Refactor triangle::Pipeline into prepare and render architecture
And get rid of the staging belt! 🎉
This commit is contained in:
parent
23ed352e83
commit
b8c1809ea1
7 changed files with 358 additions and 291 deletions
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@ -14,50 +14,56 @@ use tracing::info_span;
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#[derive(Debug)]
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pub struct Pipeline {
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blit: Option<msaa::Blit>,
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index_buffer: Buffer<u32>,
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index_strides: Vec<u32>,
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solid: solid::Pipeline,
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/// Gradients are currently not supported on WASM targets due to their need of storage buffers.
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline,
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layers: Vec<Layer>,
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prepare_layer: usize,
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render_layer: usize,
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}
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impl Pipeline {
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pub fn new(
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#[derive(Debug)]
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struct Layer {
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index_buffer: Buffer<u32>,
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index_strides: Vec<u32>,
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solid: solid::Layer,
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Layer,
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}
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impl Layer {
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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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Pipeline {
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blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
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solid: &solid::Pipeline,
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#[cfg(not(target_arch = "wasm32"))] gradient: &gradient::Pipeline,
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) -> Self {
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Self {
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index_buffer: Buffer::new(
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device,
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"iced_wgpu::triangle vertex buffer",
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wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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),
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index_strides: Vec::new(),
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solid: solid::Pipeline::new(device, format, antialiasing),
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solid: solid::Layer::new(device, &solid.constants_layout),
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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gradient: gradient::Layer::new(device, &gradient.constants_layout),
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}
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}
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pub fn draw(
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fn prepare(
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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_size: Size<u32>,
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transformation: Transformation,
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scale_factor: f32,
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queue: &wgpu::Queue,
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solid: &solid::Pipeline,
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#[cfg(not(target_arch = "wasm32"))] gradient: &gradient::Pipeline,
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meshes: &[Mesh<'_>],
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transformation: Transformation,
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) {
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#[cfg(feature = "tracing")]
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let _ = info_span!("Wgpu::Triangle", "DRAW").entered();
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// Count the total amount of vertices & indices we need to handle
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let count = mesh::attribute_count_of(meshes);
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@ -75,6 +81,7 @@ impl Pipeline {
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.resize(device, count.gradient_vertices);
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// Prepare dynamic buffers & data store for writing
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self.index_buffer.clear();
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self.index_strides.clear();
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self.solid.vertices.clear();
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self.solid.uniforms.clear();
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@ -99,13 +106,8 @@ impl Pipeline {
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let transform =
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transformation * Transformation::translate(origin.x, origin.y);
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let new_index_offset = self.index_buffer.write(
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device,
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staging_belt,
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encoder,
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index_offset,
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indices,
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);
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let new_index_offset =
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self.index_buffer.write(queue, index_offset, indices);
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index_offset += new_index_offset;
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self.index_strides.push(indices.len() as u32);
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@ -116,9 +118,7 @@ impl Pipeline {
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self.solid.uniforms.push(&solid::Uniforms::new(transform));
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let written_bytes = self.solid.vertices.write(
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device,
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staging_belt,
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encoder,
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queue,
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solid_vertex_offset,
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&buffers.vertices,
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);
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@ -130,9 +130,7 @@ impl Pipeline {
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buffers, gradient, ..
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} => {
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let written_bytes = self.gradient.vertices.write(
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device,
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staging_belt,
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encoder,
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queue,
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gradient_vertex_offset,
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&buffers.vertices,
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);
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@ -196,14 +194,14 @@ impl Pipeline {
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let uniforms_resized = self.solid.uniforms.resize(device);
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if uniforms_resized {
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self.solid.bind_group = solid::Pipeline::bind_group(
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self.solid.constants = solid::Layer::bind_group(
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device,
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self.solid.uniforms.raw(),
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&self.solid.bind_group_layout,
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&solid.constants_layout,
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)
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}
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self.solid.uniforms.write(device, staging_belt, encoder);
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self.solid.uniforms.write(queue);
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}
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#[cfg(not(target_arch = "wasm32"))]
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@ -218,22 +216,169 @@ impl Pipeline {
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let storage_resized = self.gradient.storage.resize(device);
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if uniforms_resized || storage_resized {
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self.gradient.bind_group = gradient::Pipeline::bind_group(
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self.gradient.constants = gradient::Layer::bind_group(
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device,
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self.gradient.uniforms.raw(),
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self.gradient.storage.raw(),
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&self.gradient.bind_group_layout,
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&gradient.constants_layout,
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);
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}
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// Write to GPU
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self.gradient.uniforms.write(device, staging_belt, encoder);
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self.gradient.storage.write(device, staging_belt, encoder);
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self.gradient.uniforms.write(queue);
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self.gradient.storage.write(queue);
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// Cleanup
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self.gradient.color_stop_offset = 0;
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self.gradient.color_stops_pending_write.color_stops.clear();
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}
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}
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fn render<'a>(
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&'a mut self,
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solid: &'a solid::Pipeline,
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#[cfg(not(target_arch = "wasm32"))] gradient: &'a gradient::Pipeline,
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meshes: &[Mesh<'_>],
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scale_factor: f32,
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render_pass: &mut wgpu::RenderPass<'a>,
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) {
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let mut num_solids = 0;
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#[cfg(not(target_arch = "wasm32"))]
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let mut num_gradients = 0;
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let mut last_is_solid = None;
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for (index, mesh) in meshes.iter().enumerate() {
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let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
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render_pass.set_scissor_rect(
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clip_bounds.x,
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clip_bounds.y,
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clip_bounds.width,
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clip_bounds.height,
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);
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match mesh {
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Mesh::Solid { .. } => {
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if !last_is_solid.unwrap_or(false) {
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render_pass.set_pipeline(&solid.pipeline);
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last_is_solid = Some(true);
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}
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render_pass.set_bind_group(
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0,
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&self.solid.constants,
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&[self.solid.uniforms.offset_at_index(num_solids)],
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);
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render_pass.set_vertex_buffer(
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0,
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self.solid.vertices.slice_from_index(num_solids),
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);
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num_solids += 1;
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}
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#[cfg(not(target_arch = "wasm32"))]
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Mesh::Gradient { .. } => {
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if last_is_solid.unwrap_or(true) {
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render_pass.set_pipeline(&gradient.pipeline);
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last_is_solid = Some(false);
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}
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render_pass.set_bind_group(
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0,
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&self.gradient.constants,
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&[self
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.gradient
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.uniforms
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.offset_at_index(num_gradients)],
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);
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render_pass.set_vertex_buffer(
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0,
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self.gradient.vertices.slice_from_index(num_gradients),
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);
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num_gradients += 1;
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}
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#[cfg(target_arch = "wasm32")]
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Mesh::Gradient { .. } => {}
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};
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render_pass.set_index_buffer(
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self.index_buffer.slice_from_index(index),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.draw_indexed(0..self.index_strides[index], 0, 0..1);
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}
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}
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}
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impl Pipeline {
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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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Pipeline {
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blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
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solid: solid::Pipeline::new(device, format, antialiasing),
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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layers: Vec::new(),
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prepare_layer: 0,
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render_layer: 0,
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}
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}
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pub fn prepare(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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meshes: &[Mesh<'_>],
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transformation: Transformation,
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) {
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#[cfg(feature = "tracing")]
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let _ = info_span!("Wgpu::Triangle", "PREPARE").entered();
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if self.layers.len() <= self.prepare_layer {
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self.layers.push(Layer::new(
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device,
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&self.solid,
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#[cfg(not(target_arch = "wasm32"))]
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&self.gradient,
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));
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}
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let layer = &mut self.layers[self.prepare_layer];
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layer.prepare(
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device,
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queue,
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&self.solid,
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#[cfg(not(target_arch = "wasm32"))]
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&self.gradient,
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meshes,
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transformation,
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);
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self.prepare_layer += 1;
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}
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pub fn render(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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target_size: Size<u32>,
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meshes: &[Mesh<'_>],
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scale_factor: f32,
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) {
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#[cfg(feature = "tracing")]
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let _ = info_span!("Wgpu::Triangle", "DRAW").entered();
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// Configure render pass
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{
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@ -268,87 +413,29 @@ impl Pipeline {
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depth_stencil_attachment: None,
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});
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let mut num_solids = 0;
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#[cfg(not(target_arch = "wasm32"))]
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let mut num_gradients = 0;
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let mut last_is_solid = None;
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let layer = &mut self.layers[self.render_layer];
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for (index, mesh) in meshes.iter().enumerate() {
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let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
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render_pass.set_scissor_rect(
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clip_bounds.x,
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clip_bounds.y,
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clip_bounds.width,
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clip_bounds.height,
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);
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match mesh {
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Mesh::Solid { .. } => {
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if !last_is_solid.unwrap_or(false) {
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render_pass.set_pipeline(&self.solid.pipeline);
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last_is_solid = Some(true);
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}
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render_pass.set_bind_group(
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0,
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&self.solid.bind_group,
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&[self.solid.uniforms.offset_at_index(num_solids)],
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);
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render_pass.set_vertex_buffer(
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0,
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self.solid.vertices.slice_from_index(num_solids),
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);
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num_solids += 1;
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}
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#[cfg(not(target_arch = "wasm32"))]
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Mesh::Gradient { .. } => {
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if last_is_solid.unwrap_or(true) {
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render_pass.set_pipeline(&self.gradient.pipeline);
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last_is_solid = Some(false);
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}
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render_pass.set_bind_group(
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0,
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&self.gradient.bind_group,
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&[self
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.gradient
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.uniforms
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.offset_at_index(num_gradients)],
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);
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render_pass.set_vertex_buffer(
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0,
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self.gradient
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.vertices
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.slice_from_index(num_gradients),
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);
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num_gradients += 1;
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}
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#[cfg(target_arch = "wasm32")]
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Mesh::Gradient { .. } => {}
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};
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render_pass.set_index_buffer(
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self.index_buffer.slice_from_index(index),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.draw_indexed(0..self.index_strides[index], 0, 0..1);
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}
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layer.render(
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&self.solid,
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#[cfg(not(target_arch = "wasm32"))]
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&self.gradient,
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meshes,
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scale_factor,
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&mut render_pass,
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);
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}
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self.index_buffer.clear();
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self.render_layer += 1;
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if let Some(blit) = &mut self.blit {
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blit.draw(encoder, target);
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}
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}
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pub fn end_frame(&mut self) {
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self.prepare_layer = 0;
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self.render_layer = 0;
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}
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}
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fn fragment_target(
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@ -390,10 +477,62 @@ mod solid {
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#[derive(Debug)]
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pub struct Pipeline {
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pub pipeline: wgpu::RenderPipeline,
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pub constants_layout: wgpu::BindGroupLayout,
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}
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#[derive(Debug)]
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pub struct Layer {
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pub vertices: Buffer<triangle::ColoredVertex2D>,
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pub uniforms: dynamic::Buffer<Uniforms>,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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pub constants: wgpu::BindGroup,
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}
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impl Layer {
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pub fn new(
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device: &wgpu::Device,
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constants_layout: &wgpu::BindGroupLayout,
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) -> Self {
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let vertices = Buffer::new(
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device,
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"iced_wgpu::triangle::solid vertex buffer",
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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);
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let uniforms = dynamic::Buffer::uniform(
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device,
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"iced_wgpu::triangle::solid uniforms",
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);
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let constants =
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Self::bind_group(device, uniforms.raw(), constants_layout);
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Self {
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vertices,
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uniforms,
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constants,
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}
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}
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pub fn bind_group(
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device: &wgpu::Device,
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buffer: &wgpu::Buffer,
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layout: &wgpu::BindGroupLayout,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle::solid bind group"),
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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,
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offset: 0,
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size: Some(Uniforms::min_size()),
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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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#[derive(Debug, Clone, Copy, ShaderType)]
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@ -416,18 +555,7 @@ mod solid {
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Self {
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let vertices = Buffer::new(
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device,
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"iced_wgpu::triangle::solid vertex buffer",
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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);
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let uniforms = dynamic::Buffer::uniform(
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device,
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"iced_wgpu::triangle::solid uniforms",
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);
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let bind_group_layout = device.create_bind_group_layout(
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let constants_layout = device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::triangle::solid bind group layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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|
|
@ -443,13 +571,10 @@ mod solid {
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},
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);
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let bind_group =
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Self::bind_group(device, uniforms.raw(), &bind_group_layout);
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let layout = device.create_pipeline_layout(
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&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle::solid pipeline layout"),
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
bind_group_layouts: &[&constants_layout],
|
||||
push_constant_ranges: &[],
|
||||
},
|
||||
);
|
||||
|
|
@ -501,33 +626,9 @@ mod solid {
|
|||
|
||||
Self {
|
||||
pipeline,
|
||||
vertices,
|
||||
uniforms,
|
||||
bind_group_layout,
|
||||
bind_group,
|
||||
constants_layout,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn bind_group(
|
||||
device: &wgpu::Device,
|
||||
buffer: &wgpu::Buffer,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle::solid bind group"),
|
||||
layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer,
|
||||
offset: 0,
|
||||
size: Some(Uniforms::min_size()),
|
||||
},
|
||||
),
|
||||
}],
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -545,15 +646,90 @@ mod gradient {
|
|||
#[derive(Debug)]
|
||||
pub struct Pipeline {
|
||||
pub pipeline: wgpu::RenderPipeline,
|
||||
pub constants_layout: wgpu::BindGroupLayout,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Layer {
|
||||
pub vertices: Buffer<Vertex2D>,
|
||||
pub uniforms: dynamic::Buffer<Uniforms>,
|
||||
pub storage: dynamic::Buffer<Storage>,
|
||||
pub constants: wgpu::BindGroup,
|
||||
pub color_stop_offset: i32,
|
||||
//Need to store these and then write them all at once
|
||||
//or else they will be padded to 256 and cause gaps in the storage buffer
|
||||
pub color_stops_pending_write: Storage,
|
||||
pub bind_group_layout: wgpu::BindGroupLayout,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
impl Layer {
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
constants_layout: &wgpu::BindGroupLayout,
|
||||
) -> Self {
|
||||
let vertices = Buffer::new(
|
||||
device,
|
||||
"iced_wgpu::triangle::gradient vertex buffer",
|
||||
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
);
|
||||
|
||||
let uniforms = dynamic::Buffer::uniform(
|
||||
device,
|
||||
"iced_wgpu::triangle::gradient uniforms",
|
||||
);
|
||||
|
||||
// Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
|
||||
// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
|
||||
let storage = dynamic::Buffer::storage(
|
||||
device,
|
||||
"iced_wgpu::triangle::gradient storage",
|
||||
);
|
||||
|
||||
let constants = Self::bind_group(
|
||||
device,
|
||||
uniforms.raw(),
|
||||
storage.raw(),
|
||||
constants_layout,
|
||||
);
|
||||
|
||||
Self {
|
||||
vertices,
|
||||
uniforms,
|
||||
storage,
|
||||
constants,
|
||||
color_stop_offset: 0,
|
||||
color_stops_pending_write: Storage {
|
||||
color_stops: vec![],
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
pub fn bind_group(
|
||||
device: &wgpu::Device,
|
||||
uniform_buffer: &wgpu::Buffer,
|
||||
storage_buffer: &wgpu::Buffer,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle::gradient bind group"),
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: uniform_buffer,
|
||||
offset: 0,
|
||||
size: Some(Uniforms::min_size()),
|
||||
},
|
||||
),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: storage_buffer.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, ShaderType)]
|
||||
|
|
@ -584,25 +760,7 @@ mod gradient {
|
|||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Self {
|
||||
let vertices = Buffer::new(
|
||||
device,
|
||||
"iced_wgpu::triangle::gradient vertex buffer",
|
||||
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
);
|
||||
|
||||
let uniforms = dynamic::Buffer::uniform(
|
||||
device,
|
||||
"iced_wgpu::triangle::gradient uniforms",
|
||||
);
|
||||
|
||||
//Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
|
||||
// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
|
||||
let storage = dynamic::Buffer::storage(
|
||||
device,
|
||||
"iced_wgpu::triangle::gradient storage",
|
||||
);
|
||||
|
||||
let bind_group_layout = device.create_bind_group_layout(
|
||||
let constants_layout = device.create_bind_group_layout(
|
||||
&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some(
|
||||
"iced_wgpu::triangle::gradient bind group layout",
|
||||
|
|
@ -634,19 +792,12 @@ mod gradient {
|
|||
},
|
||||
);
|
||||
|
||||
let bind_group = Pipeline::bind_group(
|
||||
device,
|
||||
uniforms.raw(),
|
||||
storage.raw(),
|
||||
&bind_group_layout,
|
||||
);
|
||||
|
||||
let layout = device.create_pipeline_layout(
|
||||
&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some(
|
||||
"iced_wgpu::triangle::gradient pipeline layout",
|
||||
),
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
bind_group_layouts: &[&constants_layout],
|
||||
push_constant_ranges: &[],
|
||||
},
|
||||
);
|
||||
|
|
@ -694,44 +845,8 @@ mod gradient {
|
|||
|
||||
Self {
|
||||
pipeline,
|
||||
vertices,
|
||||
uniforms,
|
||||
storage,
|
||||
color_stop_offset: 0,
|
||||
color_stops_pending_write: Storage {
|
||||
color_stops: vec![],
|
||||
},
|
||||
bind_group_layout,
|
||||
bind_group,
|
||||
constants_layout,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn bind_group(
|
||||
device: &wgpu::Device,
|
||||
uniform_buffer: &wgpu::Buffer,
|
||||
storage_buffer: &wgpu::Buffer,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle::gradient bind group"),
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: uniform_buffer,
|
||||
offset: 0,
|
||||
size: Some(Uniforms::min_size()),
|
||||
},
|
||||
),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: storage_buffer.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue