Upgrade wgpu
This commit is contained in:
parent
4b8ba8309f
commit
9a2c78c405
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@ -20,8 +20,8 @@ impl Scene {
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) -> wgpu::RenderPass<'a> {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear({
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@ -75,15 +75,16 @@ fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendState::REPLACE,
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alpha_blend: wgpu::BlendState::REPLACE,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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..Default::default()
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},
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depth_stencil: None,
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@ -26,8 +26,8 @@ qr_code = ["iced_graphics/qr_code"]
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default_system_font = ["iced_graphics/font-source"]
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[dependencies]
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wgpu = "0.7"
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wgpu_glyph = "0.11"
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wgpu = {git = "https://github.com/gfx-rs/wgpu-rs", rev = "53600ecd834893ef3e90458c48b84f2582d6c343"}
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wgpu_glyph = {git = "https://github.com/Dispersia/wgpu_glyph", branch = "update-wgpu"}
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glyph_brush = "0.7"
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raw-window-handle = "0.3"
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log = "0.4"
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@ -134,28 +134,26 @@ impl Pipeline {
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bind_group_layouts: &[&constant_layout, &texture_layout],
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});
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let vs_module = device.create_shader_module(&wgpu::include_spirv!(
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"shader/image.vert.spv"
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));
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let fs_module = device.create_shader_module(&wgpu::include_spirv!(
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"shader/image.frag.spv"
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));
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu::image::shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!("shader/image.wgsl"))),
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flags: wgpu::ShaderFlags::all()
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::image pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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module: &shader,
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entry_point: "vs_main",
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buffers: &[
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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}],
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},
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@ -165,27 +163,27 @@ impl Pipeline {
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attributes: &[
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wgpu::VertexAttribute {
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shader_location: 1,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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},
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wgpu::VertexAttribute {
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shader_location: 2,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 4 * 2,
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},
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wgpu::VertexAttribute {
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shader_location: 3,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 4 * 4,
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},
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wgpu::VertexAttribute {
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shader_location: 4,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 4 * 6,
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},
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wgpu::VertexAttribute {
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shader_location: 5,
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format: wgpu::VertexFormat::Uint,
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format: wgpu::VertexFormat::Uint32,
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offset: 4 * 8,
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},
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],
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@ -193,27 +191,28 @@ impl Pipeline {
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],
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},
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format,
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color_blend: wgpu::BlendState {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendState {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::None,
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..Default::default()
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},
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depth_stencil: None,
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@ -424,8 +423,8 @@ impl Pipeline {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::image render pass"),
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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@ -4,6 +4,8 @@ mod allocation;
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mod allocator;
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mod layer;
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use std::num::NonZeroU32;
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pub use allocation::Allocation;
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pub use entry::Entry;
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pub use layer::Layer;
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@ -24,7 +26,7 @@ impl Atlas {
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let extent = wgpu::Extent3d {
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width: SIZE,
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height: SIZE,
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depth: 1,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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@ -294,19 +296,19 @@ impl Atlas {
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let extent = wgpu::Extent3d {
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width,
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height,
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depth: 1,
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depth_or_array_layers: 1,
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};
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encoder.copy_buffer_to_texture(
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wgpu::BufferCopyView {
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wgpu::ImageCopyBuffer {
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buffer,
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layout: wgpu::TextureDataLayout {
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layout: wgpu::ImageDataLayout {
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offset: offset as u64,
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bytes_per_row: 4 * image_width + padding,
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rows_per_image: image_height,
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bytes_per_row: NonZeroU32::new(4 * image_width + padding),
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rows_per_image: NonZeroU32::new(image_height),
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},
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},
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wgpu::TextureCopyView {
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wgpu::ImageCopyTexture {
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texture: &self.texture,
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mip_level: 0,
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origin: wgpu::Origin3d {
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@ -334,7 +336,7 @@ impl Atlas {
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size: wgpu::Extent3d {
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width: SIZE,
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height: SIZE,
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depth: self.layers.len() as u32,
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depth_or_array_layers: self.layers.len() as u32,
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},
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mip_level_count: 1,
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sample_count: 1,
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@ -355,7 +357,7 @@ impl Atlas {
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}
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encoder.copy_texture_to_texture(
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wgpu::TextureCopyView {
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wgpu::ImageCopyTexture {
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texture: &self.texture,
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mip_level: 0,
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origin: wgpu::Origin3d {
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@ -364,7 +366,7 @@ impl Atlas {
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z: i as u32,
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},
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},
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wgpu::TextureCopyView {
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wgpu::ImageCopyTexture {
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texture: &new_texture,
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mip_level: 0,
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origin: wgpu::Origin3d {
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@ -376,7 +378,7 @@ impl Atlas {
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wgpu::Extent3d {
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width: SIZE,
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height: SIZE,
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depth: 1,
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depth_or_array_layers: 1,
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},
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);
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}
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@ -62,28 +62,29 @@ impl Pipeline {
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bind_group_layouts: &[&constant_layout],
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});
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let vs_module = device.create_shader_module(&wgpu::include_spirv!(
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"shader/quad.vert.spv"
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));
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let fs_module = device.create_shader_module(&wgpu::include_spirv!(
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"shader/quad.frag.spv"
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));
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let shader =
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device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu::quad::shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shader/quad.wgsl"),
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)),
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flags: wgpu::ShaderFlags::all(),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::quad pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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module: &shader,
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entry_point: "vs_main",
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buffers: &[
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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}],
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},
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@ -93,32 +94,32 @@ impl Pipeline {
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attributes: &[
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wgpu::VertexAttribute {
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shader_location: 1,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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},
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wgpu::VertexAttribute {
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shader_location: 2,
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format: wgpu::VertexFormat::Float2,
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format: wgpu::VertexFormat::Float32x2,
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offset: 4 * 2,
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},
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wgpu::VertexAttribute {
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shader_location: 3,
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format: wgpu::VertexFormat::Float4,
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format: wgpu::VertexFormat::Float32x4,
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offset: 4 * (2 + 2),
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},
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wgpu::VertexAttribute {
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shader_location: 4,
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format: wgpu::VertexFormat::Float4,
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format: wgpu::VertexFormat::Float32x4,
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offset: 4 * (2 + 2 + 4),
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},
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wgpu::VertexAttribute {
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shader_location: 5,
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format: wgpu::VertexFormat::Float,
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format: wgpu::VertexFormat::Float32,
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offset: 4 * (2 + 2 + 4 + 4),
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},
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wgpu::VertexAttribute {
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shader_location: 6,
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format: wgpu::VertexFormat::Float,
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format: wgpu::VertexFormat::Float32,
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offset: 4 * (2 + 2 + 4 + 4 + 1),
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},
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],
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@ -126,27 +127,28 @@ impl Pipeline {
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],
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},
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format,
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color_blend: wgpu::BlendState {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendState {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::None,
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..Default::default()
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},
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depth_stencil: None,
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@ -237,16 +239,14 @@ impl Pipeline {
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::quad render pass"),
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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],
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}],
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depth_stencil_attachment: None,
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});
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@ -1,12 +0,0 @@
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#version 450
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layout(location = 0) in vec2 v_Uv;
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layout(set = 0, binding = 0) uniform sampler u_Sampler;
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layout(set = 1, binding = 0) uniform texture2D u_Texture;
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layout(location = 0) out vec4 o_Color;
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void main() {
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o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
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}
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@ -1,26 +0,0 @@
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#version 450
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layout(location = 0) out vec2 o_Uv;
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const vec2 positions[6] = vec2[6](
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vec2(-1.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2(1.0, 1.0),
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vec2(1.0, -1.0)
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);
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const vec2 uvs[6] = vec2[6](
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vec2(0.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 1.0),
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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);
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void main() {
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o_Uv = uvs[gl_VertexIndex];
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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@ -0,0 +1,43 @@
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var positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(1.0, -1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(1.0, -1.0)
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);
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var uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(0.0, 0.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(1.0, 1.0)
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);
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[[group(0), binding(0)]] var u_sampler: sampler;
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[[group(1), binding(0)]] var u_texture: texture_2d<f32>;
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struct VertexInput {
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[[builtin(vertex_index)]] vertex_index: u32;
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};
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[location(0)]] uv: vec2<f32>;
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};
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[[stage(vertex)]]
|
||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.uv = uvs[input.vertex_index];
|
||||
out.position = vec4<f32>(positions[input.vertex_index], 0.0, 1.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
return textureSample(u_texture, u_sampler, input.uv);
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 v_Uv;
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler u_Sampler;
|
||||
layout(set = 1, binding = 0) uniform texture2DArray u_Texture;
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main() {
|
||||
o_Color = texture(sampler2DArray(u_Texture, u_Sampler), v_Uv);
|
||||
}
|
Binary file not shown.
|
@ -1,27 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 v_Pos;
|
||||
layout(location = 1) in vec2 i_Pos;
|
||||
layout(location = 2) in vec2 i_Scale;
|
||||
layout(location = 3) in vec2 i_Atlas_Pos;
|
||||
layout(location = 4) in vec2 i_Atlas_Scale;
|
||||
layout(location = 5) in uint i_Layer;
|
||||
|
||||
layout (set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_Transform;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec3 o_Uv;
|
||||
|
||||
void main() {
|
||||
o_Uv = vec3(v_Pos * i_Atlas_Scale + i_Atlas_Pos, i_Layer);
|
||||
|
||||
mat4 i_Transform = mat4(
|
||||
vec4(i_Scale.x, 0.0, 0.0, 0.0),
|
||||
vec4(0.0, i_Scale.y, 0.0, 0.0),
|
||||
vec4(0.0, 0.0, 1.0, 0.0),
|
||||
vec4(i_Pos, 0.0, 1.0)
|
||||
);
|
||||
|
||||
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,45 @@
|
|||
[[block]]
|
||||
struct Globals {
|
||||
transform: mat4x4<f32>;
|
||||
};
|
||||
|
||||
[[group(0), binding(0)]] var<uniform> globals: Globals;
|
||||
[[group(0), binding(1)]] var u_sampler: sampler;
|
||||
[[group(0), binding(2)]] var u_texture: texture2d<f32>;
|
||||
|
||||
struct VertexInput {
|
||||
[[location(0)]] v_pos: vec2<f32>;
|
||||
[[location(1)]] pos: vec2<f32>;
|
||||
[[location(2)]] scale: vec2<f32>;
|
||||
[[location(3)]] atlas_pos: vec2<f32>;
|
||||
[[location(4)]] atlas_scale: vec2<f32>;
|
||||
[[location(5)]] layer: u32;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] position: vec4<f32>;
|
||||
[[location(0)]] uv: vec3<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
out.uv = vec3<f32>(input.v_pos * input.atlas_scale + input.atlas_pos, input.layer);
|
||||
|
||||
var transform: mat4x4<f32> = mat4x4<f32>(
|
||||
vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
|
||||
vec4<f32>(0.0, scale.y, 0.0, 0.0),
|
||||
vec4<f32>(0.0, 0.0, 1.0, 0.0),
|
||||
vec4<f32>(input.pos, 0.0, 1.0)
|
||||
);
|
||||
|
||||
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
return textureSample(u_texture, u_sampler, input.uv);
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec4 v_Color;
|
||||
layout(location = 1) in vec4 v_BorderColor;
|
||||
layout(location = 2) in vec2 v_Pos;
|
||||
layout(location = 3) in vec2 v_Scale;
|
||||
layout(location = 4) in float v_BorderRadius;
|
||||
layout(location = 5) in float v_BorderWidth;
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
|
||||
{
|
||||
// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
|
||||
vec2 inner_size = size - vec2(radius, radius) * 2.0;
|
||||
vec2 top_left = position + vec2(radius, radius);
|
||||
vec2 bottom_right = top_left + inner_size;
|
||||
|
||||
vec2 top_left_distance = top_left - frag_coord;
|
||||
vec2 bottom_right_distance = frag_coord - bottom_right;
|
||||
|
||||
vec2 distance = vec2(
|
||||
max(max(top_left_distance.x, bottom_right_distance.x), 0),
|
||||
max(max(top_left_distance.y, bottom_right_distance.y), 0)
|
||||
);
|
||||
|
||||
return sqrt(distance.x * distance.x + distance.y * distance.y);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 mixed_color;
|
||||
|
||||
// TODO: Remove branching (?)
|
||||
if(v_BorderWidth > 0) {
|
||||
float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
|
||||
|
||||
float internal_distance = distance(
|
||||
gl_FragCoord.xy,
|
||||
v_Pos + vec2(v_BorderWidth),
|
||||
v_Scale - vec2(v_BorderWidth * 2.0),
|
||||
internal_border
|
||||
);
|
||||
|
||||
float border_mix = smoothstep(
|
||||
max(internal_border - 0.5, 0.0),
|
||||
internal_border + 0.5,
|
||||
internal_distance
|
||||
);
|
||||
|
||||
mixed_color = mix(v_Color, v_BorderColor, border_mix);
|
||||
} else {
|
||||
mixed_color = v_Color;
|
||||
}
|
||||
|
||||
float d = distance(
|
||||
gl_FragCoord.xy,
|
||||
v_Pos,
|
||||
v_Scale,
|
||||
v_BorderRadius
|
||||
);
|
||||
|
||||
float radius_alpha =
|
||||
1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d);
|
||||
|
||||
o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
|
||||
}
|
Binary file not shown.
|
@ -1,47 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 v_Pos;
|
||||
layout(location = 1) in vec2 i_Pos;
|
||||
layout(location = 2) in vec2 i_Scale;
|
||||
layout(location = 3) in vec4 i_Color;
|
||||
layout(location = 4) in vec4 i_BorderColor;
|
||||
layout(location = 5) in float i_BorderRadius;
|
||||
layout(location = 6) in float i_BorderWidth;
|
||||
|
||||
layout (set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_Transform;
|
||||
float u_Scale;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
layout(location = 1) out vec4 o_BorderColor;
|
||||
layout(location = 2) out vec2 o_Pos;
|
||||
layout(location = 3) out vec2 o_Scale;
|
||||
layout(location = 4) out float o_BorderRadius;
|
||||
layout(location = 5) out float o_BorderWidth;
|
||||
|
||||
void main() {
|
||||
vec2 p_Pos = i_Pos * u_Scale;
|
||||
vec2 p_Scale = i_Scale * u_Scale;
|
||||
|
||||
float i_BorderRadius = min(
|
||||
i_BorderRadius,
|
||||
min(i_Scale.x, i_Scale.y) / 2.0
|
||||
);
|
||||
|
||||
mat4 i_Transform = mat4(
|
||||
vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
|
||||
vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
|
||||
vec4(0.0, 0.0, 1.0, 0.0),
|
||||
vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
|
||||
);
|
||||
|
||||
o_Color = i_Color;
|
||||
o_BorderColor = i_BorderColor;
|
||||
o_Pos = p_Pos;
|
||||
o_Scale = p_Scale;
|
||||
o_BorderRadius = i_BorderRadius * u_Scale;
|
||||
o_BorderWidth = i_BorderWidth * u_Scale;
|
||||
|
||||
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,123 @@
|
|||
[[block]]
|
||||
struct Globals {
|
||||
transform: mat4x4<f32>;
|
||||
scale: f32;
|
||||
};
|
||||
|
||||
[[group(0), binding(0)]] var<uniform> globals: Globals;
|
||||
|
||||
struct VertexInput {
|
||||
[[location(0)]] v_pos: vec2<f32>;
|
||||
[[location(1)]] pos: vec2<f32>;
|
||||
[[location(2)]] scale: vec2<f32>;
|
||||
[[location(3)]] color: vec4<f32>;
|
||||
[[location(4)]] border_color: vec4<f32>;
|
||||
[[location(5)]] border_radius: f32;
|
||||
[[location(6)]] border_width: f32;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] position: vec4<f32>;
|
||||
[[location(0)]] color: vec4<f32>;
|
||||
[[location(1)]] border_color: vec4<f32>;
|
||||
[[location(2)]] pos: vec2<f32>;
|
||||
[[location(3)]] scale: vec2<f32>;
|
||||
[[location(4)]] border_radius: f32;
|
||||
[[location(5)]] border_width: f32;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
var pos: vec2<f32> = input.pos * globals.scale;
|
||||
var scale: vec2<f32> = input.scale * globals.scale;
|
||||
|
||||
var border_radius: f32 = min(
|
||||
input.border_radius,
|
||||
min(input.scale.x, input.scale.y) / 2.0
|
||||
);
|
||||
|
||||
var transform: mat4x4<f32> = mat4x4<f32>(
|
||||
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
|
||||
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
|
||||
vec4<f32>(0.0, 0.0, 1.0, 0.0),
|
||||
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
||||
);
|
||||
|
||||
out.color = input.color;
|
||||
out.border_color = input.border_color;
|
||||
out.pos = pos;
|
||||
out.scale = scale;
|
||||
out.border_radius = border_radius * globals.scale;
|
||||
out.border_width = input.border_width * globals.scale;
|
||||
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
fn distance_alg(
|
||||
frag_coord: vec2<f32>,
|
||||
position: vec2<f32>,
|
||||
size: vec2<f32>,
|
||||
radius: f32
|
||||
) -> f32 {
|
||||
var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 2.0;
|
||||
var top_left: vec2<f32> = position + vec2<f32>(radius, radius);
|
||||
var bottom_right: vec2<f32> = top_left + inner_size;
|
||||
|
||||
var top_left_distance: vec2<f32> = top_left - frag_coord;
|
||||
var bottom_right_distance: vec2<f32> = frag_coord - bottom_right;
|
||||
|
||||
var dist: vec2<f32> = vec2<f32>(
|
||||
max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
|
||||
max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
|
||||
);
|
||||
|
||||
return sqrt(dist.x * dist.x + dist.y * dist.y);
|
||||
}
|
||||
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(
|
||||
input: VertexOutput,
|
||||
[[builtin(position)]] coord: vec4<f32>
|
||||
) -> [[location(0)]] vec4<f32> {
|
||||
var mixed_color: vec4<f32> = input.color;
|
||||
|
||||
if (input.border_width > 0.0) {
|
||||
var internal_border: f32 = max(
|
||||
input.border_radius - input.border_width,
|
||||
0.0
|
||||
);
|
||||
|
||||
var internal_distance: f32 = distance_alg(
|
||||
vec2<f32>(coord.x, coord.y),
|
||||
input.pos + vec2<f32>(input.border_width, input.border_width),
|
||||
input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
|
||||
internal_border
|
||||
);
|
||||
|
||||
var border_mix: f32 = smoothStep(
|
||||
max(internal_border - 0.5, 0.0),
|
||||
internal_border + 0.5,
|
||||
internal_distance
|
||||
);
|
||||
|
||||
mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
|
||||
}
|
||||
|
||||
var dist: f32 = distance_alg(
|
||||
vec2<f32>(coord.x, coord.y),
|
||||
input.pos,
|
||||
input.scale,
|
||||
input.border_radius
|
||||
);
|
||||
|
||||
var radius_alpha: f32 = 1.0 - smoothStep(
|
||||
max(input.border_radius - 0.5, 0.0),
|
||||
input.border_radius + 0.5,
|
||||
dist);
|
||||
|
||||
return vec4<f32>(radius_alpha, radius_alpha, radius_alpha, radius_alpha);
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec4 i_Color;
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main() {
|
||||
o_Color = i_Color;
|
||||
}
|
Binary file not shown.
|
@ -1,15 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 i_Position;
|
||||
layout(location = 1) in vec4 i_Color;
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
layout (set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_Transform;
|
||||
};
|
||||
|
||||
void main() {
|
||||
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
|
||||
o_Color = i_Color;
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,31 @@
|
|||
[[block]]
|
||||
struct Globals {
|
||||
transform: mat4x4<f32>;
|
||||
};
|
||||
|
||||
[[group(0), binding(0)]] var<uniform> globals: Globals;
|
||||
|
||||
struct VertexInput {
|
||||
[[location(0)]] position: vec2<f32>;
|
||||
[[location(1)]] color: vec4<f32>;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] position: vec4<f32>;
|
||||
[[location(0)]] color: vec4<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
out.color = input.color;
|
||||
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
return input.color;
|
||||
}
|
|
@ -127,21 +127,19 @@ impl Pipeline {
|
|||
bind_group_layouts: &[&constants_layout],
|
||||
});
|
||||
|
||||
let vs_module = device.create_shader_module(&wgpu::include_spirv!(
|
||||
"shader/triangle.vert.spv"
|
||||
));
|
||||
|
||||
let fs_module = device.create_shader_module(&wgpu::include_spirv!(
|
||||
"shader/triangle.frag.spv"
|
||||
));
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("iced_wgpu::triangle::shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!("shader/triangle.wgsl"))),
|
||||
flags: wgpu::ShaderFlags::all()
|
||||
});
|
||||
|
||||
let pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("iced_wgpu::triangle pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Vertex2D>() as u64,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
|
@ -149,40 +147,41 @@ impl Pipeline {
|
|||
// Position
|
||||
wgpu::VertexAttribute {
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
offset: 0,
|
||||
},
|
||||
// Color
|
||||
wgpu::VertexAttribute {
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
offset: 4 * 2,
|
||||
},
|
||||
],
|
||||
}],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format,
|
||||
color_blend: wgpu::BlendState {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha_blend: wgpu::BlendState {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
cull_mode: wgpu::CullMode::None,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
|
@ -261,7 +260,8 @@ impl Pipeline {
|
|||
Uniforms,
|
||||
>(
|
||||
)
|
||||
as u64),
|
||||
as
|
||||
u64),
|
||||
},
|
||||
}],
|
||||
});
|
||||
|
@ -303,6 +303,8 @@ impl Pipeline {
|
|||
vertex_buffer.copy_from_slice(vertices);
|
||||
}
|
||||
|
||||
println!("Indices: {} - Index Size: {}", indices_size, self.index_buffer.size);
|
||||
|
||||
{
|
||||
let mut index_buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
|
@ -331,6 +333,7 @@ impl Pipeline {
|
|||
|
||||
let uniforms = bytemuck::cast_slice(&uniforms);
|
||||
|
||||
|
||||
if let Some(uniforms_size) =
|
||||
wgpu::BufferSize::new(uniforms.len() as u64)
|
||||
{
|
||||
|
@ -364,8 +367,8 @@ impl Pipeline {
|
|||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("iced_wgpu::triangle render pass"),
|
||||
color_attachments: &[
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment,
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: attachment,
|
||||
resolve_target,
|
||||
ops: wgpu::Operations { load, store: true },
|
||||
},
|
||||
|
|
|
@ -74,45 +74,44 @@ impl Blit {
|
|||
bind_group_layouts: &[&constant_layout, &texture_layout],
|
||||
});
|
||||
|
||||
let vs_module = device.create_shader_module(&wgpu::include_spirv!(
|
||||
"../shader/blit.vert.spv"
|
||||
));
|
||||
|
||||
let fs_module = device.create_shader_module(&wgpu::include_spirv!(
|
||||
"../shader/blit.frag.spv"
|
||||
));
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("iced_wgpu::triangle::blit_shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!("../shader/blit.wgsl"))),
|
||||
flags: wgpu::ShaderFlags::all()
|
||||
});
|
||||
|
||||
let pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("iced_wgpu::triangle::msaa pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format,
|
||||
color_blend: wgpu::BlendState {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha_blend: wgpu::BlendState {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
cull_mode: wgpu::CullMode::None,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
|
@ -178,8 +177,8 @@ impl Blit {
|
|||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("iced_wgpu::triangle::msaa render pass"),
|
||||
color_attachments: &[
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: target,
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: target,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
|
@ -222,7 +221,7 @@ impl Targets {
|
|||
let extent = wgpu::Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth: 1,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
let attachment = device.create_texture(&wgpu::TextureDescriptor {
|
||||
|
|
|
@ -133,8 +133,8 @@ impl iced_graphics::window::Compositor for Compositor {
|
|||
|
||||
let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("iced_wgpu::window::Compositor render pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.output.view,
|
||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
||||
view: &frame.output.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear({
|
||||
|
|
Loading…
Reference in New Issue