forked from 1b-agent/opencadstudio-upstream
perf: keep heavy work off UI thread
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@@ -0,0 +1,162 @@
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use crate::Buffer;
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use crate::graphics::color;
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use crate::quad::{self, Quad};
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use bytemuck::{Pod, Zeroable};
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use std::ops::Range;
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/// A quad filled with a solid color.
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#[derive(Clone, Copy, Debug, Pod, Zeroable)]
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#[repr(C)]
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pub struct Solid {
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/// The background color data of the quad.
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pub color: color::Packed,
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/// The [`Quad`] data of the [`Solid`].
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pub quad: Quad,
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}
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#[derive(Debug)]
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pub struct Layer {
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instances: Buffer<Solid>,
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instance_count: usize,
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}
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impl Layer {
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pub fn new(device: &wgpu::Device) -> Self {
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let instances = Buffer::new(
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device,
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"iced_wgpu.quad.solid.buffer",
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quad::INITIAL_INSTANCES,
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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);
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Self {
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instances,
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instance_count: 0,
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}
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}
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pub fn prepare(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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belt: &mut wgpu::util::StagingBelt,
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instances: &[Solid],
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) {
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let _ = self.instances.resize(device, instances.len());
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let _ = self.instances.write(device, encoder, belt, 0, instances);
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self.instance_count = instances.len();
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}
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}
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#[derive(Debug, Clone)]
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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}
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impl Pipeline {
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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constants_layout: &wgpu::BindGroupLayout,
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) -> Self {
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu.quad.solid.pipeline"),
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push_constant_ranges: &[],
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bind_group_layouts: &[constants_layout],
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});
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu.quad.solid.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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concat!(
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include_str!("../shader/color.wgsl"),
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"\n",
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include_str!("../shader/quad.wgsl"),
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"\n",
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include_str!("../shader/vertex.wgsl"),
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"\n",
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include_str!("../shader/quad/solid.wgsl"),
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),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu.quad.solid.pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("solid_vs_main"),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Solid>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Color
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0 => Float32x4,
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// Position
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1 => Float32x2,
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// Size
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2 => Float32x2,
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// Border color
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3 => Float32x4,
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// Border radius
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4 => Float32x4,
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// Border width
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5 => Float32,
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// Shadow color
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6 => Float32x4,
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// Shadow offset
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7 => Float32x2,
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// Shadow blur radius
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8 => Float32,
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// Snap
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9 => Uint32,
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),
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}],
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compilation_options:
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wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("solid_fs_main"),
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targets: &quad::color_target_state(format),
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compilation_options:
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wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::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 { pipeline }
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}
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pub fn render<'a>(
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&'a self,
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render_pass: &mut wgpu::RenderPass<'a>,
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constants: &'a wgpu::BindGroup,
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layer: &'a Layer,
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range: Range<usize>,
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) {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, constants, &[]);
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render_pass.set_vertex_buffer(0, layer.instances.slice(..));
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render_pass.draw(0..6, range.start as u32..range.end as u32);
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}
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}
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