Add ShaderLoader and materials/
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@ -7,6 +7,7 @@ edition = "2021"
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bytemuck = { version = "^1.0", features = ["derive"] }
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bytemuck = { version = "^1.0", features = ["derive"] }
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glam = "0.20"
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glam = "0.20"
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multimap = "0.8"
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multimap = "0.8"
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notify = "^4"
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pollster = "0.2"
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pollster = "0.2"
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rayon = "1"
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rayon = "1"
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slab = "^0.4"
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slab = "^0.4"
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@ -15,3 +16,7 @@ smallvec = "^1.0"
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strum = { version = "0.24", features = ["derive"] }
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strum = { version = "0.24", features = ["derive"] }
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wgpu = "^0.12"
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wgpu = "^0.12"
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winit = "0.26"
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winit = "0.26"
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[dependencies.naga]
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version = "0.8.5"
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features = ["wgsl-in", "glsl-in", "wgsl-out", "serialize", "deserialize"]
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@ -0,0 +1 @@
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// example shader for when the time is right
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@ -9,6 +9,7 @@ pub mod camera;
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pub mod mesh;
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pub mod mesh;
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pub mod pass;
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pub mod pass;
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pub mod phase;
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pub mod phase;
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pub mod shader;
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pub mod staging;
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pub mod staging;
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pub mod viewport;
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pub mod viewport;
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@ -1,3 +1,4 @@
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use cyborg::shader;
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use cyborg::{pass, viewport::*, Renderer};
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use cyborg::{pass, viewport::*, Renderer};
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use std::sync::Arc;
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use std::sync::Arc;
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use winit::{
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use winit::{
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@ -18,6 +19,13 @@ fn main() {
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let device = renderer.get_device();
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let device = renderer.get_device();
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let layouts = renderer.get_layouts();
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let layouts = renderer.get_layouts();
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let shader_store = Arc::new(shader::ShaderStore::new(device.to_owned()));
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let shaders_dir = std::env::current_dir().unwrap();
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let shaders_dir = shaders_dir.join("materials/");
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let shader_loader = shader::ShaderLoader::new(shader_store.to_owned(), shaders_dir).unwrap();
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shader_loader.add_file("example.wgsl").unwrap();
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let mesh_pass =
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let mesh_pass =
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pass::mesh::MeshPass::new(device.to_owned(), layouts.to_owned(), viewport.get_info());
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pass::mesh::MeshPass::new(device.to_owned(), layouts.to_owned(), viewport.get_info());
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let debug_pass =
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let debug_pass =
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@ -40,6 +48,7 @@ fn main() {
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}
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}
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}
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}
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Event::MainEventsCleared => {
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Event::MainEventsCleared => {
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shader_loader.watch();
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camera.update();
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camera.update();
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window.request_redraw();
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window.request_redraw();
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}
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}
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@ -0,0 +1,173 @@
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use notify::{raw_watcher, RawEvent, RecommendedWatcher, RecursiveMode, Watcher};
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use slab::Slab;
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use std::collections::HashMap;
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use std::fs::read_to_string;
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use std::path::{Path, PathBuf};
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use std::sync::mpsc::{channel, Receiver, TryRecvError};
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use std::sync::{Arc, RwLock};
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#[repr(transparent)]
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct ShaderHandle(usize);
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#[derive(Debug)]
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pub enum ShaderError {
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InvalidHandle,
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}
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pub struct ShaderStore {
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device: Arc<wgpu::Device>,
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shaders: RwLock<Slab<wgpu::ShaderModule>>,
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}
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impl ShaderStore {
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pub fn new(device: Arc<wgpu::Device>) -> Self {
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Self {
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device,
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shaders: Default::default(),
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}
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}
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pub fn load(&self, module: &naga::Module) -> Result<ShaderHandle, ShaderError> {
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let source = self.generate_wgsl(module)?;
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let shader = self.load_wgsl(source)?;
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let index = self.shaders.write().unwrap().insert(shader);
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Ok(ShaderHandle(index))
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}
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pub fn reload(&self, handle: &ShaderHandle, module: &naga::Module) -> Result<(), ShaderError> {
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let mut write = self.shaders.write().unwrap();
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match write.get_mut(handle.0) {
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Some(stored) => {
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let source = self.generate_wgsl(module)?;
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let shader = self.load_wgsl(source)?;
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let _old = std::mem::replace(stored, shader);
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Ok(())
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}
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None => Err(ShaderError::InvalidHandle),
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}
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}
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fn generate_wgsl(&self, module: &naga::Module) -> Result<String, ShaderError> {
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// TODO handle all the errors that can happen here
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use naga::back::wgsl::{Writer, WriterFlags};
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use naga::valid::{Capabilities, ValidationFlags, Validator};
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let validation_flags = ValidationFlags::all();
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let capabilities = Capabilities::empty();
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let mut validator = Validator::new(validation_flags, capabilities);
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let module_info = validator.validate(&module).unwrap();
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let wgsl_flags = WriterFlags::empty();
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let mut wgsl_buffer = String::new();
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let mut wgsl_writer = Writer::new(&mut wgsl_buffer, wgsl_flags);
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wgsl_writer
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.write(&module, &module_info)
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.expect("wgsl write failed");
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Ok(wgsl_buffer)
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}
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fn load_wgsl(&self, wgsl_source: String) -> Result<wgpu::ShaderModule, ShaderError> {
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let shader = self
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.device
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.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Owned(wgsl_source)),
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});
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Ok(shader)
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}
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}
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pub struct ShaderLoader {
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store: Arc<ShaderStore>,
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root_path: PathBuf,
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_watcher: RecommendedWatcher,
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notify_rx: Receiver<RawEvent>,
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file_handles: RwLock<HashMap<PathBuf, ShaderHandle>>,
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}
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impl ShaderLoader {
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pub fn new(
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store: Arc<ShaderStore>,
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root_path: impl AsRef<Path>,
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) -> Result<Self, notify::Error> {
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let root_path = root_path.as_ref().to_path_buf();
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let (notify_tx, notify_rx) = channel();
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let mut watcher = raw_watcher(notify_tx)?;
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watcher.watch(root_path.clone(), RecursiveMode::Recursive)?;
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Ok(Self {
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store,
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root_path,
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_watcher: watcher,
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notify_rx,
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file_handles: Default::default(),
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})
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}
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pub fn watch(&self) {
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loop {
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match self.notify_rx.try_recv() {
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Ok(event) => match event {
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RawEvent {
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path: Some(path),
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op: Ok(op),
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cookie: _, // TODO use cookie to disambiguate updates
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} => {
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let handles_read = self.file_handles.read().unwrap();
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let path_buf = path.to_path_buf();
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if let Some(handle) = handles_read.get(&path_buf) {
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if op.contains(notify::Op::CREATE) {
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let _result = self.reload(handle, path_buf);
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}
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}
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}
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other => panic!("unexpected shader loader watcher event: {:#?}", other),
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},
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Err(TryRecvError::Empty) => break,
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Err(TryRecvError::Disconnected) => panic!("shader loader watcher disconnected"),
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}
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}
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}
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pub fn add_file(&self, shader_path: impl AsRef<Path>) -> Result<ShaderHandle, ShaderError> {
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let path_buf = self.root_path.join(shader_path);
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let module = self.load(&path_buf)?;
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let handle = self.store.load(&module)?;
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self.file_handles.write().unwrap().insert(path_buf, handle);
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Ok(handle)
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}
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fn load(&self, shader_path: impl AsRef<Path>) -> Result<naga::Module, ShaderError> {
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// TODO handle IO errors
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let source = read_to_string(shader_path).unwrap();
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let mut parser = naga::front::wgsl::Parser::new();
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match parser.parse(&source) {
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Ok(module) => Ok(module),
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// TODO handle parsing errors
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Err(error) => panic!("wgsl parsing error:\n{}", error),
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}
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}
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fn reload(
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&self,
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handle: &ShaderHandle,
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shader_path: impl AsRef<Path>,
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) -> Result<(), ShaderError> {
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match self.load(shader_path) {
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Ok(shader) => match self.store.reload(handle, &shader) {
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Ok(()) => return Ok(()),
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Err(e) => {
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eprintln!("Shader reload error: {:?}", e);
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return Err(e);
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}
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},
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Err(e) => {
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eprintln!("Shader reload error: {:?}", e);
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return Err(e);
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}
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}
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}
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}
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