Mesh compute skinning! (but no rasterizing yet)

This commit is contained in:
mars 2022-05-07 21:50:27 -06:00
parent fd12726efb
commit aaa5ea4be0
3 changed files with 283 additions and 4 deletions

View File

@ -0,0 +1,42 @@
#include oct_encoding.wgsl
#include skin.wgsl
struct SkinningUniform {
transform: mat4x4<f32>;
src_offset: u32;
dst_offset: u32;
count: u32;
};
[[group(0), binding(0)]]
var<storage,read> skinning_ubo: SkinningUniform;
[[group(0), binding(1)]]
var<storage,write> dst_vertices: SkinnedVertexArray;
[[group(0), binding(2)]]
var<storage,read> src_vertices: SkinnedVertexArray;
[[stage(compute), workgroup_size(64)]]
fn cs_main(
[[builtin(global_invocation_id)]] global_invocation_id: vec3<u32>,
) {
let vertex_index = global_invocation_id.x;
if (vertex_index >= skinning_ubo.count) {
return;
}
let src_index = skinning_ubo.src_offset + vertex_index;
let dst_index = skinning_ubo.dst_offset + vertex_index;
let ptf = src_vertices.data[src_index].ptf;
let position = ptf.xyz;
let tan_frame = bitcast<u32>(ptf.w);
let transform = skinning_ubo.transform;
let position = transform * vec4<f32>(position, 1.0);
let tan_frame = tan_frame_transform(tan_frame, transform);
let dst_ptf = vec4<f32>(position.xyz, bitcast<f32>(tan_frame));
dst_vertices.data[dst_index].ptf = dst_ptf;
}

View File

@ -26,10 +26,12 @@ fn main() {
let shader_watcher = shader::ShaderWatcher::new(shader_store.to_owned(), shaders_dir).unwrap();
let mesh_forward = shader_watcher.add_file("mesh_forward.wgsl").unwrap();
let mesh_skinning = shader_watcher.add_file("mesh_skinning.wgsl").unwrap();
let mesh_shaders = pass::mesh::ShaderInfo {
store: shader_store.clone(),
forward: mesh_forward,
skinning: mesh_skinning,
};
let mesh_pass = pass::mesh::MeshPass::new(

View File

@ -1,12 +1,14 @@
use super::*;
use crate::gpu::GpuVec;
use crate::mesh::*;
use crate::shader::{ShaderHandle, ShaderStore};
use crate::viewport::ViewportInfo;
use crate::RenderLayouts;
use crate::shader::{ShaderStore, ShaderHandle};
pub struct ShaderInfo {
pub store: Arc<ShaderStore>,
pub forward: ShaderHandle,
pub skinning: ShaderHandle,
}
#[repr(C)]
@ -18,7 +20,7 @@ pub struct Vertex {
impl Attribute for Vertex {
fn get_usages() -> wgpu::BufferUsages {
wgpu::BufferUsages::VERTEX
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::VERTEX
}
}
@ -37,7 +39,38 @@ impl Vertex {
pub type Index = u32;
pub struct FrameData {}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct SkinningUniform {
transform: [[f32; 4]; 4],
src_offset: u32,
dst_offset: u32,
count: u32,
_padding: u32,
}
#[derive(Debug)]
struct MeshCommand {
vertex_offset: usize,
vertex_count: usize,
skinned_offset: usize,
index_offset: usize,
index_count: usize,
skinning_index: usize,
}
#[derive(Debug)]
struct MeshGroupCommands {
binding_indices: MeshLayoutBindingIndices,
bind_group: wgpu::BindGroup,
meshes: Vec<MeshCommand>,
}
pub struct FrameData {
skinned_vertices: GpuVec<Vertex>,
skinning_uniforms: GpuVec<SkinningUniform>,
groups: Vec<MeshGroupCommands>,
}
pub struct MeshPass {
device: Arc<wgpu::Device>,
@ -49,6 +82,8 @@ pub struct MeshPass {
index_attr_id: AttrId,
mesh_layout_id: MeshLayoutId,
example_mesh: MeshHandle,
skinning_bind_group_layout: wgpu::BindGroupLayout,
skinning_pipeline: wgpu::ComputePipeline,
depth_pipeline: wgpu::RenderPipeline,
opaque_pipeline: wgpu::RenderPipeline,
target_info: ViewportInfo,
@ -177,6 +212,61 @@ impl MeshPass {
drop(shader);
let skinning_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Skinning Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: true,
min_binding_size: None, // TODO ???
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let skinning_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Skinning Pipeline Layout"),
bind_group_layouts: &[&skinning_bind_group_layout],
push_constant_ranges: &[],
});
let skinning_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Skinning Pipeline"),
layout: Some(&skinning_pipeline_layout),
module: shader_info
.store
.get(&shader_info.skinning)
.unwrap()
.as_ref(),
entry_point: "cs_main",
});
Self {
device,
layouts,
@ -187,6 +277,8 @@ impl MeshPass {
vertex_attr_id,
mesh_layout_id,
example_mesh,
skinning_bind_group_layout,
skinning_pipeline,
depth_pipeline,
opaque_pipeline,
target_info,
@ -198,16 +290,133 @@ impl RenderPass for MeshPass {
type FrameData = FrameData;
fn create_frame_data(&self) -> FrameData {
FrameData {}
FrameData {
skinned_vertices: GpuVec::new(
self.device.clone(),
Vertex::get_usages(),
1024 * 128,
Some("Skinned Vertices".to_string()),
),
skinning_uniforms: GpuVec::new(
self.device.clone(),
wgpu::BufferUsages::STORAGE,
1024 * 128,
Some("Skinning Uniforms".to_string()),
),
groups: Default::default(),
}
}
fn begin_frame(&self, data: &mut FrameData, phases: &mut Vec<Phase>, queue: &wgpu::Queue) {
println!("MeshPass::begin_frame()");
phases.push(Phase::Upload);
phases.push(Phase::Skinning);
phases.push(Phase::Depth);
phases.push(Phase::Opaque);
phases.push(Phase::Transparent);
data.groups.clear();
data.skinning_uniforms.clear();
let meshes = &[&self.example_mesh, &self.example_mesh];
let mesh_bindings = self
.mesh_pool
.iter_meshes(self.mesh_layout_id, meshes.iter(), |v| v)
.unwrap();
let mut skinned_cursor = 0;
for MeshLayoutInstances {
bindings,
instances,
} in mesh_bindings.iter()
{
let pools = self.mesh_pool.get_bindings(bindings.clone());
let vertices_pool = pools.get(self.vertex_attr_id).unwrap();
// TODO defer bind group creation into separate Vec after GpuVecs have been written
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.skinning_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: data.skinning_uniforms.as_ref(),
offset: 0,
// TODO ugly!
size: Some(
std::num::NonZeroU64::new(
std::mem::size_of::<SkinningUniform>() as u64
)
.unwrap(),
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: data.skinned_vertices.as_ref(),
offset: 0,
size: None,
}),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: vertices_pool.get_buffer(),
offset: 0,
size: None,
}),
},
],
});
let mut group = MeshGroupCommands {
binding_indices: bindings.clone(),
meshes: Default::default(),
bind_group,
};
for (_mesh, infos) in instances {
let vertices = infos.iter().find(|i| i.0 == self.vertex_attr_id).unwrap().1;
let indices = infos.iter().find(|i| i.0 == self.index_attr_id).unwrap().1;
group.meshes.push(MeshCommand {
vertex_offset: vertices.offset,
vertex_count: vertices.count,
skinned_offset: skinned_cursor,
index_offset: indices.offset,
index_count: indices.count,
skinning_index: data.skinning_uniforms.len(),
});
data.skinning_uniforms.push(SkinningUniform {
transform: [
[1., 0., 0., 0.],
[0., 1., 0., 0.],
[0., 0., 1., 0.],
[0., 0., 0., 1.],
],
src_offset: vertices.offset as u32,
dst_offset: skinned_cursor as u32,
count: vertices.count as u32,
_padding: 0,
});
skinned_cursor += vertices.count;
}
data.groups.push(group);
}
println!("commands: {:#?}", data.groups);
data.skinned_vertices.reserve(skinned_cursor);
data.skinned_vertices.write(&queue);
data.skinning_uniforms.write(&queue);
}
fn record_commands(&self, data: PhaseData<&FrameData>, cmds: &mut wgpu::CommandEncoder) {
@ -217,6 +426,32 @@ impl RenderPass for MeshPass {
}
}
fn record_compute<'a>(
&'a self,
data: PhaseData<&'a FrameData>,
cmds: &mut wgpu::ComputePass<'a>,
) {
cmds.set_pipeline(&self.skinning_pipeline);
for group in data.frame_data.groups.iter() {
for mesh in group.meshes.iter() {
let ubo_offset = data
.frame_data
.skinning_uniforms
.buf_offset(mesh.skinning_index);
cmds.set_bind_group(0, &group.bind_group, &[ubo_offset as u32]);
// TODO use div_ceil instead
let workgroup_num = if mesh.vertex_count % 64 == 0 {
mesh.vertex_count / 64
} else {
mesh.vertex_count / 64 + 1
};
cmds.dispatch(workgroup_num as u32, 1, 1);
}
}
}
fn record_render(&self, data: PhaseData<&FrameData>) -> Option<wgpu::RenderBundle> {
println!("MeshPass::record_render(phase: {:?})", data.phase);