use crate::buffers::dynamic::DynamicBuffer; use crate::triangle::{ default_fragment_target, default_multisample_state, default_triangle_primitive_state, vertex_buffer_layout, }; use crate::{settings, Color}; use encase::ShaderType; use glam::Vec4; use iced_graphics::Transformation; pub struct SolidPipeline { pipeline: wgpu::RenderPipeline, pub(crate) buffer: DynamicBuffer, bind_group_layout: wgpu::BindGroupLayout, bind_group: wgpu::BindGroup, } #[derive(Debug, Clone, Copy, ShaderType)] pub struct SolidUniforms { transform: glam::Mat4, color: Vec4, } impl SolidUniforms { pub fn new(transform: Transformation, color: Color) -> Self { Self { transform: transform.into(), color: Vec4::new(color.r, color.g, color.b, color.a), } } } impl SolidPipeline { /// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader. pub fn new( device: &wgpu::Device, format: wgpu::TextureFormat, antialiasing: Option, ) -> Self { let buffer = DynamicBuffer::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(SolidUniforms::min_size()), }, count: None, }], }); let bind_group = SolidPipeline::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/triangle_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: &[vertex_buffer_layout()], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_solid", targets: &[default_fragment_target(format)], }), primitive: default_triangle_primitive_state(), depth_stencil: None, multisample: default_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(SolidUniforms::min_size()), }), }], }) } /// Pushes a new solid uniform to the CPU buffer. pub fn push(&mut self, transform: Transformation, color: &Color) { self.buffer.push(&SolidUniforms::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 = SolidPipeline::bind_group( device, self.buffer.raw(), &self.bind_group_layout, ) } self.buffer.write(device, staging_belt, encoder); } /// 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_pipeline(&self.pipeline); render_pass.set_bind_group( 0, &self.bind_group, &[self.buffer.offset_at_index(count)], ) } }