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author | 2022-11-03 18:57:09 +0100 | |
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committer | 2022-11-03 18:57:09 +0100 | |
commit | d222b5c8b0befab665c20ba0112b28199df0ae44 (patch) | |
tree | 0ac3a59f04e1c1ca89ff43800efbefd825b015ea /wgpu | |
parent | a8f510c39917b2ac42fcc854f0a7eff13aee9838 (diff) | |
parent | f31c8f2504ea7c004c5caed8913e5da28d2e50e2 (diff) | |
download | iced-d222b5c8b0befab665c20ba0112b28199df0ae44.tar.gz iced-d222b5c8b0befab665c20ba0112b28199df0ae44.tar.bz2 iced-d222b5c8b0befab665c20ba0112b28199df0ae44.zip |
Merge pull request #1448 from bungoboingo/fear/linear-gradients
Add linear gradient support to canvas widget
Diffstat (limited to 'wgpu')
-rw-r--r-- | wgpu/Cargo.toml | 7 | ||||
-rw-r--r-- | wgpu/src/backend.rs | 9 | ||||
-rw-r--r-- | wgpu/src/buffer.rs | 3 | ||||
-rw-r--r-- | wgpu/src/buffer/dynamic.rs | 199 | ||||
-rw-r--r-- | wgpu/src/buffer/static.rs | 117 | ||||
-rw-r--r-- | wgpu/src/lib.rs | 1 | ||||
-rw-r--r-- | wgpu/src/shader/gradient.wgsl | 88 | ||||
-rw-r--r-- | wgpu/src/shader/solid.wgsl | 17 | ||||
-rw-r--r-- | wgpu/src/triangle.rs | 514 | ||||
-rw-r--r-- | wgpu/src/triangle/gradient.rs | 268 | ||||
-rw-r--r-- | wgpu/src/triangle/solid.rs | 170 |
11 files changed, 1067 insertions, 326 deletions
diff --git a/wgpu/Cargo.toml b/wgpu/Cargo.toml index 55eec73f..9a57e58b 100644 --- a/wgpu/Cargo.toml +++ b/wgpu/Cargo.toml @@ -69,6 +69,13 @@ optional = true version = "0.6" optional = true +[dependencies.encase] +version = "0.3.0" +features = ["glam"] + +[dependencies.glam] +version = "0.21.3" + [package.metadata.docs.rs] rustdoc-args = ["--cfg", "docsrs"] all-features = true diff --git a/wgpu/src/backend.rs b/wgpu/src/backend.rs index 8c875254..80026673 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(); @@ -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/buffer.rs b/wgpu/src/buffer.rs new file mode 100644 index 00000000..7c092d0b --- /dev/null +++ b/wgpu/src/buffer.rs @@ -0,0 +1,3 @@ +//! Utilities for buffer operations. +pub mod dynamic; +pub mod r#static; diff --git a/wgpu/src/buffer/dynamic.rs b/wgpu/src/buffer/dynamic.rs new file mode 100644 index 00000000..c0c48c74 --- /dev/null +++ b/wgpu/src/buffer/dynamic.rs @@ -0,0 +1,199 @@ +//! Utilities for uniform buffer operations. +use encase::private::WriteInto; +use encase::ShaderType; +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> { + offsets: Vec<wgpu::DynamicOffset>, + cpu: Internal, + gpu: wgpu::Buffer, + label: &'static str, + size: u64, + _data: PhantomData<T>, +} + +impl<T: ShaderType + WriteInto> Buffer<T> { + /// Creates a new dynamic uniform buffer. + pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self { + Buffer::new( + device, + Internal::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 { + Buffer::new( + device, + Internal::Storage(encase::DynamicStorageBuffer::new(Vec::new())), + label, + wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, + ) + } + + fn new( + device: &wgpu::Device, + dynamic_buffer_type: Internal, + label: &'static str, + usage: wgpu::BufferUsages, + ) -> Self { + let initial_size = u64::from(T::min_size()); + + Self { + offsets: Vec::new(), + cpu: dynamic_buffer_type, + gpu: Buffer::<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 cpu 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. + /// + /// If the gpu buffer is resized, its bind group will need to be recreated! + 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 { + Internal::Uniform(_) => { + wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST + } + Internal::Storage(_) => { + wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST + } + }; + + self.gpu = Buffer::<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) + .copied() + .expect("Index not found in offsets."); + + 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(); + } +} + +// Currently supported dynamic buffers. +enum Internal { + Uniform(encase::DynamicUniformBuffer<Vec<u8>>), + Storage(encase::DynamicStorageBuffer<Vec<u8>>), +} + +impl Internal { + /// 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 { + Internal::Uniform(buf) => buf + .write(value) + .expect("Error when writing to dynamic uniform buffer.") + as u32, + Internal::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 { + Internal::Uniform(buf) => buf.as_ref(), + Internal::Storage(buf) => buf.as_ref(), + } + } + + /// Resets the CPU buffer. + pub(super) fn clear(&mut self) { + match self { + Internal::Uniform(buf) => { + buf.as_mut().clear(); + buf.set_offset(0); + } + Internal::Storage(buf) => { + buf.as_mut().clear(); + buf.set_offset(0); + } + } + } +} diff --git a/wgpu/src/buffer/static.rs b/wgpu/src/buffer/static.rs new file mode 100644 index 00000000..cf06790c --- /dev/null +++ b/wgpu/src/buffer/static.rs @@ -0,0 +1,117 @@ +use bytemuck::{Pod, Zeroable}; +use std::marker::PhantomData; +use std::mem; + +//128 triangles/indices +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> { + //stored sequentially per mesh iteration; refers to the offset index in the GPU buffer + offsets: Vec<wgpu::BufferAddress>, + label: &'static str, + usages: wgpu::BufferUsages, + gpu: wgpu::Buffer, + size: wgpu::BufferAddress, + _data: PhantomData<T>, +} + +impl<T: Pod + Zeroable> Buffer<T> { + /// Initialize a new static buffer. + pub fn new( + device: &wgpu::Device, + label: &'static str, + usages: wgpu::BufferUsages, + ) -> Self { + let size = (mem::size_of::<T>() as u64) * DEFAULT_STATIC_BUFFER_COUNT; + + Self { + offsets: Vec::new(), + label, + usages, + gpu: Self::gpu_buffer(device, label, size, usages), + size, + _data: PhantomData, + } + } + + fn gpu_buffer( + device: &wgpu::Device, + label: &'static str, + size: wgpu::BufferAddress, + usage: wgpu::BufferUsages, + ) -> wgpu::Buffer { + device.create_buffer(&wgpu::BufferDescriptor { + label: Some(label), + size, + usage, + mapped_at_creation: false, + }) + } + + /// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data + /// changes & a redraw is requested. + pub fn resize(&mut self, device: &wgpu::Device, new_count: usize) -> bool { + let size = (mem::size_of::<T>() * new_count) as u64; + + if self.size < size { + self.offsets.clear(); + self.size = size; + self.gpu = Self::gpu_buffer(device, self.label, size, self.usages); + true + } else { + false + } + } + + /// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset. + /// + /// Returns the size of the written bytes. + pub fn write( + &mut self, + device: &wgpu::Device, + staging_belt: &mut wgpu::util::StagingBelt, + encoder: &mut wgpu::CommandEncoder, + offset: u64, + content: &[T], + ) -> u64 { + let bytes = bytemuck::cast_slice(content); + let bytes_size = bytes.len() as u64; + + if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size) { + let mut buffer = staging_belt.write_buffer( + encoder, + &self.gpu, + offset, + buffer_size, + device, + ); + + buffer.copy_from_slice(bytes); + + self.offsets.push(offset); + } + + bytes_size + } + + fn offset_at(&self, index: usize) -> &wgpu::BufferAddress { + self.offsets + .get(index) + .expect("Offset at index does not exist.") + } + + /// 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(&self, index: usize) -> wgpu::BufferSlice<'_> { + self.gpu.slice(self.offset_at(index)..) + } + + /// Clears any temporary data from the buffer. + pub fn clear(&mut self) { + self.offsets.clear() + } +} diff --git a/wgpu/src/lib.rs b/wgpu/src/lib.rs index 3a98c6bd..1295516b 100644 --- a/wgpu/src/lib.rs +++ b/wgpu/src/lib.rs @@ -43,6 +43,7 @@ pub mod triangle; pub mod window; mod backend; +mod buffer; mod quad; mod text; diff --git a/wgpu/src/shader/gradient.wgsl b/wgpu/src/shader/gradient.wgsl new file mode 100644 index 00000000..63825aec --- /dev/null +++ b/wgpu/src/shader/gradient.wgsl @@ -0,0 +1,88 @@ +struct Uniforms { + transform: mat4x4<f32>, + //xy = start, wz = end + position: vec4<f32>, + //x = start stop, y = end stop, zw = padding + stop_range: vec4<i32>, +} + +struct Stop { + color: vec4<f32>, + offset: f32, +}; + +@group(0) @binding(0) +var<uniform> uniforms: Uniforms; + +@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 = uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0); + output.raw_position = input; + + return output; +} + +//TODO: rewrite without branching +@fragment +fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> { + let start = uniforms.position.xy; + let end = uniforms.position.zw; + let start_stop = uniforms.stop_range.x; + let end_stop = uniforms.stop_range.y; + + let v1 = end - start; + let v2 = input.raw_position.xy - start; + let unit = normalize(v1); + let offset = dot(unit, v2) / length(v1); + + let min_stop = color_stops[start_stop]; + let max_stop = color_stops[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 = start_stop; + var max_index = 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; +} diff --git a/wgpu/src/shader/solid.wgsl b/wgpu/src/shader/solid.wgsl new file mode 100644 index 00000000..68a8fea3 --- /dev/null +++ b/wgpu/src/shader/solid.wgsl @@ -0,0 +1,17 @@ +struct Uniforms { + transform: mat4x4<f32>, + color: vec4<f32> +} + +@group(0) @binding(0) +var<uniform> uniforms: Uniforms; + +@vertex +fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> { + return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0); +} + +@fragment +fn fs_main() -> @location(0) vec4<f32> { + return uniforms.color; +} diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs index fd06dddf..f9abf2b5 100644 --- a/wgpu/src/triangle.rs +++ b/wgpu/src/triangle.rs @@ -1,345 +1,176 @@ //! Draw meshes of triangles. -use crate::{settings, Transformation}; -use iced_graphics::layer; - -use bytemuck::{Pod, Zeroable}; -use std::mem; +mod gradient; +mod msaa; +mod solid; -pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; +use crate::buffer::r#static::Buffer; +use crate::settings; +use crate::Transformation; -mod msaa; +use iced_graphics::layer::mesh::{self, Mesh}; +use iced_graphics::triangle::{self, Vertex2D}; +use iced_graphics::Size; -const UNIFORM_BUFFER_SIZE: usize = 50; -const VERTEX_BUFFER_SIZE: usize = 10_000; -const INDEX_BUFFER_SIZE: usize = 10_000; +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 { - 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>, + index_strides: Vec<u32>, + pipelines: PipelineList, } -#[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. +pub(crate) struct PipelineList { + solid: solid::Pipeline, + gradient: gradient::Pipeline, } -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 PipelineList { + 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 PipelineList { + /// 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 pipelines, 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, + "iced_wgpu::triangle vertex buffer", wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, ), index_buffer: Buffer::new( - "iced_wgpu::triangle index buffer", device, - INDEX_BUFFER_SIZE, + "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), + 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, 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: &[Mesh<'_>], ) { - // 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 amount of vertices & indices we need to handle + let (total_vertices, total_indices) = mesh::attribute_count_of(meshes); - 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; + // Then we ensure the current attribute buffers are big enough, resizing if necessary. - // 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, - ); - - vertex_buffer.copy_from_slice(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); - { - 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, - ); + //prepare dynamic buffers & data store for writing + self.index_strides.clear(); + self.pipelines.clear(); - index_buffer.copy_from_slice(indices); - } - - uniforms.push(transform); - offsets.push(( - last_vertex as u64, - last_index as u64, - mesh.buffers.indices.len(), - )); + let mut vertex_offset = 0; + let mut index_offset = 0; - last_vertex += mesh.buffers.vertices.len(); - last_index += mesh.buffers.indices.len(); - } - } - - let uniforms = bytemuck::cast_slice(&uniforms); + for mesh in meshes { + let transform = transformation + * Transformation::translate(mesh.origin.x, mesh.origin.y); - if let Some(uniforms_size) = - wgpu::BufferSize::new(uniforms.len() as u64) - { - let mut uniforms_buffer = staging_belt.write_buffer( + //write to both buffers + let new_vertex_offset = self.vertex_buffer.write( + device, + staging_belt, encoder, - &self.uniforms_buffer.raw, - 0, - uniforms_size, + vertex_offset, + &mesh.buffers.vertices, + ); + + let new_index_offset = self.index_buffer.write( device, + staging_belt, + encoder, + index_offset, + &mesh.buffers.indices, ); - uniforms_buffer.copy_from_slice(uniforms); + vertex_offset += new_vertex_offset; + index_offset += new_index_offset; + + self.index_strides.push(mesh.buffers.indices.len() as u32); + + //push uniform data to CPU buffers + match mesh.style { + triangle::Style::Solid(color) => { + self.pipelines.solid.push(transform, color); + } + triangle::Style::Gradient(gradient) => { + self.pipelines.gradient.push(transform, gradient); + } + } } + //write uniform data to GPU + self.pipelines.write(device, staging_belt, encoder); + + //configure the render pass now that the data is uploaded to the GPU { - 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) - }; + //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 { @@ -354,12 +185,12 @@ impl Pipeline { depth_stencil_attachment: None, }); - render_pass.set_pipeline(&self.pipeline); + let mut num_solids = 0; + let mut num_gradients = 0; + let mut last_is_solid = None; - for (i, (vertex_offset, index_offset, indices)) in - offsets.into_iter().enumerate() - { - let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap(); + for (index, mesh) in meshes.iter().enumerate() { + let clip_bounds = (mesh.clip_bounds * scale_factor).snap(); render_pass.set_scissor_rect( clip_bounds.x, @@ -368,62 +199,105 @@ impl Pipeline { clip_bounds.height, ); - render_pass.set_bind_group( + match mesh.style { + triangle::Style::Solid(_) => { + if !last_is_solid.unwrap_or(false) { + self.pipelines + .solid + .set_render_pass_pipeline(&mut render_pass); + + last_is_solid = Some(true); + } + + self.pipelines.solid.configure_render_pass( + &mut render_pass, + num_solids, + ); + + num_solids += 1; + } + triangle::Style::Gradient(_) => { + if last_is_solid.unwrap_or(true) { + self.pipelines + .gradient + .set_render_pass_pipeline(&mut render_pass); + + last_is_solid = Some(false); + } + + self.pipelines.gradient.configure_render_pass( + &mut render_pass, + num_gradients, + ); + + num_gradients += 1; + } + }; + + render_pass.set_vertex_buffer( 0, - &self.constants, - &[(std::mem::size_of::<Uniforms>() * i) as u32], + self.vertex_buffer.slice_from_index(index), ); render_pass.set_index_buffer( - self.index_buffer - .raw - .slice(index_offset * mem::size_of::<u32>() as u64..), + self.index_buffer.slice_from_index(index), wgpu::IndexFormat::Uint32, ); - render_pass.set_vertex_buffer( + render_pass.draw_indexed( + 0..(self.index_strides[index] as u32), 0, - self.vertex_buffer.raw.slice( - vertex_offset * mem::size_of::<Vertex2D>() as u64.., - ), + 0..1, ); - - render_pass.draw_indexed(0..indices as u32, 0, 0..1); } } + self.vertex_buffer.clear(); + self.index_buffer.clear(); + if let Some(blit) = &mut self.blit { blit.draw(encoder, target); } } } -#[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 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 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 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..b06cbac6 --- /dev/null +++ b/wgpu/src/triangle/gradient.rs @@ -0,0 +1,268 @@ +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 new file mode 100644 index 00000000..2e1052f2 --- /dev/null +++ b/wgpu/src/triangle/solid.rs @@ -0,0 +1,170 @@ +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)], + ) + } +} |