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author | 2022-11-14 00:02:42 +0100 | |
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committer | 2022-11-16 09:24:16 +0100 | |
commit | 33c3c0c0aa774bb7462e3c42aa04c591a66376a7 (patch) | |
tree | 08ea046e6ac8a9ad43a7ef1f56256a056a4a4d6c /wgpu | |
parent | 5b0dfcd0b0a9f25a3004dbc2cad3dea8220a76a1 (diff) | |
download | iced-33c3c0c0aa774bb7462e3c42aa04c591a66376a7.tar.gz iced-33c3c0c0aa774bb7462e3c42aa04c591a66376a7.tar.bz2 iced-33c3c0c0aa774bb7462e3c42aa04c591a66376a7.zip |
Group all solid triangles independently of color
Diffstat (limited to 'wgpu')
-rw-r--r-- | wgpu/src/buffer/dynamic.rs | 15 | ||||
-rw-r--r-- | wgpu/src/buffer/static.rs | 2 | ||||
-rw-r--r-- | wgpu/src/lib.rs | 2 | ||||
-rw-r--r-- | wgpu/src/shader/solid.wgsl | 29 | ||||
-rw-r--r-- | wgpu/src/shader/triangle.wgsl | 30 | ||||
-rw-r--r-- | wgpu/src/triangle.rs | 671 | ||||
-rw-r--r-- | wgpu/src/triangle/gradient.rs | 268 | ||||
-rw-r--r-- | wgpu/src/triangle/solid.rs | 170 |
8 files changed, 582 insertions, 605 deletions
diff --git a/wgpu/src/buffer/dynamic.rs b/wgpu/src/buffer/dynamic.rs index 2a675d81..18be03dd 100644 --- a/wgpu/src/buffer/dynamic.rs +++ b/wgpu/src/buffer/dynamic.rs @@ -1,10 +1,13 @@ //! Utilities for uniform buffer operations. use encase::private::WriteInto; use encase::ShaderType; + +use std::fmt; use std::marker::PhantomData; /// A dynamic buffer is any type of buffer which does not have a static offset. -pub(crate) struct Buffer<T: ShaderType> { +#[derive(Debug)] +pub struct Buffer<T: ShaderType> { offsets: Vec<wgpu::DynamicOffset>, cpu: Internal, gpu: wgpu::Buffer, @@ -204,3 +207,13 @@ impl Internal { } } } + +impl fmt::Debug for Internal { + fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { + match self { + Self::Uniform(_) => write!(f, "Internal::Uniform(_)"), + #[cfg(not(target_arch = "wasm32"))] + Self::Storage(_) => write!(f, "Internal::Storage(_)"), + } + } +} diff --git a/wgpu/src/buffer/static.rs b/wgpu/src/buffer/static.rs index cf06790c..ef87422f 100644 --- a/wgpu/src/buffer/static.rs +++ b/wgpu/src/buffer/static.rs @@ -8,7 +8,7 @@ const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128; /// A generic buffer struct useful for items which have no alignment requirements /// (e.g. Vertex, Index buffers) & no dynamic offsets. #[derive(Debug)] -pub(crate) struct Buffer<T> { +pub struct Buffer<T> { //stored sequentially per mesh iteration; refers to the offset index in the GPU buffer offsets: Vec<wgpu::BufferAddress>, label: &'static str, diff --git a/wgpu/src/lib.rs b/wgpu/src/lib.rs index f4436e9d..74152945 100644 --- a/wgpu/src/lib.rs +++ b/wgpu/src/lib.rs @@ -39,13 +39,13 @@ #![cfg_attr(docsrs, feature(doc_cfg))] pub mod settings; -pub mod triangle; pub mod window; mod backend; mod buffer; mod quad; mod text; +mod triangle; pub use iced_graphics::{Antialiasing, Color, Error, Primitive, Viewport}; pub use iced_native::Theme; diff --git a/wgpu/src/shader/solid.wgsl b/wgpu/src/shader/solid.wgsl index 68a8fea3..b24402f8 100644 --- a/wgpu/src/shader/solid.wgsl +++ b/wgpu/src/shader/solid.wgsl @@ -1,17 +1,30 @@ -struct Uniforms { +struct Globals { transform: mat4x4<f32>, - color: vec4<f32> } -@group(0) @binding(0) -var<uniform> uniforms: Uniforms; +@group(0) @binding(0) var<uniform> globals: Globals; + +struct VertexInput { + @location(0) position: vec2<f32>, + @location(1) color: vec4<f32>, +} + +struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) color: vec4<f32>, +} @vertex -fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> { - return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0); +fn vs_main(input: VertexInput) -> VertexOutput { + var out: VertexOutput; + + out.color = input.color; + out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0); + + return out; } @fragment -fn fs_main() -> @location(0) vec4<f32> { - return uniforms.color; +fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> { + return input.color; } diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl deleted file mode 100644 index b24402f8..00000000 --- a/wgpu/src/shader/triangle.wgsl +++ /dev/null @@ -1,30 +0,0 @@ -struct Globals { - transform: mat4x4<f32>, -} - -@group(0) @binding(0) var<uniform> globals: Globals; - -struct VertexInput { - @location(0) position: vec2<f32>, - @location(1) color: vec4<f32>, -} - -struct VertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) color: vec4<f32>, -} - -@vertex -fn vs_main(input: VertexInput) -> VertexOutput { - var out: VertexOutput; - - out.color = input.color; - out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0); - - return out; -} - -@fragment -fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> { - return input.color; -} 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(), + }, + ], + }) + } + } +} diff --git a/wgpu/src/triangle/gradient.rs b/wgpu/src/triangle/gradient.rs deleted file mode 100644 index b06cbac6..00000000 --- a/wgpu/src/triangle/gradient.rs +++ /dev/null @@ -1,268 +0,0 @@ -use crate::buffer::dynamic; -use crate::settings; -use crate::triangle; -use encase::ShaderType; -use glam::{IVec4, Vec4}; -use iced_graphics::gradient::Gradient; -use iced_graphics::Transformation; - -pub struct Pipeline { - pipeline: wgpu::RenderPipeline, - pub(super) uniform_buffer: dynamic::Buffer<Uniforms>, - pub(super) storage_buffer: dynamic::Buffer<Storage>, - color_stop_offset: i32, - //Need to store these and then write them all at once - //or else they will be padded to 256 and cause gaps in the storage buffer - color_stops_pending_write: Storage, - bind_group_layout: wgpu::BindGroupLayout, - bind_group: wgpu::BindGroup, -} - -#[derive(Debug, ShaderType)] -pub(super) struct Uniforms { - transform: glam::Mat4, - //xy = start, zw = end - direction: Vec4, - //x = start stop, y = end stop, zw = padding - stop_range: IVec4, -} - -#[derive(Debug, ShaderType)] -pub(super) struct ColorStop { - color: Vec4, - offset: f32, -} - -#[derive(ShaderType)] -pub(super) struct Storage { - #[size(runtime)] - pub color_stops: Vec<ColorStop>, -} - -impl Pipeline { - /// Creates a new [GradientPipeline] using `gradient.wgsl` shader. - pub(super) fn new( - device: &wgpu::Device, - format: wgpu::TextureFormat, - antialiasing: Option<settings::Antialiasing>, - ) -> Self { - let uniform_buffer = dynamic::Buffer::uniform( - device, - "iced_wgpu::triangle::gradient uniforms", - ); - - //Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static - // sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work - let storage_buffer = dynamic::Buffer::storage( - device, - "iced_wgpu::triangle::gradient storage", - ); - - let bind_group_layout = - device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("iced_wgpu::triangle::gradient bind group layout"), - entries: &[ - wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStages::VERTEX_FRAGMENT, - ty: wgpu::BindingType::Buffer { - ty: wgpu::BufferBindingType::Uniform, - has_dynamic_offset: true, - min_binding_size: Some(Uniforms::min_size()), - }, - count: None, - }, - wgpu::BindGroupLayoutEntry { - binding: 1, - visibility: wgpu::ShaderStages::FRAGMENT, - ty: wgpu::BindingType::Buffer { - ty: wgpu::BufferBindingType::Storage { - read_only: true, - }, - has_dynamic_offset: false, - min_binding_size: Some(Storage::min_size()), - }, - count: None, - }, - ], - }); - - let bind_group = Pipeline::bind_group( - device, - uniform_buffer.raw(), - storage_buffer.raw(), - &bind_group_layout, - ); - - let layout = - device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { - label: Some("iced_wgpu::triangle::gradient pipeline layout"), - bind_group_layouts: &[&bind_group_layout], - push_constant_ranges: &[], - }); - - let shader = - device.create_shader_module(wgpu::ShaderModuleDescriptor { - label: Some( - "iced_wgpu::triangle::gradient create shader module", - ), - source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed( - include_str!("../shader/gradient.wgsl"), - )), - }); - - let pipeline = - device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { - label: Some("iced_wgpu::triangle::gradient pipeline"), - layout: Some(&layout), - vertex: wgpu::VertexState { - module: &shader, - entry_point: "vs_main", - buffers: &[triangle::vertex_buffer_layout()], - }, - fragment: Some(wgpu::FragmentState { - module: &shader, - entry_point: "fs_main", - targets: &[triangle::fragment_target(format)], - }), - primitive: triangle::primitive_state(), - depth_stencil: None, - multisample: triangle::multisample_state(antialiasing), - multiview: None, - }); - - Self { - pipeline, - uniform_buffer, - storage_buffer, - color_stop_offset: 0, - color_stops_pending_write: Storage { - color_stops: vec![], - }, - bind_group_layout, - bind_group, - } - } - - /// Pushes a new gradient uniform to the CPU buffer. - pub fn push(&mut self, transform: Transformation, gradient: &Gradient) { - match gradient { - Gradient::Linear(linear) => { - let start_offset = self.color_stop_offset; - let end_offset = - (linear.color_stops.len() as i32) + start_offset - 1; - - self.uniform_buffer.push(&Uniforms { - transform: transform.into(), - direction: Vec4::new( - linear.start.x, - linear.start.y, - linear.end.x, - linear.end.y, - ), - stop_range: IVec4::new(start_offset, end_offset, 0, 0), - }); - - self.color_stop_offset = end_offset + 1; - - let stops: Vec<ColorStop> = linear - .color_stops - .iter() - .map(|stop| { - let [r, g, b, a] = stop.color.into_linear(); - - ColorStop { - offset: stop.offset, - color: Vec4::new(r, g, b, a), - } - }) - .collect(); - - self.color_stops_pending_write.color_stops.extend(stops); - } - } - } - - fn bind_group( - device: &wgpu::Device, - uniform_buffer: &wgpu::Buffer, - storage_buffer: &wgpu::Buffer, - layout: &wgpu::BindGroupLayout, - ) -> wgpu::BindGroup { - device.create_bind_group(&wgpu::BindGroupDescriptor { - label: Some("iced_wgpu::triangle::gradient bind group"), - layout, - entries: &[ - wgpu::BindGroupEntry { - binding: 0, - resource: wgpu::BindingResource::Buffer( - wgpu::BufferBinding { - buffer: uniform_buffer, - offset: 0, - size: Some(Uniforms::min_size()), - }, - ), - }, - wgpu::BindGroupEntry { - binding: 1, - resource: storage_buffer.as_entire_binding(), - }, - ], - }) - } - - /// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer - /// beforehand if necessary. - pub fn write( - &mut self, - device: &wgpu::Device, - staging_belt: &mut wgpu::util::StagingBelt, - encoder: &mut wgpu::CommandEncoder, - ) { - //first write the pending color stops to the CPU buffer - self.storage_buffer.push(&self.color_stops_pending_write); - - //resize buffers if needed - let uniforms_resized = self.uniform_buffer.resize(device); - let storage_resized = self.storage_buffer.resize(device); - - if uniforms_resized || storage_resized { - //recreate bind groups if any buffers were resized - self.bind_group = Pipeline::bind_group( - device, - self.uniform_buffer.raw(), - self.storage_buffer.raw(), - &self.bind_group_layout, - ); - } - - //write to GPU - self.uniform_buffer.write(device, staging_belt, encoder); - self.storage_buffer.write(device, staging_belt, encoder); - - //cleanup - self.color_stop_offset = 0; - self.color_stops_pending_write.color_stops.clear(); - } - - pub fn set_render_pass_pipeline<'a>( - &'a self, - render_pass: &mut wgpu::RenderPass<'a>, - ) { - render_pass.set_pipeline(&self.pipeline); - } - - /// Configures the current render pass to draw the gradient at its offset stored in the - /// [DynamicBuffer] at [index]. - pub fn configure_render_pass<'a>( - &'a self, - render_pass: &mut wgpu::RenderPass<'a>, - count: usize, - ) { - render_pass.set_bind_group( - 0, - &self.bind_group, - &[self.uniform_buffer.offset_at_index(count)], - ) - } -} diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs deleted file mode 100644 index 2e1052f2..00000000 --- a/wgpu/src/triangle/solid.rs +++ /dev/null @@ -1,170 +0,0 @@ -use crate::buffer::dynamic; -use crate::triangle; -use crate::{settings, Color}; -use encase::ShaderType; -use glam::Vec4; -use iced_graphics::Transformation; - -pub struct Pipeline { - pipeline: wgpu::RenderPipeline, - pub(super) buffer: dynamic::Buffer<Uniforms>, - bind_group_layout: wgpu::BindGroupLayout, - bind_group: wgpu::BindGroup, -} - -#[derive(Debug, Clone, Copy, ShaderType)] -pub(super) struct Uniforms { - transform: glam::Mat4, - color: Vec4, -} - -impl Uniforms { - pub fn new(transform: Transformation, color: Color) -> Self { - let [r, g, b, a] = color.into_linear(); - - Self { - transform: transform.into(), - color: Vec4::new(r, g, b, a), - } - } -} - -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 = 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 = - Pipeline::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/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: &[triangle::vertex_buffer_layout()], - }, - fragment: Some(wgpu::FragmentState { - module: &shader, - entry_point: "fs_main", - targets: &[triangle::fragment_target(format)], - }), - primitive: triangle::primitive_state(), - depth_stencil: None, - multisample: triangle::multisample_state(antialiasing), - multiview: None, - }); - - Self { - pipeline, - 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(Uniforms::min_size()), - }), - }], - }) - } - - /// Pushes a new solid uniform to the CPU buffer. - pub fn push(&mut self, transform: Transformation, color: &Color) { - self.buffer.push(&Uniforms::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 = Pipeline::bind_group( - device, - self.buffer.raw(), - &self.bind_group_layout, - ) - } - - self.buffer.write(device, staging_belt, encoder); - } - - pub fn set_render_pass_pipeline<'a>( - &'a self, - render_pass: &mut wgpu::RenderPass<'a>, - ) { - render_pass.set_pipeline(&self.pipeline); - } - - /// Configures the current render pass to draw the solid at its offset stored in the - /// [DynamicBuffer] at [index]. - pub fn configure_render_pass<'a>( - &'a self, - render_pass: &mut wgpu::RenderPass<'a>, - count: usize, - ) { - render_pass.set_bind_group( - 0, - &self.bind_group, - &[self.buffer.offset_at_index(count)], - ) - } -} |