ribir_gpu 0.4.0-alpha.64

A non-intrusive declarative GUI framework, to build modern native/wasm cross-platform applications.
Documentation
use std::{mem::size_of, ops::Range};

use ribir_painter::{Vertex, VertexBuffers};
use ribir_types::DeviceRect;
use wgpu::include_wgsl;

use super::{uniform::Uniform, vertex_buffer::VerticesBuffer};
use crate::WgpuTexture;

pub const SAMPLE_COUNT: u32 = 8;

pub struct DrawAlphaTrianglesPass {
  vertices_buffer: VerticesBuffer<()>,
  pipeline: wgpu::RenderPipeline,
  size_uniform: Uniform<u32>,
  current_range: (Range<wgpu::BufferAddress>, Range<wgpu::BufferAddress>),
}

impl DrawAlphaTrianglesPass {
  pub fn new(device: &wgpu::Device) -> Self {
    let vertices_buffer = VerticesBuffer::new(2048, 4096, device);
    let shader = device.create_shader_module(include_wgsl!("./shaders/alpha_triangles.wgsl"));
    // Although we only need 2 x u32, we use 4 x f32 to align with the 16-byte
    // uniform buffer. This is because WebGL requires the buffer to be 16-byte
    // aligned.
    let size_uniform = Uniform::new(device, wgpu::ShaderStages::VERTEX, 4);
    let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
      label: Some("Alpha triangles pipeline layout"),
      bind_group_layouts: &[Some(size_uniform.layout())],
      immediate_size: 0,
    });

    let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
      label: Some("Alpha triangles pipeline"),
      layout: Some(&layout),
      vertex: wgpu::VertexState {
        module: &shader,
        entry_point: Some("vs_main"),
        buffers: &[wgpu::VertexBufferLayout {
          array_stride: size_of::<Vertex<()>>() as wgpu::BufferAddress,
          step_mode: wgpu::VertexStepMode::Vertex,
          attributes: &[wgpu::VertexAttribute {
            offset: 0,
            shader_location: 0,
            format: wgpu::VertexFormat::Float32x2,
          }],
        }],
        compilation_options: Default::default(),
      },
      fragment: Some(wgpu::FragmentState {
        module: &shader,
        entry_point: Some("fs_main"),
        targets: &[Some(wgpu::ColorTargetState {
          format: wgpu::TextureFormat::R8Unorm,
          blend: Some(wgpu::BlendState {
            color: wgpu::BlendComponent {
              src_factor: wgpu::BlendFactor::One,
              dst_factor: wgpu::BlendFactor::One,
              operation: wgpu::BlendOperation::Add,
            },
            alpha: wgpu::BlendComponent::REPLACE,
          }),
          write_mask: wgpu::ColorWrites::RED,
        })],
        compilation_options: Default::default(),
      }),
      primitive: wgpu::PrimitiveState {
        topology: wgpu::PrimitiveTopology::TriangleList,
        strip_index_format: None,
        front_face: wgpu::FrontFace::Ccw,
        cull_mode: None,
        unclipped_depth: false,
        polygon_mode: wgpu::PolygonMode::Fill,
        conservative: false,
      },
      depth_stencil: None,
      multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false },
      multiview_mask: None,
      cache: None,
    });

    Self { vertices_buffer, pipeline, size_uniform, current_range: (0..0, 0..0) }
  }

  pub fn reset(&mut self) {
    self.vertices_buffer.reset();
    self.size_uniform.reset();
  }

  pub fn load_alpha_vertices(
    &mut self, buffers: &VertexBuffers<()>, device: &wgpu::Device, queue: &wgpu::Queue,
  ) -> Option<()> {
    self.current_range = self
      .vertices_buffer
      .write_buffer(buffers, device, queue)?;
    Some(())
  }

  pub fn load_size(&mut self, queue: &wgpu::Queue, size: [u32; 2]) -> Option<u32> {
    self.size_uniform.write_buffer(queue, &size)
  }

  pub fn draw_alpha_triangles(
    &mut self, indices: &Range<u32>, texture: &WgpuTexture, scissor: Option<DeviceRect>,
    _queue: &wgpu::Queue, encoder: &mut wgpu::CommandEncoder, size_offset: u32,
  ) {
    let color_attachments = texture.color_attachments(None);

    let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
      label: Some("Alpha triangles render pass"),
      color_attachments: &[Some(color_attachments)],
      depth_stencil_attachment: None,
      timestamp_writes: None,
      occlusion_query_set: None,
      multiview_mask: None,
    });
    rpass.set_bind_group(0, self.size_uniform.bind_group(), &[size_offset]);
    if !indices.is_empty() {
      rpass.set_vertex_buffer(
        0,
        self
          .vertices_buffer
          .vertices()
          .slice(self.current_range.0.clone()),
      );
      rpass.set_index_buffer(
        self
          .vertices_buffer
          .indices()
          .slice(self.current_range.1.clone()),
        wgpu::IndexFormat::Uint32,
      );

      if let Some(scissor) = scissor {
        rpass.set_scissor_rect(
          scissor.min_x() as u32,
          scissor.min_y() as u32,
          scissor.width() as u32,
          scissor.height() as u32,
        );
      }
      rpass.set_pipeline(&self.pipeline);
      rpass.draw_indexed(indices.clone(), 0, 0..SAMPLE_COUNT)
    }
  }
}