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-rw-r--r--wgpu/src/triangle.rs543
1 files changed, 192 insertions, 351 deletions
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
index eb15a458..0d1fead1 100644
--- a/wgpu/src/triangle.rs
+++ b/wgpu/src/triangle.rs
@@ -1,26 +1,19 @@
//! Draw meshes of triangles.
mod msaa;
-use crate::buffer::r#static::Buffer;
+use crate::buffer::Buffer;
use crate::core::Size;
use crate::graphics::{Antialiasing, Transformation};
use crate::layer::mesh::{self, Mesh};
-#[cfg(not(target_arch = "wasm32"))]
-use crate::core::Gradient;
-
-#[cfg(feature = "tracing")]
-use tracing::info_span;
+const INITIAL_INDEX_COUNT: usize = 1_000;
+const INITIAL_VERTEX_COUNT: usize = 1_000;
#[derive(Debug)]
pub struct Pipeline {
blit: Option<msaa::Blit>,
solid: solid::Pipeline,
-
- /// Gradients are currently not supported on WASM targets due to their need of storage buffers.
- #[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline,
-
layers: Vec<Layer>,
prepare_layer: usize,
}
@@ -30,8 +23,6 @@ struct Layer {
index_buffer: Buffer<u32>,
index_strides: Vec<u32>,
solid: solid::Layer,
-
- #[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Layer,
}
@@ -39,18 +30,17 @@ impl Layer {
fn new(
device: &wgpu::Device,
solid: &solid::Pipeline,
- #[cfg(not(target_arch = "wasm32"))] gradient: &gradient::Pipeline,
+ gradient: &gradient::Pipeline,
) -> Self {
Self {
index_buffer: Buffer::new(
device,
- "iced_wgpu::triangle index buffer",
+ "iced_wgpu.triangle.index_buffer",
+ INITIAL_INDEX_COUNT,
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
solid: solid::Layer::new(device, &solid.constants_layout),
-
- #[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Layer::new(device, &gradient.constants_layout),
}
}
@@ -60,7 +50,7 @@ impl Layer {
device: &wgpu::Device,
queue: &wgpu::Queue,
solid: &solid::Pipeline,
- #[cfg(not(target_arch = "wasm32"))] gradient: &gradient::Pipeline,
+ gradient: &gradient::Pipeline,
meshes: &[Mesh<'_>],
transformation: Transformation,
) {
@@ -73,177 +63,92 @@ impl Layer {
// 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_buffer.clear();
+ if self.solid.uniforms.resize(device, count.solids) {
+ self.solid.constants = solid::Layer::bind_group(
+ device,
+ &self.solid.uniforms.raw,
+ &solid.constants_layout,
+ );
+ }
+
+ if self.gradient.uniforms.resize(device, count.gradients) {
+ self.gradient.constants = gradient::Layer::bind_group(
+ device,
+ &self.gradient.uniforms.raw,
+ &gradient.constants_layout,
+ );
+ }
+
self.index_strides.clear();
+ self.index_buffer.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();
- }
+ self.gradient.vertices.clear();
+ self.gradient.uniforms.clear();
let mut solid_vertex_offset = 0;
- let mut index_offset = 0;
-
- #[cfg(not(target_arch = "wasm32"))]
+ let mut solid_uniform_offset = 0;
let mut gradient_vertex_offset = 0;
+ let mut gradient_uniform_offset = 0;
+ let mut index_offset = 0;
for mesh in meshes {
let origin = mesh.origin();
let indices = mesh.indices();
- let transform =
- transformation * Transformation::translate(origin.x, origin.y);
+ let uniforms = Uniforms::new(
+ transformation * Transformation::translate(origin.x, origin.y),
+ );
- let new_index_offset =
+ index_offset +=
self.index_buffer.write(queue, 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(
+ solid_vertex_offset += self.solid.vertices.write(
queue,
solid_vertex_offset,
&buffers.vertices,
);
- solid_vertex_offset += written_bytes;
+ solid_uniform_offset += self.solid.uniforms.write(
+ queue,
+ solid_uniform_offset,
+ &[uniforms],
+ );
}
- #[cfg(not(target_arch = "wasm32"))]
- Mesh::Gradient {
- buffers, gradient, ..
- } => {
- let written_bytes = self.gradient.vertices.write(
+ Mesh::Gradient { buffers, .. } => {
+ gradient_vertex_offset += self.gradient.vertices.write(
queue,
gradient_vertex_offset,
&buffers.vertices,
);
- gradient_vertex_offset += written_bytes;
-
- match gradient {
- 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);
- }
- }
+ gradient_uniform_offset += self.gradient.uniforms.write(
+ queue,
+ gradient_uniform_offset,
+ &[uniforms],
+ );
}
- #[cfg(target_arch = "wasm32")]
- Mesh::Gradient { .. } => {}
}
}
-
- // Write uniform data to GPU
- if count.solid_vertices > 0 {
- let uniforms_resized = self.solid.uniforms.resize(device);
-
- if uniforms_resized {
- self.solid.constants = solid::Layer::bind_group(
- device,
- self.solid.uniforms.raw(),
- &solid.constants_layout,
- )
- }
-
- self.solid.uniforms.write(queue);
- }
-
- #[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.constants = gradient::Layer::bind_group(
- device,
- self.gradient.uniforms.raw(),
- self.gradient.storage.raw(),
- &gradient.constants_layout,
- );
- }
-
- // Write to GPU
- self.gradient.uniforms.write(queue);
- self.gradient.storage.write(queue);
-
- // Cleanup
- self.gradient.color_stop_offset = 0;
- self.gradient.color_stops_pending_write.color_stops.clear();
- }
}
fn render<'a>(
&'a self,
solid: &'a solid::Pipeline,
- #[cfg(not(target_arch = "wasm32"))] gradient: &'a gradient::Pipeline,
+ gradient: &'a gradient::Pipeline,
meshes: &[Mesh<'_>],
scale_factor: f32,
render_pass: &mut wgpu::RenderPass<'a>,
) {
let mut num_solids = 0;
- #[cfg(not(target_arch = "wasm32"))]
let mut num_gradients = 0;
let mut last_is_solid = None;
@@ -268,7 +173,8 @@ impl Layer {
render_pass.set_bind_group(
0,
&self.solid.constants,
- &[self.solid.uniforms.offset_at_index(num_solids)],
+ &[(num_solids * std::mem::size_of::<Uniforms>())
+ as u32],
);
render_pass.set_vertex_buffer(
@@ -278,7 +184,6 @@ impl Layer {
num_solids += 1;
}
- #[cfg(not(target_arch = "wasm32"))]
Mesh::Gradient { .. } => {
if last_is_solid.unwrap_or(true) {
render_pass.set_pipeline(&gradient.pipeline);
@@ -289,10 +194,8 @@ impl Layer {
render_pass.set_bind_group(
0,
&self.gradient.constants,
- &[self
- .gradient
- .uniforms
- .offset_at_index(num_gradients)],
+ &[(num_gradients * std::mem::size_of::<Uniforms>())
+ as u32],
);
render_pass.set_vertex_buffer(
@@ -302,8 +205,6 @@ impl Layer {
num_gradients += 1;
}
- #[cfg(target_arch = "wasm32")]
- Mesh::Gradient { .. } => {}
};
render_pass.set_index_buffer(
@@ -325,10 +226,7 @@ impl Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
solid: solid::Pipeline::new(device, format, antialiasing),
-
- #[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline::new(device, format, antialiasing),
-
layers: Vec::new(),
prepare_layer: 0,
}
@@ -342,15 +240,11 @@ impl Pipeline {
transformation: Transformation,
) {
#[cfg(feature = "tracing")]
- let _ = info_span!("Wgpu::Triangle", "PREPARE").entered();
+ let _ = tracing::info_span!("Wgpu::Triangle", "PREPARE").entered();
if self.layers.len() <= self.prepare_layer {
- self.layers.push(Layer::new(
- device,
- &self.solid,
- #[cfg(not(target_arch = "wasm32"))]
- &self.gradient,
- ));
+ self.layers
+ .push(Layer::new(device, &self.solid, &self.gradient));
}
let layer = &mut self.layers[self.prepare_layer];
@@ -358,7 +252,6 @@ impl Pipeline {
device,
queue,
&self.solid,
- #[cfg(not(target_arch = "wasm32"))]
&self.gradient,
meshes,
transformation,
@@ -378,9 +271,8 @@ impl Pipeline {
scale_factor: f32,
) {
#[cfg(feature = "tracing")]
- let _ = info_span!("Wgpu::Triangle", "DRAW").entered();
+ let _ = tracing::info_span!("Wgpu::Triangle", "DRAW").entered();
- // Configure render pass
{
let (attachment, resolve_target, load) = if let Some(blit) =
&mut self.blit
@@ -397,12 +289,9 @@ impl Pipeline {
(target, None, wgpu::LoadOp::Load)
};
- #[cfg(feature = "tracing")]
- let _ = info_span!("Wgpu::Triangle", "BEGIN_RENDER_PASS").enter();
-
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- label: Some("iced_wgpu::triangle render pass"),
+ label: Some("iced_wgpu.triangle.render_pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
@@ -417,7 +306,6 @@ impl Pipeline {
layer.render(
&self.solid,
- #[cfg(not(target_arch = "wasm32"))]
&self.gradient,
meshes,
scale_factor,
@@ -463,15 +351,49 @@ fn multisample_state(
}
}
+#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
+#[repr(C)]
+pub struct Uniforms {
+ transform: [f32; 16],
+ /// Uniform values must be 256-aligned;
+ /// see: [`wgpu::Limits`] `min_uniform_buffer_offset_alignment`.
+ _padding: [f32; 48],
+}
+
+impl Uniforms {
+ pub fn new(transform: Transformation) -> Self {
+ Self {
+ transform: transform.into(),
+ _padding: [0.0; 48],
+ }
+ }
+
+ pub fn entry() -> wgpu::BindGroupLayoutEntry {
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: true,
+ min_binding_size: wgpu::BufferSize::new(
+ std::mem::size_of::<Self>() as u64,
+ ),
+ },
+ count: None,
+ }
+ }
+
+ pub fn min_size() -> Option<wgpu::BufferSize> {
+ wgpu::BufferSize::new(std::mem::size_of::<Self>() as u64)
+ }
+}
+
mod solid {
- use crate::buffer::dynamic;
- use crate::buffer::r#static::Buffer;
+ use crate::buffer::Buffer;
use crate::graphics::primitive;
- use crate::graphics::{Antialiasing, Transformation};
+ use crate::graphics::Antialiasing;
use crate::triangle;
- use encase::ShaderType;
-
#[derive(Debug)]
pub struct Pipeline {
pub pipeline: wgpu::RenderPipeline,
@@ -481,7 +403,7 @@ mod solid {
#[derive(Debug)]
pub struct Layer {
pub vertices: Buffer<primitive::ColoredVertex2D>,
- pub uniforms: dynamic::Buffer<Uniforms>,
+ pub uniforms: Buffer<triangle::Uniforms>,
pub constants: wgpu::BindGroup,
}
@@ -492,17 +414,20 @@ mod solid {
) -> Self {
let vertices = Buffer::new(
device,
- "iced_wgpu::triangle::solid vertex buffer",
+ "iced_wgpu.triangle.solid.vertex_buffer",
+ triangle::INITIAL_VERTEX_COUNT,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
- let uniforms = dynamic::Buffer::uniform(
+ let uniforms = Buffer::new(
device,
- "iced_wgpu::triangle::solid uniforms",
+ "iced_wgpu.triangle.solid.uniforms",
+ 1,
+ wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
let constants =
- Self::bind_group(device, uniforms.raw(), constants_layout);
+ Self::bind_group(device, &uniforms.raw, constants_layout);
Self {
vertices,
@@ -517,7 +442,7 @@ mod solid {
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("iced_wgpu::triangle::solid bind group"),
+ label: Some("iced_wgpu.triangle.solid.bind_group"),
layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
@@ -525,7 +450,7 @@ mod solid {
wgpu::BufferBinding {
buffer,
offset: 0,
- size: Some(Uniforms::min_size()),
+ size: triangle::Uniforms::min_size(),
},
),
}],
@@ -533,21 +458,7 @@ mod solid {
}
}
- #[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,
@@ -555,23 +466,14 @@ mod solid {
) -> Self {
let constants_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,
- }],
+ label: Some("iced_wgpu.triangle.solid.bind_group_layout"),
+ entries: &[triangle::Uniforms::entry()],
},
);
let layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
- label: Some("iced_wgpu::triangle::solid pipeline layout"),
+ label: Some("iced_wgpu.triangle.solid.pipeline_layout"),
bind_group_layouts: &[&constants_layout],
push_constant_ranges: &[],
},
@@ -579,12 +481,10 @@ mod solid {
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some(
- "iced_wgpu triangle solid create shader module",
- ),
+ label: Some("iced_wgpu.triangle.solid.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
- "shader/solid.wgsl"
+ "shader/triangle.wgsl"
)),
),
});
@@ -595,7 +495,7 @@ mod solid {
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
- entry_point: "vs_main",
+ entry_point: "solid_vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<
primitive::ColoredVertex2D,
@@ -612,7 +512,7 @@ mod solid {
},
fragment: Some(wgpu::FragmentState {
module: &shader,
- entry_point: "fs_main",
+ entry_point: "solid_fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
@@ -630,16 +530,11 @@ mod solid {
}
}
-#[cfg(not(target_arch = "wasm32"))]
mod gradient {
- use crate::buffer::dynamic;
- use crate::buffer::r#static::Buffer;
- use crate::graphics::Antialiasing;
+ use crate::graphics::{primitive, Antialiasing};
use crate::triangle;
- use encase::ShaderType;
- use glam::{IVec4, Vec4};
- use iced_graphics::primitive;
+ use crate::buffer::Buffer;
#[derive(Debug)]
pub struct Pipeline {
@@ -649,14 +544,9 @@ mod gradient {
#[derive(Debug)]
pub struct Layer {
- pub vertices: Buffer<primitive::Vertex2D>,
- pub uniforms: dynamic::Buffer<Uniforms>,
- pub storage: dynamic::Buffer<Storage>,
+ pub vertices: Buffer<primitive::GradientVertex2D>,
+ pub uniforms: Buffer<triangle::Uniforms>,
pub constants: wgpu::BindGroup,
- 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,
}
impl Layer {
@@ -666,94 +556,52 @@ mod gradient {
) -> Self {
let vertices = Buffer::new(
device,
- "iced_wgpu::triangle::gradient vertex buffer",
+ "iced_wgpu.triangle.gradient.vertex_buffer",
+ triangle::INITIAL_VERTEX_COUNT,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
- let uniforms = dynamic::Buffer::uniform(
+ let uniforms = Buffer::new(
device,
- "iced_wgpu::triangle::gradient uniforms",
+ "iced_wgpu.triangle.gradient.uniforms",
+ 1,
+ wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
- // 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 constants = Self::bind_group(
- device,
- uniforms.raw(),
- storage.raw(),
- constants_layout,
- );
+ let constants =
+ Self::bind_group(device, &uniforms.raw, constants_layout);
Self {
vertices,
uniforms,
- storage,
constants,
- color_stop_offset: 0,
- color_stops_pending_write: Storage {
- color_stops: vec![],
- },
}
}
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"),
+ 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(),
- },
- ],
+ entries: &[wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::Buffer(
+ wgpu::BufferBinding {
+ buffer: uniform_buffer,
+ offset: 0,
+ size: triangle::Uniforms::min_size(),
+ },
+ ),
+ }],
})
}
}
- #[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(
+ pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<Antialiasing>,
@@ -761,40 +609,15 @@ mod gradient {
let constants_layout = device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
label: Some(
- "iced_wgpu::triangle::gradient bind group layout",
+ "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,
- },
- ],
+ entries: &[triangle::Uniforms::entry()],
},
);
let layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
- label: Some(
- "iced_wgpu::triangle::gradient pipeline layout",
- ),
+ label: Some("iced_wgpu.triangle.gradient.pipeline_layout"),
bind_group_layouts: &[&constants_layout],
push_constant_ranges: &[],
},
@@ -802,48 +625,66 @@ mod gradient {
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some(
- "iced_wgpu::triangle::gradient create shader module",
- ),
+ label: Some("iced_wgpu.triangle.gradient.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
- "shader/gradient.wgsl"
+ "shader/triangle.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::<
- primitive::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,
+ 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: "gradient_vs_main",
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<
+ primitive::GradientVertex2D,
+ >()
+ as u64,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &wgpu::vertex_attr_array!(
+ // Position
+ 0 => Float32x2,
+ // Color 1
+ 1 => Float32x4,
+ // Color 2
+ 2 => Float32x4,
+ // Color 3
+ 3 => Float32x4,
+ // Color 4
+ 4 => Float32x4,
+ // Color 5
+ 5 => Float32x4,
+ // Color 6
+ 6 => Float32x4,
+ // Color 7
+ 7 => Float32x4,
+ // Color 8
+ 8 => Float32x4,
+ // Offsets 1-4
+ 9 => Float32x4,
+ // Offsets 5-8
+ 10 => Float32x4,
+ // Direction
+ 11 => Float32x4
+ ),
+ }],
},
- );
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "gradient_fs_main",
+ targets: &[triangle::fragment_target(format)],
+ }),
+ primitive: triangle::primitive_state(),
+ depth_stencil: None,
+ multisample: triangle::multisample_state(antialiasing),
+ multiview: None,
+ },
+ );
Self {
pipeline,