use crate::Transformation; use iced_graphics::layer; use iced_native::Rectangle; use bytemuck::{Pod, Zeroable}; use std::mem; use wgpu::util::DeviceExt; #[derive(Debug)] pub struct Pipeline { pipeline: wgpu::RenderPipeline, constants: wgpu::BindGroup, constants_buffer: wgpu::Buffer, vertices: wgpu::Buffer, indices: wgpu::Buffer, instances: wgpu::Buffer, } impl Pipeline { pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Pipeline { let constant_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("iced_wgpu::quad uniforms layout"), entries: &[wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX, ty: wgpu::BindingType::UniformBuffer { dynamic: false, min_binding_size: wgpu::BufferSize::new( mem::size_of::() as u64, ), }, count: None, }], }); let constants_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("iced_wgpu::quad uniforms buffer"), size: mem::size_of::() as u64, usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, mapped_at_creation: false, }); let constants = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("iced_wgpu::quad uniforms bind group"), layout: &constant_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Buffer( constants_buffer.slice(..), ), }], }); let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("iced_wgpu::quad pipeline layout"), push_constant_ranges: &[], bind_group_layouts: &[&constant_layout], }); let vs_module = device .create_shader_module(wgpu::include_spirv!("shader/quad.vert.spv")); let fs_module = device .create_shader_module(wgpu::include_spirv!("shader/quad.frag.spv")); let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("iced_wgpu::quad pipeline"), layout: Some(&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, ..Default::default() }), primitive_topology: wgpu::PrimitiveTopology::TriangleList, color_states: &[wgpu::ColorStateDescriptor { format, 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, vertex_state: wgpu::VertexStateDescriptor { 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, }, wgpu::VertexAttributeDescriptor { shader_location: 3, format: wgpu::VertexFormat::Float4, offset: 4 * (2 + 2), }, wgpu::VertexAttributeDescriptor { shader_location: 4, format: wgpu::VertexFormat::Float4, offset: 4 * (2 + 2 + 4), }, wgpu::VertexAttributeDescriptor { shader_location: 5, format: wgpu::VertexFormat::Float, offset: 4 * (2 + 2 + 4 + 4), }, wgpu::VertexAttributeDescriptor { shader_location: 6, format: wgpu::VertexFormat::Float, offset: 4 * (2 + 2 + 4 + 4 + 1), }, ], }, ], }, sample_count: 1, sample_mask: !0, alpha_to_coverage_enabled: false, }); let vertices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("iced_wgpu::quad vertex buffer"), contents: bytemuck::cast_slice(&QUAD_VERTS), usage: wgpu::BufferUsage::VERTEX, }); let indices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("iced_wgpu::quad index buffer"), contents: bytemuck::cast_slice(&QUAD_INDICES), usage: wgpu::BufferUsage::INDEX, }); let instances = device.create_buffer(&wgpu::BufferDescriptor { label: Some("iced_wgpu::quad instance buffer"), size: mem::size_of::() as u64 * MAX_INSTANCES as u64, usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST, mapped_at_creation: false, }); Pipeline { pipeline, constants, constants_buffer, vertices, indices, instances, } } pub fn draw( &mut self, device: &wgpu::Device, staging_belt: &mut wgpu::util::StagingBelt, encoder: &mut wgpu::CommandEncoder, instances: &[layer::Quad], transformation: Transformation, scale: f32, bounds: Rectangle, target: &wgpu::TextureView, ) { let uniforms = Uniforms::new(transformation, scale); { let mut constants_buffer = staging_belt.write_buffer( encoder, &self.constants_buffer, 0, wgpu::BufferSize::new(mem::size_of::() as u64) .unwrap(), device, ); constants_buffer.copy_from_slice(bytemuck::bytes_of(&uniforms)); } let mut i = 0; let total = instances.len(); while i < total { let end = (i + MAX_INSTANCES).min(total); let amount = end - i; let instance_bytes = bytemuck::cast_slice(&instances[i..end]); let mut instance_buffer = staging_belt.write_buffer( encoder, &self.instances, 0, wgpu::BufferSize::new(instance_bytes.len() as u64).unwrap(), device, ); instance_buffer.copy_from_slice(instance_bytes); { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[ wgpu::RenderPassColorAttachmentDescriptor { attachment: target, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: true, }, }, ], depth_stencil_attachment: None, }); render_pass.set_pipeline(&self.pipeline); render_pass.set_bind_group(0, &self.constants, &[]); render_pass.set_index_buffer(self.indices.slice(..)); render_pass.set_vertex_buffer(0, self.vertices.slice(..)); render_pass.set_vertex_buffer(1, self.instances.slice(..)); render_pass.set_scissor_rect( bounds.x, bounds.y, bounds.width, // TODO: Address anti-aliasing adjustments properly bounds.height + 1, ); render_pass.draw_indexed( 0..QUAD_INDICES.len() as u32, 0, 0..amount as u32, ); } i += MAX_INSTANCES; } } } #[repr(C)] #[derive(Clone, Copy, Zeroable, Pod)] 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], }, ]; const MAX_INSTANCES: usize = 100_000; #[repr(C)] #[derive(Debug, Clone, Copy, Zeroable, Pod)] struct Uniforms { transform: [f32; 16], scale: f32, } impl Uniforms { fn new(transformation: Transformation, scale: f32) -> Uniforms { Self { transform: *transformation.as_ref(), scale, } } } impl Default for Uniforms { fn default() -> Self { Self { transform: *Transformation::identity().as_ref(), scale: 1.0, } } }