Cleaned up namespaces re: PR comments.
This commit is contained in:
parent
bb8d46a3fd
commit
c4565759e4
13 changed files with 158 additions and 161 deletions
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@ -56,7 +56,7 @@ impl<T: Pod + Zeroable> StaticBuffer<T> {
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/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
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/// changes & a redraw is requested.
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pub fn recreate_if_needed(
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pub fn resize(
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&mut self,
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device: &wgpu::Device,
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new_count: usize,
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@ -4,23 +4,23 @@ use encase::ShaderType;
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use std::marker::PhantomData;
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// Currently supported dynamic buffers.
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enum DynamicBufferType {
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enum BufferType {
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Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
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Storage(encase::DynamicStorageBuffer<Vec<u8>>),
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}
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impl DynamicBufferType {
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impl BufferType {
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/// Writes the current value to its CPU buffer with proper alignment.
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pub(super) fn write<T: ShaderType + WriteInto>(
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&mut self,
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value: &T,
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) -> wgpu::DynamicOffset {
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match self {
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DynamicBufferType::Uniform(buf) => buf
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BufferType::Uniform(buf) => buf
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.write(value)
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.expect("Error when writing to dynamic uniform buffer.")
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as u32,
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DynamicBufferType::Storage(buf) => buf
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BufferType::Storage(buf) => buf
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.write(value)
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.expect("Error when writing to dynamic storage buffer.")
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as u32,
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@ -30,19 +30,19 @@ impl DynamicBufferType {
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/// Returns bytearray of aligned CPU buffer.
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pub(super) fn get_ref(&self) -> &Vec<u8> {
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match self {
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DynamicBufferType::Uniform(buf) => buf.as_ref(),
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DynamicBufferType::Storage(buf) => buf.as_ref(),
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BufferType::Uniform(buf) => buf.as_ref(),
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BufferType::Storage(buf) => buf.as_ref(),
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}
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}
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/// Resets the CPU buffer.
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pub(super) fn clear(&mut self) {
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match self {
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DynamicBufferType::Uniform(buf) => {
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BufferType::Uniform(buf) => {
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buf.as_mut().clear();
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buf.set_offset(0);
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}
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DynamicBufferType::Storage(buf) => {
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BufferType::Storage(buf) => {
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buf.as_mut().clear();
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buf.set_offset(0);
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}
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@ -51,21 +51,21 @@ impl DynamicBufferType {
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}
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/// A dynamic buffer is any type of buffer which does not have a static offset.
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pub(crate) struct DynamicBuffer<T: ShaderType> {
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pub(crate) struct Buffer<T: ShaderType> {
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offsets: Vec<wgpu::DynamicOffset>,
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cpu: DynamicBufferType,
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cpu: BufferType,
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gpu: wgpu::Buffer,
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label: &'static str,
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size: u64,
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_data: PhantomData<T>,
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}
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impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
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impl<T: ShaderType + WriteInto> Buffer<T> {
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/// Creates a new dynamic uniform buffer.
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pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
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DynamicBuffer::new(
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Buffer::new(
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device,
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DynamicBufferType::Uniform(encase::DynamicUniformBuffer::new(
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BufferType::Uniform(encase::DynamicUniformBuffer::new(
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Vec::new(),
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)),
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label,
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@ -75,9 +75,9 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
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/// Creates a new dynamic storage buffer.
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pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
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DynamicBuffer::new(
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Buffer::new(
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device,
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DynamicBufferType::Storage(encase::DynamicStorageBuffer::new(
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BufferType::Storage(encase::DynamicStorageBuffer::new(
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Vec::new(),
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)),
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label,
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@ -87,7 +87,7 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
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fn new(
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device: &wgpu::Device,
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dynamic_buffer_type: DynamicBufferType,
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dynamic_buffer_type: BufferType,
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label: &'static str,
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usage: wgpu::BufferUsages,
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) -> Self {
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@ -96,7 +96,7 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
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Self {
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offsets: Vec::new(),
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cpu: dynamic_buffer_type,
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gpu: DynamicBuffer::<T>::create_gpu_buffer(
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gpu: Buffer::<T>::create_gpu_buffer(
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device,
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label,
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usage,
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@ -139,15 +139,15 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
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if self.size < new_size {
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let usages = match self.cpu {
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DynamicBufferType::Uniform(_) => {
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BufferType::Uniform(_) => {
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wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
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}
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DynamicBufferType::Storage(_) => {
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BufferType::Storage(_) => {
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wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
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}
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};
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self.gpu = DynamicBuffer::<T>::create_gpu_buffer(
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self.gpu = Buffer::<T>::create_gpu_buffer(
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device, self.label, usages, new_size,
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);
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self.size = new_size;
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@ -1,4 +1,4 @@
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struct GradientUniforms {
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struct Uniforms {
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transform: mat4x4<f32>,
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//xy = start, wz = end
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position: vec4<f32>,
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@ -12,7 +12,7 @@ struct Stop {
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};
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@group(0) @binding(0)
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var<uniform> uniforms: GradientUniforms;
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var<uniform> uniforms: Uniforms;
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@group(0) @binding(1)
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var<storage, read> color_stops: array<Stop>;
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@ -33,7 +33,7 @@ fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
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//TODO: rewrite without branching
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@fragment
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fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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let start = uniforms.position.xy;
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let end = uniforms.position.zw;
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let start_stop = uniforms.stop_range.x;
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17
wgpu/src/shader/solid.wgsl
Normal file
17
wgpu/src/shader/solid.wgsl
Normal file
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@ -0,0 +1,17 @@
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struct Uniforms {
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transform: mat4x4<f32>,
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color: vec4<f32>
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}
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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@vertex
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fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
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return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return uniforms.color;
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}
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@ -1,17 +0,0 @@
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struct SolidUniforms {
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transform: mat4x4<f32>,
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color: vec4<f32>
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}
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@group(0) @binding(0)
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var<uniform> solid_uniforms: SolidUniforms;
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@vertex
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fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
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return solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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}
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@fragment
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fn fs_solid() -> @location(0) vec4<f32> {
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return solid_uniforms.color;
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}
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@ -3,12 +3,10 @@ use crate::{settings, Transformation};
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use core::fmt;
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use std::fmt::Formatter;
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use iced_graphics::layer::{Mesh, mesh, mesh::attribute_count_of};
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use iced_graphics::layer::{Mesh, mesh};
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use iced_graphics::Size;
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use crate::buffers::StaticBuffer;
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use crate::triangle::gradient::GradientPipeline;
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use crate::triangle::solid::SolidPipeline;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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mod solid;
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@ -22,22 +20,22 @@ pub(crate) struct Pipeline {
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vertex_buffer: StaticBuffer<Vertex2D>,
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index_buffer: StaticBuffer<u32>,
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index_strides: Vec<u32>,
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pipelines: TrianglePipelines,
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pipelines: PipelineList,
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}
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/// Supported triangle pipelines for different fills.
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pub(crate) struct TrianglePipelines {
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solid: SolidPipeline,
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gradient: GradientPipeline,
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pub(crate) struct PipelineList {
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solid: solid::Pipeline,
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gradient: gradient::Pipeline,
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}
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impl fmt::Debug for TrianglePipelines {
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impl fmt::Debug for PipelineList {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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f.debug_struct("TrianglePipelines").finish()
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}
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}
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impl TrianglePipelines {
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impl PipelineList {
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/// Resets each pipeline's buffers.
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fn clear(&mut self) {
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self.solid.buffer.clear();
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@ -78,9 +76,9 @@ impl Pipeline {
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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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pipelines: TrianglePipelines {
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solid: SolidPipeline::new(device, format, antialiasing),
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gradient: GradientPipeline::new(device, format, antialiasing),
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pipelines: PipelineList {
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solid: solid::Pipeline::new(device, format, antialiasing),
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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},
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}
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}
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@ -98,7 +96,7 @@ impl Pipeline {
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meshes: &[Mesh<'_>],
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) {
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//count the total amount of vertices & indices we need to handle
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let (total_vertices, total_indices) = attribute_count_of(meshes);
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let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
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// Then we ensure the current attribute buffers are big enough, resizing if necessary.
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@ -107,8 +105,8 @@ impl Pipeline {
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//the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self
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.vertex_buffer
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.recreate_if_needed(device, total_vertices);
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let _ = self.index_buffer.recreate_if_needed(device, total_indices);
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.resize(device, total_vertices);
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let _ = self.index_buffer.resize(device, total_indices);
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//prepare dynamic buffers & data store for writing
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self.index_strides.clear();
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@ -258,7 +256,7 @@ fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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}
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}
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fn default_fragment_target(
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fn fragment_target(
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texture_format: wgpu::TextureFormat,
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) -> Option<wgpu::ColorTargetState> {
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Some(wgpu::ColorTargetState {
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@ -268,7 +266,7 @@ fn default_fragment_target(
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})
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}
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fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
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fn primitive_state() -> wgpu::PrimitiveState {
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wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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@ -276,7 +274,7 @@ fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
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}
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}
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fn default_multisample_state(
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fn multisample_state(
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antialiasing: Option<settings::Antialiasing>,
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) -> wgpu::MultisampleState {
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wgpu::MultisampleState {
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@ -1,28 +1,25 @@
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use crate::buffers::dynamic::DynamicBuffer;
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use crate::buffers::dynamic;
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use crate::settings;
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use crate::triangle::{
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default_fragment_target, default_multisample_state,
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default_triangle_primitive_state, vertex_buffer_layout,
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};
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use crate::triangle;
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use encase::ShaderType;
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use glam::{IVec4, Vec4};
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use iced_graphics::gradient::Gradient;
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use iced_graphics::Transformation;
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pub struct GradientPipeline {
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
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pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
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pub(super) uniform_buffer: dynamic::Buffer<Uniforms>,
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pub(super) storage_buffer: dynamic::Buffer<Storage>,
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color_stop_offset: i32,
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//Need to store these and then write them all at once
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//or else they will be padded to 256 and cause gaps in the storage buffer
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color_stops_pending_write: GradientStorage,
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color_stops_pending_write: Storage,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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}
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#[derive(Debug, ShaderType)]
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pub(super) struct GradientUniforms {
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pub(super) struct Uniforms {
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transform: glam::Mat4,
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//xy = start, zw = end
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direction: Vec4,
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@ -37,33 +34,33 @@ pub(super) struct ColorStop {
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}
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#[derive(ShaderType)]
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pub(super) struct GradientStorage {
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pub(super) struct Storage {
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#[size(runtime)]
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pub color_stops: Vec<ColorStop>,
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}
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impl GradientPipeline {
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/// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
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impl Pipeline {
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/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
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pub(super) 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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) -> Self {
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let uniform_buffer = DynamicBuffer::uniform(
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let uniform_buffer = dynamic::Buffer::uniform(
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device,
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"iced_wgpu::triangle [GRADIENT] uniforms",
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"iced_wgpu::triangle::gradient uniforms",
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);
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//Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
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// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
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let storage_buffer = DynamicBuffer::storage(
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let storage_buffer = dynamic::Buffer::storage(
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device,
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"iced_wgpu::triangle [GRADIENT] storage",
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"iced_wgpu::triangle::gradient storage",
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);
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::triangle [GRADIENT] bind group layout"),
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label: Some("iced_wgpu::triangle::gradient bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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@ -71,7 +68,7 @@ impl GradientPipeline {
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(GradientUniforms::min_size()),
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min_binding_size: Some(Uniforms::min_size()),
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},
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count: None,
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},
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@ -83,14 +80,14 @@ impl GradientPipeline {
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read_only: true,
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},
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has_dynamic_offset: false,
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min_binding_size: Some(GradientStorage::min_size()),
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min_binding_size: Some(Storage::min_size()),
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},
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count: None,
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},
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],
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});
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let bind_group = GradientPipeline::bind_group(
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let bind_group = Pipeline::bind_group(
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device,
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uniform_buffer.raw(),
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storage_buffer.raw(),
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@ -99,7 +96,7 @@ impl GradientPipeline {
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle [GRADIENT] pipeline layout"),
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label: Some("iced_wgpu::triangle::gradient pipeline layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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@ -107,30 +104,30 @@ impl GradientPipeline {
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(
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"iced_wgpu::triangle [GRADIENT] create shader module",
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"iced_wgpu::triangle::gradient create shader module",
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),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../shader/triangle_gradient.wgsl"),
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include_str!("../shader/gradient.wgsl"),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle [GRADIENT] pipeline"),
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label: Some("iced_wgpu::triangle::gradient pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[vertex_buffer_layout()],
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buffers: &[triangle::vertex_buffer_layout()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_gradient",
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targets: &[default_fragment_target(format)],
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entry_point: "fs_main",
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targets: &[triangle::fragment_target(format)],
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}),
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primitive: default_triangle_primitive_state(),
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primitive: triangle::primitive_state(),
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depth_stencil: None,
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multisample: default_multisample_state(antialiasing),
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multisample: triangle::multisample_state(antialiasing),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
|
|
@ -139,7 +136,7 @@ impl GradientPipeline {
|
|||
uniform_buffer,
|
||||
storage_buffer,
|
||||
color_stop_offset: 0,
|
||||
color_stops_pending_write: GradientStorage {
|
||||
color_stops_pending_write: Storage {
|
||||
color_stops: vec![],
|
||||
},
|
||||
bind_group_layout,
|
||||
|
|
@ -155,7 +152,7 @@ impl GradientPipeline {
|
|||
let end_offset =
|
||||
(linear.color_stops.len() as i32) + start_offset - 1;
|
||||
|
||||
self.uniform_buffer.push(&GradientUniforms {
|
||||
self.uniform_buffer.push(&Uniforms {
|
||||
transform: transform.into(),
|
||||
direction: Vec4::new(
|
||||
linear.start.x,
|
||||
|
|
@ -194,7 +191,7 @@ impl GradientPipeline {
|
|||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle [GRADIENT] bind group"),
|
||||
label: Some("iced_wgpu::triangle::gradient bind group"),
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
|
|
@ -203,7 +200,7 @@ impl GradientPipeline {
|
|||
wgpu::BufferBinding {
|
||||
buffer: uniform_buffer,
|
||||
offset: 0,
|
||||
size: Some(GradientUniforms::min_size()),
|
||||
size: Some(Uniforms::min_size()),
|
||||
},
|
||||
),
|
||||
},
|
||||
|
|
@ -232,7 +229,7 @@ impl GradientPipeline {
|
|||
|
||||
if uniforms_resized || storage_resized {
|
||||
//recreate bind groups if any buffers were resized
|
||||
self.bind_group = GradientPipeline::bind_group(
|
||||
self.bind_group = Pipeline::bind_group(
|
||||
device,
|
||||
self.uniform_buffer.raw(),
|
||||
self.storage_buffer.raw(),
|
||||
|
|
|
|||
|
|
@ -1,27 +1,24 @@
|
|||
use crate::buffers::dynamic::DynamicBuffer;
|
||||
use crate::triangle::{
|
||||
default_fragment_target, default_multisample_state,
|
||||
default_triangle_primitive_state, vertex_buffer_layout,
|
||||
};
|
||||
use crate::buffers::dynamic;
|
||||
use crate::triangle;
|
||||
use crate::{settings, Color};
|
||||
use encase::ShaderType;
|
||||
use glam::Vec4;
|
||||
use iced_graphics::Transformation;
|
||||
|
||||
pub struct SolidPipeline {
|
||||
pub struct Pipeline {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
pub(super) buffer: DynamicBuffer<SolidUniforms>,
|
||||
pub(super) buffer: dynamic::Buffer<Uniforms>,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, ShaderType)]
|
||||
pub(super) struct SolidUniforms {
|
||||
pub(super) struct Uniforms {
|
||||
transform: glam::Mat4,
|
||||
color: Vec4,
|
||||
}
|
||||
|
||||
impl SolidUniforms {
|
||||
impl Uniforms {
|
||||
pub fn new(transform: Transformation, color: Color) -> Self {
|
||||
Self {
|
||||
transform: transform.into(),
|
||||
|
|
@ -30,34 +27,34 @@ impl SolidUniforms {
|
|||
}
|
||||
}
|
||||
|
||||
impl SolidPipeline {
|
||||
/// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
|
||||
impl Pipeline {
|
||||
/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Self {
|
||||
let buffer = DynamicBuffer::uniform(
|
||||
let buffer = dynamic::Buffer::uniform(
|
||||
device,
|
||||
"iced_wgpu::triangle [SOLID] uniforms",
|
||||
"iced_wgpu::triangle::solid uniforms",
|
||||
);
|
||||
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] bind group layout"),
|
||||
label: Some("iced_wgpu::triangle::solid bind group layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: true,
|
||||
min_binding_size: Some(SolidUniforms::min_size()),
|
||||
min_binding_size: Some(Uniforms::min_size()),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let bind_group = SolidPipeline::bind_group(
|
||||
let bind_group = Pipeline::bind_group(
|
||||
device,
|
||||
&buffer.raw(),
|
||||
&bind_group_layout,
|
||||
|
|
@ -65,36 +62,36 @@ impl SolidPipeline {
|
|||
|
||||
let layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] pipeline layout"),
|
||||
label: Some("iced_wgpu::triangle::solid pipeline layout"),
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let shader =
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] create shader module"),
|
||||
label: Some("iced_wgpu::triangle::solid create shader module"),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
||||
include_str!("../shader/triangle_solid.wgsl"),
|
||||
include_str!("../shader/solid.wgsl"),
|
||||
)),
|
||||
});
|
||||
|
||||
let pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] pipeline"),
|
||||
label: Some("iced_wgpu::triangle::solid pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[vertex_buffer_layout()],
|
||||
buffers: &[triangle::vertex_buffer_layout()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_solid",
|
||||
targets: &[default_fragment_target(format)],
|
||||
entry_point: "fs_main",
|
||||
targets: &[triangle::fragment_target(format)],
|
||||
}),
|
||||
primitive: default_triangle_primitive_state(),
|
||||
primitive: triangle::primitive_state(),
|
||||
depth_stencil: None,
|
||||
multisample: default_multisample_state(antialiasing),
|
||||
multisample: triangle::multisample_state(antialiasing),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
|
|
@ -112,14 +109,14 @@ impl SolidPipeline {
|
|||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] bind group"),
|
||||
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(SolidUniforms::min_size()),
|
||||
size: Some(Uniforms::min_size()),
|
||||
}),
|
||||
}],
|
||||
})
|
||||
|
|
@ -127,7 +124,7 @@ impl SolidPipeline {
|
|||
|
||||
/// Pushes a new solid uniform to the CPU buffer.
|
||||
pub fn push(&mut self, transform: Transformation, color: &Color) {
|
||||
self.buffer.push(&SolidUniforms::new(transform, *color));
|
||||
self.buffer.push(&Uniforms::new(transform, *color));
|
||||
}
|
||||
|
||||
/// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
|
||||
|
|
@ -141,7 +138,7 @@ impl SolidPipeline {
|
|||
let uniforms_resized = self.buffer.resize(device);
|
||||
|
||||
if uniforms_resized {
|
||||
self.bind_group = SolidPipeline::bind_group(
|
||||
self.bind_group = Pipeline::bind_group(
|
||||
device,
|
||||
self.buffer.raw(),
|
||||
&self.bind_group_layout,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue