diff options
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r-- | wgpu/src/triangle.rs | 514 |
1 files changed, 194 insertions, 320 deletions
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, } } |