Reworked wgpu buffers, updated glow side to have proper transform location storage, attempting to fix visibility modifiers, implemented some of the feedback received in initial PR.

This commit is contained in:
shan 2022-10-04 18:24:46 -07:00
parent 5d0fffc626
commit 6e7b3ced0b
20 changed files with 411 additions and 417 deletions

View file

@ -2,7 +2,7 @@ use std::{f32::consts::PI, time::Instant};
use iced::executor;
use iced::widget::canvas::{
self, Cache, Canvas, Cursor, Geometry, Path, Stroke, StrokeStyle,
self, Cache, Canvas, Cursor, Geometry, Path, Stroke, Style,
};
use iced::{
Application, Command, Element, Length, Point, Rectangle, Settings,
@ -114,7 +114,7 @@ impl<Message> canvas::Program<Message> for Arc {
frame.stroke(
&path,
Stroke {
style: StrokeStyle::Solid(palette.text),
style: Style::Solid(palette.text),
width: 10.0,
..Stroke::default()
},

View file

@ -1,6 +1,6 @@
use iced::executor;
use iced::widget::canvas::{
Cache, Cursor, Geometry, LineCap, Path, Stroke, StrokeStyle,
Cache, Cursor, Geometry, LineCap, Path, Stroke, Style,
};
use iced::widget::{canvas, container};
use iced::{
@ -111,7 +111,7 @@ impl<Message> canvas::Program<Message> for Clock {
let thin_stroke = || -> Stroke {
Stroke {
width,
style: StrokeStyle::Solid(Color::WHITE),
style: Style::Solid(Color::WHITE),
line_cap: LineCap::Round,
..Stroke::default()
}
@ -120,7 +120,7 @@ impl<Message> canvas::Program<Message> for Clock {
let wide_stroke = || -> Stroke {
Stroke {
width: width * 3.0,
style: StrokeStyle::Solid(Color::WHITE),
style: Style::Solid(Color::WHITE),
line_cap: LineCap::Round,
..Stroke::default()
}

View file

@ -1,5 +1,5 @@
use rand::{Rng, thread_rng};
use crate::canvas::{Cursor, FillStyle, Geometry};
use crate::canvas::{Cursor, Geometry};
use iced::widget::canvas::{Cache, Fill, Frame};
use iced::widget::{canvas, Canvas};
use iced::Settings;
@ -8,6 +8,7 @@ use iced::{
Renderer, Size, Theme,
};
use iced_graphics::gradient::Gradient;
use iced_graphics::widget::canvas::Style;
fn main() -> iced::Result {
ModernArt::run(Settings {
@ -120,7 +121,7 @@ fn generate_box(frame: &mut Frame, bounds: Size) -> bool {
top_left,
size,
Fill {
style: FillStyle::Solid(random_color()),
style: Style::Solid(random_color()),
.. Default::default()
}
);
@ -129,7 +130,7 @@ fn generate_box(frame: &mut Frame, bounds: Size) -> bool {
top_left,
size,
Fill {
style: FillStyle::Gradient(&gradient(
style: Style::Gradient(&gradient(
top_left,
Point::new(top_left.x + size.width, top_left.y + size.height)
)),

View file

@ -19,7 +19,7 @@ use iced::{
};
use std::time::Instant;
use crate::canvas::StrokeStyle;
use crate::canvas::Style;
pub fn main() -> iced::Result {
SolarSystem::run(Settings {
@ -179,7 +179,7 @@ impl<Message> canvas::Program<Message> for State {
frame.stroke(
&orbit,
Stroke {
style: StrokeStyle::Solid(Color::from_rgba8(0, 153, 255, 0.1)),
style: Style::Solid(Color::from_rgba8(0, 153, 255, 0.1)),
width: 1.0,
line_dash: canvas::LineDash {
offset: 0,

View file

@ -99,7 +99,7 @@ impl Backend {
);
}
if !layer.meshes.0.is_empty() {
if !layer.meshes.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);

View file

@ -23,6 +23,7 @@ uniform uint color_stops_size;
uniform float color_stop_offsets[MAX_STOPS];
uniform vec4 color_stop_colors[MAX_STOPS];
//TODO: rewrite without branching to make ALUs happy
void main() {
vec2 gradient_vec = vec2(gradient_end - gradient_start);
vec2 current_vec = vec2(raw_position.xy - gradient_start);

View file

@ -2,23 +2,22 @@
mod gradient;
mod solid;
use crate::program::{self, Shader};
use crate::Transformation;
use crate::{program, Transformation};
use glow::HasContext;
use iced_graphics::layer::{Mesh, Meshes};
use iced_graphics::layer::{attribute_count_of, Mesh};
use iced_graphics::shader;
use std::marker::PhantomData;
use crate::triangle::gradient::GradientProgram;
use crate::triangle::solid::SolidProgram;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
use shader::Shader;
#[derive(Debug)]
pub(crate) struct Pipeline {
vertex_array: <glow::Context as HasContext>::VertexArray,
vertices: Buffer<Vertex2D>,
indices: Buffer<u32>,
current_transform: Transformation,
programs: TrianglePrograms,
}
@ -68,7 +67,6 @@ impl Pipeline {
vertex_array,
vertices,
indices,
current_transform: Transformation::identity(),
programs: TrianglePrograms {
solid: SolidProgram::new(gl, shader_version),
gradient: GradientProgram::new(gl, shader_version),
@ -78,7 +76,7 @@ impl Pipeline {
pub fn draw(
&mut self,
meshes: &Meshes<'_>,
meshes: &[Mesh<'_>],
gl: &glow::Context,
target_height: u32,
transformation: Transformation,
@ -90,8 +88,8 @@ impl Pipeline {
gl.bind_vertex_array(Some(self.vertex_array))
}
//count the total number of vertices & indices we need to handle for all meshes
let (total_vertices, total_indices) = meshes.attribute_count();
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = attribute_count_of(meshes);
// Then we ensure the current attribute buffers are big enough, resizing if necessary
unsafe {
@ -100,25 +98,25 @@ impl Pipeline {
}
// We upload all the vertices and indices upfront
let mut last_vertex = 0;
let mut last_index = 0;
let mut vertex_offset = 0;
let mut index_offset = 0;
for Mesh { buffers, .. } in meshes.0.iter() {
for mesh in meshes {
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(last_vertex * std::mem::size_of::<Vertex2D>()) as i32,
bytemuck::cast_slice(&buffers.vertices),
(vertex_offset * std::mem::size_of::<Vertex2D>()) as i32,
bytemuck::cast_slice(&mesh.buffers.vertices),
);
gl.buffer_sub_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
(last_index * std::mem::size_of::<u32>()) as i32,
bytemuck::cast_slice(&buffers.indices),
(index_offset * std::mem::size_of::<u32>()) as i32,
bytemuck::cast_slice(&mesh.buffers.indices),
);
last_vertex += buffers.vertices.len();
last_index += buffers.indices.len();
vertex_offset += mesh.buffers.vertices.len();
index_offset += mesh.buffers.indices.len();
}
}
@ -126,22 +124,11 @@ impl Pipeline {
let mut last_vertex = 0;
let mut last_index = 0;
for (index, Mesh {
buffers,
origin,
clip_bounds,
shader,
}) in meshes.0.iter().enumerate()
{
let transform =
transformation * Transformation::translate(origin.x, origin.y);
for mesh in meshes {
let transform = transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y);
if index == 0 {
//set initial transform uniform for both programs
self.programs.set_transforms(gl, transform);
}
let clip_bounds = (*clip_bounds * scale_factor).snap();
let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
unsafe {
gl.scissor(
@ -152,25 +139,25 @@ impl Pipeline {
clip_bounds.height as i32,
);
let t = if self.current_transform != transform {
self.current_transform = transform;
Some(transform)
} else {
None
};
self.use_with_shader(gl, shader, t);
match mesh.shader {
Shader::Solid(color) => {
self.programs.solid.use_program(gl, &color, &transform);
}
Shader::Gradient(gradient) => {
self.programs.gradient.use_program(gl, &gradient, &transform);
}
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
buffers.indices.len() as i32,
mesh.buffers.indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_vertex as i32,
);
last_vertex += buffers.vertices.len();
last_index += buffers.indices.len();
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
}
@ -180,31 +167,6 @@ impl Pipeline {
gl.disable(glow::MULTISAMPLE);
}
}
fn use_with_shader(
&mut self,
gl: &glow::Context,
shader: &shader::Shader,
transform: Option<Transformation>,
) {
match shader {
shader::Shader::Solid(color) => {
unsafe { gl.use_program(Some(self.programs.solid.program)) }
self.programs.solid.set_uniforms(gl, color, transform);
}
shader::Shader::Gradient(gradient) => {
unsafe { gl.use_program(Some(self.programs.gradient.program)) }
self.programs.gradient.set_uniforms(gl, gradient, transform);
}
}
}
}
impl TrianglePrograms {
pub fn set_transforms(&self, gl: &glow::Context, transform: Transformation) {
update_transform(gl, self.solid.program, Some(transform));
update_transform(gl, self.gradient.program, Some(transform));
}
}
/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position
@ -215,14 +177,14 @@ pub(super) fn simple_triangle_program(
fragment_shader: &'static str,
) -> <glow::Context as HasContext>::Program {
unsafe {
let vertex_shader = Shader::vertex(
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/triangle.vert"),
);
let fragment_shader =
Shader::fragment(gl, shader_version, fragment_shader);
program::Shader::fragment(gl, shader_version, fragment_shader);
program::create(
gl,
@ -232,23 +194,17 @@ pub(super) fn simple_triangle_program(
}
}
pub(super) fn update_transform(
pub fn set_transform(
gl: &glow::Context,
program: <glow::Context as HasContext>::Program,
transform: Option<Transformation>
location: <glow::Context as HasContext>::UniformLocation,
transform: Transformation,
) {
if let Some(t) = transform {
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Get transform location.");
unsafe {
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
t.as_ref(),
);
}
unsafe {
gl.uniform_matrix_4_f32_slice(
Some(&location),
false,
transform.as_ref()
);
}
}

View file

@ -1,18 +1,42 @@
use crate::program::Version;
use crate::triangle::{simple_triangle_program, update_transform};
use crate::triangle::{simple_triangle_program, set_transform};
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::gradient::Linear;
use iced_graphics::gradient::Gradient;
use iced_graphics::widget::canvas::gradient::Linear;
use iced_graphics::Transformation;
#[derive(Debug)]
pub(super) struct GradientProgram {
pub(super) program: <Context as HasContext>::Program,
pub(super) uniform_data: GradientUniformData,
pub struct GradientProgram {
pub program: <Context as HasContext>::Program,
pub uniform_data: GradientUniformData,
}
#[derive(Debug)]
pub struct GradientUniformData {
gradient: Gradient,
transform: Transformation,
uniform_locations: GradientUniformLocations,
}
#[derive(Debug)]
struct GradientUniformLocations {
gradient_start_location: <Context as HasContext>::UniformLocation,
gradient_end_location: <Context as HasContext>::UniformLocation,
color_stops_size_location: <Context as HasContext>::UniformLocation,
//currently the maximum number of stops is 64 due to needing to allocate the
//memory for the array of stops with a const value in GLSL
color_stops_locations: [ColorStopLocation; 64],
transform_location: <Context as HasContext>::UniformLocation,
}
#[derive(Copy, Debug, Clone)]
struct ColorStopLocation {
color: <Context as HasContext>::UniformLocation,
offset: <Context as HasContext>::UniformLocation,
}
impl GradientProgram {
pub(super) fn new(gl: &Context, shader_version: &Version) -> Self {
pub fn new(gl: &Context, shader_version: &Version) -> Self {
let program = simple_triangle_program(
gl,
shader_version,
@ -25,15 +49,17 @@ impl GradientProgram {
}
}
pub(super) fn set_uniforms<'a>(
pub fn write_uniforms(
&mut self,
gl: &Context,
gradient: &Gradient,
transform: Option<Transformation>,
transform: &Transformation,
) {
update_transform(gl, self.program, transform);
if transform != &self.uniform_data.transform {
set_transform(gl, self.uniform_data.uniform_locations.transform_location, *transform);
}
if &self.uniform_data.current_gradient != gradient {
if &self.uniform_data.gradient != gradient {
match gradient {
Gradient::Linear(linear) => {
let gradient_start: [f32; 2] = (linear.start).into();
@ -104,31 +130,17 @@ impl GradientProgram {
}
}
self.uniform_data.current_gradient = gradient.clone();
self.uniform_data.gradient = gradient.clone();
}
}
}
#[derive(Debug)]
pub(super) struct GradientUniformData {
current_gradient: Gradient,
uniform_locations: GradientUniformLocations,
}
pub fn use_program(&mut self, gl: &glow::Context, gradient: &Gradient, transform: &Transformation) {
unsafe {
gl.use_program(Some(self.program))
}
#[derive(Debug)]
struct GradientUniformLocations {
gradient_start_location: <Context as HasContext>::UniformLocation,
gradient_end_location: <Context as HasContext>::UniformLocation,
color_stops_size_location: <Context as HasContext>::UniformLocation,
//currently the maximum number of stops is 64 due to needing to allocate the
//memory for the array of stops with a const value in GLSL
color_stops_locations: [ColorStopLocation; 64],
}
#[derive(Copy, Debug, Clone)]
struct ColorStopLocation {
color: <Context as HasContext>::UniformLocation,
offset: <Context as HasContext>::UniformLocation,
self.write_uniforms(gl, gradient, transform);
}
}
impl GradientUniformData {
@ -153,10 +165,7 @@ impl GradientUniformData {
&format!("color_stop_offsets[{}]", index),
)
}
.expect(&format!(
"Gradient - Color stop offset with index {}",
index
));
.expect("Gradient - Color stop offset location.");
let color = unsafe {
gl.get_uniform_location(
@ -164,25 +173,28 @@ impl GradientUniformData {
&format!("color_stop_colors[{}]", index),
)
}
.expect(&format!(
"Gradient - Color stop colors with index {}",
index
));
.expect("Gradient - Color stop color location.");
ColorStopLocation { color, offset }
});
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Get transform location.");
GradientUniformData {
current_gradient: Gradient::Linear(Linear {
gradient: Gradient::Linear(Linear {
start: Default::default(),
end: Default::default(),
color_stops: vec![],
}),
transform: Transformation::identity(),
uniform_locations: GradientUniformLocations {
gradient_start_location,
gradient_end_location,
color_stops_size_location,
color_stops_locations,
transform_location,
},
}
}

View file

@ -1,13 +1,38 @@
use crate::program::Version;
use crate::triangle::{simple_triangle_program, update_transform};
use crate::triangle::{set_transform, simple_triangle_program};
use crate::Color;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct SolidProgram {
pub(crate) program: <Context as HasContext>::Program,
pub(crate) uniform_data: SolidUniformData,
program: <Context as HasContext>::Program,
uniform_data: SolidUniformData,
}
#[derive(Debug)]
pub(crate) struct SolidUniformData {
pub color: Color,
pub color_location: <Context as HasContext>::UniformLocation,
pub transform: Transformation,
pub transform_location: <Context as HasContext>::UniformLocation,
}
impl SolidUniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
Self {
color: Color::TRANSPARENT,
color_location: unsafe {
gl.get_uniform_location(program, "color")
}
.expect("Solid - Color uniform location."),
transform: Transformation::identity(),
transform_location: unsafe {
gl.get_uniform_location(program, "u_Transform")
}
.expect("Get transform location."),
}
}
}
impl SolidProgram {
@ -24,15 +49,17 @@ impl SolidProgram {
}
}
pub fn set_uniforms<'a>(
pub fn write_uniforms(
&mut self,
gl: &Context,
color: &Color,
transform: Option<Transformation>,
transform: &Transformation,
) {
update_transform(gl, self.program, transform);
if transform != &self.uniform_data.transform {
set_transform(gl, self.uniform_data.transform_location, *transform)
}
if &self.uniform_data.color != color {
if color != &self.uniform_data.color {
unsafe {
gl.uniform_4_f32(
Some(&self.uniform_data.color_location),
@ -46,22 +73,11 @@ impl SolidProgram {
self.uniform_data.color = *color;
}
}
}
#[derive(Debug)]
pub(crate) struct SolidUniformData {
pub color: Color,
pub color_location: <Context as HasContext>::UniformLocation,
}
impl SolidUniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
Self {
color: Color::TRANSPARENT,
color_location: unsafe {
gl.get_uniform_location(program, "color")
}
.expect("Solid - Color uniform location."),
pub fn use_program(&mut self, gl: &glow::Context, color: &Color, transform: &Transformation) {
unsafe {
gl.use_program(Some(self.program))
}
self.write_uniforms(gl, color, transform)
}
}
}

View file

@ -1,6 +1,6 @@
//! For creating a Gradient.
use iced_native::Color;
use crate::gradient::linear::Linear;
pub use crate::gradient::linear::Linear;
use crate::Point;
#[derive(Debug, Clone, PartialEq)]

View file

@ -19,7 +19,7 @@ pub struct Layer<'a> {
pub quads: Vec<Quad>,
/// The triangle meshes of the [`Layer`].
pub meshes: Meshes<'a>,
pub meshes: Vec<Mesh<'a>>,
/// The text of the [`Layer`].
pub text: Vec<Text<'a>>,
@ -34,7 +34,7 @@ impl<'a> Layer<'a> {
Self {
bounds,
quads: Vec::new(),
meshes: Meshes(Vec::new()),
meshes: Vec::new(),
text: Vec::new(),
images: Vec::new(),
}
@ -174,7 +174,7 @@ impl<'a> Layer<'a> {
// Only draw visible content
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
layer.meshes.0.push(
layer.meshes.push(
Mesh {
origin: Point::new(translation.x, translation.y),
buffers,
@ -335,20 +335,14 @@ unsafe impl bytemuck::Zeroable for Quad {}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}
#[derive(Debug)]
/// A collection of meshes.
pub struct Meshes<'a>(pub Vec<Mesh<'a>>);
impl<'a> Meshes<'a> {
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count(&self) -> (usize, usize) {
self.0
.iter()
.map(|Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
})
}
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> (usize, usize) {
meshes
.iter()
.map(|Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
})
}

View file

@ -19,12 +19,12 @@ mod text;
pub use cache::Cache;
pub use cursor::Cursor;
pub use event::Event;
pub use fill::{Fill, FillRule, FillStyle};
pub use fill::{Fill, FillRule, Style};
pub use frame::Frame;
pub use geometry::Geometry;
pub use path::Path;
pub use program::Program;
pub use stroke::{LineCap, LineDash, LineJoin, Stroke, StrokeStyle};
pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
pub use text::Text;
use crate::{Backend, Primitive, Renderer};

View file

@ -8,7 +8,7 @@ pub struct Fill<'a> {
/// The color or gradient of the fill.
///
/// By default, it is set to [`FillStyle::Solid`] `BLACK`.
pub style: FillStyle<'a>,
pub style: Style<'a>,
/// The fill rule defines how to determine what is inside and what is
/// outside of a shape.
@ -24,7 +24,7 @@ pub struct Fill<'a> {
impl <'a> Default for Fill<'a> {
fn default() -> Fill<'a> {
Fill {
style: FillStyle::Solid(Color::BLACK),
style: Style::Solid(Color::BLACK),
rule: FillRule::NonZero,
}
}
@ -33,7 +33,7 @@ impl <'a> Default for Fill<'a> {
impl<'a> From<Color> for Fill<'a> {
fn from(color: Color) -> Fill<'a> {
Fill {
style: FillStyle::Solid(color),
style: Style::Solid(color),
..Fill::default()
}
}
@ -41,18 +41,18 @@ impl<'a> From<Color> for Fill<'a> {
/// The color or gradient of a [`Fill`].
#[derive(Debug, Clone)]
pub enum FillStyle<'a> {
pub enum Style<'a> {
/// A solid color
Solid(Color),
/// A color gradient
Gradient(&'a Gradient),
}
impl <'a> Into<Shader> for FillStyle<'a> {
impl <'a> Into<Shader> for Style<'a> {
fn into(self) -> Shader {
match self {
FillStyle::Solid(color) => Shader::Solid(color),
FillStyle::Gradient(gradient) => gradient.clone().into()
Style::Solid(color) => Shader::Solid(color),
Style::Gradient(gradient) => gradient.clone().into()
}
}
}

View file

@ -8,7 +8,7 @@ pub struct Stroke<'a> {
/// The color or gradient of the stroke.
///
/// By default, it is set to [`StrokeStyle::Solid`] `BLACK`.
pub style: StrokeStyle<'a>,
pub style: Style<'a>,
/// The distance between the two edges of the stroke.
pub width: f32,
/// The shape to be used at the end of open subpaths when they are stroked.
@ -24,7 +24,7 @@ impl<'a> Stroke<'a> {
/// Sets the color of the [`Stroke`].
pub fn with_color(self, color: Color) -> Self {
Stroke {
style: StrokeStyle::Solid(color),
style: Style::Solid(color),
..self
}
}
@ -48,7 +48,7 @@ impl<'a> Stroke<'a> {
impl<'a> Default for Stroke<'a> {
fn default() -> Self {
Stroke {
style: StrokeStyle::Solid(Color::BLACK),
style: Style::Solid(Color::BLACK),
width: 1.0,
line_cap: LineCap::default(),
line_join: LineJoin::default(),
@ -59,18 +59,18 @@ impl<'a> Default for Stroke<'a> {
/// The color or gradient of a [`Stroke`].
#[derive(Debug, Clone, Copy)]
pub enum StrokeStyle<'a> {
pub enum Style<'a> {
/// A solid color
Solid(Color),
/// A color gradient
Gradient(&'a Gradient),
}
impl <'a> Into<Shader> for StrokeStyle<'a> {
impl <'a> Into<Shader> for Style<'a> {
fn into(self) -> Shader {
match self {
StrokeStyle::Solid(color) => Shader::Solid(color),
StrokeStyle::Gradient(gradient) => gradient.clone().into()
Style::Solid(color) => Shader::Solid(color),
Style::Gradient(gradient) => gradient.clone().into()
}
}
}

View file

@ -132,7 +132,7 @@ impl Backend {
);
}
if !layer.meshes.0.is_empty() {
if !layer.meshes.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);

View file

@ -1,91 +1,124 @@
//! Utilities for static buffer operations.
use bytemuck::{Pod, Zeroable};
use std::marker::PhantomData;
use std::mem;
//128 triangles/indices
const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
///
/// This buffer is mapped to the GPU on creation, so must be initialized with the correct capacity.
#[derive(Debug)]
pub(crate) struct StaticBuffer {
//stored sequentially per mesh iteration
pub(crate) struct StaticBuffer<T> {
//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
offsets: Vec<wgpu::BufferAddress>,
label: &'static str,
usages: wgpu::BufferUsages,
gpu: wgpu::Buffer,
//the static size of the buffer
size: wgpu::BufferAddress,
_data: PhantomData<T>,
}
impl StaticBuffer {
impl<T: Pod + Zeroable> StaticBuffer<T> {
/// Initialize a new static buffer.
pub fn new(
device: &wgpu::Device,
label: &'static str,
size: u64,
usage: wgpu::BufferUsages,
total_offsets: usize,
usages: wgpu::BufferUsages,
) -> Self {
let size = (mem::size_of::<T>() as u64) * DEFAULT_STATIC_BUFFER_COUNT;
Self {
offsets: Vec::with_capacity(total_offsets),
gpu: device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: true,
}),
offsets: Vec::new(),
label,
usages,
gpu: Self::gpu_buffer(device, label, size, usages),
size,
_data: Default::default(),
}
}
/// Resolves pending write operations & unmaps buffer from host memory.
pub fn flush(&self) {
(&self.gpu).unmap();
fn gpu_buffer(
device: &wgpu::Device,
label: &'static str,
size: wgpu::BufferAddress,
usage: wgpu::BufferUsages,
) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
}
/// Returns whether or not the buffer needs to be recreated. This can happen whenever the mesh
/// data is re-submitted.
pub fn needs_recreate(&self, new_size: usize) -> bool {
self.size != new_size as u64
}
/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
/// changes & a redraw is requested.
pub fn recreate_if_needed(
&mut self,
device: &wgpu::Device,
new_count: usize,
) -> bool {
let size =
wgpu::BufferAddress::from((mem::size_of::<T>() * new_count) as u64);
/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
pub fn write(&mut self, offset: u64, content: &[u8]) {
//offset has to be divisible by 8 for alignment reasons
let actual_offset = if offset % 8 != 0 {
offset + 4
if self.size <= size {
self.offsets.clear();
self.size = size;
self.gpu = Self::gpu_buffer(device, self.label, size, self.usages);
true
} else {
offset
};
false
}
}
let mut buffer = self
.gpu
.slice(actual_offset..(actual_offset + content.len() as u64))
.get_mapped_range_mut();
buffer.copy_from_slice(content);
self.offsets.push(actual_offset);
/// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
/// stores its offset.
///
/// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
/// currently writable.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
offset: u64,
content: &[T],
) -> u64 {
let bytes = bytemuck::cast_slice(content);
let bytes_size = bytes.len() as u64;
if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size as u64) {
//offset has to be divisible by 8 for alignment reasons
let actual_offset = if offset % 8 != 0 { offset + 4 } else { offset };
let mut buffer = staging_belt.write_buffer(
encoder,
&self.gpu,
actual_offset,
buffer_size,
device,
);
buffer.copy_from_slice(bytes);
self.offsets.push(actual_offset);
}
bytes_size
}
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets
.get(index)
.expect(&format!("Offset index {} is not in range.", index))
.expect("Offset at index does not exist.")
}
/// Returns the slice calculated from the offset stored at the given index.
/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
/// 1 that we stored earlier when writing.
pub fn slice_from_index<T>(
&self,
index: usize,
) -> wgpu::BufferSlice<'_> {
pub fn slice_from_index(&self, index: usize) -> wgpu::BufferSlice<'_> {
self.gpu.slice(self.offset_at(index)..)
}
}
/// Returns true if the current buffer doesn't exist & needs to be created, or if it's too small
/// for the new content.
pub(crate) fn needs_recreate(
buffer: &Option<StaticBuffer>,
new_size: usize,
) -> bool {
match buffer {
None => true,
Some(buf) => buf.needs_recreate(new_size),
}
}

View file

@ -50,7 +50,6 @@ impl DynamicBufferType {
}
}
//TODO think about making cpu & gpu buffers optional
pub(crate) struct DynamicBuffer<T: ShaderType> {
offsets: Vec<wgpu::DynamicOffset>,
cpu: DynamicBufferType,
@ -183,7 +182,7 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
let offset = self
.offsets
.get(index)
.expect(&format!("Index {} not found in offsets.", index))
.expect("Index not found in offsets.")
.clone();
offset

View file

@ -3,11 +3,11 @@ use crate::{settings, Transformation};
use core::fmt;
use std::fmt::Formatter;
use iced_graphics::layer::Meshes;
use iced_graphics::layer::{attribute_count_of, Mesh};
use iced_graphics::shader::Shader;
use iced_graphics::Size;
use crate::buffers::buffer::{needs_recreate, StaticBuffer};
use crate::buffers::buffer::StaticBuffer;
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
@ -20,10 +20,9 @@ mod solid;
#[derive(Debug)]
pub(crate) struct Pipeline {
blit: Option<msaa::Blit>,
// 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>,
vertex_buffer: StaticBuffer<Vertex2D>,
index_buffer: StaticBuffer<u32>,
index_strides: Vec<u32>,
pipelines: TrianglePipelines,
}
@ -69,8 +68,17 @@ impl Pipeline {
) -> Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
vertex_buffer: None,
index_buffer: None,
vertex_buffer: StaticBuffer::new(
device,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
),
index_buffer: StaticBuffer::new(
device,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
pipelines: TrianglePipelines {
solid: SolidPipeline::new(device, format, antialiasing),
gradient: GradientPipeline::new(device, format, antialiasing),
@ -88,177 +96,152 @@ impl Pipeline {
target_size: Size<u32>,
transformation: Transformation,
scale_factor: f32,
meshes: &Meshes<'_>,
meshes: &[Mesh<'_>],
) {
//count the total number of vertices & indices we need to handle
let (total_vertices, total_indices) = meshes.attribute_count();
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = attribute_count_of(meshes);
//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(
// Then we ensure the current attribute buffers are big enough, resizing if necessary
// with wgpu this means recreating the buffer.
//We are not currently using the return value of these functions as we have no system in
//place to calculate mesh diff, or to know whether or not that would be more performant for
//the majority of use cases. Therefore we will write GPU data every frame (for now).
let _ = self.vertex_buffer.recreate_if_needed(device, total_vertices);
let _ = self.index_buffer.recreate_if_needed(device, total_indices);
//prepare dynamic buffers & data store for writing
self.index_strides.clear();
self.pipelines.clear();
let mut vertex_offset = 0;
let mut index_offset = 0;
for mesh in meshes {
let transform = transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y);
//write to both buffers
let new_vertex_offset = self.vertex_buffer.write(
device,
"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(),
))
}
staging_belt,
encoder,
vertex_offset,
&mesh.buffers.vertices,
);
if needs_recreate(&self.index_buffer, total_indices) {
//mapped to GPU at creation with total indices
self.index_buffer = Some(StaticBuffer::new(
let new_index_offset = self.index_buffer.write(
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(),
));
}
staging_belt,
encoder,
index_offset,
&mesh.buffers.indices,
);
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());
vertex_offset = vertex_offset + new_vertex_offset;
index_offset = index_offset + new_index_offset;
//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,
);
self.index_strides.push(mesh.buffers.indices.len() as u32);
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
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);
}
}
//push uniform data to CPU buffers
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();
//write uniform data to GPU
self.pipelines.write(device, staging_belt, encoder);
//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);
//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)
};
(
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,
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,
});
//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;
//TODO I can't figure out a clean way to encapsulate these into their appropriate
// structs without displeasing the borrow checker due to the lifetime requirements of
// render_pass & using a mutable reference to each pipeline in a loop...
let mut num_solids = 0;
let mut num_gradients = 0;
//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();
for (index, mesh) in meshes.iter().enumerate() {
let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
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(
index_buffer.slice_from_index::<u32>(index),
wgpu::IndexFormat::Uint32,
);
render_pass.set_vertex_buffer(
0,
vertex_buffer.slice_from_index::<Vertex2D>(index),
);
render_pass.draw_indexed(
0..(indices_lengths[index] as u32),
0,
0..1,
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
match mesh.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_vertex_buffer(
0,
self.vertex_buffer.slice_from_index(index),
);
render_pass.set_index_buffer(
self.index_buffer.slice_from_index(index),
wgpu::IndexFormat::Uint32,
);
render_pass.draw_indexed(
0..(self.index_strides[index] as u32),
0,
0..1,
);
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
//cleanup
self.pipelines.clear();
}
}

View file

@ -253,13 +253,13 @@ impl GradientPipeline {
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
index: usize,
count: usize,
) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.uniform_buffer.offset_at_index(index)],
);
&[self.uniform_buffer.offset_at_index(count)],
)
}
}

View file

@ -8,15 +8,15 @@ use encase::ShaderType;
use glam::Vec4;
use iced_graphics::Transformation;
pub(super) struct SolidPipeline {
pub struct SolidPipeline {
pipeline: wgpu::RenderPipeline,
pub(super) buffer: DynamicBuffer<SolidUniforms>,
pub(crate) buffer: DynamicBuffer<SolidUniforms>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub(super) struct SolidUniforms {
pub struct SolidUniforms {
transform: glam::Mat4,
color: Vec4,
}
@ -156,14 +156,13 @@ impl SolidPipeline {
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
index: usize,
count: usize,
) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.buffer.offset_at_index(index)],
);
&[self.buffer.offset_at_index(count)],
)
}
}
}