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