prepare for parallel resource creation

This commit is contained in:
Carter Anderson 2020-04-10 13:10:46 -07:00
parent de2fb1fca2
commit 4b114c9dd1
2 changed files with 77 additions and 61 deletions

View file

@ -23,4 +23,5 @@ wgpu = { version = "0.5.0" }
futures = "0.3" futures = "0.3"
log = { version = "0.4", features = ["release_max_level_info"] } log = { version = "0.4", features = ["release_max_level_info"] }
crossbeam-channel = "0.4.2" crossbeam-channel = "0.4.2"
crossbeam-utils = "0.7.2"

View file

@ -13,8 +13,8 @@ use bevy_render::{
pipeline::{update_shader_assignments, PipelineCompiler, PipelineDescriptor}, pipeline::{update_shader_assignments, PipelineCompiler, PipelineDescriptor},
render_graph::RenderGraph, render_graph::RenderGraph,
render_resource::{ render_resource::{
resource_name, BufferInfo, RenderResource, RenderResourceAssignments, resource_name, BufferInfo, RenderResource, RenderResourceAssignments, RenderResources,
RenderResources, ResourceInfo, ResourceInfo,
}, },
renderer::Renderer, renderer::Renderer,
shader::Shader, shader::Shader,
@ -225,16 +225,70 @@ impl WgpuRenderer {
pub fn update_resource_providers( pub fn update_resource_providers(
world: &mut World, world: &mut World,
resources: &mut Resources, resources: &mut Resources,
render_context: &mut WgpuRenderContext, queue: &mut wgpu::Queue,
device: Arc<wgpu::Device>,
global_wgpu_resources: &mut WgpuResources,
) { ) {
let thread_count = 5;
// let (sender, receiver) = crossbeam_channel::bounded(thread_count);
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap(); let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
for resource_provider in render_graph.resource_providers.iter_mut() { let chunk_size = (render_graph.resource_providers.len() + thread_count - 1) / thread_count; // divide ints rounding remainder up
resource_provider.update(render_context, world, resources); let mut results = Vec::new();
// crossbeam_utils::thread::scope(|s| {
for resource_provider_chunk in render_graph.resource_providers.chunks_mut(chunk_size) {
let device = device.clone();
// let sender = sender.clone();
// s.spawn(|_| {
let mut render_context = WgpuRenderContext::new(device, global_wgpu_resources);
for resource_provider in resource_provider_chunk.iter_mut() {
resource_provider.update(&mut render_context, world, resources);
}
results.push(render_context.finish());
// sender.send(render_context.finish()).unwrap();
// });
}
// });
let mut command_buffers = Vec::new();
for (command_buffer, wgpu_resources) in results {
// for i in 0..thread_count {
// let (command_buffer, wgpu_resources) = receiver.recv().unwrap();
if let Some(command_buffer) = command_buffer {
command_buffers.push(command_buffer);
}
global_wgpu_resources.consume(wgpu_resources);
// println!("got {}", i);
} }
for resource_provider in render_graph.resource_providers.iter_mut() { let mut results = Vec::new();
resource_provider.finish_update(render_context, world, resources); // crossbeam_utils::thread::scope(|s| {
for resource_provider_chunk in render_graph.resource_providers.chunks_mut(chunk_size) {
let device = device.clone();
// let sender = sender.clone();
// s.spawn(|_| {
let mut render_context = WgpuRenderContext::new(device, global_wgpu_resources);
for resource_provider in resource_provider_chunk.iter_mut() {
resource_provider.finish_update(&mut render_context, world, resources);
}
results.push(render_context.finish());
// sender.send(render_context.finish()).unwrap();
// });
}
// });
for (command_buffer, wgpu_resources) in results {
// for i in 0..thread_count {
// let (command_buffer, wgpu_resources) = receiver.recv().unwrap();
if let Some(command_buffer) = command_buffer {
command_buffers.push(command_buffer);
}
global_wgpu_resources.consume(wgpu_resources);
// println!("got {}", i);
} }
queue.submit(&command_buffers);
} }
pub fn create_queued_textures(&mut self, resources: &mut Resources) { pub fn create_queued_textures(&mut self, resources: &mut Resources) {
@ -271,8 +325,7 @@ impl WgpuRenderer {
.expect("Received window resized event for non-existent window"); .expect("Received window resized event for non-existent window");
// TODO: consider making this a WgpuRenderContext method // TODO: consider making this a WgpuRenderContext method
wgpu_resources wgpu_resources.create_window_swap_chain(device, window);
.create_window_swap_chain(device, window);
handled_windows.insert(window_resized_event.id); handled_windows.insert(window_resized_event.id);
} }
@ -343,62 +396,24 @@ impl Renderer for WgpuRenderer {
&mut self.wgpu_resources, &mut self.wgpu_resources,
&mut self.window_resized_event_reader, &mut self.window_resized_event_reader,
); );
let mut render_context = WgpuRenderContext::new(self.device.clone(), &self.wgpu_resources);
if !self.intialized { if !self.intialized {
let mut render_context = WgpuRenderContext::new(self.device.clone(), &self.wgpu_resources);
Self::initialize_resource_providers(world, resources, &mut render_context); Self::initialize_resource_providers(world, resources, &mut render_context);
let (buffer, wgpu_resources) = render_context.finish();
self.wgpu_resources.consume(wgpu_resources);
if let Some(buffer) = buffer {
self.queue.submit(&[buffer]);
}
self.intialized = true; self.intialized = true;
} }
Self::update_resource_providers(
world,
// TODO: this self.encoder handoff is a bit gross, but its here to give resource providers access to buffer copies without resources,
// exposing the wgpu renderer internals to ResourceProvider traits. if this can be made cleaner that would be pretty cool. &mut self.queue,
self.device.clone(),
// use bevy_render::renderer_2::RenderContext; &mut self.wgpu_resources,
// let thread_count = 5; );
// let (sender, receiver) = crossbeam_channel::bounded(thread_count);
// for i in 0..thread_count {
// let device = self.device.clone();
// let sender = sender.clone();
// std::thread::spawn(move || {
// let mut context = WgpuRenderContext::new(device);
// let data: Vec::<u8> = vec![1, 2, 3,4 ];
// let data2: Vec::<u8> = vec![4, 2, 3,4 ];
// let buffer = context.create_buffer_with_data(BufferInfo {
// buffer_usage: BufferUsage::COPY_SRC,
// ..Default::default()
// }, &data);
// let buffer2 = context.create_buffer_with_data(BufferInfo {
// buffer_usage: BufferUsage::UNIFORM |BufferUsage::COPY_DST,
// ..Default::default()
// }, &data2);
// context.copy_buffer_to_buffer(buffer, 0, buffer2, 0, data.len() as u64);
// sender.send(context.finish()).unwrap();
// });
// }
// let mut command_buffers = Vec::new();
// for i in 0..thread_count {
// if let Some(command_buffer) = receiver.recv().unwrap() {
// command_buffers.push(command_buffer);
// }
// println!("got {}", i);
// }
// self.queue.submit(&command_buffers);
Self::update_resource_providers(world, resources, &mut render_context);
let (buffer, wgpu_resources) = render_context.finish();
self.wgpu_resources
.consume(wgpu_resources);
if let Some(buffer) = buffer {
self.queue.submit(&[buffer]);
}
self.encoder = Some( self.encoder = Some(
self.device self.device