use crate::{settings, Transformation};
use iced_graphics::layer;
use std::mem;
use zerocopy::AsBytes;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod msaa;
const UNIFORM_BUFFER_SIZE: usize = 100;
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants_layout: wgpu::BindGroupLayout,
constants: wgpu::BindGroup,
uniforms_buffer: Buffer<Uniforms>,
vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
}
#[derive(Debug)]
struct Buffer<T> {
raw: wgpu::Buffer,
size: usize,
usage: wgpu::BufferUsage,
_type: std::marker::PhantomData<T>,
}
impl<T> Buffer<T> {
pub fn new(
device: &wgpu::Device,
size: usize,
usage: wgpu::BufferUsage,
) -> Self {
let raw = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: (std::mem::size_of::<T>() * size) as u64,
usage,
});
Buffer {
raw,
size,
usage,
_type: std::marker::PhantomData,
}
}
pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
let needs_resize = self.size < size;
if needs_resize {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: (std::mem::size_of::<T>() * size) as u64,
usage: self.usage,
});
self.size = size;
}
needs_resize
}
}
impl Pipeline {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
let constants_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
bindings: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: true },
}],
});
let constants_buffer = Buffer::new(
device,
UNIFORM_BUFFER_SIZE,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &constants_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer.raw,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&constants_layout],
});
let vs = include_bytes!("shader/triangle.vert.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
.expect("Read triangle vertex shader as SPIR-V"),
);
let fs = include_bytes!("shader/triangle.frag.spv");
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
.expect("Read triangle fragment shader as SPIR-V"),
);
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &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,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
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::Uint32,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
shader_location: 1,
format: wgpu::VertexFormat::Float4,
offset: 4 * 2,
},
],
}],
},
sample_count: u32::from(
antialiasing.map(|a| a.sample_count()).unwrap_or(1),
),
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pipeline {
pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
constants_layout,
constants: constant_bind_group,
uniforms_buffer: constants_buffer,
vertex_buffer: Buffer::new(
device,
VERTEX_BUFFER_SIZE,
wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
),
index_buffer: Buffer::new(
device,
INDEX_BUFFER_SIZE,
wgpu::BufferUsage::INDEX | wgpu::BufferUsage::COPY_DST,
),
}
}
pub fn draw(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
transformation: Transformation,
scale_factor: f32,
meshes: &[layer::Mesh<'_>],
) {
let (total_vertices, total_indices) = meshes
.iter()
.map(|layer::Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
let _ = self.vertex_buffer.expand(device, total_vertices);
let _ = self.index_buffer.expand(device, total_indices);
if self.uniforms_buffer.expand(device, meshes.len()) {
self.constants =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.constants_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &self.uniforms_buffer.raw,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
});
}
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
let mut offsets: Vec<(
wgpu::BufferAddress,
wgpu::BufferAddress,
usize,
)> = Vec::with_capacity(meshes.len());
let mut last_vertex = 0;
let mut last_index = 0;
for mesh in meshes {
let transform = (transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y))
.into();
let vertex_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&mesh.buffers.vertices),
wgpu::BufferUsage::COPY_SRC,
);
let index_buffer = device.create_buffer_with_data(
mesh.buffers.indices.as_bytes(),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(
&vertex_buffer,
0,
&self.vertex_buffer.raw,
(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
(std::mem::size_of::<Vertex2D>() * mesh.buffers.vertices.len())
as u64,
);
encoder.copy_buffer_to_buffer(
&index_buffer,
0,
&self.index_buffer.raw,
(std::mem::size_of::<u32>() * last_index) as u64,
(std::mem::size_of::<u32>() * mesh.buffers.indices.len())
as u64,
);
uniforms.push(transform);
offsets.push((
last_vertex as u64,
last_index as u64,
mesh.buffers.indices.len(),
));
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
let uniforms_buffer = device.create_buffer_with_data(
uniforms.as_bytes(),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(
&uniforms_buffer,
0,
&self.uniforms_buffer.raw,
0,
(std::mem::size_of::<Uniforms>() * uniforms.len()) as u64,
);
{
let (attachment, resolve_target, load_op) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) =
blit.targets(device, target_width, target_height);
(attachment, Some(resolve_target), wgpu::LoadOp::Clear)
} else {
(target, None, wgpu::LoadOp::Load)
};
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment,
resolve_target,
load_op,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
for (i, (vertex_offset, index_offset, indices)) in
offsets.into_iter().enumerate()
{
let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u32],
);
render_pass.set_index_buffer(
&self.index_buffer.raw,
index_offset * std::mem::size_of::<u32>() as u64,
0,
);
render_pass.set_vertex_buffer(
0,
&self.vertex_buffer.raw,
vertex_offset * std::mem::size_of::<Vertex2D>() as u64,
0,
);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy, AsBytes)]
struct Uniforms {
transform: [f32; 16],
_padding_a: [f32; 32],
_padding_b: [f32; 16],
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
}
}
impl From<Transformation> for Uniforms {
fn from(transformation: Transformation) -> Uniforms {
Self {
transform: transformation.into(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
}
}