diff options
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r-- | wgpu/src/triangle.rs | 290 |
1 files changed, 159 insertions, 131 deletions
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs index 3e68a269..61a771d8 100644 --- a/wgpu/src/triangle.rs +++ b/wgpu/src/triangle.rs @@ -1,12 +1,15 @@ //! Draw meshes of triangles. use crate::{settings, Transformation}; -use iced_native::{Rectangle, Vector}; +use iced_graphics::layer; + +use bytemuck::{Pod, Zeroable}; use std::mem; -use zerocopy::AsBytes; + +pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; mod msaa; -const UNIFORM_BUFFER_SIZE: usize = 100; +const UNIFORM_BUFFER_SIZE: usize = 50; const VERTEX_BUFFER_SIZE: usize = 10_000; const INDEX_BUFFER_SIZE: usize = 10_000; @@ -14,6 +17,7 @@ const INDEX_BUFFER_SIZE: usize = 10_000; 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>, @@ -22,6 +26,7 @@ pub(crate) struct Pipeline { #[derive(Debug)] struct Buffer<T> { + label: &'static str, raw: wgpu::Buffer, size: usize, usage: wgpu::BufferUsage, @@ -30,17 +35,20 @@ struct Buffer<T> { impl<T> Buffer<T> { pub fn new( + label: &'static str, device: &wgpu::Device, size: usize, usage: wgpu::BufferUsage, ) -> Self { let raw = device.create_buffer(&wgpu::BufferDescriptor { - label: None, + label: Some(label), size: (std::mem::size_of::<T>() * size) as u64, usage, + mapped_at_creation: false, }); Buffer { + label, raw, size, usage, @@ -48,16 +56,21 @@ impl<T> Buffer<T> { } } - pub fn ensure_capacity(&mut self, device: &wgpu::Device, size: usize) { - if self.size < size { + 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: None, + label: Some(self.label), size: (std::mem::size_of::<T>() * size) as u64, usage: self.usage, + mapped_at_creation: false, }); self.size = size; } + + needs_resize } } @@ -67,17 +80,24 @@ impl Pipeline { format: wgpu::TextureFormat, antialiasing: Option<settings::Antialiasing>, ) -> Pipeline { - let constant_layout = + let constants_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: None, - bindings: &[wgpu::BindGroupLayoutEntry { + label: Some("iced_wgpu::triangle uniforms layout"), + entries: &[wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX, - ty: wgpu::BindingType::UniformBuffer { dynamic: true }, + ty: wgpu::BindingType::UniformBuffer { + dynamic: 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::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, @@ -85,37 +105,37 @@ impl Pipeline { let constant_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { - label: None, - layout: &constant_layout, - bindings: &[wgpu::Binding { + label: Some("iced_wgpu::triangle uniforms bind group"), + layout: &constants_layout, + entries: &[wgpu::BindGroupEntry { binding: 0, - resource: wgpu::BindingResource::Buffer { - buffer: &constants_buffer.raw, - range: 0..std::mem::size_of::<Uniforms>() as u64, - }, + resource: wgpu::BindingResource::Buffer( + constants_buffer + .raw + .slice(0..std::mem::size_of::<Uniforms>() as u64), + ), }], }); let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { - bind_group_layouts: &[&constant_layout], + label: Some("iced_wgpu::triangle pipeline layout"), + push_constant_ranges: &[], + bind_group_layouts: &[&constants_layout], }); - let vs = include_bytes!("shader/triangle.vert.spv"); - let vs_module = device.create_shader_module( - &wgpu::read_spirv(std::io::Cursor::new(&vs[..])) - .expect("Read triangle vertex shader as SPIR-V"), - ); + let vs_module = device.create_shader_module(wgpu::include_spirv!( + "shader/triangle.vert.spv" + )); - let fs = include_bytes!("shader/triangle.frag.spv"); - let fs_module = device.create_shader_module( - &wgpu::read_spirv(std::io::Cursor::new(&fs[..])) - .expect("Read triangle fragment shader as SPIR-V"), - ); + let fs_module = device.create_shader_module(wgpu::include_spirv!( + "shader/triangle.frag.spv" + )); let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { - layout: &layout, + label: Some("iced_wgpu::triangle pipeline"), + layout: Some(&layout), vertex_stage: wgpu::ProgrammableStageDescriptor { module: &vs_module, entry_point: "main", @@ -127,9 +147,7 @@ impl Pipeline { rasterization_state: Some(wgpu::RasterizationStateDescriptor { front_face: wgpu::FrontFace::Cw, cull_mode: wgpu::CullMode::None, - depth_bias: 0, - depth_bias_slope_scale: 0.0, - depth_bias_clamp: 0.0, + ..Default::default() }), primitive_topology: wgpu::PrimitiveTopology::TriangleList, color_states: &[wgpu::ColorStateDescriptor { @@ -168,9 +186,9 @@ impl Pipeline { ], }], }, - sample_count: antialiasing - .map(|a| a.sample_count()) - .unwrap_or(1), + sample_count: u32::from( + antialiasing.map(|a| a.sample_count()).unwrap_or(1), + ), sample_mask: !0, alpha_to_coverage_enabled: false, }); @@ -178,14 +196,17 @@ impl Pipeline { 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::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST, ), index_buffer: Buffer::new( + "iced_wgpu::triangle index buffer", device, INDEX_BUFFER_SIZE, wgpu::BufferUsage::INDEX | wgpu::BufferUsage::COPY_DST, @@ -196,29 +217,49 @@ impl Pipeline { 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, transformation: Transformation, scale_factor: f32, - meshes: &[(Vector, Rectangle<u32>, &Mesh2D)], + meshes: &[layer::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(|(_, _, mesh)| (mesh.vertices.len(), mesh.indices.len())) + .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 - self.uniforms_buffer.ensure_capacity(device, meshes.len()); - self.vertex_buffer.ensure_capacity(device, total_vertices); - self.index_buffer.ensure_capacity(device, total_indices); + 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( + self.uniforms_buffer.raw.slice( + 0..std::mem::size_of::<Uniforms>() as u64, + ), + ), + }], + }); + } let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len()); let mut offsets: Vec<( @@ -230,68 +271,85 @@ impl Pipeline { let mut last_index = 0; // We upload everything upfront - for (origin, _, mesh) in meshes { + for mesh in meshes { let transform = (transformation - * Transformation::translate(origin.x, origin.y)) + * Transformation::translate(mesh.origin.x, mesh.origin.y)) .into(); - let vertex_buffer = device.create_buffer_with_data( - mesh.vertices.as_bytes(), - wgpu::BufferUsage::COPY_SRC, - ); + let vertices = bytemuck::cast_slice(&mesh.buffers.vertices); + let indices = bytemuck::cast_slice(&mesh.buffers.indices); + + match ( + wgpu::BufferSize::new(vertices.len() as u64), + wgpu::BufferSize::new(indices.len() as u64), + ) { + (Some(vertices_size), Some(indices_size)) => { + { + 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); + } + + { + 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, + ); + + index_buffer.copy_from_slice(indices); + } + + 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 index_buffer = device.create_buffer_with_data( - mesh.indices.as_bytes(), - wgpu::BufferUsage::COPY_SRC, - ); + let uniforms = bytemuck::cast_slice(&uniforms); - encoder.copy_buffer_to_buffer( - &vertex_buffer, - 0, - &self.vertex_buffer.raw, - (std::mem::size_of::<Vertex2D>() * last_vertex) as u64, - (std::mem::size_of::<Vertex2D>() * mesh.vertices.len()) as u64, - ); - - encoder.copy_buffer_to_buffer( - &index_buffer, + 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, - &self.index_buffer.raw, - (std::mem::size_of::<u32>() * last_index) as u64, - (std::mem::size_of::<u32>() * mesh.indices.len()) as u64, + uniforms_size, + device, ); - uniforms.push(transform); - offsets.push(( - last_vertex as u64, - last_index as u64, - mesh.indices.len(), - )); - - last_vertex += mesh.vertices.len(); - last_index += mesh.indices.len(); + uniforms_buffer.copy_from_slice(uniforms); } - let uniforms_buffer = device.create_buffer_with_data( - uniforms.as_bytes(), - wgpu::BufferUsage::COPY_SRC, - ); - - encoder.copy_buffer_to_buffer( - &uniforms_buffer, - 0, - &self.uniforms_buffer.raw, - 0, - (std::mem::size_of::<Uniforms>() * uniforms.len()) as u64, - ); - { - let (attachment, resolve_target, load_op) = + 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) + ( + attachment, + Some(resolve_target), + wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), + ) } else { (target, None, wgpu::LoadOp::Load) }; @@ -302,14 +360,7 @@ impl Pipeline { wgpu::RenderPassColorAttachmentDescriptor { attachment, resolve_target, - load_op, - store_op: wgpu::StoreOp::Store, - clear_color: wgpu::Color { - r: 0.0, - g: 0.0, - b: 0.0, - a: 0.0, - }, + ops: wgpu::Operations { load, store: true }, }, ], depth_stencil_attachment: None, @@ -320,13 +371,13 @@ impl Pipeline { for (i, (vertex_offset, index_offset, indices)) in offsets.into_iter().enumerate() { - let bounds = meshes[i].1 * scale_factor; + let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap(); render_pass.set_scissor_rect( - bounds.x, - bounds.y, - bounds.width, - bounds.height, + clip_bounds.x, + clip_bounds.y, + clip_bounds.width, + clip_bounds.height, ); render_pass.set_bind_group( @@ -336,16 +387,16 @@ impl Pipeline { ); render_pass.set_index_buffer( - &self.index_buffer.raw, - index_offset * std::mem::size_of::<u32>() as u64, - 0, + self.index_buffer + .raw + .slice(index_offset * mem::size_of::<u32>() as u64..), ); render_pass.set_vertex_buffer( 0, - &self.vertex_buffer.raw, - vertex_offset * std::mem::size_of::<Vertex2D>() as u64, - 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); @@ -359,7 +410,7 @@ impl Pipeline { } #[repr(C)] -#[derive(Debug, Clone, Copy, AsBytes)] +#[derive(Debug, Clone, Copy, Zeroable, Pod)] struct Uniforms { transform: [f32; 16], // We need to align this to 256 bytes to please `wgpu`... @@ -387,26 +438,3 @@ impl From<Transformation> for Uniforms { } } } - -/// A two-dimensional vertex with some color in __linear__ RGBA. -#[repr(C)] -#[derive(Copy, Clone, Debug, AsBytes)] -pub struct Vertex2D { - /// The vertex position - pub position: [f32; 2], - /// The vertex color in __linear__ RGBA. - pub color: [f32; 4], -} - -/// A set of [`Vertex2D`] and indices representing a list of triangles. -/// -/// [`Vertex2D`]: struct.Vertex2D.html -#[derive(Clone, Debug)] -pub struct Mesh2D { - /// The vertices of the mesh - pub vertices: Vec<Vertex2D>, - /// The list of vertex indices that defines the triangles of the mesh. - /// - /// Therefore, this list should always have a length that is a multiple of 3. - pub indices: Vec<u32>, -} |