737 lines
26 KiB
Rust
737 lines
26 KiB
Rust
//! Draw meshes of triangles.
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mod msaa;
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use crate::buffer::r#static::Buffer;
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use crate::settings;
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use crate::Transformation;
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use iced_graphics::layer::mesh::{self, Mesh};
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use iced_graphics::triangle::ColoredVertex2D;
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use iced_graphics::Size;
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#[cfg(feature = "tracing")]
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use tracing::info_span;
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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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index_buffer: Buffer<u32>,
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index_strides: Vec<u32>,
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solid: solid::Pipeline,
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/// Gradients are currently not supported on WASM targets due to their need of storage buffers.
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline,
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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<settings::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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index_buffer: Buffer::new(
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device,
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"iced_wgpu::triangle vertex buffer",
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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::Pipeline::new(device, format, antialiasing),
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#[cfg(not(target_arch = "wasm32"))]
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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}
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}
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pub fn draw(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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target_size: Size<u32>,
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transformation: Transformation,
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scale_factor: f32,
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meshes: &[Mesh<'_>],
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) {
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#[cfg(feature = "tracing")]
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let _ = info_span!("Wgpu::Triangle", "DRAW").entered();
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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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#[cfg(not(target_arch = "wasm32"))]
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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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// Prepare dynamic buffers & data store for writing
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self.index_strides.clear();
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self.solid.vertices.clear();
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self.solid.uniforms.clear();
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#[cfg(not(target_arch = "wasm32"))]
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{
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self.gradient.uniforms.clear();
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self.gradient.vertices.clear();
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self.gradient.storage.clear();
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}
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let mut solid_vertex_offset = 0;
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let mut index_offset = 0;
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#[cfg(not(target_arch = "wasm32"))]
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let mut gradient_vertex_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 transform =
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transformation * Transformation::translate(origin.x, origin.y);
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let new_index_offset = self.index_buffer.write(
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device,
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staging_belt,
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encoder,
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index_offset,
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indices,
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);
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index_offset += new_index_offset;
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self.index_strides.push(indices.len() as u32);
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//push uniform data to CPU buffers
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match mesh {
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Mesh::Solid { buffers, .. } => {
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self.solid.uniforms.push(&solid::Uniforms::new(transform));
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let written_bytes = self.solid.vertices.write(
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device,
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staging_belt,
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encoder,
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solid_vertex_offset,
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&buffers.vertices,
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);
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solid_vertex_offset += written_bytes;
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}
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#[cfg(not(target_arch = "wasm32"))]
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Mesh::Gradient {
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buffers, gradient, ..
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} => {
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let written_bytes = self.gradient.vertices.write(
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device,
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staging_belt,
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encoder,
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gradient_vertex_offset,
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&buffers.vertices,
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);
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gradient_vertex_offset += written_bytes;
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match gradient {
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iced_graphics::Gradient::Linear(linear) => {
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use glam::{IVec4, Vec4};
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let start_offset = self.gradient.color_stop_offset;
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let end_offset = (linear.color_stops.len() as i32)
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+ start_offset
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- 1;
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self.gradient.uniforms.push(&gradient::Uniforms {
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transform: transform.into(),
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direction: Vec4::new(
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linear.start.x,
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linear.start.y,
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linear.end.x,
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linear.end.y,
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),
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stop_range: IVec4::new(
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start_offset,
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end_offset,
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0,
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0,
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),
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});
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self.gradient.color_stop_offset = end_offset + 1;
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let stops: Vec<gradient::ColorStop> = linear
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.color_stops
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.iter()
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.map(|stop| {
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let [r, g, b, a] = stop.color.into_linear();
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gradient::ColorStop {
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offset: stop.offset,
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color: Vec4::new(r, g, b, a),
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}
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})
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.collect();
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self.gradient
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.color_stops_pending_write
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.color_stops
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.extend(stops);
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}
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}
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}
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#[cfg(target_arch = "wasm32")]
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Mesh::Gradient { .. } => {}
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}
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}
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// Write uniform data to GPU
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if count.solid_vertices > 0 {
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let uniforms_resized = self.solid.uniforms.resize(device);
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if uniforms_resized {
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self.solid.bind_group = solid::Pipeline::bind_group(
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device,
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self.solid.uniforms.raw(),
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&self.solid.bind_group_layout,
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)
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}
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self.solid.uniforms.write(device, staging_belt, encoder);
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}
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#[cfg(not(target_arch = "wasm32"))]
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if count.gradient_vertices > 0 {
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// First write the pending color stops to the CPU buffer
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self.gradient
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.storage
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.push(&self.gradient.color_stops_pending_write);
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// Resize buffers if needed
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let uniforms_resized = self.gradient.uniforms.resize(device);
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let storage_resized = self.gradient.storage.resize(device);
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if uniforms_resized || storage_resized {
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self.gradient.bind_group = gradient::Pipeline::bind_group(
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device,
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self.gradient.uniforms.raw(),
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self.gradient.storage.raw(),
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&self.gradient.bind_group_layout,
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);
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}
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// Write to GPU
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self.gradient.uniforms.write(device, staging_belt, encoder);
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self.gradient.storage.write(device, staging_belt, encoder);
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// Cleanup
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self.gradient.color_stop_offset = 0;
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self.gradient.color_stops_pending_write.color_stops.clear();
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}
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// Configure render pass
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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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#[cfg(feature = "tracing")]
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let _ = info_span!("Wgpu::Triangle", "BEGIN_RENDER_PASS").enter();
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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 mut num_solids = 0;
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#[cfg(not(target_arch = "wasm32"))]
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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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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(&self.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.bind_group,
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&[self.solid.uniforms.offset_at_index(num_solids)],
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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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#[cfg(not(target_arch = "wasm32"))]
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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(&self.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.bind_group,
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&[self
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.gradient
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.uniforms
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.offset_at_index(num_gradients)],
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);
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render_pass.set_vertex_buffer(
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0,
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self.gradient
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.vertices
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.slice_from_index(num_gradients),
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);
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num_gradients += 1;
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}
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#[cfg(target_arch = "wasm32")]
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Mesh::Gradient { .. } => {}
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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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self.index_buffer.clear();
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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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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<settings::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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mod solid {
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use crate::buffer::dynamic;
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use crate::buffer::r#static::Buffer;
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use crate::settings;
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use crate::triangle;
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use encase::ShaderType;
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use iced_graphics::Transformation;
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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 vertices: Buffer<triangle::ColoredVertex2D>,
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pub uniforms: dynamic::Buffer<Uniforms>,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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}
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#[derive(Debug, Clone, Copy, ShaderType)]
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pub struct Uniforms {
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transform: glam::Mat4,
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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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}
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}
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}
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impl Pipeline {
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/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
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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<settings::Antialiasing>,
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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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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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);
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let uniforms = dynamic::Buffer::uniform(
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device,
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"iced_wgpu::triangle::solid uniforms",
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);
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let bind_group_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: &[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: Some(Uniforms::min_size()),
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},
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count: None,
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}],
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},
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);
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let bind_group =
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Self::bind_group(device, uniforms.raw(), &bind_group_layout);
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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: &[&bind_group_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(
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"iced_wgpu::triangle::solid create shader module",
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),
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source: wgpu::ShaderSource::Wgsl(
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std::borrow::Cow::Borrowed(include_str!(
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"shader/solid.wgsl"
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)),
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),
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});
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let pipeline = 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: "vs_main",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<
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triangle::ColoredVertex2D,
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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: "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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vertices,
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uniforms,
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bind_group_layout,
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bind_group,
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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: Some(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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}
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#[cfg(not(target_arch = "wasm32"))]
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mod gradient {
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use crate::buffer::dynamic;
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use crate::buffer::r#static::Buffer;
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use crate::settings;
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use crate::triangle;
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use encase::ShaderType;
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use glam::{IVec4, Vec4};
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use iced_graphics::triangle::Vertex2D;
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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 vertices: Buffer<Vertex2D>,
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pub uniforms: dynamic::Buffer<Uniforms>,
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pub storage: dynamic::Buffer<Storage>,
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pub color_stop_offset: i32,
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//Need to store these and then write them all at once
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//or else they will be padded to 256 and cause gaps in the storage buffer
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pub color_stops_pending_write: Storage,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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}
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#[derive(Debug, ShaderType)]
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pub struct Uniforms {
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pub transform: glam::Mat4,
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//xy = start, zw = end
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pub direction: Vec4,
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//x = start stop, y = end stop, zw = padding
|
|
pub stop_range: IVec4,
|
|
}
|
|
|
|
#[derive(Debug, ShaderType)]
|
|
pub struct ColorStop {
|
|
pub color: Vec4,
|
|
pub offset: f32,
|
|
}
|
|
|
|
#[derive(Debug, ShaderType)]
|
|
pub struct Storage {
|
|
#[size(runtime)]
|
|
pub color_stops: Vec<ColorStop>,
|
|
}
|
|
|
|
impl Pipeline {
|
|
/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
|
|
pub(super) fn new(
|
|
device: &wgpu::Device,
|
|
format: wgpu::TextureFormat,
|
|
antialiasing: Option<settings::Antialiasing>,
|
|
) -> Self {
|
|
let vertices = Buffer::new(
|
|
device,
|
|
"iced_wgpu::triangle::gradient vertex buffer",
|
|
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
|
);
|
|
|
|
let uniforms = dynamic::Buffer::uniform(
|
|
device,
|
|
"iced_wgpu::triangle::gradient uniforms",
|
|
);
|
|
|
|
//Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
|
|
// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
|
|
let storage = dynamic::Buffer::storage(
|
|
device,
|
|
"iced_wgpu::triangle::gradient storage",
|
|
);
|
|
|
|
let bind_group_layout = device.create_bind_group_layout(
|
|
&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some(
|
|
"iced_wgpu::triangle::gradient bind group layout",
|
|
),
|
|
entries: &[
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
|
ty: wgpu::BindingType::Buffer {
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
has_dynamic_offset: true,
|
|
min_binding_size: Some(Uniforms::min_size()),
|
|
},
|
|
count: None,
|
|
},
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 1,
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
ty: wgpu::BindingType::Buffer {
|
|
ty: wgpu::BufferBindingType::Storage {
|
|
read_only: true,
|
|
},
|
|
has_dynamic_offset: false,
|
|
min_binding_size: Some(Storage::min_size()),
|
|
},
|
|
count: None,
|
|
},
|
|
],
|
|
},
|
|
);
|
|
|
|
let bind_group = Pipeline::bind_group(
|
|
device,
|
|
uniforms.raw(),
|
|
storage.raw(),
|
|
&bind_group_layout,
|
|
);
|
|
|
|
let layout = device.create_pipeline_layout(
|
|
&wgpu::PipelineLayoutDescriptor {
|
|
label: Some(
|
|
"iced_wgpu::triangle::gradient pipeline layout",
|
|
),
|
|
bind_group_layouts: &[&bind_group_layout],
|
|
push_constant_ranges: &[],
|
|
},
|
|
);
|
|
|
|
let shader =
|
|
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
|
label: Some(
|
|
"iced_wgpu::triangle::gradient create shader module",
|
|
),
|
|
source: wgpu::ShaderSource::Wgsl(
|
|
std::borrow::Cow::Borrowed(include_str!(
|
|
"shader/gradient.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: "vs_main",
|
|
buffers: &[wgpu::VertexBufferLayout {
|
|
array_stride: std::mem::size_of::<Vertex2D>()
|
|
as u64,
|
|
step_mode: wgpu::VertexStepMode::Vertex,
|
|
attributes: &wgpu::vertex_attr_array!(
|
|
// Position
|
|
0 => Float32x2,
|
|
),
|
|
}],
|
|
},
|
|
fragment: Some(wgpu::FragmentState {
|
|
module: &shader,
|
|
entry_point: "fs_main",
|
|
targets: &[triangle::fragment_target(format)],
|
|
}),
|
|
primitive: triangle::primitive_state(),
|
|
depth_stencil: None,
|
|
multisample: triangle::multisample_state(antialiasing),
|
|
multiview: None,
|
|
},
|
|
);
|
|
|
|
Self {
|
|
pipeline,
|
|
vertices,
|
|
uniforms,
|
|
storage,
|
|
color_stop_offset: 0,
|
|
color_stops_pending_write: Storage {
|
|
color_stops: vec![],
|
|
},
|
|
bind_group_layout,
|
|
bind_group,
|
|
}
|
|
}
|
|
|
|
pub fn bind_group(
|
|
device: &wgpu::Device,
|
|
uniform_buffer: &wgpu::Buffer,
|
|
storage_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: Some(Uniforms::min_size()),
|
|
},
|
|
),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 1,
|
|
resource: storage_buffer.as_entire_binding(),
|
|
},
|
|
],
|
|
})
|
|
}
|
|
}
|
|
}
|