Implement MSAA for triangle pipeline in iced_wgpu
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4969bfdb66
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dadae12253
15 changed files with 539 additions and 73 deletions
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@ -1,32 +1,82 @@
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//! Draw meshes of triangles.
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use crate::Transformation;
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use crate::{settings, Transformation};
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use iced_native::{Point, Rectangle};
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use std::{mem, sync::Arc};
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mod msaa;
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const UNIFORM_BUFFER_SIZE: usize = 100;
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const VERTEX_BUFFER_SIZE: usize = 100_000;
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const INDEX_BUFFER_SIZE: usize = 100_000;
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#[derive(Debug)]
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pub(crate) struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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blit: Option<msaa::Blit>,
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constants: wgpu::BindGroup,
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constants_buffer: wgpu::Buffer,
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uniforms_buffer: Buffer<Uniforms>,
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vertex_buffer: Buffer<Vertex2D>,
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index_buffer: Buffer<u32>,
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}
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#[derive(Debug)]
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struct Buffer<T> {
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raw: wgpu::Buffer,
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size: usize,
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usage: wgpu::BufferUsage,
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_type: std::marker::PhantomData<T>,
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}
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impl<T> Buffer<T> {
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pub fn new(
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device: &wgpu::Device,
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size: usize,
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usage: wgpu::BufferUsage,
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) -> Self {
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let raw = device.create_buffer(&wgpu::BufferDescriptor {
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size: (std::mem::size_of::<T>() * size) as u64,
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usage,
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});
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Buffer {
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raw,
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size,
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usage,
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_type: std::marker::PhantomData,
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}
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}
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pub fn ensure_capacity(&mut self, device: &wgpu::Device, size: usize) {
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if self.size < size {
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self.raw = device.create_buffer(&wgpu::BufferDescriptor {
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size: (std::mem::size_of::<T>() * size) as u64,
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usage: self.usage,
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});
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self.size = size;
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}
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}
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}
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impl Pipeline {
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pub fn new(device: &mut wgpu::Device) -> Pipeline {
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pub fn new(
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device: &mut wgpu::Device,
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antialiasing: Option<settings::MSAA>,
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) -> Pipeline {
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let constant_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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ty: wgpu::BindingType::UniformBuffer { dynamic: true },
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}],
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});
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let constants_buffer = device
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.create_buffer_mapped(
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1,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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)
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.fill_from_slice(&[Uniforms::default()]);
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let constants_buffer = Buffer::new(
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device,
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UNIFORM_BUFFER_SIZE,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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);
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let constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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@ -34,7 +84,7 @@ impl Pipeline {
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &constants_buffer,
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buffer: &constants_buffer.raw,
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range: 0..std::mem::size_of::<Uniforms>() as u64,
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},
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}],
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@ -110,15 +160,28 @@ impl Pipeline {
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},
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],
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}],
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sample_count: 1,
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sample_count: antialiasing
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.map(|a| a.sample_count())
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.unwrap_or(1),
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Pipeline {
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pipeline,
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blit: antialiasing.map(|a| msaa::Blit::new(device, a)),
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constants: constant_bind_group,
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constants_buffer,
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uniforms_buffer: constants_buffer,
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vertex_buffer: Buffer::new(
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device,
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VERTEX_BUFFER_SIZE,
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wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
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),
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index_buffer: Buffer::new(
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device,
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INDEX_BUFFER_SIZE,
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wgpu::BufferUsage::INDEX | wgpu::BufferUsage::COPY_DST,
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),
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}
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}
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@ -127,50 +190,116 @@ impl Pipeline {
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device: &mut wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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target_width: u32,
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target_height: u32,
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transformation: Transformation,
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meshes: &Vec<(Point, Arc<Mesh2D>)>,
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bounds: Rectangle<u32>,
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) {
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// This looks a bit crazy, but we are just counting how many vertices
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// and indices we will need to handle.
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// TODO: Improve readability
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let (total_vertices, total_indices) = meshes
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.iter()
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.map(|(_, mesh)| (mesh.vertices.len(), mesh.indices.len()))
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.fold((0, 0), |(total_v, total_i), (v, i)| {
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(total_v + v, total_i + i)
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});
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// Then we ensure the current buffers are big enough, resizing if
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// necessary
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self.uniforms_buffer.ensure_capacity(device, meshes.len());
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self.vertex_buffer.ensure_capacity(device, total_vertices);
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self.index_buffer.ensure_capacity(device, total_indices);
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let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
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let mut offsets: Vec<(
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wgpu::BufferAddress,
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wgpu::BufferAddress,
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usize,
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)> = Vec::with_capacity(meshes.len());
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let mut last_vertex = 0;
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let mut last_index = 0;
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// We upload everything upfront
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for (origin, mesh) in meshes {
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let uniforms = Uniforms {
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let transform = Uniforms {
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transform: (transformation
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* Transformation::translate(origin.x, origin.y))
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.into(),
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};
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let constants_buffer = device
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.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&[uniforms]);
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encoder.copy_buffer_to_buffer(
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&constants_buffer,
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0,
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&self.constants_buffer,
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0,
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std::mem::size_of::<Uniforms>() as u64,
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);
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let vertices_buffer = device
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let vertex_buffer = device
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.create_buffer_mapped(
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mesh.vertices.len(),
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wgpu::BufferUsage::VERTEX,
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wgpu::BufferUsage::COPY_SRC,
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)
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.fill_from_slice(&mesh.vertices);
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let indices_buffer = device
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let index_buffer = device
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.create_buffer_mapped(
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mesh.indices.len(),
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wgpu::BufferUsage::INDEX,
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wgpu::BufferUsage::COPY_SRC,
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)
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.fill_from_slice(&mesh.indices);
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encoder.copy_buffer_to_buffer(
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&vertex_buffer,
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0,
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&self.vertex_buffer.raw,
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last_vertex as u64,
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(std::mem::size_of::<Vertex2D>() * mesh.vertices.len()) as u64,
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);
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encoder.copy_buffer_to_buffer(
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&index_buffer,
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0,
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&self.index_buffer.raw,
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last_index as u64,
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(std::mem::size_of::<u32>() * mesh.indices.len()) as u64,
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);
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uniforms.push(transform);
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offsets.push((
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last_vertex as u64,
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last_index as u64,
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mesh.indices.len(),
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));
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last_vertex += mesh.vertices.len();
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last_index += mesh.indices.len();
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}
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let uniforms_buffer = device
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.create_buffer_mapped(uniforms.len(), wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&uniforms);
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encoder.copy_buffer_to_buffer(
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&uniforms_buffer,
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0,
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&self.uniforms_buffer.raw,
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0,
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(std::mem::size_of::<Uniforms>() * uniforms.len()) as u64,
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);
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{
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let (attachment, resolve_target, load_op) =
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if let Some(blit) = &mut self.blit {
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let (attachment, resolve_target) =
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blit.targets(device, target_width, target_height);
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(attachment, Some(resolve_target), wgpu::LoadOp::Clear)
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} else {
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(target, None, wgpu::LoadOp::Load)
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};
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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resolve_target: None,
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load_op: wgpu::LoadOp::Load,
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attachment,
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resolve_target,
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load_op,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.0,
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@ -183,18 +312,34 @@ impl Pipeline {
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_index_buffer(&indices_buffer, 0);
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render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
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render_pass.set_scissor_rect(
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bounds.x,
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bounds.y,
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bounds.width,
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bounds.height,
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);
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for (i, (vertex_offset, index_offset, indices)) in
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offsets.drain(..).enumerate()
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{
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(
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0,
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&self.constants,
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&[(std::mem::size_of::<Uniforms>() * i) as u64],
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);
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render_pass
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.set_index_buffer(&self.index_buffer.raw, index_offset);
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render_pass.set_vertex_buffers(
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0,
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&[(&self.vertex_buffer.raw, vertex_offset)],
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);
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render_pass.set_scissor_rect(
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bounds.x,
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bounds.y,
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bounds.width,
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bounds.height,
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);
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render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
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render_pass.draw_indexed(0..indices as u32, 0, 0..1);
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}
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}
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if let Some(blit) = &mut self.blit {
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blit.draw(encoder, target);
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}
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}
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}
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