynamic_buffers.rs
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202
wgpu/src/buffers/dynamic_buffers.rs
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@ -0,0 +1,202 @@
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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::marker::PhantomData;
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// Currently supported dynamic buffers.
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enum DynamicBufferType {
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Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
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Storage(encase::DynamicStorageBuffer<Vec<u8>>),
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}
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impl DynamicBufferType {
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/// Writes the current value to its CPU buffer with proper alignment.
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pub(super) fn write<T: ShaderType + WriteInto>(
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&mut self,
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value: &T,
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) -> wgpu::DynamicOffset {
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match self {
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DynamicBufferType::Uniform(buf) => buf
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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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DynamicBufferType::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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as u32,
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}
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}
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/// Returns bytearray of aligned CPU buffer.
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pub(super) fn get_ref(&self) -> &Vec<u8> {
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match self {
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DynamicBufferType::Uniform(buf) => buf.as_ref(),
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DynamicBufferType::Storage(buf) => buf.as_ref(),
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}
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}
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/// Resets the CPU buffer.
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pub(super) fn clear(&mut self) {
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match self {
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DynamicBufferType::Uniform(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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DynamicBufferType::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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}
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}
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}
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//TODO think about making cpu & gpu buffers optional
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pub(crate) struct DynamicBuffer<T: ShaderType> {
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offsets: Vec<wgpu::DynamicOffset>,
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cpu: DynamicBufferType,
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gpu: wgpu::Buffer,
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label: &'static str,
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size: u64,
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_data: PhantomData<T>,
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}
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impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
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/// Creates a new dynamic uniform buffer.
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pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
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DynamicBuffer::new(
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device,
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DynamicBufferType::Uniform(encase::DynamicUniformBuffer::new(
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Vec::new(),
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)),
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label,
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wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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)
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}
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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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DynamicBuffer::new(
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device,
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DynamicBufferType::Storage(encase::DynamicStorageBuffer::new(
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Vec::new(),
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)),
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label,
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wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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)
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}
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fn new(
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device: &wgpu::Device,
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dynamic_buffer_type: DynamicBufferType,
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label: &'static str,
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usage: wgpu::BufferUsages,
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) -> Self {
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let initial_size = u64::from(T::min_size());
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Self {
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offsets: Vec::new(),
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cpu: dynamic_buffer_type,
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gpu: DynamicBuffer::<T>::create_gpu_buffer(
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device,
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label,
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usage,
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initial_size,
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),
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label,
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size: initial_size,
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_data: Default::default(),
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}
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}
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fn create_gpu_buffer(
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device: &wgpu::Device,
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label: &'static str,
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usage: wgpu::BufferUsages,
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size: u64,
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) -> wgpu::Buffer {
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device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(label),
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size,
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usage,
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mapped_at_creation: false,
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})
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}
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/// Write a new value to the CPU buffer with proper alignment. Stores the returned offset value
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/// in the buffer for future use.
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pub fn push(&mut self, value: &T) {
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//this write operation on the buffer will adjust for uniform alignment requirements
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let offset = self.cpu.write(value);
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self.offsets.push(offset as u32);
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}
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/// Resize buffer contents if necessary. This will re-create the GPU buffer if current size is
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/// less than the newly computed size from the CPU buffer.
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pub fn resize(&mut self, device: &wgpu::Device) -> bool {
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let new_size = self.cpu.get_ref().len() as u64;
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if self.size < new_size {
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let usages = match self.cpu {
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DynamicBufferType::Uniform(_) => {
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wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
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}
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DynamicBufferType::Storage(_) => {
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wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
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}
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};
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//Re-create the GPU buffer since it needs to be resized.
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self.gpu = DynamicBuffer::<T>::create_gpu_buffer(
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device, self.label, usages, new_size,
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);
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self.size = new_size;
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true
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} else {
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false
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}
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}
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/// Write the contents of this dynamic buffer to the GPU via staging belt command.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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let size = self.cpu.get_ref().len();
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if let Some(buffer_size) = wgpu::BufferSize::new(size as u64) {
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let mut buffer = staging_belt.write_buffer(
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encoder,
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&self.gpu,
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0,
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buffer_size,
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device,
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);
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buffer.copy_from_slice(self.cpu.get_ref());
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}
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}
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// Gets the aligned offset at the given index from the CPU buffer.
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pub fn offset_at_index(&self, index: usize) -> wgpu::DynamicOffset {
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let offset = self
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.offsets
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.get(index)
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.expect(&format!("Index {} not found in offsets.", index))
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.clone();
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offset
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}
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/// Returns a reference to the GPU buffer.
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pub fn raw(&self) -> &wgpu::Buffer {
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&self.gpu
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}
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/// Reset the buffer.
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pub fn clear(&mut self) {
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self.offsets.clear();
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self.cpu.clear();
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}
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}
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@ -41,6 +41,7 @@
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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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pub mod buffers;
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mod backend;
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mod quad;
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83
wgpu/src/shader/triangle_gradient.wgsl
Normal file
83
wgpu/src/shader/triangle_gradient.wgsl
Normal file
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@ -0,0 +1,83 @@
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// uniforms
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struct GradientUniforms {
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transform: mat4x4<f32>,
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@size(16) start: vec2<f32>,
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@size(16) end: vec2<f32>,
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@size(16) start_stop: i32,
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@size(16) end_stop: i32,
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}
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struct Stop {
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color: vec4<f32>,
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offset: f32,
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};
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@group(0) @binding(0)
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var<uniform> gradient_uniforms: GradientUniforms;
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@group(0) @binding(1)
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var<storage, read> color_stops: array<Stop>;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) raw_position: vec2<f32>
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}
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@vertex
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fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
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var output: VertexOutput;
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output.position = gradient_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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output.raw_position = input;
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return output;
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}
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@fragment
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fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
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let v1 = gradient_uniforms.end - gradient_uniforms.start;
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let v2 = input.raw_position.xy - gradient_uniforms.start;
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let unit = normalize(v1);
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let offset = dot(unit, v2) / length(v1);
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let min_stop = color_stops[gradient_uniforms.start_stop];
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let max_stop = color_stops[gradient_uniforms.end_stop];
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var color: vec4<f32>;
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if (offset <= min_stop.offset) {
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color = min_stop.color;
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} else if (offset >= max_stop.offset) {
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color = max_stop.color;
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} else {
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var min = min_stop;
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var max = max_stop;
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var min_index = gradient_uniforms.start_stop;
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var max_index = gradient_uniforms.end_stop;
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loop {
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if (min_index >= max_index - 1) {
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break;
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}
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let index = min_index + (max_index - min_index) / 2;
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let stop = color_stops[index];
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if (offset <= stop.offset) {
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max = stop;
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max_index = index;
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} else {
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min = stop;
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min_index = index;
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}
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}
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color = mix(min.color, max.color, smoothstep(
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min.offset,
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max.offset,
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offset
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));
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}
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return color;
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}
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18
wgpu/src/shader/triangle_solid.wgsl
Normal file
18
wgpu/src/shader/triangle_solid.wgsl
Normal file
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@ -0,0 +1,18 @@
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// uniforms
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struct SolidUniforms {
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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> solid_uniforms: SolidUniforms;
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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 solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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}
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@fragment
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fn fs_solid() -> @location(0) vec4<f32> {
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return solid_uniforms.color;
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}
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@ -1,429 +1,308 @@
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//! Draw meshes of triangles.
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use crate::{settings, Transformation};
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use iced_graphics::layer;
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use core::fmt;
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use std::fmt::Formatter;
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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use iced_graphics::layer::Meshes;
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use iced_graphics::shader::Shader;
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use iced_graphics::Size;
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use crate::buffers::buffer::{needs_recreate, StaticBuffer};
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use crate::triangle::gradient::GradientPipeline;
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use crate::triangle::solid::SolidPipeline;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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mod gradient;
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mod msaa;
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mod solid;
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const UNIFORM_BUFFER_SIZE: usize = 50;
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const VERTEX_BUFFER_SIZE: usize = 10_000;
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const INDEX_BUFFER_SIZE: usize = 10_000;
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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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pipeline: wgpu::RenderPipeline,
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blit: Option<msaa::Blit>,
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constants_layout: wgpu::BindGroupLayout,
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constants: wgpu::BindGroup,
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uniforms_buffer: Buffer<Uniforms>,
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vertex_buffer: Buffer<Vertex2D>,
|
||||
index_buffer: Buffer<u32>,
|
||||
// these are optional so we don't allocate any memory to the GPU if
|
||||
// application has no triangle meshes.
|
||||
vertex_buffer: Option<StaticBuffer>,
|
||||
index_buffer: Option<StaticBuffer>,
|
||||
pipelines: TrianglePipelines,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct Buffer<T> {
|
||||
label: &'static str,
|
||||
raw: wgpu::Buffer,
|
||||
size: usize,
|
||||
usage: wgpu::BufferUsages,
|
||||
_type: std::marker::PhantomData<T>,
|
||||
/// Supported triangle pipelines for different fills. Both use the same vertex shader.
|
||||
pub(crate) struct TrianglePipelines {
|
||||
solid: SolidPipeline,
|
||||
gradient: GradientPipeline,
|
||||
}
|
||||
|
||||
impl<T> Buffer<T> {
|
||||
pub fn new(
|
||||
label: &'static str,
|
||||
device: &wgpu::Device,
|
||||
size: usize,
|
||||
usage: wgpu::BufferUsages,
|
||||
) -> Self {
|
||||
let raw = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(label),
|
||||
size: (std::mem::size_of::<T>() * size) as u64,
|
||||
usage,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
impl fmt::Debug for TrianglePipelines {
|
||||
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
|
||||
f.debug_struct("TrianglePipelines").finish()
|
||||
}
|
||||
}
|
||||
|
||||
Buffer {
|
||||
label,
|
||||
raw,
|
||||
size,
|
||||
usage,
|
||||
_type: std::marker::PhantomData,
|
||||
}
|
||||
impl TrianglePipelines {
|
||||
/// Resets each pipeline's buffers.
|
||||
fn clear(&mut self) {
|
||||
self.solid.buffer.clear();
|
||||
self.gradient.uniform_buffer.clear();
|
||||
self.gradient.storage_buffer.clear();
|
||||
}
|
||||
|
||||
pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
|
||||
let needs_resize = self.size < size;
|
||||
|
||||
if needs_resize {
|
||||
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(self.label),
|
||||
size: (std::mem::size_of::<T>() * size) as u64,
|
||||
usage: self.usage,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
self.size = size;
|
||||
}
|
||||
|
||||
needs_resize
|
||||
/// 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 GL programs, listed in [TrianglePipelines].
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Pipeline {
|
||||
let constants_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle uniforms layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: true,
|
||||
min_binding_size: wgpu::BufferSize::new(
|
||||
mem::size_of::<Uniforms>() as u64,
|
||||
),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let constants_buffer = Buffer::new(
|
||||
"iced_wgpu::triangle uniforms buffer",
|
||||
device,
|
||||
UNIFORM_BUFFER_SIZE,
|
||||
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
);
|
||||
|
||||
let constant_bind_group =
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle uniforms bind group"),
|
||||
layout: &constants_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: &constants_buffer.raw,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(std::mem::size_of::<
|
||||
Uniforms,
|
||||
>(
|
||||
)
|
||||
as u64),
|
||||
},
|
||||
),
|
||||
}],
|
||||
});
|
||||
|
||||
let layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle pipeline layout"),
|
||||
push_constant_ranges: &[],
|
||||
bind_group_layouts: &[&constants_layout],
|
||||
});
|
||||
|
||||
let shader =
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("iced_wgpu::triangle::shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
||||
include_str!("shader/triangle.wgsl"),
|
||||
)),
|
||||
});
|
||||
|
||||
let pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("iced_wgpu::triangle pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Vertex2D>() 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: &[Some(wgpu::ColorTargetState {
|
||||
format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
Pipeline {
|
||||
pipeline,
|
||||
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
|
||||
constants_layout,
|
||||
constants: constant_bind_group,
|
||||
uniforms_buffer: constants_buffer,
|
||||
vertex_buffer: Buffer::new(
|
||||
"iced_wgpu::triangle vertex buffer",
|
||||
device,
|
||||
VERTEX_BUFFER_SIZE,
|
||||
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
),
|
||||
index_buffer: Buffer::new(
|
||||
"iced_wgpu::triangle index buffer",
|
||||
device,
|
||||
INDEX_BUFFER_SIZE,
|
||||
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
|
||||
),
|
||||
vertex_buffer: None,
|
||||
index_buffer: None,
|
||||
pipelines: TrianglePipelines {
|
||||
solid: SolidPipeline::new(device, format, antialiasing),
|
||||
gradient: GradientPipeline::new(device, format, antialiasing),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/// Draws the contents of the current layer's meshes to the [target].
|
||||
pub fn draw(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
staging_belt: &mut wgpu::util::StagingBelt,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
target: &wgpu::TextureView,
|
||||
target_width: u32,
|
||||
target_height: u32,
|
||||
target_size: Size<u32>,
|
||||
transformation: Transformation,
|
||||
scale_factor: f32,
|
||||
meshes: &[layer::Mesh<'_>],
|
||||
meshes: &Meshes<'_>,
|
||||
) {
|
||||
// This looks a bit crazy, but we are just counting how many vertices
|
||||
// and indices we will need to handle.
|
||||
// TODO: Improve readability
|
||||
let (total_vertices, total_indices) = meshes
|
||||
.iter()
|
||||
.map(|layer::Mesh { buffers, .. }| {
|
||||
(buffers.vertices.len(), buffers.indices.len())
|
||||
})
|
||||
.fold((0, 0), |(total_v, total_i), (v, i)| {
|
||||
(total_v + v, total_i + i)
|
||||
});
|
||||
//count the total number of vertices & indices we need to handle
|
||||
let (total_vertices, total_indices) = meshes.attribute_count();
|
||||
println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
|
||||
|
||||
// Then we ensure the current buffers are big enough, resizing if
|
||||
// necessary
|
||||
let _ = self.vertex_buffer.expand(device, total_vertices);
|
||||
let _ = self.index_buffer.expand(device, total_indices);
|
||||
|
||||
// If the uniforms buffer is resized, then we need to recreate its
|
||||
// bind group.
|
||||
if self.uniforms_buffer.expand(device, meshes.len()) {
|
||||
self.constants =
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle uniforms buffer"),
|
||||
layout: &self.constants_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: &self.uniforms_buffer.raw,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(
|
||||
std::mem::size_of::<Uniforms>() as u64,
|
||||
),
|
||||
},
|
||||
),
|
||||
}],
|
||||
});
|
||||
}
|
||||
|
||||
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
|
||||
let mut offsets: Vec<(
|
||||
wgpu::BufferAddress,
|
||||
wgpu::BufferAddress,
|
||||
usize,
|
||||
)> = Vec::with_capacity(meshes.len());
|
||||
let mut last_vertex = 0;
|
||||
let mut last_index = 0;
|
||||
|
||||
// We upload everything upfront
|
||||
for mesh in meshes {
|
||||
let transform = (transformation
|
||||
* Transformation::translate(mesh.origin.x, mesh.origin.y))
|
||||
.into();
|
||||
|
||||
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
|
||||
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
|
||||
|
||||
if let (Some(vertices_size), Some(indices_size)) = (
|
||||
wgpu::BufferSize::new(vertices.len() as u64),
|
||||
wgpu::BufferSize::new(indices.len() as u64),
|
||||
) {
|
||||
{
|
||||
let mut vertex_buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
&self.vertex_buffer.raw,
|
||||
(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
|
||||
vertices_size,
|
||||
device,
|
||||
);
|
||||
|
||||
vertex_buffer.copy_from_slice(vertices);
|
||||
}
|
||||
|
||||
{
|
||||
let mut index_buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
&self.index_buffer.raw,
|
||||
(std::mem::size_of::<u32>() * last_index) as u64,
|
||||
indices_size,
|
||||
device,
|
||||
);
|
||||
|
||||
index_buffer.copy_from_slice(indices);
|
||||
}
|
||||
|
||||
uniforms.push(transform);
|
||||
offsets.push((
|
||||
last_vertex as u64,
|
||||
last_index as u64,
|
||||
mesh.buffers.indices.len(),
|
||||
));
|
||||
|
||||
last_vertex += mesh.buffers.vertices.len();
|
||||
last_index += mesh.buffers.indices.len();
|
||||
}
|
||||
}
|
||||
|
||||
let uniforms = bytemuck::cast_slice(&uniforms);
|
||||
|
||||
if let Some(uniforms_size) =
|
||||
wgpu::BufferSize::new(uniforms.len() as u64)
|
||||
{
|
||||
let mut uniforms_buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
&self.uniforms_buffer.raw,
|
||||
0,
|
||||
uniforms_size,
|
||||
//Only create buffers if they need to be re-sized or don't exist
|
||||
if needs_recreate(&self.vertex_buffer, total_vertices) {
|
||||
//mapped to GPU at creation with total vertices
|
||||
self.vertex_buffer = Some(StaticBuffer::new(
|
||||
device,
|
||||
);
|
||||
|
||||
uniforms_buffer.copy_from_slice(uniforms);
|
||||
"iced_wgpu::triangle vertex buffer",
|
||||
//TODO: a more reasonable default to prevent frequent resizing calls
|
||||
// before this was 10_000
|
||||
(std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
|
||||
wgpu::BufferUsages::VERTEX,
|
||||
meshes.0.len(),
|
||||
))
|
||||
}
|
||||
|
||||
{
|
||||
let (attachment, resolve_target, load) =
|
||||
if let Some(blit) = &mut self.blit {
|
||||
let (attachment, resolve_target) =
|
||||
blit.targets(device, target_width, target_height);
|
||||
if needs_recreate(&self.index_buffer, total_indices) {
|
||||
//mapped to GPU at creation with total indices
|
||||
self.index_buffer = Some(StaticBuffer::new(
|
||||
device,
|
||||
"iced_wgpu::triangle index buffer",
|
||||
//TODO: a more reasonable default to prevent frequent resizing calls
|
||||
// before this was 10_000
|
||||
(std::mem::size_of::<Vertex2D>() * total_indices) as u64,
|
||||
wgpu::BufferUsages::INDEX,
|
||||
meshes.0.len(),
|
||||
));
|
||||
}
|
||||
|
||||
(
|
||||
attachment,
|
||||
Some(resolve_target),
|
||||
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
)
|
||||
} else {
|
||||
(target, None, wgpu::LoadOp::Load)
|
||||
};
|
||||
if let Some(vertex_buffer) = &mut self.vertex_buffer {
|
||||
if let Some(index_buffer) = &mut self.index_buffer {
|
||||
let mut offset_v = 0;
|
||||
let mut offset_i = 0;
|
||||
//TODO: store this more efficiently
|
||||
let mut indices_lengths = Vec::with_capacity(meshes.0.len());
|
||||
|
||||
let mut render_pass =
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("iced_wgpu::triangle render pass"),
|
||||
color_attachments: &[Some(
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: attachment,
|
||||
resolve_target,
|
||||
ops: wgpu::Operations { load, store: true },
|
||||
//iterate through meshes to write all attribute data
|
||||
for mesh in meshes.0.iter() {
|
||||
let transform = transformation
|
||||
* Transformation::translate(
|
||||
mesh.origin.x,
|
||||
mesh.origin.y,
|
||||
);
|
||||
|
||||
println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
|
||||
|
||||
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
|
||||
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
|
||||
|
||||
//TODO: it's (probably) more efficient to reduce this write command and
|
||||
// iterate first and then upload
|
||||
println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
|
||||
vertex_buffer.write(offset_v, vertices);
|
||||
index_buffer.write(offset_i, indices);
|
||||
|
||||
offset_v += vertices.len() as u64;
|
||||
offset_i += indices.len() as u64;
|
||||
indices_lengths.push(mesh.buffers.indices.len());
|
||||
|
||||
match mesh.shader {
|
||||
Shader::Solid(color) => {
|
||||
self.pipelines.solid.push(transform, color);
|
||||
}
|
||||
Shader::Gradient(gradient) => {
|
||||
self.pipelines.gradient.push(transform, gradient);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//done writing to gpu buffer, unmap from host memory since we don't need it
|
||||
//anymore
|
||||
vertex_buffer.flush();
|
||||
index_buffer.flush();
|
||||
|
||||
//resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
|
||||
self.pipelines.write(device, staging_belt, encoder);
|
||||
|
||||
//configure the render pass now that the data is uploaded to the GPU
|
||||
{
|
||||
//configure antialiasing pass
|
||||
let (attachment, resolve_target, load) =
|
||||
if let Some(blit) = &mut self.blit {
|
||||
let (attachment, resolve_target) = blit.targets(
|
||||
device,
|
||||
target_size.width,
|
||||
target_size.height,
|
||||
);
|
||||
|
||||
(
|
||||
attachment,
|
||||
Some(resolve_target),
|
||||
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
)
|
||||
} else {
|
||||
(target, None, wgpu::LoadOp::Load)
|
||||
};
|
||||
|
||||
let mut render_pass = encoder.begin_render_pass(
|
||||
&wgpu::RenderPassDescriptor {
|
||||
label: Some("iced_wgpu::triangle render pass"),
|
||||
color_attachments: &[Some(
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: attachment,
|
||||
resolve_target,
|
||||
ops: wgpu::Operations { load, store: true },
|
||||
},
|
||||
)],
|
||||
depth_stencil_attachment: None,
|
||||
},
|
||||
)],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
);
|
||||
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
//TODO: do this a better way; store it in the respective pipelines perhaps
|
||||
// to be more readable
|
||||
let mut num_solids = 0;
|
||||
let mut num_gradients = 0;
|
||||
|
||||
for (i, (vertex_offset, index_offset, indices)) in
|
||||
offsets.into_iter().enumerate()
|
||||
{
|
||||
let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
|
||||
//TODO: try to avoid this extra iteration if possible
|
||||
for index in 0..meshes.0.len() {
|
||||
let clip_bounds =
|
||||
(meshes.0[index].clip_bounds * scale_factor).snap();
|
||||
|
||||
render_pass.set_scissor_rect(
|
||||
clip_bounds.x,
|
||||
clip_bounds.y,
|
||||
clip_bounds.width,
|
||||
clip_bounds.height,
|
||||
);
|
||||
render_pass.set_scissor_rect(
|
||||
clip_bounds.x,
|
||||
clip_bounds.y,
|
||||
clip_bounds.width,
|
||||
clip_bounds.height,
|
||||
);
|
||||
|
||||
render_pass.set_bind_group(
|
||||
0,
|
||||
&self.constants,
|
||||
&[(std::mem::size_of::<Uniforms>() * i) as u32],
|
||||
);
|
||||
match meshes.0[index].shader {
|
||||
Shader::Solid(_) => {
|
||||
self.pipelines.solid.configure_render_pass(
|
||||
&mut render_pass,
|
||||
num_solids,
|
||||
);
|
||||
num_solids += 1;
|
||||
}
|
||||
Shader::Gradient(_) => {
|
||||
self.pipelines.gradient.configure_render_pass(
|
||||
&mut render_pass,
|
||||
num_gradients,
|
||||
);
|
||||
num_gradients += 1;
|
||||
}
|
||||
}
|
||||
|
||||
render_pass.set_index_buffer(
|
||||
self.index_buffer
|
||||
.raw
|
||||
.slice(index_offset * mem::size_of::<u32>() as u64..),
|
||||
wgpu::IndexFormat::Uint32,
|
||||
);
|
||||
render_pass.set_index_buffer(
|
||||
index_buffer.slice_from_index::<u32>(index),
|
||||
wgpu::IndexFormat::Uint32,
|
||||
);
|
||||
|
||||
render_pass.set_vertex_buffer(
|
||||
0,
|
||||
self.vertex_buffer.raw.slice(
|
||||
vertex_offset * mem::size_of::<Vertex2D>() as u64..,
|
||||
),
|
||||
);
|
||||
render_pass.set_vertex_buffer(
|
||||
0,
|
||||
vertex_buffer.slice_from_index::<Vertex2D>(index),
|
||||
);
|
||||
|
||||
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
|
||||
render_pass.draw_indexed(
|
||||
0..(indices_lengths[index] as u32),
|
||||
0,
|
||||
0..1,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(blit) = &mut self.blit {
|
||||
blit.draw(encoder, target);
|
||||
}
|
||||
|
||||
//cleanup
|
||||
self.pipelines.clear();
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
|
||||
struct Uniforms {
|
||||
transform: [f32; 16],
|
||||
// We need to align this to 256 bytes to please `wgpu`...
|
||||
// TODO: Be smarter and stop wasting memory!
|
||||
_padding_a: [f32; 32],
|
||||
_padding_b: [f32; 16],
|
||||
}
|
||||
|
||||
impl Default for Uniforms {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
transform: *Transformation::identity().as_ref(),
|
||||
_padding_a: [0.0; 32],
|
||||
_padding_b: [0.0; 16],
|
||||
}
|
||||
//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,
|
||||
}],
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Transformation> for Uniforms {
|
||||
fn from(transformation: Transformation) -> Uniforms {
|
||||
Self {
|
||||
transform: transformation.into(),
|
||||
_padding_a: [0.0; 32],
|
||||
_padding_b: [0.0; 16],
|
||||
}
|
||||
fn default_fragment_target(
|
||||
texture_format: wgpu::TextureFormat,
|
||||
) -> Option<wgpu::ColorTargetState> {
|
||||
Some(wgpu::ColorTargetState {
|
||||
format: texture_format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})
|
||||
}
|
||||
|
||||
fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
|
||||
wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
fn default_multisample_state(
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> wgpu::MultisampleState {
|
||||
wgpu::MultisampleState {
|
||||
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
}
|
||||
}
|
||||
|
|
|
|||
265
wgpu/src/triangle/gradient.rs
Normal file
265
wgpu/src/triangle/gradient.rs
Normal file
|
|
@ -0,0 +1,265 @@
|
|||
use crate::buffers::dynamic_buffers::DynamicBuffer;
|
||||
use crate::settings;
|
||||
use crate::triangle::{
|
||||
default_fragment_target, default_multisample_state,
|
||||
default_triangle_primitive_state, vertex_buffer_layout,
|
||||
};
|
||||
use encase::ShaderType;
|
||||
use glam::{Vec2, Vec4};
|
||||
use iced_graphics::gradient::Gradient;
|
||||
use iced_graphics::Transformation;
|
||||
|
||||
pub(super) struct GradientPipeline {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
|
||||
pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
|
||||
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: GradientStorage,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
//TODO I can tightly pack this by rearranging/consolidating some fields
|
||||
#[derive(Debug, ShaderType)]
|
||||
pub(super) struct GradientUniforms {
|
||||
transform: glam::Mat4,
|
||||
start: Vec2,
|
||||
#[align(16)]
|
||||
end: Vec2,
|
||||
#[align(16)]
|
||||
start_stop: i32,
|
||||
#[align(16)]
|
||||
end_stop: i32,
|
||||
}
|
||||
|
||||
#[derive(Debug, ShaderType)]
|
||||
pub(super) struct ColorStop {
|
||||
color: Vec4,
|
||||
offset: f32,
|
||||
}
|
||||
|
||||
#[derive(ShaderType)]
|
||||
pub(super) struct GradientStorage {
|
||||
#[size(runtime)]
|
||||
pub color_stops: Vec<ColorStop>,
|
||||
}
|
||||
|
||||
impl GradientPipeline {
|
||||
/// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
|
||||
pub(super) fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Self {
|
||||
let uniform_buffer = DynamicBuffer::uniform(
|
||||
device,
|
||||
"iced_wgpu::triangle [GRADIENT] uniforms",
|
||||
);
|
||||
|
||||
//TODO: With a WASM target storage buffers are not supported. Will need to use UBOs & static
|
||||
// sized array (64 on OpenGL side right now) to make gradients work
|
||||
let storage_buffer = DynamicBuffer::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(GradientUniforms::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(GradientStorage::min_size()),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let bind_group = GradientPipeline::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/triangle_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: &[vertex_buffer_layout()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_gradient",
|
||||
targets: &[default_fragment_target(format)],
|
||||
}),
|
||||
primitive: default_triangle_primitive_state(),
|
||||
depth_stencil: None,
|
||||
multisample: default_multisample_state(antialiasing),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
Self {
|
||||
pipeline,
|
||||
uniform_buffer,
|
||||
storage_buffer,
|
||||
color_stop_offset: 0,
|
||||
color_stops_pending_write: GradientStorage { 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(&GradientUniforms {
|
||||
transform: transform.into(),
|
||||
start: Vec2::new(linear.start.x, linear.start.y),
|
||||
end: Vec2::new(linear.end.x, linear.end.y),
|
||||
start_stop: start_offset,
|
||||
end_stop: end_offset,
|
||||
});
|
||||
|
||||
self.color_stop_offset = end_offset + 1;
|
||||
|
||||
let stops: Vec<ColorStop> = linear
|
||||
.color_stops
|
||||
.iter()
|
||||
.map(|stop| ColorStop {
|
||||
offset: stop.offset,
|
||||
color: Vec4::new(
|
||||
stop.color.r,
|
||||
stop.color.g,
|
||||
stop.color.b,
|
||||
stop.color.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(GradientUniforms::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 = GradientPipeline::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();
|
||||
}
|
||||
|
||||
/// 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>,
|
||||
index: usize,
|
||||
) {
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
render_pass.set_bind_group(
|
||||
0,
|
||||
&self.bind_group,
|
||||
&[self.uniform_buffer.offset_at_index(index)],
|
||||
);
|
||||
}
|
||||
}
|
||||
169
wgpu/src/triangle/solid.rs
Normal file
169
wgpu/src/triangle/solid.rs
Normal file
|
|
@ -0,0 +1,169 @@
|
|||
use crate::buffers::dynamic_buffers::DynamicBuffer;
|
||||
use crate::triangle::{
|
||||
default_fragment_target, default_multisample_state,
|
||||
default_triangle_primitive_state, vertex_buffer_layout,
|
||||
};
|
||||
use crate::{settings, Color};
|
||||
use encase::ShaderType;
|
||||
use glam::Vec4;
|
||||
use iced_graphics::Transformation;
|
||||
|
||||
pub(super) struct SolidPipeline {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
pub(super) buffer: DynamicBuffer<SolidUniforms>,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, ShaderType)]
|
||||
pub(super) struct SolidUniforms {
|
||||
transform: glam::Mat4,
|
||||
color: Vec4,
|
||||
}
|
||||
|
||||
impl SolidUniforms {
|
||||
pub fn new(transform: Transformation, color: Color) -> Self {
|
||||
Self {
|
||||
transform: transform.into(),
|
||||
color: Vec4::new(color.r, color.g, color.b, color.a),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SolidPipeline {
|
||||
/// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Self {
|
||||
let buffer = DynamicBuffer::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(SolidUniforms::min_size()),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let bind_group = SolidPipeline::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/triangle_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: &[vertex_buffer_layout()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_solid",
|
||||
targets: &[default_fragment_target(format)],
|
||||
}),
|
||||
primitive: default_triangle_primitive_state(),
|
||||
depth_stencil: None,
|
||||
multisample: default_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(SolidUniforms::min_size()),
|
||||
}),
|
||||
}],
|
||||
})
|
||||
}
|
||||
|
||||
/// Pushes a new solid uniform to the CPU buffer.
|
||||
pub fn push(&mut self, transform: Transformation, color: &Color) {
|
||||
self.buffer.push(&SolidUniforms::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 = SolidPipeline::bind_group(
|
||||
device,
|
||||
self.buffer.raw(),
|
||||
&self.bind_group_layout,
|
||||
)
|
||||
}
|
||||
|
||||
self.buffer.write(device, staging_belt, encoder);
|
||||
}
|
||||
|
||||
/// 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>,
|
||||
index: usize,
|
||||
) {
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
|
||||
render_pass.set_bind_group(
|
||||
0,
|
||||
&self.bind_group,
|
||||
&[self.buffer.offset_at_index(index)],
|
||||
);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue