diff options
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r-- | wgpu/src/triangle.rs | 954 |
1 files changed, 629 insertions, 325 deletions
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs index fd06dddf..b33b488a 100644 --- a/wgpu/src/triangle.rs +++ b/wgpu/src/triangle.rs @@ -1,77 +1,24 @@ //! Draw meshes of triangles. -use crate::{settings, Transformation}; -use iced_graphics::layer; - -use bytemuck::{Pod, Zeroable}; -use std::mem; - -pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; - mod msaa; -const UNIFORM_BUFFER_SIZE: usize = 50; -const VERTEX_BUFFER_SIZE: usize = 10_000; -const INDEX_BUFFER_SIZE: usize = 10_000; +use crate::buffer::r#static::Buffer; +use crate::settings; +use crate::Transformation; + +use iced_graphics::layer::mesh::{self, Mesh}; +use iced_graphics::triangle::ColoredVertex2D; +use iced_graphics::Size; #[derive(Debug)] -pub(crate) struct Pipeline { - pipeline: wgpu::RenderPipeline, +pub struct Pipeline { 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>, + solid: solid::Pipeline, -#[derive(Debug)] -struct Buffer<T> { - label: &'static str, - raw: wgpu::Buffer, - size: usize, - usage: wgpu::BufferUsages, - _type: std::marker::PhantomData<T>, -} - -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, - } - } - - 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; - } - - needs_resize - } + /// Gradients are currently not supported on WASM targets due to their need of storage buffers. + #[cfg(not(target_arch = "wasm32"))] + gradient: gradient::Pipeline, } impl Pipeline { @@ -80,124 +27,18 @@ impl Pipeline { 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, + "iced_wgpu::triangle vertex buffer", wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST, ), + index_strides: Vec::new(), + solid: solid::Pipeline::new(device, format, antialiasing), + + #[cfg(not(target_arch = "wasm32"))] + gradient: gradient::Pipeline::new(device, format, antialiasing), } } @@ -207,139 +48,204 @@ impl Pipeline { 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 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); + + #[cfg(not(target_arch = "wasm32"))] + let _ = self + .gradient + .vertices + .resize(device, count.gradient_vertices); + + // Prepare dynamic buffers & data store for writing + self.index_strides.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 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; + let mut solid_vertex_offset = 0; + let mut index_offset = 0; + + #[cfg(not(target_arch = "wasm32"))] + let mut gradient_vertex_offset = 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, + let origin = mesh.origin(); + let indices = mesh.indices(); + + let transform = + transformation * Transformation::translate(origin.x, origin.y); + + let new_index_offset = self.index_buffer.write( + device, + staging_belt, + encoder, + index_offset, + indices, + ); + + index_offset += new_index_offset; + self.index_strides.push(indices.len() as u32); + + //push uniform data to CPU buffers + 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, ); - vertex_buffer.copy_from_slice(vertices); + solid_vertex_offset += written_bytes; } - - { - let mut index_buffer = staging_belt.write_buffer( - encoder, - &self.index_buffer.raw, - (std::mem::size_of::<u32>() * last_index) as u64, - indices_size, + #[cfg(not(target_arch = "wasm32"))] + Mesh::Gradient { + buffers, gradient, .. + } => { + let written_bytes = self.gradient.vertices.write( device, + staging_belt, + encoder, + gradient_vertex_offset, + &buffers.vertices, ); - index_buffer.copy_from_slice(indices); + 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 { .. } => {} + } + } - uniforms.push(transform); - offsets.push(( - last_vertex as u64, - last_index as u64, - mesh.buffers.indices.len(), - )); + // Write uniform data to GPU + if count.solid_vertices > 0 { + let uniforms_resized = self.solid.uniforms.resize(device); - last_vertex += mesh.buffers.vertices.len(); - last_index += mesh.buffers.indices.len(); + 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); } - let uniforms = bytemuck::cast_slice(&uniforms); + #[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, + ); + } - 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, - ); + // Write to GPU + self.gradient.uniforms.write(device, staging_belt, encoder); + self.gradient.storage.write(device, staging_belt, encoder); - uniforms_buffer.copy_from_slice(uniforms); + // Cleanup + self.gradient.color_stop_offset = 0; + self.gradient.color_stops_pending_write.color_stops.clear(); } + // Configure render pass { - 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 (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 +260,13 @@ impl Pipeline { depth_stencil_attachment: None, }); - render_pass.set_pipeline(&self.pipeline); + let mut num_solids = 0; + #[cfg(not(target_arch = "wasm32"))] + 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 +275,459 @@ impl Pipeline { clip_bounds.height, ); - render_pass.set_bind_group( - 0, - &self.constants, - &[(std::mem::size_of::<Uniforms>() * i) as u32], - ); + match mesh { + Mesh::Solid { .. } => { + if !last_is_solid.unwrap_or(false) { + render_pass.set_pipeline(&self.solid.pipeline); + + last_is_solid = Some(true); + } + + 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"))] + Mesh::Gradient { .. } => { + if last_is_solid.unwrap_or(true) { + render_pass.set_pipeline(&self.gradient.pipeline); + + last_is_solid = Some(false); + } + + 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_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.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], +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() + } +} + +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, + } } -impl Default for Uniforms { - fn default() -> Self { - Self { - transform: *Transformation::identity().as_ref(), - _padding_a: [0.0; 32], - _padding_b: [0.0; 16], +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()), + }, + ), + }], + }) } } } -impl From<Transformation> for Uniforms { - fn from(transformation: Transformation) -> Uniforms { - Self { - transform: transformation.into(), - _padding_a: [0.0; 32], - _padding_b: [0.0; 16], +#[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(), + }, + ], + }) } } } |