try breaking out wgpu resources

This commit is contained in:
Carter Anderson 2020-03-02 17:53:39 -08:00
parent c3130541ad
commit b64f51d10b

View file

@ -12,7 +12,215 @@ use crate::{
Shader,
},
};
use std::{collections::HashMap, ops::Deref, borrow::Cow};
use std::{borrow::Cow, collections::HashMap, ops::Deref};
pub struct WgpuResources {
pub buffers: HashMap<RenderResource, wgpu::Buffer>,
pub textures: HashMap<RenderResource, wgpu::TextureView>,
pub samplers: HashMap<RenderResource, wgpu::Sampler>,
pub render_pipelines: HashMap<Handle<PipelineDescriptor>, wgpu::RenderPipeline>,
pub resource_info: HashMap<RenderResource, ResourceInfo>,
pub bind_groups: HashMap<u64, BindGroupInfo>,
pub bind_group_layouts: HashMap<u64, wgpu::BindGroupLayout>,
pub entity_bind_groups: HashMap<(Entity, u64), BindGroupInfo>,
pub entity_uniform_resources:
HashMap<(Cow<'static, Entity>, Cow<'static, str>), RenderResource>,
pub dynamic_uniform_buffer_info: HashMap<RenderResource, DynamicUniformBufferInfo>,
pub render_resources: RenderResources,
}
impl WgpuResources {
pub fn new() -> Self {
WgpuResources {
render_pipelines: HashMap::new(),
buffers: HashMap::new(),
textures: HashMap::new(),
samplers: HashMap::new(),
resource_info: HashMap::new(),
bind_groups: HashMap::new(),
bind_group_layouts: HashMap::new(),
dynamic_uniform_buffer_info: HashMap::new(),
entity_bind_groups: HashMap::new(),
entity_uniform_resources: HashMap::new(),
render_resources: RenderResources::default(),
}
}
fn add_resource_info(&mut self, resource: RenderResource, resource_info: ResourceInfo) {
self.resource_info.insert(resource, resource_info);
}
// TODO: consider moving this to a resource provider
fn setup_bind_group(&mut self, bind_group: &BindGroup, device: &wgpu::Device) {
let bind_group_id = bind_group.get_hash().unwrap();
if let None = self.bind_groups.get(&bind_group_id) {
let mut unset_uniforms = Vec::new();
let mut binding_resources = Vec::new();
// if a uniform resource buffer doesn't exist, create a new empty one
for binding in bind_group.bindings.iter() {
let resource = match self.render_resources.get_named_resource(&binding.name) {
resource @ Some(_) => resource,
None => {
match binding.bind_type {
BindType::Uniform { .. } => {
println!(
"Warning: creating new empty buffer for uniform binding {} {:?}",
binding.name, binding
);
unset_uniforms.push(binding.name.to_string());
let size = binding.bind_type.get_uniform_size().unwrap();
let resource = self.create_buffer(
size,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
self.render_resources
.set_named_resource(&binding.name, resource);
Some(resource)
}
BindType::Sampler | BindType::SampledTexture { .. } => {
// textures and samplers are handled per-entity
return;
}
_ => panic!("unsupported bind type: {:?}", binding),
}
}
};
if let Some(resource) = resource {
binding_resources.push(resource);
}
}
// create wgpu Bindings
let bindings = bind_group
.bindings
.iter()
.zip(binding_resources)
.map(|(binding, resource)| {
let resource_info = self.resource_info.get(&resource).unwrap();
wgpu::Binding {
binding: binding.index,
resource: match &binding.bind_type {
BindType::Uniform {
dynamic: _,
properties: _,
} => {
if let ResourceInfo::Buffer {
size,
buffer_usage: _,
} = resource_info
{
let buffer = self.buffers.get(&resource).unwrap();
wgpu::BindingResource::Buffer {
buffer,
range: 0..*size,
}
} else {
panic!("expected a Buffer resource");
}
}
_ => panic!("unsupported bind type"),
},
}
})
.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 = device.create_bind_group(&bind_group_descriptor);
self.bind_groups.insert(
bind_group_id,
BindGroupInfo {
bind_group,
unset_uniforms,
},
);
}
}
pub fn get_entity_bind_group(
&self,
entity: Entity,
bind_group_id: u64,
) -> Option<&BindGroupInfo> {
self.entity_bind_groups.get(&(entity, bind_group_id))
}
pub fn create_entity_bind_group(&mut self, bind_group: &BindGroup, entity: Entity, device: &wgpu::Device) {
// TODO: don't make this per-entity. bind groups should be re-used across the same resource when possible
let bind_group_id = bind_group.get_hash().unwrap();
let bindings = bind_group
.bindings
.iter()
.map(|binding| {
if let Some(resource) = self.get_entity_uniform_resource(entity, &binding.name) {
let resource_info = self.resource_info.get(&resource).unwrap();
wgpu::Binding {
binding: binding.index,
resource: match &binding.bind_type {
BindType::SampledTexture { .. } => {
if let ResourceInfo::Texture = resource_info {
let texture = self.textures.get(&resource).unwrap();
wgpu::BindingResource::TextureView(texture)
} else {
panic!("expected a Texture resource");
}
}
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 = 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(),
},
);
}
fn create_buffer(&mut self, size: u64, buffer_usage: wgpu::BufferUsage, device: &wgpu::Device) -> RenderResource {
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
size,
usage: buffer_usage,
});
let resource = self.render_resources.get_next_resource();
self.add_resource_info(resource, ResourceInfo::Buffer { buffer_usage, size });
self.buffers.insert(resource, buffer);
resource
}
}
pub struct WgpuRenderer {
pub device: wgpu::Device,
@ -20,17 +228,7 @@ pub struct WgpuRenderer {
pub surface: Option<wgpu::Surface>,
pub encoder: Option<wgpu::CommandEncoder>,
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
pub render_pipelines: HashMap<Handle<PipelineDescriptor>, wgpu::RenderPipeline>,
pub buffers: HashMap<RenderResource, wgpu::Buffer>,
pub textures: HashMap<RenderResource, wgpu::TextureView>,
pub samplers: HashMap<RenderResource, wgpu::Sampler>,
pub resource_info: HashMap<RenderResource, ResourceInfo>,
pub bind_groups: HashMap<u64, BindGroupInfo>,
pub bind_group_layouts: HashMap<u64, wgpu::BindGroupLayout>,
pub entity_bind_groups: HashMap<(Entity, u64), BindGroupInfo>,
pub entity_uniform_resources: HashMap<(Cow<'static, Entity>, Cow<'static, str>), RenderResource>,
pub dynamic_uniform_buffer_info: HashMap<RenderResource, DynamicUniformBufferInfo>,
pub render_resources: RenderResources,
pub wgpu_resources: WgpuResources,
}
impl WgpuRenderer {
@ -64,17 +262,7 @@ impl WgpuRenderer {
surface: None,
encoder: None,
swap_chain_descriptor,
render_pipelines: HashMap::new(),
buffers: HashMap::new(),
textures: HashMap::new(),
samplers: HashMap::new(),
resource_info: HashMap::new(),
bind_groups: HashMap::new(),
bind_group_layouts: HashMap::new(),
dynamic_uniform_buffer_info: HashMap::new(),
entity_bind_groups: HashMap::new(),
entity_uniform_resources: HashMap::new(),
render_resources: RenderResources::default(),
wgpu_resources: WgpuResources::new(),
}
}
@ -205,7 +393,7 @@ impl WgpuRenderer {
}
pub fn create_render_pass<'a>(
&self,
wgpu_resources: &'a mut WgpuResources,
pass_descriptor: &PassDescriptor,
encoder: &'a mut wgpu::CommandEncoder,
frame: &'a wgpu::SwapChainOutput,
@ -214,28 +402,28 @@ impl WgpuRenderer {
color_attachments: &pass_descriptor
.color_attachments
.iter()
.map(|c| self.create_wgpu_color_attachment_descriptor(c, frame))
.map(|c| Self::create_wgpu_color_attachment_descriptor(wgpu_resources, c, frame))
.collect::<Vec<wgpu::RenderPassColorAttachmentDescriptor>>(),
depth_stencil_attachment: pass_descriptor
.depth_stencil_attachment
.as_ref()
.map(|d| self.create_wgpu_depth_stencil_attachment_descriptor(d, frame)),
.map(|d| Self::create_wgpu_depth_stencil_attachment_descriptor(wgpu_resources, d, frame)),
})
}
fn create_wgpu_color_attachment_descriptor<'a>(
&'a self,
wgpu_resources: &'a mut WgpuResources,
color_attachment_descriptor: &RenderPassColorAttachmentDescriptor,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPassColorAttachmentDescriptor<'a> {
let attachment = match color_attachment_descriptor.attachment.as_str() {
resource_name::texture::SWAP_CHAIN => &frame.view,
_ => {
match self
match wgpu_resources
.render_resources
.get_named_resource(&color_attachment_descriptor.attachment)
{
Some(resource) => self.textures.get(&resource).unwrap(),
Some(resource) => wgpu_resources.textures.get(&resource).unwrap(),
None => panic!(
"Color attachment {} does not exist",
&color_attachment_descriptor.attachment
@ -247,8 +435,8 @@ impl WgpuRenderer {
let resolve_target = match color_attachment_descriptor.resolve_target {
Some(ref target) => match target.as_str() {
resource_name::texture::SWAP_CHAIN => Some(&frame.view),
_ => match self.render_resources.get_named_resource(target.as_str()) {
Some(resource) => Some(self.textures.get(&resource).unwrap()),
_ => match wgpu_resources.render_resources.get_named_resource(target.as_str()) {
Some(resource) => Some(wgpu_resources.textures.get(&resource).unwrap()),
None => panic!(
"Color attachment {} does not exist",
&color_attachment_descriptor.attachment
@ -268,18 +456,18 @@ impl WgpuRenderer {
}
fn create_wgpu_depth_stencil_attachment_descriptor<'a>(
&'a self,
wgpu_resources: &'a WgpuResources,
depth_stencil_attachment_descriptor: &RenderPassDepthStencilAttachmentDescriptor,
frame: &'a wgpu::SwapChainOutput,
) -> wgpu::RenderPassDepthStencilAttachmentDescriptor<&'a wgpu::TextureView> {
let attachment = match depth_stencil_attachment_descriptor.attachment.as_str() {
resource_name::texture::SWAP_CHAIN => &frame.view,
_ => {
match self
match wgpu_resources
.render_resources
.get_named_resource(&depth_stencil_attachment_descriptor.attachment)
{
Some(ref resource) => self.textures.get(&resource).unwrap(),
Some(ref resource) => wgpu_resources.textures.get(&resource).unwrap(),
None => panic!(
"Depth stencil attachment {} does not exist",
&depth_stencil_attachment_descriptor.attachment
@ -299,104 +487,6 @@ impl WgpuRenderer {
}
}
fn add_resource_info(&mut self, resource: RenderResource, resource_info: ResourceInfo) {
self.resource_info.insert(resource, resource_info);
}
// TODO: consider moving this to a resource provider
fn setup_bind_group(&mut self, bind_group: &BindGroup) {
let bind_group_id = bind_group.get_hash().unwrap();
if let None = self.bind_groups.get(&bind_group_id) {
let mut unset_uniforms = Vec::new();
let mut binding_resources = Vec::new();
// if a uniform resource buffer doesn't exist, create a new empty one
for binding in bind_group.bindings.iter() {
let resource = match self.render_resources.get_named_resource(&binding.name) {
resource @ Some(_) => resource,
None => {
match binding.bind_type {
BindType::Uniform { .. } => {
println!(
"Warning: creating new empty buffer for uniform binding {} {:?}",
binding.name, binding
);
unset_uniforms.push(binding.name.to_string());
let size = binding.bind_type.get_uniform_size().unwrap();
let resource = self.create_buffer(
size,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
self.render_resources
.set_named_resource(&binding.name, resource);
Some(resource)
},
BindType::Sampler | BindType::SampledTexture { .. } => {
// textures and samplers are handled per-entity
return;
},
_ => panic!("unsupported bind type: {:?}", binding),
}
}
};
if let Some(resource) = resource {
binding_resources.push(resource);
}
}
// create wgpu Bindings
let bindings = bind_group
.bindings
.iter()
.zip(binding_resources)
.map(|(binding, resource)| {
let resource_info = self.resource_info.get(&resource).unwrap();
wgpu::Binding {
binding: binding.index,
resource: match &binding.bind_type {
BindType::Uniform {
dynamic: _,
properties: _,
} => {
if let ResourceInfo::Buffer {
size,
buffer_usage: _,
} = resource_info
{
let buffer = self.buffers.get(&resource).unwrap();
wgpu::BindingResource::Buffer {
buffer,
range: 0..*size,
}
} else {
panic!("expected a Buffer resource");
}
}
_ => panic!("unsupported bind type"),
},
}
})
.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);
self.bind_groups.insert(
bind_group_id,
BindGroupInfo {
bind_group,
unset_uniforms,
},
);
}
}
pub fn create_shader_module(
device: &wgpu::Device,
@ -424,56 +514,6 @@ impl WgpuRenderer {
self.queue.submit(&[command_buffer]);
}
pub fn get_entity_bind_group(&self, entity: Entity, bind_group_id: u64) -> Option<&BindGroupInfo> {
self.entity_bind_groups.get(&(entity, bind_group_id))
}
pub fn create_entity_bind_group(&mut self, bind_group: &BindGroup, entity: Entity) {
// TODO: don't make this per-entity. bind groups should be re-used across the same resource when possible
let bind_group_id = bind_group.get_hash().unwrap();
let bindings = bind_group.bindings.iter().map(|binding| {
if let Some(resource) = self.get_entity_uniform_resource(entity, &binding.name) {
let resource_info = self.resource_info.get(&resource).unwrap();
wgpu::Binding {
binding: binding.index,
resource: match &binding.bind_type {
BindType::SampledTexture { .. } => {
if let ResourceInfo::Texture = resource_info {
let texture = self.textures.get(&resource).unwrap();
wgpu::BindingResource::TextureView(texture)
} else {
panic!("expected a Texture resource");
}
},
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();