refactor project structure (start of redoing atomic branch without atomics)
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@@ -0,0 +1,356 @@
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use std::num::NonZero;
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use crate::{
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layout::Ui,
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render::{data::PrimitiveInstance, texture::GpuTextures, util::ArrBuf},
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util::HashMap,
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};
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use data::WindowUniform;
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use wgpu::{
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util::{BufferInitDescriptor, DeviceExt},
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*,
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};
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use winit::dpi::PhysicalSize;
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mod data;
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mod primitive;
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mod texture;
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mod util;
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pub use data::{Mask, MaskIdx};
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pub use primitive::*;
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const SHAPE_SHADER: &str = include_str!("./shader.wgsl");
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pub struct UiRenderNode {
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uniform_group: BindGroup,
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primitive_layout: BindGroupLayout,
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rsc_layout: BindGroupLayout,
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rsc_group: BindGroup,
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pipeline: RenderPipeline,
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layers: HashMap<usize, RenderLayer>,
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active: Vec<usize>,
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window_buffer: Buffer,
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textures: GpuTextures,
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masks: ArrBuf<Mask>,
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}
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struct RenderLayer {
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instance: ArrBuf<PrimitiveInstance>,
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primitives: PrimitiveBuffers,
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primitive_group: BindGroup,
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}
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impl UiRenderNode {
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pub fn draw<'a>(&'a self, pass: &mut RenderPass<'a>) {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.uniform_group, &[]);
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pass.set_bind_group(2, &self.rsc_group, &[]);
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for i in &self.active {
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let layer = &self.layers[i];
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if layer.instance.len() == 0 {
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continue;
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}
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pass.set_bind_group(1, &layer.primitive_group, &[]);
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pass.set_vertex_buffer(0, layer.instance.buffer.slice(..));
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pass.draw(0..4, 0..layer.instance.len() as u32);
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}
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}
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pub fn update(&mut self, device: &Device, queue: &Queue, ui: &mut Ui) {
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self.active.clear();
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for (i, primitives) in ui.data.layers.iter_mut() {
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self.active.push(i);
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for change in primitives.apply_free() {
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if let Some(inst) = ui.data.active.get_mut(&change.id) {
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for h in &mut inst.primitives {
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if h.layer == i && h.inst_idx == change.old {
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h.inst_idx = change.new;
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break;
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}
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}
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}
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}
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let rlayer = self.layers.entry(i).or_insert_with(|| {
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let primitives = PrimitiveBuffers::new(device);
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let primitive_group =
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Self::primitive_group(device, &self.primitive_layout, primitives.buffers());
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RenderLayer {
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instance: ArrBuf::new(
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device,
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BufferUsages::VERTEX | BufferUsages::COPY_DST,
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"instance",
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),
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primitives,
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primitive_group,
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}
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});
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if primitives.updated {
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rlayer
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.instance
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.update(device, queue, primitives.instances());
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rlayer.primitives.update(device, queue, primitives.data());
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rlayer.primitive_group = Self::primitive_group(
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device,
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&self.primitive_layout,
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rlayer.primitives.buffers(),
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);
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primitives.updated = false;
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}
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}
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let mut changed = false;
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changed |= self.textures.update(&mut ui.data.textures);
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if ui.data.masks.changed {
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ui.data.masks.changed = false;
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self.masks.update(device, queue, &ui.data.masks[..]);
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changed = true;
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}
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if changed {
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self.rsc_group = Self::rsc_group(device, &self.rsc_layout, &self.textures, &self.masks);
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}
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}
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pub fn resize(&mut self, size: &PhysicalSize<u32>, queue: &Queue) {
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let slice = &[WindowUniform {
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width: size.width as f32,
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height: size.height as f32,
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}];
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queue.write_buffer(&self.window_buffer, 0, bytemuck::cast_slice(slice));
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}
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pub fn new(
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device: &Device,
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queue: &Queue,
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config: &SurfaceConfiguration,
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limits: UiLimits,
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) -> Self {
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let shader = device.create_shader_module(ShaderModuleDescriptor {
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label: Some("UI Shape Shader"),
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source: ShaderSource::Wgsl(SHAPE_SHADER.into()),
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});
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let window_uniform = WindowUniform::default();
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let window_buffer = device.create_buffer_init(&BufferInitDescriptor {
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label: Some("window"),
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contents: bytemuck::cast_slice(&[window_uniform]),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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});
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let uniform_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("window"),
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});
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let uniform_group = Self::bind_group_0(device, &uniform_layout, &window_buffer);
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let primitive_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &core::array::from_fn::<_, { PrimitiveBuffers::LEN }, _>(|i| {
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BindGroupLayoutEntry {
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binding: i as u32,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}
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}),
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label: Some("primitive"),
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});
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let tex_manager = GpuTextures::new(device, queue);
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let masks = ArrBuf::new(
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device,
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BufferUsages::STORAGE | BufferUsages::COPY_DST,
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"ui masks",
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);
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let rsc_layout = Self::rsc_layout(device, &limits);
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let rsc_group = Self::rsc_group(device, &rsc_layout, &tex_manager, &masks);
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let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
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label: Some("UI Shape Pipeline Layout"),
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bind_group_layouts: &[&uniform_layout, &primitive_layout, &rsc_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
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label: Some("UI Shape Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[PrimitiveInstance::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(ColorTargetState {
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format: config.format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleStrip,
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strip_index_format: None,
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front_face: FrontFace::Cw,
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cull_mode: Some(Face::Back),
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polygon_mode: PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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});
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Self {
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uniform_group,
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primitive_layout,
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rsc_layout,
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rsc_group,
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pipeline,
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window_buffer,
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layers: HashMap::default(),
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active: Vec::new(),
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textures: tex_manager,
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masks,
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}
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}
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fn bind_group_0(
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device: &Device,
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layout: &BindGroupLayout,
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window_buffer: &Buffer,
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) -> BindGroup {
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device.create_bind_group(&BindGroupDescriptor {
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layout,
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entries: &[BindGroupEntry {
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binding: 0,
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resource: window_buffer.as_entire_binding(),
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}],
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label: Some("ui window"),
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})
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}
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fn primitive_group(
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device: &Device,
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layout: &BindGroupLayout,
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buffers: [(u32, &Buffer); PrimitiveBuffers::LEN],
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) -> BindGroup {
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device.create_bind_group(&BindGroupDescriptor {
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layout,
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entries: &buffers.map(|(binding, buf)| BindGroupEntry {
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binding,
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resource: buf.as_entire_binding(),
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}),
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label: Some("ui primitives"),
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})
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}
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fn rsc_layout(device: &Device, limits: &UiLimits) -> BindGroupLayout {
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device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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sample_type: TextureSampleType::Float { filterable: false },
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view_dimension: TextureViewDimension::D2,
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multisampled: false,
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},
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count: Some(NonZero::new(limits.max_textures).unwrap()),
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},
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::NonFiltering),
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count: Some(NonZero::new(limits.max_samplers).unwrap()),
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},
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BindGroupLayoutEntry {
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binding: 2,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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label: Some("ui rsc"),
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})
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}
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fn rsc_group(
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device: &Device,
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layout: &BindGroupLayout,
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tex_manager: &GpuTextures,
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masks: &ArrBuf<Mask>,
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) -> BindGroup {
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device.create_bind_group(&BindGroupDescriptor {
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layout,
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: BindingResource::TextureViewArray(&tex_manager.views()),
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},
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BindGroupEntry {
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binding: 1,
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resource: BindingResource::SamplerArray(&tex_manager.samplers()),
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},
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BindGroupEntry {
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binding: 2,
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resource: masks.buffer.as_entire_binding(),
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},
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],
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label: Some("ui rsc"),
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})
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}
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pub fn view_count(&self) -> usize {
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self.textures.view_count()
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}
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}
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pub struct UiLimits {
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max_textures: u32,
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max_samplers: u32,
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}
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impl Default for UiLimits {
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fn default() -> Self {
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Self {
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max_textures: 100000,
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max_samplers: 1000,
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}
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}
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}
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impl UiLimits {
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pub fn max_binding_array_elements_per_shader_stage(&self) -> u32 {
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self.max_textures + self.max_samplers
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}
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pub fn max_binding_array_sampler_elements_per_shader_stage(&self) -> u32 {
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self.max_samplers
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}
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}
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