bevy/src/render/renderer/renderers/wgpu_renderer/wgpu_renderer.rs

617 lines
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Rust
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use super::{wgpu_type_converter::OwnedWgpuVertexBufferDescriptor, WgpuRenderPass, WgpuResources};
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use crate::{
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asset::{AssetStorage, Handle},
core::Window,
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legion::prelude::*,
render::{
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pass::{
PassDescriptor, RenderPassColorAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor,
},
pipeline::{update_shader_assignments, PipelineCompiler, PipelineDescriptor},
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render_graph::RenderGraph,
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render_resource::{
resource_name, BufferInfo, RenderResource, RenderResourceAssignments, RenderResources,
ResourceInfo,
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},
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renderer::Renderer,
shader::Shader,
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texture::{SamplerDescriptor, TextureDescriptor},
},
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};
use std::{cell::RefCell, collections::HashMap, ops::Deref, rc::Rc};
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pub struct WgpuRenderer {
pub device: Rc<RefCell<wgpu::Device>>,
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pub queue: wgpu::Queue,
pub surface: Option<wgpu::Surface>,
pub encoder: Option<wgpu::CommandEncoder>,
pub render_pipelines: HashMap<Handle<PipelineDescriptor>, wgpu::RenderPipeline>,
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pub wgpu_resources: WgpuResources,
pub intialized: bool,
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}
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impl WgpuRenderer {
pub fn new() -> Self {
let adapter = wgpu::Adapter::request(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
},
wgpu::BackendBit::PRIMARY,
)
.unwrap();
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits::default(),
});
WgpuRenderer {
device: Rc::new(RefCell::new(device)),
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queue,
surface: None,
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encoder: None,
intialized: false,
wgpu_resources: WgpuResources::default(),
render_pipelines: HashMap::new(),
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}
}
fn initialize(&mut self, world: &mut World, resources: &mut Resources) {
if self.intialized {
return;
}
self.create_surface(resources);
self.initialize_resource_providers(world, resources);
self.resize(world, resources);
self.intialized = true;
}
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pub fn create_render_pipeline(
wgpu_resources: &mut WgpuResources,
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pipeline_descriptor: &mut PipelineDescriptor,
shader_storage: &AssetStorage<Shader>,
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device: &wgpu::Device,
) -> wgpu::RenderPipeline {
let layout = pipeline_descriptor.get_layout().unwrap();
for bind_group in layout.bind_groups.iter() {
if let None = wgpu_resources.bind_group_layouts.get(&bind_group.id) {
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let bind_group_layout_binding = bind_group
.bindings
.iter()
.map(|binding| wgpu::BindGroupLayoutBinding {
binding: binding.index,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: (&binding.bind_type).into(),
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})
.collect::<Vec<wgpu::BindGroupLayoutBinding>>();
let wgpu_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: bind_group_layout_binding.as_slice(),
});
wgpu_resources
.bind_group_layouts
.insert(bind_group.id, wgpu_bind_group_layout);
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}
}
// setup and collect bind group layouts
let bind_group_layouts = layout
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.bind_groups
.iter()
.map(|bind_group| {
wgpu_resources
.bind_group_layouts
.get(&bind_group.id)
.unwrap()
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})
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.collect::<Vec<&wgpu::BindGroupLayout>>();
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: bind_group_layouts.as_slice(),
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});
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let owned_vertex_buffer_descriptors = layout
.vertex_buffer_descriptors
.iter()
.map(|v| v.into())
.collect::<Vec<OwnedWgpuVertexBufferDescriptor>>();
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let color_states = pipeline_descriptor
.color_states
.iter()
.map(|c| c.into())
.collect::<Vec<wgpu::ColorStateDescriptor>>();
if let None = wgpu_resources
.shader_modules
.get(&pipeline_descriptor.shader_stages.vertex)
{
wgpu_resources.create_shader_module(
device,
pipeline_descriptor.shader_stages.vertex,
shader_storage,
);
}
if let Some(fragment_handle) = pipeline_descriptor.shader_stages.fragment {
if let None = wgpu_resources.shader_modules.get(&fragment_handle) {
wgpu_resources.create_shader_module(device, fragment_handle, shader_storage);
}
};
let vertex_shader_module = wgpu_resources
.shader_modules
.get(&pipeline_descriptor.shader_stages.vertex)
.unwrap();
let fragment_shader_module = match pipeline_descriptor.shader_stages.fragment {
Some(fragment_handle) => {
Some(wgpu_resources.shader_modules.get(&fragment_handle).unwrap())
}
None => None,
};
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let mut render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vertex_shader_module,
entry_point: "main",
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},
fragment_stage: match pipeline_descriptor.shader_stages.fragment {
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Some(_) => Some(wgpu::ProgrammableStageDescriptor {
entry_point: "main",
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module: fragment_shader_module.as_ref().unwrap(),
}),
None => None,
},
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rasterization_state: pipeline_descriptor
.rasterization_state
.as_ref()
.map(|r| r.into()),
primitive_topology: pipeline_descriptor.primitive_topology.into(),
color_states: &color_states,
depth_stencil_state: pipeline_descriptor
.depth_stencil_state
.as_ref()
.map(|d| d.into()),
index_format: pipeline_descriptor.index_format.into(),
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vertex_buffers: &owned_vertex_buffer_descriptors
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.iter()
.map(|v| v.into())
.collect::<Vec<wgpu::VertexBufferDescriptor>>(),
sample_count: pipeline_descriptor.sample_count,
sample_mask: pipeline_descriptor.sample_mask,
alpha_to_coverage_enabled: pipeline_descriptor.alpha_to_coverage_enabled,
};
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device.create_render_pipeline(&mut render_pipeline_descriptor)
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}
pub fn create_render_pass<'a>(
wgpu_resources: &'a WgpuResources,
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pass_descriptor: &PassDescriptor,
global_render_resource_assignments: &RenderResourceAssignments,
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encoder: &'a mut wgpu::CommandEncoder,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPass<'a> {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &pass_descriptor
.color_attachments
.iter()
.map(|c| {
Self::create_wgpu_color_attachment_descriptor(
wgpu_resources,
global_render_resource_assignments,
c,
frame,
)
})
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.collect::<Vec<wgpu::RenderPassColorAttachmentDescriptor>>(),
depth_stencil_attachment: pass_descriptor.depth_stencil_attachment.as_ref().map(|d| {
Self::create_wgpu_depth_stencil_attachment_descriptor(
wgpu_resources,
global_render_resource_assignments,
d,
frame,
)
}),
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})
}
fn create_wgpu_color_attachment_descriptor<'a>(
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wgpu_resources: &'a WgpuResources,
global_render_resource_assignments: &RenderResourceAssignments,
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color_attachment_descriptor: &RenderPassColorAttachmentDescriptor,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPassColorAttachmentDescriptor<'a> {
let attachment = match color_attachment_descriptor.attachment.as_str() {
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resource_name::texture::SWAP_CHAIN => &frame.view,
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_ => {
match global_render_resource_assignments
.get(&color_attachment_descriptor.attachment)
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{
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Some(resource) => wgpu_resources.textures.get(&resource).unwrap(),
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None => panic!(
"Color attachment {} does not exist",
&color_attachment_descriptor.attachment
),
}
}
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};
let resolve_target = match color_attachment_descriptor.resolve_target {
Some(ref target) => match target.as_str() {
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resource_name::texture::SWAP_CHAIN => Some(&frame.view),
_ => match global_render_resource_assignments.get(target.as_str()) {
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Some(resource) => Some(wgpu_resources.textures.get(&resource).unwrap()),
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None => panic!(
"Color attachment {} does not exist",
&color_attachment_descriptor.attachment
),
},
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},
None => None,
};
wgpu::RenderPassColorAttachmentDescriptor {
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store_op: color_attachment_descriptor.store_op.into(),
load_op: color_attachment_descriptor.load_op.into(),
clear_color: color_attachment_descriptor.clear_color.into(),
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attachment,
resolve_target,
}
}
fn create_wgpu_depth_stencil_attachment_descriptor<'a>(
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wgpu_resources: &'a WgpuResources,
global_render_resource_assignments: &RenderResourceAssignments,
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depth_stencil_attachment_descriptor: &RenderPassDepthStencilAttachmentDescriptor,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPassDepthStencilAttachmentDescriptor<'a> {
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let attachment = match depth_stencil_attachment_descriptor.attachment.as_str() {
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resource_name::texture::SWAP_CHAIN => &frame.view,
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_ => {
match global_render_resource_assignments
.get(&depth_stencil_attachment_descriptor.attachment)
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{
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Some(ref resource) => wgpu_resources.textures.get(&resource).unwrap(),
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None => panic!(
"Depth stencil attachment {} does not exist",
&depth_stencil_attachment_descriptor.attachment
),
}
}
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};
wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment,
clear_depth: depth_stencil_attachment_descriptor.clear_depth,
clear_stencil: depth_stencil_attachment_descriptor.clear_stencil,
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depth_load_op: depth_stencil_attachment_descriptor.depth_load_op.into(),
depth_store_op: depth_stencil_attachment_descriptor.depth_store_op.into(),
stencil_load_op: depth_stencil_attachment_descriptor.stencil_load_op.into(),
stencil_store_op: depth_stencil_attachment_descriptor.stencil_store_op.into(),
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}
}
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pub fn initialize_resource_providers(&mut self, world: &mut World, resources: &mut Resources) {
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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self.encoder = Some(
self.device
.borrow()
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }),
);
for resource_provider in render_graph.resource_providers.iter_mut() {
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resource_provider.initialize(self, world, resources);
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}
// consume current encoder
let command_buffer = self.encoder.take().unwrap().finish();
self.queue.submit(&[command_buffer]);
}
pub fn update_resource_providers(&mut self, world: &mut World, resources: &mut Resources) {
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
for resource_provider in render_graph.resource_providers.iter_mut() {
resource_provider.update(self, world, resources);
}
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for resource_provider in render_graph.resource_providers.iter_mut() {
resource_provider.finish_update(self, world, resources);
}
}
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pub fn create_queued_textures(&mut self, resources: &mut Resources) {
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
let mut render_resource_assignments =
resources.get_mut::<RenderResourceAssignments>().unwrap();
for (name, texture_descriptor) in render_graph.queued_textures.drain(..) {
let resource = self.create_texture(&texture_descriptor, None);
render_resource_assignments.set(&name, resource);
}
}
pub fn create_surface(&mut self, resources: &Resources) {
let window = resources.get::<winit::window::Window>().unwrap();
let surface = wgpu::Surface::create(window.deref());
self.surface = Some(surface);
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}
}
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impl Renderer for WgpuRenderer {
fn resize(&mut self, world: &mut World, resources: &mut Resources) {
self.encoder = Some(
self.device
.borrow()
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }),
);
let swap_chain_descriptor: wgpu::SwapChainDescriptor = {
let window: &Window = &resources.get::<Window>().unwrap();
window.into()
};
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let swap_chain = self
.device
.borrow()
.create_swap_chain(self.surface.as_ref().unwrap(), &swap_chain_descriptor);
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// WgpuRenderer can't own swap_chain without creating lifetime ergonomics issues, so lets just store it in World.
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resources.insert(swap_chain);
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
for resource_provider in render_graph.resource_providers.iter_mut() {
resource_provider.resize(self, world, resources, swap_chain_descriptor.width, swap_chain_descriptor.height);
}
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// consume current encoder
let command_buffer = self.encoder.take().unwrap().finish();
self.queue.submit(&[command_buffer]);
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}
fn update(&mut self, world: &mut World, resources: &mut Resources) {
self.initialize(world, resources);
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// TODO: this self.encoder handoff is a bit gross, but its here to give resource providers access to buffer copies without
// exposing the wgpu renderer internals to ResourceProvider traits. if this can be made cleaner that would be pretty cool.
self.encoder = Some(
self.device
.borrow()
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }),
);
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self.update_resource_providers(world, resources);
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update_shader_assignments(world, resources, self);
self.create_queued_textures(resources);
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let mut encoder = self.encoder.take().unwrap();
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let mut swap_chain = resources.get_mut::<wgpu::SwapChain>().unwrap();
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let frame = swap_chain
.get_next_texture()
.expect("Timeout when acquiring next swap chain texture");
// self.setup_dynamic_entity_shader_uniforms(world, render_graph, &mut encoder);
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// setup, pipelines, bind groups, and resources
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let mut pipeline_storage = resources
.get_mut::<AssetStorage<PipelineDescriptor>>()
.unwrap();
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let shader_storage = resources.get::<AssetStorage<Shader>>().unwrap();
let render_graph = resources.get::<RenderGraph>().unwrap();
let mut render_graph_mut = resources.get_mut::<RenderGraph>().unwrap();
let global_render_resource_assignments =
resources.get::<RenderResourceAssignments>().unwrap();
let pipeline_compiler = resources.get::<PipelineCompiler>().unwrap();
for pipeline_descriptor_handle in render_graph.pipeline_descriptors.iter() {
if let Some(compiled_pipelines_iter) =
pipeline_compiler.iter_compiled_pipelines(*pipeline_descriptor_handle)
{
for compiled_pipeline_handle in compiled_pipelines_iter {
// create pipelines
// TODO: merge this into "setup draw targets" loop
if !self.render_pipelines.contains_key(compiled_pipeline_handle) {
let compiled_pipeline_descriptor =
pipeline_storage.get_mut(compiled_pipeline_handle).unwrap();
let render_pipeline = WgpuRenderer::create_render_pipeline(
&mut self.wgpu_resources,
compiled_pipeline_descriptor,
&shader_storage,
&self.device.borrow(),
);
self.render_pipelines
.insert(*compiled_pipeline_handle, render_pipeline);
}
}
}
}
// setup draw targets
for (pass_name, _pass_descriptor) in render_graph.pass_descriptors.iter() {
if let Some(pass_pipelines) = render_graph.pass_pipelines.get(pass_name) {
for pass_pipeline in pass_pipelines.iter() {
if let Some(compiled_pipelines_iter) =
pipeline_compiler.iter_compiled_pipelines(*pass_pipeline)
{
for compiled_pipeline_handle in compiled_pipelines_iter {
let pipeline_descriptor =
pipeline_storage.get(compiled_pipeline_handle).unwrap();
for draw_target_name in pipeline_descriptor.draw_targets.iter() {
let draw_target = render_graph_mut
.draw_targets
.get_mut(draw_target_name)
.unwrap();
draw_target.setup(
world,
resources,
self,
*compiled_pipeline_handle,
);
}
}
}
}
}
}
// begin render passes
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for (pass_name, pass_descriptor) in render_graph.pass_descriptors.iter() {
let mut render_pass = Self::create_render_pass(
&self.wgpu_resources,
pass_descriptor,
&global_render_resource_assignments,
&mut encoder,
&frame,
);
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if let Some(pass_pipelines) = render_graph.pass_pipelines.get(pass_name) {
for pass_pipeline in pass_pipelines.iter() {
if let Some(compiled_pipelines_iter) =
pipeline_compiler.iter_compiled_pipelines(*pass_pipeline)
{
for compiled_pipeline_handle in compiled_pipelines_iter {
let pipeline_descriptor =
pipeline_storage.get(compiled_pipeline_handle).unwrap();
let render_pipeline =
self.render_pipelines.get(compiled_pipeline_handle).unwrap();
render_pass.set_pipeline(render_pipeline);
let mut wgpu_render_pass = WgpuRenderPass {
render_pass: &mut render_pass,
pipeline_descriptor,
wgpu_resources: &self.wgpu_resources,
renderer: &self,
};
for draw_target_name in pipeline_descriptor.draw_targets.iter() {
let draw_target =
render_graph.draw_targets.get(draw_target_name).unwrap();
draw_target.draw(
world,
resources,
&mut wgpu_render_pass,
*compiled_pipeline_handle,
);
}
}
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}
}
}
}
let command_buffer = encoder.finish();
self.queue.submit(&[command_buffer]);
}
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fn create_buffer_with_data(&mut self, buffer_info: BufferInfo, data: &[u8]) -> RenderResource {
self.wgpu_resources
.create_buffer_with_data(&self.device.borrow(), buffer_info, data)
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}
fn create_buffer(&mut self, buffer_info: BufferInfo) -> RenderResource {
self.wgpu_resources
.create_buffer(&self.device.borrow(), buffer_info)
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}
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fn get_resource_info(&self, resource: RenderResource) -> Option<&ResourceInfo> {
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self.wgpu_resources.resource_info.get(&resource)
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}
fn get_resource_info_mut(&mut self, resource: RenderResource) -> Option<&mut ResourceInfo> {
self.wgpu_resources.resource_info.get_mut(&resource)
}
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fn remove_buffer(&mut self, resource: RenderResource) {
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self.wgpu_resources.remove_buffer(resource);
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}
fn create_buffer_mapped(
&mut self,
buffer_info: BufferInfo,
setup_data: &mut dyn FnMut(&mut [u8], &mut dyn Renderer),
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) -> RenderResource {
let buffer = WgpuResources::begin_create_buffer_mapped(&buffer_info, self, setup_data);
self.wgpu_resources.assign_buffer(buffer, buffer_info)
}
fn copy_buffer_to_buffer(
&mut self,
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source_buffer: RenderResource,
source_offset: u64,
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destination_buffer: RenderResource,
destination_offset: u64,
size: u64,
) {
self.wgpu_resources.copy_buffer_to_buffer(
self.encoder.as_mut().unwrap(),
source_buffer,
source_offset,
destination_buffer,
destination_offset,
size,
);
}
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fn create_sampler(&mut self, sampler_descriptor: &SamplerDescriptor) -> RenderResource {
self.wgpu_resources
.create_sampler(&self.device.borrow(), sampler_descriptor)
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}
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fn create_texture(
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&mut self,
texture_descriptor: &TextureDescriptor,
bytes: Option<&[u8]>,
) -> RenderResource {
self.wgpu_resources.create_texture(
&self.device.borrow(),
self.encoder.as_mut().unwrap(),
texture_descriptor,
bytes,
)
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}
fn remove_texture(&mut self, resource: RenderResource) {
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self.wgpu_resources.remove_texture(resource);
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}
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fn remove_sampler(&mut self, resource: RenderResource) {
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self.wgpu_resources.remove_sampler(resource);
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}
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fn get_render_resources(&self) -> &RenderResources {
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&self.wgpu_resources.render_resources
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}
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fn get_render_resources_mut(&mut self) -> &mut RenderResources {
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&mut self.wgpu_resources.render_resources
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}
fn setup_bind_groups(
&mut self,
render_resource_assignments: &mut RenderResourceAssignments,
pipeline_descriptor: &PipelineDescriptor,
) {
let pipeline_layout = pipeline_descriptor.get_layout().unwrap();
for bind_group in pipeline_layout.bind_groups.iter() {
if let Some(render_resource_set_id) =
render_resource_assignments.get_or_update_render_resource_set_id(bind_group)
{
if let None = self
.wgpu_resources
.get_bind_group(bind_group.id, render_resource_set_id)
{
self.wgpu_resources.create_bind_group(
&self.device.borrow(),
bind_group,
render_resource_assignments,
);
}
}
}
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}
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}