diff options
| author | 2022-10-18 15:18:37 -0700 | |
|---|---|---|
| committer | 2022-10-18 15:18:37 -0700 | |
| commit | c4565759e4294540f54a81e4d91ddea7a769d3d4 (patch) | |
| tree | d326dca32fb327b81ef67fae565b88f386431792 | |
| parent | bb8d46a3fdf925b4b2fa9e7db76e48caf020b212 (diff) | |
| download | iced-c4565759e4294540f54a81e4d91ddea7a769d3d4.tar.gz iced-c4565759e4294540f54a81e4d91ddea7a769d3d4.tar.bz2 iced-c4565759e4294540f54a81e4d91ddea7a769d3d4.zip  | |
Cleaned up namespaces re: PR comments.
| -rw-r--r-- | glow/src/triangle.rs | 22 | ||||
| -rw-r--r-- | glow/src/triangle/gradient.rs | 27 | ||||
| -rw-r--r-- | glow/src/triangle/solid.rs | 23 | ||||
| -rw-r--r-- | graphics/src/gradient/linear.rs | 7 | ||||
| -rw-r--r-- | graphics/src/triangle.rs | 2 | ||||
| -rw-r--r-- | wgpu/src/buffers.rs | 2 | ||||
| -rw-r--r-- | wgpu/src/buffers/dynamic.rs | 40 | ||||
| -rw-r--r-- | wgpu/src/shader/gradient.wgsl (renamed from wgpu/src/shader/triangle_gradient.wgsl) | 6 | ||||
| -rw-r--r-- | wgpu/src/shader/solid.wgsl | 17 | ||||
| -rw-r--r-- | wgpu/src/shader/triangle_solid.wgsl | 17 | ||||
| -rw-r--r-- | wgpu/src/triangle.rs | 34 | ||||
| -rw-r--r-- | wgpu/src/triangle/gradient.rs | 67 | ||||
| -rw-r--r-- | wgpu/src/triangle/solid.rs | 55 | 
13 files changed, 158 insertions, 161 deletions
diff --git a/glow/src/triangle.rs b/glow/src/triangle.rs index f7fe9235..fff14910 100644 --- a/glow/src/triangle.rs +++ b/glow/src/triangle.rs @@ -4,11 +4,9 @@ mod solid;  use crate::{program, Transformation};  use glow::HasContext; -use iced_graphics::layer::{mesh, mesh::attribute_count_of, Mesh}; +use iced_graphics::layer::{mesh, Mesh};  use std::marker::PhantomData; -use crate::triangle::gradient::GradientProgram; -use crate::triangle::solid::SolidProgram;  pub use iced_graphics::triangle::{Mesh2D, Vertex2D};  #[derive(Debug)] @@ -16,13 +14,13 @@ pub(crate) struct Pipeline {      vertex_array: <glow::Context as HasContext>::VertexArray,      vertices: Buffer<Vertex2D>,      indices: Buffer<u32>, -    programs: TrianglePrograms, +    programs: ProgramList,  }  #[derive(Debug)] -struct TrianglePrograms { -    solid: SolidProgram, -    gradient: GradientProgram, +struct ProgramList { +    solid: solid::Program, +    gradient: gradient::Program,  }  impl Pipeline { @@ -65,9 +63,9 @@ impl Pipeline {              vertex_array,              vertices,              indices, -            programs: TrianglePrograms { -                solid: SolidProgram::new(gl, shader_version), -                gradient: GradientProgram::new(gl, shader_version), +            programs: ProgramList { +                solid: solid::Program::new(gl, shader_version), +                gradient: gradient::Program::new(gl, shader_version),              },          }      } @@ -87,7 +85,7 @@ impl Pipeline {          }          //count the total amount of vertices & indices we need to handle -        let (total_vertices, total_indices) = attribute_count_of(meshes); +        let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);          // Then we ensure the current attribute buffers are big enough, resizing if necessary          unsafe { @@ -171,7 +169,7 @@ impl Pipeline {  /// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position  /// attribute location. -pub(super) fn simple_triangle_program( +pub(super) fn program(      gl: &glow::Context,      shader_version: &program::Version,      fragment_shader: &'static str, diff --git a/glow/src/triangle/gradient.rs b/glow/src/triangle/gradient.rs index a8bb5ec5..6bca44ee 100644 --- a/glow/src/triangle/gradient.rs +++ b/glow/src/triangle/gradient.rs @@ -1,25 +1,25 @@  use crate::program::Version; -use crate::triangle::{set_transform, simple_triangle_program}; +use crate::triangle;  use glow::{Context, HasContext, NativeProgram};  use iced_graphics::gradient::Gradient;  use iced_graphics::gradient::Linear;  use iced_graphics::Transformation;  #[derive(Debug)] -pub struct GradientProgram { +pub struct Program {      pub program: <Context as HasContext>::Program, -    pub uniform_data: GradientUniformData, +    pub uniform_data: UniformData,  }  #[derive(Debug)] -pub struct GradientUniformData { +pub struct UniformData {      gradient: Gradient,      transform: Transformation, -    uniform_locations: GradientUniformLocations, +    uniform_locations: UniformLocations,  }  #[derive(Debug)] -struct GradientUniformLocations { +struct UniformLocations {      gradient_direction_location: <Context as HasContext>::UniformLocation,      color_stops_size_location: <Context as HasContext>::UniformLocation,      //currently the maximum number of stops is 16 due to lack of SSBO in GL2.1 @@ -27,9 +27,9 @@ struct GradientUniformLocations {      transform_location: <Context as HasContext>::UniformLocation,  } -impl GradientProgram { +impl Program {      pub fn new(gl: &Context, shader_version: &Version) -> Self { -        let program = simple_triangle_program( +        let program = triangle::program(              gl,              shader_version,              include_str!("../shader/common/gradient.frag"), @@ -37,7 +37,7 @@ impl GradientProgram {          Self {              program, -            uniform_data: GradientUniformData::new(gl, program), +            uniform_data: UniformData::new(gl, program),          }      } @@ -48,7 +48,7 @@ impl GradientProgram {          transform: &Transformation,      ) {          if transform != &self.uniform_data.transform { -            set_transform( +            triangle::set_transform(                  gl,                  self.uniform_data.uniform_locations.transform_location,                  *transform, @@ -117,12 +117,11 @@ impl GradientProgram {          transform: &Transformation,      ) {          unsafe { gl.use_program(Some(self.program)) } -          self.write_uniforms(gl, gradient, transform);      }  } -impl GradientUniformData { +impl UniformData {      fn new(gl: &Context, program: NativeProgram) -> Self {          let gradient_direction_location =              unsafe { gl.get_uniform_location(program, "gradient_direction") } @@ -141,14 +140,14 @@ impl GradientUniformData {              unsafe { gl.get_uniform_location(program, "u_Transform") }                  .expect("Gradient - Get u_Transform."); -        GradientUniformData { +        Self {              gradient: Gradient::Linear(Linear {                  start: Default::default(),                  end: Default::default(),                  color_stops: vec![],              }),              transform: Transformation::identity(), -            uniform_locations: GradientUniformLocations { +            uniform_locations: UniformLocations {                  gradient_direction_location,                  color_stops_size_location,                  color_stops_location, diff --git a/glow/src/triangle/solid.rs b/glow/src/triangle/solid.rs index 5ba7f91c..311e3704 100644 --- a/glow/src/triangle/solid.rs +++ b/glow/src/triangle/solid.rs @@ -1,24 +1,23 @@  use crate::program::Version; -use crate::triangle::{set_transform, simple_triangle_program}; -use crate::Color; +use crate::{triangle, Color};  use glow::{Context, HasContext, NativeProgram};  use iced_graphics::Transformation;  #[derive(Debug)] -pub struct SolidProgram { +pub struct Program {      program: <Context as HasContext>::Program, -    uniform_data: SolidUniformData, +    uniform_data: UniformData,  }  #[derive(Debug)] -struct SolidUniformData { +struct UniformData {      pub color: Color,      pub color_location: <Context as HasContext>::UniformLocation,      pub transform: Transformation,      pub transform_location: <Context as HasContext>::UniformLocation,  } -impl SolidUniformData { +impl UniformData {      fn new(gl: &Context, program: NativeProgram) -> Self {          Self {              color: Color::TRANSPARENT, @@ -35,9 +34,9 @@ impl SolidUniformData {      }  } -impl SolidProgram { +impl Program {      pub fn new(gl: &Context, shader_version: &Version) -> Self { -        let program = simple_triangle_program( +        let program = triangle::program(              gl,              shader_version,              include_str!("../shader/common/triangle.frag"), @@ -45,7 +44,7 @@ impl SolidProgram {          Self {              program, -            uniform_data: SolidUniformData::new(gl, program), +            uniform_data: UniformData::new(gl, program),          }      } @@ -56,7 +55,11 @@ impl SolidProgram {          transform: &Transformation,      ) {          if transform != &self.uniform_data.transform { -            set_transform(gl, self.uniform_data.transform_location, *transform) +            triangle::set_transform( +                gl, +                self.uniform_data.transform_location, +                *transform, +            )          }          if color != &self.uniform_data.color { diff --git a/graphics/src/gradient/linear.rs b/graphics/src/gradient/linear.rs index a9cfd55d..020c65db 100644 --- a/graphics/src/gradient/linear.rs +++ b/graphics/src/gradient/linear.rs @@ -134,10 +134,13 @@ impl Builder {      ///      /// `offset` must be between `0.0` and `1.0` or the gradient cannot be built.      /// -    /// Note: when using the [Glow] backend, any color stop added after the 16th +    /// Note: when using the [`glow`] backend, any color stop added after the 16th      /// will not be displayed.      /// -    /// On [backend::Wgpu] backend this limitation does not exist (technical limit is 524,288 stops). +    /// On the [`wgpu`] backend this limitation does not exist (technical limit is 524,288 stops). +    /// +    /// [`glow`]: https://docs.rs/iced_glow +    /// [`wgpu`]: https://docs.rs/iced_wgpu      pub fn add_stop(mut self, offset: f32, color: Color) -> Self {          if offset.is_finite() && (0.0..=1.0).contains(&offset) {              match self.stops.binary_search_by(|stop| { diff --git a/graphics/src/triangle.rs b/graphics/src/triangle.rs index f019d55d..39359cfb 100644 --- a/graphics/src/triangle.rs +++ b/graphics/src/triangle.rs @@ -7,6 +7,8 @@ pub struct Mesh2D {      /// The vertices of the mesh      pub vertices: Vec<Vertex2D>,      /// The list of vertex indices that defines the triangles of the mesh. +    /// +    /// Therefore, this list should always have a length that is a multiple of 3.      pub indices: Vec<u32>,  } diff --git a/wgpu/src/buffers.rs b/wgpu/src/buffers.rs index 6b9f487c..dc9fc6e2 100644 --- a/wgpu/src/buffers.rs +++ b/wgpu/src/buffers.rs @@ -56,7 +56,7 @@ impl<T: Pod + Zeroable> StaticBuffer<T> {      /// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data      /// changes & a redraw is requested. -    pub fn recreate_if_needed( +    pub fn resize(          &mut self,          device: &wgpu::Device,          new_count: usize, diff --git a/wgpu/src/buffers/dynamic.rs b/wgpu/src/buffers/dynamic.rs index dc30c56f..63955b6e 100644 --- a/wgpu/src/buffers/dynamic.rs +++ b/wgpu/src/buffers/dynamic.rs @@ -4,23 +4,23 @@ use encase::ShaderType;  use std::marker::PhantomData;  // Currently supported dynamic buffers. -enum DynamicBufferType { +enum BufferType {      Uniform(encase::DynamicUniformBuffer<Vec<u8>>),      Storage(encase::DynamicStorageBuffer<Vec<u8>>),  } -impl DynamicBufferType { +impl BufferType {      /// Writes the current value to its CPU buffer with proper alignment.      pub(super) fn write<T: ShaderType + WriteInto>(          &mut self,          value: &T,      ) -> wgpu::DynamicOffset {          match self { -            DynamicBufferType::Uniform(buf) => buf +            BufferType::Uniform(buf) => buf                  .write(value)                  .expect("Error when writing to dynamic uniform buffer.")                  as u32, -            DynamicBufferType::Storage(buf) => buf +            BufferType::Storage(buf) => buf                  .write(value)                  .expect("Error when writing to dynamic storage buffer.")                  as u32, @@ -30,19 +30,19 @@ impl DynamicBufferType {      /// Returns bytearray of aligned CPU buffer.      pub(super) fn get_ref(&self) -> &Vec<u8> {          match self { -            DynamicBufferType::Uniform(buf) => buf.as_ref(), -            DynamicBufferType::Storage(buf) => buf.as_ref(), +            BufferType::Uniform(buf) => buf.as_ref(), +            BufferType::Storage(buf) => buf.as_ref(),          }      }      /// Resets the CPU buffer.      pub(super) fn clear(&mut self) {          match self { -            DynamicBufferType::Uniform(buf) => { +            BufferType::Uniform(buf) => {                  buf.as_mut().clear();                  buf.set_offset(0);              } -            DynamicBufferType::Storage(buf) => { +            BufferType::Storage(buf) => {                  buf.as_mut().clear();                  buf.set_offset(0);              } @@ -51,21 +51,21 @@ impl DynamicBufferType {  }  /// A dynamic buffer is any type of buffer which does not have a static offset. -pub(crate) struct DynamicBuffer<T: ShaderType> { +pub(crate) struct Buffer<T: ShaderType> {      offsets: Vec<wgpu::DynamicOffset>, -    cpu: DynamicBufferType, +    cpu: BufferType,      gpu: wgpu::Buffer,      label: &'static str,      size: u64,      _data: PhantomData<T>,  } -impl<T: ShaderType + WriteInto> DynamicBuffer<T> { +impl<T: ShaderType + WriteInto> Buffer<T> {      /// Creates a new dynamic uniform buffer.      pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self { -        DynamicBuffer::new( +        Buffer::new(              device, -            DynamicBufferType::Uniform(encase::DynamicUniformBuffer::new( +            BufferType::Uniform(encase::DynamicUniformBuffer::new(                  Vec::new(),              )),              label, @@ -75,9 +75,9 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {      /// Creates a new dynamic storage buffer.      pub fn storage(device: &wgpu::Device, label: &'static str) -> Self { -        DynamicBuffer::new( +        Buffer::new(              device, -            DynamicBufferType::Storage(encase::DynamicStorageBuffer::new( +            BufferType::Storage(encase::DynamicStorageBuffer::new(                  Vec::new(),              )),              label, @@ -87,7 +87,7 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {      fn new(          device: &wgpu::Device, -        dynamic_buffer_type: DynamicBufferType, +        dynamic_buffer_type: BufferType,          label: &'static str,          usage: wgpu::BufferUsages,      ) -> Self { @@ -96,7 +96,7 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {          Self {              offsets: Vec::new(),              cpu: dynamic_buffer_type, -            gpu: DynamicBuffer::<T>::create_gpu_buffer( +            gpu: Buffer::<T>::create_gpu_buffer(                  device,                  label,                  usage, @@ -139,15 +139,15 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {          if self.size < new_size {              let usages = match self.cpu { -                DynamicBufferType::Uniform(_) => { +                BufferType::Uniform(_) => {                      wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST                  } -                DynamicBufferType::Storage(_) => { +                BufferType::Storage(_) => {                      wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST                  }              }; -            self.gpu = DynamicBuffer::<T>::create_gpu_buffer( +            self.gpu = Buffer::<T>::create_gpu_buffer(                  device, self.label, usages, new_size,              );              self.size = new_size; diff --git a/wgpu/src/shader/triangle_gradient.wgsl b/wgpu/src/shader/gradient.wgsl index 03ba9d88..63825aec 100644 --- a/wgpu/src/shader/triangle_gradient.wgsl +++ b/wgpu/src/shader/gradient.wgsl @@ -1,4 +1,4 @@ -struct GradientUniforms { +struct Uniforms {      transform: mat4x4<f32>,      //xy = start, wz = end      position: vec4<f32>, @@ -12,7 +12,7 @@ struct Stop {  };  @group(0) @binding(0) -var<uniform> uniforms: GradientUniforms; +var<uniform> uniforms: Uniforms;  @group(0) @binding(1)  var<storage, read> color_stops: array<Stop>; @@ -33,7 +33,7 @@ fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {  //TODO: rewrite without branching  @fragment -fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> { +fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {      let start = uniforms.position.xy;      let end = uniforms.position.zw;      let start_stop = uniforms.stop_range.x; diff --git a/wgpu/src/shader/solid.wgsl b/wgpu/src/shader/solid.wgsl new file mode 100644 index 00000000..68a8fea3 --- /dev/null +++ b/wgpu/src/shader/solid.wgsl @@ -0,0 +1,17 @@ +struct Uniforms { +    transform: mat4x4<f32>, +    color: vec4<f32> +} + +@group(0) @binding(0) +var<uniform> uniforms: Uniforms; + +@vertex +fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> { +    return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0); +} + +@fragment +fn fs_main() -> @location(0) vec4<f32> { +    return uniforms.color; +} diff --git a/wgpu/src/shader/triangle_solid.wgsl b/wgpu/src/shader/triangle_solid.wgsl deleted file mode 100644 index 9eb2df24..00000000 --- a/wgpu/src/shader/triangle_solid.wgsl +++ /dev/null @@ -1,17 +0,0 @@ -struct SolidUniforms { -    transform: mat4x4<f32>, -    color: vec4<f32> -} - -@group(0) @binding(0) -var<uniform> solid_uniforms: SolidUniforms; - -@vertex -fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> { -    return solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0); -} - -@fragment -fn fs_solid() -> @location(0) vec4<f32> { -    return solid_uniforms.color; -} diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs index feca72dc..0956c57d 100644 --- a/wgpu/src/triangle.rs +++ b/wgpu/src/triangle.rs @@ -3,12 +3,10 @@ use crate::{settings, Transformation};  use core::fmt;  use std::fmt::Formatter; -use iced_graphics::layer::{Mesh, mesh, mesh::attribute_count_of}; +use iced_graphics::layer::{Mesh, mesh};  use iced_graphics::Size;  use crate::buffers::StaticBuffer; -use crate::triangle::gradient::GradientPipeline; -use crate::triangle::solid::SolidPipeline;  pub use iced_graphics::triangle::{Mesh2D, Vertex2D};  mod solid; @@ -22,22 +20,22 @@ pub(crate) struct Pipeline {      vertex_buffer: StaticBuffer<Vertex2D>,      index_buffer: StaticBuffer<u32>,      index_strides: Vec<u32>, -    pipelines: TrianglePipelines, +    pipelines: PipelineList,  }  /// Supported triangle pipelines for different fills. -pub(crate) struct TrianglePipelines { -    solid: SolidPipeline, -    gradient: GradientPipeline, +pub(crate) struct PipelineList { +    solid: solid::Pipeline, +    gradient: gradient::Pipeline,  } -impl fmt::Debug for TrianglePipelines { +impl fmt::Debug for PipelineList {      fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {          f.debug_struct("TrianglePipelines").finish()      }  } -impl TrianglePipelines { +impl PipelineList {      /// Resets each pipeline's buffers.      fn clear(&mut self) {          self.solid.buffer.clear(); @@ -78,9 +76,9 @@ impl Pipeline {                  wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,              ),              index_strides: Vec::new(), -            pipelines: TrianglePipelines { -                solid: SolidPipeline::new(device, format, antialiasing), -                gradient: GradientPipeline::new(device, format, antialiasing), +            pipelines: PipelineList { +                solid: solid::Pipeline::new(device, format, antialiasing), +                gradient: gradient::Pipeline::new(device, format, antialiasing),              },          }      } @@ -98,7 +96,7 @@ impl Pipeline {          meshes: &[Mesh<'_>],      ) {          //count the total amount of vertices & indices we need to handle -        let (total_vertices, total_indices) = attribute_count_of(meshes); +        let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);          // Then we ensure the current attribute buffers are big enough, resizing if necessary. @@ -107,8 +105,8 @@ impl Pipeline {          //the majority of use cases. Therefore we will write GPU data every frame (for now).          let _ = self              .vertex_buffer -            .recreate_if_needed(device, total_vertices); -        let _ = self.index_buffer.recreate_if_needed(device, total_indices); +            .resize(device, total_vertices); +        let _ = self.index_buffer.resize(device, total_indices);          //prepare dynamic buffers & data store for writing          self.index_strides.clear(); @@ -258,7 +256,7 @@ fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {      }  } -fn default_fragment_target( +fn fragment_target(      texture_format: wgpu::TextureFormat,  ) -> Option<wgpu::ColorTargetState> {      Some(wgpu::ColorTargetState { @@ -268,7 +266,7 @@ fn default_fragment_target(      })  } -fn default_triangle_primitive_state() -> wgpu::PrimitiveState { +fn primitive_state() -> wgpu::PrimitiveState {      wgpu::PrimitiveState {          topology: wgpu::PrimitiveTopology::TriangleList,          front_face: wgpu::FrontFace::Cw, @@ -276,7 +274,7 @@ fn default_triangle_primitive_state() -> wgpu::PrimitiveState {      }  } -fn default_multisample_state( +fn multisample_state(      antialiasing: Option<settings::Antialiasing>,  ) -> wgpu::MultisampleState {      wgpu::MultisampleState { diff --git a/wgpu/src/triangle/gradient.rs b/wgpu/src/triangle/gradient.rs index 07551368..92c176af 100644 --- a/wgpu/src/triangle/gradient.rs +++ b/wgpu/src/triangle/gradient.rs @@ -1,28 +1,25 @@ -use crate::buffers::dynamic::DynamicBuffer; +use crate::buffers::dynamic;  use crate::settings; -use crate::triangle::{ -    default_fragment_target, default_multisample_state, -    default_triangle_primitive_state, vertex_buffer_layout, -}; +use crate::triangle;  use encase::ShaderType;  use glam::{IVec4, Vec4};  use iced_graphics::gradient::Gradient;  use iced_graphics::Transformation; -pub struct GradientPipeline { +pub struct Pipeline {      pipeline: wgpu::RenderPipeline, -    pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>, -    pub(super) storage_buffer: DynamicBuffer<GradientStorage>, +    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: GradientStorage, +    color_stops_pending_write: Storage,      bind_group_layout: wgpu::BindGroupLayout,      bind_group: wgpu::BindGroup,  }  #[derive(Debug, ShaderType)] -pub(super) struct GradientUniforms { +pub(super) struct Uniforms {      transform: glam::Mat4,      //xy = start, zw = end      direction: Vec4, @@ -37,33 +34,33 @@ pub(super) struct ColorStop {  }  #[derive(ShaderType)] -pub(super) struct GradientStorage { +pub(super) struct Storage {      #[size(runtime)]      pub color_stops: Vec<ColorStop>,  } -impl GradientPipeline { -    /// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader. +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 = DynamicBuffer::uniform( +        let uniform_buffer = dynamic::Buffer::uniform(              device, -            "iced_wgpu::triangle [GRADIENT] uniforms", +            "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 = DynamicBuffer::storage( +        let storage_buffer = dynamic::Buffer::storage(              device, -            "iced_wgpu::triangle [GRADIENT] storage", +            "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"), +                label: Some("iced_wgpu::triangle::gradient bind group layout"),                  entries: &[                      wgpu::BindGroupLayoutEntry {                          binding: 0, @@ -71,7 +68,7 @@ impl GradientPipeline {                          ty: wgpu::BindingType::Buffer {                              ty: wgpu::BufferBindingType::Uniform,                              has_dynamic_offset: true, -                            min_binding_size: Some(GradientUniforms::min_size()), +                            min_binding_size: Some(Uniforms::min_size()),                          },                          count: None,                      }, @@ -83,14 +80,14 @@ impl GradientPipeline {                                  read_only: true,                              },                              has_dynamic_offset: false, -                            min_binding_size: Some(GradientStorage::min_size()), +                            min_binding_size: Some(Storage::min_size()),                          },                          count: None,                      },                  ],              }); -        let bind_group = GradientPipeline::bind_group( +        let bind_group = Pipeline::bind_group(              device,              uniform_buffer.raw(),              storage_buffer.raw(), @@ -99,7 +96,7 @@ impl GradientPipeline {          let layout =              device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { -                label: Some("iced_wgpu::triangle [GRADIENT] pipeline layout"), +                label: Some("iced_wgpu::triangle::gradient pipeline layout"),                  bind_group_layouts: &[&bind_group_layout],                  push_constant_ranges: &[],              }); @@ -107,30 +104,30 @@ impl GradientPipeline {          let shader =              device.create_shader_module(wgpu::ShaderModuleDescriptor {                  label: Some( -                    "iced_wgpu::triangle [GRADIENT] create shader module", +                    "iced_wgpu::triangle::gradient create shader module",                  ),                  source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed( -                    include_str!("../shader/triangle_gradient.wgsl"), +                    include_str!("../shader/gradient.wgsl"),                  )),              });          let pipeline =              device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { -                label: Some("iced_wgpu::triangle [GRADIENT] pipeline"), +                label: Some("iced_wgpu::triangle::gradient pipeline"),                  layout: Some(&layout),                  vertex: wgpu::VertexState {                      module: &shader,                      entry_point: "vs_main", -                    buffers: &[vertex_buffer_layout()], +                    buffers: &[triangle::vertex_buffer_layout()],                  },                  fragment: Some(wgpu::FragmentState {                      module: &shader, -                    entry_point: "fs_gradient", -                    targets: &[default_fragment_target(format)], +                    entry_point: "fs_main", +                    targets: &[triangle::fragment_target(format)],                  }), -                primitive: default_triangle_primitive_state(), +                primitive: triangle::primitive_state(),                  depth_stencil: None, -                multisample: default_multisample_state(antialiasing), +                multisample: triangle::multisample_state(antialiasing),                  multiview: None,              }); @@ -139,7 +136,7 @@ impl GradientPipeline {              uniform_buffer,              storage_buffer,              color_stop_offset: 0, -            color_stops_pending_write: GradientStorage { +            color_stops_pending_write: Storage {                  color_stops: vec![],              },              bind_group_layout, @@ -155,7 +152,7 @@ impl GradientPipeline {                  let end_offset =                      (linear.color_stops.len() as i32) + start_offset - 1; -                self.uniform_buffer.push(&GradientUniforms { +                self.uniform_buffer.push(&Uniforms {                      transform: transform.into(),                      direction: Vec4::new(                          linear.start.x, @@ -194,7 +191,7 @@ impl GradientPipeline {          layout: &wgpu::BindGroupLayout,      ) -> wgpu::BindGroup {          device.create_bind_group(&wgpu::BindGroupDescriptor { -            label: Some("iced_wgpu::triangle [GRADIENT] bind group"), +            label: Some("iced_wgpu::triangle::gradient bind group"),              layout,              entries: &[                  wgpu::BindGroupEntry { @@ -203,7 +200,7 @@ impl GradientPipeline {                          wgpu::BufferBinding {                              buffer: uniform_buffer,                              offset: 0, -                            size: Some(GradientUniforms::min_size()), +                            size: Some(Uniforms::min_size()),                          },                      ),                  }, @@ -232,7 +229,7 @@ impl GradientPipeline {          if uniforms_resized || storage_resized {              //recreate bind groups if any buffers were resized -            self.bind_group = GradientPipeline::bind_group( +            self.bind_group = Pipeline::bind_group(                  device,                  self.uniform_buffer.raw(),                  self.storage_buffer.raw(), diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs index abba4851..4000b059 100644 --- a/wgpu/src/triangle/solid.rs +++ b/wgpu/src/triangle/solid.rs @@ -1,27 +1,24 @@ -use crate::buffers::dynamic::DynamicBuffer; -use crate::triangle::{ -    default_fragment_target, default_multisample_state, -    default_triangle_primitive_state, vertex_buffer_layout, -}; +use crate::buffers::dynamic; +use crate::triangle;  use crate::{settings, Color};  use encase::ShaderType;  use glam::Vec4;  use iced_graphics::Transformation; -pub struct SolidPipeline { +pub struct Pipeline {      pipeline: wgpu::RenderPipeline, -    pub(super) buffer: DynamicBuffer<SolidUniforms>, +    pub(super) buffer: dynamic::Buffer<Uniforms>,      bind_group_layout: wgpu::BindGroupLayout,      bind_group: wgpu::BindGroup,  }  #[derive(Debug, Clone, Copy, ShaderType)] -pub(super) struct SolidUniforms { +pub(super) struct Uniforms {      transform: glam::Mat4,      color: Vec4,  } -impl SolidUniforms { +impl Uniforms {      pub fn new(transform: Transformation, color: Color) -> Self {          Self {              transform: transform.into(), @@ -30,34 +27,34 @@ impl SolidUniforms {      }  } -impl SolidPipeline { -    /// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader. +impl Pipeline { +    /// Creates a new [SolidPipeline] using `solid.wgsl` shader.      pub fn new(          device: &wgpu::Device,          format: wgpu::TextureFormat,          antialiasing: Option<settings::Antialiasing>,      ) -> Self { -        let buffer = DynamicBuffer::uniform( +        let buffer = dynamic::Buffer::uniform(              device, -            "iced_wgpu::triangle [SOLID] uniforms", +            "iced_wgpu::triangle::solid uniforms",          );          let bind_group_layout =              device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { -                label: Some("iced_wgpu::triangle [SOLID] bind group layout"), +                label: Some("iced_wgpu::triangle::solid 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(SolidUniforms::min_size()), +                        min_binding_size: Some(Uniforms::min_size()),                      },                      count: None,                  }],              }); -        let bind_group = SolidPipeline::bind_group( +        let bind_group = Pipeline::bind_group(              device,              &buffer.raw(),              &bind_group_layout, @@ -65,36 +62,36 @@ impl SolidPipeline {          let layout =              device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { -                label: Some("iced_wgpu::triangle [SOLID] pipeline layout"), +                label: Some("iced_wgpu::triangle::solid pipeline layout"),                  bind_group_layouts: &[&bind_group_layout],                  push_constant_ranges: &[],              });          let shader =              device.create_shader_module(wgpu::ShaderModuleDescriptor { -                label: Some("iced_wgpu::triangle [SOLID] create shader module"), +                label: Some("iced_wgpu::triangle::solid create shader module"),                  source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed( -                    include_str!("../shader/triangle_solid.wgsl"), +                    include_str!("../shader/solid.wgsl"),                  )),              });          let pipeline =              device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { -                label: Some("iced_wgpu::triangle [SOLID] pipeline"), +                label: Some("iced_wgpu::triangle::solid pipeline"),                  layout: Some(&layout),                  vertex: wgpu::VertexState {                      module: &shader,                      entry_point: "vs_main", -                    buffers: &[vertex_buffer_layout()], +                    buffers: &[triangle::vertex_buffer_layout()],                  },                  fragment: Some(wgpu::FragmentState {                      module: &shader, -                    entry_point: "fs_solid", -                    targets: &[default_fragment_target(format)], +                    entry_point: "fs_main", +                    targets: &[triangle::fragment_target(format)],                  }), -                primitive: default_triangle_primitive_state(), +                primitive: triangle::primitive_state(),                  depth_stencil: None, -                multisample: default_multisample_state(antialiasing), +                multisample: triangle::multisample_state(antialiasing),                  multiview: None,              }); @@ -112,14 +109,14 @@ impl SolidPipeline {          layout: &wgpu::BindGroupLayout,      ) -> wgpu::BindGroup {          device.create_bind_group(&wgpu::BindGroupDescriptor { -            label: Some("iced_wgpu::triangle [SOLID] bind group"), +            label: Some("iced_wgpu::triangle::solid bind group"),              layout,              entries: &[wgpu::BindGroupEntry {                  binding: 0,                  resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {                      buffer,                      offset: 0, -                    size: Some(SolidUniforms::min_size()), +                    size: Some(Uniforms::min_size()),                  }),              }],          }) @@ -127,7 +124,7 @@ impl SolidPipeline {      /// Pushes a new solid uniform to the CPU buffer.      pub fn push(&mut self, transform: Transformation, color: &Color) { -        self.buffer.push(&SolidUniforms::new(transform, *color)); +        self.buffer.push(&Uniforms::new(transform, *color));      }      /// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer @@ -141,7 +138,7 @@ impl SolidPipeline {          let uniforms_resized = self.buffer.resize(device);          if uniforms_resized { -            self.bind_group = SolidPipeline::bind_group( +            self.bind_group = Pipeline::bind_group(                  device,                  self.buffer.raw(),                  &self.bind_group_layout,  | 
