more graph work

This commit is contained in:
Carter Anderson 2020-01-20 00:57:54 -08:00
parent 54005fcdd0
commit 79bb83732f
15 changed files with 516 additions and 326 deletions

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@ -1,24 +1,23 @@
use crate::{
app::App,
app::{App, system_stage},
asset::*,
core::Time,
legion::prelude::{Runnable, Schedulable, Schedule, Universe, World},
render::{passes::*, *},
render::render_graph_2,
render::render_graph_2::{pipelines::*, wgpu_renderer::WgpuRenderer},
render::{passes::*, *},
ui,
};
use bevy_transform::transform_system_bundle;
use std::collections::HashMap;
pub const UPDATE: &str = "update";
pub struct AppBuilder {
pub world: World,
pub universe: Universe,
pub legacy_render_graph: Option<RenderGraph>,
pub renderer: Option<Box<dyn render_graph_2::Renderer>>,
pub render_graph: render_graph_2::RenderGraph,
pub render_graph_builder: render_graph_2::RenderGraphBuilder,
pub system_stages: HashMap<String, Vec<Box<dyn Schedulable>>>,
pub runnable_stages: HashMap<String, Vec<Box<dyn Runnable>>>,
pub stage_order: Vec<String>,
@ -31,7 +30,7 @@ impl AppBuilder {
AppBuilder {
universe,
world,
render_graph: render_graph_2::RenderGraph::default(),
render_graph_builder: render_graph_2::RenderGraphBuilder::new(),
legacy_render_graph: None,
renderer: None,
system_stages: HashMap::new(),
@ -66,7 +65,7 @@ impl AppBuilder {
schedule_builder.build(),
self.legacy_render_graph,
self.renderer,
self.render_graph,
self.render_graph_builder.build(),
)
}
@ -85,7 +84,7 @@ impl AppBuilder {
}
pub fn add_system(self, system: Box<dyn Schedulable>) -> Self {
self.add_system_to_stage(UPDATE, system)
self.add_system_to_stage(system_stage::UPDATE, system)
}
pub fn add_system_to_stage(mut self, stage_name: &str, system: Box<dyn Schedulable>) -> Self {
@ -171,23 +170,31 @@ impl AppBuilder {
self
}
pub fn add_render_graph_defaults(mut self) -> Self {
self.render_graph_builder = self
.render_graph_builder
.add_forward_pass()
.add_forward_pipeline();
self
}
pub fn add_wgpu_renderer(mut self) -> Self {
self.renderer = Some(Box::new(render_graph_2::WgpuRenderer::new()));
self.renderer = Some(Box::new(WgpuRenderer::new()));
self
}
pub fn add_defaults_legacy(self) -> Self {
self
.with_legacy_render_graph()
self.with_legacy_render_graph()
.add_default_resources()
.add_default_passes()
.add_default_systems()
}
pub fn add_defaults(self) -> Self {
self
.add_default_resources()
self.add_default_resources()
.add_default_systems()
.add_render_graph_defaults()
.add_wgpu_renderer()
}
}
}

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@ -1,5 +1,6 @@
mod app;
mod app_builder;
pub mod system_stage;
pub use app::App;
pub use app_builder::AppBuilder;

1
src/app/system_stage.rs Normal file
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@ -0,0 +1 @@
pub const UPDATE: &str = "update";

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@ -0,0 +1,41 @@
use crate::{
asset::{AssetStorage, Handle, Mesh},
legion::prelude::*,
render::{
render_graph_2::{ShaderMaterials, RenderPass},
Instanced,
},
};
// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
pub type DrawTarget = fn(world: &World, render_pass: &mut dyn RenderPass);
pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let mut last_mesh_id = None;
let mesh_query =
<(Read<ShaderMaterials>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
for (material, mesh) in mesh_query.iter(world) {
let current_mesh_id = mesh.id;
let mut should_load_mesh = last_mesh_id == None;
if let Some(last) = last_mesh_id {
should_load_mesh = last != current_mesh_id;
}
if should_load_mesh {
if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
// render_pass.load_mesh(mesh.id, mesh_asset);
// render_pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
// render_pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
};
}
if let Some(ref mesh_asset) = mesh_storage.get(mesh.id) {
// pass.set_bind_group(1, material.bind_group.as_ref().unwrap(), &[]);
// pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
};
last_mesh_id = Some(current_mesh_id);
}
}

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@ -1,52 +0,0 @@
use crate::render::{render_graph_2::*, shader::{Shader, ShaderStage}, Vertex};
fn build_example_graph() -> RenderGraph {
// TODO: read this from swap chain
let swap_chain_color_format = wgpu::TextureFormat::Bgra8UnormSrgb;
RenderGraph::build()
.add_pass(
"main",
PassDescriptor {
color_attachments: Vec::new(),
depth_stencil_attachment: None,
sample_count: 1,
},
)
.add_pipeline(
"forward",
PipelineDescriptor::build(Shader::from_glsl(
include_str!("../passes/forward/forward.vert"),
ShaderStage::Vertex,
))
.with_fragment_shader(Shader::from_glsl(
include_str!("../passes/forward/forward.vert"),
ShaderStage::Fragment,
))
.with_rasterization_state(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.with_color_state(wgpu::ColorStateDescriptor {
format: swap_chain_color_format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
})
.with_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
.with_draw_target(mesh_draw_target)
.build()
)
.build()
}

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@ -1,15 +1,19 @@
pub mod pipelines;
pub mod resource;
pub mod wgpu_renderer;
mod pipeline;
mod pass;
mod renderer;
mod shader;
mod render_graph;
mod example;
mod draw_target;
pub use pipeline::*;
pub use pass::*;
pub use renderer::*;
pub use shader::*;
pub use render_graph::*;
pub use draw_target::*;
// a named graphics resource provided by a resource provider
pub struct Resource {

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@ -0,0 +1,44 @@
#version 450
const int MAX_LIGHTS = 10;
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
struct Light {
mat4 proj;
vec4 pos;
vec4 color;
};
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 0, binding = 1) uniform Lights {
Light u_Lights[MAX_LIGHTS];
};
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
vec3 normal = normalize(v_Normal);
vec3 ambient = vec3(0.05, 0.05, 0.05);
// accumulate color
vec3 color = ambient;
for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
Light light = u_Lights[i];
// compute Lambertian diffuse term
vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
float diffuse = max(0.0, dot(normal, light_dir));
// add light contribution
color += diffuse * light.color.xyz;
}
// multiply the light by material color
o_Target = vec4(color, 1.0) * u_Color;
}

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@ -0,0 +1,23 @@
#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec4 a_Normal;
layout(location = 2) in vec4 a_Uv;
layout(location = 0) out vec3 v_Normal;
layout(location = 1) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
v_Position = u_World * vec4(a_Pos);
gl_Position = u_ViewProj * v_Position;
}

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@ -0,0 +1,92 @@
use crate::render::{
Vertex,
{
render_graph_2::{
mesh_draw_target, PassDescriptor, PipelineDescriptor, RenderGraphBuilder,
RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor,
resource,
},
shader::{Shader, ShaderStage},
},
};
pub trait ForwardPipelineBuilder {
fn add_forward_pipeline(self) -> Self;
}
impl ForwardPipelineBuilder for RenderGraphBuilder {
fn add_forward_pipeline(self) -> Self {
self.add_pipeline(
"forward",
PipelineDescriptor::build(Shader::from_glsl(
include_str!("forward.vert"),
ShaderStage::Vertex,
))
.with_fragment_shader(Shader::from_glsl(
include_str!("forward.frag"),
ShaderStage::Fragment,
))
.with_rasterization_state(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.with_color_state(wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
})
.with_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
.with_draw_target(mesh_draw_target)
.build(),
)
}
}
pub trait ForwardPassBuilder {
fn add_forward_pass(self) -> Self;
}
impl ForwardPassBuilder for RenderGraphBuilder {
fn add_forward_pass(self) -> Self {
self.add_pass(
"main",
PassDescriptor {
color_attachments: vec![RenderPassColorAttachmentDescriptor {
attachment: resource::texture::SWAP_CHAIN.to_string(),
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.3,
g: 0.4,
b: 0.5,
a: 1.0,
},
}],
depth_stencil_attachment: None,
// depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
// attachment: "forward_depth".to_string(),
// depth_load_op: wgpu::LoadOp::Clear,
// depth_store_op: wgpu::StoreOp::Store,
// stencil_load_op: wgpu::LoadOp::Clear,
// stencil_store_op: wgpu::StoreOp::Store,
// clear_depth: 1.0,
// clear_stencil: 0,
// }),
sample_count: 1,
},
)
}
}

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@ -0,0 +1,3 @@
mod forward;
pub use forward::*;

View file

@ -17,21 +17,19 @@ impl Default for RenderGraph {
}
}
impl RenderGraph {
pub fn build() -> RenderGraphBuilder {
RenderGraphBuilder {
render_graph: RenderGraph::default(),
current_pass: None,
}
}
}
pub struct RenderGraphBuilder {
render_graph: RenderGraph,
current_pass: Option<String>,
}
impl RenderGraphBuilder {
pub fn new() -> Self {
RenderGraphBuilder {
render_graph: RenderGraph::default(),
current_pass: None,
}
}
pub fn add_pass(mut self, name: &str, pass: PassDescriptor) -> Self {
self.current_pass = Some(name.to_string());
self.render_graph

View file

@ -1,50 +1,4 @@
use crate::{
asset::{AssetStorage, Handle, Mesh},
legion::prelude::*,
render::{
render_graph_2::{PassDescriptor, PipelineDescriptor, RenderGraph, ShaderMaterials},
Instanced,
},
};
use std::{collections::HashMap, ops::Deref};
use zerocopy::AsBytes;
// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
// Mesh target
// trait DrawTarget {
// fn draw(device: &wgpu::Device);
// }
pub type DrawTarget = fn(world: &World, render_pass: &mut dyn RenderPass);
pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let mut last_mesh_id = None;
let mesh_query =
<(Read<ShaderMaterials>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
for (material, mesh) in mesh_query.iter(world) {
let current_mesh_id = mesh.id;
let mut should_load_mesh = last_mesh_id == None;
if let Some(last) = last_mesh_id {
should_load_mesh = last != current_mesh_id;
}
if should_load_mesh {
if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
// render_pass.load_mesh(mesh.id, mesh_asset);
// render_pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
// render_pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
};
}
if let Some(ref mesh_asset) = mesh_storage.get(mesh.id) {
// pass.set_bind_group(1, material.bind_group.as_ref().unwrap(), &[]);
// pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
};
last_mesh_id = Some(current_mesh_id);
}
}
use crate::{asset::Mesh, legion::prelude::*, render::render_graph_2::RenderGraph};
pub trait Renderer {
fn initialize(&mut self, world: &mut World);
@ -53,208 +7,6 @@ pub trait Renderer {
fn load_mesh(&mut self, asset_id: usize, mesh: &Mesh);
}
pub struct WgpuRenderer {
pub device: wgpu::Device,
pub surface: Option<wgpu::Surface>,
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
pub render_pipelines: HashMap<String, wgpu::RenderPipeline>,
pub buffers: HashMap<String, wgpu::Buffer>,
}
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,
surface: None,
swap_chain_descriptor,
render_pipelines: HashMap::new(),
buffers: 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>(
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: &[],
depth_stencil_attachment: None,
})
}
}
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 =
WgpuRenderer::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);
}
}
}
}
}
}
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 trait RenderPass {
fn set_index_buffer(&mut self, buffer: &wgpu::Buffer, offset: wgpu::BufferAddress);
}
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);
}
}
// pub trait RenderResources {
// fn get_buffer(name: &str) -> Option<Buffer>;
// fn get_texture(name: &str) -> Option<Texture>;
// fn get_sampler(name: &str) -> Option<Sampler>;
// }
}

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@ -0,0 +1 @@
pub mod texture;

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@ -0,0 +1 @@
pub const SWAP_CHAIN: &str = "swap_chain";

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@ -0,0 +1,274 @@
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);
}
}