From 33c3c0c0aa774bb7462e3c42aa04c591a66376a7 Mon Sep 17 00:00:00 2001 From: Héctor Ramón Jiménez Date: Mon, 14 Nov 2022 00:02:42 +0100 Subject: Group all solid triangles independently of color --- wgpu/src/triangle/solid.rs | 170 --------------------------------------------- 1 file changed, 170 deletions(-) delete mode 100644 wgpu/src/triangle/solid.rs (limited to 'wgpu/src/triangle/solid.rs') diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs deleted file mode 100644 index 2e1052f2..00000000 --- a/wgpu/src/triangle/solid.rs +++ /dev/null @@ -1,170 +0,0 @@ -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, - 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, - ) -> 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)], - ) - } -} -- cgit