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author | 2022-10-18 15:18:37 -0700 | |
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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, |