Adds linear gradient support to 2D meshes in the canvas widget.

This commit is contained in:
shan 2022-09-29 10:52:58 -07:00
parent 97f385e093
commit 40f45d7b7e
40 changed files with 2041 additions and 655 deletions

View file

@ -1,429 +1,308 @@
//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_graphics::layer;
use core::fmt;
use std::fmt::Formatter;
use bytemuck::{Pod, Zeroable};
use std::mem;
use iced_graphics::layer::Meshes;
use iced_graphics::shader::Shader;
use iced_graphics::Size;
use crate::buffers::buffer::{needs_recreate, StaticBuffer};
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod gradient;
mod msaa;
mod solid;
const UNIFORM_BUFFER_SIZE: usize = 50;
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants_layout: wgpu::BindGroupLayout,
constants: wgpu::BindGroup,
uniforms_buffer: Buffer<Uniforms>,
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,
}
}