Cleaned up namespaces re: PR comments.

This commit is contained in:
bungoboingo 2022-10-18 15:18:37 -07:00
parent bb8d46a3fd
commit c4565759e4
13 changed files with 158 additions and 161 deletions

View file

@ -1,28 +1,25 @@
use crate::buffers::dynamic::DynamicBuffer;
use crate::buffers::dynamic;
use crate::settings;
use crate::triangle::{
default_fragment_target, default_multisample_state,
default_triangle_primitive_state, vertex_buffer_layout,
};
use crate::triangle;
use encase::ShaderType;
use glam::{IVec4, Vec4};
use iced_graphics::gradient::Gradient;
use iced_graphics::Transformation;
pub struct GradientPipeline {
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
pub(super) uniform_buffer: dynamic::Buffer<Uniforms>,
pub(super) storage_buffer: dynamic::Buffer<Storage>,
color_stop_offset: i32,
//Need to store these and then write them all at once
//or else they will be padded to 256 and cause gaps in the storage buffer
color_stops_pending_write: GradientStorage,
color_stops_pending_write: Storage,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, ShaderType)]
pub(super) struct GradientUniforms {
pub(super) struct Uniforms {
transform: glam::Mat4,
//xy = start, zw = end
direction: Vec4,
@ -37,33 +34,33 @@ pub(super) struct ColorStop {
}
#[derive(ShaderType)]
pub(super) struct GradientStorage {
pub(super) struct Storage {
#[size(runtime)]
pub color_stops: Vec<ColorStop>,
}
impl GradientPipeline {
/// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
impl Pipeline {
/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
pub(super) fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let uniform_buffer = DynamicBuffer::uniform(
let uniform_buffer = dynamic::Buffer::uniform(
device,
"iced_wgpu::triangle [GRADIENT] uniforms",
"iced_wgpu::triangle::gradient uniforms",
);
//Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
let storage_buffer = DynamicBuffer::storage(
let storage_buffer = dynamic::Buffer::storage(
device,
"iced_wgpu::triangle [GRADIENT] storage",
"iced_wgpu::triangle::gradient storage",
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] bind group layout"),
label: Some("iced_wgpu::triangle::gradient bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
@ -71,7 +68,7 @@ impl GradientPipeline {
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(GradientUniforms::min_size()),
min_binding_size: Some(Uniforms::min_size()),
},
count: None,
},
@ -83,14 +80,14 @@ impl GradientPipeline {
read_only: true,
},
has_dynamic_offset: false,
min_binding_size: Some(GradientStorage::min_size()),
min_binding_size: Some(Storage::min_size()),
},
count: None,
},
],
});
let bind_group = GradientPipeline::bind_group(
let bind_group = Pipeline::bind_group(
device,
uniform_buffer.raw(),
storage_buffer.raw(),
@ -99,7 +96,7 @@ impl GradientPipeline {
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] pipeline layout"),
label: Some("iced_wgpu::triangle::gradient pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
@ -107,30 +104,30 @@ impl GradientPipeline {
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(
"iced_wgpu::triangle [GRADIENT] create shader module",
"iced_wgpu::triangle::gradient create shader module",
),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/triangle_gradient.wgsl"),
include_str!("../shader/gradient.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] pipeline"),
label: Some("iced_wgpu::triangle::gradient 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_gradient",
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,
});
@ -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(),

View file

@ -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,