mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
upgrade to latest wgpu
This commit is contained in:
parent
7a79dcc46c
commit
7c3b49cb6f
10 changed files with 99 additions and 57 deletions
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@ -3,7 +3,7 @@ use bevy_render::{
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pipeline::{
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BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite,
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CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace, PipelineDescriptor,
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RasterizationStateDescriptor, StencilStateFaceDescriptor,
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RasterizationStateDescriptor, StencilStateFaceDescriptor, StencilStateDescriptor,
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},
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shader::{Shader, ShaderStage, ShaderStages},
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texture::TextureFormat,
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@ -20,15 +20,18 @@ pub(crate) fn build_forward_pipeline(shaders: &mut Assets<Shader>) -> PipelineDe
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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clamp_depth: false,
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}),
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depth_stencil_state: Some(DepthStencilStateDescriptor {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Less,
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stencil_front: StencilStateFaceDescriptor::IGNORE,
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stencil_back: StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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stencil: StencilStateDescriptor {
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front: StencilStateFaceDescriptor::IGNORE,
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back: StencilStateFaceDescriptor::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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}),
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color_states: vec![ColorStateDescriptor {
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format: TextureFormat::Bgra8UnormSrgb,
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@ -4,7 +4,7 @@ use super::{
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CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace, IndexFormat,
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PrimitiveTopology, RasterizationStateDescriptor, StencilStateFaceDescriptor,
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},
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BindType, DynamicBinding, PipelineLayout, VertexBufferDescriptors,
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BindType, DynamicBinding, PipelineLayout, VertexBufferDescriptors, StencilStateDescriptor,
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};
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use crate::{
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shader::{Shader, ShaderStages},
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@ -77,15 +77,18 @@ impl PipelineDescriptor {
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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clamp_depth: false,
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}),
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depth_stencil_state: Some(DepthStencilStateDescriptor {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Less,
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stencil_front: StencilStateFaceDescriptor::IGNORE,
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stencil_back: StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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stencil: StencilStateDescriptor {
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front: StencilStateFaceDescriptor::IGNORE,
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back: StencilStateFaceDescriptor::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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}),
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color_states: vec![ColorStateDescriptor {
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format: TextureFormat::Bgra8UnormSrgb,
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@ -7,11 +7,17 @@ pub struct DepthStencilStateDescriptor {
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pub format: TextureFormat,
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pub depth_write_enabled: bool,
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pub depth_compare: CompareFunction,
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pub stencil_front: StencilStateFaceDescriptor,
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pub stencil_back: StencilStateFaceDescriptor,
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pub stencil_read_mask: u32,
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pub stencil_write_mask: u32,
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pub stencil: StencilStateDescriptor,
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}
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#[derive(Clone, Debug)]
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pub struct StencilStateDescriptor {
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pub front: StencilStateFaceDescriptor,
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pub back: StencilStateFaceDescriptor,
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pub read_mask: u32,
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pub write_mask: u32,
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}
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub enum StencilOperation {
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Keep = 0,
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@ -100,6 +106,7 @@ pub struct RasterizationStateDescriptor {
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pub depth_bias: i32,
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pub depth_bias_slope_scale: f32,
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pub depth_bias_clamp: f32,
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pub clamp_depth: bool,
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}
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#[derive(Clone, Debug)]
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@ -10,15 +10,15 @@ use std::{
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pub struct BindGroupId(pub u64);
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#[derive(Eq, PartialEq, Debug)]
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pub struct IndexedBinding {
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pub struct IndexedBindGroupEntry {
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pub index: u32,
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pub binding: RenderResourceBinding,
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pub entry: RenderResourceBinding,
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}
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#[derive(Clone, Eq, PartialEq, Debug)]
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pub struct BindGroup {
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pub id: BindGroupId,
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pub indexed_bindings: Arc<Vec<IndexedBinding>>,
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pub indexed_bindings: Arc<Vec<IndexedBindGroupEntry>>,
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pub dynamic_uniform_indices: Option<Arc<Vec<u32>>>,
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}
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@ -30,7 +30,7 @@ impl BindGroup {
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#[derive(Default)]
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pub struct BindGroupBuilder {
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pub indexed_bindings: Vec<IndexedBinding>,
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pub indexed_bindings: Vec<IndexedBindGroupEntry>,
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pub dynamic_uniform_indices: Vec<u32>,
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pub hasher: DefaultHasher,
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}
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@ -47,7 +47,7 @@ impl BindGroupBuilder {
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binding.hash(&mut self.hasher);
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self.indexed_bindings
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.push(IndexedBinding { index, binding });
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.push(IndexedBindGroupEntry { index, entry: binding });
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self
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}
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@ -1,5 +1,6 @@
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use super::Texture;
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use crate::pipeline::CompareFunction;
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use std::num::NonZeroU8;
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/// Describes a sampler
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#[derive(Copy, Clone)]
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@ -13,7 +14,7 @@ pub struct SamplerDescriptor {
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pub lod_min_clamp: f32,
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pub lod_max_clamp: f32,
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pub compare_function: Option<CompareFunction>,
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pub anisotropy_clamp: Option<u8>,
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pub anisotropy_clamp: Option<NonZeroU8>,
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}
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impl Default for SamplerDescriptor {
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@ -5,7 +5,7 @@ use bevy_render::{
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pipeline::{
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BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite,
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CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace, PipelineDescriptor,
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RasterizationStateDescriptor, StencilStateFaceDescriptor,
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RasterizationStateDescriptor, StencilStateDescriptor, StencilStateFaceDescriptor,
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},
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render_graph::{base, AssetRenderResourcesNode, RenderGraph, RenderResourcesNode},
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shader::{Shader, ShaderStage, ShaderStages},
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@ -26,15 +26,18 @@ pub fn build_sprite_sheet_pipeline(shaders: &mut Assets<Shader>) -> PipelineDesc
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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clamp_depth: false,
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}),
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depth_stencil_state: Some(DepthStencilStateDescriptor {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Less,
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stencil_front: StencilStateFaceDescriptor::IGNORE,
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stencil_back: StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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stencil: StencilStateDescriptor {
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front: StencilStateFaceDescriptor::IGNORE,
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back: StencilStateFaceDescriptor::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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}),
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color_states: vec![ColorStateDescriptor {
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format: TextureFormat::Bgra8UnormSrgb,
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@ -71,15 +74,18 @@ pub fn build_sprite_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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clamp_depth: false,
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}),
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depth_stencil_state: Some(DepthStencilStateDescriptor {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Less,
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stencil_front: StencilStateFaceDescriptor::IGNORE,
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stencil_back: StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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stencil: StencilStateDescriptor {
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front: StencilStateFaceDescriptor::IGNORE,
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back: StencilStateFaceDescriptor::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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}),
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color_states: vec![ColorStateDescriptor {
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format: TextureFormat::Bgra8UnormSrgb,
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@ -28,15 +28,18 @@ pub fn build_ui_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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clamp_depth: false,
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}),
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depth_stencil_state: Some(DepthStencilStateDescriptor {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Less,
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stencil_front: StencilStateFaceDescriptor::IGNORE,
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stencil_back: StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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stencil: StencilStateDescriptor {
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front: StencilStateFaceDescriptor::IGNORE,
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back: StencilStateFaceDescriptor::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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}),
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color_states: vec![ColorStateDescriptor {
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format: TextureFormat::Bgra8UnormSrgb,
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@ -25,7 +25,7 @@ bevy_window = { path = "../bevy_window", version = "0.1" }
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bevy_winit = { path = "../bevy_winit", optional = true, version = "0.1" }
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# other
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wgpu = { version = "0.1.0", package = "cart-tmp-wgpu" }
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wgpu = { git = "https://github.com/gfx-rs/wgpu-rs", rev = "333aeb73c103037abdae62abc078c4fcf745aef7" }
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pollster = "0.2.0"
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log = { version = "0.4", features = ["release_max_level_info"] }
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crossbeam-channel = "0.4.2"
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@ -16,7 +16,8 @@ use bevy_render::{
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texture::{Extent3d, SamplerDescriptor, TextureDescriptor},
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};
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use bevy_window::{Window, WindowId};
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use std::{ops::Range, sync::Arc};
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use std::{ops::Range, sync::Arc, borrow::Cow};
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use wgpu::util::DeviceExt;
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#[derive(Clone)]
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pub struct WgpuRenderResourceContext {
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@ -111,7 +112,7 @@ impl WgpuRenderResourceContext {
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let mut bind_group_layouts = self.resources.bind_group_layouts.write();
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// TODO: consider re-checking existence here
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let bind_group_layout_binding = descriptor
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let bind_group_layout_entries = descriptor
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.bindings
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.iter()
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.map(|binding| {
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@ -126,15 +127,16 @@ impl WgpuRenderResourceContext {
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} else {
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panic!("Invalid binding shader stage.")
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};
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wgpu::BindGroupLayoutEntry::new(
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binding.index,
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shader_stage,
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(&binding.bind_type).wgpu_into(),
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)
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wgpu::BindGroupLayoutEntry {
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binding: binding.index,
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visibility: shader_stage,
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ty: (&binding.bind_type).wgpu_into(),
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count: None,
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}
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})
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.collect::<Vec<wgpu::BindGroupLayoutEntry>>();
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let wgpu_descriptor = wgpu::BindGroupLayoutDescriptor {
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bindings: bind_group_layout_binding.as_slice(),
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entries: bind_group_layout_entries.as_slice(),
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label: None,
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};
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let bind_group_layout = self.device.create_bind_group_layout(&wgpu_descriptor);
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@ -146,7 +148,7 @@ impl WgpuRenderResourceContext {
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let mut swap_chain_outputs = self.resources.swap_chain_frames.write();
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let window_swap_chain = window_swap_chains.get_mut(&window_id).unwrap();
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let next_texture = window_swap_chain.get_next_frame().ok()?;
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let next_texture = window_swap_chain.get_current_frame().ok()?;
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let id = TextureId::new();
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swap_chain_outputs.insert(id, next_texture);
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Some(id)
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@ -172,7 +174,7 @@ impl RenderResourceContext for WgpuRenderResourceContext {
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let descriptor: wgpu::TextureDescriptor = (&texture_descriptor).wgpu_into();
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let texture = self.device.create_texture(&descriptor);
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let texture_view = texture.create_default_view();
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let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let id = TextureId::new();
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texture_descriptors.insert(id, texture_descriptor);
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@ -207,7 +209,11 @@ impl RenderResourceContext for WgpuRenderResourceContext {
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buffer_info.size = data.len();
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let buffer = self
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.device
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.create_buffer_with_data(data, buffer_info.buffer_usage.wgpu_into());
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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contents: data,
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label: None,
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usage: buffer_info.buffer_usage.wgpu_into(),
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});
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let id = BufferId::new();
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buffer_infos.insert(id, buffer_info);
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@ -240,9 +246,10 @@ impl RenderResourceContext for WgpuRenderResourceContext {
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fn create_shader_module_from_source(&self, shader_handle: Handle<Shader>, shader: &Shader) {
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let mut shader_modules = self.resources.shader_modules.write();
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let spirv: Cow<[u32]> = shader.get_spirv(None).into();
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let shader_module = self
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.device
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.create_shader_module(wgpu::ShaderModuleSource::SpirV(&shader.get_spirv(None)));
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.create_shader_module(wgpu::ShaderModuleSource::SpirV(spirv));
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shader_modules.insert(shader_handle, shader_module);
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}
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@ -352,7 +359,9 @@ impl RenderResourceContext for WgpuRenderResourceContext {
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let pipeline_layout = self
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.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: bind_group_layouts.as_slice(),
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push_constant_ranges: &[],
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});
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let owned_vertex_buffer_descriptors = layout
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@ -384,7 +393,8 @@ impl RenderResourceContext for WgpuRenderResourceContext {
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};
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let render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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label: None,
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vertex_shader_module,
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entry_point: "main",
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@ -452,11 +462,11 @@ impl RenderResourceContext for WgpuRenderResourceContext {
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let bind_group_layouts = self.resources.bind_group_layouts.read();
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let mut bind_groups = self.resources.bind_groups.write();
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let bindings = bind_group
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let entries = bind_group
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.indexed_bindings
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.iter()
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.map(|indexed_binding| {
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let wgpu_resource = match &indexed_binding.binding {
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let wgpu_resource = match &indexed_binding.entry {
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RenderResourceBinding::Texture(resource) => {
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let texture_view = texture_views
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.get(&resource)
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@ -472,18 +482,18 @@ impl RenderResourceContext for WgpuRenderResourceContext {
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wgpu::BindingResource::Buffer(wgpu_buffer.slice(range.clone()))
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}
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};
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wgpu::Binding {
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wgpu::BindGroupEntry {
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binding: indexed_binding.index,
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resource: wgpu_resource,
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}
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})
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.collect::<Vec<wgpu::Binding>>();
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.collect::<Vec<wgpu::BindGroupEntry>>();
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let bind_group_layout = bind_group_layouts.get(&bind_group_descriptor_id).unwrap();
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let wgpu_bind_group_descriptor = wgpu::BindGroupDescriptor {
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label: None,
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layout: bind_group_layout,
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bindings: bindings.as_slice(),
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entries: entries.as_slice(),
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};
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let wgpu_bind_group = self.device.create_bind_group(&wgpu_bind_group_descriptor);
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|
|
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@ -6,7 +6,7 @@ use bevy_render::{
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CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace, IndexFormat,
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InputStepMode, PrimitiveTopology, RasterizationStateDescriptor, StencilOperation,
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StencilStateFaceDescriptor, VertexAttributeDescriptor, VertexBufferDescriptor,
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VertexFormat,
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VertexFormat, StencilStateDescriptor,
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},
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renderer::BufferUsage,
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texture::{
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|
@ -322,16 +322,24 @@ impl WgpuFrom<TextureUsage> for wgpu::TextureUsage {
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}
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}
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impl WgpuFrom<&StencilStateDescriptor> for wgpu::StencilStateDescriptor {
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fn from(val: &StencilStateDescriptor) -> Self {
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wgpu::StencilStateDescriptor {
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back: (&val.back).wgpu_into(),
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front: (&val.front).wgpu_into(),
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read_mask: val.read_mask,
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write_mask: val.write_mask,
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}
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}
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}
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impl WgpuFrom<&DepthStencilStateDescriptor> for wgpu::DepthStencilStateDescriptor {
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fn from(val: &DepthStencilStateDescriptor) -> Self {
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wgpu::DepthStencilStateDescriptor {
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depth_compare: val.depth_compare.wgpu_into(),
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depth_write_enabled: val.depth_write_enabled,
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format: val.format.wgpu_into(),
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stencil_back: (&val.stencil_back).wgpu_into(),
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stencil_front: (&val.stencil_front).wgpu_into(),
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stencil_read_mask: val.stencil_read_mask,
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stencil_write_mask: val.stencil_write_mask,
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stencil: (&val.stencil).wgpu_into(),
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}
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}
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}
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@ -440,6 +448,7 @@ impl WgpuFrom<&RasterizationStateDescriptor> for wgpu::RasterizationStateDescrip
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depth_bias: val.depth_bias,
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depth_bias_slope_scale: val.depth_bias_slope_scale,
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depth_bias_clamp: val.depth_bias_clamp,
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clamp_depth: val.clamp_depth,
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}
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}
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}
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