Merge pull request #2099 from jim-ec/master
Compute vertex positions in the shader
This commit is contained in:
commit
b3e3f6e3c9
8 changed files with 114 additions and 229 deletions
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@ -35,8 +35,6 @@ pub struct Pipeline {
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vector_cache: RefCell<vector::Cache>,
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pipeline: wgpu::RenderPipeline,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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nearest_sampler: wgpu::Sampler,
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linear_sampler: wgpu::Sampler,
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texture: wgpu::BindGroup,
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@ -172,20 +170,14 @@ impl Data {
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fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_vertex_buffer(1, self.instances.slice(..));
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render_pass.set_vertex_buffer(0, self.instances.slice(..));
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render_pass.draw_indexed(
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0..QUAD_INDICES.len() as u32,
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0,
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0..self.instance_count as u32,
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);
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render_pass.draw(0..6, 0..self.instance_count as u32);
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}
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
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use wgpu::util::DeviceExt;
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let nearest_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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@ -261,7 +253,11 @@ impl Pipeline {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu image shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shader/image.wgsl"),
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concat!(
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include_str!("shader/vertex.wgsl"),
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"\n",
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include_str!("shader/image.wgsl"),
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),
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)),
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});
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@ -272,28 +268,22 @@ impl Pipeline {
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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: &[
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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}],
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},
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Instance>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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1 => Float32x2,
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2 => Float32x2,
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3 => Float32x2,
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4 => Float32x2,
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5 => Sint32,
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),
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},
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],
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Instance>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Position
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0 => Float32x2,
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// Scale
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1 => Float32x2,
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// Atlas position
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2 => Float32x2,
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// Atlas scale
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3 => Float32x2,
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// Layer
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4 => Sint32,
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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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@ -329,20 +319,6 @@ impl Pipeline {
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multiview: None,
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});
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let vertices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::image vertex buffer"),
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contents: bytemuck::cast_slice(&QUAD_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::image index buffer"),
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contents: bytemuck::cast_slice(&QUAD_INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let texture_atlas = Atlas::new(device);
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let texture = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@ -364,8 +340,6 @@ impl Pipeline {
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vector_cache: RefCell::new(vector::Cache::default()),
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pipeline,
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vertices,
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indices,
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nearest_sampler,
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linear_sampler,
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texture,
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@ -542,11 +516,6 @@ impl Pipeline {
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);
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render_pass.set_bind_group(1, &self.texture, &[]);
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render_pass.set_index_buffer(
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self.indices.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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render_pass.set_vertex_buffer(0, self.vertices.slice(..));
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layer.render(render_pass);
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}
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@ -563,29 +532,6 @@ impl Pipeline {
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}
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}
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#[repr(C)]
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#[derive(Clone, Copy, Zeroable, Pod)]
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pub struct Vertex {
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_position: [f32; 2],
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}
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const QUAD_INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
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const QUAD_VERTICES: [Vertex; 4] = [
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Vertex {
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_position: [0.0, 0.0],
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},
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Vertex {
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_position: [1.0, 0.0],
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},
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Vertex {
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_position: [1.0, 1.0],
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},
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Vertex {
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_position: [0.0, 1.0],
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},
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];
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#[repr(C)]
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#[derive(Debug, Clone, Copy, Zeroable, Pod)]
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struct Instance {
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@ -9,7 +9,6 @@ use crate::graphics::color;
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use crate::graphics::{self, Transformation};
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use bytemuck::{Pod, Zeroable};
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use wgpu::util::DeviceExt;
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use std::mem;
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@ -23,8 +22,6 @@ pub struct Pipeline {
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solid: solid::Pipeline,
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gradient: gradient::Pipeline,
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constant_layout: wgpu::BindGroupLayout,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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layers: Vec<Layer>,
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prepare_layer: usize,
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}
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@ -48,23 +45,7 @@ impl Pipeline {
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}],
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});
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let vertices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::quad vertex buffer"),
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contents: bytemuck::cast_slice(&VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::quad index buffer"),
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contents: bytemuck::cast_slice(&INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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Self {
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vertices,
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indices,
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solid: solid::Pipeline::new(device, format, &constant_layout),
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gradient: gradient::Pipeline::new(device, format, &constant_layout),
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layers: Vec::new(),
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@ -105,11 +86,6 @@ impl Pipeline {
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bounds.width,
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bounds.height,
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);
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render_pass.set_index_buffer(
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self.indices.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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render_pass.set_vertex_buffer(0, self.vertices.slice(..));
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let mut solid_offset = 0;
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let mut gradient_offset = 0;
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@ -311,43 +287,6 @@ fn color_target_state(
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})]
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}
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
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pub struct Vertex {
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_position: [f32; 2],
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}
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impl Vertex {
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fn buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Self>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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}],
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}
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}
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}
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const INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
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const VERTICES: [Vertex; 4] = [
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Vertex {
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_position: [0.0, 0.0],
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},
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Vertex {
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_position: [1.0, 0.0],
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},
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Vertex {
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_position: [1.0, 1.0],
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},
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Vertex {
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_position: [0.0, 1.0],
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},
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];
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#[repr(C)]
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#[derive(Debug, Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
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struct Uniforms {
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@ -83,6 +83,8 @@ impl Pipeline {
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concat!(
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include_str!("../shader/quad.wgsl"),
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"\n",
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include_str!("../shader/vertex.wgsl"),
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"\n",
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include_str!("../shader/quad/gradient.wgsl"),
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"\n",
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include_str!("../shader/color/oklab.wgsl")
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@ -91,6 +93,8 @@ impl Pipeline {
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concat!(
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include_str!("../shader/quad.wgsl"),
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"\n",
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include_str!("../shader/vertex.wgsl"),
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"\n",
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include_str!("../shader/quad/gradient.wgsl"),
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"\n",
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include_str!("../shader/color/linear_rgb.wgsl")
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@ -106,36 +110,32 @@ impl Pipeline {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "gradient_vs_main",
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buffers: &[
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quad::Vertex::buffer_layout(),
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Gradient>()
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as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Colors 1-2
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1 => Uint32x4,
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// Colors 3-4
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2 => Uint32x4,
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// Colors 5-6
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3 => Uint32x4,
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// Colors 7-8
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4 => Uint32x4,
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// Offsets 1-8
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5 => Uint32x4,
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// Direction
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6 => Float32x4,
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// Position & Scale
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7 => Float32x4,
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// Border color
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8 => Float32x4,
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// Border radius
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9 => Float32x4,
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// Border width
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10 => Float32
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),
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},
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],
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Gradient>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Colors 1-2
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0 => Uint32x4,
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// Colors 3-4
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1 => Uint32x4,
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// Colors 5-6
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2 => Uint32x4,
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// Colors 7-8
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3 => Uint32x4,
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// Offsets 1-8
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4 => Uint32x4,
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// Direction
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5 => Float32x4,
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// Position & Scale
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6 => Float32x4,
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// Border color
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7 => Float32x4,
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// Border radius
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8 => Float32x4,
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// Border width
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9 => Float32
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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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@ -171,12 +171,8 @@ impl Pipeline {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, constants, &[]);
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render_pass.set_vertex_buffer(1, layer.instances.slice(..));
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render_pass.set_vertex_buffer(0, layer.instances.slice(..));
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render_pass.draw_indexed(
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0..quad::INDICES.len() as u32,
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0,
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range.start as u32..range.end as u32,
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);
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render_pass.draw(0..6, range.start as u32..range.end as u32);
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}
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}
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@ -75,6 +75,8 @@ impl Pipeline {
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concat!(
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include_str!("../shader/quad.wgsl"),
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"\n",
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include_str!("../shader/vertex.wgsl"),
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"\n",
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include_str!("../shader/quad/solid.wgsl"),
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),
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)),
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@ -87,27 +89,24 @@ impl Pipeline {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "solid_vs_main",
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buffers: &[
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quad::Vertex::buffer_layout(),
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Solid>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Color
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1 => Float32x4,
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// Position
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2 => Float32x2,
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// Size
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3 => Float32x2,
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// Border color
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4 => Float32x4,
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// Border radius
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5 => Float32x4,
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// Border width
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6 => Float32,
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),
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},
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],
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Solid>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Color
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0 => Float32x4,
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// Position
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1 => Float32x2,
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// Size
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2 => Float32x2,
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// Border color
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3 => Float32x4,
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// Border radius
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4 => Float32x4,
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// Border width
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5 => Float32,
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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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@ -143,12 +142,8 @@ impl Pipeline {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, constants, &[]);
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render_pass.set_vertex_buffer(1, layer.instances.slice(..));
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render_pass.set_vertex_buffer(0, layer.instances.slice(..));
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render_pass.draw_indexed(
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0..quad::INDICES.len() as u32,
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0,
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range.start as u32..range.end as u32,
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);
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render_pass.draw(0..6, range.start as u32..range.end as u32);
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}
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}
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|
|
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@ -7,12 +7,12 @@ struct Globals {
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@group(1) @binding(0) var u_texture: texture_2d_array<f32>;
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struct VertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) pos: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) atlas_pos: vec2<f32>,
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@location(4) atlas_scale: vec2<f32>,
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@location(5) layer: i32,
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@builtin(vertex_index) vertex_index: u32,
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@location(0) pos: vec2<f32>,
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@location(1) scale: vec2<f32>,
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@location(2) atlas_pos: vec2<f32>,
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@location(3) atlas_scale: vec2<f32>,
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@location(4) layer: i32,
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}
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struct VertexOutput {
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@ -25,7 +25,9 @@ struct VertexOutput {
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vec2<f32>(input.v_pos * input.atlas_scale + input.atlas_pos);
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let v_pos = vertex_position(input.vertex_index);
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out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
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out.layer = f32(input.layer);
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var transform: mat4x4<f32> = mat4x4<f32>(
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@ -35,7 +37,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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vec4<f32>(input.pos, 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.position = globals.transform * transform * vec4<f32>(v_pos, 0.0, 1.0);
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return out;
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}
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|
|
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@ -1,15 +1,15 @@
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) @interpolate(flat) colors_1: vec4<u32>,
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@location(2) @interpolate(flat) colors_2: vec4<u32>,
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@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
||||
@location(4) @interpolate(flat) colors_4: vec4<u32>,
|
||||
@location(5) @interpolate(flat) offsets: vec4<u32>,
|
||||
@location(6) direction: vec4<f32>,
|
||||
@location(7) position_and_scale: vec4<f32>,
|
||||
@location(8) border_color: vec4<f32>,
|
||||
@location(9) border_radius: vec4<f32>,
|
||||
@location(10) border_width: f32,
|
||||
@builtin(vertex_index) vertex_index: u32,
|
||||
@location(0) @interpolate(flat) colors_1: vec4<u32>,
|
||||
@location(1) @interpolate(flat) colors_2: vec4<u32>,
|
||||
@location(2) @interpolate(flat) colors_3: vec4<u32>,
|
||||
@location(3) @interpolate(flat) colors_4: vec4<u32>,
|
||||
@location(4) @interpolate(flat) offsets: vec4<u32>,
|
||||
@location(5) direction: vec4<f32>,
|
||||
@location(6) position_and_scale: vec4<f32>,
|
||||
@location(7) border_color: vec4<f32>,
|
||||
@location(8) border_radius: vec4<f32>,
|
||||
@location(9) border_width: f32,
|
||||
}
|
||||
|
||||
struct GradientVertexOutput {
|
||||
|
|
@ -48,7 +48,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
|
|||
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
||||
);
|
||||
|
||||
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
|
||||
out.colors_1 = input.colors_1;
|
||||
out.colors_2 = input.colors_2;
|
||||
out.colors_3 = input.colors_3;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
struct SolidVertexInput {
|
||||
@location(0) v_pos: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
@location(2) pos: vec2<f32>,
|
||||
@location(3) scale: vec2<f32>,
|
||||
@location(4) border_color: vec4<f32>,
|
||||
@location(5) border_radius: vec4<f32>,
|
||||
@location(6) border_width: f32,
|
||||
@builtin(vertex_index) vertex_index: u32,
|
||||
@location(0) color: vec4<f32>,
|
||||
@location(1) pos: vec2<f32>,
|
||||
@location(2) scale: vec2<f32>,
|
||||
@location(3) border_color: vec4<f32>,
|
||||
@location(4) border_radius: vec4<f32>,
|
||||
@location(5) border_width: f32,
|
||||
}
|
||||
|
||||
struct SolidVertexOutput {
|
||||
|
|
@ -40,7 +40,7 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
|
|||
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
||||
);
|
||||
|
||||
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
|
||||
out.color = input.color;
|
||||
out.border_color = input.border_color;
|
||||
out.pos = pos;
|
||||
|
|
|
|||
7
wgpu/src/shader/vertex.wgsl
Normal file
7
wgpu/src/shader/vertex.wgsl
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
// Compute the normalized quad coordinates based on the vertex index.
|
||||
fn vertex_position(vertex_index: u32) -> vec2<f32> {
|
||||
// #: 0 1 2 3 4 5
|
||||
// x: 1 1 0 0 0 1
|
||||
// y: 1 0 0 0 1 1
|
||||
return vec2<f32>((vec2(1u, 2u) + vertex_index) % vec2(6u) < vec2(3u));
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue