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-rw-r--r--wgpu/src/backend.rs2
-rw-r--r--wgpu/src/buffers/buffer.rs141
-rw-r--r--wgpu/src/buffers/dynamic_buffers.rs3
-rw-r--r--wgpu/src/triangle.rs303
-rw-r--r--wgpu/src/triangle/gradient.rs6
-rw-r--r--wgpu/src/triangle/solid.rs15
6 files changed, 242 insertions, 228 deletions
diff --git a/wgpu/src/backend.rs b/wgpu/src/backend.rs
index fd688004..9295a491 100644
--- a/wgpu/src/backend.rs
+++ b/wgpu/src/backend.rs
@@ -132,7 +132,7 @@ impl Backend {
);
}
- if !layer.meshes.0.is_empty() {
+ if !layer.meshes.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
diff --git a/wgpu/src/buffers/buffer.rs b/wgpu/src/buffers/buffer.rs
index dae3b038..a44120d3 100644
--- a/wgpu/src/buffers/buffer.rs
+++ b/wgpu/src/buffers/buffer.rs
@@ -1,91 +1,124 @@
//! Utilities for static buffer operations.
+use bytemuck::{Pod, Zeroable};
+use std::marker::PhantomData;
+use std::mem;
+
+//128 triangles/indices
+const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
-///
-/// This buffer is mapped to the GPU on creation, so must be initialized with the correct capacity.
#[derive(Debug)]
-pub(crate) struct StaticBuffer {
- //stored sequentially per mesh iteration
+pub(crate) struct StaticBuffer<T> {
+ //stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
offsets: Vec<wgpu::BufferAddress>,
+ label: &'static str,
+ usages: wgpu::BufferUsages,
gpu: wgpu::Buffer,
//the static size of the buffer
size: wgpu::BufferAddress,
+ _data: PhantomData<T>,
}
-impl StaticBuffer {
+impl<T: Pod + Zeroable> StaticBuffer<T> {
+ /// Initialize a new static buffer.
pub fn new(
device: &wgpu::Device,
label: &'static str,
- size: u64,
- usage: wgpu::BufferUsages,
- total_offsets: usize,
+ usages: wgpu::BufferUsages,
) -> Self {
+ let size = (mem::size_of::<T>() as u64) * DEFAULT_STATIC_BUFFER_COUNT;
+
Self {
- offsets: Vec::with_capacity(total_offsets),
- gpu: device.create_buffer(&wgpu::BufferDescriptor {
- label: Some(label),
- size,
- usage,
- mapped_at_creation: true,
- }),
+ offsets: Vec::new(),
+ label,
+ usages,
+ gpu: Self::gpu_buffer(device, label, size, usages),
size,
+ _data: Default::default(),
}
}
- /// Resolves pending write operations & unmaps buffer from host memory.
- pub fn flush(&self) {
- (&self.gpu).unmap();
+ fn gpu_buffer(
+ device: &wgpu::Device,
+ label: &'static str,
+ size: wgpu::BufferAddress,
+ usage: wgpu::BufferUsages,
+ ) -> wgpu::Buffer {
+ device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some(label),
+ size,
+ usage,
+ mapped_at_creation: false,
+ })
}
- /// Returns whether or not the buffer needs to be recreated. This can happen whenever the mesh
- /// data is re-submitted.
- pub fn needs_recreate(&self, new_size: usize) -> bool {
- self.size != new_size as u64
- }
+ /// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
+ /// changes & a redraw is requested.
+ pub fn recreate_if_needed(
+ &mut self,
+ device: &wgpu::Device,
+ new_count: usize,
+ ) -> bool {
+ let size =
+ wgpu::BufferAddress::from((mem::size_of::<T>() * new_count) as u64);
- /// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
- pub fn write(&mut self, offset: u64, content: &[u8]) {
- //offset has to be divisible by 8 for alignment reasons
- let actual_offset = if offset % 8 != 0 {
- offset + 4
+ if self.size <= size {
+ self.offsets.clear();
+ self.size = size;
+ self.gpu = Self::gpu_buffer(device, self.label, size, self.usages);
+ true
} else {
- offset
- };
+ false
+ }
+ }
- let mut buffer = self
- .gpu
- .slice(actual_offset..(actual_offset + content.len() as u64))
- .get_mapped_range_mut();
- buffer.copy_from_slice(content);
- self.offsets.push(actual_offset);
+ /// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
+ /// stores its offset.
+ ///
+ /// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
+ /// currently writable.
+ pub fn write(
+ &mut self,
+ device: &wgpu::Device,
+ staging_belt: &mut wgpu::util::StagingBelt,
+ encoder: &mut wgpu::CommandEncoder,
+ offset: u64,
+ content: &[T],
+ ) -> u64 {
+ let bytes = bytemuck::cast_slice(content);
+ let bytes_size = bytes.len() as u64;
+
+ if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size as u64) {
+ //offset has to be divisible by 8 for alignment reasons
+ let actual_offset = if offset % 8 != 0 { offset + 4 } else { offset };
+
+ let mut buffer = staging_belt.write_buffer(
+ encoder,
+ &self.gpu,
+ actual_offset,
+ buffer_size,
+ device,
+ );
+
+ buffer.copy_from_slice(bytes);
+
+ self.offsets.push(actual_offset);
+ }
+
+ bytes_size
}
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets
.get(index)
- .expect(&format!("Offset index {} is not in range.", index))
+ .expect("Offset at index does not exist.")
}
/// Returns the slice calculated from the offset stored at the given index.
- /// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
+ /// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
/// 1 that we stored earlier when writing.
- pub fn slice_from_index<T>(
- &self,
- index: usize,
- ) -> wgpu::BufferSlice<'_> {
+ pub fn slice_from_index(&self, index: usize) -> wgpu::BufferSlice<'_> {
self.gpu.slice(self.offset_at(index)..)
}
}
-
-/// Returns true if the current buffer doesn't exist & needs to be created, or if it's too small
-/// for the new content.
-pub(crate) fn needs_recreate(
- buffer: &Option<StaticBuffer>,
- new_size: usize,
-) -> bool {
- match buffer {
- None => true,
- Some(buf) => buf.needs_recreate(new_size),
- }
-}
diff --git a/wgpu/src/buffers/dynamic_buffers.rs b/wgpu/src/buffers/dynamic_buffers.rs
index d81529ce..75cc202c 100644
--- a/wgpu/src/buffers/dynamic_buffers.rs
+++ b/wgpu/src/buffers/dynamic_buffers.rs
@@ -50,7 +50,6 @@ impl DynamicBufferType {
}
}
-//TODO think about making cpu & gpu buffers optional
pub(crate) struct DynamicBuffer<T: ShaderType> {
offsets: Vec<wgpu::DynamicOffset>,
cpu: DynamicBufferType,
@@ -183,7 +182,7 @@ impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
let offset = self
.offsets
.get(index)
- .expect(&format!("Index {} not found in offsets.", index))
+ .expect("Index not found in offsets.")
.clone();
offset
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
index f1770e9a..df5e3132 100644
--- a/wgpu/src/triangle.rs
+++ b/wgpu/src/triangle.rs
@@ -3,11 +3,11 @@ use crate::{settings, Transformation};
use core::fmt;
use std::fmt::Formatter;
-use iced_graphics::layer::Meshes;
+use iced_graphics::layer::{attribute_count_of, Mesh};
use iced_graphics::shader::Shader;
use iced_graphics::Size;
-use crate::buffers::buffer::{needs_recreate, StaticBuffer};
+use crate::buffers::buffer::StaticBuffer;
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
@@ -20,10 +20,9 @@ mod solid;
#[derive(Debug)]
pub(crate) struct Pipeline {
blit: Option<msaa::Blit>,
- // 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>,
+ vertex_buffer: StaticBuffer<Vertex2D>,
+ index_buffer: StaticBuffer<u32>,
+ index_strides: Vec<u32>,
pipelines: TrianglePipelines,
}
@@ -69,8 +68,17 @@ impl Pipeline {
) -> Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
- vertex_buffer: None,
- index_buffer: None,
+ vertex_buffer: StaticBuffer::new(
+ device,
+ "iced_wgpu::triangle vertex buffer",
+ wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
+ ),
+ index_buffer: StaticBuffer::new(
+ device,
+ "iced_wgpu::triangle vertex buffer",
+ wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
+ ),
+ index_strides: Vec::new(),
pipelines: TrianglePipelines {
solid: SolidPipeline::new(device, format, antialiasing),
gradient: GradientPipeline::new(device, format, antialiasing),
@@ -88,177 +96,152 @@ impl Pipeline {
target_size: Size<u32>,
transformation: Transformation,
scale_factor: f32,
- meshes: &Meshes<'_>,
+ meshes: &[Mesh<'_>],
) {
- //count the total number of vertices & indices we need to handle
- let (total_vertices, total_indices) = meshes.attribute_count();
+ //count the total amount of vertices & indices we need to handle
+ let (total_vertices, total_indices) = attribute_count_of(meshes);
+
+ // Then we ensure the current attribute buffers are big enough, resizing if necessary
+ // with wgpu this means recreating the buffer.
+
+ //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.recreate_if_needed(device, total_vertices);
+ let _ = self.index_buffer.recreate_if_needed(device, total_indices);
+
+ //prepare dynamic buffers & data store for writing
+ self.index_strides.clear();
+ self.pipelines.clear();
+
+ let mut vertex_offset = 0;
+ let mut index_offset = 0;
- //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(
+ for mesh in meshes {
+ let transform = transformation
+ * Transformation::translate(mesh.origin.x, mesh.origin.y);
+
+ //write to both buffers
+ let new_vertex_offset = self.vertex_buffer.write(
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(),
- ))
- }
+ staging_belt,
+ encoder,
+ vertex_offset,
+ &mesh.buffers.vertices,
+ );
- if needs_recreate(&self.index_buffer, total_indices) {
- //mapped to GPU at creation with total indices
- self.index_buffer = Some(StaticBuffer::new(
+ let new_index_offset = self.index_buffer.write(
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(),
- ));
- }
+ staging_belt,
+ encoder,
+ index_offset,
+ &mesh.buffers.indices,
+ );
- 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,
- );
+ vertex_offset = vertex_offset + new_vertex_offset;
+ index_offset = index_offset + new_index_offset;
- 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
- 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);
- }
- }
+ self.index_strides.push(mesh.buffers.indices.len() as u32);
+
+ //push uniform data to CPU buffers
+ 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
- {
- //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,
+ //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
+ {
+ //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 },
},
- );
-
- //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,
+ )],
+ depth_stencil_attachment: None,
+ });
+
+ //TODO I can't figure out a clean way to encapsulate these into their appropriate
+ // structs without displeasing the borrow checker due to the lifetime requirements of
+ // render_pass & using a mutable reference to each pipeline in a loop...
+ let mut num_solids = 0;
+ let mut num_gradients = 0;
+
+ for (index, mesh) in meshes.iter().enumerate() {
+ let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
+
+ render_pass.set_scissor_rect(
+ clip_bounds.x,
+ clip_bounds.y,
+ clip_bounds.width,
+ clip_bounds.height,
+ );
+
+ match mesh.shader {
+ Shader::Solid(_) => {
+ self.pipelines.solid.configure_render_pass(
+ &mut render_pass,
+ num_solids,
);
-
- 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,
+ num_solids += 1;
+ }
+ Shader::Gradient(_) => {
+ self.pipelines.gradient.configure_render_pass(
+ &mut render_pass,
+ num_gradients,
);
+ num_gradients += 1;
}
- }
+ };
+
+ render_pass.set_vertex_buffer(
+ 0,
+ self.vertex_buffer.slice_from_index(index),
+ );
+
+ render_pass.set_index_buffer(
+ self.index_buffer.slice_from_index(index),
+ wgpu::IndexFormat::Uint32,
+ );
+
+ render_pass.draw_indexed(
+ 0..(self.index_strides[index] as u32),
+ 0,
+ 0..1,
+ );
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
-
- //cleanup
- self.pipelines.clear();
}
}
diff --git a/wgpu/src/triangle/gradient.rs b/wgpu/src/triangle/gradient.rs
index 471b204c..15b6b7e0 100644
--- a/wgpu/src/triangle/gradient.rs
+++ b/wgpu/src/triangle/gradient.rs
@@ -253,13 +253,13 @@ impl GradientPipeline {
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
- index: usize,
+ count: usize,
) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.bind_group,
- &[self.uniform_buffer.offset_at_index(index)],
- );
+ &[self.uniform_buffer.offset_at_index(count)],
+ )
}
}
diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs
index a3cbd72b..e7e9098a 100644
--- a/wgpu/src/triangle/solid.rs
+++ b/wgpu/src/triangle/solid.rs
@@ -8,15 +8,15 @@ use encase::ShaderType;
use glam::Vec4;
use iced_graphics::Transformation;
-pub(super) struct SolidPipeline {
+pub struct SolidPipeline {
pipeline: wgpu::RenderPipeline,
- pub(super) buffer: DynamicBuffer<SolidUniforms>,
+ pub(crate) buffer: DynamicBuffer<SolidUniforms>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
-pub(super) struct SolidUniforms {
+pub struct SolidUniforms {
transform: glam::Mat4,
color: Vec4,
}
@@ -156,14 +156,13 @@ impl SolidPipeline {
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
- index: usize,
+ count: usize,
) {
render_pass.set_pipeline(&self.pipeline);
-
render_pass.set_bind_group(
0,
&self.bind_group,
- &[self.buffer.offset_at_index(index)],
- );
+ &[self.buffer.offset_at_index(count)],
+ )
}
-} \ No newline at end of file
+}