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-rw-r--r--wgpu/src/triangle/solid.rs170
1 files changed, 170 insertions, 0 deletions
diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs
new file mode 100644
index 00000000..2e1052f2
--- /dev/null
+++ b/wgpu/src/triangle/solid.rs
@@ -0,0 +1,170 @@
+use crate::buffer::dynamic;
+use crate::triangle;
+use crate::{settings, Color};
+use encase::ShaderType;
+use glam::Vec4;
+use iced_graphics::Transformation;
+
+pub struct Pipeline {
+ pipeline: wgpu::RenderPipeline,
+ pub(super) buffer: dynamic::Buffer<Uniforms>,
+ bind_group_layout: wgpu::BindGroupLayout,
+ bind_group: wgpu::BindGroup,
+}
+
+#[derive(Debug, Clone, Copy, ShaderType)]
+pub(super) struct Uniforms {
+ transform: glam::Mat4,
+ color: Vec4,
+}
+
+impl Uniforms {
+ pub fn new(transform: Transformation, color: Color) -> Self {
+ let [r, g, b, a] = color.into_linear();
+
+ Self {
+ transform: transform.into(),
+ color: Vec4::new(r, g, b, a),
+ }
+ }
+}
+
+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 buffer = 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 =
+ Pipeline::bind_group(device, buffer.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: &[triangle::vertex_buffer_layout()],
+ },
+ 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,
+ buffer,
+ bind_group_layout,
+ bind_group,
+ }
+ }
+
+ 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()),
+ }),
+ }],
+ })
+ }
+
+ /// Pushes a new solid uniform to the CPU buffer.
+ pub fn push(&mut self, transform: Transformation, color: &Color) {
+ self.buffer.push(&Uniforms::new(transform, *color));
+ }
+
+ /// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
+ /// beforehand if necessary.
+ pub fn write(
+ &mut self,
+ device: &wgpu::Device,
+ staging_belt: &mut wgpu::util::StagingBelt,
+ encoder: &mut wgpu::CommandEncoder,
+ ) {
+ let uniforms_resized = self.buffer.resize(device);
+
+ if uniforms_resized {
+ self.bind_group = Pipeline::bind_group(
+ device,
+ self.buffer.raw(),
+ &self.bind_group_layout,
+ )
+ }
+
+ self.buffer.write(device, staging_belt, encoder);
+ }
+
+ pub fn set_render_pass_pipeline<'a>(
+ &'a self,
+ render_pass: &mut wgpu::RenderPass<'a>,
+ ) {
+ render_pass.set_pipeline(&self.pipeline);
+ }
+
+ /// Configures the current render pass to draw the solid at its offset stored in the
+ /// [DynamicBuffer] at [index].
+ pub fn configure_render_pass<'a>(
+ &'a self,
+ render_pass: &mut wgpu::RenderPass<'a>,
+ count: usize,
+ ) {
+ render_pass.set_bind_group(
+ 0,
+ &self.bind_group,
+ &[self.buffer.offset_at_index(count)],
+ )
+ }
+}