diff options
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r-- | wgpu/src/triangle.rs | 605 |
1 files changed, 242 insertions, 363 deletions
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs index fd06dddf..d632c26c 100644 --- a/wgpu/src/triangle.rs +++ b/wgpu/src/triangle.rs @@ -1,429 +1,308 @@ //! Draw meshes of triangles. use crate::{settings, Transformation}; -use iced_graphics::layer; +use core::fmt; +use std::fmt::Formatter; -use bytemuck::{Pod, Zeroable}; -use std::mem; +use iced_graphics::layer::Meshes; +use iced_graphics::shader::Shader; +use iced_graphics::Size; +use crate::buffers::buffer::{needs_recreate, StaticBuffer}; +use crate::triangle::gradient::GradientPipeline; +use crate::triangle::solid::SolidPipeline; pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; +mod gradient; mod msaa; +mod solid; -const UNIFORM_BUFFER_SIZE: usize = 50; -const VERTEX_BUFFER_SIZE: usize = 10_000; -const INDEX_BUFFER_SIZE: usize = 10_000; - +/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget. #[derive(Debug)] pub(crate) struct Pipeline { - pipeline: wgpu::RenderPipeline, blit: Option<msaa::Blit>, - constants_layout: wgpu::BindGroupLayout, - constants: wgpu::BindGroup, - uniforms_buffer: Buffer<Uniforms>, - vertex_buffer: Buffer<Vertex2D>, - index_buffer: Buffer<u32>, + // these are optional so we don't allocate any memory to the GPU if + // application has no triangle meshes. + vertex_buffer: Option<StaticBuffer>, + index_buffer: Option<StaticBuffer>, + pipelines: TrianglePipelines, } -#[derive(Debug)] -struct Buffer<T> { - label: &'static str, - raw: wgpu::Buffer, - size: usize, - usage: wgpu::BufferUsages, - _type: std::marker::PhantomData<T>, +/// Supported triangle pipelines for different fills. Both use the same vertex shader. +pub(crate) struct TrianglePipelines { + solid: SolidPipeline, + gradient: GradientPipeline, } -impl<T> Buffer<T> { - pub fn new( - label: &'static str, - device: &wgpu::Device, - size: usize, - usage: wgpu::BufferUsages, - ) -> Self { - let raw = device.create_buffer(&wgpu::BufferDescriptor { - label: Some(label), - size: (std::mem::size_of::<T>() * size) as u64, - usage, - mapped_at_creation: false, - }); - - Buffer { - label, - raw, - size, - usage, - _type: std::marker::PhantomData, - } +impl fmt::Debug for TrianglePipelines { + fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result { + f.debug_struct("TrianglePipelines").finish() } +} - pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool { - let needs_resize = self.size < size; - - if needs_resize { - self.raw = device.create_buffer(&wgpu::BufferDescriptor { - label: Some(self.label), - size: (std::mem::size_of::<T>() * size) as u64, - usage: self.usage, - mapped_at_creation: false, - }); - - self.size = size; - } +impl TrianglePipelines { + /// Resets each pipeline's buffers. + fn clear(&mut self) { + self.solid.buffer.clear(); + self.gradient.uniform_buffer.clear(); + self.gradient.storage_buffer.clear(); + } - needs_resize + /// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer + /// beforehand if necessary. + fn write( + &mut self, + device: &wgpu::Device, + staging_belt: &mut wgpu::util::StagingBelt, + encoder: &mut wgpu::CommandEncoder, + ) { + self.solid.write(device, staging_belt, encoder); + self.gradient.write(device, staging_belt, encoder); } } impl Pipeline { + /// Creates supported GL programs, listed in [TrianglePipelines]. pub fn new( device: &wgpu::Device, format: wgpu::TextureFormat, antialiasing: Option<settings::Antialiasing>, ) -> Pipeline { - let constants_layout = - device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("iced_wgpu::triangle uniforms layout"), - entries: &[wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStages::VERTEX, - ty: wgpu::BindingType::Buffer { - ty: wgpu::BufferBindingType::Uniform, - has_dynamic_offset: true, - min_binding_size: wgpu::BufferSize::new( - mem::size_of::<Uniforms>() as u64, - ), - }, - count: None, - }], - }); - - let constants_buffer = Buffer::new( - "iced_wgpu::triangle uniforms buffer", - device, - UNIFORM_BUFFER_SIZE, - wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, - ); - - let constant_bind_group = - device.create_bind_group(&wgpu::BindGroupDescriptor { - label: Some("iced_wgpu::triangle uniforms bind group"), - layout: &constants_layout, - entries: &[wgpu::BindGroupEntry { - binding: 0, - resource: wgpu::BindingResource::Buffer( - wgpu::BufferBinding { - buffer: &constants_buffer.raw, - offset: 0, - size: wgpu::BufferSize::new(std::mem::size_of::< - Uniforms, - >( - ) - as u64), - }, - ), - }], - }); - - let layout = - device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { - label: Some("iced_wgpu::triangle pipeline layout"), - push_constant_ranges: &[], - bind_group_layouts: &[&constants_layout], - }); - - let shader = - device.create_shader_module(wgpu::ShaderModuleDescriptor { - label: Some("iced_wgpu::triangle::shader"), - source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed( - include_str!("shader/triangle.wgsl"), - )), - }); - - let pipeline = - device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { - label: Some("iced_wgpu::triangle pipeline"), - layout: Some(&layout), - vertex: wgpu::VertexState { - module: &shader, - entry_point: "vs_main", - buffers: &[wgpu::VertexBufferLayout { - array_stride: mem::size_of::<Vertex2D>() as u64, - step_mode: wgpu::VertexStepMode::Vertex, - attributes: &wgpu::vertex_attr_array!( - // Position - 0 => Float32x2, - // Color - 1 => Float32x4, - ), - }], - }, - fragment: Some(wgpu::FragmentState { - module: &shader, - entry_point: "fs_main", - targets: &[Some(wgpu::ColorTargetState { - format, - blend: Some(wgpu::BlendState::ALPHA_BLENDING), - write_mask: wgpu::ColorWrites::ALL, - })], - }), - primitive: wgpu::PrimitiveState { - topology: wgpu::PrimitiveTopology::TriangleList, - front_face: wgpu::FrontFace::Cw, - ..Default::default() - }, - depth_stencil: None, - multisample: wgpu::MultisampleState { - count: antialiasing.map(|a| a.sample_count()).unwrap_or(1), - mask: !0, - alpha_to_coverage_enabled: false, - }, - multiview: None, - }); - Pipeline { - pipeline, blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)), - constants_layout, - constants: constant_bind_group, - uniforms_buffer: constants_buffer, - vertex_buffer: Buffer::new( - "iced_wgpu::triangle vertex buffer", - device, - VERTEX_BUFFER_SIZE, - wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, - ), - index_buffer: Buffer::new( - "iced_wgpu::triangle index buffer", - device, - INDEX_BUFFER_SIZE, - wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST, - ), + vertex_buffer: None, + index_buffer: None, + pipelines: TrianglePipelines { + solid: SolidPipeline::new(device, format, antialiasing), + gradient: GradientPipeline::new(device, format, antialiasing), + }, } } + /// Draws the contents of the current layer's meshes to the [target]. pub fn draw( &mut self, device: &wgpu::Device, staging_belt: &mut wgpu::util::StagingBelt, encoder: &mut wgpu::CommandEncoder, target: &wgpu::TextureView, - target_width: u32, - target_height: u32, + target_size: Size<u32>, transformation: Transformation, scale_factor: f32, - meshes: &[layer::Mesh<'_>], + meshes: &Meshes<'_>, ) { - // This looks a bit crazy, but we are just counting how many vertices - // and indices we will need to handle. - // TODO: Improve readability - let (total_vertices, total_indices) = meshes - .iter() - .map(|layer::Mesh { buffers, .. }| { - (buffers.vertices.len(), buffers.indices.len()) - }) - .fold((0, 0), |(total_v, total_i), (v, i)| { - (total_v + v, total_i + i) - }); - - // Then we ensure the current buffers are big enough, resizing if - // necessary - let _ = self.vertex_buffer.expand(device, total_vertices); - let _ = self.index_buffer.expand(device, total_indices); - - // If the uniforms buffer is resized, then we need to recreate its - // bind group. - if self.uniforms_buffer.expand(device, meshes.len()) { - self.constants = - device.create_bind_group(&wgpu::BindGroupDescriptor { - label: Some("iced_wgpu::triangle uniforms buffer"), - layout: &self.constants_layout, - entries: &[wgpu::BindGroupEntry { - binding: 0, - resource: wgpu::BindingResource::Buffer( - wgpu::BufferBinding { - buffer: &self.uniforms_buffer.raw, - offset: 0, - size: wgpu::BufferSize::new( - std::mem::size_of::<Uniforms>() as u64, - ), - }, - ), - }], - }); + //count the total number of vertices & indices we need to handle + let (total_vertices, total_indices) = meshes.attribute_count(); + println!("total vertices: {}, total indices: {}", total_vertices, total_indices); + + //Only create buffers if they need to be re-sized or don't exist + if needs_recreate(&self.vertex_buffer, total_vertices) { + //mapped to GPU at creation with total vertices + self.vertex_buffer = Some(StaticBuffer::new( + device, + "iced_wgpu::triangle vertex buffer", + //TODO: a more reasonable default to prevent frequent resizing calls + // before this was 10_000 + (std::mem::size_of::<Vertex2D>() * total_vertices) as u64, + wgpu::BufferUsages::VERTEX, + meshes.0.len(), + )) } - let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len()); - let mut offsets: Vec<( - wgpu::BufferAddress, - wgpu::BufferAddress, - usize, - )> = Vec::with_capacity(meshes.len()); - let mut last_vertex = 0; - let mut last_index = 0; - - // We upload everything upfront - for mesh in meshes { - let transform = (transformation - * Transformation::translate(mesh.origin.x, mesh.origin.y)) - .into(); - - let vertices = bytemuck::cast_slice(&mesh.buffers.vertices); - let indices = bytemuck::cast_slice(&mesh.buffers.indices); - - if let (Some(vertices_size), Some(indices_size)) = ( - wgpu::BufferSize::new(vertices.len() as u64), - wgpu::BufferSize::new(indices.len() as u64), - ) { - { - let mut vertex_buffer = staging_belt.write_buffer( - encoder, - &self.vertex_buffer.raw, - (std::mem::size_of::<Vertex2D>() * last_vertex) as u64, - vertices_size, - device, - ); + if needs_recreate(&self.index_buffer, total_indices) { + //mapped to GPU at creation with total indices + self.index_buffer = Some(StaticBuffer::new( + device, + "iced_wgpu::triangle index buffer", + //TODO: a more reasonable default to prevent frequent resizing calls + // before this was 10_000 + (std::mem::size_of::<Vertex2D>() * total_indices) as u64, + wgpu::BufferUsages::INDEX, + meshes.0.len(), + )); + } - vertex_buffer.copy_from_slice(vertices); + if let Some(vertex_buffer) = &mut self.vertex_buffer { + if let Some(index_buffer) = &mut self.index_buffer { + let mut offset_v = 0; + let mut offset_i = 0; + //TODO: store this more efficiently + let mut indices_lengths = Vec::with_capacity(meshes.0.len()); + + //iterate through meshes to write all attribute data + for mesh in meshes.0.iter() { + let transform = transformation + * Transformation::translate( + mesh.origin.x, + mesh.origin.y, + ); + + println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices); + + let vertices = bytemuck::cast_slice(&mesh.buffers.vertices); + let indices = bytemuck::cast_slice(&mesh.buffers.indices); + + //TODO: it's (probably) more efficient to reduce this write command and + // iterate first and then upload + println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len()); + vertex_buffer.write(offset_v, vertices); + index_buffer.write(offset_i, indices); + + offset_v += vertices.len() as u64; + offset_i += indices.len() as u64; + indices_lengths.push(mesh.buffers.indices.len()); + + match mesh.shader { + Shader::Solid(color) => { + self.pipelines.solid.push(transform, color); + } + Shader::Gradient(gradient) => { + self.pipelines.gradient.push(transform, gradient); + } + } } + //done writing to gpu buffer, unmap from host memory since we don't need it + //anymore + vertex_buffer.flush(); + index_buffer.flush(); + + //resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines + self.pipelines.write(device, staging_belt, encoder); + + //configure the render pass now that the data is uploaded to the GPU { - let mut index_buffer = staging_belt.write_buffer( - encoder, - &self.index_buffer.raw, - (std::mem::size_of::<u32>() * last_index) as u64, - indices_size, - device, + //configure antialiasing pass + let (attachment, resolve_target, load) = + if let Some(blit) = &mut self.blit { + let (attachment, resolve_target) = blit.targets( + device, + target_size.width, + target_size.height, + ); + + ( + attachment, + Some(resolve_target), + wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), + ) + } else { + (target, None, wgpu::LoadOp::Load) + }; + + let mut render_pass = encoder.begin_render_pass( + &wgpu::RenderPassDescriptor { + label: Some("iced_wgpu::triangle render pass"), + color_attachments: &[Some( + wgpu::RenderPassColorAttachment { + view: attachment, + resolve_target, + ops: wgpu::Operations { load, store: true }, + }, + )], + depth_stencil_attachment: None, + }, ); - index_buffer.copy_from_slice(indices); + //TODO: do this a better way; store it in the respective pipelines perhaps + // to be more readable + let mut num_solids = 0; + let mut num_gradients = 0; + + //TODO: try to avoid this extra iteration if possible + for index in 0..meshes.0.len() { + let clip_bounds = + (meshes.0[index].clip_bounds * scale_factor).snap(); + + render_pass.set_scissor_rect( + clip_bounds.x, + clip_bounds.y, + clip_bounds.width, + clip_bounds.height, + ); + + match meshes.0[index].shader { + Shader::Solid(_) => { + self.pipelines.solid.configure_render_pass( + &mut render_pass, + num_solids, + ); + num_solids += 1; + } + Shader::Gradient(_) => { + self.pipelines.gradient.configure_render_pass( + &mut render_pass, + num_gradients, + ); + num_gradients += 1; + } + } + + render_pass.set_index_buffer( + index_buffer.slice_from_index::<u32>(index), + wgpu::IndexFormat::Uint32, + ); + + render_pass.set_vertex_buffer( + 0, + vertex_buffer.slice_from_index::<Vertex2D>(index), + ); + + render_pass.draw_indexed( + 0..(indices_lengths[index] as u32), + 0, + 0..1, + ); + } } - - uniforms.push(transform); - offsets.push(( - last_vertex as u64, - last_index as u64, - mesh.buffers.indices.len(), - )); - - last_vertex += mesh.buffers.vertices.len(); - last_index += mesh.buffers.indices.len(); - } - } - - let uniforms = bytemuck::cast_slice(&uniforms); - - if let Some(uniforms_size) = - wgpu::BufferSize::new(uniforms.len() as u64) - { - let mut uniforms_buffer = staging_belt.write_buffer( - encoder, - &self.uniforms_buffer.raw, - 0, - uniforms_size, - device, - ); - - uniforms_buffer.copy_from_slice(uniforms); - } - - { - let (attachment, resolve_target, load) = - if let Some(blit) = &mut self.blit { - let (attachment, resolve_target) = - blit.targets(device, target_width, target_height); - - ( - attachment, - Some(resolve_target), - wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), - ) - } else { - (target, None, wgpu::LoadOp::Load) - }; - - let mut render_pass = - encoder.begin_render_pass(&wgpu::RenderPassDescriptor { - label: Some("iced_wgpu::triangle render pass"), - color_attachments: &[Some( - wgpu::RenderPassColorAttachment { - view: attachment, - resolve_target, - ops: wgpu::Operations { load, store: true }, - }, - )], - depth_stencil_attachment: None, - }); - - render_pass.set_pipeline(&self.pipeline); - - for (i, (vertex_offset, index_offset, indices)) in - offsets.into_iter().enumerate() - { - let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap(); - - render_pass.set_scissor_rect( - clip_bounds.x, - clip_bounds.y, - clip_bounds.width, - clip_bounds.height, - ); - - render_pass.set_bind_group( - 0, - &self.constants, - &[(std::mem::size_of::<Uniforms>() * i) as u32], - ); - - render_pass.set_index_buffer( - self.index_buffer - .raw - .slice(index_offset * mem::size_of::<u32>() as u64..), - wgpu::IndexFormat::Uint32, - ); - - render_pass.set_vertex_buffer( - 0, - self.vertex_buffer.raw.slice( - vertex_offset * mem::size_of::<Vertex2D>() as u64.., - ), - ); - - render_pass.draw_indexed(0..indices as u32, 0, 0..1); } } if let Some(blit) = &mut self.blit { blit.draw(encoder, target); } + + //cleanup + self.pipelines.clear(); } } -#[repr(C)] -#[derive(Debug, Clone, Copy, Zeroable, Pod)] -struct Uniforms { - transform: [f32; 16], - // We need to align this to 256 bytes to please `wgpu`... - // TODO: Be smarter and stop wasting memory! - _padding_a: [f32; 32], - _padding_b: [f32; 16], +//utility functions for individual pipelines with shared functionality +fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> { + wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::<Vertex2D>() as u64, + step_mode: wgpu::VertexStepMode::Vertex, + attributes: &[wgpu::VertexAttribute { + format: wgpu::VertexFormat::Float32x2, + offset: 0, + shader_location: 0, + }], + } } -impl Default for Uniforms { - fn default() -> Self { - Self { - transform: *Transformation::identity().as_ref(), - _padding_a: [0.0; 32], - _padding_b: [0.0; 16], - } +fn default_fragment_target( + texture_format: wgpu::TextureFormat, +) -> Option<wgpu::ColorTargetState> { + Some(wgpu::ColorTargetState { + format: texture_format, + blend: Some(wgpu::BlendState::ALPHA_BLENDING), + write_mask: wgpu::ColorWrites::ALL, + }) +} + +fn default_triangle_primitive_state() -> wgpu::PrimitiveState { + wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::TriangleList, + front_face: wgpu::FrontFace::Cw, + ..Default::default() } } -impl From<Transformation> for Uniforms { - fn from(transformation: Transformation) -> Uniforms { - Self { - transform: transformation.into(), - _padding_a: [0.0; 32], - _padding_b: [0.0; 16], - } +fn default_multisample_state( + antialiasing: Option<settings::Antialiasing>, +) -> wgpu::MultisampleState { + wgpu::MultisampleState { + count: antialiasing.map(|a| a.sample_count()).unwrap_or(1), + mask: !0, + alpha_to_coverage_enabled: false, } } |