added underdeveloped but working image support (no freeing or samplers)

This commit is contained in:
2025-08-22 23:07:31 -04:00
parent bde929b05a
commit 7dbdcbba42
26 changed files with 1256 additions and 155 deletions

View File

@@ -1,6 +1,8 @@
use std::num::NonZero;
use crate::{
primitive::{PrimitiveBuffers, Primitives},
render::{data::PrimitiveInstance, util::ArrBuf},
Ui, UiRenderUpdates,
render::{data::PrimitiveInstance, texture::GpuTextures, util::ArrBuf},
};
use data::WindowUniform;
use wgpu::{
@@ -10,41 +12,55 @@ use wgpu::{
use winit::dpi::PhysicalSize;
mod data;
pub mod primitive;
mod primitive;
mod texture;
mod util;
pub use primitive::*;
const SHAPE_SHADER: &str = include_str!("./shader.wgsl");
pub struct UIRenderNode {
layout0: BindGroupLayout,
group0: BindGroup,
pub struct UiRenderer {
uniform_layout: BindGroupLayout,
uniform_group: BindGroup,
primitive_layout: BindGroupLayout,
primitive_group: BindGroup,
rsc_layout: BindGroupLayout,
rsc_group: BindGroup,
pipeline: RenderPipeline,
window_buffer: Buffer,
instance: ArrBuf<PrimitiveInstance>,
primitives: PrimitiveBuffers,
limits: UiLimits,
textures: GpuTextures,
}
impl UIRenderNode {
impl UiRenderer {
pub fn draw<'a>(&'a self, pass: &mut RenderPass<'a>) {
if self.instance.len() != 0 {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.group0, &[]);
pass.set_bind_group(1, &self.primitive_group, &[]);
pass.set_vertex_buffer(0, self.instance.buffer.slice(..));
pass.draw(0..4, 0..self.instance.len() as u32);
if self.instance.len() == 0 {
return;
}
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.uniform_group, &[]);
pass.set_bind_group(1, &self.primitive_group, &[]);
pass.set_bind_group(2, &self.rsc_group, &[]);
pass.set_vertex_buffer(0, self.instance.buffer.slice(..));
pass.draw(0..4, 0..self.instance.len() as u32);
}
pub fn update(&mut self, device: &Device, queue: &Queue, primitives: Option<&Primitives>) {
if let Some(primitives) = primitives {
pub fn update(&mut self, device: &Device, queue: &Queue, updates: UiRenderUpdates) {
if let Some(primitives) = updates.primitives {
self.instance.update(device, queue, &primitives.instances);
self.primitives.update(device, queue, &primitives.data);
self.primitive_group =
Self::primitive_group(device, &self.primitive_layout, self.primitives.buffers())
}
if self.textures.apply(updates.textures) {
self.rsc_group = Self::rsc_group(device, &self.rsc_layout, &self.textures)
}
}
pub fn resize(&mut self, size: &PhysicalSize<u32>, queue: &Queue) {
@@ -55,7 +71,12 @@ impl UIRenderNode {
queue.write_buffer(&self.window_buffer, 0, bytemuck::cast_slice(slice));
}
pub fn new(device: &Device, config: &SurfaceConfiguration) -> Self {
pub fn new(
device: &Device,
queue: &Queue,
config: &SurfaceConfiguration,
limits: UiLimits,
) -> Self {
let shader = device.create_shader_module(ShaderModuleDescriptor {
label: Some("UI Shape Shader"),
source: ShaderSource::Wgsl(SHAPE_SHADER.into()),
@@ -75,7 +96,7 @@ impl UIRenderNode {
);
let primitives = PrimitiveBuffers::new(device);
let layout0 = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
let uniform_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX,
@@ -89,7 +110,7 @@ impl UIRenderNode {
label: Some("window"),
});
let group0 = Self::bind_group_0(device, &layout0, &window_buffer);
let uniform_group = Self::bind_group_0(device, &uniform_layout, &window_buffer);
let primitive_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &core::array::from_fn::<_, { PrimitiveBuffers::LEN }, _>(|i| {
@@ -110,9 +131,13 @@ impl UIRenderNode {
let primitive_group =
Self::primitive_group(device, &primitive_layout, primitives.buffers());
let tex_manager = GpuTextures::new(device, queue);
let rsc_layout = Self::rsc_layout(device, &limits);
let rsc_group = Self::rsc_group(device, &rsc_layout, &tex_manager);
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("UI Shape Pipeline Layout"),
bind_group_layouts: &[&layout0, &primitive_layout],
bind_group_layouts: &[&uniform_layout, &primitive_layout, &rsc_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
@@ -154,18 +179,22 @@ impl UIRenderNode {
});
Self {
layout0,
group0,
uniform_layout,
uniform_group,
primitive_layout,
primitive_group,
rsc_layout,
rsc_group,
pipeline,
window_buffer,
instance,
primitives,
limits,
textures: tex_manager,
}
}
pub fn bind_group_0(
fn bind_group_0(
device: &Device,
layout: &BindGroupLayout,
window_buffer: &Buffer,
@@ -180,18 +209,86 @@ impl UIRenderNode {
})
}
pub fn primitive_group(
fn primitive_group(
device: &Device,
layout: &BindGroupLayout,
buffers: [&Buffer; PrimitiveBuffers::LEN],
buffers: [(u32, &Buffer); PrimitiveBuffers::LEN],
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout,
entries: &buffers.each_ref().map(|b| BindGroupEntry {
binding: 0,
resource: b.as_entire_binding(),
entries: &buffers.map(|(binding, buf)| BindGroupEntry {
binding,
resource: buf.as_entire_binding(),
}),
label: Some("ui primitives"),
})
}
fn rsc_layout(device: &Device, limits: &UiLimits) -> BindGroupLayout {
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: Some(NonZero::new(limits.max_textures).unwrap()),
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::NonFiltering),
count: Some(NonZero::new(limits.max_samplers).unwrap()),
},
],
label: Some("ui rsc"),
})
}
fn rsc_group(
device: &Device,
layout: &BindGroupLayout,
tex_manager: &GpuTextures,
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureViewArray(&tex_manager.views()),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::SamplerArray(&tex_manager.samplers()),
},
],
label: Some("ui rsc"),
})
}
}
pub struct UiLimits {
max_textures: u32,
max_samplers: u32,
}
impl Default for UiLimits {
fn default() -> Self {
Self {
max_textures: 100000,
max_samplers: 1000,
}
}
}
impl UiLimits {
pub fn max_binding_array_elements_per_shader_stage(&self) -> u32 {
self.max_textures + self.max_samplers
}
pub fn max_binding_array_sampler_elements_per_shader_stage(&self) -> u32 {
self.max_samplers
}
}

View File

@@ -35,9 +35,9 @@ macro_rules! primitives {
impl PrimitiveBuffers {
pub const LEN: usize = primitives!(@count $($name)*);
pub fn buffers(&self) -> [&Buffer; Self::LEN] {
pub fn buffers(&self) -> [(u32, &Buffer); Self::LEN] {
[
$(&self.$name.buffer)*
$((<$ty>::BINDING, &self.$name.buffer),)*
]
}
pub fn new(device: &Device) -> Self {
@@ -46,7 +46,7 @@ macro_rules! primitives {
device,
BufferUsages::STORAGE | BufferUsages::COPY_DST,
stringify!($name),
))*
),)*
}
}
}
@@ -62,14 +62,10 @@ macro_rules! primitives {
}
)*
};
(@count $t1:tt, $($t:tt),+) => { 1 + gen!(@count $($t),+) };
(@count $t1:tt $($t:tt)+) => { 1 + primitives!(@count $($t),+) };
(@count $t:tt) => { 1 };
}
primitives!(
rects: RoundedRectData => 0,
);
impl Primitives {
pub fn write<P: Primitive>(&mut self, data: P, region: UiRegion) {
let vec = P::vec(&mut self.data);
@@ -83,11 +79,23 @@ impl Primitives {
}
}
primitives!(
rects: RectPrimitive => 0,
textures: TexturePrimitive => 1,
);
#[repr(C)]
#[derive(Copy, Clone)]
pub struct RoundedRectData {
pub struct RectPrimitive {
pub color: Color<u8>,
pub radius: f32,
pub thickness: f32,
pub inner_radius: f32,
}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct TexturePrimitive {
pub view_idx: u32,
pub sampler_idx: u32,
}

View File

@@ -1,9 +1,29 @@
const RECT: u32 = 0;
const TEXTURE: u32 = 1;
@group(0) @binding(0)
var<uniform> window: WindowUniform;
@group(1) @binding(RECT)
var<storage> rects: array<RoundedRect>;
var<storage> rects: array<Rect>;
@group(1) @binding(TEXTURE)
var<storage> textures: array<TextureInfo>;
struct Rect {
color: u32,
radius: f32,
thickness: f32,
inner_radius: f32,
}
struct TextureInfo {
view_idx: u32,
sampler_idx: u32,
}
@group(2) @binding(0)
var views: binding_array<texture_2d<f32>>;
@group(2) @binding(1)
var samplers: binding_array<sampler>;
struct WindowUniform {
dim: vec2<f32>,
@@ -18,23 +38,18 @@ struct InstanceInput {
@location(5) idx: u32,
}
struct RoundedRect {
color: u32,
radius: f32,
thickness: f32,
inner_radius: f32,
}
struct VertexOutput {
@location(0) top_left: vec2<f32>,
@location(1) bot_right: vec2<f32>,
@location(2) binding: u32,
@location(3) idx: u32,
@location(2) uv: vec2<f32>,
@location(3) binding: u32,
@location(4) idx: u32,
@builtin(position) clip_position: vec4<f32>,
};
struct Region {
pos: vec2<f32>,
uv: vec2<f32>,
top_left: vec2<f32>,
bot_right: vec2<f32>,
}
@@ -50,12 +65,13 @@ fn vs_main(
let bot_right = in.bottom_right_anchor * window.dim + in.bottom_right_offset;
let size = bot_right - top_left;
var pos = top_left + vec2<f32>(
let uv = vec2<f32>(
f32(vi % 2u),
f32(vi / 2u)
) * size;
pos = pos / window.dim * 2.0 - 1.0;
);
let pos = (top_left + uv * size) / window.dim * 2.0 - 1.0;
out.clip_position = vec4<f32>(pos.x, -pos.y, 0.0, 1.0);
out.uv = uv;
out.binding = in.binding;
out.idx = in.idx;
out.top_left = top_left;
@@ -69,19 +85,27 @@ fn fs_main(
in: VertexOutput
) -> @location(0) vec4<f32> {
let pos = in.clip_position.xy;
let region = Region(pos, in.top_left, in.bot_right);
let region = Region(pos, in.uv, in.top_left, in.bot_right);
let i = in.idx;
switch in.binding {
case RECT: {
return draw_rounded_rect(region, rects[i]);
}
case TEXTURE: {
return draw_texture(region, textures[i]);
}
default: {
return vec4(1.0, 0.0, 1.0, 1.0);
}
}
}
fn draw_rounded_rect(region: Region, rect: RoundedRect) -> vec4<f32> {
// TODO: this seems really inefficient (per frag indexing)?
fn draw_texture(region: Region, info: TextureInfo) -> vec4<f32> {
return textureSample(views[info.view_idx], samplers[info.sampler_idx], region.uv);
}
fn draw_rounded_rect(region: Region, rect: Rect) -> vec4<f32> {
var color = read_color(rect.color);
let edge = 0.5;
@@ -106,7 +130,7 @@ fn distance_from_rect(pixel_pos: vec2<f32>, rect_center: vec2<f32>, rect_corner:
let p = pixel_pos - rect_center;
// vec from inner rect corner to pixel
let q = abs(p) - (rect_corner - radius);
return length(max(q, vec2<f32>(0.0, 0.0))) - radius;
return length(max(q, vec2(0.0))) - radius;
}
fn read_color(c: u32) -> vec4<f32> {

98
src/render/texture.rs Normal file
View File

@@ -0,0 +1,98 @@
use image::{DynamicImage, EncodableLayout};
use wgpu::{util::DeviceExt, *};
use crate::TextureUpdates;
pub struct GpuTextures {
device: Device,
queue: Queue,
views: Vec<TextureView>,
samplers: Vec<Sampler>,
no_views: Vec<TextureView>,
}
impl GpuTextures {
pub fn apply(&mut self, updates: TextureUpdates) -> bool {
if let Some(images) = updates.images {
for img in images {
self.add_view(img);
}
true
} else {
false
}
}
fn add_view(&mut self, image: &DynamicImage) {
let image = image.to_rgba8();
let (width, height) = image.dimensions();
let texture = self.device.create_texture_with_data(
&self.queue,
&TextureDescriptor {
label: None,
size: Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8Unorm,
usage: TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
wgt::TextureDataOrder::MipMajor,
image.as_bytes(),
);
let view = texture.create_view(&TextureViewDescriptor::default());
self.views.push(view);
}
pub fn new(device: &Device, queue: &Queue) -> Self {
Self {
device: device.clone(),
queue: queue.clone(),
views: Vec::new(),
samplers: vec![default_sampler(device)],
no_views: vec![null_texture_view(device)],
}
}
pub fn views(&self) -> Vec<&TextureView> {
if self.views.is_empty() {
&self.no_views
} else {
&self.views
}
.iter()
.by_ref()
.collect()
}
pub fn samplers(&self) -> Vec<&Sampler> {
self.samplers.iter().by_ref().collect()
}
}
pub fn null_texture_view(device: &Device) -> TextureView {
device
.create_texture(&TextureDescriptor {
label: Some("null"),
size: Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8Unorm,
usage: TextureUsages::TEXTURE_BINDING,
view_formats: &[],
})
.create_view(&TextureViewDescriptor::default())
}
pub fn default_sampler(device: &Device) -> Sampler {
device.create_sampler(&SamplerDescriptor::default())
}

View File

@@ -32,7 +32,7 @@ impl<T: Pod> ArrBuf<T> {
fn init_buf(device: &Device, size: usize, usage: BufferUsages, label: &'static str) -> Buffer {
let mut size = size as u64;
if usage.contains(BufferUsages::STORAGE) {
size = size.max(1);
size = size.max(std::mem::size_of::<T>() as u64);
}
device.create_buffer(&BufferDescriptor {
label: Some(label),