port forward-instanced to RenderGraph

This commit is contained in:
Carter Anderson 2020-01-01 14:23:39 -06:00
parent cb6de5b2bf
commit aa16023f41
4 changed files with 190 additions and 245 deletions

View file

@ -35,16 +35,10 @@ impl Application {
self.render_graph.data.set_bind_group_layout("local", local_bind_group_layout);
// let shadow_pass = ShadowPass::new(&mut self.device, &mut self.world, &self.render_resources, vertex_buffer_descriptor.clone());
// let forward_shadow_pass = ForwardShadowPass::new(&mut self.device, &self.world, &self.render_resources, &shadow_pass, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
// let forward_pass = ForwardPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
// let forward_instanced_pass = ForwardInstancedPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor, &self.swap_chain_descriptor);
// self.render_passes.push(Box::new(shadow_pass));
// self.render_passes.push(Box::new(forward_shadow_pass));
// self.render_passes.push(Box::new(forward_pass));
// self.render_passes.push(Box::new(forward_instanced_pass));
self.render_graph.set_pass("forward", Box::new(ForwardPass::new()));
let depth_format = wgpu::TextureFormat::Depth32Float;
self.render_graph.set_pass("forward", Box::new(ForwardPass::new(depth_format)));
self.render_graph.set_pipeline("forward", Box::new(ForwardPipelineNew::new()));
self.render_graph.set_pipeline("forward_instanced", Box::new(ForwardInstancedPipeline::new(depth_format)));
}
fn update(&mut self) {

View file

@ -1,6 +1,5 @@
use crate::{render::*, asset::*, render::mesh::*, vertex::Vertex};
use crate::{render::*, asset::*, render::mesh::*};
use legion::prelude::*;
use std::mem;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Device, SwapChainDescriptor, SwapChainOutput};
@ -22,9 +21,9 @@ pub struct ForwardPass {
}
impl ForwardPass {
pub fn new() -> Self {
pub fn new(depth_format: wgpu::TextureFormat) -> Self {
ForwardPass {
depth_format: wgpu::TextureFormat::Depth32Float
depth_format,
}
}
fn get_depth_texture(&self, device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
@ -150,23 +149,7 @@ impl PipelineNew for ForwardPipelineNew {
bind_group_layouts: &[&bind_group_layout, local_bind_group_layout],
});
let vertex_size = mem::size_of::<Vertex>();
let vertex_buffer_descriptor = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 4 * 4,
shader_location: 1,
},
],
};
let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);

View file

@ -1,9 +1,8 @@
use crate::{render::*, asset::*, render::mesh::*, math, LocalToWorld};
use crate::{render::*, asset::*, render::mesh::*, LocalToWorld};
use legion::prelude::*;
use std::mem;
use zerocopy::AsBytes;
use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
use wgpu::{Device, SwapChainOutput};
pub struct InstanceBufferInfo {
pub buffer: wgpu::Buffer,
@ -11,201 +10,20 @@ pub struct InstanceBufferInfo {
pub mesh_id: usize,
}
pub struct ForwardInstancedPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub forward_uniform_buffer: wgpu::Buffer,
pub depth_texture: wgpu::TextureView,
pub instance_buffer_infos: Vec<InstanceBufferInfo>,
pub struct ForwardInstancedPipeline {
pub pipeline: Option<wgpu::RenderPipeline>,
pub depth_format: wgpu::TextureFormat,
pub local_bind_group: Option<wgpu::BindGroup>,
pub instance_buffer_infos: Option<Vec<InstanceBufferInfo>>,
}
impl Pipeline for ForwardInstancedPass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
self.instance_buffer_infos = ForwardInstancedPass::create_instance_buffer_infos(device, world);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
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: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture,
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,
}),
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
for instance_buffer_info in self.instance_buffer_infos.iter() {
if let Some(mesh_asset) = mesh_storage.get(instance_buffer_info.mesh_id) {
mesh_asset.setup_buffers(device);
pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
pass.set_vertex_buffers(1, &[(&instance_buffer_info.buffer, 0)]);
pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. instance_buffer_info.instance_count as u32);
};
}
}
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor) {
self.depth_texture = Self::get_depth_texture(device, frame);
}
fn get_camera_uniform_buffer(&self) -> Option<&Buffer> {
Some(&self.forward_uniform_buffer)
}
}
impl ForwardInstancedPass {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn new(device: &Device, world: &World, render_resources: &RenderResources, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self {
let vs_bytes = shader::load_glsl(
include_str!("forward_instanced.vert"),
shader::ShaderStage::Vertex,
);
let fs_bytes = shader::load_glsl(
include_str!("forward_instanced.frag"),
shader::ShaderStage::Fragment,
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}
],
});
let light_count = <Read<Light>>::query().iter_immutable(world).count();
let forward_uniforms = ForwardUniforms {
proj: math::Mat4::identity().to_cols_array_2d(),
num_lights: [light_count as u32, 0, 0, 0],
};
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let forward_uniform_buffer = device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &forward_uniform_buffer,
range: 0 .. uniform_size,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &render_resources.light_uniform_buffer.buffer,
range: 0 .. render_resources.light_uniform_buffer.size,
},
}
],
});
let simple_material_uniforms_size = mem::size_of::<SimpleMaterialUniforms>();
let instance_buffer_descriptor = wgpu::VertexBufferDescriptor {
stride: simple_material_uniforms_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float3,
offset: 0,
shader_location: 2,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 3 * 4,
shader_location: 3,
},
],
};
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(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,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: swap_chain_descriptor.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::DEPTH_FORMAT,
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,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vertex_buffer_descriptor, instance_buffer_descriptor],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let instance_buffer_infos = ForwardInstancedPass::create_instance_buffer_infos(device, world);
ForwardInstancedPass {
pipeline,
bind_group,
forward_uniform_buffer,
depth_texture: Self::get_depth_texture(device, swap_chain_descriptor),
instance_buffer_infos
impl ForwardInstancedPipeline {
pub fn new(depth_format: wgpu::TextureFormat) -> Self {
ForwardInstancedPipeline {
pipeline: None,
depth_format,
local_bind_group: None,
instance_buffer_infos: None,
}
}
@ -277,23 +95,150 @@ impl ForwardInstancedPass {
instance_buffer_infos
}
fn get_depth_texture(device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: swap_chain_descriptor.width,
height: swap_chain_descriptor.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
texture.create_default_view()
}
}
impl PipelineNew for ForwardInstancedPipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
let vs_bytes = shader::load_glsl(
include_str!("forward_instanced.vert"),
shader::ShaderStage::Vertex,
);
let fs_bytes = shader::load_glsl(
include_str!("forward_instanced.frag"),
shader::ShaderStage::Fragment,
);
let bind_group_layout =
render_graph.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}
],
});
// TODO: this is the same as normal forward pipeline. we can probably reuse
self.local_bind_group = Some({
let forward_uniform_buffer = render_graph.get_uniform_buffer(render_resources::FORWARD_UNIFORM_BUFFER_NAME).unwrap();
let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap();
// Create bind group
render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: forward_uniform_buffer.get_binding_resource(),
},
wgpu::Binding {
binding: 1,
resource: light_uniform_buffer.get_binding_resource(),
}
],
})
});
let simple_material_uniforms_size = mem::size_of::<SimpleMaterialUniforms>();
let instance_buffer_descriptor = wgpu::VertexBufferDescriptor {
stride: simple_material_uniforms_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float3,
offset: 0,
shader_location: 2,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 3 * 4,
shader_location: 3,
},
],
};
let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
let pipeline_layout = render_graph.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);
self.pipeline = Some(render_graph.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(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,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: render_graph.swap_chain_descriptor.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: self.depth_format,
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,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vertex_buffer_descriptor, instance_buffer_descriptor],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
}));
self.instance_buffer_infos = Some(Self::create_instance_buffer_infos(&render_graph.device, world));
}
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World) {
self.instance_buffer_infos = Some(Self::create_instance_buffer_infos(&render_graph.device, world));
pass.set_bind_group(0, self.local_bind_group.as_ref().unwrap(), &[]);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
for instance_buffer_info in self.instance_buffer_infos.as_ref().unwrap().iter() {
if let Some(mesh_asset) = mesh_storage.get(instance_buffer_info.mesh_id) {
mesh_asset.setup_buffers(&render_graph.device);
pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
pass.set_vertex_buffers(1, &[(&instance_buffer_info.buffer, 0)]);
pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. instance_buffer_info.instance_count as u32);
};
}
}
fn resize(&mut self, render_graph: &RenderGraphData) {
}
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
self.pipeline.as_ref().unwrap()
}
}

View file

@ -13,7 +13,7 @@ mod material;
pub use forward::{ForwardUniforms, ForwardPipelineNew, ForwardPass};
pub use forward_shadow::{ForwardShadowPass};
pub use forward_instanced::ForwardInstancedPass;
pub use forward_instanced::ForwardInstancedPipeline;
pub use shadow::ShadowPass;
pub use light::*;
pub use shader::*;
@ -24,6 +24,9 @@ pub use mesh::*;
pub use camera::*;
pub use render_resources::RenderResources;
use std::mem;
use crate::vertex::Vertex;
pub struct UniformBuffer {
pub buffer: wgpu::Buffer,
pub size: u64,
@ -36,4 +39,24 @@ impl UniformBuffer {
range: 0 .. self.size,
}
}
}
pub fn get_vertex_buffer_descriptor<'a>() -> wgpu::VertexBufferDescriptor<'a> {
let vertex_size = mem::size_of::<Vertex>();
wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 4 * 4,
shader_location: 1,
},
],
}
}