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-rw-r--r--wgpu/src/triangle/gradient.rs265
-rw-r--r--wgpu/src/triangle/solid.rs169
2 files changed, 434 insertions, 0 deletions
diff --git a/wgpu/src/triangle/gradient.rs b/wgpu/src/triangle/gradient.rs
new file mode 100644
index 00000000..471b204c
--- /dev/null
+++ b/wgpu/src/triangle/gradient.rs
@@ -0,0 +1,265 @@
+use crate::buffers::dynamic_buffers::DynamicBuffer;
+use crate::settings;
+use crate::triangle::{
+ default_fragment_target, default_multisample_state,
+ default_triangle_primitive_state, vertex_buffer_layout,
+};
+use encase::ShaderType;
+use glam::{Vec2, Vec4};
+use iced_graphics::gradient::Gradient;
+use iced_graphics::Transformation;
+
+pub(super) struct GradientPipeline {
+ pipeline: wgpu::RenderPipeline,
+ pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
+ pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
+ 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
+ color_stops_pending_write: GradientStorage,
+ bind_group_layout: wgpu::BindGroupLayout,
+ bind_group: wgpu::BindGroup,
+}
+
+//TODO I can tightly pack this by rearranging/consolidating some fields
+#[derive(Debug, ShaderType)]
+pub(super) struct GradientUniforms {
+ transform: glam::Mat4,
+ start: Vec2,
+ #[align(16)]
+ end: Vec2,
+ #[align(16)]
+ start_stop: i32,
+ #[align(16)]
+ end_stop: i32,
+}
+
+#[derive(Debug, ShaderType)]
+pub(super) struct ColorStop {
+ color: Vec4,
+ offset: f32,
+}
+
+#[derive(ShaderType)]
+pub(super) struct GradientStorage {
+ #[size(runtime)]
+ pub color_stops: Vec<ColorStop>,
+}
+
+impl GradientPipeline {
+ /// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
+ pub(super) fn new(
+ device: &wgpu::Device,
+ format: wgpu::TextureFormat,
+ antialiasing: Option<settings::Antialiasing>,
+ ) -> Self {
+ let uniform_buffer = DynamicBuffer::uniform(
+ device,
+ "iced_wgpu::triangle [GRADIENT] uniforms",
+ );
+
+ //TODO: With a WASM target storage buffers are not supported. Will need to use UBOs & static
+ // sized array (64 on OpenGL side right now) to make gradients work
+ let storage_buffer = DynamicBuffer::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(GradientUniforms::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(GradientStorage::min_size()),
+ },
+ count: None,
+ },
+ ],
+ });
+
+ let bind_group = GradientPipeline::bind_group(
+ device,
+ uniform_buffer.raw(),
+ storage_buffer.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/triangle_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: &[vertex_buffer_layout()],
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_gradient",
+ targets: &[default_fragment_target(format)],
+ }),
+ primitive: default_triangle_primitive_state(),
+ depth_stencil: None,
+ multisample: default_multisample_state(antialiasing),
+ multiview: None,
+ });
+
+ Self {
+ pipeline,
+ uniform_buffer,
+ storage_buffer,
+ color_stop_offset: 0,
+ color_stops_pending_write: GradientStorage { color_stops: vec![] },
+ bind_group_layout,
+ bind_group,
+ }
+ }
+
+ /// Pushes a new gradient uniform to the CPU buffer.
+ pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
+ match gradient {
+ Gradient::Linear(linear) => {
+ let start_offset = self.color_stop_offset;
+ let end_offset =
+ (linear.color_stops.len() as i32) + start_offset - 1;
+
+ self.uniform_buffer.push(&GradientUniforms {
+ transform: transform.into(),
+ start: Vec2::new(linear.start.x, linear.start.y),
+ end: Vec2::new(linear.end.x, linear.end.y),
+ start_stop: start_offset,
+ end_stop: end_offset,
+ });
+
+ self.color_stop_offset = end_offset + 1;
+
+ let stops: Vec<ColorStop> = linear
+ .color_stops
+ .iter()
+ .map(|stop| ColorStop {
+ offset: stop.offset,
+ color: Vec4::new(
+ stop.color.r,
+ stop.color.g,
+ stop.color.b,
+ stop.color.a,
+ ),
+ })
+ .collect();
+
+ self.color_stops_pending_write.color_stops.extend(stops);
+ }
+ }
+ }
+
+ 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(GradientUniforms::min_size())
+ }
+ )
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: storage_buffer.as_entire_binding()
+ },
+ ],
+ })
+ }
+
+ /// Writes the contents of the gradient 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,
+ ) {
+ //first write the pending color stops to the CPU buffer
+ self.storage_buffer.push(&self.color_stops_pending_write);
+
+ //resize buffers if needed
+ let uniforms_resized = self.uniform_buffer.resize(device);
+ let storage_resized = self.storage_buffer.resize(device);
+
+ if uniforms_resized || storage_resized {
+ //recreate bind groups if any buffers were resized
+ self.bind_group = GradientPipeline::bind_group(
+ device,
+ self.uniform_buffer.raw(),
+ self.storage_buffer.raw(),
+ &self.bind_group_layout,
+ );
+ }
+
+ //write to GPU
+ self.uniform_buffer.write(device, staging_belt, encoder);
+ self.storage_buffer.write(device, staging_belt, encoder);
+
+ //cleanup
+ self.color_stop_offset = 0;
+ self.color_stops_pending_write.color_stops.clear();
+ }
+
+ /// Configures the current render pass to draw the gradient at its offset stored in the
+ /// [DynamicBuffer] at [index].
+ pub fn configure_render_pass<'a>(
+ &'a self,
+ render_pass: &mut wgpu::RenderPass<'a>,
+ index: usize,
+ ) {
+ render_pass.set_pipeline(&self.pipeline);
+ render_pass.set_bind_group(
+ 0,
+ &self.bind_group,
+ &[self.uniform_buffer.offset_at_index(index)],
+ );
+ }
+}
diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs
new file mode 100644
index 00000000..a3cbd72b
--- /dev/null
+++ b/wgpu/src/triangle/solid.rs
@@ -0,0 +1,169 @@
+use crate::buffers::dynamic_buffers::DynamicBuffer;
+use crate::triangle::{
+ default_fragment_target, default_multisample_state,
+ default_triangle_primitive_state, vertex_buffer_layout,
+};
+use crate::{settings, Color};
+use encase::ShaderType;
+use glam::Vec4;
+use iced_graphics::Transformation;
+
+pub(super) struct SolidPipeline {
+ pipeline: wgpu::RenderPipeline,
+ pub(super) buffer: DynamicBuffer<SolidUniforms>,
+ bind_group_layout: wgpu::BindGroupLayout,
+ bind_group: wgpu::BindGroup,
+}
+
+#[derive(Debug, Clone, Copy, ShaderType)]
+pub(super) struct SolidUniforms {
+ transform: glam::Mat4,
+ color: Vec4,
+}
+
+impl SolidUniforms {
+ pub fn new(transform: Transformation, color: Color) -> Self {
+ Self {
+ transform: transform.into(),
+ color: Vec4::new(color.r, color.g, color.b, color.a),
+ }
+ }
+}
+
+impl SolidPipeline {
+ /// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
+ pub fn new(
+ device: &wgpu::Device,
+ format: wgpu::TextureFormat,
+ antialiasing: Option<settings::Antialiasing>,
+ ) -> Self {
+ let buffer = DynamicBuffer::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(SolidUniforms::min_size()),
+ },
+ count: None,
+ }],
+ });
+
+ let bind_group = SolidPipeline::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/triangle_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: &[vertex_buffer_layout()],
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_solid",
+ targets: &[default_fragment_target(format)],
+ }),
+ primitive: default_triangle_primitive_state(),
+ depth_stencil: None,
+ multisample: default_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(SolidUniforms::min_size()),
+ }),
+ }],
+ })
+ }
+
+ /// Pushes a new solid uniform to the CPU buffer.
+ pub fn push(&mut self, transform: Transformation, color: &Color) {
+ self.buffer.push(&SolidUniforms::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 = SolidPipeline::bind_group(
+ device,
+ self.buffer.raw(),
+ &self.bind_group_layout,
+ )
+ }
+
+ self.buffer.write(device, staging_belt, encoder);
+ }
+
+ /// 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>,
+ index: usize,
+ ) {
+ render_pass.set_pipeline(&self.pipeline);
+
+ render_pass.set_bind_group(
+ 0,
+ &self.bind_group,
+ &[self.buffer.offset_at_index(index)],
+ );
+ }
+} \ No newline at end of file