pub(crate) mod cache; pub(crate) use cache::Cache; mod atlas; #[cfg(feature = "image")] mod raster; #[cfg(feature = "svg")] mod vector; use crate::core::{Rectangle, Size, Transformation}; use crate::Buffer; use bytemuck::{Pod, Zeroable}; use std::mem; use std::sync::Arc; pub use crate::graphics::Image; pub type Batch = Vec; #[derive(Debug)] pub struct Pipeline { pipeline: wgpu::RenderPipeline, backend: wgpu::Backend, nearest_sampler: wgpu::Sampler, linear_sampler: wgpu::Sampler, texture_layout: Arc, constant_layout: wgpu::BindGroupLayout, layers: Vec, prepare_layer: usize, } impl Pipeline { pub fn new( device: &wgpu::Device, format: wgpu::TextureFormat, backend: wgpu::Backend, ) -> Self { let nearest_sampler = device.create_sampler(&wgpu::SamplerDescriptor { address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge, min_filter: wgpu::FilterMode::Nearest, mag_filter: wgpu::FilterMode::Nearest, mipmap_filter: wgpu::FilterMode::Nearest, ..Default::default() }); let linear_sampler = device.create_sampler(&wgpu::SamplerDescriptor { address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge, min_filter: wgpu::FilterMode::Linear, mag_filter: wgpu::FilterMode::Linear, mipmap_filter: wgpu::FilterMode::Linear, ..Default::default() }); let constant_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("iced_wgpu::image constants layout"), entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::VERTEX, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: wgpu::BufferSize::new( mem::size_of::() as u64, ), }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler( wgpu::SamplerBindingType::Filtering, ), count: None, }, ], }); let texture_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("iced_wgpu::image texture atlas layout"), entries: &[wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: true, }, view_dimension: wgpu::TextureViewDimension::D2Array, multisampled: false, }, count: None, }], }); let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("iced_wgpu::image pipeline layout"), push_constant_ranges: &[], bind_group_layouts: &[&constant_layout, &texture_layout], }); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("iced_wgpu image shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed( concat!( include_str!("../shader/vertex.wgsl"), "\n", include_str!("../shader/image.wgsl"), ), )), }); let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("iced_wgpu::image pipeline"), layout: Some(&layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), buffers: &[wgpu::VertexBufferLayout { array_stride: mem::size_of::() as u64, step_mode: wgpu::VertexStepMode::Instance, attributes: &wgpu::vertex_attr_array!( // Position 0 => Float32x2, // Center 1 => Float32x2, // Scale 2 => Float32x2, // Rotation 3 => Float32, // Opacity 4 => Float32, // Atlas position 5 => Float32x2, // Atlas scale 6 => Float32x2, // Layer 7 => Sint32, // Snap 8 => Uint32, ), }], compilation_options: wgpu::PipelineCompilationOptions::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState { color: wgpu::BlendComponent { src_factor: wgpu::BlendFactor::SrcAlpha, dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha, operation: wgpu::BlendOperation::Add, }, alpha: wgpu::BlendComponent { src_factor: wgpu::BlendFactor::One, dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha, operation: wgpu::BlendOperation::Add, }, }), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, front_face: wgpu::FrontFace::Cw, ..Default::default() }, depth_stencil: None, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, cache: None, }); Pipeline { pipeline, backend, nearest_sampler, linear_sampler, texture_layout: Arc::new(texture_layout), constant_layout, layers: Vec::new(), prepare_layer: 0, } } pub fn create_cache(&self, device: &wgpu::Device) -> Cache { Cache::new(device, self.backend, self.texture_layout.clone()) } pub fn prepare( &mut self, device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder, belt: &mut wgpu::util::StagingBelt, cache: &mut Cache, images: &Batch, transformation: Transformation, scale: f32, ) { let nearest_instances: &mut Vec = &mut Vec::new(); let linear_instances: &mut Vec = &mut Vec::new(); for image in images { match &image { #[cfg(feature = "image")] Image::Raster(image, bounds) => { if let Some(atlas_entry) = cache.upload_raster(device, encoder, &image.handle) { add_instances( [bounds.x, bounds.y], [bounds.width, bounds.height], f32::from(image.rotation), image.opacity, image.snap, atlas_entry, match image.filter_method { crate::core::image::FilterMethod::Nearest => { nearest_instances } crate::core::image::FilterMethod::Linear => { linear_instances } }, ); } } #[cfg(not(feature = "image"))] Image::Raster { .. } => {} #[cfg(feature = "svg")] Image::Vector(svg, bounds) => { let size = [bounds.width, bounds.height]; if let Some(atlas_entry) = cache.upload_vector( device, encoder, &svg.handle, svg.color, size, scale, ) { add_instances( [bounds.x, bounds.y], size, f32::from(svg.rotation), svg.opacity, true, atlas_entry, nearest_instances, ); } } #[cfg(not(feature = "svg"))] Image::Vector { .. } => {} } } if nearest_instances.is_empty() && linear_instances.is_empty() { return; } if self.layers.len() <= self.prepare_layer { self.layers.push(Layer::new( device, &self.constant_layout, &self.nearest_sampler, &self.linear_sampler, )); } let layer = &mut self.layers[self.prepare_layer]; layer.prepare( device, encoder, belt, nearest_instances, linear_instances, transformation, scale, ); self.prepare_layer += 1; } pub fn render<'a>( &'a self, cache: &'a Cache, layer: usize, bounds: Rectangle, render_pass: &mut wgpu::RenderPass<'a>, ) { if let Some(layer) = self.layers.get(layer) { render_pass.set_pipeline(&self.pipeline); render_pass.set_scissor_rect( bounds.x, bounds.y, bounds.width, bounds.height, ); render_pass.set_bind_group(1, cache.bind_group(), &[]); layer.render(render_pass); } } pub fn end_frame(&mut self) { self.prepare_layer = 0; } } #[derive(Debug)] struct Layer { uniforms: wgpu::Buffer, nearest: Data, linear: Data, } impl Layer { fn new( device: &wgpu::Device, constant_layout: &wgpu::BindGroupLayout, nearest_sampler: &wgpu::Sampler, linear_sampler: &wgpu::Sampler, ) -> Self { let uniforms = device.create_buffer(&wgpu::BufferDescriptor { label: Some("iced_wgpu::image uniforms buffer"), size: mem::size_of::() as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let nearest = Data::new(device, constant_layout, nearest_sampler, &uniforms); let linear = Data::new(device, constant_layout, linear_sampler, &uniforms); Self { uniforms, nearest, linear, } } fn prepare( &mut self, device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder, belt: &mut wgpu::util::StagingBelt, nearest_instances: &[Instance], linear_instances: &[Instance], transformation: Transformation, scale_factor: f32, ) { let uniforms = Uniforms { transform: transformation.into(), scale_factor, _padding: [0.0; 3], }; let bytes = bytemuck::bytes_of(&uniforms); belt.write_buffer( encoder, &self.uniforms, 0, (bytes.len() as u64).try_into().expect("Sized uniforms"), device, ) .copy_from_slice(bytes); self.nearest .upload(device, encoder, belt, nearest_instances); self.linear.upload(device, encoder, belt, linear_instances); } fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) { self.nearest.render(render_pass); self.linear.render(render_pass); } } #[derive(Debug)] struct Data { constants: wgpu::BindGroup, instances: Buffer, instance_count: usize, } impl Data { pub fn new( device: &wgpu::Device, constant_layout: &wgpu::BindGroupLayout, sampler: &wgpu::Sampler, uniforms: &wgpu::Buffer, ) -> Self { let constants = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("iced_wgpu::image constants bind group"), layout: constant_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Buffer( wgpu::BufferBinding { buffer: uniforms, offset: 0, size: None, }, ), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(sampler), }, ], }); let instances = Buffer::new( device, "iced_wgpu::image instance buffer", Instance::INITIAL, wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, ); Self { constants, instances, instance_count: 0, } } fn upload( &mut self, device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder, belt: &mut wgpu::util::StagingBelt, instances: &[Instance], ) { self.instance_count = instances.len(); if self.instance_count == 0 { return; } let _ = self.instances.resize(device, instances.len()); let _ = self.instances.write(device, encoder, belt, 0, instances); } fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) { if self.instance_count == 0 { return; } render_pass.set_bind_group(0, &self.constants, &[]); render_pass.set_vertex_buffer(0, self.instances.slice(..)); render_pass.draw(0..6, 0..self.instance_count as u32); } } #[repr(C)] #[derive(Debug, Clone, Copy, Zeroable, Pod)] struct Instance { _position: [f32; 2], _center: [f32; 2], _size: [f32; 2], _rotation: f32, _opacity: f32, _position_in_atlas: [f32; 2], _size_in_atlas: [f32; 2], _layer: u32, _snap: u32, } impl Instance { pub const INITIAL: usize = 20; } #[repr(C)] #[derive(Debug, Clone, Copy, Zeroable, Pod)] struct Uniforms { transform: [f32; 16], scale_factor: f32, // Uniforms must be aligned to their largest member, // this uses a mat4x4 which aligns to 16, so align to that _padding: [f32; 3], } fn add_instances( image_position: [f32; 2], image_size: [f32; 2], rotation: f32, opacity: f32, snap: bool, entry: &atlas::Entry, instances: &mut Vec, ) { let center = [ image_position[0] + image_size[0] / 2.0, image_position[1] + image_size[1] / 2.0, ]; match entry { atlas::Entry::Contiguous(allocation) => { add_instance( image_position, center, image_size, rotation, opacity, snap, allocation, instances, ); } atlas::Entry::Fragmented { fragments, size } => { let scaling_x = image_size[0] / size.width as f32; let scaling_y = image_size[1] / size.height as f32; for fragment in fragments { let allocation = &fragment.allocation; let [x, y] = image_position; let (fragment_x, fragment_y) = fragment.position; let Size { width: fragment_width, height: fragment_height, } = allocation.size(); let position = [ x + fragment_x as f32 * scaling_x, y + fragment_y as f32 * scaling_y, ]; let size = [ fragment_width as f32 * scaling_x, fragment_height as f32 * scaling_y, ]; add_instance( position, center, size, rotation, opacity, snap, allocation, instances, ); } } } } #[inline] fn add_instance( position: [f32; 2], center: [f32; 2], size: [f32; 2], rotation: f32, opacity: f32, snap: bool, allocation: &atlas::Allocation, instances: &mut Vec, ) { let (x, y) = allocation.position(); let Size { width, height } = allocation.size(); let layer = allocation.layer(); let instance = Instance { _position: position, _center: center, _size: size, _rotation: rotation, _opacity: opacity, _position_in_atlas: [ (x as f32 + 0.5) / atlas::SIZE as f32, (y as f32 + 0.5) / atlas::SIZE as f32, ], _size_in_atlas: [ (width as f32 - 1.0) / atlas::SIZE as f32, (height as f32 - 1.0) / atlas::SIZE as f32, ], _layer: layer as u32, _snap: snap as u32, }; instances.push(instance); }