//! Draw meshes of triangles. mod msaa; use crate::buffer::r#static::Buffer; use crate::settings; use crate::Transformation; use iced_graphics::layer::mesh::{self, Mesh}; use iced_graphics::triangle::ColoredVertex2D; use iced_graphics::Size; #[cfg(feature = "tracing")] use tracing::info_span; #[derive(Debug)] pub struct Pipeline { blit: Option, index_buffer: Buffer, index_strides: Vec, solid: solid::Pipeline, /// Gradients are currently not supported on WASM targets due to their need of storage buffers. #[cfg(not(target_arch = "wasm32"))] gradient: gradient::Pipeline, } impl Pipeline { pub fn new( device: &wgpu::Device, format: wgpu::TextureFormat, antialiasing: Option, ) -> Pipeline { Pipeline { blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)), index_buffer: Buffer::new( device, "iced_wgpu::triangle vertex buffer", wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST, ), index_strides: Vec::new(), solid: solid::Pipeline::new(device, format, antialiasing), #[cfg(not(target_arch = "wasm32"))] gradient: gradient::Pipeline::new(device, format, antialiasing), } } pub fn draw( &mut self, device: &wgpu::Device, staging_belt: &mut wgpu::util::StagingBelt, encoder: &mut wgpu::CommandEncoder, target: &wgpu::TextureView, target_size: Size, transformation: Transformation, scale_factor: f32, meshes: &[Mesh<'_>], ) { #[cfg(feature = "tracing")] let _ = info_span!("Wgpu::Triangle", "DRAW").entered(); // Count the total amount of vertices & indices we need to handle let count = mesh::attribute_count_of(meshes); // Then we ensure the current attribute buffers are big enough, resizing if necessary. // 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.index_buffer.resize(device, count.indices); let _ = self.solid.vertices.resize(device, count.solid_vertices); #[cfg(not(target_arch = "wasm32"))] let _ = self .gradient .vertices .resize(device, count.gradient_vertices); // Prepare dynamic buffers & data store for writing self.index_strides.clear(); self.solid.vertices.clear(); self.solid.uniforms.clear(); #[cfg(not(target_arch = "wasm32"))] { self.gradient.uniforms.clear(); self.gradient.vertices.clear(); self.gradient.storage.clear(); } let mut solid_vertex_offset = 0; let mut index_offset = 0; #[cfg(not(target_arch = "wasm32"))] let mut gradient_vertex_offset = 0; for mesh in meshes { let origin = mesh.origin(); let indices = mesh.indices(); let transform = transformation * Transformation::translate(origin.x, origin.y); let new_index_offset = self.index_buffer.write( device, staging_belt, encoder, index_offset, indices, ); index_offset += new_index_offset; self.index_strides.push(indices.len() as u32); //push uniform data to CPU buffers match mesh { Mesh::Solid { buffers, .. } => { self.solid.uniforms.push(&solid::Uniforms::new(transform)); let written_bytes = self.solid.vertices.write( device, staging_belt, encoder, solid_vertex_offset, &buffers.vertices, ); solid_vertex_offset += written_bytes; } #[cfg(not(target_arch = "wasm32"))] Mesh::Gradient { buffers, gradient, .. } => { let written_bytes = self.gradient.vertices.write( device, staging_belt, encoder, gradient_vertex_offset, &buffers.vertices, ); gradient_vertex_offset += written_bytes; match gradient { iced_graphics::Gradient::Linear(linear) => { use glam::{IVec4, Vec4}; let start_offset = self.gradient.color_stop_offset; let end_offset = (linear.color_stops.len() as i32) + start_offset - 1; self.gradient.uniforms.push(&gradient::Uniforms { transform: transform.into(), direction: Vec4::new( linear.start.x, linear.start.y, linear.end.x, linear.end.y, ), stop_range: IVec4::new( start_offset, end_offset, 0, 0, ), }); self.gradient.color_stop_offset = end_offset + 1; let stops: Vec = linear .color_stops .iter() .map(|stop| { let [r, g, b, a] = stop.color.into_linear(); gradient::ColorStop { offset: stop.offset, color: Vec4::new(r, g, b, a), } }) .collect(); self.gradient .color_stops_pending_write .color_stops .extend(stops); } } } #[cfg(target_arch = "wasm32")] Mesh::Gradient { .. } => {} } } // Write uniform data to GPU if count.solid_vertices > 0 { let uniforms_resized = self.solid.uniforms.resize(device); if uniforms_resized { self.solid.bind_group = solid::Pipeline::bind_group( device, self.solid.uniforms.raw(), &self.solid.bind_group_layout, ) } self.solid.uniforms.write(device, staging_belt, encoder); } #[cfg(not(target_arch = "wasm32"))] if count.gradient_vertices > 0 { // First write the pending color stops to the CPU buffer self.gradient .storage .push(&self.gradient.color_stops_pending_write); // Resize buffers if needed let uniforms_resized = self.gradient.uniforms.resize(device); let storage_resized = self.gradient.storage.resize(device); if uniforms_resized || storage_resized { self.gradient.bind_group = gradient::Pipeline::bind_group( device, self.gradient.uniforms.raw(), self.gradient.storage.raw(), &self.gradient.bind_group_layout, ); } // Write to GPU self.gradient.uniforms.write(device, staging_belt, encoder); self.gradient.storage.write(device, staging_belt, encoder); // Cleanup self.gradient.color_stop_offset = 0; self.gradient.color_stops_pending_write.color_stops.clear(); } // Configure render 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) }; #[cfg(feature = "tracing")] let _ = info_span!("Wgpu::Triangle", "BEGIN_RENDER_PASS").enter(); 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, }); let mut num_solids = 0; #[cfg(not(target_arch = "wasm32"))] let mut num_gradients = 0; let mut last_is_solid = None; 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 { Mesh::Solid { .. } => { if !last_is_solid.unwrap_or(false) { render_pass.set_pipeline(&self.solid.pipeline); last_is_solid = Some(true); } render_pass.set_bind_group( 0, &self.solid.bind_group, &[self.solid.uniforms.offset_at_index(num_solids)], ); render_pass.set_vertex_buffer( 0, self.solid.vertices.slice_from_index(num_solids), ); num_solids += 1; } #[cfg(not(target_arch = "wasm32"))] Mesh::Gradient { .. } => { if last_is_solid.unwrap_or(true) { render_pass.set_pipeline(&self.gradient.pipeline); last_is_solid = Some(false); } render_pass.set_bind_group( 0, &self.gradient.bind_group, &[self .gradient .uniforms .offset_at_index(num_gradients)], ); render_pass.set_vertex_buffer( 0, self.gradient .vertices .slice_from_index(num_gradients), ); num_gradients += 1; } #[cfg(target_arch = "wasm32")] Mesh::Gradient { .. } => {} }; render_pass.set_index_buffer( self.index_buffer.slice_from_index(index), wgpu::IndexFormat::Uint32, ); render_pass.draw_indexed(0..self.index_strides[index], 0, 0..1); } } self.index_buffer.clear(); if let Some(blit) = &mut self.blit { blit.draw(encoder, target); } } } fn fragment_target( texture_format: wgpu::TextureFormat, ) -> Option { Some(wgpu::ColorTargetState { format: texture_format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, }) } fn primitive_state() -> wgpu::PrimitiveState { wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, front_face: wgpu::FrontFace::Cw, ..Default::default() } } fn multisample_state( antialiasing: Option, ) -> wgpu::MultisampleState { wgpu::MultisampleState { count: antialiasing.map(|a| a.sample_count()).unwrap_or(1), mask: !0, alpha_to_coverage_enabled: false, } } mod solid { use crate::buffer::dynamic; use crate::buffer::r#static::Buffer; use crate::settings; use crate::triangle; use encase::ShaderType; use iced_graphics::Transformation; #[derive(Debug)] pub struct Pipeline { pub pipeline: wgpu::RenderPipeline, pub vertices: Buffer, pub uniforms: dynamic::Buffer, pub bind_group_layout: wgpu::BindGroupLayout, pub bind_group: wgpu::BindGroup, } #[derive(Debug, Clone, Copy, ShaderType)] pub struct Uniforms { transform: glam::Mat4, } impl Uniforms { pub fn new(transform: Transformation) -> Self { Self { transform: transform.into(), } } } impl Pipeline { /// Creates a new [SolidPipeline] using `solid.wgsl` shader. pub fn new( device: &wgpu::Device, format: wgpu::TextureFormat, antialiasing: Option, ) -> Self { let vertices = Buffer::new( device, "iced_wgpu::triangle::solid vertex buffer", wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, ); let uniforms = 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 = Self::bind_group(device, uniforms.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: &[wgpu::VertexBufferLayout { array_stride: std::mem::size_of::< triangle::ColoredVertex2D, >() as u64, step_mode: wgpu::VertexStepMode::Vertex, attributes: &wgpu::vertex_attr_array!( // Position 0 => Float32x2, // Color 1 => Float32x4, ), }], }, 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, vertices, uniforms, bind_group_layout, bind_group, } } pub 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()), }, ), }], }) } } } #[cfg(not(target_arch = "wasm32"))] mod gradient { use crate::buffer::dynamic; use crate::buffer::r#static::Buffer; use crate::settings; use crate::triangle; use encase::ShaderType; use glam::{IVec4, Vec4}; use iced_graphics::triangle::Vertex2D; #[derive(Debug)] pub struct Pipeline { pub pipeline: wgpu::RenderPipeline, pub vertices: Buffer, pub uniforms: dynamic::Buffer, pub storage: dynamic::Buffer, pub color_stop_offset: i32, //Need to store these and then write them all at once //or else they will be padded to 256 and cause gaps in the storage buffer pub color_stops_pending_write: Storage, pub bind_group_layout: wgpu::BindGroupLayout, pub bind_group: wgpu::BindGroup, } #[derive(Debug, ShaderType)] pub struct Uniforms { pub transform: glam::Mat4, //xy = start, zw = end pub direction: Vec4, //x = start stop, y = end stop, zw = padding pub stop_range: IVec4, } #[derive(Debug, ShaderType)] pub struct ColorStop { pub color: Vec4, pub offset: f32, } #[derive(Debug, ShaderType)] pub struct Storage { #[size(runtime)] pub color_stops: Vec, } impl Pipeline { /// Creates a new [GradientPipeline] using `gradient.wgsl` shader. pub(super) fn new( device: &wgpu::Device, format: wgpu::TextureFormat, antialiasing: Option, ) -> Self { let vertices = Buffer::new( device, "iced_wgpu::triangle::gradient vertex buffer", wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, ); let uniforms = dynamic::Buffer::uniform( device, "iced_wgpu::triangle::gradient uniforms", ); //Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static // sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work let storage = dynamic::Buffer::storage( device, "iced_wgpu::triangle::gradient storage", ); let bind_group_layout = device.create_bind_group_layout( &wgpu::BindGroupLayoutDescriptor { label: Some( "iced_wgpu::triangle::gradient 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, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Storage { read_only: true, }, has_dynamic_offset: false, min_binding_size: Some(Storage::min_size()), }, count: None, }, ], }, ); let bind_group = Pipeline::bind_group( device, uniforms.raw(), storage.raw(), &bind_group_layout, ); let layout = device.create_pipeline_layout( &wgpu::PipelineLayoutDescriptor { label: Some( "iced_wgpu::triangle::gradient pipeline layout", ), bind_group_layouts: &[&bind_group_layout], push_constant_ranges: &[], }, ); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some( "iced_wgpu::triangle::gradient create shader module", ), source: wgpu::ShaderSource::Wgsl( std::borrow::Cow::Borrowed(include_str!( "shader/gradient.wgsl" )), ), }); let pipeline = device.create_render_pipeline( &wgpu::RenderPipelineDescriptor { label: Some("iced_wgpu::triangle::gradient pipeline"), layout: Some(&layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_main", buffers: &[wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as u64, step_mode: wgpu::VertexStepMode::Vertex, attributes: &wgpu::vertex_attr_array!( // Position 0 => Float32x2, ), }], }, 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, vertices, uniforms, storage, color_stop_offset: 0, color_stops_pending_write: Storage { color_stops: vec![], }, bind_group_layout, bind_group, } } pub fn bind_group( device: &wgpu::Device, uniform_buffer: &wgpu::Buffer, storage_buffer: &wgpu::Buffer, layout: &wgpu::BindGroupLayout, ) -> wgpu::BindGroup { device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("iced_wgpu::triangle::gradient bind group"), layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Buffer( wgpu::BufferBinding { buffer: uniform_buffer, offset: 0, size: Some(Uniforms::min_size()), }, ), }, wgpu::BindGroupEntry { binding: 1, resource: storage_buffer.as_entire_binding(), }, ], }) } } }