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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2022-11-14 00:02:42 +0100
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2022-11-16 09:24:16 +0100
commit33c3c0c0aa774bb7462e3c42aa04c591a66376a7 (patch)
tree08ea046e6ac8a9ad43a7ef1f56256a056a4a4d6c /wgpu/src/triangle.rs
parent5b0dfcd0b0a9f25a3004dbc2cad3dea8220a76a1 (diff)
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Group all solid triangles independently of color
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r--wgpu/src/triangle.rs671
1 files changed, 545 insertions, 126 deletions
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
index c51b5339..b33b488a 100644
--- a/wgpu/src/triangle.rs
+++ b/wgpu/src/triangle.rs
@@ -1,71 +1,27 @@
//! Draw meshes of triangles.
-#[cfg(not(target_arch = "wasm32"))]
-mod gradient;
mod msaa;
-mod solid;
use crate::buffer::r#static::Buffer;
use crate::settings;
use crate::Transformation;
use iced_graphics::layer::mesh::{self, Mesh};
-use iced_graphics::triangle::{self, Vertex2D};
+use iced_graphics::triangle::ColoredVertex2D;
use iced_graphics::Size;
-use core::fmt;
-use std::fmt::Formatter;
-
-/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
-pub(crate) struct Pipeline {
+pub struct Pipeline {
blit: Option<msaa::Blit>,
- vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
index_strides: Vec<u32>,
- pipelines: PipelineList,
-}
-
-/// Supported triangle pipelines for different fills.
-pub(crate) struct PipelineList {
solid: solid::Pipeline,
+
/// Gradients are currently not supported on WASM targets due to their need of storage buffers.
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline,
}
-impl fmt::Debug for PipelineList {
- fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
- f.debug_struct("TrianglePipelines").finish()
- }
-}
-
-impl PipelineList {
- /// Resets each pipeline's buffers.
- fn clear(&mut self) {
- self.solid.buffer.clear();
- #[cfg(not(target_arch = "wasm32"))]
- {
- self.gradient.uniform_buffer.clear();
- self.gradient.storage_buffer.clear();
- }
- }
-
- /// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
- /// beforehand if necessary.
- fn write(
- &mut self,
- device: &wgpu::Device,
- staging_belt: &mut wgpu::util::StagingBelt,
- encoder: &mut wgpu::CommandEncoder,
- ) {
- self.solid.write(device, staging_belt, encoder);
- #[cfg(not(target_arch = "wasm32"))]
- self.gradient.write(device, staging_belt, encoder);
- }
-}
-
impl Pipeline {
- /// Creates supported pipelines, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
@@ -73,26 +29,19 @@ impl Pipeline {
) -> Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
- vertex_buffer: Buffer::new(
- device,
- "iced_wgpu::triangle vertex buffer",
- wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
- ),
index_buffer: Buffer::new(
device,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
- pipelines: PipelineList {
- solid: solid::Pipeline::new(device, format, antialiasing),
- #[cfg(not(target_arch = "wasm32"))]
- gradient: gradient::Pipeline::new(device, format, antialiasing),
- },
+ solid: solid::Pipeline::new(device, format, antialiasing),
+
+ #[cfg(not(target_arch = "wasm32"))]
+ gradient: gradient::Pipeline::new(device, format, antialiasing),
}
}
- /// Draws the contents of the current layer's meshes to the [target].
pub fn draw(
&mut self,
device: &wgpu::Device,
@@ -104,68 +53,185 @@ impl Pipeline {
scale_factor: f32,
meshes: &[Mesh<'_>],
) {
- //count the total amount of vertices & indices we need to handle
- let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
+ // 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);
- //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.vertex_buffer.resize(device, total_vertices);
- let _ = self.index_buffer.resize(device, total_indices);
+ #[cfg(not(target_arch = "wasm32"))]
+ let _ = self
+ .gradient
+ .vertices
+ .resize(device, count.gradient_vertices);
- //prepare dynamic buffers & data store for writing
+ // Prepare dynamic buffers & data store for writing
self.index_strides.clear();
- self.pipelines.clear();
+ self.solid.vertices.clear();
+ self.solid.uniforms.clear();
+
+ #[cfg(not(target_arch = "wasm32"))]
+ {
+ self.gradient.uniforms.clear();
+ self.gradient.vertices.clear();
+ self.gradient.storage.clear();
+ }
- let mut vertex_offset = 0;
+ let mut solid_vertex_offset = 0;
let mut index_offset = 0;
+ #[cfg(not(target_arch = "wasm32"))]
+ let mut gradient_vertex_offset = 0;
+
for mesh in meshes {
- let transform = transformation
- * Transformation::translate(mesh.origin.x, mesh.origin.y);
+ let origin = mesh.origin();
+ let indices = mesh.indices();
- //write to both buffers
- let new_vertex_offset = self.vertex_buffer.write(
- device,
- staging_belt,
- encoder,
- vertex_offset,
- &mesh.buffers.vertices,
- );
+ let transform =
+ transformation * Transformation::translate(origin.x, origin.y);
let new_index_offset = self.index_buffer.write(
device,
staging_belt,
encoder,
index_offset,
- &mesh.buffers.indices,
+ indices,
);
- vertex_offset += new_vertex_offset;
index_offset += new_index_offset;
-
- self.index_strides.push(mesh.buffers.indices.len() as u32);
+ self.index_strides.push(indices.len() as u32);
//push uniform data to CPU buffers
- match mesh.style {
- triangle::Style::Solid(color) => {
- self.pipelines.solid.push(transform, color);
+ match mesh {
+ Mesh::Solid { buffers, .. } => {
+ self.solid.uniforms.push(&solid::Uniforms::new(transform));
+
+ let written_bytes = self.solid.vertices.write(
+ device,
+ staging_belt,
+ encoder,
+ solid_vertex_offset,
+ &buffers.vertices,
+ );
+
+ solid_vertex_offset += written_bytes;
}
#[cfg(not(target_arch = "wasm32"))]
- triangle::Style::Gradient(gradient) => {
- self.pipelines.gradient.push(transform, gradient);
+ Mesh::Gradient {
+ buffers, gradient, ..
+ } => {
+ let written_bytes = self.gradient.vertices.write(
+ device,
+ staging_belt,
+ encoder,
+ gradient_vertex_offset,
+ &buffers.vertices,
+ );
+
+ gradient_vertex_offset += written_bytes;
+
+ match gradient {
+ iced_graphics::Gradient::Linear(linear) => {
+ use glam::{IVec4, Vec4};
+
+ let start_offset = self.gradient.color_stop_offset;
+ let end_offset = (linear.color_stops.len() as i32)
+ + start_offset
+ - 1;
+
+ self.gradient.uniforms.push(&gradient::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.gradient.color_stop_offset = end_offset + 1;
+
+ let stops: Vec<gradient::ColorStop> = linear
+ .color_stops
+ .iter()
+ .map(|stop| {
+ let [r, g, b, a] = stop.color.into_linear();
+
+ gradient::ColorStop {
+ offset: stop.offset,
+ color: Vec4::new(r, g, b, a),
+ }
+ })
+ .collect();
+
+ self.gradient
+ .color_stops_pending_write
+ .color_stops
+ .extend(stops);
+ }
+ }
}
+ #[cfg(target_arch = "wasm32")]
+ Mesh::Gradient { .. } => {}
+ }
+ }
+
+ // Write uniform data to GPU
+ if count.solid_vertices > 0 {
+ let uniforms_resized = self.solid.uniforms.resize(device);
+
+ if uniforms_resized {
+ self.solid.bind_group = solid::Pipeline::bind_group(
+ device,
+ self.solid.uniforms.raw(),
+ &self.solid.bind_group_layout,
+ )
}
+
+ self.solid.uniforms.write(device, staging_belt, encoder);
}
- //write uniform data to GPU
- self.pipelines.write(device, staging_belt, encoder);
+ #[cfg(not(target_arch = "wasm32"))]
+ if count.gradient_vertices > 0 {
+ // First write the pending color stops to the CPU buffer
+ self.gradient
+ .storage
+ .push(&self.gradient.color_stops_pending_write);
+
+ // Resize buffers if needed
+ let uniforms_resized = self.gradient.uniforms.resize(device);
+ let storage_resized = self.gradient.storage.resize(device);
+
+ if uniforms_resized || storage_resized {
+ self.gradient.bind_group = gradient::Pipeline::bind_group(
+ device,
+ self.gradient.uniforms.raw(),
+ self.gradient.storage.raw(),
+ &self.gradient.bind_group_layout,
+ );
+ }
+
+ // Write to GPU
+ self.gradient.uniforms.write(device, staging_belt, encoder);
+ self.gradient.storage.write(device, staging_belt, encoder);
- //configure the render pass now that the data is uploaded to the GPU
+ // Cleanup
+ self.gradient.color_stop_offset = 0;
+ self.gradient.color_stops_pending_write.color_stops.clear();
+ }
+
+ // Configure render pass
{
- //configure antialiasing pass
let (attachment, resolve_target, load) = if let Some(blit) =
&mut self.blit
{
@@ -200,7 +266,7 @@ impl Pipeline {
let mut last_is_solid = None;
for (index, mesh) in meshes.iter().enumerate() {
- let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
+ let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
@@ -209,47 +275,57 @@ impl Pipeline {
clip_bounds.height,
);
- match mesh.style {
- triangle::Style::Solid(_) => {
+ match mesh {
+ Mesh::Solid { .. } => {
if !last_is_solid.unwrap_or(false) {
- self.pipelines
- .solid
- .set_render_pass_pipeline(&mut render_pass);
+ render_pass.set_pipeline(&self.solid.pipeline);
last_is_solid = Some(true);
}
- self.pipelines.solid.configure_render_pass(
- &mut render_pass,
- num_solids,
+ render_pass.set_bind_group(
+ 0,
+ &self.solid.bind_group,
+ &[self.solid.uniforms.offset_at_index(num_solids)],
+ );
+
+ render_pass.set_vertex_buffer(
+ 0,
+ self.solid.vertices.slice_from_index(num_solids),
);
num_solids += 1;
}
#[cfg(not(target_arch = "wasm32"))]
- triangle::Style::Gradient(_) => {
+ Mesh::Gradient { .. } => {
if last_is_solid.unwrap_or(true) {
- self.pipelines
- .gradient
- .set_render_pass_pipeline(&mut render_pass);
+ render_pass.set_pipeline(&self.gradient.pipeline);
last_is_solid = Some(false);
}
- self.pipelines.gradient.configure_render_pass(
- &mut render_pass,
- num_gradients,
+ render_pass.set_bind_group(
+ 0,
+ &self.gradient.bind_group,
+ &[self
+ .gradient
+ .uniforms
+ .offset_at_index(num_gradients)],
+ );
+
+ render_pass.set_vertex_buffer(
+ 0,
+ self.gradient
+ .vertices
+ .slice_from_index(num_gradients),
);
num_gradients += 1;
}
+ #[cfg(target_arch = "wasm32")]
+ Mesh::Gradient { .. } => {}
};
- render_pass.set_vertex_buffer(
- 0,
- self.vertex_buffer.slice_from_index(index),
- );
-
render_pass.set_index_buffer(
self.index_buffer.slice_from_index(index),
wgpu::IndexFormat::Uint32,
@@ -263,7 +339,6 @@ impl Pipeline {
}
}
- self.vertex_buffer.clear();
self.index_buffer.clear();
if let Some(blit) = &mut self.blit {
@@ -272,19 +347,6 @@ impl Pipeline {
}
}
-//utility functions for individual pipelines with shared functionality
-fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
- wgpu::VertexBufferLayout {
- array_stride: std::mem::size_of::<Vertex2D>() as u64,
- step_mode: wgpu::VertexStepMode::Vertex,
- attributes: &[wgpu::VertexAttribute {
- format: wgpu::VertexFormat::Float32x2,
- offset: 0,
- shader_location: 0,
- }],
- }
-}
-
fn fragment_target(
texture_format: wgpu::TextureFormat,
) -> Option<wgpu::ColorTargetState> {
@@ -312,3 +374,360 @@ fn multisample_state(
alpha_to_coverage_enabled: false,
}
}
+
+mod solid {
+ use crate::buffer::dynamic;
+ use crate::buffer::r#static::Buffer;
+ use crate::settings;
+ use crate::triangle;
+ use encase::ShaderType;
+ use iced_graphics::Transformation;
+
+ #[derive(Debug)]
+ pub struct Pipeline {
+ pub pipeline: wgpu::RenderPipeline,
+ pub vertices: Buffer<triangle::ColoredVertex2D>,
+ pub uniforms: dynamic::Buffer<Uniforms>,
+ pub bind_group_layout: wgpu::BindGroupLayout,
+ pub bind_group: wgpu::BindGroup,
+ }
+
+ #[derive(Debug, Clone, Copy, ShaderType)]
+ pub struct Uniforms {
+ transform: glam::Mat4,
+ }
+
+ impl Uniforms {
+ pub fn new(transform: Transformation) -> Self {
+ Self {
+ transform: transform.into(),
+ }
+ }
+ }
+
+ 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 vertices = Buffer::new(
+ device,
+ "iced_wgpu::triangle::solid vertex buffer",
+ wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
+ );
+
+ let uniforms = dynamic::Buffer::uniform(
+ device,
+ "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"),
+ 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,
+ }],
+ },
+ );
+
+ let bind_group =
+ Self::bind_group(device, uniforms.raw(), &bind_group_layout);
+
+ let layout = device.create_pipeline_layout(
+ &wgpu::PipelineLayoutDescriptor {
+ 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",
+ ),
+ source: wgpu::ShaderSource::Wgsl(
+ std::borrow::Cow::Borrowed(include_str!(
+ "shader/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: "vs_main",
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<
+ triangle::ColoredVertex2D,
+ >()
+ 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: "fs_main",
+ targets: &[triangle::fragment_target(format)],
+ }),
+ primitive: triangle::primitive_state(),
+ depth_stencil: None,
+ multisample: triangle::multisample_state(antialiasing),
+ multiview: None,
+ },
+ );
+
+ Self {
+ pipeline,
+ vertices,
+ uniforms,
+ bind_group_layout,
+ bind_group,
+ }
+ }
+
+ 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: Some(Uniforms::min_size()),
+ },
+ ),
+ }],
+ })
+ }
+ }
+}
+
+#[cfg(not(target_arch = "wasm32"))]
+mod gradient {
+ use crate::buffer::dynamic;
+ use crate::buffer::r#static::Buffer;
+ use crate::settings;
+ use crate::triangle;
+
+ use encase::ShaderType;
+ use glam::{IVec4, Vec4};
+ use iced_graphics::triangle::Vertex2D;
+
+ #[derive(Debug)]
+ pub struct Pipeline {
+ pub pipeline: wgpu::RenderPipeline,
+ pub vertices: Buffer<Vertex2D>,
+ pub uniforms: dynamic::Buffer<Uniforms>,
+ pub storage: dynamic::Buffer<Storage>,
+ pub 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
+ pub color_stops_pending_write: Storage,
+ pub bind_group_layout: wgpu::BindGroupLayout,
+ pub bind_group: wgpu::BindGroup,
+ }
+
+ #[derive(Debug, ShaderType)]
+ pub struct Uniforms {
+ pub transform: glam::Mat4,
+ //xy = start, zw = end
+ pub direction: Vec4,
+ //x = start stop, y = end stop, zw = padding
+ pub stop_range: IVec4,
+ }
+
+ #[derive(Debug, ShaderType)]
+ pub struct ColorStop {
+ pub color: Vec4,
+ pub offset: f32,
+ }
+
+ #[derive(Debug, ShaderType)]
+ pub 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 vertices = Buffer::new(
+ device,
+ "iced_wgpu::triangle::gradient vertex buffer",
+ wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
+ );
+
+ let uniforms = 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 = 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,
+ uniforms.raw(),
+ storage.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: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<Vertex2D>()
+ as u64,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &wgpu::vertex_attr_array!(
+ // Position
+ 0 => Float32x2,
+ ),
+ }],
+ },
+ 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,
+ vertices,
+ uniforms,
+ storage,
+ color_stop_offset: 0,
+ color_stops_pending_write: Storage {
+ color_stops: vec![],
+ },
+ bind_group_layout,
+ bind_group,
+ }
+ }
+
+ pub 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(),
+ },
+ ],
+ })
+ }
+ }
+}