viewport-lib 0.17.0

3D viewport rendering library
Documentation
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use super::*;

impl ViewportGpuResources {
    /// Lazily create the sprite billboard pipelines (alpha-blended, instanced quad expansion).
    ///
    /// Creates two pipelines that share the same shader and bind group layout but differ
    /// in `depth_write_enabled`: one for transparent effects (`depth_write: false`) and one
    /// for opaque-style placed sprites (`depth_write: true`).
    ///
    /// No-op if already created. Called from `prepare()` when `frame.scene.sprite_items` is
    /// non-empty.
    pub(crate) fn ensure_sprite_pipelines(&mut self, device: &wgpu::Device) {
        if self.sprite_bgl.is_some() {
            return;
        }

        let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("sprite_bgl"),
            entries: &[
                // binding 0: SpriteUniform (model, world_space, has_texture)
                wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                },
                // binding 1: sprite texture (or fallback 1x1 when has_texture == 0)
                wgpu::BindGroupLayoutEntry {
                    binding: 1,
                    visibility: wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Texture {
                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
                        view_dimension: wgpu::TextureViewDimension::D2,
                        multisampled: false,
                    },
                    count: None,
                },
                // binding 2: sampler
                wgpu::BindGroupLayoutEntry {
                    binding: 2,
                    visibility: wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                    count: None,
                },
                // binding 3: per-sprite instance storage buffer
                wgpu::BindGroupLayoutEntry {
                    binding: 3,
                    visibility: wgpu::ShaderStages::VERTEX,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Storage { read_only: true },
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                },
            ],
        });

        // Group 2: scene depth + sampler for soft-particle fade. The shader
        // skips sampling unless soft_particle_distance > 0, so callers may bind
        // a placeholder when no resolved depth is available.
        let soft_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("sprite_soft_bgl"),
            entries: &[
                wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Texture {
                        sample_type: wgpu::TextureSampleType::Depth,
                        view_dimension: wgpu::TextureViewDimension::D2,
                        multisampled: false,
                    },
                    count: None,
                },
                wgpu::BindGroupLayoutEntry {
                    binding: 1,
                    visibility: wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
                    count: None,
                },
            ],
        });

        let soft_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("sprite_soft_sampler"),
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            address_mode_w: wgpu::AddressMode::ClampToEdge,
            mag_filter: wgpu::FilterMode::Nearest,
            min_filter: wgpu::FilterMode::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });

        let fallback_tex = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("sprite_soft_fallback_tex"),
            size: wgpu::Extent3d {
                width: 1,
                height: 1,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Depth32Float,
            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        });
        let fallback_view = fallback_tex.create_view(&wgpu::TextureViewDescriptor {
            aspect: wgpu::TextureAspect::DepthOnly,
            ..Default::default()
        });
        let fallback_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("sprite_soft_fallback_bg"),
            layout: &soft_bgl,
            entries: &[
                wgpu::BindGroupEntry {
                    binding: 0,
                    resource: wgpu::BindingResource::TextureView(&fallback_view),
                },
                wgpu::BindGroupEntry {
                    binding: 1,
                    resource: wgpu::BindingResource::Sampler(&soft_sampler),
                },
            ],
        });

        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("sprite_shader"),
            source: wgpu::ShaderSource::Wgsl(
                include_str!(concat!(env!("OUT_DIR"), "/sprite.wgsl")).into(),
            ),
        });

        let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("sprite_pipeline_layout"),
            bind_group_layouts: &[&self.camera_bind_group_layout, &bgl, &soft_bgl],
            push_constant_ranges: &[],
        });

        // Position vertex buffer: one vec3 per sprite, Instance stepping.
        // Stored in an array so both pipeline creations can borrow from it.
        let vert_attrs = [wgpu::VertexAttribute {
            offset: 0,
            shader_location: 0,
            format: wgpu::VertexFormat::Float32x3,
        }];
        let vertex_buffers = [wgpu::VertexBufferLayout {
            array_stride: 12,
            step_mode: wgpu::VertexStepMode::Instance,
            attributes: &vert_attrs,
        }];

        let sample_count = self.sample_count;
        let additive_blend = wgpu::BlendState {
            color: wgpu::BlendComponent {
                src_factor: wgpu::BlendFactor::One,
                dst_factor: wgpu::BlendFactor::One,
                operation: wgpu::BlendOperation::Add,
            },
            alpha: wgpu::BlendComponent {
                src_factor: wgpu::BlendFactor::One,
                dst_factor: wgpu::BlendFactor::One,
                operation: wgpu::BlendOperation::Add,
            },
        };
        let premultiplied_blend = wgpu::BlendState {
            color: wgpu::BlendComponent {
                src_factor: wgpu::BlendFactor::One,
                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,
            },
        };
        let make_sprite =
            |fmt: wgpu::TextureFormat, depth_write: bool, blend: wgpu::BlendState, label: &str| {
                device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                    label: Some(label),
                    layout: Some(&layout),
                    vertex: wgpu::VertexState {
                        module: &shader,
                        entry_point: Some("vs_main"),
                        buffers: &vertex_buffers,
                        compilation_options: wgpu::PipelineCompilationOptions::default(),
                    },
                    fragment: Some(wgpu::FragmentState {
                        module: &shader,
                        entry_point: Some("fs_main"),
                        targets: &[Some(wgpu::ColorTargetState {
                            format: fmt,
                            blend: Some(blend),
                            write_mask: wgpu::ColorWrites::ALL,
                        })],
                        compilation_options: wgpu::PipelineCompilationOptions::default(),
                    }),
                    primitive: wgpu::PrimitiveState {
                        topology: wgpu::PrimitiveTopology::TriangleList,
                        cull_mode: None,
                        ..Default::default()
                    },
                    depth_stencil: Some(wgpu::DepthStencilState {
                        format: wgpu::TextureFormat::Depth24PlusStencil8,
                        depth_write_enabled: depth_write,
                        depth_compare: wgpu::CompareFunction::Less,
                        stencil: wgpu::StencilState::default(),
                        bias: wgpu::DepthBiasState::default(),
                    }),
                    multisample: wgpu::MultisampleState {
                        count: sample_count,
                        ..Default::default()
                    },
                    multiview: None,
                    cache: None,
                })
            };

        let ldr = self.target_format;
        let hdr = wgpu::TextureFormat::Rgba16Float;
        let alpha = wgpu::BlendState::ALPHA_BLENDING;
        self.sprite_bgl = Some(bgl);
        self.sprite_soft_bgl = Some(soft_bgl);
        self.sprite_soft_sampler = Some(soft_sampler);
        self.sprite_soft_fallback_tex = Some(fallback_tex);
        self.sprite_soft_fallback_bg = Some(fallback_bg);
        self.sprite_pipeline = Some(DualPipeline {
            ldr: make_sprite(ldr, false, alpha, "sprite_pipeline"),
            hdr: make_sprite(hdr, false, alpha, "sprite_pipeline"),
        });
        self.sprite_pipeline_depth_write = Some(DualPipeline {
            ldr: make_sprite(ldr, true, alpha, "sprite_pipeline_depth_write"),
            hdr: make_sprite(hdr, true, alpha, "sprite_pipeline_depth_write"),
        });
        self.sprite_pipeline_additive = Some(DualPipeline {
            ldr: make_sprite(ldr, false, additive_blend, "sprite_pipeline_additive"),
            hdr: make_sprite(hdr, false, additive_blend, "sprite_pipeline_additive"),
        });
        self.sprite_pipeline_additive_depth_write = Some(DualPipeline {
            ldr: make_sprite(
                ldr,
                true,
                additive_blend,
                "sprite_pipeline_additive_depth_write",
            ),
            hdr: make_sprite(
                hdr,
                true,
                additive_blend,
                "sprite_pipeline_additive_depth_write",
            ),
        });
        self.sprite_pipeline_premultiplied = Some(DualPipeline {
            ldr: make_sprite(
                ldr,
                false,
                premultiplied_blend,
                "sprite_pipeline_premultiplied",
            ),
            hdr: make_sprite(
                hdr,
                false,
                premultiplied_blend,
                "sprite_pipeline_premultiplied",
            ),
        });
        self.sprite_pipeline_premultiplied_depth_write = Some(DualPipeline {
            ldr: make_sprite(
                ldr,
                true,
                premultiplied_blend,
                "sprite_pipeline_premultiplied_depth_write",
            ),
            hdr: make_sprite(
                hdr,
                true,
                premultiplied_blend,
                "sprite_pipeline_premultiplied_depth_write",
            ),
        });
    }

    /// Upload one [`SpriteItem`] to the GPU and return draw data.
    ///
    /// Called from `prepare()` for each non-empty item in `frame.scene.sprite_items`.
    pub(crate) fn upload_sprite(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        item: &crate::renderer::SpriteItem,
    ) -> SpriteGpuData {
        let count = item.positions.len() as u32;

        // Position vertex buffer (one vec3 per sprite, instance-stepped).
        let pos_bytes: Vec<u8> = item
            .positions
            .iter()
            .flat_map(|p| bytemuck::bytes_of(p).iter().copied())
            .collect();
        let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("sprite_vertex_buf"),
            size: pos_bytes.len().max(12) as u64,
            usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });
        queue.write_buffer(&vertex_buffer, 0, &pos_bytes);

        // Per-instance storage buffer: build by zipping item vecs with defaults.
        #[repr(C)]
        #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
        struct GpuSpriteInstance {
            colour: [f32; 4],
            size: f32,
            rotation: f32,
            _pad0: f32,
            _pad1: f32,
            uv_rect: [f32; 4],
        }

        let instances: Vec<GpuSpriteInstance> = (0..item.positions.len())
            .map(|i| GpuSpriteInstance {
                colour: if i < item.colours.len() {
                    item.colours[i]
                } else {
                    item.default_colour
                },
                size: if i < item.sizes.len() {
                    item.sizes[i]
                } else {
                    item.default_size
                },
                rotation: if i < item.rotations.len() {
                    item.rotations[i]
                } else {
                    0.0
                },
                _pad0: 0.0,
                _pad1: 0.0,
                uv_rect: if i < item.uv_rects.len() {
                    item.uv_rects[i]
                } else {
                    [0.0, 0.0, 1.0, 1.0]
                },
            })
            .collect();

        let instance_bytes = bytemuck::cast_slice(&instances);
        let instance_buf = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("sprite_instance_buf"),
            size: instance_bytes.len().max(48) as u64,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });
        queue.write_buffer(&instance_buf, 0, instance_bytes);

        // Uniform buffer: model matrix + flags + soft-particle distance.
        #[repr(C)]
        #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
        struct SpriteUniformData {
            model: [[f32; 4]; 4],
            world_space: u32,
            has_texture: u32,
            soft_particle_distance: f32,
            _pad0: u32,
        }

        let (texture_view, has_texture): (&wgpu::TextureView, u32) =
            if let Some(id) = item.texture_id {
                if let Some(tex) = self.textures.get(id as usize) {
                    (&tex.view, 1)
                } else {
                    (&self.fallback_lut_view, 0)
                }
            } else {
                (&self.fallback_lut_view, 0)
            };

        let uniform_data = SpriteUniformData {
            model: item.model,
            world_space: if item.size_mode == crate::renderer::SpriteSizeMode::WorldSpace {
                1
            } else {
                0
            },
            has_texture,
            soft_particle_distance: item
                .soft_particle_distance
                .filter(|d| *d > 0.0)
                .unwrap_or(0.0),
            _pad0: 0,
        };
        let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("sprite_uniform_buf"),
            size: std::mem::size_of::<SpriteUniformData>() as u64,
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });
        queue.write_buffer(&uniform_buf, 0, bytemuck::bytes_of(&uniform_data));

        let bgl = self
            .sprite_bgl
            .as_ref()
            .expect("ensure_sprite_pipelines not called");

        let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("sprite_bind_group"),
            layout: bgl,
            entries: &[
                wgpu::BindGroupEntry {
                    binding: 0,
                    resource: uniform_buf.as_entire_binding(),
                },
                wgpu::BindGroupEntry {
                    binding: 1,
                    resource: wgpu::BindingResource::TextureView(texture_view),
                },
                wgpu::BindGroupEntry {
                    binding: 2,
                    resource: wgpu::BindingResource::Sampler(&self.material_sampler),
                },
                wgpu::BindGroupEntry {
                    binding: 3,
                    resource: instance_buf.as_entire_binding(),
                },
            ],
        });

        SpriteGpuData {
            vertex_buffer,
            sprite_count: count,
            bind_group,
            depth_write: item.depth_write,
            blend: item.blend,
            wireframe: false,
            _uniform_buf: uniform_buf,
            _instance_buf: instance_buf,
        }
    }

    /// Lazily create the sprite outline mask pipeline (R8Unorm, mask-only).
    ///
    /// Same bind group layout and vertex transform as the normal sprite pipeline but
    /// outputs a flat mask value.  Must be called after `ensure_sprite_pipelines`.
    pub(crate) fn ensure_sprite_outline_mask_pipeline(&mut self, device: &wgpu::Device) {
        if self.sprite_outline_mask_pipeline.is_some() {
            return;
        }
        let bgl = self
            .sprite_bgl
            .as_ref()
            .expect("ensure_sprite_pipelines must be called first");

        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("sprite_outline_mask_shader"),
            source: wgpu::ShaderSource::Wgsl(
                include_str!(concat!(env!("OUT_DIR"), "/sprite_outline_mask.wgsl")).into(),
            ),
        });

        let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("sprite_outline_mask_pipeline_layout"),
            bind_group_layouts: &[&self.camera_bind_group_layout, bgl],
            push_constant_ranges: &[],
        });

        let vert_attrs = [wgpu::VertexAttribute {
            offset: 0,
            shader_location: 0,
            format: wgpu::VertexFormat::Float32x3,
        }];
        let vertex_buffers = [wgpu::VertexBufferLayout {
            array_stride: 12,
            step_mode: wgpu::VertexStepMode::Instance,
            attributes: &vert_attrs,
        }];

        self.sprite_outline_mask_pipeline = Some(device.create_render_pipeline(
            &wgpu::RenderPipelineDescriptor {
                label: Some("sprite_outline_mask_pipeline"),
                layout: Some(&layout),
                vertex: wgpu::VertexState {
                    module: &shader,
                    entry_point: Some("vs_main"),
                    buffers: &vertex_buffers,
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                },
                fragment: Some(wgpu::FragmentState {
                    module: &shader,
                    entry_point: Some("fs_main"),
                    targets: &[Some(wgpu::ColorTargetState {
                        format: wgpu::TextureFormat::R8Unorm,
                        blend: None,
                        write_mask: wgpu::ColorWrites::ALL,
                    })],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                }),
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::TriangleList,
                    cull_mode: None,
                    ..Default::default()
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24PlusStencil8,
                    depth_write_enabled: false,
                    depth_compare: wgpu::CompareFunction::Less,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),
                multisample: wgpu::MultisampleState {
                    count: 1,
                    mask: !0,
                    alpha_to_coverage_enabled: false,
                },
                multiview: None,
                cache: None,
            },
        ));
    }

    /// Pre-upload a static sprite set and return a typed handle.
    ///
    /// Use this for sprites whose positions, sizes, and colours never
    /// change between frames: foliage, signage, light flares. Submit a
    /// [`SpriteSetRefItem`](crate::renderer::SpriteSetRefItem) on
    /// `SceneFrame::sprite_set_refs` each frame to draw the set.
    pub fn upload_sprite_set(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        item: &crate::renderer::SpriteItem,
    ) -> crate::resources::SpriteSetId {
        self.ensure_sprite_pipelines(device);
        let gpu = self.upload_sprite(device, queue, item);
        self.sprite_set_store.insert(gpu)
    }

    /// Remove a pre-uploaded sprite set.
    pub fn drop_sprite_set(&mut self, id: crate::resources::SpriteSetId) -> bool {
        self.sprite_set_store.remove(id)
    }

    /// Replace the contents of a pre-uploaded sprite set, keeping the same id.
    pub fn replace_sprite_set(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        id: crate::resources::SpriteSetId,
        item: &crate::renderer::SpriteItem,
    ) -> bool {
        if !self.sprite_set_store.contains(id) {
            return false;
        }
        self.ensure_sprite_pipelines(device);
        let gpu = self.upload_sprite(device, queue, item);
        self.sprite_set_store.replace(id, gpu)
    }

    /// Start an asynchronous sprite set upload.
    pub fn begin_upload_sprite_set(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        item: crate::renderer::SpriteItem,
    ) -> crate::resources::JobId {
        let slot = crate::resources::ResultSlot::<crate::resources::SpriteSetId>::new();
        let slot_for_apply = slot.clone();
        let device_for_apply = device.clone();
        let queue_for_apply = queue.clone();
        let id = {
            let mut runner = self.jobs.lock().expect("upload job runner poisoned");
            runner.submit_cpu(move |progress| {
                progress.set(0.9);
                Ok(crate::resources::upload_jobs::JobProduct::with_apply(Box::new(
                    move |resources: &mut ViewportGpuResources| {
                        let sid = resources.upload_sprite_set(
                            &device_for_apply,
                            &queue_for_apply,
                            &item,
                        );
                        slot_for_apply.set(sid);
                    },
                )))
            })
        };
        self.job_sprite_set_results
            .lock()
            .expect("sprite set result map poisoned")
            .insert(id, slot);
        id
    }

    /// Take the [`SpriteSetId`] produced by a completed
    /// [`begin_upload_sprite_set`](Self::begin_upload_sprite_set) job.
    pub fn upload_result_sprite_set(
        &mut self,
        id: crate::resources::JobId,
    ) -> crate::error::ViewportResult<crate::resources::SpriteSetId> {
        let mut map = self
            .job_sprite_set_results
            .lock()
            .expect("sprite set result map poisoned");
        let slot = match map.get(&id) {
            Some(s) => s.clone(),
            None => {
                return Err(crate::error::ViewportError::JobResultMissing {
                    reason: "unknown id or wrong upload type",
                });
            }
        };
        match slot.take() {
            Some(sid) => {
                map.remove(&id);
                Ok(sid)
            }
            None => Err(crate::error::ViewportError::JobNotReady),
        }
    }

    /// Pre-upload a sprite instance set and return a typed handle.
    ///
    /// Use this for sprites whose definition (texture, blend, size mode)
    /// is stable but whose instance transforms change every frame: NPCs,
    /// item drops, damage numbers. Submit a
    /// [`SpriteInstanceSetRefItem`](crate::renderer::SpriteInstanceSetRefItem)
    /// on `SceneFrame::sprite_instance_set_refs` each frame.
    ///
    /// The current implementation pre-bakes both the definition and the
    /// instance transforms; full per-frame instance transform override
    /// against a stable definition is a planned follow-up.
    pub fn upload_sprite_instance_set(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        item: &crate::renderer::SpriteItem,
    ) -> crate::resources::SpriteInstanceSetId {
        self.ensure_sprite_pipelines(device);
        let gpu = self.upload_sprite(device, queue, item);
        self.sprite_instance_set_store.insert(gpu)
    }

    /// Remove a pre-uploaded sprite instance set.
    pub fn drop_sprite_instance_set(
        &mut self,
        id: crate::resources::SpriteInstanceSetId,
    ) -> bool {
        self.sprite_instance_set_store.remove(id)
    }

    /// Replace the contents of a pre-uploaded sprite instance set, keeping
    /// the same id.
    pub fn replace_sprite_instance_set(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        id: crate::resources::SpriteInstanceSetId,
        item: &crate::renderer::SpriteItem,
    ) -> bool {
        if !self.sprite_instance_set_store.contains(id) {
            return false;
        }
        self.ensure_sprite_pipelines(device);
        let gpu = self.upload_sprite(device, queue, item);
        self.sprite_instance_set_store.replace(id, gpu)
    }

    /// Start an asynchronous sprite instance set upload.
    pub fn begin_upload_sprite_instance_set(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        item: crate::renderer::SpriteItem,
    ) -> crate::resources::JobId {
        let slot = crate::resources::ResultSlot::<crate::resources::SpriteInstanceSetId>::new();
        let slot_for_apply = slot.clone();
        let device_for_apply = device.clone();
        let queue_for_apply = queue.clone();
        let id = {
            let mut runner = self.jobs.lock().expect("upload job runner poisoned");
            runner.submit_cpu(move |progress| {
                progress.set(0.9);
                Ok(crate::resources::upload_jobs::JobProduct::with_apply(Box::new(
                    move |resources: &mut ViewportGpuResources| {
                        let sid = resources.upload_sprite_instance_set(
                            &device_for_apply,
                            &queue_for_apply,
                            &item,
                        );
                        slot_for_apply.set(sid);
                    },
                )))
            })
        };
        self.job_sprite_instance_set_results
            .lock()
            .expect("sprite instance set result map poisoned")
            .insert(id, slot);
        id
    }

    /// Take the [`SpriteInstanceSetId`] produced by a completed
    /// [`begin_upload_sprite_instance_set`](Self::begin_upload_sprite_instance_set) job.
    pub fn upload_result_sprite_instance_set(
        &mut self,
        id: crate::resources::JobId,
    ) -> crate::error::ViewportResult<crate::resources::SpriteInstanceSetId> {
        let mut map = self
            .job_sprite_instance_set_results
            .lock()
            .expect("sprite instance set result map poisoned");
        let slot = match map.get(&id) {
            Some(s) => s.clone(),
            None => {
                return Err(crate::error::ViewportError::JobResultMissing {
                    reason: "unknown id or wrong upload type",
                });
            }
        };
        match slot.take() {
            Some(sid) => {
                map.remove(&id);
                Ok(sid)
            }
            None => Err(crate::error::ViewportError::JobNotReady),
        }
    }
}