716 lines
23 KiB
Rust
716 lines
23 KiB
Rust
//! Draw meshes of triangles.
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mod msaa;
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use crate::core::Size;
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use crate::graphics::{Antialiasing, Transformation};
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use crate::layer::mesh::{self, Mesh};
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use crate::Buffer;
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const INITIAL_INDEX_COUNT: usize = 1_000;
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const INITIAL_VERTEX_COUNT: usize = 1_000;
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#[derive(Debug)]
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pub struct Pipeline {
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blit: Option<msaa::Blit>,
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solid: solid::Pipeline,
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gradient: gradient::Pipeline,
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layers: Vec<Layer>,
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prepare_layer: usize,
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}
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#[derive(Debug)]
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struct Layer {
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index_buffer: Buffer<u32>,
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index_strides: Vec<u32>,
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solid: solid::Layer,
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gradient: gradient::Layer,
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}
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impl Layer {
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fn new(
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device: &wgpu::Device,
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solid: &solid::Pipeline,
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gradient: &gradient::Pipeline,
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) -> Self {
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Self {
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index_buffer: Buffer::new(
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device,
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"iced_wgpu.triangle.index_buffer",
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INITIAL_INDEX_COUNT,
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wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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),
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index_strides: Vec::new(),
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solid: solid::Layer::new(device, &solid.constants_layout),
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gradient: gradient::Layer::new(device, &gradient.constants_layout),
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}
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}
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fn prepare(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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solid: &solid::Pipeline,
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gradient: &gradient::Pipeline,
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meshes: &[Mesh<'_>],
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transformation: Transformation,
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) {
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// Count the total amount of vertices & indices we need to handle
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let count = mesh::attribute_count_of(meshes);
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// Then we ensure the current attribute buffers are big enough, resizing if necessary.
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// We are not currently using the return value of these functions as we have no system in
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// place to calculate mesh diff, or to know whether or not that would be more performant for
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// the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self.index_buffer.resize(device, count.indices);
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let _ = self.solid.vertices.resize(device, count.solid_vertices);
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let _ = self
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.gradient
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.vertices
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.resize(device, count.gradient_vertices);
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if self.solid.uniforms.resize(device, count.solids) {
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self.solid.constants = solid::Layer::bind_group(
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device,
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&self.solid.uniforms.raw,
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&solid.constants_layout,
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);
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}
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if self.gradient.uniforms.resize(device, count.gradients) {
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self.gradient.constants = gradient::Layer::bind_group(
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device,
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&self.gradient.uniforms.raw,
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&gradient.constants_layout,
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);
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}
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self.index_strides.clear();
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self.index_buffer.clear();
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self.solid.vertices.clear();
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self.solid.uniforms.clear();
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self.gradient.vertices.clear();
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self.gradient.uniforms.clear();
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let mut solid_vertex_offset = 0;
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let mut solid_uniform_offset = 0;
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let mut gradient_vertex_offset = 0;
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let mut gradient_uniform_offset = 0;
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let mut index_offset = 0;
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for mesh in meshes {
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let origin = mesh.origin();
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let indices = mesh.indices();
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let uniforms = Uniforms::new(
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transformation * Transformation::translate(origin.x, origin.y),
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);
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index_offset +=
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self.index_buffer.write(queue, index_offset, indices);
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self.index_strides.push(indices.len() as u32);
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match mesh {
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Mesh::Solid { buffers, .. } => {
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solid_vertex_offset += self.solid.vertices.write(
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queue,
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solid_vertex_offset,
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&buffers.vertices,
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);
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solid_uniform_offset += self.solid.uniforms.write(
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queue,
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solid_uniform_offset,
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&[uniforms],
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);
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}
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Mesh::Gradient { buffers, .. } => {
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gradient_vertex_offset += self.gradient.vertices.write(
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queue,
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gradient_vertex_offset,
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&buffers.vertices,
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);
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gradient_uniform_offset += self.gradient.uniforms.write(
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queue,
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gradient_uniform_offset,
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&[uniforms],
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);
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}
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}
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}
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}
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fn render<'a>(
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&'a self,
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solid: &'a solid::Pipeline,
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gradient: &'a gradient::Pipeline,
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meshes: &[Mesh<'_>],
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scale_factor: f32,
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render_pass: &mut wgpu::RenderPass<'a>,
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) {
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let mut num_solids = 0;
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let mut num_gradients = 0;
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let mut last_is_solid = None;
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for (index, mesh) in meshes.iter().enumerate() {
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let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
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if clip_bounds.width < 1 || clip_bounds.height < 1 {
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continue;
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}
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render_pass.set_scissor_rect(
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clip_bounds.x,
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clip_bounds.y,
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clip_bounds.width,
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clip_bounds.height,
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);
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match mesh {
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Mesh::Solid { .. } => {
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if !last_is_solid.unwrap_or(false) {
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render_pass.set_pipeline(&solid.pipeline);
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last_is_solid = Some(true);
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}
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render_pass.set_bind_group(
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0,
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&self.solid.constants,
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&[(num_solids * std::mem::size_of::<Uniforms>())
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as u32],
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);
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render_pass.set_vertex_buffer(
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0,
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self.solid.vertices.slice_from_index(num_solids),
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);
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num_solids += 1;
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}
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Mesh::Gradient { .. } => {
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if last_is_solid.unwrap_or(true) {
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render_pass.set_pipeline(&gradient.pipeline);
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last_is_solid = Some(false);
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}
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render_pass.set_bind_group(
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0,
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&self.gradient.constants,
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&[(num_gradients * std::mem::size_of::<Uniforms>())
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as u32],
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);
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render_pass.set_vertex_buffer(
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0,
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self.gradient.vertices.slice_from_index(num_gradients),
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);
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num_gradients += 1;
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}
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};
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render_pass.set_index_buffer(
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self.index_buffer.slice_from_index(index),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.draw_indexed(0..self.index_strides[index], 0, 0..1);
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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(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<Antialiasing>,
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) -> Pipeline {
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Pipeline {
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blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
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solid: solid::Pipeline::new(device, format, antialiasing),
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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layers: Vec::new(),
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prepare_layer: 0,
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}
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}
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pub fn prepare(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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meshes: &[Mesh<'_>],
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transformation: Transformation,
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) {
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#[cfg(feature = "tracing")]
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let _ = tracing::info_span!("Wgpu::Triangle", "PREPARE").entered();
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if self.layers.len() <= self.prepare_layer {
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self.layers
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.push(Layer::new(device, &self.solid, &self.gradient));
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}
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let layer = &mut self.layers[self.prepare_layer];
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layer.prepare(
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device,
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queue,
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&self.solid,
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&self.gradient,
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meshes,
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transformation,
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);
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self.prepare_layer += 1;
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}
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pub fn render(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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layer: usize,
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target_size: Size<u32>,
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meshes: &[Mesh<'_>],
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scale_factor: f32,
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) {
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#[cfg(feature = "tracing")]
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let _ = tracing::info_span!("Wgpu::Triangle", "DRAW").entered();
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{
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let (attachment, resolve_target, load) = if let Some(blit) =
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&mut self.blit
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{
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let (attachment, resolve_target) =
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blit.targets(device, target_size.width, target_size.height);
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(
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attachment,
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Some(resolve_target),
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wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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)
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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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label: Some("iced_wgpu.triangle.render_pass"),
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color_attachments: &[Some(
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wgpu::RenderPassColorAttachment {
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view: attachment,
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resolve_target,
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ops: wgpu::Operations { load, store: true },
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},
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)],
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depth_stencil_attachment: None,
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});
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let layer = &mut self.layers[layer];
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layer.render(
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&self.solid,
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&self.gradient,
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meshes,
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scale_factor,
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&mut render_pass,
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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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pub fn end_frame(&mut self) {
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self.prepare_layer = 0;
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}
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}
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fn fragment_target(
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texture_format: wgpu::TextureFormat,
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) -> Option<wgpu::ColorTargetState> {
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Some(wgpu::ColorTargetState {
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format: texture_format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})
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}
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fn primitive_state() -> wgpu::PrimitiveState {
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wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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}
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}
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fn multisample_state(
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antialiasing: Option<Antialiasing>,
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) -> wgpu::MultisampleState {
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wgpu::MultisampleState {
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count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
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mask: !0,
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alpha_to_coverage_enabled: false,
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}
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}
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#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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#[repr(C)]
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pub struct Uniforms {
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transform: [f32; 16],
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/// Uniform values must be 256-aligned;
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/// see: [`wgpu::Limits`] `min_uniform_buffer_offset_alignment`.
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_padding: [f32; 48],
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}
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impl Uniforms {
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pub fn new(transform: Transformation) -> Self {
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Self {
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transform: transform.into(),
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_padding: [0.0; 48],
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}
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}
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pub fn entry() -> wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: wgpu::BufferSize::new(
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std::mem::size_of::<Self>() as u64,
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),
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},
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count: None,
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}
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}
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pub fn min_size() -> Option<wgpu::BufferSize> {
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wgpu::BufferSize::new(std::mem::size_of::<Self>() as u64)
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}
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}
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mod solid {
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use crate::graphics::mesh;
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use crate::graphics::Antialiasing;
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use crate::triangle;
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use crate::Buffer;
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#[derive(Debug)]
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pub struct Pipeline {
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pub pipeline: wgpu::RenderPipeline,
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pub constants_layout: wgpu::BindGroupLayout,
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}
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#[derive(Debug)]
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pub struct Layer {
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pub vertices: Buffer<mesh::SolidVertex2D>,
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pub uniforms: Buffer<triangle::Uniforms>,
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pub constants: wgpu::BindGroup,
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}
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impl Layer {
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pub fn new(
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device: &wgpu::Device,
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constants_layout: &wgpu::BindGroupLayout,
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) -> Self {
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let vertices = Buffer::new(
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device,
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"iced_wgpu.triangle.solid.vertex_buffer",
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triangle::INITIAL_VERTEX_COUNT,
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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);
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let uniforms = Buffer::new(
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device,
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"iced_wgpu.triangle.solid.uniforms",
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1,
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wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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);
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let constants =
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Self::bind_group(device, &uniforms.raw, constants_layout);
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Self {
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vertices,
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uniforms,
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constants,
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}
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}
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pub fn bind_group(
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device: &wgpu::Device,
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buffer: &wgpu::Buffer,
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layout: &wgpu::BindGroupLayout,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu.triangle.solid.bind_group"),
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layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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wgpu::BufferBinding {
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buffer,
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offset: 0,
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size: triangle::Uniforms::min_size(),
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},
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),
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}],
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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(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<Antialiasing>,
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) -> Self {
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let constants_layout = device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu.triangle.solid.bind_group_layout"),
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entries: &[triangle::Uniforms::entry()],
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},
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);
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let layout = device.create_pipeline_layout(
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&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu.triangle.solid.pipeline_layout"),
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bind_group_layouts: &[&constants_layout],
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push_constant_ranges: &[],
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},
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);
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu.triangle.solid.shader"),
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source: wgpu::ShaderSource::Wgsl(
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std::borrow::Cow::Borrowed(concat!(
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include_str!("shader/triangle.wgsl"),
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"\n",
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include_str!("shader/triangle/solid.wgsl"),
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)),
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),
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});
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let pipeline =
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device.create_render_pipeline(
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&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle::solid pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "solid_vs_main",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<
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mesh::SolidVertex2D,
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>(
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)
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as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array!(
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// Position
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0 => Float32x2,
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// Color
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1 => Float32x4,
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),
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "solid_fs_main",
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targets: &[triangle::fragment_target(format)],
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}),
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primitive: triangle::primitive_state(),
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depth_stencil: None,
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multisample: triangle::multisample_state(antialiasing),
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multiview: None,
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},
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);
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Self {
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pipeline,
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constants_layout,
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}
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}
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}
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}
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mod gradient {
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use crate::graphics::color;
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use crate::graphics::mesh;
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use crate::graphics::Antialiasing;
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use crate::triangle;
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use crate::Buffer;
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#[derive(Debug)]
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pub struct Pipeline {
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pub pipeline: wgpu::RenderPipeline,
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pub constants_layout: wgpu::BindGroupLayout,
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}
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#[derive(Debug)]
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pub struct Layer {
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pub vertices: Buffer<mesh::GradientVertex2D>,
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pub uniforms: Buffer<triangle::Uniforms>,
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pub constants: wgpu::BindGroup,
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}
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impl Layer {
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pub fn new(
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device: &wgpu::Device,
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constants_layout: &wgpu::BindGroupLayout,
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) -> Self {
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let vertices = Buffer::new(
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device,
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"iced_wgpu.triangle.gradient.vertex_buffer",
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triangle::INITIAL_VERTEX_COUNT,
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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);
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|
|
let uniforms = Buffer::new(
|
|
device,
|
|
"iced_wgpu.triangle.gradient.uniforms",
|
|
1,
|
|
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
|
);
|
|
|
|
let constants =
|
|
Self::bind_group(device, &uniforms.raw, constants_layout);
|
|
|
|
Self {
|
|
vertices,
|
|
uniforms,
|
|
constants,
|
|
}
|
|
}
|
|
|
|
pub fn bind_group(
|
|
device: &wgpu::Device,
|
|
uniform_buffer: &wgpu::Buffer,
|
|
layout: &wgpu::BindGroupLayout,
|
|
) -> wgpu::BindGroup {
|
|
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label: Some("iced_wgpu.triangle.gradient.bind_group"),
|
|
layout,
|
|
entries: &[wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: wgpu::BindingResource::Buffer(
|
|
wgpu::BufferBinding {
|
|
buffer: uniform_buffer,
|
|
offset: 0,
|
|
size: triangle::Uniforms::min_size(),
|
|
},
|
|
),
|
|
}],
|
|
})
|
|
}
|
|
}
|
|
|
|
impl Pipeline {
|
|
pub fn new(
|
|
device: &wgpu::Device,
|
|
format: wgpu::TextureFormat,
|
|
antialiasing: Option<Antialiasing>,
|
|
) -> Self {
|
|
let constants_layout = device.create_bind_group_layout(
|
|
&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some(
|
|
"iced_wgpu.triangle.gradient.bind_group_layout",
|
|
),
|
|
entries: &[triangle::Uniforms::entry()],
|
|
},
|
|
);
|
|
|
|
let layout = device.create_pipeline_layout(
|
|
&wgpu::PipelineLayoutDescriptor {
|
|
label: Some("iced_wgpu.triangle.gradient.pipeline_layout"),
|
|
bind_group_layouts: &[&constants_layout],
|
|
push_constant_ranges: &[],
|
|
},
|
|
);
|
|
|
|
let shader =
|
|
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
|
label: Some("iced_wgpu.triangle.gradient.shader"),
|
|
source: wgpu::ShaderSource::Wgsl(
|
|
std::borrow::Cow::Borrowed(
|
|
if color::GAMMA_CORRECTION {
|
|
concat!(
|
|
include_str!("shader/triangle.wgsl"),
|
|
"\n",
|
|
include_str!(
|
|
"shader/triangle/gradient.wgsl"
|
|
),
|
|
"\n",
|
|
include_str!("shader/color/oklab.wgsl")
|
|
)
|
|
} else {
|
|
concat!(
|
|
include_str!("shader/triangle.wgsl"),
|
|
"\n",
|
|
include_str!(
|
|
"shader/triangle/gradient.wgsl"
|
|
),
|
|
"\n",
|
|
include_str!(
|
|
"shader/color/linear_rgb.wgsl"
|
|
)
|
|
)
|
|
},
|
|
),
|
|
),
|
|
});
|
|
|
|
let pipeline = device.create_render_pipeline(
|
|
&wgpu::RenderPipelineDescriptor {
|
|
label: Some("iced_wgpu.triangle.gradient.pipeline"),
|
|
layout: Some(&layout),
|
|
vertex: wgpu::VertexState {
|
|
module: &shader,
|
|
entry_point: "gradient_vs_main",
|
|
buffers: &[wgpu::VertexBufferLayout {
|
|
array_stride: std::mem::size_of::<
|
|
mesh::GradientVertex2D,
|
|
>()
|
|
as u64,
|
|
step_mode: wgpu::VertexStepMode::Vertex,
|
|
attributes: &wgpu::vertex_attr_array!(
|
|
// Position
|
|
0 => Float32x2,
|
|
// Colors 1-2
|
|
1 => Uint32x4,
|
|
// Colors 3-4
|
|
2 => Uint32x4,
|
|
// Colors 5-6
|
|
3 => Uint32x4,
|
|
// Colors 7-8
|
|
4 => Uint32x4,
|
|
// Offsets
|
|
5 => Uint32x4,
|
|
// Direction
|
|
6 => Float32x4
|
|
),
|
|
}],
|
|
},
|
|
fragment: Some(wgpu::FragmentState {
|
|
module: &shader,
|
|
entry_point: "gradient_fs_main",
|
|
targets: &[triangle::fragment_target(format)],
|
|
}),
|
|
primitive: triangle::primitive_state(),
|
|
depth_stencil: None,
|
|
multisample: triangle::multisample_state(antialiasing),
|
|
multiview: None,
|
|
},
|
|
);
|
|
|
|
Self {
|
|
pipeline,
|
|
constants_layout,
|
|
}
|
|
}
|
|
}
|
|
}
|