Implement MSAA for triangle pipeline in iced_wgpu

This commit is contained in:
Héctor Ramón Jiménez 2020-02-15 10:08:27 +01:00
parent 4969bfdb66
commit dadae12253
15 changed files with 539 additions and 73 deletions

View file

@ -1,32 +1,82 @@
//! Draw meshes of triangles.
use crate::Transformation;
use crate::{settings, Transformation};
use iced_native::{Point, Rectangle};
use std::{mem, sync::Arc};
mod msaa;
const UNIFORM_BUFFER_SIZE: usize = 100;
const VERTEX_BUFFER_SIZE: usize = 100_000;
const INDEX_BUFFER_SIZE: usize = 100_000;
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants: wgpu::BindGroup,
constants_buffer: wgpu::Buffer,
uniforms_buffer: Buffer<Uniforms>,
vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
}
#[derive(Debug)]
struct Buffer<T> {
raw: wgpu::Buffer,
size: usize,
usage: wgpu::BufferUsage,
_type: std::marker::PhantomData<T>,
}
impl<T> Buffer<T> {
pub fn new(
device: &wgpu::Device,
size: usize,
usage: wgpu::BufferUsage,
) -> Self {
let raw = device.create_buffer(&wgpu::BufferDescriptor {
size: (std::mem::size_of::<T>() * size) as u64,
usage,
});
Buffer {
raw,
size,
usage,
_type: std::marker::PhantomData,
}
}
pub fn ensure_capacity(&mut self, device: &wgpu::Device, size: usize) {
if self.size < size {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
size: (std::mem::size_of::<T>() * size) as u64,
usage: self.usage,
});
self.size = size;
}
}
}
impl Pipeline {
pub fn new(device: &mut wgpu::Device) -> Pipeline {
pub fn new(
device: &mut wgpu::Device,
antialiasing: Option<settings::MSAA>,
) -> Pipeline {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
ty: wgpu::BindingType::UniformBuffer { dynamic: true },
}],
});
let constants_buffer = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[Uniforms::default()]);
let constants_buffer = Buffer::new(
device,
UNIFORM_BUFFER_SIZE,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
@ -34,7 +84,7 @@ impl Pipeline {
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer,
buffer: &constants_buffer.raw,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
@ -110,15 +160,28 @@ impl Pipeline {
},
],
}],
sample_count: 1,
sample_count: antialiasing
.map(|a| a.sample_count())
.unwrap_or(1),
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pipeline {
pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, a)),
constants: constant_bind_group,
constants_buffer,
uniforms_buffer: constants_buffer,
vertex_buffer: Buffer::new(
device,
VERTEX_BUFFER_SIZE,
wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
),
index_buffer: Buffer::new(
device,
INDEX_BUFFER_SIZE,
wgpu::BufferUsage::INDEX | wgpu::BufferUsage::COPY_DST,
),
}
}
@ -127,50 +190,116 @@ impl Pipeline {
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
transformation: Transformation,
meshes: &Vec<(Point, Arc<Mesh2D>)>,
bounds: Rectangle<u32>,
) {
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|(_, mesh)| (mesh.vertices.len(), mesh.indices.len()))
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
// Then we ensure the current buffers are big enough, resizing if
// necessary
self.uniforms_buffer.ensure_capacity(device, meshes.len());
self.vertex_buffer.ensure_capacity(device, total_vertices);
self.index_buffer.ensure_capacity(device, total_indices);
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
let mut offsets: Vec<(
wgpu::BufferAddress,
wgpu::BufferAddress,
usize,
)> = Vec::with_capacity(meshes.len());
let mut last_vertex = 0;
let mut last_index = 0;
// We upload everything upfront
for (origin, mesh) in meshes {
let uniforms = Uniforms {
let transform = Uniforms {
transform: (transformation
* Transformation::translate(origin.x, origin.y))
.into(),
};
let constants_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[uniforms]);
encoder.copy_buffer_to_buffer(
&constants_buffer,
0,
&self.constants_buffer,
0,
std::mem::size_of::<Uniforms>() as u64,
);
let vertices_buffer = device
let vertex_buffer = device
.create_buffer_mapped(
mesh.vertices.len(),
wgpu::BufferUsage::VERTEX,
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(&mesh.vertices);
let indices_buffer = device
let index_buffer = device
.create_buffer_mapped(
mesh.indices.len(),
wgpu::BufferUsage::INDEX,
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(&mesh.indices);
encoder.copy_buffer_to_buffer(
&vertex_buffer,
0,
&self.vertex_buffer.raw,
last_vertex as u64,
(std::mem::size_of::<Vertex2D>() * mesh.vertices.len()) as u64,
);
encoder.copy_buffer_to_buffer(
&index_buffer,
0,
&self.index_buffer.raw,
last_index as u64,
(std::mem::size_of::<u32>() * mesh.indices.len()) as u64,
);
uniforms.push(transform);
offsets.push((
last_vertex as u64,
last_index as u64,
mesh.indices.len(),
));
last_vertex += mesh.vertices.len();
last_index += mesh.indices.len();
}
let uniforms_buffer = device
.create_buffer_mapped(uniforms.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&uniforms);
encoder.copy_buffer_to_buffer(
&uniforms_buffer,
0,
&self.uniforms_buffer.raw,
0,
(std::mem::size_of::<Uniforms>() * uniforms.len()) as u64,
);
{
let (attachment, resolve_target, load_op) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) =
blit.targets(device, target_width, target_height);
(attachment, Some(resolve_target), wgpu::LoadOp::Clear)
} else {
(target, None, wgpu::LoadOp::Load)
};
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
attachment,
resolve_target,
load_op,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
@ -183,18 +312,34 @@ impl Pipeline {
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_index_buffer(&indices_buffer, 0);
render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
for (i, (vertex_offset, index_offset, indices)) in
offsets.drain(..).enumerate()
{
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u64],
);
render_pass
.set_index_buffer(&self.index_buffer.raw, index_offset);
render_pass.set_vertex_buffers(
0,
&[(&self.vertex_buffer.raw, vertex_offset)],
);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
}
}