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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@ -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>,
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index_buffer: Buffer<u32>,
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// these are optional so we don't allocate any memory to the GPU if
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// application has no triangle meshes.
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vertex_buffer: Option<StaticBuffer>,
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index_buffer: Option<StaticBuffer>,
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pipelines: TrianglePipelines,
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}
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#[derive(Debug)]
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struct Buffer<T> {
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label: &'static str,
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raw: wgpu::Buffer,
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size: usize,
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usage: wgpu::BufferUsages,
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_type: std::marker::PhantomData<T>,
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/// Supported triangle pipelines for different fills. Both use the same vertex shader.
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pub(crate) struct TrianglePipelines {
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solid: SolidPipeline,
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gradient: GradientPipeline,
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}
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impl<T> Buffer<T> {
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pub fn new(
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label: &'static str,
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device: &wgpu::Device,
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size: usize,
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usage: wgpu::BufferUsages,
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) -> Self {
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let raw = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(label),
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size: (std::mem::size_of::<T>() * size) as u64,
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usage,
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mapped_at_creation: false,
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});
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impl fmt::Debug for TrianglePipelines {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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f.debug_struct("TrianglePipelines").finish()
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}
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}
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Buffer {
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label,
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raw,
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size,
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usage,
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_type: std::marker::PhantomData,
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}
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impl TrianglePipelines {
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/// Resets each pipeline's buffers.
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fn clear(&mut self) {
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self.solid.buffer.clear();
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self.gradient.uniform_buffer.clear();
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self.gradient.storage_buffer.clear();
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}
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pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
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let needs_resize = self.size < size;
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if needs_resize {
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self.raw = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(self.label),
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size: (std::mem::size_of::<T>() * size) as u64,
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usage: self.usage,
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mapped_at_creation: false,
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});
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self.size = size;
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}
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needs_resize
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/// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
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/// beforehand if necessary.
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fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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self.solid.write(device, staging_belt, encoder);
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self.gradient.write(device, staging_belt, encoder);
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}
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}
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impl Pipeline {
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/// Creates supported GL programs, listed in [TrianglePipelines].
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Pipeline {
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let constants_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::triangle uniforms layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: wgpu::BufferSize::new(
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mem::size_of::<Uniforms>() as u64,
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),
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},
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count: None,
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}],
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});
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let constants_buffer = Buffer::new(
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"iced_wgpu::triangle uniforms buffer",
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device,
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UNIFORM_BUFFER_SIZE,
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wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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);
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let constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle uniforms bind group"),
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layout: &constants_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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wgpu::BufferBinding {
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buffer: &constants_buffer.raw,
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offset: 0,
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size: wgpu::BufferSize::new(std::mem::size_of::<
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Uniforms,
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>(
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)
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as u64),
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},
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),
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}],
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});
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&constants_layout],
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});
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu::triangle::shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shader/triangle.wgsl"),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex2D>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array!(
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// Position
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0 => Float32x2,
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// Color
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1 => Float32x4,
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),
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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Pipeline {
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pipeline,
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blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
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constants_layout,
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constants: constant_bind_group,
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uniforms_buffer: constants_buffer,
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vertex_buffer: Buffer::new(
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"iced_wgpu::triangle vertex buffer",
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device,
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VERTEX_BUFFER_SIZE,
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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),
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index_buffer: Buffer::new(
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"iced_wgpu::triangle index buffer",
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device,
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INDEX_BUFFER_SIZE,
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wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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),
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vertex_buffer: None,
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index_buffer: None,
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pipelines: TrianglePipelines {
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solid: SolidPipeline::new(device, format, antialiasing),
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gradient: GradientPipeline::new(device, format, antialiasing),
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},
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}
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}
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/// Draws the contents of the current layer's meshes to the [target].
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pub fn draw(
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&mut self,
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device: &wgpu::Device,
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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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transformation: Transformation,
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scale_factor: f32,
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meshes: &[layer::Mesh<'_>],
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meshes: &Meshes<'_>,
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) {
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// This looks a bit crazy, but we are just counting how many vertices
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// and indices we will need to handle.
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// TODO: Improve readability
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let (total_vertices, total_indices) = meshes
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.iter()
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.map(|layer::Mesh { buffers, .. }| {
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(buffers.vertices.len(), buffers.indices.len())
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})
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.fold((0, 0), |(total_v, total_i), (v, i)| {
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(total_v + v, total_i + i)
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});
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//count the total number of vertices & indices we need to handle
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let (total_vertices, total_indices) = meshes.attribute_count();
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println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
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// Then we ensure the current buffers are big enough, resizing if
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// necessary
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let _ = self.vertex_buffer.expand(device, total_vertices);
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let _ = self.index_buffer.expand(device, total_indices);
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// If the uniforms buffer is resized, then we need to recreate its
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// bind group.
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if self.uniforms_buffer.expand(device, meshes.len()) {
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self.constants =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle uniforms buffer"),
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layout: &self.constants_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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wgpu::BufferBinding {
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buffer: &self.uniforms_buffer.raw,
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offset: 0,
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size: wgpu::BufferSize::new(
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std::mem::size_of::<Uniforms>() as u64,
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),
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},
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),
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}],
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});
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}
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let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
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let mut offsets: Vec<(
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wgpu::BufferAddress,
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wgpu::BufferAddress,
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usize,
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)> = Vec::with_capacity(meshes.len());
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let mut last_vertex = 0;
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let mut last_index = 0;
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// We upload everything upfront
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for mesh in meshes {
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let transform = (transformation
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* Transformation::translate(mesh.origin.x, mesh.origin.y))
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.into();
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let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
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let indices = bytemuck::cast_slice(&mesh.buffers.indices);
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if let (Some(vertices_size), Some(indices_size)) = (
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wgpu::BufferSize::new(vertices.len() as u64),
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wgpu::BufferSize::new(indices.len() as u64),
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) {
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{
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let mut vertex_buffer = staging_belt.write_buffer(
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encoder,
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&self.vertex_buffer.raw,
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(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
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vertices_size,
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device,
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);
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vertex_buffer.copy_from_slice(vertices);
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}
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{
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let mut index_buffer = staging_belt.write_buffer(
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encoder,
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&self.index_buffer.raw,
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(std::mem::size_of::<u32>() * last_index) as u64,
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indices_size,
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device,
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);
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index_buffer.copy_from_slice(indices);
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}
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uniforms.push(transform);
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offsets.push((
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last_vertex as u64,
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last_index as u64,
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mesh.buffers.indices.len(),
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));
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last_vertex += mesh.buffers.vertices.len();
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last_index += mesh.buffers.indices.len();
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}
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}
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let uniforms = bytemuck::cast_slice(&uniforms);
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if let Some(uniforms_size) =
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wgpu::BufferSize::new(uniforms.len() as u64)
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{
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let mut uniforms_buffer = staging_belt.write_buffer(
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encoder,
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&self.uniforms_buffer.raw,
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0,
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uniforms_size,
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//Only create buffers if they need to be re-sized or don't exist
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if needs_recreate(&self.vertex_buffer, total_vertices) {
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//mapped to GPU at creation with total vertices
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self.vertex_buffer = Some(StaticBuffer::new(
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device,
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);
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uniforms_buffer.copy_from_slice(uniforms);
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"iced_wgpu::triangle vertex buffer",
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//TODO: a more reasonable default to prevent frequent resizing calls
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// before this was 10_000
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(std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
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wgpu::BufferUsages::VERTEX,
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meshes.0.len(),
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))
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}
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{
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let (attachment, resolve_target, load) =
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if let Some(blit) = &mut self.blit {
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let (attachment, resolve_target) =
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blit.targets(device, target_width, target_height);
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if needs_recreate(&self.index_buffer, total_indices) {
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//mapped to GPU at creation with total indices
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self.index_buffer = Some(StaticBuffer::new(
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device,
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"iced_wgpu::triangle index buffer",
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//TODO: a more reasonable default to prevent frequent resizing calls
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// before this was 10_000
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(std::mem::size_of::<Vertex2D>() * total_indices) as u64,
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wgpu::BufferUsages::INDEX,
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meshes.0.len(),
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));
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}
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(
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attachment,
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Some(resolve_target),
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wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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)
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} else {
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(target, None, wgpu::LoadOp::Load)
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};
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if let Some(vertex_buffer) = &mut self.vertex_buffer {
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if let Some(index_buffer) = &mut self.index_buffer {
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let mut offset_v = 0;
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let mut offset_i = 0;
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//TODO: store this more efficiently
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let mut indices_lengths = Vec::with_capacity(meshes.0.len());
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::triangle render pass"),
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color_attachments: &[Some(
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wgpu::RenderPassColorAttachment {
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view: attachment,
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resolve_target,
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ops: wgpu::Operations { load, store: true },
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//iterate through meshes to write all attribute data
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for mesh in meshes.0.iter() {
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let transform = transformation
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* Transformation::translate(
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mesh.origin.x,
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mesh.origin.y,
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);
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println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
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let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
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let indices = bytemuck::cast_slice(&mesh.buffers.indices);
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//TODO: it's (probably) more efficient to reduce this write command and
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// iterate first and then upload
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println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
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vertex_buffer.write(offset_v, vertices);
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index_buffer.write(offset_i, indices);
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offset_v += vertices.len() as u64;
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offset_i += indices.len() as u64;
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indices_lengths.push(mesh.buffers.indices.len());
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match mesh.shader {
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Shader::Solid(color) => {
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self.pipelines.solid.push(transform, color);
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}
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Shader::Gradient(gradient) => {
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self.pipelines.gradient.push(transform, gradient);
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}
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}
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}
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//done writing to gpu buffer, unmap from host memory since we don't need it
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//anymore
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vertex_buffer.flush();
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index_buffer.flush();
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//resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
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self.pipelines.write(device, staging_belt, encoder);
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|
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//configure the render pass now that the data is uploaded to the GPU
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{
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//configure antialiasing pass
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let (attachment, resolve_target, load) =
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if let Some(blit) = &mut self.blit {
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let (attachment, resolve_target) = blit.targets(
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device,
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target_size.width,
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target_size.height,
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);
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(
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue