Experimental wgpu WebGL backend support

- Added missing `draw_cache_align_4x4` call for `brush_glyph` on wasm32 target
- Added WebGL support to `integratio_wgpu` example
- Fixed test.yml CI workflow
- Removed spir-v shader in `integration_wgpu`; Fixed formatting
- Removed redundant `BoxStream` typedef
This commit is contained in:
Vladyslav Nikonov 2021-10-21 22:42:14 +03:00 committed by Héctor Ramón Jiménez
parent c75ed37148
commit bdca20fc4a
No known key found for this signature in database
GPG key ID: 140CC052C94F138E
21 changed files with 414 additions and 86 deletions

View file

@ -1,23 +1,29 @@
use iced_wgpu::Renderer;
use iced_winit::widget::slider::{self, Slider};
use iced_winit::widget::text_input::{self, TextInput};
use iced_winit::widget::{Column, Row, Text};
use iced_winit::{Alignment, Color, Command, Element, Length, Program};
pub struct Controls {
background_color: Color,
text: String,
sliders: [slider::State; 3],
text_input: text_input::State,
}
#[derive(Debug, Clone)]
pub enum Message {
BackgroundColorChanged(Color),
TextChanged(String),
}
impl Controls {
pub fn new() -> Controls {
Controls {
background_color: Color::BLACK,
text: Default::default(),
sliders: Default::default(),
text_input: Default::default(),
}
}
@ -35,6 +41,9 @@ impl Program for Controls {
Message::BackgroundColorChanged(color) => {
self.background_color = color;
}
Message::TextChanged(text) => {
self.text = text;
}
}
Command::none()
@ -42,7 +51,9 @@ impl Program for Controls {
fn view(&mut self) -> Element<Message, Renderer> {
let [r, g, b] = &mut self.sliders;
let t = &mut self.text_input;
let background_color = self.background_color;
let text = &self.text;
let sliders = Row::new()
.width(Length::Units(500))
@ -96,7 +107,13 @@ impl Program for Controls {
Text::new(format!("{:?}", background_color))
.size(14)
.color(Color::WHITE),
),
)
.push(TextInput::new(
t,
"Placeholder",
text,
move |text| Message::TextChanged(text),
)),
),
)
.into()

View file

@ -14,11 +14,39 @@ use winit::{
event_loop::{ControlFlow, EventLoop},
};
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::JsCast;
#[cfg(target_arch = "wasm32")]
use web_sys::HtmlCanvasElement;
#[cfg(target_arch = "wasm32")]
use winit::platform::web::WindowBuilderExtWebSys;
pub fn main() {
#[cfg(target_arch = "wasm32")]
let canvas_element = {
console_log::init_with_level(log::Level::Debug)
.expect("could not initialize logger");
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| doc.get_element_by_id("iced_canvas"))
.and_then(|element| element.dyn_into::<HtmlCanvasElement>().ok())
.expect("Canvas with id `iced_canvas` is missing")
};
#[cfg(not(target_arch = "wasm32"))]
env_logger::init();
// Initialize winit
let event_loop = EventLoop::new();
#[cfg(target_arch = "wasm32")]
let window = winit::window::WindowBuilder::new()
.with_canvas(Some(canvas_element))
.build(&event_loop)
.expect("Failed to build winit window");
#[cfg(not(target_arch = "wasm32"))]
let window = winit::window::Window::new(&event_loop).unwrap();
let physical_size = window.inner_size();
@ -31,18 +59,35 @@ pub fn main() {
let mut clipboard = Clipboard::connect(&window);
// Initialize wgpu
let instance = wgpu::Instance::new(wgpu::Backends::PRIMARY);
#[cfg(target_arch = "wasm32")]
let default_backend = wgpu::Backends::GL;
#[cfg(not(target_arch = "wasm32"))]
let default_backend = wgpu::Backends::PRIMARY;
let backend =
wgpu::util::backend_bits_from_env().unwrap_or(default_backend);
let instance = wgpu::Instance::new(backend);
let surface = unsafe { instance.create_surface(&window) };
let (format, (mut device, queue)) = futures::executor::block_on(async {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.expect("Request adapter");
let adapter = wgpu::util::initialize_adapter_from_env_or_default(
&instance,
backend,
Some(&surface),
)
.await
.expect("No suitable GPU adapters found on the system!");
let adapter_features = adapter.features();
#[cfg(target_arch = "wasm32")]
let needed_limits = wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits());
#[cfg(not(target_arch = "wasm32"))]
let needed_limits = wgpu::Limits::default();
(
surface
@ -52,8 +97,8 @@ pub fn main() {
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
features: adapter_features & wgpu::Features::default(),
limits: needed_limits,
},
None,
)
@ -62,20 +107,17 @@ pub fn main() {
)
});
{
let size = window.inner_size();
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: physical_size.width,
height: physical_size.height,
present_mode: wgpu::PresentMode::Mailbox,
},
);
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
},
)
};
let mut resized = false;
// Initialize staging belt and local pool
@ -83,7 +125,7 @@ pub fn main() {
let mut local_pool = futures::executor::LocalPool::new();
// Initialize scene and GUI controls
let scene = Scene::new(&mut device);
let scene = Scene::new(&mut device, format);
let controls = Controls::new();
// Initialize iced

View file

@ -6,8 +6,11 @@ pub struct Scene {
}
impl Scene {
pub fn new(device: &wgpu::Device) -> Scene {
let pipeline = build_pipeline(device);
pub fn new(
device: &wgpu::Device,
texture_format: wgpu::TextureFormat,
) -> Scene {
let pipeline = build_pipeline(device, texture_format);
Scene { pipeline }
}
@ -47,12 +50,14 @@ impl Scene {
}
}
fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
let vs_module =
device.create_shader_module(&wgpu::include_spirv!("shader/vert.spv"));
let fs_module =
device.create_shader_module(&wgpu::include_spirv!("shader/frag.spv"));
fn build_pipeline(
device: &wgpu::Device,
texture_format: wgpu::TextureFormat,
) -> wgpu::RenderPipeline {
let (vs_module, fs_module) = (
device.create_shader_module(&wgpu::include_wgsl!("shader/vert.wgsl")),
device.create_shader_module(&wgpu::include_wgsl!("shader/frag.wgsl")),
);
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
@ -74,7 +79,7 @@ fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
module: &fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format: texture_format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,

View file

@ -0,0 +1,4 @@
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}

View file

@ -0,0 +1,6 @@
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] in_vertex_index: u32) -> [[builtin(position)]] vec4<f32> {
let x = f32(1 - i32(in_vertex_index)) * 0.5;
let y = f32(1 - i32(in_vertex_index & 1u) * 2) * 0.5;
return vec4<f32>(x, y, 0.0, 1.0);
}