update wgpu to 0.13
This commit is contained in:
parent
e6e3eff876
commit
c148557cab
15 changed files with 140 additions and 144 deletions
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@ -7,7 +7,6 @@ use scene::Scene;
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use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport};
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use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport};
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use iced_winit::{conversion, futures, program, winit, Clipboard, Debug, Size};
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use iced_winit::{conversion, futures, program, winit, Clipboard, Debug, Size};
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use futures::task::SpawnExt;
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use winit::{
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use winit::{
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dpi::PhysicalPosition,
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dpi::PhysicalPosition,
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event::{Event, ModifiersState, WindowEvent},
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event::{Event, ModifiersState, WindowEvent},
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@ -90,9 +89,7 @@ pub fn main() {
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let needed_limits = wgpu::Limits::default();
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let needed_limits = wgpu::Limits::default();
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(
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(
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surface
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surface.get_supported_formats(&adapter)[0],
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.get_preferred_format(&adapter)
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.expect("Get preferred format"),
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adapter
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adapter
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.request_device(
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.request_device(
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&wgpu::DeviceDescriptor {
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&wgpu::DeviceDescriptor {
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@ -114,15 +111,14 @@ pub fn main() {
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format,
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format,
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width: physical_size.width,
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width: physical_size.width,
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height: physical_size.height,
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height: physical_size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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present_mode: wgpu::PresentMode::AutoVsync,
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},
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},
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);
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);
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let mut resized = false;
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let mut resized = false;
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// Initialize staging belt and local pool
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// Initialize staging belt
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let mut staging_belt = wgpu::util::StagingBelt::new(5 * 1024);
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let mut staging_belt = wgpu::util::StagingBelt::new(5 * 1024);
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let mut local_pool = futures::executor::LocalPool::new();
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// Initialize scene and GUI controls
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// Initialize scene and GUI controls
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let scene = Scene::new(&mut device, format);
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let scene = Scene::new(&mut device, format);
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@ -207,7 +203,7 @@ pub fn main() {
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format: format,
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format: format,
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width: size.width,
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width: size.width,
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height: size.height,
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height: size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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present_mode: wgpu::PresentMode::AutoVsync,
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},
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},
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);
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);
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@ -262,12 +258,8 @@ pub fn main() {
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);
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);
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// And recall staging buffers
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// And recall staging buffers
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local_pool
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staging_belt.recall();
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.spawner()
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.spawn(staging_belt.recall())
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.expect("Recall staging buffers");
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local_pool.run_until_stalled();
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}
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}
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Err(error) => match error {
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Err(error) => match error {
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wgpu::SurfaceError::OutOfMemory => {
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wgpu::SurfaceError::OutOfMemory => {
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@ -23,7 +23,7 @@ impl Scene {
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) -> wgpu::RenderPass<'a> {
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) -> wgpu::RenderPass<'a> {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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label: None,
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color_attachments: &[wgpu::RenderPassColorAttachment {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target,
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view: target,
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resolve_target: None,
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resolve_target: None,
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ops: wgpu::Operations {
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ops: wgpu::Operations {
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@ -39,7 +39,7 @@ impl Scene {
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}),
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}),
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store: true,
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store: true,
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},
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},
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}],
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})],
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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})
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})
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}
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}
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@ -55,8 +55,8 @@ fn build_pipeline(
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texture_format: wgpu::TextureFormat,
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texture_format: wgpu::TextureFormat,
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) -> wgpu::RenderPipeline {
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) -> wgpu::RenderPipeline {
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let (vs_module, fs_module) = (
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let (vs_module, fs_module) = (
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device.create_shader_module(&wgpu::include_wgsl!("shader/vert.wgsl")),
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device.create_shader_module(wgpu::include_wgsl!("shader/vert.wgsl")),
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device.create_shader_module(&wgpu::include_wgsl!("shader/frag.wgsl")),
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device.create_shader_module(wgpu::include_wgsl!("shader/frag.wgsl")),
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);
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);
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let pipeline_layout =
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let pipeline_layout =
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@ -78,14 +78,14 @@ fn build_pipeline(
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fragment: Some(wgpu::FragmentState {
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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module: &fs_module,
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entry_point: "main",
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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targets: &[Some(wgpu::ColorTargetState {
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format: texture_format,
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format: texture_format,
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blend: Some(wgpu::BlendState {
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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}),
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write_mask: wgpu::ColorWrites::ALL,
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write_mask: wgpu::ColorWrites::ALL,
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}],
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})],
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}),
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}),
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primitive: wgpu::PrimitiveState {
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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topology: wgpu::PrimitiveTopology::TriangleList,
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@ -1,4 +1,4 @@
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[[stage(fragment)]]
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@fragment
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fn main() -> [[location(0)]] vec4<f32> {
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fn main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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}
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@ -1,5 +1,5 @@
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[[stage(vertex)]]
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@vertex
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fn main([[builtin(vertex_index)]] in_vertex_index: u32) -> [[builtin(position)]] vec4<f32> {
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fn main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(1 - i32(in_vertex_index & 1u) * 2) * 0.5;
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let y = f32(1 - i32(in_vertex_index & 1u) * 2) * 0.5;
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return vec4<f32>(x, y, 0.0, 1.0);
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return vec4<f32>(x, y, 0.0, 1.0);
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@ -28,8 +28,8 @@ spirv = ["wgpu/spirv"]
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webgl = ["wgpu/webgl"]
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webgl = ["wgpu/webgl"]
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[dependencies]
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[dependencies]
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wgpu = "0.12"
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wgpu = "0.13"
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wgpu_glyph = "0.16"
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wgpu_glyph = {version = "0.16",path = "../../wgpu_glyph"}
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glyph_brush = "0.7"
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glyph_brush = "0.7"
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raw-window-handle = "0.4"
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raw-window-handle = "0.4"
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log = "0.4"
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log = "0.4"
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@ -39,7 +39,7 @@ kamadak-exif = "0.5"
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bitflags = "1.2"
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bitflags = "1.2"
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[dependencies.bytemuck]
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[dependencies.bytemuck]
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version = "1.4"
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version = "1.9"
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features = ["derive"]
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features = ["derive"]
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[dependencies.iced_native]
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[dependencies.iced_native]
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@ -136,7 +136,7 @@ impl Pipeline {
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});
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});
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let shader =
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let shader =
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device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu::image::shader"),
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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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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shader/image.wgsl"),
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include_str!("shader/image.wgsl"),
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@ -176,7 +176,7 @@ impl Pipeline {
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fragment: Some(wgpu::FragmentState {
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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module: &shader,
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entry_point: "fs_main",
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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targets: &[Some(wgpu::ColorTargetState {
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format,
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format,
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blend: Some(wgpu::BlendState {
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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color: wgpu::BlendComponent {
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@ -191,7 +191,7 @@ impl Pipeline {
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},
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},
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}),
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}),
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write_mask: wgpu::ColorWrites::ALL,
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write_mask: wgpu::ColorWrites::ALL,
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}],
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})],
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}),
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}),
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primitive: wgpu::PrimitiveState {
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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topology: wgpu::PrimitiveTopology::TriangleList,
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@ -406,14 +406,16 @@ impl Pipeline {
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let mut render_pass =
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::image render pass"),
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label: Some("iced_wgpu::image render pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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color_attachments: &[Some(
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view: target,
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wgpu::RenderPassColorAttachment {
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resolve_target: None,
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view: target,
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ops: wgpu::Operations {
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resolve_target: None,
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load: wgpu::LoadOp::Load,
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ops: wgpu::Operations {
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store: true,
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load: wgpu::LoadOp::Load,
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store: true,
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},
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},
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},
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}],
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)],
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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});
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});
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@ -59,7 +59,7 @@ impl Pipeline {
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});
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});
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let shader =
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let shader =
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device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu::quad::shader"),
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label: Some("iced_wgpu::quad::shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shader/quad.wgsl"),
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include_str!("shader/quad.wgsl"),
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@ -100,7 +100,7 @@ impl Pipeline {
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fragment: Some(wgpu::FragmentState {
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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module: &shader,
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entry_point: "fs_main",
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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targets: &[Some(wgpu::ColorTargetState {
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format,
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format,
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blend: Some(wgpu::BlendState {
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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color: wgpu::BlendComponent {
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@ -115,7 +115,7 @@ impl Pipeline {
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},
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},
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}),
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}),
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write_mask: wgpu::ColorWrites::ALL,
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write_mask: wgpu::ColorWrites::ALL,
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}],
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})],
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}),
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}),
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primitive: wgpu::PrimitiveState {
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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topology: wgpu::PrimitiveTopology::TriangleList,
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@ -211,14 +211,16 @@ impl Pipeline {
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let mut render_pass =
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::quad render pass"),
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label: Some("iced_wgpu::quad render pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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color_attachments: &[Some(
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view: target,
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wgpu::RenderPassColorAttachment {
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resolve_target: None,
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view: target,
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ops: wgpu::Operations {
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resolve_target: None,
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load: wgpu::LoadOp::Load,
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ops: wgpu::Operations {
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store: true,
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load: wgpu::LoadOp::Load,
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store: true,
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},
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},
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},
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}],
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)],
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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});
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});
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@ -63,7 +63,7 @@ impl Settings {
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impl Default for Settings {
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impl Default for Settings {
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fn default() -> Settings {
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fn default() -> Settings {
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Settings {
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Settings {
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present_mode: wgpu::PresentMode::Mailbox,
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present_mode: wgpu::PresentMode::AutoVsync,
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internal_backend: wgpu::Backends::all(),
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internal_backend: wgpu::Backends::all(),
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default_font: None,
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default_font: None,
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default_text_size: 20,
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default_text_size: 20,
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@ -16,19 +16,19 @@ var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(1.0, 1.0)
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vec2<f32>(1.0, 1.0)
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);
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);
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[[group(0), binding(0)]] var u_sampler: sampler;
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@group(0) @binding(0) var u_sampler: sampler;
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[[group(1), binding(0)]] var u_texture: texture_2d<f32>;
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@group(1) @binding(0) var u_texture: texture_2d<f32>;
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struct VertexInput {
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struct VertexInput {
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[[builtin(vertex_index)]] vertex_index: u32;
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@builtin(vertex_index) vertex_index: u32,
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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@builtin(position) position: vec4<f32>,
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[[location(0)]] uv: vec2<f32>;
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@location(0) uv: vec2<f32>,
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};
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};
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[[stage(vertex)]]
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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var out: VertexOutput;
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out.uv = uvs[input.vertex_index];
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out.uv = uvs[input.vertex_index];
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@ -37,7 +37,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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return out;
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return out;
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}
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}
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[[stage(fragment)]]
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@fragment
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(u_texture, u_sampler, input.uv);
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return textureSample(u_texture, u_sampler, input.uv);
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}
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}
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@ -2,26 +2,26 @@ struct Globals {
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transform: mat4x4<f32>;
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transform: mat4x4<f32>;
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};
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};
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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@group(0) @binding(0) var<uniform> globals: Globals;
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[[group(0), binding(1)]] var u_sampler: sampler;
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@group(0) @binding(1) var u_sampler: sampler;
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[[group(1), binding(0)]] var u_texture: texture_2d_array<f32>;
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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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struct VertexInput {
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[[location(0)]] v_pos: vec2<f32>;
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@location(0) v_pos: vec2<f32>,
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[[location(1)]] 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(2) scale: vec2<f32>,
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[[location(3)]] atlas_pos: 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(4) atlas_scale: vec2<f32>,
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[[location(5)]] layer: i32;
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@location(5) layer: i32,
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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@builtin(position) position: vec4<f32>,
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[[location(0)]] uv: vec2<f32>;
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@location(0) uv: vec2<f32>,
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[[location(1)]] layer: f32; // this should be an i32, but naga currently reads that as requiring interpolation.
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@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
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};
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};
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[[stage(vertex)]]
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@vertex
|
||||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
|
|
||||||
|
|
@ -40,7 +40,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
[[stage(fragment)]]
|
@fragment
|
||||||
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
|
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
|
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,31 +1,31 @@
|
||||||
struct Globals {
|
struct Globals {
|
||||||
transform: mat4x4<f32>;
|
transform: mat4x4<f32>,
|
||||||
scale: f32;
|
scale: f32,
|
||||||
};
|
};
|
||||||
|
|
||||||
[[group(0), binding(0)]] var<uniform> globals: Globals;
|
@group(0) @binding(0) var<uniform> globals: Globals;
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
[[location(0)]] v_pos: vec2<f32>;
|
@location(0) v_pos: vec2<f32>,
|
||||||
[[location(1)]] pos: vec2<f32>;
|
@location(1) pos: vec2<f32>,
|
||||||
[[location(2)]] scale: vec2<f32>;
|
@location(2) scale: vec2<f32>,
|
||||||
[[location(3)]] color: vec4<f32>;
|
@location(3) color: vec4<f32>,
|
||||||
[[location(4)]] border_color: vec4<f32>;
|
@location(4) border_color: vec4<f32>,
|
||||||
[[location(5)]] border_radius: f32;
|
@location(5) border_radius: f32,
|
||||||
[[location(6)]] border_width: f32;
|
@location(6) border_width: f32,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
[[builtin(position)]] position: vec4<f32>;
|
@builtin(position) position: vec4<f32>,
|
||||||
[[location(0)]] color: vec4<f32>;
|
@location(0) color: vec4<f32>,
|
||||||
[[location(1)]] border_color: vec4<f32>;
|
@location(1) border_color: vec4<f32>,
|
||||||
[[location(2)]] pos: vec2<f32>;
|
@location(2) pos: vec2<f32>,
|
||||||
[[location(3)]] scale: vec2<f32>;
|
@location(3) scale: vec2<f32>,
|
||||||
[[location(4)]] border_radius: f32;
|
@location(4) border_radius: f32,
|
||||||
[[location(5)]] border_width: f32;
|
@location(5) border_width: f32,
|
||||||
};
|
};
|
||||||
|
|
||||||
[[stage(vertex)]]
|
@vertex
|
||||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
|
|
||||||
|
|
@ -77,10 +77,10 @@ fn distance_alg(
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
[[stage(fragment)]]
|
@fragment
|
||||||
fn fs_main(
|
fn fs_main(
|
||||||
input: VertexOutput
|
input: VertexOutput
|
||||||
) -> [[location(0)]] vec4<f32> {
|
) -> @location(0) vec4<f32> {
|
||||||
var mixed_color: vec4<f32> = input.color;
|
var mixed_color: vec4<f32> = input.color;
|
||||||
|
|
||||||
if (input.border_width > 0.0) {
|
if (input.border_width > 0.0) {
|
||||||
|
|
@ -96,7 +96,7 @@ fn fs_main(
|
||||||
internal_border
|
internal_border
|
||||||
);
|
);
|
||||||
|
|
||||||
var border_mix: f32 = smoothStep(
|
var border_mix: f32 = smoothstep(
|
||||||
max(internal_border - 0.5, 0.0),
|
max(internal_border - 0.5, 0.0),
|
||||||
internal_border + 0.5,
|
internal_border + 0.5,
|
||||||
internal_distance
|
internal_distance
|
||||||
|
|
@ -112,7 +112,7 @@ fn fs_main(
|
||||||
input.border_radius
|
input.border_radius
|
||||||
);
|
);
|
||||||
|
|
||||||
var radius_alpha: f32 = 1.0 - smoothStep(
|
var radius_alpha: f32 = 1.0 - smoothstep(
|
||||||
max(input.border_radius - 0.5, 0.0),
|
max(input.border_radius - 0.5, 0.0),
|
||||||
input.border_radius + 0.5,
|
input.border_radius + 0.5,
|
||||||
dist);
|
dist);
|
||||||
|
|
|
||||||
|
|
@ -1,20 +1,20 @@
|
||||||
struct Globals {
|
struct Globals {
|
||||||
transform: mat4x4<f32>;
|
transform: mat4x4<f32>,
|
||||||
};
|
};
|
||||||
|
|
||||||
[[group(0), binding(0)]] var<uniform> globals: Globals;
|
@group(0) @binding(0) var<uniform> globals: Globals;
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
[[location(0)]] position: vec2<f32>;
|
@location(0) position: vec2<f32>,
|
||||||
[[location(1)]] color: vec4<f32>;
|
@location(1) color: vec4<f32>,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
[[builtin(position)]] position: vec4<f32>;
|
@builtin(position) position: vec4<f32>,
|
||||||
[[location(0)]] color: vec4<f32>;
|
@location(0) color: vec4<f32>,
|
||||||
};
|
};
|
||||||
|
|
||||||
[[stage(vertex)]]
|
@vertex
|
||||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
|
|
||||||
|
|
@ -24,7 +24,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
[[stage(fragment)]]
|
@fragment
|
||||||
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
|
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
return input.color;
|
return input.color;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -132,7 +132,7 @@ impl Pipeline {
|
||||||
});
|
});
|
||||||
|
|
||||||
let shader =
|
let shader =
|
||||||
device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("iced_wgpu::triangle::shader"),
|
label: Some("iced_wgpu::triangle::shader"),
|
||||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
||||||
include_str!("shader/triangle.wgsl"),
|
include_str!("shader/triangle.wgsl"),
|
||||||
|
|
@ -160,11 +160,11 @@ impl Pipeline {
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: "fs_main",
|
entry_point: "fs_main",
|
||||||
targets: &[wgpu::ColorTargetState {
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
format,
|
format,
|
||||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
}],
|
})],
|
||||||
}),
|
}),
|
||||||
primitive: wgpu::PrimitiveState {
|
primitive: wgpu::PrimitiveState {
|
||||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||||
|
|
@ -350,11 +350,13 @@ impl Pipeline {
|
||||||
let mut render_pass =
|
let mut render_pass =
|
||||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
label: Some("iced_wgpu::triangle render pass"),
|
label: Some("iced_wgpu::triangle render pass"),
|
||||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
color_attachments: &[Some(
|
||||||
view: attachment,
|
wgpu::RenderPassColorAttachment {
|
||||||
resolve_target,
|
view: attachment,
|
||||||
ops: wgpu::Operations { load, store: true },
|
resolve_target,
|
||||||
}],
|
ops: wgpu::Operations { load, store: true },
|
||||||
|
},
|
||||||
|
)],
|
||||||
depth_stencil_attachment: None,
|
depth_stencil_attachment: None,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -74,7 +74,7 @@ impl Blit {
|
||||||
});
|
});
|
||||||
|
|
||||||
let shader =
|
let shader =
|
||||||
device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("iced_wgpu::triangle::blit_shader"),
|
label: Some("iced_wgpu::triangle::blit_shader"),
|
||||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
||||||
include_str!("../shader/blit.wgsl"),
|
include_str!("../shader/blit.wgsl"),
|
||||||
|
|
@ -93,13 +93,13 @@ impl Blit {
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: "fs_main",
|
entry_point: "fs_main",
|
||||||
targets: &[wgpu::ColorTargetState {
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
format,
|
format,
|
||||||
blend: Some(
|
blend: Some(
|
||||||
wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING,
|
wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING,
|
||||||
),
|
),
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
}],
|
})],
|
||||||
}),
|
}),
|
||||||
primitive: wgpu::PrimitiveState {
|
primitive: wgpu::PrimitiveState {
|
||||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||||
|
|
@ -169,14 +169,14 @@ impl Blit {
|
||||||
let mut render_pass =
|
let mut render_pass =
|
||||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
label: Some("iced_wgpu::triangle::msaa render pass"),
|
label: Some("iced_wgpu::triangle::msaa render pass"),
|
||||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||||
view: target,
|
view: target,
|
||||||
resolve_target: None,
|
resolve_target: None,
|
||||||
ops: wgpu::Operations {
|
ops: wgpu::Operations {
|
||||||
load: wgpu::LoadOp::Load,
|
load: wgpu::LoadOp::Load,
|
||||||
store: true,
|
store: true,
|
||||||
},
|
},
|
||||||
}],
|
})],
|
||||||
depth_stencil_attachment: None,
|
depth_stencil_attachment: None,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,6 @@
|
||||||
use crate::{Backend, Color, Error, Renderer, Settings, Viewport};
|
use crate::{Backend, Color, Error, Renderer, Settings, Viewport};
|
||||||
|
|
||||||
use futures::stream::{self, StreamExt};
|
use futures::stream::{self, StreamExt};
|
||||||
use futures::task::SpawnExt;
|
|
||||||
|
|
||||||
use iced_graphics::compositor;
|
use iced_graphics::compositor;
|
||||||
use iced_native::futures;
|
use iced_native::futures;
|
||||||
|
|
@ -16,7 +15,6 @@ pub struct Compositor {
|
||||||
device: wgpu::Device,
|
device: wgpu::Device,
|
||||||
queue: wgpu::Queue,
|
queue: wgpu::Queue,
|
||||||
staging_belt: wgpu::util::StagingBelt,
|
staging_belt: wgpu::util::StagingBelt,
|
||||||
local_pool: futures::executor::LocalPool,
|
|
||||||
format: wgpu::TextureFormat,
|
format: wgpu::TextureFormat,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -61,9 +59,14 @@ impl Compositor {
|
||||||
|
|
||||||
log::info!("Selected: {:#?}", adapter.get_info());
|
log::info!("Selected: {:#?}", adapter.get_info());
|
||||||
|
|
||||||
let format = compatible_surface
|
let format = compatible_surface.as_ref().and_then(|surface| {
|
||||||
.as_ref()
|
let formats = surface.get_supported_formats(&adapter);
|
||||||
.and_then(|surface| surface.get_preferred_format(&adapter))?;
|
if formats.is_empty() {
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
Some(formats[0])
|
||||||
|
}
|
||||||
|
})?;
|
||||||
|
|
||||||
log::info!("Selected format: {:?}", format);
|
log::info!("Selected format: {:?}", format);
|
||||||
|
|
||||||
|
|
@ -98,7 +101,6 @@ impl Compositor {
|
||||||
.await?;
|
.await?;
|
||||||
|
|
||||||
let staging_belt = wgpu::util::StagingBelt::new(Self::CHUNK_SIZE);
|
let staging_belt = wgpu::util::StagingBelt::new(Self::CHUNK_SIZE);
|
||||||
let local_pool = futures::executor::LocalPool::new();
|
|
||||||
|
|
||||||
Some(Compositor {
|
Some(Compositor {
|
||||||
instance,
|
instance,
|
||||||
|
|
@ -107,7 +109,6 @@ impl Compositor {
|
||||||
device,
|
device,
|
||||||
queue,
|
queue,
|
||||||
staging_belt,
|
staging_belt,
|
||||||
local_pool,
|
|
||||||
format,
|
format,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
@ -200,24 +201,26 @@ impl iced_graphics::window::Compositor for Compositor {
|
||||||
label: Some(
|
label: Some(
|
||||||
"iced_wgpu::window::Compositor render pass",
|
"iced_wgpu::window::Compositor render pass",
|
||||||
),
|
),
|
||||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
color_attachments: &[Some(
|
||||||
view,
|
wgpu::RenderPassColorAttachment {
|
||||||
resolve_target: None,
|
view,
|
||||||
ops: wgpu::Operations {
|
resolve_target: None,
|
||||||
load: wgpu::LoadOp::Clear({
|
ops: wgpu::Operations {
|
||||||
let [r, g, b, a] =
|
load: wgpu::LoadOp::Clear({
|
||||||
background_color.into_linear();
|
let [r, g, b, a] =
|
||||||
|
background_color.into_linear();
|
||||||
|
|
||||||
wgpu::Color {
|
wgpu::Color {
|
||||||
r: f64::from(r),
|
r: f64::from(r),
|
||||||
g: f64::from(g),
|
g: f64::from(g),
|
||||||
b: f64::from(b),
|
b: f64::from(b),
|
||||||
a: f64::from(a),
|
a: f64::from(a),
|
||||||
}
|
}
|
||||||
}),
|
}),
|
||||||
store: true,
|
store: true,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
}],
|
)],
|
||||||
depth_stencil_attachment: None,
|
depth_stencil_attachment: None,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -235,16 +238,11 @@ impl iced_graphics::window::Compositor for Compositor {
|
||||||
|
|
||||||
// Submit work
|
// Submit work
|
||||||
self.staging_belt.finish();
|
self.staging_belt.finish();
|
||||||
self.queue.submit(Some(encoder.finish()));
|
let _idx = self.queue.submit(Some(encoder.finish()));
|
||||||
frame.present();
|
frame.present();
|
||||||
|
|
||||||
// Recall staging buffers
|
// Recall staging buffers
|
||||||
self.local_pool
|
self.staging_belt.recall();
|
||||||
.spawner()
|
|
||||||
.spawn(self.staging_belt.recall())
|
|
||||||
.expect("Recall staging belt");
|
|
||||||
|
|
||||||
self.local_pool.run_until_stalled();
|
|
||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue