Viewport trait + depth prepass

This commit is contained in:
mars 2022-04-24 20:44:51 -06:00
parent 47ab9cae65
commit 88333dd8bd
5 changed files with 276 additions and 109 deletions

View File

@ -10,10 +10,12 @@ pub mod mesh;
pub mod pass;
pub mod phase;
pub mod staging;
pub mod viewport;
use camera::Camera;
use pass::*;
use phase::*;
use viewport::ViewportImage;
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
@ -119,8 +121,8 @@ impl FrameData {
pub struct Renderer {
device: Arc<wgpu::Device>,
queue: Arc<wgpu::Queue>,
layouts: Arc<RenderLayouts>,
queue: wgpu::Queue,
frames_in_flight: usize,
frame_datas: Vec<FrameData>,
frame_index: usize,
@ -128,7 +130,7 @@ pub struct Renderer {
}
impl Renderer {
pub fn new(device: Arc<wgpu::Device>, queue: wgpu::Queue) -> Self {
pub fn new(device: Arc<wgpu::Device>, queue: Arc<wgpu::Queue>) -> Self {
let layouts = RenderLayouts::new_arc(device.clone());
let frames_in_flight = 1;
@ -171,12 +173,7 @@ impl Renderer {
self.render_passes.push(pass);
}
pub fn render(
&mut self,
camera: &impl Camera,
surface: &wgpu::Surface,
format: wgpu::TextureFormat,
) -> Result<(), wgpu::SurfaceError> {
pub fn render<'a>(&mut self, target: &impl ViewportImage<'a>, camera: &impl Camera) {
self.frame_index += 1;
if self.frame_index >= self.frame_datas.len() {
self.frame_index = 0;
@ -212,10 +209,6 @@ impl Renderer {
let phase_passes = phase_passes.into_inner().unwrap();
let viewport = ViewportData;
let output = surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
@ -247,14 +240,17 @@ impl Renderer {
};
// TODO: parallelize each phase's record_render
let depth_cmds = record_render(Phase::Depth);
let opaque_cmds = record_render(Phase::Opaque);
let overlay_cmds = record_render(Phase::Overlay);
{
let target_views = target.get_views();
let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
view: target_views.output,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
@ -266,16 +262,21 @@ impl Renderer {
store: true,
},
}],
depth_stencil_attachment: None,
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: target_views.depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
rp.execute_bundles(depth_cmds.iter());
rp.execute_bundles(opaque_cmds.iter());
rp.execute_bundles(overlay_cmds.iter());
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}

View File

@ -1,4 +1,4 @@
use cyborg::{pass, Renderer};
use cyborg::{pass, viewport::*, Renderer};
use std::sync::Arc;
use winit::{
event::*,
@ -6,71 +6,11 @@ use winit::{
window::WindowBuilder,
};
struct SurfaceViewport {
device: Arc<wgpu::Device>,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
config: wgpu::SurfaceConfiguration,
}
impl SurfaceViewport {
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
}
async fn make_window_renderer(window: &winit::window::Window) -> (Renderer, SurfaceViewport) {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None,
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
let device = Arc::new(device);
let renderer = Renderer::new(device.clone(), queue);
let viewport = SurfaceViewport {
device,
size,
surface,
config,
};
(renderer, viewport)
}
fn main() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let (mut renderer, mut viewport) = pollster::block_on(make_window_renderer(&window));
let mut viewport = pollster::block_on(WinitViewport::from_window(&window));
let mut renderer = Renderer::new(viewport.device.clone(), viewport.queue.clone());
let mut camera = cyborg::camera::Flycam::new(0.002, 10.0, 0.25);
let mut is_grabbed = false;
@ -78,8 +18,10 @@ fn main() {
let device = renderer.get_device();
let layouts = renderer.get_layouts();
let mesh_pass = pass::mesh::MeshPass::new(device.to_owned(), layouts.to_owned(), viewport.config.format);
let debug_pass = pass::debug::DebugPass::new(device.to_owned(), layouts.to_owned(), viewport.config.format);
let mesh_pass =
pass::mesh::MeshPass::new(device.to_owned(), layouts.to_owned(), viewport.get_info());
let debug_pass =
pass::debug::DebugPass::new(device.to_owned(), layouts.to_owned(), viewport.get_info());
renderer.add_pass(mesh_pass);
renderer.add_pass(debug_pass);
@ -87,12 +29,15 @@ fn main() {
event_loop.run(move |event, _, control_flow| match event {
Event::RedrawRequested(_) => {
println!("camera: {:#?}", camera);
match renderer.render(&camera, &viewport.surface, viewport.config.format) {
Ok(_) => {}
match viewport.acquire() {
Err(wgpu::SurfaceError::Lost) => viewport.resize(viewport.size),
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
Err(e) => eprintln!("error: {:?}", e),
};
Ok(target) => {
renderer.render(&target, &camera);
target.present();
}
}
}
Event::MainEventsCleared => {
camera.update();

View File

@ -1,4 +1,5 @@
use super::*;
use crate::viewport::ViewportInfo;
use crate::RenderLayouts;
#[repr(C)]
@ -34,14 +35,14 @@ pub struct FrameData {
pub struct DebugPass {
device: Arc<wgpu::Device>,
pipeline: wgpu::RenderPipeline,
target_format: wgpu::TextureFormat,
target_info: ViewportInfo,
}
impl DebugPass {
pub fn new(
device: Arc<wgpu::Device>,
layouts: Arc<RenderLayouts>,
target_format: wgpu::TextureFormat,
target_info: ViewportInfo,
) -> Self {
let shader = device.create_shader_module(&wgpu::include_wgsl!("mesh_shader.wgsl"));
@ -63,7 +64,7 @@ impl DebugPass {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
format: target_format,
format: target_info.output_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
}],
@ -77,7 +78,13 @@ impl DebugPass {
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
depth_stencil: Some(wgpu::DepthStencilState {
format: target_info.depth_format,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Less,
stencil: Default::default(),
bias: Default::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
@ -89,7 +96,7 @@ impl DebugPass {
Self {
device,
pipeline,
target_format,
target_info,
}
}
}
@ -153,8 +160,12 @@ impl RenderPass for DebugPass {
self.device
.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
label: Some("DebugPass Render Bundle"),
color_formats: &[self.target_format],
depth_stencil: None,
color_formats: &[self.target_info.output_format],
depth_stencil: Some(wgpu::RenderBundleDepthStencil {
format: self.target_info.depth_format,
depth_read_only: false, // TODO optimize?
stencil_read_only: true,
}),
sample_count: 1,
multiview: None,
});

View File

@ -1,5 +1,6 @@
use super::*;
use crate::mesh::*;
use crate::viewport::ViewportInfo;
use crate::RenderLayouts;
#[repr(C)]
@ -41,15 +42,16 @@ pub struct MeshPass {
index_attr_id: AttrId,
mesh_layout_id: MeshLayoutId,
example_mesh: MeshHandle,
depth_pipeline: wgpu::RenderPipeline,
opaque_pipeline: wgpu::RenderPipeline,
target_format: wgpu::TextureFormat,
target_info: ViewportInfo,
}
impl MeshPass {
pub fn new(
device: Arc<wgpu::Device>,
layouts: Arc<RenderLayouts>,
target_format: wgpu::TextureFormat,
target_info: ViewportInfo,
) -> Self {
let attr_store = AttrStore::new();
let mesh_pool = MeshPool::new(device.clone(), attr_store.to_owned());
@ -110,7 +112,13 @@ impl MeshPass {
let shader = device.create_shader_module(&wgpu::include_wgsl!("mesh_shader.wgsl"));
let opaque_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
let targets = &[wgpu::ColorTargetState {
format: target_info.output_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
}];
let mut pipeline_desc = wgpu::RenderPipelineDescriptor {
label: Some("Opaque MeshPass Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
@ -121,11 +129,7 @@ impl MeshPass {
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
format: target_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
}],
targets,
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -136,15 +140,33 @@ impl MeshPass {
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
depth_stencil: Some(wgpu::DepthStencilState {
format: target_info.depth_format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: Default::default(),
bias: Default::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
};
let depth_pipeline = device.create_render_pipeline(&pipeline_desc);
pipeline_desc.depth_stencil = Some(wgpu::DepthStencilState {
format: target_info.depth_format,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Equal,
stencil: Default::default(),
bias: Default::default(),
});
let opaque_pipeline = device.create_render_pipeline(&pipeline_desc);
Self {
device,
layouts,
@ -154,8 +176,9 @@ impl MeshPass {
vertex_attr_id,
mesh_layout_id,
example_mesh,
depth_pipeline,
opaque_pipeline,
target_format,
target_info,
}
}
}
@ -186,21 +209,26 @@ impl RenderPass for MeshPass {
fn record_render(&self, data: PhaseData<&FrameData>) -> Option<wgpu::RenderBundle> {
println!("MeshPass::record_render(phase: {:?})", data.phase);
let pipeline = match data.phase {
Phase::Depth => &self.depth_pipeline,
Phase::Opaque => &self.opaque_pipeline,
_ => return None,
};
let mut cmds =
self.device
.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
label: Some("Opaque Pass Render Bundle"),
color_formats: &[self.target_format],
depth_stencil: None,
color_formats: &[self.target_info.output_format],
depth_stencil: Some(wgpu::RenderBundleDepthStencil {
format: self.target_info.depth_format,
depth_read_only: false, // TODO optimize?
stencil_read_only: true,
}),
sample_count: 1,
multiview: None,
});
let pipeline = match data.phase {
Phase::Opaque => &self.opaque_pipeline,
_ => return None,
};
let meshes = &[&self.example_mesh, &self.example_mesh];
// yikes

182
src/viewport.rs Normal file
View File

@ -0,0 +1,182 @@
use std::sync::Arc;
#[derive(Clone)]
pub struct ViewportInfo {
pub output_format: wgpu::TextureFormat,
pub depth_format: wgpu::TextureFormat,
}
pub struct ViewportViews<'a> {
pub output: &'a wgpu::TextureView,
pub depth: &'a wgpu::TextureView,
}
pub trait Viewport {
fn get_info(&self) -> ViewportInfo;
fn get_queue(&self) -> &wgpu::Queue;
}
pub trait ViewportImage<'a> {
type Viewport: Viewport;
fn get_viewport(&self) -> &Self::Viewport;
fn get_views(&self) -> ViewportViews;
}
pub struct WinitViewport {
pub device: Arc<wgpu::Device>,
pub queue: Arc<wgpu::Queue>,
pub size: winit::dpi::PhysicalSize<u32>,
pub surface: wgpu::Surface,
pub config: wgpu::SurfaceConfiguration,
pub info: ViewportInfo,
pub depth_texture: wgpu::Texture,
pub depth_texture_view: wgpu::TextureView,
}
impl WinitViewport {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub async fn from_window(window: &winit::window::Window) -> Self {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None,
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
let device = Arc::new(device);
let queue = Arc::new(queue);
let info = ViewportInfo {
output_format: config.format,
depth_format: Self::DEPTH_FORMAT,
};
let (depth_texture, depth_texture_view) = Self::make_depth_texture(&device, &config);
Self {
device,
queue,
size,
surface,
config,
info,
depth_texture,
depth_texture_view,
}
}
pub fn acquire(&mut self) -> Result<WinitImage, wgpu::SurfaceError> {
let surface_texture = self.surface.get_current_texture()?;
let output_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let depth_view = &self.depth_texture_view;
Ok(WinitImage {
viewport: self,
surface_texture,
output_view,
depth_view,
})
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
let (depth_texture, depth_texture_view) =
Self::make_depth_texture(&self.device, &self.config);
self.depth_texture = depth_texture;
self.depth_texture_view = depth_texture_view;
}
}
fn make_depth_texture(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
) -> (wgpu::Texture, wgpu::TextureView) {
let size = wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some("Depth Texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
(texture, view)
}
}
impl Viewport for WinitViewport {
fn get_info(&self) -> ViewportInfo {
self.info.clone()
}
fn get_queue(&self) -> &wgpu::Queue {
&self.queue
}
}
pub struct WinitImage<'a> {
viewport: &'a WinitViewport,
surface_texture: wgpu::SurfaceTexture,
output_view: wgpu::TextureView,
depth_view: &'a wgpu::TextureView,
}
impl<'a> WinitImage<'a> {
pub fn present(self) {
self.surface_texture.present();
}
}
impl<'a> ViewportImage<'a> for WinitImage<'a> {
type Viewport = WinitViewport;
fn get_viewport(&self) -> &WinitViewport {
self.viewport
}
fn get_views(&self) -> ViewportViews {
ViewportViews {
output: &self.output_view,
depth: self.depth_view,
}
}
}