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authorLibravatar shan <shankern@protonmail.com>2022-09-29 10:52:58 -0700
committerLibravatar shan <shankern@protonmail.com>2022-09-29 11:15:35 -0700
commit40f45d7b7e35dd4937abe6b5ce16b6256b4f1eeb (patch)
tree38ffc5dd6bae5da4da3b93664dfe27e024dfa261 /wgpu/src
parent97f385e093711c269df315b28f76e66e0220e22a (diff)
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Adds linear gradient support to 2D meshes in the canvas widget.
Diffstat (limited to '')
-rw-r--r--wgpu/src/backend.rs11
-rw-r--r--wgpu/src/buffers.rs3
-rw-r--r--wgpu/src/buffers/buffer.rs91
-rw-r--r--wgpu/src/buffers/dynamic_buffers.rs202
-rw-r--r--wgpu/src/lib.rs1
-rw-r--r--wgpu/src/shader/triangle_gradient.wgsl83
-rw-r--r--wgpu/src/shader/triangle_solid.wgsl18
-rw-r--r--wgpu/src/triangle.rs605
-rw-r--r--wgpu/src/triangle/gradient.rs265
-rw-r--r--wgpu/src/triangle/solid.rs169
10 files changed, 1078 insertions, 370 deletions
diff --git a/wgpu/src/backend.rs b/wgpu/src/backend.rs
index 8c875254..fd688004 100644
--- a/wgpu/src/backend.rs
+++ b/wgpu/src/backend.rs
@@ -94,8 +94,7 @@ impl Backend {
staging_belt,
encoder,
frame,
- target_size.width,
- target_size.height,
+ target_size
);
}
@@ -112,8 +111,7 @@ impl Backend {
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
- target_width: u32,
- target_height: u32,
+ target_size: Size<u32>,
) {
let bounds = (layer.bounds * scale_factor).snap();
@@ -134,7 +132,7 @@ impl Backend {
);
}
- if !layer.meshes.is_empty() {
+ if !layer.meshes.0.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
@@ -143,8 +141,7 @@ impl Backend {
staging_belt,
encoder,
target,
- target_width,
- target_height,
+ target_size,
scaled,
scale_factor,
&layer.meshes,
diff --git a/wgpu/src/buffers.rs b/wgpu/src/buffers.rs
new file mode 100644
index 00000000..f94d175d
--- /dev/null
+++ b/wgpu/src/buffers.rs
@@ -0,0 +1,3 @@
+//! Utilities for buffer operations.
+pub mod buffer;
+pub mod dynamic_buffers; \ No newline at end of file
diff --git a/wgpu/src/buffers/buffer.rs b/wgpu/src/buffers/buffer.rs
new file mode 100644
index 00000000..dae3b038
--- /dev/null
+++ b/wgpu/src/buffers/buffer.rs
@@ -0,0 +1,91 @@
+//! Utilities for static buffer operations.
+
+/// A generic buffer struct useful for items which have no alignment requirements
+/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
+///
+/// This buffer is mapped to the GPU on creation, so must be initialized with the correct capacity.
+#[derive(Debug)]
+pub(crate) struct StaticBuffer {
+ //stored sequentially per mesh iteration
+ offsets: Vec<wgpu::BufferAddress>,
+ gpu: wgpu::Buffer,
+ //the static size of the buffer
+ size: wgpu::BufferAddress,
+}
+
+impl StaticBuffer {
+ pub fn new(
+ device: &wgpu::Device,
+ label: &'static str,
+ size: u64,
+ usage: wgpu::BufferUsages,
+ total_offsets: usize,
+ ) -> Self {
+ Self {
+ offsets: Vec::with_capacity(total_offsets),
+ gpu: device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some(label),
+ size,
+ usage,
+ mapped_at_creation: true,
+ }),
+ size,
+ }
+ }
+
+ /// Resolves pending write operations & unmaps buffer from host memory.
+ pub fn flush(&self) {
+ (&self.gpu).unmap();
+ }
+
+ /// Returns whether or not the buffer needs to be recreated. This can happen whenever the mesh
+ /// data is re-submitted.
+ pub fn needs_recreate(&self, new_size: usize) -> bool {
+ self.size != new_size as u64
+ }
+
+ /// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
+ pub fn write(&mut self, offset: u64, content: &[u8]) {
+ //offset has to be divisible by 8 for alignment reasons
+ let actual_offset = if offset % 8 != 0 {
+ offset + 4
+ } else {
+ offset
+ };
+
+ let mut buffer = self
+ .gpu
+ .slice(actual_offset..(actual_offset + content.len() as u64))
+ .get_mapped_range_mut();
+ buffer.copy_from_slice(content);
+ self.offsets.push(actual_offset);
+ }
+
+ fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
+ self.offsets
+ .get(index)
+ .expect(&format!("Offset index {} is not in range.", index))
+ }
+
+ /// Returns the slice calculated from the offset stored at the given index.
+ /// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
+ /// 1 that we stored earlier when writing.
+ pub fn slice_from_index<T>(
+ &self,
+ index: usize,
+ ) -> wgpu::BufferSlice<'_> {
+ self.gpu.slice(self.offset_at(index)..)
+ }
+}
+
+/// Returns true if the current buffer doesn't exist & needs to be created, or if it's too small
+/// for the new content.
+pub(crate) fn needs_recreate(
+ buffer: &Option<StaticBuffer>,
+ new_size: usize,
+) -> bool {
+ match buffer {
+ None => true,
+ Some(buf) => buf.needs_recreate(new_size),
+ }
+}
diff --git a/wgpu/src/buffers/dynamic_buffers.rs b/wgpu/src/buffers/dynamic_buffers.rs
new file mode 100644
index 00000000..d81529ce
--- /dev/null
+++ b/wgpu/src/buffers/dynamic_buffers.rs
@@ -0,0 +1,202 @@
+//! Utilities for uniform buffer operations.
+use encase::private::WriteInto;
+use encase::ShaderType;
+use std::marker::PhantomData;
+
+// Currently supported dynamic buffers.
+enum DynamicBufferType {
+ Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
+ Storage(encase::DynamicStorageBuffer<Vec<u8>>),
+}
+
+impl DynamicBufferType {
+ /// 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
+ .write(value)
+ .expect("Error when writing to dynamic uniform buffer.")
+ as u32,
+ DynamicBufferType::Storage(buf) => buf
+ .write(value)
+ .expect("Error when writing to dynamic storage buffer.")
+ as u32,
+ }
+ }
+
+ /// 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(),
+ }
+ }
+
+ /// Resets the CPU buffer.
+ pub(super) fn clear(&mut self) {
+ match self {
+ DynamicBufferType::Uniform(buf) => {
+ buf.as_mut().clear();
+ buf.set_offset(0);
+ }
+ DynamicBufferType::Storage(buf) => {
+ buf.as_mut().clear();
+ buf.set_offset(0);
+ }
+ }
+ }
+}
+
+//TODO think about making cpu & gpu buffers optional
+pub(crate) struct DynamicBuffer<T: ShaderType> {
+ offsets: Vec<wgpu::DynamicOffset>,
+ cpu: DynamicBufferType,
+ gpu: wgpu::Buffer,
+ label: &'static str,
+ size: u64,
+ _data: PhantomData<T>,
+}
+
+impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
+ /// Creates a new dynamic uniform buffer.
+ pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
+ DynamicBuffer::new(
+ device,
+ DynamicBufferType::Uniform(encase::DynamicUniformBuffer::new(
+ Vec::new(),
+ )),
+ label,
+ wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+ )
+ }
+
+ /// Creates a new dynamic storage buffer.
+ pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
+ DynamicBuffer::new(
+ device,
+ DynamicBufferType::Storage(encase::DynamicStorageBuffer::new(
+ Vec::new(),
+ )),
+ label,
+ wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
+ )
+ }
+
+ fn new(
+ device: &wgpu::Device,
+ dynamic_buffer_type: DynamicBufferType,
+ label: &'static str,
+ usage: wgpu::BufferUsages,
+ ) -> Self {
+ let initial_size = u64::from(T::min_size());
+
+ Self {
+ offsets: Vec::new(),
+ cpu: dynamic_buffer_type,
+ gpu: DynamicBuffer::<T>::create_gpu_buffer(
+ device,
+ label,
+ usage,
+ initial_size,
+ ),
+ label,
+ size: initial_size,
+ _data: Default::default(),
+ }
+ }
+
+ fn create_gpu_buffer(
+ device: &wgpu::Device,
+ label: &'static str,
+ usage: wgpu::BufferUsages,
+ size: u64,
+ ) -> wgpu::Buffer {
+ device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some(label),
+ size,
+ usage,
+ mapped_at_creation: false,
+ })
+ }
+
+ /// Write a new value to the CPU buffer with proper alignment. Stores the returned offset value
+ /// in the buffer for future use.
+ pub fn push(&mut self, value: &T) {
+ //this write operation on the buffer will adjust for uniform alignment requirements
+ let offset = self.cpu.write(value);
+ self.offsets.push(offset as u32);
+ }
+
+ /// Resize buffer contents if necessary. This will re-create the GPU buffer if current size is
+ /// less than the newly computed size from the CPU buffer.
+ pub fn resize(&mut self, device: &wgpu::Device) -> bool {
+ let new_size = self.cpu.get_ref().len() as u64;
+
+ if self.size < new_size {
+ let usages = match self.cpu {
+ DynamicBufferType::Uniform(_) => {
+ wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
+ }
+ DynamicBufferType::Storage(_) => {
+ wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
+ }
+ };
+
+ //Re-create the GPU buffer since it needs to be resized.
+ self.gpu = DynamicBuffer::<T>::create_gpu_buffer(
+ device, self.label, usages, new_size,
+ );
+ self.size = new_size;
+ true
+ } else {
+ false
+ }
+ }
+
+ /// Write the contents of this dynamic buffer to the GPU via staging belt command.
+ pub fn write(
+ &mut self,
+ device: &wgpu::Device,
+ staging_belt: &mut wgpu::util::StagingBelt,
+ encoder: &mut wgpu::CommandEncoder,
+ ) {
+ let size = self.cpu.get_ref().len();
+
+ if let Some(buffer_size) = wgpu::BufferSize::new(size as u64) {
+ let mut buffer = staging_belt.write_buffer(
+ encoder,
+ &self.gpu,
+ 0,
+ buffer_size,
+ device,
+ );
+
+ buffer.copy_from_slice(self.cpu.get_ref());
+ }
+ }
+
+ // Gets the aligned offset at the given index from the CPU buffer.
+ pub fn offset_at_index(&self, index: usize) -> wgpu::DynamicOffset {
+ let offset = self
+ .offsets
+ .get(index)
+ .expect(&format!("Index {} not found in offsets.", index))
+ .clone();
+
+ offset
+ }
+
+ /// Returns a reference to the GPU buffer.
+ pub fn raw(&self) -> &wgpu::Buffer {
+ &self.gpu
+ }
+
+ /// Reset the buffer.
+ pub fn clear(&mut self) {
+ self.offsets.clear();
+ self.cpu.clear();
+ }
+}
diff --git a/wgpu/src/lib.rs b/wgpu/src/lib.rs
index 3a98c6bd..42cf712e 100644
--- a/wgpu/src/lib.rs
+++ b/wgpu/src/lib.rs
@@ -41,6 +41,7 @@
pub mod settings;
pub mod triangle;
pub mod window;
+pub mod buffers;
mod backend;
mod quad;
diff --git a/wgpu/src/shader/triangle_gradient.wgsl b/wgpu/src/shader/triangle_gradient.wgsl
new file mode 100644
index 00000000..cb35b61c
--- /dev/null
+++ b/wgpu/src/shader/triangle_gradient.wgsl
@@ -0,0 +1,83 @@
+// uniforms
+struct GradientUniforms {
+ transform: mat4x4<f32>,
+ @size(16) start: vec2<f32>,
+ @size(16) end: vec2<f32>,
+ @size(16) start_stop: i32,
+ @size(16) end_stop: i32,
+}
+
+struct Stop {
+ color: vec4<f32>,
+ offset: f32,
+};
+
+@group(0) @binding(0)
+var<uniform> gradient_uniforms: GradientUniforms;
+
+@group(0) @binding(1)
+var<storage, read> color_stops: array<Stop>;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) raw_position: vec2<f32>
+}
+
+@vertex
+fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
+ var output: VertexOutput;
+ output.position = gradient_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
+ output.raw_position = input;
+
+ return output;
+}
+
+@fragment
+fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
+ let v1 = gradient_uniforms.end - gradient_uniforms.start;
+ let v2 = input.raw_position.xy - gradient_uniforms.start;
+ let unit = normalize(v1);
+ let offset = dot(unit, v2) / length(v1);
+
+ let min_stop = color_stops[gradient_uniforms.start_stop];
+ let max_stop = color_stops[gradient_uniforms.end_stop];
+
+ var color: vec4<f32>;
+
+ if (offset <= min_stop.offset) {
+ color = min_stop.color;
+ } else if (offset >= max_stop.offset) {
+ color = max_stop.color;
+ } else {
+ var min = min_stop;
+ var max = max_stop;
+ var min_index = gradient_uniforms.start_stop;
+ var max_index = gradient_uniforms.end_stop;
+
+ loop {
+ if (min_index >= max_index - 1) {
+ break;
+ }
+
+ let index = min_index + (max_index - min_index) / 2;
+
+ let stop = color_stops[index];
+
+ if (offset <= stop.offset) {
+ max = stop;
+ max_index = index;
+ } else {
+ min = stop;
+ min_index = index;
+ }
+ }
+
+ color = mix(min.color, max.color, smoothstep(
+ min.offset,
+ max.offset,
+ offset
+ ));
+ }
+
+ return color;
+} \ No newline at end of file
diff --git a/wgpu/src/shader/triangle_solid.wgsl b/wgpu/src/shader/triangle_solid.wgsl
new file mode 100644
index 00000000..126eceaa
--- /dev/null
+++ b/wgpu/src/shader/triangle_solid.wgsl
@@ -0,0 +1,18 @@
+// uniforms
+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;
+} \ No newline at end of file
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
index fd06dddf..d632c26c 100644
--- a/wgpu/src/triangle.rs
+++ b/wgpu/src/triangle.rs
@@ -1,429 +1,308 @@
//! Draw meshes of triangles.
use crate::{settings, Transformation};
-use iced_graphics::layer;
+use core::fmt;
+use std::fmt::Formatter;
-use bytemuck::{Pod, Zeroable};
-use std::mem;
+use iced_graphics::layer::Meshes;
+use iced_graphics::shader::Shader;
+use iced_graphics::Size;
+use crate::buffers::buffer::{needs_recreate, StaticBuffer};
+use crate::triangle::gradient::GradientPipeline;
+use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
+mod gradient;
mod msaa;
+mod solid;
-const UNIFORM_BUFFER_SIZE: usize = 50;
-const VERTEX_BUFFER_SIZE: usize = 10_000;
-const INDEX_BUFFER_SIZE: usize = 10_000;
-
+/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
pub(crate) struct Pipeline {
- pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
- constants_layout: wgpu::BindGroupLayout,
- constants: wgpu::BindGroup,
- uniforms_buffer: Buffer<Uniforms>,
- vertex_buffer: Buffer<Vertex2D>,
- index_buffer: Buffer<u32>,
+ // these are optional so we don't allocate any memory to the GPU if
+ // application has no triangle meshes.
+ vertex_buffer: Option<StaticBuffer>,
+ index_buffer: Option<StaticBuffer>,
+ pipelines: TrianglePipelines,
}
-#[derive(Debug)]
-struct Buffer<T> {
- label: &'static str,
- raw: wgpu::Buffer,
- size: usize,
- usage: wgpu::BufferUsages,
- _type: std::marker::PhantomData<T>,
+/// Supported triangle pipelines for different fills. Both use the same vertex shader.
+pub(crate) struct TrianglePipelines {
+ solid: SolidPipeline,
+ gradient: GradientPipeline,
}
-impl<T> Buffer<T> {
- pub fn new(
- label: &'static str,
- device: &wgpu::Device,
- size: usize,
- usage: wgpu::BufferUsages,
- ) -> Self {
- let raw = device.create_buffer(&wgpu::BufferDescriptor {
- label: Some(label),
- size: (std::mem::size_of::<T>() * size) as u64,
- usage,
- mapped_at_creation: false,
- });
-
- Buffer {
- label,
- raw,
- size,
- usage,
- _type: std::marker::PhantomData,
- }
+impl fmt::Debug for TrianglePipelines {
+ fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
+ f.debug_struct("TrianglePipelines").finish()
}
+}
- pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
- let needs_resize = self.size < size;
-
- if needs_resize {
- self.raw = device.create_buffer(&wgpu::BufferDescriptor {
- label: Some(self.label),
- size: (std::mem::size_of::<T>() * size) as u64,
- usage: self.usage,
- mapped_at_creation: false,
- });
-
- self.size = size;
- }
+impl TrianglePipelines {
+ /// Resets each pipeline's buffers.
+ fn clear(&mut self) {
+ self.solid.buffer.clear();
+ self.gradient.uniform_buffer.clear();
+ self.gradient.storage_buffer.clear();
+ }
- needs_resize
+ /// 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);
+ self.gradient.write(device, staging_belt, encoder);
}
}
impl Pipeline {
+ /// Creates supported GL programs, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
- let constants_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("iced_wgpu::triangle uniforms layout"),
- entries: &[wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::VERTEX,
- ty: wgpu::BindingType::Buffer {
- ty: wgpu::BufferBindingType::Uniform,
- has_dynamic_offset: true,
- min_binding_size: wgpu::BufferSize::new(
- mem::size_of::<Uniforms>() as u64,
- ),
- },
- count: None,
- }],
- });
-
- let constants_buffer = Buffer::new(
- "iced_wgpu::triangle uniforms buffer",
- device,
- UNIFORM_BUFFER_SIZE,
- wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
- );
-
- let constant_bind_group =
- device.create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("iced_wgpu::triangle uniforms bind group"),
- layout: &constants_layout,
- entries: &[wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::Buffer(
- wgpu::BufferBinding {
- buffer: &constants_buffer.raw,
- offset: 0,
- size: wgpu::BufferSize::new(std::mem::size_of::<
- Uniforms,
- >(
- )
- as u64),
- },
- ),
- }],
- });
-
- let layout =
- device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
- label: Some("iced_wgpu::triangle pipeline layout"),
- push_constant_ranges: &[],
- bind_group_layouts: &[&constants_layout],
- });
-
- let shader =
- device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("iced_wgpu::triangle::shader"),
- source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
- include_str!("shader/triangle.wgsl"),
- )),
- });
-
- let pipeline =
- device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- label: Some("iced_wgpu::triangle pipeline"),
- layout: Some(&layout),
- vertex: wgpu::VertexState {
- module: &shader,
- entry_point: "vs_main",
- buffers: &[wgpu::VertexBufferLayout {
- array_stride: mem::size_of::<Vertex2D>() 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: &[Some(wgpu::ColorTargetState {
- format,
- blend: Some(wgpu::BlendState::ALPHA_BLENDING),
- write_mask: wgpu::ColorWrites::ALL,
- })],
- }),
- primitive: wgpu::PrimitiveState {
- topology: wgpu::PrimitiveTopology::TriangleList,
- front_face: wgpu::FrontFace::Cw,
- ..Default::default()
- },
- depth_stencil: None,
- multisample: wgpu::MultisampleState {
- count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
- mask: !0,
- alpha_to_coverage_enabled: false,
- },
- multiview: None,
- });
-
Pipeline {
- pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
- constants_layout,
- constants: constant_bind_group,
- uniforms_buffer: constants_buffer,
- vertex_buffer: Buffer::new(
- "iced_wgpu::triangle vertex buffer",
- device,
- VERTEX_BUFFER_SIZE,
- wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
- ),
- index_buffer: Buffer::new(
- "iced_wgpu::triangle index buffer",
- device,
- INDEX_BUFFER_SIZE,
- wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
- ),
+ vertex_buffer: None,
+ index_buffer: None,
+ pipelines: TrianglePipelines {
+ solid: SolidPipeline::new(device, format, antialiasing),
+ gradient: GradientPipeline::new(device, format, antialiasing),
+ },
}
}
+ /// Draws the contents of the current layer's meshes to the [target].
pub fn draw(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
- target_width: u32,
- target_height: u32,
+ target_size: Size<u32>,
transformation: Transformation,
scale_factor: f32,
- meshes: &[layer::Mesh<'_>],
+ meshes: &Meshes<'_>,
) {
- // This looks a bit crazy, but we are just counting how many vertices
- // and indices we will need to handle.
- // TODO: Improve readability
- let (total_vertices, total_indices) = meshes
- .iter()
- .map(|layer::Mesh { buffers, .. }| {
- (buffers.vertices.len(), buffers.indices.len())
- })
- .fold((0, 0), |(total_v, total_i), (v, i)| {
- (total_v + v, total_i + i)
- });
-
- // Then we ensure the current buffers are big enough, resizing if
- // necessary
- let _ = self.vertex_buffer.expand(device, total_vertices);
- let _ = self.index_buffer.expand(device, total_indices);
-
- // If the uniforms buffer is resized, then we need to recreate its
- // bind group.
- if self.uniforms_buffer.expand(device, meshes.len()) {
- self.constants =
- device.create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("iced_wgpu::triangle uniforms buffer"),
- layout: &self.constants_layout,
- entries: &[wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::Buffer(
- wgpu::BufferBinding {
- buffer: &self.uniforms_buffer.raw,
- offset: 0,
- size: wgpu::BufferSize::new(
- std::mem::size_of::<Uniforms>() as u64,
- ),
- },
- ),
- }],
- });
+ //count the total number of vertices & indices we need to handle
+ let (total_vertices, total_indices) = meshes.attribute_count();
+ println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
+
+ //Only create buffers if they need to be re-sized or don't exist
+ if needs_recreate(&self.vertex_buffer, total_vertices) {
+ //mapped to GPU at creation with total vertices
+ self.vertex_buffer = Some(StaticBuffer::new(
+ device,
+ "iced_wgpu::triangle vertex buffer",
+ //TODO: a more reasonable default to prevent frequent resizing calls
+ // before this was 10_000
+ (std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
+ wgpu::BufferUsages::VERTEX,
+ meshes.0.len(),
+ ))
}
- let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
- let mut offsets: Vec<(
- wgpu::BufferAddress,
- wgpu::BufferAddress,
- usize,
- )> = Vec::with_capacity(meshes.len());
- let mut last_vertex = 0;
- let mut last_index = 0;
-
- // We upload everything upfront
- for mesh in meshes {
- let transform = (transformation
- * Transformation::translate(mesh.origin.x, mesh.origin.y))
- .into();
-
- let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
- let indices = bytemuck::cast_slice(&mesh.buffers.indices);
-
- if let (Some(vertices_size), Some(indices_size)) = (
- wgpu::BufferSize::new(vertices.len() as u64),
- wgpu::BufferSize::new(indices.len() as u64),
- ) {
- {
- let mut vertex_buffer = staging_belt.write_buffer(
- encoder,
- &self.vertex_buffer.raw,
- (std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
- vertices_size,
- device,
- );
+ if needs_recreate(&self.index_buffer, total_indices) {
+ //mapped to GPU at creation with total indices
+ self.index_buffer = Some(StaticBuffer::new(
+ device,
+ "iced_wgpu::triangle index buffer",
+ //TODO: a more reasonable default to prevent frequent resizing calls
+ // before this was 10_000
+ (std::mem::size_of::<Vertex2D>() * total_indices) as u64,
+ wgpu::BufferUsages::INDEX,
+ meshes.0.len(),
+ ));
+ }
- vertex_buffer.copy_from_slice(vertices);
+ if let Some(vertex_buffer) = &mut self.vertex_buffer {
+ if let Some(index_buffer) = &mut self.index_buffer {
+ let mut offset_v = 0;
+ let mut offset_i = 0;
+ //TODO: store this more efficiently
+ let mut indices_lengths = Vec::with_capacity(meshes.0.len());
+
+ //iterate through meshes to write all attribute data
+ for mesh in meshes.0.iter() {
+ let transform = transformation
+ * Transformation::translate(
+ mesh.origin.x,
+ mesh.origin.y,
+ );
+
+ println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
+
+ let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
+ let indices = bytemuck::cast_slice(&mesh.buffers.indices);
+
+ //TODO: it's (probably) more efficient to reduce this write command and
+ // iterate first and then upload
+ println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
+ vertex_buffer.write(offset_v, vertices);
+ index_buffer.write(offset_i, indices);
+
+ offset_v += vertices.len() as u64;
+ offset_i += indices.len() as u64;
+ indices_lengths.push(mesh.buffers.indices.len());
+
+ match mesh.shader {
+ Shader::Solid(color) => {
+ self.pipelines.solid.push(transform, color);
+ }
+ Shader::Gradient(gradient) => {
+ self.pipelines.gradient.push(transform, gradient);
+ }
+ }
}
+ //done writing to gpu buffer, unmap from host memory since we don't need it
+ //anymore
+ vertex_buffer.flush();
+ index_buffer.flush();
+
+ //resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
+ self.pipelines.write(device, staging_belt, encoder);
+
+ //configure the render pass now that the data is uploaded to the GPU
{
- let mut index_buffer = staging_belt.write_buffer(
- encoder,
- &self.index_buffer.raw,
- (std::mem::size_of::<u32>() * last_index) as u64,
- indices_size,
- device,
+ //configure antialiasing pass
+ let (attachment, resolve_target, load) =
+ if let Some(blit) = &mut self.blit {
+ let (attachment, resolve_target) = blit.targets(
+ device,
+ target_size.width,
+ target_size.height,
+ );
+
+ (
+ attachment,
+ Some(resolve_target),
+ wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
+ )
+ } else {
+ (target, None, wgpu::LoadOp::Load)
+ };
+
+ let mut render_pass = encoder.begin_render_pass(
+ &wgpu::RenderPassDescriptor {
+ label: Some("iced_wgpu::triangle render pass"),
+ color_attachments: &[Some(
+ wgpu::RenderPassColorAttachment {
+ view: attachment,
+ resolve_target,
+ ops: wgpu::Operations { load, store: true },
+ },
+ )],
+ depth_stencil_attachment: None,
+ },
);
- index_buffer.copy_from_slice(indices);
+ //TODO: do this a better way; store it in the respective pipelines perhaps
+ // to be more readable
+ let mut num_solids = 0;
+ let mut num_gradients = 0;
+
+ //TODO: try to avoid this extra iteration if possible
+ for index in 0..meshes.0.len() {
+ let clip_bounds =
+ (meshes.0[index].clip_bounds * scale_factor).snap();
+
+ render_pass.set_scissor_rect(
+ clip_bounds.x,
+ clip_bounds.y,
+ clip_bounds.width,
+ clip_bounds.height,
+ );
+
+ match meshes.0[index].shader {
+ Shader::Solid(_) => {
+ self.pipelines.solid.configure_render_pass(
+ &mut render_pass,
+ num_solids,
+ );
+ num_solids += 1;
+ }
+ Shader::Gradient(_) => {
+ self.pipelines.gradient.configure_render_pass(
+ &mut render_pass,
+ num_gradients,
+ );
+ num_gradients += 1;
+ }
+ }
+
+ render_pass.set_index_buffer(
+ index_buffer.slice_from_index::<u32>(index),
+ wgpu::IndexFormat::Uint32,
+ );
+
+ render_pass.set_vertex_buffer(
+ 0,
+ vertex_buffer.slice_from_index::<Vertex2D>(index),
+ );
+
+ render_pass.draw_indexed(
+ 0..(indices_lengths[index] as u32),
+ 0,
+ 0..1,
+ );
+ }
}
-
- uniforms.push(transform);
- offsets.push((
- last_vertex as u64,
- last_index as u64,
- mesh.buffers.indices.len(),
- ));
-
- last_vertex += mesh.buffers.vertices.len();
- last_index += mesh.buffers.indices.len();
- }
- }
-
- let uniforms = bytemuck::cast_slice(&uniforms);
-
- if let Some(uniforms_size) =
- wgpu::BufferSize::new(uniforms.len() as u64)
- {
- let mut uniforms_buffer = staging_belt.write_buffer(
- encoder,
- &self.uniforms_buffer.raw,
- 0,
- uniforms_size,
- device,
- );
-
- uniforms_buffer.copy_from_slice(uniforms);
- }
-
- {
- let (attachment, resolve_target, load) =
- if let Some(blit) = &mut self.blit {
- let (attachment, resolve_target) =
- blit.targets(device, target_width, target_height);
-
- (
- attachment,
- Some(resolve_target),
- wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
- )
- } else {
- (target, None, wgpu::LoadOp::Load)
- };
-
- let mut render_pass =
- encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- label: Some("iced_wgpu::triangle render pass"),
- color_attachments: &[Some(
- wgpu::RenderPassColorAttachment {
- view: attachment,
- resolve_target,
- ops: wgpu::Operations { load, store: true },
- },
- )],
- depth_stencil_attachment: None,
- });
-
- render_pass.set_pipeline(&self.pipeline);
-
- for (i, (vertex_offset, index_offset, indices)) in
- offsets.into_iter().enumerate()
- {
- let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
-
- render_pass.set_scissor_rect(
- clip_bounds.x,
- clip_bounds.y,
- clip_bounds.width,
- clip_bounds.height,
- );
-
- render_pass.set_bind_group(
- 0,
- &self.constants,
- &[(std::mem::size_of::<Uniforms>() * i) as u32],
- );
-
- render_pass.set_index_buffer(
- self.index_buffer
- .raw
- .slice(index_offset * mem::size_of::<u32>() as u64..),
- wgpu::IndexFormat::Uint32,
- );
-
- render_pass.set_vertex_buffer(
- 0,
- self.vertex_buffer.raw.slice(
- vertex_offset * mem::size_of::<Vertex2D>() as u64..,
- ),
- );
-
- render_pass.draw_indexed(0..indices as u32, 0, 0..1);
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
+
+ //cleanup
+ self.pipelines.clear();
}
}
-#[repr(C)]
-#[derive(Debug, Clone, Copy, Zeroable, Pod)]
-struct Uniforms {
- transform: [f32; 16],
- // We need to align this to 256 bytes to please `wgpu`...
- // TODO: Be smarter and stop wasting memory!
- _padding_a: [f32; 32],
- _padding_b: [f32; 16],
+//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,
+ }],
+ }
}
-impl Default for Uniforms {
- fn default() -> Self {
- Self {
- transform: *Transformation::identity().as_ref(),
- _padding_a: [0.0; 32],
- _padding_b: [0.0; 16],
- }
+fn default_fragment_target(
+ texture_format: wgpu::TextureFormat,
+) -> Option<wgpu::ColorTargetState> {
+ Some(wgpu::ColorTargetState {
+ format: texture_format,
+ blend: Some(wgpu::BlendState::ALPHA_BLENDING),
+ write_mask: wgpu::ColorWrites::ALL,
+ })
+}
+
+fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
+ wgpu::PrimitiveState {
+ topology: wgpu::PrimitiveTopology::TriangleList,
+ front_face: wgpu::FrontFace::Cw,
+ ..Default::default()
}
}
-impl From<Transformation> for Uniforms {
- fn from(transformation: Transformation) -> Uniforms {
- Self {
- transform: transformation.into(),
- _padding_a: [0.0; 32],
- _padding_b: [0.0; 16],
- }
+fn default_multisample_state(
+ antialiasing: Option<settings::Antialiasing>,
+) -> wgpu::MultisampleState {
+ wgpu::MultisampleState {
+ count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
+ mask: !0,
+ alpha_to_coverage_enabled: false,
}
}
diff --git a/wgpu/src/triangle/gradient.rs b/wgpu/src/triangle/gradient.rs
new file mode 100644
index 00000000..471b204c
--- /dev/null
+++ b/wgpu/src/triangle/gradient.rs
@@ -0,0 +1,265 @@
+use crate::buffers::dynamic_buffers::DynamicBuffer;
+use crate::settings;
+use crate::triangle::{
+ default_fragment_target, default_multisample_state,
+ default_triangle_primitive_state, vertex_buffer_layout,
+};
+use encase::ShaderType;
+use glam::{Vec2, Vec4};
+use iced_graphics::gradient::Gradient;
+use iced_graphics::Transformation;
+
+pub(super) struct GradientPipeline {
+ pipeline: wgpu::RenderPipeline,
+ pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
+ pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
+ 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,
+ bind_group_layout: wgpu::BindGroupLayout,
+ bind_group: wgpu::BindGroup,
+}
+
+//TODO I can tightly pack this by rearranging/consolidating some fields
+#[derive(Debug, ShaderType)]
+pub(super) struct GradientUniforms {
+ transform: glam::Mat4,
+ start: Vec2,
+ #[align(16)]
+ end: Vec2,
+ #[align(16)]
+ start_stop: i32,
+ #[align(16)]
+ end_stop: i32,
+}
+
+#[derive(Debug, ShaderType)]
+pub(super) struct ColorStop {
+ color: Vec4,
+ offset: f32,
+}
+
+#[derive(ShaderType)]
+pub(super) struct GradientStorage {
+ #[size(runtime)]
+ pub color_stops: Vec<ColorStop>,
+}
+
+impl GradientPipeline {
+ /// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
+ pub(super) fn new(
+ device: &wgpu::Device,
+ format: wgpu::TextureFormat,
+ antialiasing: Option<settings::Antialiasing>,
+ ) -> Self {
+ let uniform_buffer = DynamicBuffer::uniform(
+ device,
+ "iced_wgpu::triangle [GRADIENT] uniforms",
+ );
+
+ //TODO: With a WASM target storage buffers are not supported. Will need to use UBOs & static
+ // sized array (64 on OpenGL side right now) to make gradients work
+ let storage_buffer = DynamicBuffer::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(GradientUniforms::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(GradientStorage::min_size()),
+ },
+ count: None,
+ },
+ ],
+ });
+
+ let bind_group = GradientPipeline::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/triangle_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: &[vertex_buffer_layout()],
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_gradient",
+ targets: &[default_fragment_target(format)],
+ }),
+ primitive: default_triangle_primitive_state(),
+ depth_stencil: None,
+ multisample: default_multisample_state(antialiasing),
+ multiview: None,
+ });
+
+ Self {
+ pipeline,
+ uniform_buffer,
+ storage_buffer,
+ color_stop_offset: 0,
+ color_stops_pending_write: GradientStorage { 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(&GradientUniforms {
+ transform: transform.into(),
+ start: Vec2::new(linear.start.x, linear.start.y),
+ end: Vec2::new(linear.end.x, linear.end.y),
+ start_stop: start_offset,
+ end_stop: end_offset,
+ });
+
+ self.color_stop_offset = end_offset + 1;
+
+ let stops: Vec<ColorStop> = linear
+ .color_stops
+ .iter()
+ .map(|stop| ColorStop {
+ offset: stop.offset,
+ color: Vec4::new(
+ stop.color.r,
+ stop.color.g,
+ stop.color.b,
+ stop.color.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(GradientUniforms::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 = GradientPipeline::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();
+ }
+
+ /// 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>,
+ index: usize,
+ ) {
+ render_pass.set_pipeline(&self.pipeline);
+ render_pass.set_bind_group(
+ 0,
+ &self.bind_group,
+ &[self.uniform_buffer.offset_at_index(index)],
+ );
+ }
+}
diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs
new file mode 100644
index 00000000..a3cbd72b
--- /dev/null
+++ b/wgpu/src/triangle/solid.rs
@@ -0,0 +1,169 @@
+use crate::buffers::dynamic_buffers::DynamicBuffer;
+use crate::triangle::{
+ default_fragment_target, default_multisample_state,
+ default_triangle_primitive_state, vertex_buffer_layout,
+};
+use crate::{settings, Color};
+use encase::ShaderType;
+use glam::Vec4;
+use iced_graphics::Transformation;
+
+pub(super) struct SolidPipeline {
+ pipeline: wgpu::RenderPipeline,
+ pub(super) buffer: DynamicBuffer<SolidUniforms>,
+ bind_group_layout: wgpu::BindGroupLayout,
+ bind_group: wgpu::BindGroup,
+}
+
+#[derive(Debug, Clone, Copy, ShaderType)]
+pub(super) struct SolidUniforms {
+ transform: glam::Mat4,
+ color: Vec4,
+}
+
+impl SolidUniforms {
+ pub fn new(transform: Transformation, color: Color) -> Self {
+ Self {
+ transform: transform.into(),
+ color: Vec4::new(color.r, color.g, color.b, color.a),
+ }
+ }
+}
+
+impl SolidPipeline {
+ /// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
+ pub fn new(
+ device: &wgpu::Device,
+ format: wgpu::TextureFormat,
+ antialiasing: Option<settings::Antialiasing>,
+ ) -> Self {
+ let buffer = DynamicBuffer::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(SolidUniforms::min_size()),
+ },
+ count: None,
+ }],
+ });
+
+ let bind_group = SolidPipeline::bind_group(
+ device,
+ &buffer.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/triangle_solid.wgsl"),
+ )),
+ });
+
+ let pipeline =
+ device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("iced_wgpu::triangle [SOLID] pipeline"),
+ layout: Some(&layout),
+ vertex: wgpu::VertexState {
+ module: &shader,
+ entry_point: "vs_main",
+ buffers: &[vertex_buffer_layout()],
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_solid",
+ targets: &[default_fragment_target(format)],
+ }),
+ primitive: default_triangle_primitive_state(),
+ depth_stencil: None,
+ multisample: default_multisample_state(antialiasing),
+ multiview: None,
+ });
+
+ Self {
+ pipeline,
+ buffer,
+ bind_group_layout,
+ bind_group,
+ }
+ }
+
+ 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(SolidUniforms::min_size()),
+ }),
+ }],
+ })
+ }
+
+ /// 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));
+ }
+
+ /// Writes the contents of the solid 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,
+ ) {
+ let uniforms_resized = self.buffer.resize(device);
+
+ if uniforms_resized {
+ self.bind_group = SolidPipeline::bind_group(
+ device,
+ self.buffer.raw(),
+ &self.bind_group_layout,
+ )
+ }
+
+ self.buffer.write(device, staging_belt, encoder);
+ }
+
+ /// Configures the current render pass to draw the solid at its offset stored in the
+ /// [DynamicBuffer] at [index].
+ pub fn configure_render_pass<'a>(
+ &'a self,
+ render_pass: &mut wgpu::RenderPass<'a>,
+ index: usize,
+ ) {
+ render_pass.set_pipeline(&self.pipeline);
+
+ render_pass.set_bind_group(
+ 0,
+ &self.bind_group,
+ &[self.buffer.offset_at_index(index)],
+ );
+ }
+} \ No newline at end of file