mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
try breaking out wgpu resources
This commit is contained in:
parent
c3130541ad
commit
b64f51d10b
1 changed files with 251 additions and 194 deletions
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@ -12,7 +12,215 @@ use crate::{
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Shader,
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},
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};
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use std::{collections::HashMap, ops::Deref, borrow::Cow};
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use std::{borrow::Cow, collections::HashMap, ops::Deref};
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pub struct WgpuResources {
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pub buffers: HashMap<RenderResource, wgpu::Buffer>,
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pub textures: HashMap<RenderResource, wgpu::TextureView>,
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pub samplers: HashMap<RenderResource, wgpu::Sampler>,
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pub render_pipelines: HashMap<Handle<PipelineDescriptor>, wgpu::RenderPipeline>,
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pub resource_info: HashMap<RenderResource, ResourceInfo>,
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pub bind_groups: HashMap<u64, BindGroupInfo>,
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pub bind_group_layouts: HashMap<u64, wgpu::BindGroupLayout>,
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pub entity_bind_groups: HashMap<(Entity, u64), BindGroupInfo>,
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pub entity_uniform_resources:
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HashMap<(Cow<'static, Entity>, Cow<'static, str>), RenderResource>,
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pub dynamic_uniform_buffer_info: HashMap<RenderResource, DynamicUniformBufferInfo>,
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pub render_resources: RenderResources,
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}
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impl WgpuResources {
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pub fn new() -> Self {
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WgpuResources {
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render_pipelines: HashMap::new(),
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buffers: HashMap::new(),
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textures: HashMap::new(),
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samplers: HashMap::new(),
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resource_info: HashMap::new(),
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bind_groups: HashMap::new(),
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bind_group_layouts: HashMap::new(),
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dynamic_uniform_buffer_info: HashMap::new(),
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entity_bind_groups: HashMap::new(),
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entity_uniform_resources: HashMap::new(),
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render_resources: RenderResources::default(),
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}
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}
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fn add_resource_info(&mut self, resource: RenderResource, resource_info: ResourceInfo) {
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self.resource_info.insert(resource, resource_info);
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}
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// TODO: consider moving this to a resource provider
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fn setup_bind_group(&mut self, bind_group: &BindGroup, device: &wgpu::Device) {
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let bind_group_id = bind_group.get_hash().unwrap();
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if let None = self.bind_groups.get(&bind_group_id) {
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let mut unset_uniforms = Vec::new();
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let mut binding_resources = Vec::new();
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// if a uniform resource buffer doesn't exist, create a new empty one
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for binding in bind_group.bindings.iter() {
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let resource = match self.render_resources.get_named_resource(&binding.name) {
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resource @ Some(_) => resource,
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None => {
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match binding.bind_type {
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BindType::Uniform { .. } => {
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println!(
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"Warning: creating new empty buffer for uniform binding {} {:?}",
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binding.name, binding
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);
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unset_uniforms.push(binding.name.to_string());
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let size = binding.bind_type.get_uniform_size().unwrap();
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let resource = self.create_buffer(
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size,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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);
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self.render_resources
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.set_named_resource(&binding.name, resource);
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Some(resource)
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}
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BindType::Sampler | BindType::SampledTexture { .. } => {
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// textures and samplers are handled per-entity
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return;
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}
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_ => panic!("unsupported bind type: {:?}", binding),
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}
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}
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};
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if let Some(resource) = resource {
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binding_resources.push(resource);
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}
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}
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// create wgpu Bindings
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let bindings = bind_group
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.bindings
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.iter()
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.zip(binding_resources)
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.map(|(binding, resource)| {
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let resource_info = self.resource_info.get(&resource).unwrap();
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wgpu::Binding {
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binding: binding.index,
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resource: match &binding.bind_type {
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BindType::Uniform {
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dynamic: _,
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properties: _,
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} => {
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if let ResourceInfo::Buffer {
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size,
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buffer_usage: _,
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} = resource_info
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{
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let buffer = self.buffers.get(&resource).unwrap();
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wgpu::BindingResource::Buffer {
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buffer,
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range: 0..*size,
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}
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} else {
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panic!("expected a Buffer resource");
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}
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}
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_ => panic!("unsupported bind type"),
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},
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}
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})
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.collect::<Vec<wgpu::Binding>>();
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let bind_group_layout = self.bind_group_layouts.get(&bind_group_id).unwrap();
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let bind_group_descriptor = wgpu::BindGroupDescriptor {
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layout: bind_group_layout,
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bindings: bindings.as_slice(),
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};
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let bind_group = device.create_bind_group(&bind_group_descriptor);
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self.bind_groups.insert(
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bind_group_id,
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BindGroupInfo {
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bind_group,
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unset_uniforms,
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},
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);
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}
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}
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pub fn get_entity_bind_group(
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&self,
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entity: Entity,
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bind_group_id: u64,
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) -> Option<&BindGroupInfo> {
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self.entity_bind_groups.get(&(entity, bind_group_id))
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}
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pub fn create_entity_bind_group(&mut self, bind_group: &BindGroup, entity: Entity, device: &wgpu::Device) {
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// TODO: don't make this per-entity. bind groups should be re-used across the same resource when possible
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let bind_group_id = bind_group.get_hash().unwrap();
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let bindings = bind_group
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.bindings
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.iter()
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.map(|binding| {
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if let Some(resource) = self.get_entity_uniform_resource(entity, &binding.name) {
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let resource_info = self.resource_info.get(&resource).unwrap();
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wgpu::Binding {
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binding: binding.index,
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resource: match &binding.bind_type {
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BindType::SampledTexture { .. } => {
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if let ResourceInfo::Texture = resource_info {
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let texture = self.textures.get(&resource).unwrap();
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wgpu::BindingResource::TextureView(texture)
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} else {
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panic!("expected a Texture resource");
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}
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}
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BindType::Sampler => {
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if let ResourceInfo::Sampler = resource_info {
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let sampler = self.samplers.get(&resource).unwrap();
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wgpu::BindingResource::Sampler(sampler)
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} else {
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panic!("expected a Sampler resource");
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}
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}
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_ => panic!("unsupported bind type"),
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},
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}
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} else {
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panic!(
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"No resource assigned to uniform \"{}\" for entity {}",
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binding.name, entity
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);
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}
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})
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.collect::<Vec<wgpu::Binding>>();
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let bind_group_layout = self.bind_group_layouts.get(&bind_group_id).unwrap();
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let bind_group_descriptor = wgpu::BindGroupDescriptor {
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layout: bind_group_layout,
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bindings: bindings.as_slice(),
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};
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let bind_group = device.create_bind_group(&bind_group_descriptor);
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// TODO: storing a large number entity bind groups might actually be really bad. make sure this is ok
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self.entity_bind_groups.insert(
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(entity, bind_group_id),
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BindGroupInfo {
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bind_group,
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unset_uniforms: Vec::new(),
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},
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);
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}
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fn create_buffer(&mut self, size: u64, buffer_usage: wgpu::BufferUsage, device: &wgpu::Device) -> RenderResource {
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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size,
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usage: buffer_usage,
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});
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let resource = self.render_resources.get_next_resource();
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self.add_resource_info(resource, ResourceInfo::Buffer { buffer_usage, size });
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self.buffers.insert(resource, buffer);
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resource
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}
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}
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pub struct WgpuRenderer {
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pub device: wgpu::Device,
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@ -20,17 +228,7 @@ pub struct WgpuRenderer {
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pub surface: Option<wgpu::Surface>,
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pub encoder: Option<wgpu::CommandEncoder>,
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pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
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pub render_pipelines: HashMap<Handle<PipelineDescriptor>, wgpu::RenderPipeline>,
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pub buffers: HashMap<RenderResource, wgpu::Buffer>,
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pub textures: HashMap<RenderResource, wgpu::TextureView>,
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pub samplers: HashMap<RenderResource, wgpu::Sampler>,
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pub resource_info: HashMap<RenderResource, ResourceInfo>,
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pub bind_groups: HashMap<u64, BindGroupInfo>,
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pub bind_group_layouts: HashMap<u64, wgpu::BindGroupLayout>,
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pub entity_bind_groups: HashMap<(Entity, u64), BindGroupInfo>,
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pub entity_uniform_resources: HashMap<(Cow<'static, Entity>, Cow<'static, str>), RenderResource>,
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pub dynamic_uniform_buffer_info: HashMap<RenderResource, DynamicUniformBufferInfo>,
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pub render_resources: RenderResources,
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pub wgpu_resources: WgpuResources,
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}
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impl WgpuRenderer {
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@ -64,17 +262,7 @@ impl WgpuRenderer {
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surface: None,
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encoder: None,
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swap_chain_descriptor,
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render_pipelines: HashMap::new(),
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buffers: HashMap::new(),
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textures: HashMap::new(),
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samplers: HashMap::new(),
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resource_info: HashMap::new(),
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bind_groups: HashMap::new(),
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bind_group_layouts: HashMap::new(),
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dynamic_uniform_buffer_info: HashMap::new(),
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entity_bind_groups: HashMap::new(),
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entity_uniform_resources: HashMap::new(),
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render_resources: RenderResources::default(),
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wgpu_resources: WgpuResources::new(),
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}
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}
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@ -205,7 +393,7 @@ impl WgpuRenderer {
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}
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pub fn create_render_pass<'a>(
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&self,
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wgpu_resources: &'a mut WgpuResources,
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pass_descriptor: &PassDescriptor,
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encoder: &'a mut wgpu::CommandEncoder,
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frame: &'a wgpu::SwapChainOutput,
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@ -214,28 +402,28 @@ impl WgpuRenderer {
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color_attachments: &pass_descriptor
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.color_attachments
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.iter()
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.map(|c| self.create_wgpu_color_attachment_descriptor(c, frame))
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.map(|c| Self::create_wgpu_color_attachment_descriptor(wgpu_resources, c, frame))
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.collect::<Vec<wgpu::RenderPassColorAttachmentDescriptor>>(),
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depth_stencil_attachment: pass_descriptor
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.depth_stencil_attachment
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.as_ref()
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.map(|d| self.create_wgpu_depth_stencil_attachment_descriptor(d, frame)),
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.map(|d| Self::create_wgpu_depth_stencil_attachment_descriptor(wgpu_resources, d, frame)),
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})
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}
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fn create_wgpu_color_attachment_descriptor<'a>(
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&'a self,
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wgpu_resources: &'a mut WgpuResources,
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color_attachment_descriptor: &RenderPassColorAttachmentDescriptor,
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frame: &'a wgpu::SwapChainOutput,
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) -> wgpu::RenderPassColorAttachmentDescriptor<'a> {
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let attachment = match color_attachment_descriptor.attachment.as_str() {
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resource_name::texture::SWAP_CHAIN => &frame.view,
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_ => {
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match self
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match wgpu_resources
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.render_resources
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.get_named_resource(&color_attachment_descriptor.attachment)
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{
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Some(resource) => self.textures.get(&resource).unwrap(),
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Some(resource) => wgpu_resources.textures.get(&resource).unwrap(),
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None => panic!(
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"Color attachment {} does not exist",
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&color_attachment_descriptor.attachment
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@ -247,8 +435,8 @@ impl WgpuRenderer {
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let resolve_target = match color_attachment_descriptor.resolve_target {
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Some(ref target) => match target.as_str() {
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resource_name::texture::SWAP_CHAIN => Some(&frame.view),
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_ => match self.render_resources.get_named_resource(target.as_str()) {
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Some(resource) => Some(self.textures.get(&resource).unwrap()),
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_ => match wgpu_resources.render_resources.get_named_resource(target.as_str()) {
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Some(resource) => Some(wgpu_resources.textures.get(&resource).unwrap()),
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None => panic!(
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"Color attachment {} does not exist",
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&color_attachment_descriptor.attachment
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@ -268,18 +456,18 @@ impl WgpuRenderer {
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}
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fn create_wgpu_depth_stencil_attachment_descriptor<'a>(
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&'a self,
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wgpu_resources: &'a WgpuResources,
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depth_stencil_attachment_descriptor: &RenderPassDepthStencilAttachmentDescriptor,
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frame: &'a wgpu::SwapChainOutput,
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) -> wgpu::RenderPassDepthStencilAttachmentDescriptor<&'a wgpu::TextureView> {
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let attachment = match depth_stencil_attachment_descriptor.attachment.as_str() {
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resource_name::texture::SWAP_CHAIN => &frame.view,
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_ => {
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match self
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match wgpu_resources
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.render_resources
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.get_named_resource(&depth_stencil_attachment_descriptor.attachment)
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{
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Some(ref resource) => self.textures.get(&resource).unwrap(),
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Some(ref resource) => wgpu_resources.textures.get(&resource).unwrap(),
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None => panic!(
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"Depth stencil attachment {} does not exist",
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&depth_stencil_attachment_descriptor.attachment
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@ -299,104 +487,6 @@ impl WgpuRenderer {
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}
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}
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fn add_resource_info(&mut self, resource: RenderResource, resource_info: ResourceInfo) {
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self.resource_info.insert(resource, resource_info);
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}
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// TODO: consider moving this to a resource provider
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fn setup_bind_group(&mut self, bind_group: &BindGroup) {
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let bind_group_id = bind_group.get_hash().unwrap();
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if let None = self.bind_groups.get(&bind_group_id) {
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let mut unset_uniforms = Vec::new();
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let mut binding_resources = Vec::new();
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// if a uniform resource buffer doesn't exist, create a new empty one
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for binding in bind_group.bindings.iter() {
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let resource = match self.render_resources.get_named_resource(&binding.name) {
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resource @ Some(_) => resource,
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None => {
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match binding.bind_type {
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BindType::Uniform { .. } => {
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println!(
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"Warning: creating new empty buffer for uniform binding {} {:?}",
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binding.name, binding
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);
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unset_uniforms.push(binding.name.to_string());
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let size = binding.bind_type.get_uniform_size().unwrap();
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let resource = self.create_buffer(
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size,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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);
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self.render_resources
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.set_named_resource(&binding.name, resource);
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Some(resource)
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},
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BindType::Sampler | BindType::SampledTexture { .. } => {
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// textures and samplers are handled per-entity
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return;
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},
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_ => panic!("unsupported bind type: {:?}", binding),
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}
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}
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};
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if let Some(resource) = resource {
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binding_resources.push(resource);
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}
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}
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// create wgpu Bindings
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let bindings = bind_group
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.bindings
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.iter()
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.zip(binding_resources)
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.map(|(binding, resource)| {
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let resource_info = self.resource_info.get(&resource).unwrap();
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wgpu::Binding {
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binding: binding.index,
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resource: match &binding.bind_type {
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BindType::Uniform {
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dynamic: _,
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properties: _,
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} => {
|
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if let ResourceInfo::Buffer {
|
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size,
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buffer_usage: _,
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} = resource_info
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{
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let buffer = self.buffers.get(&resource).unwrap();
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wgpu::BindingResource::Buffer {
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buffer,
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range: 0..*size,
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}
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} else {
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panic!("expected a Buffer resource");
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}
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}
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_ => panic!("unsupported bind type"),
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},
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}
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})
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.collect::<Vec<wgpu::Binding>>();
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let bind_group_layout = self.bind_group_layouts.get(&bind_group_id).unwrap();
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let bind_group_descriptor = wgpu::BindGroupDescriptor {
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layout: bind_group_layout,
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bindings: bindings.as_slice(),
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};
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let bind_group = self.device.create_bind_group(&bind_group_descriptor);
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self.bind_groups.insert(
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bind_group_id,
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BindGroupInfo {
|
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bind_group,
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unset_uniforms,
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},
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);
|
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}
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}
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|
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pub fn create_shader_module(
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device: &wgpu::Device,
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|
@ -424,56 +514,6 @@ impl WgpuRenderer {
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self.queue.submit(&[command_buffer]);
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}
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|
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pub fn get_entity_bind_group(&self, entity: Entity, bind_group_id: u64) -> Option<&BindGroupInfo> {
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self.entity_bind_groups.get(&(entity, bind_group_id))
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}
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|
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pub fn create_entity_bind_group(&mut self, bind_group: &BindGroup, entity: Entity) {
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// TODO: don't make this per-entity. bind groups should be re-used across the same resource when possible
|
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let bind_group_id = bind_group.get_hash().unwrap();
|
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let bindings = bind_group.bindings.iter().map(|binding| {
|
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if let Some(resource) = self.get_entity_uniform_resource(entity, &binding.name) {
|
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let resource_info = self.resource_info.get(&resource).unwrap();
|
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wgpu::Binding {
|
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binding: binding.index,
|
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resource: match &binding.bind_type {
|
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BindType::SampledTexture { .. } => {
|
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if let ResourceInfo::Texture = resource_info {
|
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let texture = self.textures.get(&resource).unwrap();
|
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wgpu::BindingResource::TextureView(texture)
|
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} else {
|
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panic!("expected a Texture resource");
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}
|
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},
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BindType::Sampler => {
|
||||
if let ResourceInfo::Sampler = resource_info {
|
||||
let sampler = self.samplers.get(&resource).unwrap();
|
||||
wgpu::BindingResource::Sampler(sampler)
|
||||
} else {
|
||||
panic!("expected a Sampler resource");
|
||||
}
|
||||
}
|
||||
_ => panic!("unsupported bind type"),
|
||||
},
|
||||
}
|
||||
}
|
||||
else {
|
||||
panic!("No resource assigned to uniform \"{}\" for entity {}", binding.name, entity);
|
||||
}
|
||||
}).collect::<Vec<wgpu::Binding>>();
|
||||
let bind_group_layout = self.bind_group_layouts.get(&bind_group_id).unwrap();
|
||||
let bind_group_descriptor = wgpu::BindGroupDescriptor {
|
||||
layout: bind_group_layout,
|
||||
bindings: bindings.as_slice(),
|
||||
};
|
||||
|
||||
let bind_group = self.device.create_bind_group(&bind_group_descriptor);
|
||||
// TODO: storing a large number entity bind groups might actually be really bad. make sure this is ok
|
||||
self.entity_bind_groups.insert((entity, bind_group_id), BindGroupInfo {
|
||||
bind_group,
|
||||
unset_uniforms: Vec::new(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderer for WgpuRenderer {
|
||||
|
@ -536,7 +576,7 @@ impl Renderer for WgpuRenderer {
|
|||
|
||||
for (name, texture_descriptor) in render_graph.queued_textures.drain(..) {
|
||||
let resource = self.create_texture(&texture_descriptor, None);
|
||||
self.render_resources.set_named_resource(&name, resource);
|
||||
self.wgpu_resources.render_resources.set_named_resource(&name, resource);
|
||||
}
|
||||
|
||||
let mut encoder = self.encoder.take().unwrap();
|
||||
|
@ -561,6 +601,7 @@ impl Renderer for WgpuRenderer {
|
|||
.unwrap();
|
||||
// create pipelines
|
||||
if !self
|
||||
.wgpu_resources
|
||||
.render_pipelines
|
||||
.contains_key(pipeline_descriptor_handle)
|
||||
{
|
||||
|
@ -573,22 +614,22 @@ impl Renderer for WgpuRenderer {
|
|||
.as_ref()
|
||||
.map(|handle| &*shader_storage.get(&handle).unwrap());
|
||||
let render_pipeline = WgpuRenderer::create_render_pipeline(
|
||||
&self.render_resources,
|
||||
&self.dynamic_uniform_buffer_info,
|
||||
&self.wgpu_resources.render_resources,
|
||||
&self.wgpu_resources.dynamic_uniform_buffer_info,
|
||||
pipeline_descriptor,
|
||||
&mut self.bind_group_layouts,
|
||||
&mut self.wgpu_resources.bind_group_layouts,
|
||||
&self.device,
|
||||
vertex_shader,
|
||||
fragment_shader,
|
||||
);
|
||||
self.render_pipelines
|
||||
self.wgpu_resources.render_pipelines
|
||||
.insert(*pipeline_descriptor_handle, render_pipeline);
|
||||
}
|
||||
|
||||
// create bind groups
|
||||
let pipeline_layout = pipeline_descriptor.get_layout().unwrap();
|
||||
for bind_group in pipeline_layout.bind_groups.iter() {
|
||||
self.setup_bind_group(bind_group);
|
||||
self.wgpu_resources.setup_bind_group(bind_group);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -832,11 +873,25 @@ impl Renderer for WgpuRenderer {
|
|||
&mut self.render_resources
|
||||
}
|
||||
|
||||
fn set_entity_uniform_resource(&mut self, entity: Entity, uniform_name: &str, resource: RenderResource) {
|
||||
self.entity_uniform_resources.insert((Cow::Owned(entity), Cow::Owned(uniform_name.to_string())), resource);
|
||||
fn set_entity_uniform_resource(
|
||||
&mut self,
|
||||
entity: Entity,
|
||||
uniform_name: &str,
|
||||
resource: RenderResource,
|
||||
) {
|
||||
self.entity_uniform_resources.insert(
|
||||
(Cow::Owned(entity), Cow::Owned(uniform_name.to_string())),
|
||||
resource,
|
||||
);
|
||||
}
|
||||
fn get_entity_uniform_resource(&self, entity: Entity, uniform_name: &str) -> Option<RenderResource> {
|
||||
self.entity_uniform_resources.get(&(Cow::Owned(entity), Cow::Borrowed(uniform_name))).cloned()
|
||||
fn get_entity_uniform_resource(
|
||||
&self,
|
||||
entity: Entity,
|
||||
uniform_name: &str,
|
||||
) -> Option<RenderResource> {
|
||||
self.entity_uniform_resources
|
||||
.get(&(Cow::Owned(entity), Cow::Borrowed(uniform_name)))
|
||||
.cloned()
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -890,11 +945,13 @@ impl<'a, 'b, 'c, 'd> RenderPass for WgpuRenderPass<'a, 'b, 'c, 'd> {
|
|||
self.renderer.create_entity_bind_group(bind_group, *entity);
|
||||
}
|
||||
|
||||
self.renderer.get_entity_bind_group(*entity, bind_group_id).unwrap()
|
||||
self.renderer
|
||||
.get_entity_bind_group(*entity, bind_group_id)
|
||||
.unwrap()
|
||||
} else {
|
||||
panic!("No bind group exists that matches: {:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let mut dynamic_uniform_indices = Vec::new();
|
||||
|
|
Loading…
Reference in a new issue