#[cfg(feature = "image")] mod raster; #[cfg(feature = "svg")] mod vector; use crate::Transformation; use iced_native::{image, svg, Rectangle}; use std::mem; #[cfg(any(feature = "image", feature = "svg"))] use std::cell::RefCell; #[derive(Debug)] pub struct Pipeline { #[cfg(feature = "image")] raster_cache: RefCell, #[cfg(feature = "svg")] vector_cache: RefCell, pipeline: wgpu::RenderPipeline, uniforms: wgpu::Buffer, vertices: wgpu::Buffer, indices: wgpu::Buffer, instances: wgpu::Buffer, constants: wgpu::BindGroup, texture_layout: wgpu::BindGroupLayout, } impl Pipeline { pub fn new(device: &wgpu::Device) -> Self { let sampler = device.create_sampler(&wgpu::SamplerDescriptor { address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge, mag_filter: wgpu::FilterMode::Linear, min_filter: wgpu::FilterMode::Linear, mipmap_filter: wgpu::FilterMode::Linear, lod_min_clamp: -100.0, lod_max_clamp: 100.0, compare_function: wgpu::CompareFunction::Always, }); let constant_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[ wgpu::BindGroupLayoutBinding { binding: 0, visibility: wgpu::ShaderStage::VERTEX, ty: wgpu::BindingType::UniformBuffer { dynamic: false }, }, wgpu::BindGroupLayoutBinding { binding: 1, visibility: wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler, }, ], }); let uniforms = Uniforms { transform: Transformation::identity().into(), }; let uniforms_buffer = device .create_buffer_mapped( 1, wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, ) .fill_from_slice(&[uniforms]); let constant_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &constant_layout, bindings: &[ wgpu::Binding { binding: 0, resource: wgpu::BindingResource::Buffer { buffer: &uniforms_buffer, range: 0..std::mem::size_of::() as u64, }, }, wgpu::Binding { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler), }, ], }); let texture_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[wgpu::BindGroupLayoutBinding { binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { multisampled: false, dimension: wgpu::TextureViewDimension::D2, }, }], }); let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { bind_group_layouts: &[&constant_layout, &texture_layout], }); let vs = include_bytes!("shader/image.vert.spv"); let vs_module = device.create_shader_module( &wgpu::read_spirv(std::io::Cursor::new(&vs[..])) .expect("Read image vertex shader as SPIR-V"), ); let fs = include_bytes!("shader/image.frag.spv"); let fs_module = device.create_shader_module( &wgpu::read_spirv(std::io::Cursor::new(&fs[..])) .expect("Read image fragment shader as SPIR-V"), ); let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { layout: &layout, vertex_stage: wgpu::ProgrammableStageDescriptor { module: &vs_module, entry_point: "main", }, fragment_stage: Some(wgpu::ProgrammableStageDescriptor { module: &fs_module, entry_point: "main", }), rasterization_state: Some(wgpu::RasterizationStateDescriptor { front_face: wgpu::FrontFace::Cw, cull_mode: wgpu::CullMode::None, depth_bias: 0, depth_bias_slope_scale: 0.0, depth_bias_clamp: 0.0, }), primitive_topology: wgpu::PrimitiveTopology::TriangleList, color_states: &[wgpu::ColorStateDescriptor { format: wgpu::TextureFormat::Bgra8UnormSrgb, color_blend: wgpu::BlendDescriptor { src_factor: wgpu::BlendFactor::SrcAlpha, dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha, operation: wgpu::BlendOperation::Add, }, alpha_blend: wgpu::BlendDescriptor { src_factor: wgpu::BlendFactor::One, dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha, operation: wgpu::BlendOperation::Add, }, write_mask: wgpu::ColorWrite::ALL, }], depth_stencil_state: None, index_format: wgpu::IndexFormat::Uint16, vertex_buffers: &[ wgpu::VertexBufferDescriptor { stride: mem::size_of::() as u64, step_mode: wgpu::InputStepMode::Vertex, attributes: &[wgpu::VertexAttributeDescriptor { shader_location: 0, format: wgpu::VertexFormat::Float2, offset: 0, }], }, wgpu::VertexBufferDescriptor { stride: mem::size_of::() as u64, step_mode: wgpu::InputStepMode::Instance, attributes: &[ wgpu::VertexAttributeDescriptor { shader_location: 1, format: wgpu::VertexFormat::Float2, offset: 0, }, wgpu::VertexAttributeDescriptor { shader_location: 2, format: wgpu::VertexFormat::Float2, offset: 4 * 2, }, ], }, ], sample_count: 1, sample_mask: !0, alpha_to_coverage_enabled: false, }); let vertices = device .create_buffer_mapped(QUAD_VERTS.len(), wgpu::BufferUsage::VERTEX) .fill_from_slice(&QUAD_VERTS); let indices = device .create_buffer_mapped(QUAD_INDICES.len(), wgpu::BufferUsage::INDEX) .fill_from_slice(&QUAD_INDICES); let instances = device.create_buffer(&wgpu::BufferDescriptor { size: mem::size_of::() as u64, usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST, }); Pipeline { #[cfg(feature = "image")] raster_cache: RefCell::new(raster::Cache::new()), #[cfg(feature = "svg")] vector_cache: RefCell::new(vector::Cache::new()), pipeline, uniforms: uniforms_buffer, vertices, indices, instances, constants: constant_bind_group, texture_layout, } } #[cfg(feature = "image")] pub fn dimensions(&self, handle: &image::Handle) -> (u32, u32) { let mut cache = self.raster_cache.borrow_mut(); let memory = cache.load(&handle); memory.dimensions() } #[cfg(feature = "svg")] pub fn viewport_dimensions(&self, handle: &svg::Handle) -> (u32, u32) { let mut cache = self.vector_cache.borrow_mut(); let svg = cache.load(&handle); svg.viewport_dimensions() } pub fn draw( &mut self, device: &mut wgpu::Device, encoder: &mut wgpu::CommandEncoder, instances: &[Image], transformation: Transformation, bounds: Rectangle, target: &wgpu::TextureView, _scale: f32, ) { let uniforms_buffer = device .create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC) .fill_from_slice(&[Uniforms { transform: transformation.into(), }]); encoder.copy_buffer_to_buffer( &uniforms_buffer, 0, &self.uniforms, 0, std::mem::size_of::() as u64, ); // TODO: Batch draw calls using a texture atlas // Guillotière[1] by @nical can help us a lot here. // // [1]: https://github.com/nical/guillotiere for image in instances { let uploaded_texture = match &image.handle { Handle::Raster(_handle) => { #[cfg(feature = "image")] { let mut cache = self.raster_cache.borrow_mut(); let memory = cache.load(&_handle); memory.upload(device, encoder, &self.texture_layout) } #[cfg(not(feature = "image"))] None } Handle::Vector(_handle) => { #[cfg(feature = "svg")] { let mut cache = self.vector_cache.borrow_mut(); cache.upload( _handle, image.scale, _scale, device, encoder, &self.texture_layout, ) } #[cfg(not(feature = "svg"))] None } }; if let Some(texture) = uploaded_texture { let instance_buffer = device .create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC) .fill_from_slice(&[Instance { _position: image.position, _scale: image.scale, }]); encoder.copy_buffer_to_buffer( &instance_buffer, 0, &self.instances, 0, mem::size_of::() as u64, ); { let mut render_pass = encoder.begin_render_pass( &wgpu::RenderPassDescriptor { color_attachments: &[ wgpu::RenderPassColorAttachmentDescriptor { attachment: target, resolve_target: None, load_op: wgpu::LoadOp::Load, store_op: wgpu::StoreOp::Store, clear_color: wgpu::Color { r: 0.0, g: 0.0, b: 0.0, a: 0.0, }, }, ], depth_stencil_attachment: None, }, ); render_pass.set_pipeline(&self.pipeline); render_pass.set_bind_group(0, &self.constants, &[]); render_pass.set_bind_group(1, &texture, &[]); render_pass.set_index_buffer(&self.indices, 0); render_pass.set_vertex_buffers( 0, &[(&self.vertices, 0), (&self.instances, 0)], ); render_pass.set_scissor_rect( bounds.x, bounds.y, bounds.width, bounds.height, ); render_pass.draw_indexed( 0..QUAD_INDICES.len() as u32, 0, 0..1 as u32, ); } } } } pub fn trim_cache(&mut self) { #[cfg(feature = "image")] self.raster_cache.borrow_mut().trim(); #[cfg(feature = "svg")] self.vector_cache.borrow_mut().trim(); } } pub struct Image { pub handle: Handle, pub position: [f32; 2], pub scale: [f32; 2], } pub enum Handle { Raster(image::Handle), Vector(svg::Handle), } #[repr(C)] #[derive(Clone, Copy)] pub struct Vertex { _position: [f32; 2], } const QUAD_INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3]; const QUAD_VERTS: [Vertex; 4] = [ Vertex { _position: [0.0, 0.0], }, Vertex { _position: [1.0, 0.0], }, Vertex { _position: [1.0, 1.0], }, Vertex { _position: [0.0, 1.0], }, ]; #[repr(C)] #[derive(Clone, Copy)] struct Instance { _position: [f32; 2], _scale: [f32; 2], } #[repr(C)] #[derive(Debug, Clone, Copy)] struct Uniforms { transform: [f32; 16], }