Implement MSAA for `triangle` pipeline in `iced_wgpu`

This commit is contained in:
Héctor Ramón Jiménez 2020-02-15 10:08:27 +01:00
parent 4969bfdb66
commit dadae12253
15 changed files with 539 additions and 73 deletions

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@ -286,7 +286,10 @@ use iced::{
};
pub fn main() {
Example::run(Settings::default())
Example::run(Settings {
antialiasing: true,
..Settings::default()
});
}
#[derive(Default)]

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@ -4,7 +4,10 @@ use iced::{
};
pub fn main() {
Clock::run(Settings::default())
Clock::run(Settings {
antialiasing: true,
..Settings::default()
})
}
struct Clock {

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@ -14,7 +14,10 @@ use iced::{
use std::time::Instant;
pub fn main() {
SolarSystem::run(Settings::default())
SolarSystem::run(Settings {
antialiasing: true,
..Settings::default()
})
}
struct SolarSystem {

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@ -178,6 +178,11 @@ pub trait Application: Sized {
_settings.into(),
iced_wgpu::Settings {
default_font: _settings.default_font,
antialiasing: if _settings.antialiasing {
Some(iced_wgpu::settings::MSAA::X4)
} else {
None
},
},
);

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@ -16,6 +16,15 @@ pub struct Settings {
/// If `None` is provided, a default system font will be chosen.
// TODO: Add `name` for web compatibility
pub default_font: Option<&'static [u8]>,
/// If set to true, the renderer will try to use antialiasing for some
/// primitives.
///
/// Enabling it can produce a smoother result in some widgets, like the
/// `Canvas`, at a performance cost.
///
/// By default, it is disabled.
pub antialiasing: bool,
}
#[cfg(not(target_arch = "wasm32"))]

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@ -25,6 +25,7 @@
#![forbid(unsafe_code)]
#![forbid(rust_2018_idioms)]
pub mod defaults;
pub mod settings;
pub mod triangle;
pub mod widget;
pub mod window;
@ -33,7 +34,6 @@ mod image;
mod primitive;
mod quad;
mod renderer;
mod settings;
mod target;
mod text;
mod transformation;

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@ -51,7 +51,8 @@ impl Renderer {
let text_pipeline = text::Pipeline::new(device, settings.default_font);
let quad_pipeline = quad::Pipeline::new(device);
let image_pipeline = crate::image::Pipeline::new(device);
let triangle_pipeline = triangle::Pipeline::new(device);
let triangle_pipeline =
triangle::Pipeline::new(device, settings.antialiasing);
Self {
quad_pipeline,
@ -105,6 +106,8 @@ impl Renderer {
&layer,
encoder,
target.texture,
width,
height,
);
}
@ -308,6 +311,8 @@ impl Renderer {
layer: &Layer<'_>,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
) {
let bounds = layer.bounds * scale_factor;
@ -323,6 +328,8 @@ impl Renderer {
device,
encoder,
target,
target_width,
target_height,
translated,
&layer.meshes,
bounds,

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@ -7,4 +7,26 @@ pub struct Settings {
///
/// If `None` is provided, a default system font will be chosen.
pub default_font: Option<&'static [u8]>,
/// The antialiasing strategy that will be used for triangle primitives.
pub antialiasing: Option<MSAA>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum MSAA {
X2,
X4,
X8,
X16,
}
impl MSAA {
pub(crate) fn sample_count(&self) -> u32 {
match self {
MSAA::X2 => 2,
MSAA::X4 => 4,
MSAA::X8 => 8,
MSAA::X16 => 16,
}
}
}

12
wgpu/src/shader/blit.frag Normal file
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@ -0,0 +1,12 @@
#version 450
layout(location = 0) in vec2 v_Uv;
layout(set = 0, binding = 0) uniform sampler u_Sampler;
layout(set = 1, binding = 0) uniform texture2D u_Texture;
layout(location = 0) out vec4 o_Color;
void main() {
o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
}

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26
wgpu/src/shader/blit.vert Normal file
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@ -0,0 +1,26 @@
#version 450
layout(location = 0) out vec2 o_Uv;
const vec2 positions[6] = vec2[6](
vec2(-1.0, -1.0),
vec2(-1.0, 1.0),
vec2(1.0, 1.0),
vec2(-1.0, -1.0),
vec2(1.0, -1.0),
vec2(1.0, 1.0)
);
const vec2 uvs[6] = vec2[6](
vec2(0.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0)
);
void main() {
o_Uv = uvs[gl_VertexIndex];
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
}

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@ -1,24 +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 (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
};
layout(location = 0) out vec2 o_Uv;
void main() {
o_Uv = v_Pos;
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);
}

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@ -1,32 +1,82 @@
//! Draw meshes of triangles.
use crate::Transformation;
use crate::{settings, Transformation};
use iced_native::{Point, Rectangle};
use std::{mem, sync::Arc};
mod msaa;
const UNIFORM_BUFFER_SIZE: usize = 100;
const VERTEX_BUFFER_SIZE: usize = 100_000;
const INDEX_BUFFER_SIZE: usize = 100_000;
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants: wgpu::BindGroup,
constants_buffer: wgpu::Buffer,
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 {
size: (std::mem::size_of::<T>() * size) as u64,
usage,
});
Buffer {
raw,
size,
usage,
_type: std::marker::PhantomData,
}
}
pub fn ensure_capacity(&mut self, device: &wgpu::Device, size: usize) {
if self.size < size {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
size: (std::mem::size_of::<T>() * size) as u64,
usage: self.usage,
});
self.size = size;
}
}
}
impl Pipeline {
pub fn new(device: &mut wgpu::Device) -> Pipeline {
pub fn new(
device: &mut wgpu::Device,
antialiasing: Option<settings::MSAA>,
) -> Pipeline {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
ty: wgpu::BindingType::UniformBuffer { dynamic: true },
}],
});
let constants_buffer = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[Uniforms::default()]);
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 {
@ -34,7 +84,7 @@ impl Pipeline {
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer,
buffer: &constants_buffer.raw,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
@ -110,15 +160,28 @@ impl Pipeline {
},
],
}],
sample_count: 1,
sample_count: 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, a)),
constants: constant_bind_group,
constants_buffer,
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,
),
}
}
@ -127,50 +190,116 @@ impl Pipeline {
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
transformation: Transformation,
meshes: &Vec<(Point, Arc<Mesh2D>)>,
bounds: Rectangle<u32>,
) {
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|(_, mesh)| (mesh.vertices.len(), mesh.indices.len()))
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
// Then we ensure the current buffers are big enough, resizing if
// necessary
self.uniforms_buffer.ensure_capacity(device, meshes.len());
self.vertex_buffer.ensure_capacity(device, total_vertices);
self.index_buffer.ensure_capacity(device, total_indices);
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;
// We upload everything upfront
for (origin, mesh) in meshes {
let uniforms = Uniforms {
let transform = Uniforms {
transform: (transformation
* Transformation::translate(origin.x, origin.y))
.into(),
};
let constants_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[uniforms]);
encoder.copy_buffer_to_buffer(
&constants_buffer,
0,
&self.constants_buffer,
0,
std::mem::size_of::<Uniforms>() as u64,
);
let vertices_buffer = device
let vertex_buffer = device
.create_buffer_mapped(
mesh.vertices.len(),
wgpu::BufferUsage::VERTEX,
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(&mesh.vertices);
let indices_buffer = device
let index_buffer = device
.create_buffer_mapped(
mesh.indices.len(),
wgpu::BufferUsage::INDEX,
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(&mesh.indices);
encoder.copy_buffer_to_buffer(
&vertex_buffer,
0,
&self.vertex_buffer.raw,
last_vertex as u64,
(std::mem::size_of::<Vertex2D>() * mesh.vertices.len()) as u64,
);
encoder.copy_buffer_to_buffer(
&index_buffer,
0,
&self.index_buffer.raw,
last_index as u64,
(std::mem::size_of::<u32>() * mesh.indices.len()) as u64,
);
uniforms.push(transform);
offsets.push((
last_vertex as u64,
last_index as u64,
mesh.indices.len(),
));
last_vertex += mesh.vertices.len();
last_index += mesh.indices.len();
}
let uniforms_buffer = device
.create_buffer_mapped(uniforms.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&uniforms);
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: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
attachment,
resolve_target,
load_op,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
@ -183,18 +312,34 @@ impl Pipeline {
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_index_buffer(&indices_buffer, 0);
render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
for (i, (vertex_offset, index_offset, indices)) in
offsets.drain(..).enumerate()
{
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u64],
);
render_pass
.set_index_buffer(&self.index_buffer.raw, index_offset);
render_pass.set_vertex_buffers(
0,
&[(&self.vertex_buffer.raw, vertex_offset)],
);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
}
}

255
wgpu/src/triangle/msaa.rs Normal file
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@ -0,0 +1,255 @@
use crate::settings;
#[derive(Debug)]
pub struct Blit {
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
texture_layout: wgpu::BindGroupLayout,
sample_count: u32,
targets: Option<Targets>,
}
impl Blit {
pub fn new(device: &wgpu::Device, antialiasing: settings::MSAA) -> Blit {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::Always,
});
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
}],
});
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &constant_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Sampler(&sampler),
}],
});
let texture_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
},
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&constant_layout, &texture_layout],
});
let vs = include_bytes!("../shader/blit.vert.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
.expect("Read blit vertex shader as SPIR-V"),
);
let fs = include_bytes!("../shader/blit.frag.spv");
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
.expect("Read blit 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: wgpu::TextureFormat::Bgra8UnormSrgb,
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,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Blit {
pipeline,
constants: constant_bind_group,
texture_layout: texture_layout,
sample_count: antialiasing.sample_count(),
targets: None,
}
}
pub fn targets(
&mut self,
device: &wgpu::Device,
width: u32,
height: u32,
) -> (&wgpu::TextureView, &wgpu::TextureView) {
match &mut self.targets {
None => {
self.targets = Some(Targets::new(
&device,
&self.texture_layout,
self.sample_count,
width,
height,
));
}
Some(targets) => {
if targets.width != width || targets.height != height {
self.targets = Some(Targets::new(
&device,
&self.texture_layout,
self.sample_count,
width,
height,
));
}
}
}
let targets = self.targets.as_ref().unwrap();
(&targets.attachment, &targets.resolve)
}
pub fn draw(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
) {
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
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);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(
1,
&self.targets.as_ref().unwrap().bind_group,
&[],
);
render_pass.draw(0..6, 0..1);
}
}
#[derive(Debug)]
struct Targets {
attachment: wgpu::TextureView,
resolve: wgpu::TextureView,
bind_group: wgpu::BindGroup,
width: u32,
height: u32,
}
impl Targets {
pub fn new(
device: &wgpu::Device,
texture_layout: &wgpu::BindGroupLayout,
sample_count: u32,
width: u32,
height: u32,
) -> Targets {
let extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
let attachment = device.create_texture(&wgpu::TextureDescriptor {
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
let resolve = device.create_texture(&wgpu::TextureDescriptor {
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT
| wgpu::TextureUsage::SAMPLED,
});
let attachment = attachment.create_default_view();
let resolve = resolve.create_default_view();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: texture_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&resolve),
}],
});
Targets {
attachment,
resolve,
bind_group,
width,
height,
}
}
}