use crate::buffer::dynamic;
use crate::settings;
use crate::triangle;
use encase::ShaderType;
use glam::{IVec4, Vec4};
use iced_graphics::gradient::Gradient;
use iced_graphics::Transformation;
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
pub(super) uniform_buffer: dynamic::Buffer<Uniforms>,
pub(super) storage_buffer: dynamic::Buffer<Storage>,
color_stop_offset: i32,
//Need to store these and then write them all at once
//or else they will be padded to 256 and cause gaps in the storage buffer
color_stops_pending_write: Storage,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, ShaderType)]
pub(super) struct Uniforms {
transform: glam::Mat4,
//xy = start, zw = end
direction: Vec4,
//x = start stop, y = end stop, zw = padding
stop_range: IVec4,
}
#[derive(Debug, ShaderType)]
pub(super) struct ColorStop {
color: Vec4,
offset: f32,
}
#[derive(ShaderType)]
pub(super) 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 uniform_buffer = 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_buffer = 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,
uniform_buffer.raw(),
storage_buffer.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: &[triangle::vertex_buffer_layout()],
},
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,
uniform_buffer,
storage_buffer,
color_stop_offset: 0,
color_stops_pending_write: Storage {
color_stops: vec![],
},
bind_group_layout,
bind_group,
}
}
/// Pushes a new gradient uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
match gradient {
Gradient::Linear(linear) => {
let start_offset = self.color_stop_offset;
let end_offset =
(linear.color_stops.len() as i32) + start_offset - 1;
self.uniform_buffer.push(&Uniforms {
transform: transform.into(),
direction: Vec4::new(
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
),
stop_range: IVec4::new(start_offset, end_offset, 0, 0),
});
self.color_stop_offset = end_offset + 1;
let stops: Vec<ColorStop> = linear
.color_stops
.iter()
.map(|stop| {
let [r, g, b, a] = stop.color.into_linear();
ColorStop {
offset: stop.offset,
color: Vec4::new(r, g, b, a),
}
})
.collect();
self.color_stops_pending_write.color_stops.extend(stops);
}
}
}
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(),
},
],
})
}
/// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
/// beforehand if necessary.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
//first write the pending color stops to the CPU buffer
self.storage_buffer.push(&self.color_stops_pending_write);
//resize buffers if needed
let uniforms_resized = self.uniform_buffer.resize(device);
let storage_resized = self.storage_buffer.resize(device);
if uniforms_resized || storage_resized {
//recreate bind groups if any buffers were resized
self.bind_group = Pipeline::bind_group(
device,
self.uniform_buffer.raw(),
self.storage_buffer.raw(),
&self.bind_group_layout,
);
}
//write to GPU
self.uniform_buffer.write(device, staging_belt, encoder);
self.storage_buffer.write(device, staging_belt, encoder);
//cleanup
self.color_stop_offset = 0;
self.color_stops_pending_write.color_stops.clear();
}
pub fn set_render_pass_pipeline<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
) {
render_pass.set_pipeline(&self.pipeline);
}
/// Configures the current render pass to draw the gradient at its offset stored in the
/// [DynamicBuffer] at [index].
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
count: usize,
) {
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.uniform_buffer.offset_at_index(count)],
)
}
}