Update wgpu to 0.5 in iced_wgpu 🎉

This commit is contained in:
Héctor Ramón Jiménez 2020-04-07 05:48:21 +02:00
parent 703beae05e
commit d807ef367e
12 changed files with 313 additions and 268 deletions

View file

@ -2,6 +2,7 @@ use crate::Transformation;
use iced_native::Rectangle;
use std::mem;
use zerocopy::AsBytes;
#[derive(Debug)]
pub struct Pipeline {
@ -20,21 +21,21 @@ impl Pipeline {
) -> Pipeline {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
label: None,
bindings: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let constants_buffer = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[Uniforms::default()]);
let constants_buffer = device.create_buffer_with_data(
Uniforms::default().as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let constants = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &constant_layout,
bindings: &[wgpu::Binding {
binding: 0,
@ -96,68 +97,73 @@ impl Pipeline {
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
}],
},
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Quad>() as u64,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
shader_location: 1,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
shader_location: 2,
format: wgpu::VertexFormat::Float2,
offset: 4 * 2,
},
wgpu::VertexAttributeDescriptor {
shader_location: 3,
format: wgpu::VertexFormat::Float4,
offset: 4 * (2 + 2),
},
wgpu::VertexAttributeDescriptor {
shader_location: 4,
format: wgpu::VertexFormat::Float4,
offset: 4 * (2 + 2 + 4),
},
wgpu::VertexAttributeDescriptor {
shader_location: 5,
format: wgpu::VertexFormat::Float,
offset: 4 * (2 + 2 + 4 + 4),
},
wgpu::VertexAttributeDescriptor {
shader_location: 6,
format: wgpu::VertexFormat::Float,
offset: 4 * (2 + 2 + 4 + 4 + 1),
},
],
},
],
}],
},
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Quad>() as u64,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
shader_location: 1,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
shader_location: 2,
format: wgpu::VertexFormat::Float2,
offset: 4 * 2,
},
wgpu::VertexAttributeDescriptor {
shader_location: 3,
format: wgpu::VertexFormat::Float4,
offset: 4 * (2 + 2),
},
wgpu::VertexAttributeDescriptor {
shader_location: 4,
format: wgpu::VertexFormat::Float4,
offset: 4 * (2 + 2 + 4),
},
wgpu::VertexAttributeDescriptor {
shader_location: 5,
format: wgpu::VertexFormat::Float,
offset: 4 * (2 + 2 + 4 + 4),
},
wgpu::VertexAttributeDescriptor {
shader_location: 6,
format: wgpu::VertexFormat::Float,
offset: 4 * (2 + 2 + 4 + 4 + 1),
},
],
},
],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let vertices = device
.create_buffer_mapped(QUAD_VERTS.len(), wgpu::BufferUsage::VERTEX)
.fill_from_slice(&QUAD_VERTS);
let vertices = device.create_buffer_with_data(
QUAD_VERTS.as_bytes(),
wgpu::BufferUsage::VERTEX,
);
let indices = device
.create_buffer_mapped(QUAD_INDICES.len(), wgpu::BufferUsage::INDEX)
.fill_from_slice(&QUAD_INDICES);
let indices = device.create_buffer_with_data(
QUAD_INDICES.as_bytes(),
wgpu::BufferUsage::INDEX,
);
let instances = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: mem::size_of::<Quad>() as u64 * Quad::MAX as u64,
usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
});
@ -184,9 +190,10 @@ impl Pipeline {
) {
let uniforms = Uniforms::new(transformation, scale);
let constants_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[uniforms]);
let constants_buffer = device.create_buffer_with_data(
uniforms.as_bytes(),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(
&constants_buffer,
@ -203,9 +210,10 @@ impl Pipeline {
let end = (i + Quad::MAX).min(total);
let amount = end - i;
let instance_buffer = device
.create_buffer_mapped(amount, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&instances[i..end]);
let instance_buffer = device.create_buffer_with_data(
&instances[i..end].as_bytes(),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(
&instance_buffer,
@ -237,11 +245,9 @@ impl Pipeline {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_index_buffer(&self.indices, 0);
render_pass.set_vertex_buffers(
0,
&[(&self.vertices, 0), (&self.instances, 0)],
);
render_pass.set_index_buffer(&self.indices, 0, 0);
render_pass.set_vertex_buffer(0, &self.vertices, 0, 0);
render_pass.set_vertex_buffer(1, &self.instances, 0, 0);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
@ -263,7 +269,7 @@ impl Pipeline {
}
#[repr(C)]
#[derive(Clone, Copy)]
#[derive(Clone, Copy, AsBytes)]
pub struct Vertex {
_position: [f32; 2],
}
@ -286,7 +292,7 @@ const QUAD_VERTS: [Vertex; 4] = [
];
#[repr(C)]
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone, Copy, AsBytes)]
pub struct Quad {
pub position: [f32; 2],
pub scale: [f32; 2],
@ -301,7 +307,7 @@ impl Quad {
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone, Copy, AsBytes)]
struct Uniforms {
transform: [f32; 16],
scale: f32,