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
}
}