Merge branch 'master' into theming

This commit is contained in:
Héctor Ramón Jiménez 2022-07-08 19:31:45 +02:00
commit fa55dff61d
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GPG key ID: 140CC052C94F138E
34 changed files with 444 additions and 337 deletions

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@ -1,6 +1,6 @@
[package]
name = "iced_wgpu"
version = "0.5.0"
version = "0.5.1"
authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
edition = "2021"
description = "A wgpu renderer for Iced"
@ -28,8 +28,8 @@ spirv = ["wgpu/spirv"]
webgl = ["wgpu/webgl"]
[dependencies]
wgpu = "0.12"
wgpu_glyph = "0.16"
wgpu = "0.13"
wgpu_glyph = "0.17"
glyph_brush = "0.7"
raw-window-handle = "0.4"
log = "0.4"
@ -39,7 +39,7 @@ kamadak-exif = "0.5"
bitflags = "1.2"
[dependencies.bytemuck]
version = "1.4"
version = "1.9"
features = ["derive"]
[dependencies.iced_native]

View file

@ -136,7 +136,7 @@ impl Pipeline {
});
let shader =
device.create_shader_module(&wgpu::ShaderModuleDescriptor {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::image::shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("shader/image.wgsl"),
@ -176,7 +176,7 @@ impl Pipeline {
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
@ -191,7 +191,7 @@ impl Pipeline {
},
}),
write_mask: wgpu::ColorWrites::ALL,
}],
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -406,14 +406,16 @@ impl Pipeline {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::image render pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
},
}],
)],
depth_stencil_attachment: None,
});

View file

@ -59,7 +59,7 @@ impl Pipeline {
});
let shader =
device.create_shader_module(&wgpu::ShaderModuleDescriptor {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::quad::shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("shader/quad.wgsl"),
@ -100,7 +100,7 @@ impl Pipeline {
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
@ -115,7 +115,7 @@ impl Pipeline {
},
}),
write_mask: wgpu::ColorWrites::ALL,
}],
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -211,14 +211,16 @@ impl Pipeline {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::quad render pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
},
}],
)],
depth_stencil_attachment: None,
});

View file

@ -63,7 +63,7 @@ impl Settings {
impl Default for Settings {
fn default() -> Settings {
Settings {
present_mode: wgpu::PresentMode::Mailbox,
present_mode: wgpu::PresentMode::AutoVsync,
internal_backend: wgpu::Backends::all(),
default_font: None,
default_text_size: 20,

View file

@ -16,19 +16,19 @@ var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(1.0, 1.0)
);
[[group(0), binding(0)]] var u_sampler: sampler;
[[group(1), binding(0)]] var u_texture: texture_2d<f32>;
@group(0) @binding(0) var u_sampler: sampler;
@group(1) @binding(0) var u_texture: texture_2d<f32>;
struct VertexInput {
[[builtin(vertex_index)]] vertex_index: u32;
};
@builtin(vertex_index) vertex_index: u32,
}
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] uv: vec2<f32>;
};
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
[[stage(vertex)]]
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.uv = uvs[input.vertex_index];
@ -37,7 +37,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
return out;
}
[[stage(fragment)]]
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(u_texture, u_sampler, input.uv);
}

View file

@ -1,27 +1,27 @@
struct Globals {
transform: mat4x4<f32>;
};
transform: mat4x4<f32>,
}
[[group(0), binding(0)]] var<uniform> globals: Globals;
[[group(0), binding(1)]] var u_sampler: sampler;
[[group(1), binding(0)]] var u_texture: texture_2d_array<f32>;
@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var u_sampler: sampler;
@group(1) @binding(0) var u_texture: texture_2d_array<f32>;
struct VertexInput {
[[location(0)]] v_pos: vec2<f32>;
[[location(1)]] pos: vec2<f32>;
[[location(2)]] scale: vec2<f32>;
[[location(3)]] atlas_pos: vec2<f32>;
[[location(4)]] atlas_scale: vec2<f32>;
[[location(5)]] layer: i32;
};
@location(0) v_pos: vec2<f32>,
@location(1) pos: vec2<f32>,
@location(2) scale: vec2<f32>,
@location(3) atlas_pos: vec2<f32>,
@location(4) atlas_scale: vec2<f32>,
@location(5) layer: i32,
}
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] uv: vec2<f32>;
[[location(1)]] layer: f32; // this should be an i32, but naga currently reads that as requiring interpolation.
};
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
}
[[stage(vertex)]]
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
@ -40,7 +40,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
return out;
}
[[stage(fragment)]]
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
}

View file

@ -1,31 +1,31 @@
struct Globals {
transform: mat4x4<f32>;
scale: f32;
};
transform: mat4x4<f32>,
scale: f32,
}
[[group(0), binding(0)]] var<uniform> globals: Globals;
@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
[[location(0)]] v_pos: vec2<f32>;
[[location(1)]] pos: vec2<f32>;
[[location(2)]] scale: vec2<f32>;
[[location(3)]] color: vec4<f32>;
[[location(4)]] border_color: vec4<f32>;
[[location(5)]] border_radius: f32;
[[location(6)]] border_width: f32;
};
@location(0) v_pos: vec2<f32>,
@location(1) pos: vec2<f32>,
@location(2) scale: vec2<f32>,
@location(3) color: vec4<f32>,
@location(4) border_color: vec4<f32>,
@location(5) border_radius: f32,
@location(6) border_width: f32,
}
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] color: vec4<f32>;
[[location(1)]] border_color: vec4<f32>;
[[location(2)]] pos: vec2<f32>;
[[location(3)]] scale: vec2<f32>;
[[location(4)]] border_radius: f32;
[[location(5)]] border_width: f32;
};
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) border_color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_radius: f32,
@location(5) border_width: f32,
}
[[stage(vertex)]]
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
@ -77,10 +77,10 @@ fn distance_alg(
}
[[stage(fragment)]]
@fragment
fn fs_main(
input: VertexOutput
) -> [[location(0)]] vec4<f32> {
) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
if (input.border_width > 0.0) {
@ -96,7 +96,7 @@ fn fs_main(
internal_border
);
var border_mix: f32 = smoothStep(
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
@ -112,7 +112,7 @@ fn fs_main(
input.border_radius
);
var radius_alpha: f32 = 1.0 - smoothStep(
var radius_alpha: f32 = 1.0 - smoothstep(
max(input.border_radius - 0.5, 0.0),
input.border_radius + 0.5,
dist);

View file

@ -1,20 +1,20 @@
struct Globals {
transform: mat4x4<f32>;
};
transform: mat4x4<f32>,
}
[[group(0), binding(0)]] var<uniform> globals: Globals;
@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
[[location(0)]] position: vec2<f32>;
[[location(1)]] color: vec4<f32>;
};
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] color: vec4<f32>;
};
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
[[stage(vertex)]]
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
@ -24,7 +24,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
return out;
}
[[stage(fragment)]]
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return input.color;
}

View file

@ -132,7 +132,7 @@ impl Pipeline {
});
let shader =
device.create_shader_module(&wgpu::ShaderModuleDescriptor {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle::shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("shader/triangle.wgsl"),
@ -160,22 +160,11 @@ impl Pipeline {
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
}],
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -361,11 +350,13 @@ impl Pipeline {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle render pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
}],
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
},
)],
depth_stencil_attachment: None,
});

View file

@ -74,7 +74,7 @@ impl Blit {
});
let shader =
device.create_shader_module(&wgpu::ShaderModuleDescriptor {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle::blit_shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/blit.wgsl"),
@ -93,22 +93,13 @@ impl Blit {
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
blend: Some(
wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING,
),
write_mask: wgpu::ColorWrites::ALL,
}],
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -178,14 +169,14 @@ impl Blit {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle::msaa render pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
})],
depth_stencil_attachment: None,
});

View file

@ -1,6 +1,7 @@
use crate::{Backend, Color, Error, Renderer, Settings, Viewport};
use futures::task::SpawnExt;
use futures::stream::{self, StreamExt};
use iced_graphics::compositor;
use iced_native::futures;
use raw_window_handle::HasRawWindowHandle;
@ -16,7 +17,6 @@ pub struct Compositor<Theme> {
device: wgpu::Device,
queue: wgpu::Queue,
staging_belt: wgpu::util::StagingBelt,
local_pool: futures::executor::LocalPool,
format: wgpu::TextureFormat,
theme: PhantomData<Theme>,
}
@ -62,38 +62,43 @@ impl<Theme> Compositor<Theme> {
log::info!("Selected: {:#?}", adapter.get_info());
let format = compatible_surface
.as_ref()
.and_then(|surface| surface.get_preferred_format(&adapter))?;
let format = compatible_surface.as_ref().and_then(|surface| {
surface.get_supported_formats(&adapter).first().copied()
})?;
log::info!("Selected format: {:?}", format);
#[cfg(target_arch = "wasm32")]
let limits = wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits());
let limits = [wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits())];
#[cfg(not(target_arch = "wasm32"))]
let limits = wgpu::Limits::downlevel_defaults();
let limits =
[wgpu::Limits::default(), wgpu::Limits::downlevel_defaults()];
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: Some(
"iced_wgpu::window::compositor device descriptor",
),
features: wgpu::Features::empty(),
limits: wgpu::Limits {
max_bind_groups: 2,
..limits
let limits = limits.into_iter().map(|limits| wgpu::Limits {
max_bind_groups: 2,
..limits
});
let (device, queue) = stream::iter(limits)
.filter_map(|limits| async {
adapter.request_device(
&wgpu::DeviceDescriptor {
label: Some(
"iced_wgpu::window::compositor device descriptor",
),
features: wgpu::Features::empty(),
limits,
},
},
None,
)
.await
.ok()?;
None,
).await.ok()
})
.boxed()
.next()
.await?;
let staging_belt = wgpu::util::StagingBelt::new(Self::CHUNK_SIZE);
let local_pool = futures::executor::LocalPool::new();
Some(Compositor {
instance,
@ -102,7 +107,6 @@ impl<Theme> Compositor<Theme> {
device,
queue,
staging_belt,
local_pool,
format,
theme: PhantomData,
})
@ -196,24 +200,26 @@ impl<Theme> iced_graphics::window::Compositor for Compositor<Theme> {
label: Some(
"iced_wgpu::window::Compositor render pass",
),
color_attachments: &[wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear({
let [r, g, b, a] =
background_color.into_linear();
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear({
let [r, g, b, a] =
background_color.into_linear();
wgpu::Color {
r: f64::from(r),
g: f64::from(g),
b: f64::from(b),
a: f64::from(a),
}
}),
store: true,
wgpu::Color {
r: f64::from(r),
g: f64::from(g),
b: f64::from(b),
a: f64::from(a),
}
}),
store: true,
},
},
}],
)],
depth_stencil_attachment: None,
});
@ -231,16 +237,11 @@ impl<Theme> iced_graphics::window::Compositor for Compositor<Theme> {
// Submit work
self.staging_belt.finish();
self.queue.submit(Some(encoder.finish()));
let _submission = self.queue.submit(Some(encoder.finish()));
frame.present();
// Recall staging buffers
self.local_pool
.spawner()
.spawn(self.staging_belt.recall())
.expect("Recall staging belt");
self.local_pool.run_until_stalled();
self.staging_belt.recall();
Ok(())
}