307 lines
10 KiB
Rust
307 lines
10 KiB
Rust
use crate::Transformation;
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use iced_graphics::layer;
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use iced_native::Rectangle;
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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use wgpu::util::DeviceExt;
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#[derive(Debug)]
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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constants: wgpu::BindGroup,
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constants_buffer: wgpu::Buffer,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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instances: wgpu::Buffer,
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Pipeline {
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let constant_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::quad uniforms layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: wgpu::BufferSize::new(
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mem::size_of::<Uniforms>() as wgpu::BufferAddress,
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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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let constants_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("iced_wgpu::quad uniforms buffer"),
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size: mem::size_of::<Uniforms>() as wgpu::BufferAddress,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let constants = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::quad uniforms bind group"),
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layout: &constant_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: constants_buffer.as_entire_binding(),
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}],
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});
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::quad pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&constant_layout],
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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::quad::shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shader/quad.wgsl"),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::quad 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: &[
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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}],
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},
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<layer::Quad>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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1 => Float32x2,
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2 => Float32x2,
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3 => Float32x4,
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4 => Float32x4,
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5 => Float32,
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6 => Float32,
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),
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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: &[wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: 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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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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let vertices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::quad vertex buffer"),
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contents: bytemuck::cast_slice(&QUAD_VERTS),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::quad index buffer"),
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contents: bytemuck::cast_slice(&QUAD_INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let instances = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("iced_wgpu::quad instance buffer"),
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size: mem::size_of::<layer::Quad>() as u64 * MAX_INSTANCES as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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Pipeline {
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pipeline,
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constants,
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constants_buffer,
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vertices,
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indices,
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instances,
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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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instances: &[layer::Quad],
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transformation: Transformation,
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scale: f32,
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bounds: Rectangle<u32>,
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target: &wgpu::TextureView,
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) {
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let uniforms = Uniforms::new(transformation, scale);
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{
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let mut constants_buffer = staging_belt.write_buffer(
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encoder,
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&self.constants_buffer,
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0,
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wgpu::BufferSize::new(mem::size_of::<Uniforms>() as u64)
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.unwrap(),
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device,
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);
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constants_buffer.copy_from_slice(bytemuck::bytes_of(&uniforms));
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}
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let mut i = 0;
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let total = instances.len();
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while i < total {
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let end = (i + MAX_INSTANCES).min(total);
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let amount = end - i;
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let instance_bytes = bytemuck::cast_slice(&instances[i..end]);
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let mut instance_buffer = staging_belt.write_buffer(
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encoder,
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&self.instances,
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0,
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wgpu::BufferSize::new(instance_bytes.len() as u64).unwrap(),
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device,
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);
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instance_buffer.copy_from_slice(instance_bytes);
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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::quad render pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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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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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_index_buffer(
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self.indices.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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render_pass.set_vertex_buffer(0, self.vertices.slice(..));
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render_pass.set_vertex_buffer(1, self.instances.slice(..));
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render_pass.set_scissor_rect(
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bounds.x,
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bounds.y,
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bounds.width,
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// TODO: Address anti-aliasing adjustments properly
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bounds.height,
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);
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render_pass.draw_indexed(
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0..QUAD_INDICES.len() as u32,
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0,
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0..amount as u32,
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);
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}
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i += MAX_INSTANCES;
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}
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}
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}
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#[repr(C)]
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#[derive(Clone, Copy, Zeroable, Pod)]
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pub struct Vertex {
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_position: [f32; 2],
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}
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const QUAD_INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
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const QUAD_VERTS: [Vertex; 4] = [
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Vertex {
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_position: [0.0, 0.0],
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},
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Vertex {
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_position: [1.0, 0.0],
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},
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Vertex {
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_position: [1.0, 1.0],
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},
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Vertex {
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_position: [0.0, 1.0],
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},
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];
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const MAX_INSTANCES: usize = 100_000;
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#[repr(C)]
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#[derive(Debug, Clone, Copy, Zeroable, Pod)]
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struct Uniforms {
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transform: [f32; 16],
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scale: f32,
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// Uniforms must be aligned to their largest member,
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// this uses a mat4x4<f32> which aligns to 16, so align to that
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_padding: [f32; 3],
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}
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impl Uniforms {
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fn new(transformation: Transformation, scale: f32) -> Uniforms {
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Self {
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transform: *transformation.as_ref(),
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scale,
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_padding: [0.0; 3],
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}
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}
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}
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impl Default for Uniforms {
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fn default() -> Self {
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Self {
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transform: *Transformation::identity().as_ref(),
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scale: 1.0,
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_padding: [0.0; 3],
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}
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}
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}
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