bevy/src/render/render_graph_2/wgpu_renderer.rs

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Rust
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2020-01-20 08:57:54 +00:00
use crate::{
asset::Mesh,
legion::prelude::*,
render::render_graph_2::{
resource, PassDescriptor, PipelineDescriptor, RenderGraph, RenderPass,
RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor, Renderer,
},
};
use std::{collections::HashMap, ops::Deref};
use zerocopy::AsBytes;
pub struct WgpuRenderer {
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub surface: Option<wgpu::Surface>,
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
pub render_pipelines: HashMap<String, wgpu::RenderPipeline>,
pub buffers: HashMap<String, wgpu::Buffer>,
pub textures: HashMap<String, wgpu::TextureView>,
}
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(),
});
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: 0,
height: 0,
present_mode: wgpu::PresentMode::Vsync,
};
WgpuRenderer {
device,
queue,
surface: None,
swap_chain_descriptor,
render_pipelines: HashMap::new(),
buffers: HashMap::new(),
textures: HashMap::new(),
}
}
pub fn create_render_pipeline(
pipeline_descriptor: &PipelineDescriptor,
device: &wgpu::Device,
) -> wgpu::RenderPipeline {
let vertex_shader_module = pipeline_descriptor
.shader_stages
.vertex
.create_shader_module(device);
let fragment_shader_module = match pipeline_descriptor.shader_stages.fragment {
Some(ref fragment_shader) => Some(fragment_shader.create_shader_module(device)),
None => None,
};
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[],
});
let render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vertex_shader_module,
entry_point: &pipeline_descriptor.shader_stages.vertex.entry_point,
},
fragment_stage: match pipeline_descriptor.shader_stages.fragment {
Some(ref fragment_shader) => Some(wgpu::ProgrammableStageDescriptor {
entry_point: &fragment_shader.entry_point,
module: fragment_shader_module.as_ref().unwrap(),
}),
None => None,
},
rasterization_state: pipeline_descriptor.rasterization_state.clone(),
primitive_topology: pipeline_descriptor.primitive_topology,
color_states: &pipeline_descriptor.color_states,
depth_stencil_state: pipeline_descriptor.depth_stencil_state.clone(),
index_format: pipeline_descriptor.index_format,
vertex_buffers: &pipeline_descriptor
.vertex_buffer_descriptors
.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,
};
device.create_render_pipeline(&render_pipeline_descriptor)
}
pub fn create_render_pass<'a>(
&self,
pass_descriptor: &PassDescriptor,
encoder: &'a mut wgpu::CommandEncoder,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPass<'a> {
// TODO: fill this in
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &pass_descriptor
.color_attachments
.iter()
.map(|c| self.create_wgpu_color_attachment_descriptor(c, frame))
.collect::<Vec<wgpu::RenderPassColorAttachmentDescriptor>>(),
depth_stencil_attachment: pass_descriptor
.depth_stencil_attachment
.as_ref()
.map(|d| self.create_wgpu_depth_stencil_attachment_descriptor(d, frame)),
})
}
fn create_wgpu_color_attachment_descriptor<'a>(
&'a self,
color_attachment_descriptor: &RenderPassColorAttachmentDescriptor,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPassColorAttachmentDescriptor<'a> {
let attachment = match color_attachment_descriptor.attachment.as_str() {
resource::texture::SWAP_CHAIN => &frame.view,
_ => self
.textures
.get(&color_attachment_descriptor.attachment)
.unwrap(),
};
let resolve_target = match color_attachment_descriptor.resolve_target {
Some(ref target) => match target.as_str() {
resource::texture::SWAP_CHAIN => Some(&frame.view),
_ => Some(&frame.view),
},
None => None,
};
wgpu::RenderPassColorAttachmentDescriptor {
store_op: color_attachment_descriptor.store_op,
load_op: color_attachment_descriptor.load_op,
clear_color: color_attachment_descriptor.clear_color,
attachment,
resolve_target,
}
}
fn create_wgpu_depth_stencil_attachment_descriptor<'a>(
&'a self,
depth_stencil_attachment_descriptor: &RenderPassDepthStencilAttachmentDescriptor,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPassDepthStencilAttachmentDescriptor<&'a wgpu::TextureView> {
let attachment = match depth_stencil_attachment_descriptor.attachment.as_str() {
resource::texture::SWAP_CHAIN => &frame.view,
_ => self
.textures
.get(&depth_stencil_attachment_descriptor.attachment)
.unwrap(),
};
wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment,
clear_depth: depth_stencil_attachment_descriptor.clear_depth,
clear_stencil: depth_stencil_attachment_descriptor.clear_stencil,
depth_load_op: depth_stencil_attachment_descriptor.depth_load_op,
depth_store_op: depth_stencil_attachment_descriptor.depth_store_op,
stencil_load_op: depth_stencil_attachment_descriptor.stencil_load_op,
stencil_store_op: depth_stencil_attachment_descriptor.stencil_store_op,
}
}
}
impl Renderer for WgpuRenderer {
fn initialize(&mut self, world: &mut World) {
let (surface, window_size) = {
let window = world.resources.get::<winit::window::Window>().unwrap();
let surface = wgpu::Surface::create(window.deref());
let window_size = window.inner_size();
(surface, window_size)
};
self.surface = Some(surface);
self.resize(world, window_size.width, window_size.height);
}
fn resize(&mut self, world: &mut World, width: u32, height: u32) {
let swap_chain = self
.device
.create_swap_chain(self.surface.as_ref().unwrap(), &self.swap_chain_descriptor);
self.swap_chain_descriptor.width = width;
self.swap_chain_descriptor.height = height;
// WgpuRenderer can't own swap_chain without creating lifetime ergonomics issues
world.resources.insert(swap_chain);
}
fn process_render_graph(&mut self, render_graph: &RenderGraph, world: &mut World) {
let mut swap_chain = world.resources.get_mut::<wgpu::SwapChain>().unwrap();
let frame = swap_chain
.get_next_texture()
.expect("Timeout when acquiring next swap chain texture");
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
for (pass_name, pass_descriptor) in render_graph.pass_descriptors.iter() {
let mut render_pass = self.create_render_pass(pass_descriptor, &mut encoder, &frame);
if let Some(pass_pipelines) = render_graph.pass_pipelines.get(pass_name) {
for pass_pipeline in pass_pipelines.iter() {
if let Some(pipeline_descriptor) =
render_graph.pipeline_descriptors.get(pass_pipeline)
{
if let None = self.render_pipelines.get(pass_pipeline) {
let render_pipeline = WgpuRenderer::create_render_pipeline(
pipeline_descriptor,
&self.device,
);
self.render_pipelines
.insert(pass_pipeline.to_string(), render_pipeline);
}
let mut render_pass = WgpuRenderPass {
render_pass: &mut render_pass,
renderer: &self,
};
for draw_target in pipeline_descriptor.draw_targets.iter() {
draw_target(world, &mut render_pass);
}
}
}
}
}
let command_buffer = encoder.finish();
self.queue.submit(&[command_buffer]);
}
fn load_mesh(&mut self, asset_id: usize, mesh: &Mesh) {
if let None = mesh.vertex_buffer {
self.buffers.insert(
format!("meshv{}", asset_id),
self.device
.create_buffer_with_data(mesh.vertices.as_bytes(), wgpu::BufferUsage::VERTEX),
);
}
if let None = mesh.index_buffer {
self.buffers.insert(
format!("meshi{}", asset_id),
self.device
.create_buffer_with_data(mesh.indices.as_bytes(), wgpu::BufferUsage::INDEX),
);
}
}
}
pub struct WgpuRenderPass<'a, 'b, 'c> {
pub render_pass: &'b mut wgpu::RenderPass<'a>,
pub renderer: &'c WgpuRenderer,
}
impl<'a, 'b, 'c> RenderPass for WgpuRenderPass<'a, 'b, 'c> {
fn set_index_buffer(&mut self, buffer: &wgpu::Buffer, offset: wgpu::BufferAddress) {
self.render_pass.set_index_buffer(buffer, offset);
}
}