//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_graphics::layer;
use bytemuck::{Pod, Zeroable};
use std::mem;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod msaa;
const UNIFORM_BUFFER_SIZE: usize = 50;
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants_layout: wgpu::BindGroupLayout,
constants: wgpu::BindGroup,
uniforms_buffer: Buffer<Uniforms>,
vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
}
#[derive(Debug)]
struct Buffer<T> {
label: &'static str,
raw: wgpu::Buffer,
size: usize,
usage: wgpu::BufferUsage,
_type: std::marker::PhantomData<T>,
}
impl<T> Buffer<T> {
pub fn new(
label: &'static str,
device: &wgpu::Device,
size: usize,
usage: wgpu::BufferUsage,
) -> Self {
let raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size: (std::mem::size_of::<T>() * size) as u64,
usage,
mapped_at_creation: false,
});
Buffer {
label,
raw,
size,
usage,
_type: std::marker::PhantomData,
}
}
pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
let needs_resize = self.size < size;
if needs_resize {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(self.label),
size: (std::mem::size_of::<T>() * size) as u64,
usage: self.usage,
mapped_at_creation: false,
});
self.size = size;
}
needs_resize
}
}
impl Pipeline {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
let constants_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle uniforms layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: true,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64,
),
},
count: None,
}],
});
let constants_buffer = Buffer::new(
"iced_wgpu::triangle uniforms buffer",
device,
UNIFORM_BUFFER_SIZE,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms bind group"),
layout: &constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
constants_buffer
.raw
.slice(0..std::mem::size_of::<Uniforms>() as u64),
),
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&constants_layout],
});
let vs_module = device.create_shader_module(wgpu::include_spirv!(
"shader/triangle.vert.spv"
));
let fs_module = device.create_shader_module(wgpu::include_spirv!(
"shader/triangle.frag.spv"
));
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle pipeline"),
layout: Some(&layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
// Position
wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
// Color
wgpu::VertexAttributeDescriptor {
shader_location: 1,
format: wgpu::VertexFormat::Float4,
offset: 4 * 2,
},
],
}],
},
sample_count: u32::from(
antialiasing.map(|a| a.sample_count()).unwrap_or(1),
),
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pipeline {
pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
constants_layout,
constants: constant_bind_group,
uniforms_buffer: constants_buffer,
vertex_buffer: Buffer::new(
"iced_wgpu::triangle vertex buffer",
device,
VERTEX_BUFFER_SIZE,
wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
),
index_buffer: Buffer::new(
"iced_wgpu::triangle index buffer",
device,
INDEX_BUFFER_SIZE,
wgpu::BufferUsage::INDEX | wgpu::BufferUsage::COPY_DST,
),
}
}
pub fn draw(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
transformation: Transformation,
scale_factor: f32,
meshes: &[layer::Mesh<'_>],
) {
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|layer::Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
// Then we ensure the current buffers are big enough, resizing if
// necessary
let _ = self.vertex_buffer.expand(device, total_vertices);
let _ = self.index_buffer.expand(device, total_indices);
// If the uniforms buffer is resized, then we need to recreate its
// bind group.
if self.uniforms_buffer.expand(device, meshes.len()) {
self.constants =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms buffer"),
layout: &self.constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
self.uniforms_buffer.raw.slice(
0..std::mem::size_of::<Uniforms>() as u64,
),
),
}],
});
}
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
let mut offsets: Vec<(
wgpu::BufferAddress,
wgpu::BufferAddress,
usize,
)> = Vec::with_capacity(meshes.len());
let mut last_vertex = 0;
let mut last_index = 0;
// We upload everything upfront
for mesh in meshes {
let transform = (transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y))
.into();
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
match (
wgpu::BufferSize::new(vertices.len() as u64),
wgpu::BufferSize::new(indices.len() as u64),
) {
(Some(vertices_size), Some(indices_size)) => {
{
let mut vertex_buffer = staging_belt.write_buffer(
encoder,
&self.vertex_buffer.raw,
(std::mem::size_of::<Vertex2D>() * last_vertex)
as u64,
vertices_size,
device,
);
vertex_buffer.copy_from_slice(vertices);
}
{
let mut index_buffer = staging_belt.write_buffer(
encoder,
&self.index_buffer.raw,
(std::mem::size_of::<u32>() * last_index) as u64,
indices_size,
device,
);
index_buffer.copy_from_slice(indices);
}
uniforms.push(transform);
offsets.push((
last_vertex as u64,
last_index as u64,
mesh.buffers.indices.len(),
));
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
_ => {}
}
}
let uniforms = bytemuck::cast_slice(&uniforms);
if let Some(uniforms_size) =
wgpu::BufferSize::new(uniforms.len() as u64)
{
let mut uniforms_buffer = staging_belt.write_buffer(
encoder,
&self.uniforms_buffer.raw,
0,
uniforms_size,
device,
);
uniforms_buffer.copy_from_slice(uniforms);
}
{
let (attachment, resolve_target, load) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) =
blit.targets(device, target_width, target_height);
(
attachment,
Some(resolve_target),
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
)
} else {
(target, None, wgpu::LoadOp::Load)
};
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
},
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
for (i, (vertex_offset, index_offset, indices)) in
offsets.into_iter().enumerate()
{
let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u32],
);
render_pass.set_index_buffer(
self.index_buffer
.raw
.slice(index_offset * mem::size_of::<u32>() as u64..),
);
render_pass.set_vertex_buffer(
0,
self.vertex_buffer.raw.slice(
vertex_offset * mem::size_of::<Vertex2D>() as u64..,
),
);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
struct Uniforms {
transform: [f32; 16],
// We need to align this to 256 bytes to please `wgpu`...
// TODO: Be smarter and stop wasting memory!
_padding_a: [f32; 32],
_padding_b: [f32; 16],
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
}
}
impl From<Transformation> for Uniforms {
fn from(transformation: Transformation) -> Uniforms {
Self {
transform: transformation.into(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
}
}