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use crate::buffers::dynamic;
use crate::triangle;
use crate::{settings, Color};
use encase::ShaderType;
use glam::Vec4;
use iced_graphics::Transformation;
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
pub(super) buffer: dynamic::Buffer<Uniforms>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub(super) struct Uniforms {
transform: glam::Mat4,
color: Vec4,
}
impl Uniforms {
pub fn new(transform: Transformation, color: Color) -> Self {
Self {
transform: transform.into(),
color: Vec4::new(color.r, color.g, color.b, color.a),
}
}
}
impl Pipeline {
/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let buffer = 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 =
Pipeline::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/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: &[triangle::vertex_buffer_layout()],
},
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,
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(Uniforms::min_size()),
}),
}],
})
}
/// Pushes a new solid uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, color: &Color) {
self.buffer.push(&Uniforms::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 = Pipeline::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)],
)
}
}
|