simplify / consolidate wgpu resource mangement

This commit is contained in:
Carter Anderson 2020-05-05 12:45:37 -07:00
parent 012a33ed32
commit 0d87ebe866
12 changed files with 602 additions and 931 deletions

View File

@ -101,7 +101,7 @@ impl DrawTarget for AssignedMeshesDrawTarget {
pipeline_assignments.assignments.get(&pipeline_handle);
let global_render_resource_assignments =
resources.get::<RenderResourceAssignments>().unwrap();
render_context.setup_bind_groups(pipeline_descriptor, &global_render_resource_assignments);
render_context.resources().setup_bind_groups(pipeline_descriptor, &global_render_resource_assignments);
if let Some(assigned_render_resource_assignments) = assigned_render_resource_assignments {
for assignment_id in assigned_render_resource_assignments.iter() {
let entity = entity_render_resource_assignments
@ -112,7 +112,7 @@ impl DrawTarget for AssignedMeshesDrawTarget {
continue;
}
render_context.setup_bind_groups(
render_context.resources().setup_bind_groups(
pipeline_descriptor,
&renderable.render_resource_assignments,
);

View File

@ -1,7 +1,5 @@
mod assigned_meshes_draw_target;
mod meshes_draw_target;
mod ui_draw_target;
pub use assigned_meshes_draw_target::*;
pub use meshes_draw_target::*;
pub use ui_draw_target::*;

View File

@ -1,126 +0,0 @@
use crate::{
draw_target::DrawTarget,
mesh::{shape::Quad, Mesh},
pass::RenderPass,
pipeline::PipelineDescriptor,
render_resource::{
resource_name, BufferInfo, BufferUsage, RenderResource, RenderResourceAssignments,
ResourceInfo,
},
renderer::RenderContext,
};
use bevy_asset::Handle;
use legion::prelude::*;
#[derive(Default)]
pub struct UiDrawTarget {
pub mesh_vertex_buffer: Option<RenderResource>,
pub mesh_index_buffer: Option<RenderResource>,
pub mesh_index_length: usize,
pub mesh: Option<Handle<Mesh>>,
}
impl DrawTarget for UiDrawTarget {
fn draw(
&self,
_world: &World,
resources: &Resources,
render_pass: &mut dyn RenderPass,
_pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
) {
let render_resource_assignments = resources.get::<RenderResourceAssignments>().unwrap();
let ui_instances_buffer = {
match render_resource_assignments.get(resource_name::buffer::UI_INSTANCES) {
Some(buffer) => buffer,
None => return,
}
};
let index_count = {
let mut index_count = None;
let render_context = render_pass.get_render_context();
render_context.resources().get_resource_info(
ui_instances_buffer,
&mut |resource_info| {
if let Some(ResourceInfo::Buffer(BufferInfo {
array_info: Some(array_info),
..
})) = resource_info
{
index_count = Some(array_info.item_capacity);
}
},
);
index_count
};
let global_render_resource_assignments =
resources.get::<RenderResourceAssignments>().unwrap();
render_pass.set_render_resources(pipeline_descriptor, &global_render_resource_assignments);
render_pass.set_index_buffer(self.mesh_index_buffer.unwrap(), 0);
render_pass.set_vertex_buffer(0, self.mesh_vertex_buffer.unwrap(), 0);
render_pass.set_vertex_buffer(1, ui_instances_buffer, 0);
render_pass.draw_indexed(
0..self.mesh_index_length as u32,
0,
0..(index_count.unwrap() as u32),
);
}
fn setup(
&mut self,
_world: &World,
resources: &Resources,
render_context: &mut dyn RenderContext,
_pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
) {
// don't create meshes if they have already been created
if let Some(_) = self.mesh_vertex_buffer {
return;
}
let quad = Mesh::from(Quad {
size: glam::vec2(1.0, 1.0),
});
let vertex_buffer_bytes = quad
.get_vertex_buffer_bytes(
pipeline_descriptor
.get_layout()
.unwrap()
.vertex_buffer_descriptors
.first()
.as_ref()
.unwrap(),
)
.unwrap();
self.mesh_vertex_buffer = Some(render_context.resources_mut().create_buffer_with_data(
BufferInfo {
buffer_usage: BufferUsage::VERTEX,
..Default::default()
},
&vertex_buffer_bytes,
));
let index_buffer_bytes = quad
.get_index_buffer_bytes(pipeline_descriptor.index_format)
.unwrap();
self.mesh_index_buffer = Some(render_context.resources_mut().create_buffer_with_data(
BufferInfo {
buffer_usage: BufferUsage::INDEX,
..Default::default()
},
&index_buffer_bytes,
));
self.mesh_index_length = quad.indices.as_ref().unwrap().len();
let global_render_resource_assignments =
resources.get::<RenderResourceAssignments>().unwrap();
render_context.setup_bind_groups(pipeline_descriptor, &global_render_resource_assignments);
}
fn get_name(&self) -> String {
resource_name::draw_target::UI.to_string()
}
}

View File

@ -114,7 +114,7 @@ impl Node for PassNode {
}
}
render_context.create_render_pipeline(
render_context.resources().create_render_pipeline(
*compiled_pipeline_handle,
&compiled_pipeline_descriptor,
&shader_storage,

View File

@ -1,6 +1,9 @@
use super::RenderResourceContext;
use crate::{
render_resource::{BufferInfo, RenderResource, ResourceInfo},
pipeline::{BindGroupDescriptor, PipelineDescriptor},
render_resource::{
BufferInfo, RenderResource, RenderResourceAssignments, RenderResourceSetId, ResourceInfo,
},
shader::Shader,
texture::{SamplerDescriptor, TextureDescriptor},
};
@ -63,7 +66,7 @@ impl RenderResourceContext for HeadlessRenderResourceContext {
resource
}
fn create_shader_module(
&mut self,
&self,
_shader_handle: Handle<Shader>,
_shader_storage: &AssetStorage<Shader>,
) {
@ -106,4 +109,24 @@ impl RenderResourceContext for HeadlessRenderResourceContext {
.get(&(handle, index))
.cloned()
}
fn create_render_pipeline(
&self,
_pipeline_handle: Handle<PipelineDescriptor>,
_pipeline_descriptor: &PipelineDescriptor,
_shader_storage: &AssetStorage<Shader>,
) {
}
fn create_bind_group(
&self,
bind_group_descriptor: &BindGroupDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) -> Option<RenderResourceSetId> {
if let Some((render_resource_set_id, _indices)) =
render_resource_assignments.get_render_resource_set_id(bind_group_descriptor.id)
{
Some(*render_resource_set_id)
} else {
None
}
}
}

View File

@ -1,12 +1,9 @@
use super::RenderResourceContext;
use crate::{
pass::{PassDescriptor, RenderPass},
pipeline::{BindGroupDescriptor, PipelineDescriptor},
render_resource::{RenderResource, RenderResourceAssignments, RenderResourceSetId},
shader::Shader,
render_resource::{RenderResource, RenderResourceAssignments},
texture::{Extent3d, TextureDescriptor},
};
use bevy_asset::{AssetStorage, Handle};
pub trait RenderContext {
fn resources(&self) -> &dyn RenderResourceContext;
@ -36,27 +33,6 @@ pub trait RenderContext {
destination_array_layer: u32,
size: Extent3d,
);
fn create_bind_group(
&mut self,
bind_group_descriptor: &BindGroupDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) -> Option<RenderResourceSetId>;
fn create_render_pipeline(
&mut self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
shader_storage: &AssetStorage<Shader>,
);
fn setup_bind_groups(
&mut self,
pipeline_descriptor: &PipelineDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) {
let pipeline_layout = pipeline_descriptor.get_layout().unwrap();
for bind_group in pipeline_layout.bind_groups.iter() {
self.create_bind_group(bind_group, render_resource_assignments);
}
}
fn begin_pass(
&mut self,
pass_descriptor: &PassDescriptor,

View File

@ -1,7 +1,7 @@
use crate::{
render_resource::{BufferInfo, RenderResource, ResourceInfo},
render_resource::{BufferInfo, RenderResource, ResourceInfo, RenderResourceAssignments, RenderResourceSetId},
shader::Shader,
texture::{SamplerDescriptor, TextureDescriptor},
texture::{SamplerDescriptor, TextureDescriptor}, pipeline::{BindGroupDescriptor, PipelineDescriptor},
};
use bevy_asset::{AssetStorage, Handle, HandleUntyped};
use bevy_window::{Window, WindowId};
@ -38,7 +38,7 @@ pub trait RenderResourceContext: Downcast + Send + Sync + 'static {
) -> RenderResource;
fn create_buffer_with_data(&self, buffer_info: BufferInfo, data: &[u8]) -> RenderResource;
fn create_shader_module(
&mut self,
&self,
shader_handle: Handle<Shader>,
shader_storage: &AssetStorage<Shader>,
);
@ -61,6 +61,27 @@ pub trait RenderResourceContext: Downcast + Send + Sync + 'static {
handle: HandleUntyped,
index: usize,
) -> Option<RenderResource>;
fn create_render_pipeline(
&self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
shader_storage: &AssetStorage<Shader>,
);
fn create_bind_group(
&self,
bind_group_descriptor: &BindGroupDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) -> Option<RenderResourceSetId>;
fn setup_bind_groups(
&self,
pipeline_descriptor: &PipelineDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) {
let pipeline_layout = pipeline_descriptor.get_layout().unwrap();
for bind_group in pipeline_layout.bind_groups.iter() {
self.create_bind_group(bind_group, render_resource_assignments);
}
}
}
impl dyn RenderResourceContext {

View File

@ -128,7 +128,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::WINDOW_SURFACES,
render_resource_context
.wgpu_resources
.resources
.window_surfaces
.read()
.unwrap()
@ -138,7 +138,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::SWAP_CHAINS,
render_resource_context
.wgpu_resources
.resources
.window_swap_chains
.read()
.unwrap()
@ -148,7 +148,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::SWAP_CHAIN_OUTPUTS,
render_resource_context
.wgpu_resources
.resources
.swap_chain_outputs
.read()
.unwrap()
@ -158,7 +158,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::BUFFERS,
render_resource_context
.wgpu_resources
.resources
.buffers
.read()
.unwrap()
@ -168,7 +168,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::TEXTURES,
render_resource_context
.wgpu_resources
.resources
.textures
.read()
.unwrap()
@ -178,7 +178,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::TEXTURE_VIEWS,
render_resource_context
.wgpu_resources
.resources
.texture_views
.read()
.unwrap()
@ -188,7 +188,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::SAMPLERS,
render_resource_context
.wgpu_resources
.resources
.samplers
.read()
.unwrap()
@ -198,7 +198,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::BIND_GROUPS,
render_resource_context
.wgpu_resources
.resources
.bind_groups
.read()
.unwrap()
@ -208,7 +208,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::BIND_GROUP_LAYOUTS,
render_resource_context
.wgpu_resources
.resources
.bind_group_layouts
.read()
.unwrap()
@ -218,7 +218,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::SHADER_MODULES,
render_resource_context
.wgpu_resources
.resources
.shader_modules
.read()
.unwrap()
@ -228,7 +228,7 @@ impl WgpuResourceDiagnosticsPlugin {
diagnostics.add_measurement(
Self::RENDER_PIPELINES,
render_resource_context
.wgpu_resources
.resources
.render_pipelines
.read()
.unwrap()

View File

@ -1,20 +1,13 @@
use super::WgpuRenderResourceContext;
use crate::{
wgpu_type_converter::{OwnedWgpuVertexBufferDescriptor, WgpuInto},
WgpuRenderPass, WgpuResourceRefs,
};
use bevy_asset::{AssetStorage, Handle};
use crate::{wgpu_type_converter::WgpuInto, WgpuRenderPass, WgpuResourceRefs};
use bevy_render::{
pass::{
PassDescriptor, RenderPass, RenderPassColorAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor, TextureAttachment,
},
pipeline::{BindGroupDescriptor, BindType, PipelineDescriptor},
render_resource::{
RenderResource, RenderResourceAssignments, RenderResourceSetId, ResourceInfo,
},
render_resource::{RenderResource, RenderResourceAssignments},
renderer::{RenderContext, RenderResourceContext},
shader::Shader,
texture::{Extent3d, TextureDescriptor},
};
use bevy_window::WindowId;
@ -86,10 +79,7 @@ impl RenderContext for WgpuRenderContext {
texture_descriptor: &TextureDescriptor,
bytes: &[u8],
) -> RenderResource {
self.render_resources
.wgpu_resources
.create_texture_with_data(
&self.device,
self.render_resources.create_texture_with_data(
self.command_encoder.get_or_create(&self.device),
texture_descriptor,
bytes,
@ -103,9 +93,8 @@ impl RenderContext for WgpuRenderContext {
destination_offset: u64,
size: u64,
) {
let command_encoder = self.command_encoder.get_or_create(&self.device);
self.render_resources.wgpu_resources.copy_buffer_to_buffer(
command_encoder,
self.render_resources.copy_buffer_to_buffer(
self.command_encoder.get_or_create(&self.device),
source_buffer,
source_offset,
destination_buffer,
@ -113,305 +102,38 @@ impl RenderContext for WgpuRenderContext {
size,
);
}
fn copy_buffer_to_texture(
&mut self,
source_buffer: RenderResource,
source_offset: u64,
source_bytes_per_row: u32,
destination_texture: RenderResource,
destination_origin: [u32; 3],
destination_mip_level: u32,
destination_array_layer: u32,
size: Extent3d,
) {
self.render_resources.copy_buffer_to_texture(
self.command_encoder.get_or_create(&self.device),
source_buffer,
source_offset,
source_bytes_per_row,
destination_texture,
destination_origin,
destination_mip_level,
destination_array_layer,
size,
)
}
fn resources(&self) -> &dyn RenderResourceContext {
&self.render_resources
}
fn resources_mut(&mut self) -> &mut dyn RenderResourceContext {
&mut self.render_resources
}
fn create_bind_group(
&mut self,
bind_group_descriptor: &BindGroupDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) -> Option<RenderResourceSetId> {
if let Some((render_resource_set_id, _indices)) =
render_resource_assignments.get_render_resource_set_id(bind_group_descriptor.id)
{
if !self
.render_resources
.wgpu_resources
.has_bind_group(bind_group_descriptor.id, *render_resource_set_id)
{
log::trace!(
"start creating bind group for RenderResourceSet {:?}",
render_resource_set_id
);
let wgpu_bind_group = {
let textures = self
.render_resources
.wgpu_resources
.texture_views
.read()
.unwrap();
let samplers = self
.render_resources
.wgpu_resources
.samplers
.read()
.unwrap();
let buffers = self.render_resources.wgpu_resources.buffers.read().unwrap();
let bindings = bind_group_descriptor
.bindings
.iter()
.map(|binding| {
if let Some(resource) = render_resource_assignments.get(&binding.name) {
let mut wgpu_resource = None;
self.resources().get_resource_info(
resource,
&mut |resource_info| {
log::trace!(
"found binding {} ({}) resource: {:?} {:?}",
binding.index,
binding.name,
resource,
resource_info
);
wgpu_resource = match &binding.bind_type {
BindType::SampledTexture { .. } => {
if let Some(ResourceInfo::Texture) = resource_info {
let texture = textures.get(&resource).unwrap();
Some(wgpu::BindingResource::TextureView(
texture,
))
} else {
panic!("expected a Texture resource");
}
}
BindType::Sampler { .. } => {
if let Some(ResourceInfo::Sampler) = resource_info {
let sampler = samplers.get(&resource).unwrap();
Some(wgpu::BindingResource::Sampler(sampler))
} else {
panic!("expected a Sampler resource");
}
}
BindType::Uniform { .. } => {
if let Some(ResourceInfo::Buffer(buffer_info)) =
resource_info
{
let buffer = buffers.get(&resource).unwrap();
Some(wgpu::BindingResource::Buffer {
buffer,
range: 0..buffer_info.size as u64,
})
} else {
panic!("expected a Buffer resource");
}
}
_ => panic!("unsupported bind type"),
}
},
);
wgpu::Binding {
binding: binding.index,
resource: wgpu_resource.expect("No resource binding found"),
}
} else {
panic!(
"No resource assigned to uniform \"{}\" for RenderResourceAssignments {:?}",
binding.name,
render_resource_assignments.id
);
}
})
.collect::<Vec<wgpu::Binding>>();
let bind_group_layouts = self
.render_resources
.wgpu_resources
.bind_group_layouts
.read()
.unwrap();
let bind_group_layout =
bind_group_layouts.get(&bind_group_descriptor.id).unwrap();
let wgpu_bind_group_descriptor = wgpu::BindGroupDescriptor {
label: None,
layout: bind_group_layout,
bindings: bindings.as_slice(),
};
self.render_resources.wgpu_resources.create_bind_group(
&self.device,
*render_resource_set_id,
&wgpu_bind_group_descriptor,
)
};
self.render_resources.wgpu_resources.set_bind_group(
bind_group_descriptor.id,
*render_resource_set_id,
wgpu_bind_group,
);
return Some(*render_resource_set_id);
}
}
None
}
fn create_render_pipeline(
&mut self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
shader_storage: &AssetStorage<Shader>,
) {
if let Some(_) = self
.render_resources
.wgpu_resources
.render_pipelines
.read()
.unwrap()
.get(&pipeline_handle)
{
return;
}
let layout = pipeline_descriptor.get_layout().unwrap();
for bind_group in layout.bind_groups.iter() {
if self
.render_resources
.wgpu_resources
.bind_group_layouts
.read()
.unwrap()
.get(&bind_group.id)
.is_none()
{
let bind_group_layout_binding = bind_group
.bindings
.iter()
.map(|binding| wgpu::BindGroupLayoutEntry {
binding: binding.index,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: (&binding.bind_type).wgpu_into(),
})
.collect::<Vec<wgpu::BindGroupLayoutEntry>>();
self.render_resources
.wgpu_resources
.create_bind_group_layout(
&self.device,
bind_group.id,
&wgpu::BindGroupLayoutDescriptor {
bindings: bind_group_layout_binding.as_slice(),
label: None,
},
);
}
}
let pipeline_layout = {
let bind_group_layouts = self
.render_resources
.wgpu_resources
.bind_group_layouts
.read()
.unwrap();
// setup and collect bind group layouts
let bind_group_layouts = layout
.bind_groups
.iter()
.map(|bind_group| bind_group_layouts.get(&bind_group.id).unwrap())
.collect::<Vec<&wgpu::BindGroupLayout>>();
self.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: bind_group_layouts.as_slice(),
})
};
let owned_vertex_buffer_descriptors = layout
.vertex_buffer_descriptors
.iter()
.map(|v| v.wgpu_into())
.collect::<Vec<OwnedWgpuVertexBufferDescriptor>>();
let color_states = pipeline_descriptor
.color_states
.iter()
.map(|c| c.wgpu_into())
.collect::<Vec<wgpu::ColorStateDescriptor>>();
if self
.render_resources
.wgpu_resources
.shader_modules
.read()
.unwrap()
.get(&pipeline_descriptor.shader_stages.vertex)
.is_none()
{
self.render_resources
.create_shader_module(pipeline_descriptor.shader_stages.vertex, shader_storage);
}
if let Some(fragment_handle) = pipeline_descriptor.shader_stages.fragment {
if self
.render_resources
.wgpu_resources
.shader_modules
.read()
.unwrap()
.get(&fragment_handle)
.is_none()
{
self.render_resources
.create_shader_module(fragment_handle, shader_storage);
}
};
let wgpu_pipeline = {
let shader_modules = self
.render_resources
.wgpu_resources
.shader_modules
.read()
.unwrap();
let vertex_shader_module = shader_modules
.get(&pipeline_descriptor.shader_stages.vertex)
.unwrap();
let fragment_shader_module = match pipeline_descriptor.shader_stages.fragment {
Some(fragment_handle) => Some(shader_modules.get(&fragment_handle).unwrap()),
None => None,
};
let render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vertex_shader_module,
entry_point: "main",
},
fragment_stage: match pipeline_descriptor.shader_stages.fragment {
Some(_) => Some(wgpu::ProgrammableStageDescriptor {
entry_point: "main",
module: fragment_shader_module.as_ref().unwrap(),
}),
None => None,
},
rasterization_state: pipeline_descriptor
.rasterization_state
.as_ref()
.map(|r| r.wgpu_into()),
primitive_topology: pipeline_descriptor.primitive_topology.wgpu_into(),
color_states: &color_states,
depth_stencil_state: pipeline_descriptor
.depth_stencil_state
.as_ref()
.map(|d| d.wgpu_into()),
vertex_state: wgpu::VertexStateDescriptor {
index_format: pipeline_descriptor.index_format.wgpu_into(),
vertex_buffers: &owned_vertex_buffer_descriptors
.iter()
.map(|v| v.into())
.collect::<Vec<wgpu::VertexBufferDescriptor>>(),
},
sample_count: pipeline_descriptor.sample_count,
sample_mask: pipeline_descriptor.sample_mask,
alpha_to_coverage_enabled: pipeline_descriptor.alpha_to_coverage_enabled,
};
self.render_resources
.wgpu_resources
.create_render_pipeline(&self.device, &render_pipeline_descriptor)
};
self.render_resources
.wgpu_resources
.set_render_pipeline(pipeline_handle, wgpu_pipeline);
}
fn begin_pass(
&mut self,
pass_descriptor: &PassDescriptor,
@ -421,7 +143,7 @@ impl RenderContext for WgpuRenderContext {
if !self.command_encoder.is_some() {
self.command_encoder.create(&self.device);
}
let resource_lock = self.render_resources.wgpu_resources.read();
let resource_lock = self.render_resources.resources.read();
let refs = resource_lock.refs();
let mut encoder = self.command_encoder.take().unwrap();
{
@ -443,29 +165,6 @@ impl RenderContext for WgpuRenderContext {
self.command_encoder.set(encoder);
}
fn copy_buffer_to_texture(
&mut self,
source_buffer: RenderResource,
source_offset: u64,
source_bytes_per_row: u32,
destination_texture: RenderResource,
destination_origin: [u32; 3],
destination_mip_level: u32,
destination_array_layer: u32,
size: Extent3d,
) {
self.render_resources.wgpu_resources.copy_buffer_to_texture(
self.command_encoder.get_or_create(&self.device),
source_buffer,
source_offset,
source_bytes_per_row,
destination_texture,
destination_origin,
destination_mip_level,
destination_array_layer,
size,
)
}
}
pub fn create_render_pass<'a, 'b>(

View File

@ -1,70 +1,282 @@
use crate::WgpuResources;
use crate::{
wgpu_type_converter::{OwnedWgpuVertexBufferDescriptor, WgpuInto},
WgpuBindGroupInfo, WgpuResources,
};
use bevy_asset::{AssetStorage, Handle, HandleUntyped};
use bevy_render::{
render_resource::{BufferInfo, RenderResource, ResourceInfo},
pipeline::{BindGroupDescriptor, BindType, PipelineDescriptor},
render_resource::{
BufferInfo, RenderResource, RenderResourceAssignments, RenderResourceSetId, ResourceInfo,
},
renderer::RenderResourceContext,
shader::Shader,
texture::{SamplerDescriptor, TextureDescriptor},
texture::{Extent3d, SamplerDescriptor, TextureDescriptor},
};
use bevy_window::Window;
use bevy_window::{Window, WindowId};
use std::sync::Arc;
#[derive(Clone)]
pub struct WgpuRenderResourceContext {
pub device: Arc<wgpu::Device>,
pub wgpu_resources: WgpuResources,
pub resources: WgpuResources,
}
impl WgpuRenderResourceContext {
pub fn new(device: Arc<wgpu::Device>) -> Self {
WgpuRenderResourceContext {
device,
wgpu_resources: WgpuResources::default(),
resources: WgpuResources::default(),
}
}
pub fn set_window_surface(&self, window_id: WindowId, surface: wgpu::Surface) {
let mut window_surfaces = self.resources.window_surfaces.write().unwrap();
window_surfaces.insert(window_id, surface);
}
pub fn create_texture_with_data(
&mut self,
command_encoder: &mut wgpu::CommandEncoder,
texture_descriptor: &TextureDescriptor,
bytes: &[u8],
) -> RenderResource {
let mut resource_info = self.resources.resource_info.write().unwrap();
let mut texture_views = self.resources.texture_views.write().unwrap();
let mut textures = self.resources.textures.write().unwrap();
let descriptor: wgpu::TextureDescriptor = (*texture_descriptor).wgpu_into();
let texture = self.device.create_texture(&descriptor);
let texture_view = texture.create_default_view();
let temp_buf = self
.device
.create_buffer_with_data(bytes, wgpu::BufferUsage::COPY_SRC);
command_encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &temp_buf,
offset: 0,
bytes_per_row: 4 * descriptor.size.width,
rows_per_image: 0, // NOTE: Example sets this to 0, but should it be height?
},
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d { x: 0, y: 0, z: 0 },
},
descriptor.size,
);
let resource = RenderResource::new();
resource_info.insert(resource, ResourceInfo::Texture);
texture_views.insert(resource, texture_view);
textures.insert(resource, texture);
resource
}
pub fn copy_buffer_to_buffer(
&self,
command_encoder: &mut wgpu::CommandEncoder,
source_buffer: RenderResource,
source_offset: u64,
destination_buffer: RenderResource,
destination_offset: u64,
size: u64,
) {
let buffers = self.resources.buffers.read().unwrap();
let source = buffers.get(&source_buffer).unwrap();
let destination = buffers.get(&destination_buffer).unwrap();
command_encoder.copy_buffer_to_buffer(
source,
source_offset,
destination,
destination_offset,
size,
);
}
pub fn copy_buffer_to_texture(
&self,
command_encoder: &mut wgpu::CommandEncoder,
source_buffer: RenderResource,
source_offset: u64,
source_bytes_per_row: u32,
destination_texture: RenderResource,
destination_origin: [u32; 3], // TODO: replace with math type
destination_mip_level: u32,
destination_array_layer: u32,
size: Extent3d,
) {
let buffers = self.resources.buffers.read().unwrap();
let textures = self.resources.textures.read().unwrap();
let source = buffers.get(&source_buffer).unwrap();
let destination = textures.get(&destination_texture).unwrap();
command_encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: source,
offset: source_offset,
bytes_per_row: source_bytes_per_row,
rows_per_image: 0, // NOTE: Example sets this to 0, but should it be height?
},
wgpu::TextureCopyView {
texture: destination,
mip_level: destination_mip_level,
array_layer: destination_array_layer,
origin: wgpu::Origin3d {
x: destination_origin[0],
y: destination_origin[1],
z: destination_origin[2],
},
},
size.wgpu_into(),
);
}
pub fn create_bind_group_layout(&self, descriptor: &BindGroupDescriptor) {
if self
.resources
.bind_group_layouts
.read()
.unwrap()
.get(&descriptor.id)
.is_some()
{
return;
}
let mut bind_group_layouts = self.resources.bind_group_layouts.write().unwrap();
// TODO: consider re-checking existence here
let bind_group_layout_binding = descriptor
.bindings
.iter()
.map(|binding| wgpu::BindGroupLayoutEntry {
binding: binding.index,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: (&binding.bind_type).wgpu_into(),
})
.collect::<Vec<wgpu::BindGroupLayoutEntry>>();
let wgpu_descriptor = wgpu::BindGroupLayoutDescriptor {
bindings: bind_group_layout_binding.as_slice(),
label: None,
};
let bind_group_layout = self.device.create_bind_group_layout(&wgpu_descriptor);
bind_group_layouts.insert(descriptor.id, bind_group_layout);
}
}
impl RenderResourceContext for WgpuRenderResourceContext {
fn create_sampler(&self, sampler_descriptor: &SamplerDescriptor) -> RenderResource {
self.wgpu_resources
.create_sampler(&self.device, sampler_descriptor)
}
fn create_texture(&self, texture_descriptor: &TextureDescriptor) -> RenderResource {
self.wgpu_resources
.create_texture(&self.device, texture_descriptor)
}
fn create_buffer(&self, buffer_info: BufferInfo) -> RenderResource {
self.wgpu_resources.create_buffer(&self.device, buffer_info)
let mut samplers = self.resources.samplers.write().unwrap();
let mut resource_info = self.resources.resource_info.write().unwrap();
let descriptor: wgpu::SamplerDescriptor = (*sampler_descriptor).wgpu_into();
let sampler = self.device.create_sampler(&descriptor);
let resource = RenderResource::new();
samplers.insert(resource, sampler);
resource_info.insert(resource, ResourceInfo::Sampler);
resource
}
fn create_texture(&self, texture_descriptor: &TextureDescriptor) -> RenderResource {
let mut textures = self.resources.textures.write().unwrap();
let mut texture_views = self.resources.texture_views.write().unwrap();
let mut resource_info = self.resources.resource_info.write().unwrap();
let descriptor: wgpu::TextureDescriptor = (*texture_descriptor).wgpu_into();
let texture = self.device.create_texture(&descriptor);
let texture_view = texture.create_default_view();
let resource = RenderResource::new();
resource_info.insert(resource, ResourceInfo::Texture);
texture_views.insert(resource, texture_view);
textures.insert(resource, texture);
resource
}
fn create_buffer(&self, buffer_info: BufferInfo) -> RenderResource {
// TODO: consider moving this below "create" for efficiency
let mut resource_info = self.resources.resource_info.write().unwrap();
let mut buffers = self.resources.buffers.write().unwrap();
let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: buffer_info.size as u64,
usage: buffer_info.buffer_usage.wgpu_into(),
});
let resource = RenderResource::new();
resource_info.insert(resource, ResourceInfo::Buffer(buffer_info));
buffers.insert(resource, buffer);
resource
}
// TODO: clean this up
fn create_buffer_mapped(
&self,
buffer_info: BufferInfo,
setup_data: &mut dyn FnMut(&mut [u8], &dyn RenderResourceContext),
) -> RenderResource {
let buffer = WgpuResources::begin_create_buffer_mapped_render_context(
&buffer_info,
self,
setup_data,
);
self.wgpu_resources.assign_buffer(buffer, buffer_info)
// TODO: consider moving this below "create" for efficiency
let mut mapped = self.device.create_buffer_mapped(&wgpu::BufferDescriptor {
size: buffer_info.size as u64,
usage: buffer_info.buffer_usage.wgpu_into(),
label: None,
});
setup_data(&mut mapped.data(), self);
let buffer = mapped.finish();
let resource = RenderResource::new();
let mut resource_info = self.resources.resource_info.write().unwrap();
let mut buffers = self.resources.buffers.write().unwrap();
resource_info.insert(resource, ResourceInfo::Buffer(buffer_info));
buffers.insert(resource, buffer);
resource
}
fn create_buffer_with_data(&self, buffer_info: BufferInfo, data: &[u8]) -> RenderResource {
self.wgpu_resources
.create_buffer_with_data(&self.device, buffer_info, data)
fn create_buffer_with_data(&self, mut buffer_info: BufferInfo, data: &[u8]) -> RenderResource {
// TODO: consider moving this below "create" for efficiency
let mut resource_info = self.resources.resource_info.write().unwrap();
let mut buffers = self.resources.buffers.write().unwrap();
buffer_info.size = data.len();
let buffer = self
.device
.create_buffer_with_data(data, buffer_info.buffer_usage.wgpu_into());
let resource = RenderResource::new();
resource_info.insert(resource, ResourceInfo::Buffer(buffer_info));
buffers.insert(resource, buffer);
resource
}
fn remove_buffer(&self, resource: RenderResource) {
self.wgpu_resources.remove_buffer(resource);
let mut buffers = self.resources.buffers.write().unwrap();
let mut resource_info = self.resources.resource_info.write().unwrap();
buffers.remove(&resource);
resource_info.remove(&resource);
}
fn remove_texture(&self, resource: RenderResource) {
self.wgpu_resources.remove_texture(resource);
let mut textures = self.resources.textures.write().unwrap();
let mut texture_views = self.resources.texture_views.write().unwrap();
let mut resource_info = self.resources.resource_info.write().unwrap();
textures.remove(&resource);
texture_views.remove(&resource);
resource_info.remove(&resource);
}
fn remove_sampler(&self, resource: RenderResource) {
self.wgpu_resources.remove_sampler(resource);
let mut samplers = self.resources.samplers.write().unwrap();
let mut resource_info = self.resources.resource_info.write().unwrap();
samplers.remove(&resource);
resource_info.remove(&resource);
}
fn get_resource_info(
@ -72,16 +284,18 @@ impl RenderResourceContext for WgpuRenderResourceContext {
resource: RenderResource,
handle_info: &mut dyn FnMut(Option<&ResourceInfo>),
) {
self.wgpu_resources.get_resource_info(resource, handle_info);
let resource_info = self.resources.resource_info.read().unwrap();
let info = resource_info.get(&resource);
handle_info(info);
}
fn create_shader_module(
&mut self,
&self,
shader_handle: Handle<Shader>,
shader_storage: &AssetStorage<Shader>,
) {
if self
.wgpu_resources
.resources
.shader_modules
.read()
.unwrap()
@ -91,39 +305,281 @@ impl RenderResourceContext for WgpuRenderResourceContext {
return;
}
let mut shader_modules = self.resources.shader_modules.write().unwrap();
// TODO: consider re-checking existence here
let shader = shader_storage.get(&shader_handle).unwrap();
self.wgpu_resources
.create_shader_module(&self.device, shader_handle, shader);
let shader_module = self.device.create_shader_module(&shader.get_spirv(None));
shader_modules.insert(shader_handle, shader_module);
}
fn create_swap_chain(&self, window: &Window) {
self.wgpu_resources
.create_window_swap_chain(&self.device, window)
let surfaces = self.resources.window_surfaces.read().unwrap();
let mut window_swap_chains = self.resources.window_swap_chains.write().unwrap();
let swap_chain_descriptor: wgpu::SwapChainDescriptor = window.wgpu_into();
let surface = surfaces
.get(&window.id)
.expect("No surface found for window");
let swap_chain = self
.device
.create_swap_chain(surface, &swap_chain_descriptor);
window_swap_chains.insert(window.id, swap_chain);
}
fn next_swap_chain_texture(&self, window_id: bevy_window::WindowId) -> RenderResource {
self.wgpu_resources.next_swap_chain_texture(window_id)
let mut window_swap_chains = self.resources.window_swap_chains.write().unwrap();
let mut swap_chain_outputs = self.resources.swap_chain_outputs.write().unwrap();
let window_swap_chain = window_swap_chains.get_mut(&window_id).unwrap();
let next_texture = window_swap_chain.get_next_texture().unwrap();
// TODO: Add ResourceInfo
let render_resource = RenderResource::new();
swap_chain_outputs.insert(render_resource, next_texture);
render_resource
}
fn drop_swap_chain_texture(&self, render_resource: RenderResource) {
self.wgpu_resources
.remove_swap_chain_texture(render_resource);
let mut swap_chain_outputs = self.resources.swap_chain_outputs.write().unwrap();
swap_chain_outputs.remove(&render_resource);
}
fn drop_all_swap_chain_textures(&self) {
self.wgpu_resources.remove_all_swap_chain_textures();
let mut swap_chain_outputs = self.resources.swap_chain_outputs.write().unwrap();
swap_chain_outputs.clear();
}
fn set_asset_resource_untyped(
&self,
handle: HandleUntyped,
render_resource: RenderResource,
index: usize,
) {
self.wgpu_resources
.set_asset_resource_untyped(handle, render_resource, index);
let mut asset_resources = self.resources.asset_resources.write().unwrap();
asset_resources.insert((handle, index), render_resource);
}
fn get_asset_resource_untyped(
&self,
handle: HandleUntyped,
index: usize,
) -> Option<RenderResource> {
self.wgpu_resources
.get_asset_resource_untyped(handle, index)
let asset_resources = self.resources.asset_resources.read().unwrap();
asset_resources.get(&(handle, index)).cloned()
}
fn create_render_pipeline(
&self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
shaders: &AssetStorage<Shader>,
) {
if self
.resources
.render_pipelines
.read()
.unwrap()
.get(&pipeline_handle)
.is_some()
{
return;
}
let layout = pipeline_descriptor.get_layout().unwrap();
for bind_group_descriptor in layout.bind_groups.iter() {
self.create_bind_group_layout(&bind_group_descriptor);
}
let bind_group_layouts = self.resources.bind_group_layouts.read().unwrap();
// setup and collect bind group layouts
let bind_group_layouts = layout
.bind_groups
.iter()
.map(|bind_group| bind_group_layouts.get(&bind_group.id).unwrap())
.collect::<Vec<&wgpu::BindGroupLayout>>();
let pipeline_layout = self
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: bind_group_layouts.as_slice(),
});
let owned_vertex_buffer_descriptors = layout
.vertex_buffer_descriptors
.iter()
.map(|v| v.wgpu_into())
.collect::<Vec<OwnedWgpuVertexBufferDescriptor>>();
let color_states = pipeline_descriptor
.color_states
.iter()
.map(|c| c.wgpu_into())
.collect::<Vec<wgpu::ColorStateDescriptor>>();
self.create_shader_module(pipeline_descriptor.shader_stages.vertex, shaders);
if let Some(fragment_handle) = pipeline_descriptor.shader_stages.fragment {
self.create_shader_module(fragment_handle, shaders);
}
let shader_modules = self.resources.shader_modules.read().unwrap();
let vertex_shader_module = shader_modules
.get(&pipeline_descriptor.shader_stages.vertex)
.unwrap();
let fragment_shader_module = match pipeline_descriptor.shader_stages.fragment {
Some(fragment_handle) => Some(shader_modules.get(&fragment_handle).unwrap()),
None => None,
};
let render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vertex_shader_module,
entry_point: "main",
},
fragment_stage: match pipeline_descriptor.shader_stages.fragment {
Some(_) => Some(wgpu::ProgrammableStageDescriptor {
entry_point: "main",
module: fragment_shader_module.as_ref().unwrap(),
}),
None => None,
},
rasterization_state: pipeline_descriptor
.rasterization_state
.as_ref()
.map(|r| r.wgpu_into()),
primitive_topology: pipeline_descriptor.primitive_topology.wgpu_into(),
color_states: &color_states,
depth_stencil_state: pipeline_descriptor
.depth_stencil_state
.as_ref()
.map(|d| d.wgpu_into()),
vertex_state: wgpu::VertexStateDescriptor {
index_format: pipeline_descriptor.index_format.wgpu_into(),
vertex_buffers: &owned_vertex_buffer_descriptors
.iter()
.map(|v| v.into())
.collect::<Vec<wgpu::VertexBufferDescriptor>>(),
},
sample_count: pipeline_descriptor.sample_count,
sample_mask: pipeline_descriptor.sample_mask,
alpha_to_coverage_enabled: pipeline_descriptor.alpha_to_coverage_enabled,
};
let render_pipeline = self
.device
.create_render_pipeline(&render_pipeline_descriptor);
let mut render_pipelines = self.resources.render_pipelines.write().unwrap();
render_pipelines.insert(pipeline_handle, render_pipeline);
}
fn create_bind_group(
&self,
bind_group_descriptor: &BindGroupDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) -> Option<RenderResourceSetId> {
if let Some((render_resource_set_id, _indices)) =
render_resource_assignments.get_render_resource_set_id(bind_group_descriptor.id)
{
if !self
.resources
.has_bind_group(bind_group_descriptor.id, *render_resource_set_id)
{
log::trace!(
"start creating bind group for RenderResourceSet {:?}",
render_resource_set_id
);
let texture_views = self.resources.texture_views.read().unwrap();
let samplers = self.resources.samplers.read().unwrap();
let buffers = self.resources.buffers.read().unwrap();
let resource_info = self.resources.resource_info.read().unwrap();
let bind_group_layouts = self.resources.bind_group_layouts.read().unwrap();
let mut bind_groups = self.resources.bind_groups.write().unwrap();
let bindings = bind_group_descriptor
.bindings
.iter()
.map(|binding| {
if let Some(resource) = render_resource_assignments.get(&binding.name) {
let info = resource_info
.get(&resource)
.expect("referenced resource does not exist");
log::trace!(
"found binding {} ({}) resource: {:?} {:?}",
binding.index,
binding.name,
resource,
resource_info
);
let wgpu_resource = match &binding.bind_type {
BindType::SampledTexture { .. } => {
if let ResourceInfo::Texture = info {
let texture = texture_views.get(&resource).unwrap();
wgpu::BindingResource::TextureView(texture)
} else {
panic!("expected a Texture resource");
}
}
BindType::Sampler { .. } => {
if let ResourceInfo::Sampler = info {
let sampler = samplers.get(&resource).unwrap();
wgpu::BindingResource::Sampler(sampler)
} else {
panic!("expected a Sampler resource");
}
}
BindType::Uniform { .. } => {
if let ResourceInfo::Buffer(buffer_info) = info {
let buffer = buffers.get(&resource).unwrap();
wgpu::BindingResource::Buffer {
buffer,
range: 0..buffer_info.size as u64,
}
} else {
panic!("expected a Buffer resource");
}
}
_ => panic!("unsupported bind type"),
};
wgpu::Binding {
binding: binding.index,
resource: wgpu_resource,
}
} else {
panic!(
"No resource assigned to uniform \"{}\" for RenderResourceAssignments {:?}",
binding.name,
render_resource_assignments.id
);
}
})
.collect::<Vec<wgpu::Binding>>();
let bind_group_layout = bind_group_layouts.get(&bind_group_descriptor.id).unwrap();
let wgpu_bind_group_descriptor = wgpu::BindGroupDescriptor {
label: None,
layout: bind_group_layout,
bindings: bindings.as_slice(),
};
let wgpu_bind_group = self.device.create_bind_group(&wgpu_bind_group_descriptor);
let bind_group_info = bind_groups
.entry(bind_group_descriptor.id)
.or_insert_with(|| WgpuBindGroupInfo::default());
bind_group_info
.bind_groups
.insert(*render_resource_set_id, wgpu_bind_group);
log::trace!(
"created bind group for RenderResourceSet {:?}",
render_resource_set_id
);
return Some(*render_resource_set_id);
}
}
None
}
}

View File

@ -79,9 +79,7 @@ impl WgpuRenderer {
let winit_windows = resources.get::<bevy_winit::WinitWindows>().unwrap();
let winit_window = winit_windows.get_window(window.id).unwrap();
let surface = unsafe { self.instance.create_surface(winit_window.deref()) };
render_resource_context
.wgpu_resources
.set_window_surface(window.id, surface);
render_resource_context.set_window_surface(window.id, surface);
}
}
}

View File

@ -1,13 +1,10 @@
use crate::{renderer::WgpuRenderResourceContext, wgpu_type_converter::WgpuInto};
use bevy_asset::{Handle, HandleUntyped};
use bevy_render::{
pipeline::{BindGroupDescriptorId, PipelineDescriptor},
render_resource::{BufferInfo, RenderResource, RenderResourceSetId, ResourceInfo},
renderer::RenderResourceContext,
render_resource::{RenderResource, RenderResourceSetId, ResourceInfo},
shader::Shader,
texture::{Extent3d, SamplerDescriptor, TextureDescriptor},
};
use bevy_window::{Window, WindowId};
use bevy_window::WindowId;
use std::{
collections::HashMap,
sync::{Arc, RwLock, RwLockReadGuard},
@ -98,57 +95,6 @@ impl WgpuResources {
}
}
pub fn set_window_surface(&self, window_id: WindowId, surface: wgpu::Surface) {
self.window_surfaces
.write()
.unwrap()
.insert(window_id, surface);
}
pub fn next_swap_chain_texture(&self, window_id: WindowId) -> RenderResource {
let mut swap_chain_outputs = self.window_swap_chains.write().unwrap();
let swap_chain_output = swap_chain_outputs.get_mut(&window_id).unwrap();
let next_texture = swap_chain_output.get_next_texture().unwrap();
let render_resource = RenderResource::new();
// TODO: Add ResourceInfo
self.swap_chain_outputs
.write()
.unwrap()
.insert(render_resource, next_texture);
render_resource
}
pub fn remove_swap_chain_texture(&self, render_resource: RenderResource) {
self.swap_chain_outputs
.write()
.unwrap()
.remove(&render_resource);
}
pub fn remove_all_swap_chain_textures(&self) {
self.swap_chain_outputs.write().unwrap().clear();
}
pub fn create_window_swap_chain(&self, device: &wgpu::Device, window: &Window) {
let swap_chain_descriptor: wgpu::SwapChainDescriptor = window.wgpu_into();
let surfaces = self.window_surfaces.read().unwrap();
let surface = surfaces
.get(&window.id)
.expect("No surface found for window");
let swap_chain = device.create_swap_chain(surface, &swap_chain_descriptor);
self.window_swap_chains
.write()
.unwrap()
.insert(window.id, swap_chain);
}
pub fn add_resource_info(&self, resource: RenderResource, resource_info: ResourceInfo) {
self.resource_info
.write()
.unwrap()
.insert(resource, resource_info);
}
pub fn has_bind_group(
&self,
bind_group_descriptor_id: BindGroupDescriptorId,
@ -168,324 +114,4 @@ impl WgpuResources {
false
}
}
pub fn create_bind_group(
&self,
device: &wgpu::Device,
render_resource_set_id: RenderResourceSetId,
bind_group_descriptor: &wgpu::BindGroupDescriptor,
) -> wgpu::BindGroup {
log::trace!(
"created bind group for RenderResourceSet {:?}",
render_resource_set_id
);
device.create_bind_group(bind_group_descriptor)
}
pub fn set_bind_group(
&self,
bind_group_descriptor_id: BindGroupDescriptorId,
render_resource_set_id: RenderResourceSetId,
bind_group: wgpu::BindGroup,
) {
let mut bind_groups = self.bind_groups.write().unwrap();
let bind_group_info = bind_groups
.entry(bind_group_descriptor_id)
.or_insert_with(|| WgpuBindGroupInfo::default());
bind_group_info
.bind_groups
.insert(render_resource_set_id, bind_group);
}
pub fn create_buffer(&self, device: &wgpu::Device, buffer_info: BufferInfo) -> RenderResource {
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: buffer_info.size as u64,
usage: buffer_info.buffer_usage.wgpu_into(),
});
let resource = RenderResource::new();
self.add_resource_info(resource, ResourceInfo::Buffer(buffer_info));
self.buffers.write().unwrap().insert(resource, buffer);
resource
}
pub fn create_buffer_with_data(
&self,
device: &wgpu::Device,
mut buffer_info: BufferInfo,
data: &[u8],
) -> RenderResource {
buffer_info.size = data.len();
let buffer = device.create_buffer_with_data(data, buffer_info.buffer_usage.wgpu_into());
self.assign_buffer(buffer, buffer_info)
}
// TODO: taking a closure isn't fantastic. is there any way to make this better without exposing the lock in the interface?
pub fn get_resource_info(
&self,
resource: RenderResource,
handle_info: &mut dyn FnMut(Option<&ResourceInfo>),
) {
let resource_info = self.resource_info.read().unwrap();
let info = resource_info.get(&resource);
handle_info(info);
}
pub fn remove_buffer(&self, resource: RenderResource) {
self.buffers.write().unwrap().remove(&resource);
self.resource_info.write().unwrap().remove(&resource);
}
pub fn assign_buffer(&self, buffer: wgpu::Buffer, buffer_info: BufferInfo) -> RenderResource {
let resource = RenderResource::new();
self.add_resource_info(resource, ResourceInfo::Buffer(buffer_info));
self.buffers.write().unwrap().insert(resource, buffer);
resource
}
// TODO: clean this up
pub fn begin_create_buffer_mapped_render_context(
buffer_info: &BufferInfo,
render_resources: &WgpuRenderResourceContext,
setup_data: &mut dyn FnMut(&mut [u8], &dyn RenderResourceContext),
) -> wgpu::Buffer {
let device = render_resources.device.clone();
let mut mapped = device.create_buffer_mapped(&wgpu::BufferDescriptor {
size: buffer_info.size as u64,
usage: buffer_info.buffer_usage.wgpu_into(),
label: None,
});
setup_data(&mut mapped.data(), render_resources);
mapped.finish()
}
pub fn copy_buffer_to_buffer(
&self,
encoder: &mut wgpu::CommandEncoder,
source_buffer: RenderResource,
source_offset: u64,
destination_buffer: RenderResource,
destination_offset: u64,
size: u64,
) {
let buffers = self.buffers.read().unwrap();
let source = buffers.get(&source_buffer).unwrap();
let destination = buffers.get(&destination_buffer).unwrap();
encoder.copy_buffer_to_buffer(source, source_offset, destination, destination_offset, size);
}
pub fn copy_buffer_to_texture(
&self,
encoder: &mut wgpu::CommandEncoder,
source_buffer: RenderResource,
source_offset: u64,
source_bytes_per_row: u32,
destination_texture: RenderResource,
destination_origin: [u32; 3], // TODO: replace with math type
destination_mip_level: u32,
destination_array_layer: u32,
size: Extent3d,
) {
let buffers = self.buffers.read().unwrap();
let textures = self.textures.read().unwrap();
let source = buffers.get(&source_buffer).unwrap();
let destination = textures.get(&destination_texture).unwrap();
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: source,
offset: source_offset,
bytes_per_row: source_bytes_per_row,
rows_per_image: 0, // NOTE: Example sets this to 0, but should it be height?
},
wgpu::TextureCopyView {
texture: destination,
mip_level: destination_mip_level,
array_layer: destination_array_layer,
origin: wgpu::Origin3d {
x: destination_origin[0],
y: destination_origin[1],
z: destination_origin[2],
},
},
size.wgpu_into(),
);
}
pub fn create_shader_module(
&self,
device: &wgpu::Device,
shader_handle: Handle<Shader>,
shader: &Shader,
) {
let shader_module = device.create_shader_module(&shader.get_spirv(None));
self.shader_modules
.write()
.unwrap()
.insert(shader_handle, shader_module);
}
pub fn create_sampler(
&self,
device: &wgpu::Device,
sampler_descriptor: &SamplerDescriptor,
) -> RenderResource {
let descriptor: wgpu::SamplerDescriptor = (*sampler_descriptor).wgpu_into();
let sampler = device.create_sampler(&descriptor);
let resource = RenderResource::new();
self.samplers.write().unwrap().insert(resource, sampler);
self.add_resource_info(resource, ResourceInfo::Sampler);
resource
}
pub fn create_texture(
&self,
device: &wgpu::Device,
texture_descriptor: &TextureDescriptor,
) -> RenderResource {
let descriptor: wgpu::TextureDescriptor = (*texture_descriptor).wgpu_into();
let texture = device.create_texture(&descriptor);
let texture_view = texture.create_default_view();
let resource = RenderResource::new();
self.add_resource_info(resource, ResourceInfo::Texture);
self.texture_views
.write()
.unwrap()
.insert(resource, texture_view);
self.textures.write().unwrap().insert(resource, texture);
resource
}
pub fn create_texture_with_data(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
texture_descriptor: &TextureDescriptor,
bytes: &[u8],
) -> RenderResource {
let descriptor: wgpu::TextureDescriptor = (*texture_descriptor).wgpu_into();
let texture = device.create_texture(&descriptor);
let texture_view = texture.create_default_view();
let temp_buf = device.create_buffer_with_data(bytes, wgpu::BufferUsage::COPY_SRC);
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &temp_buf,
offset: 0,
bytes_per_row: 4 * descriptor.size.width,
rows_per_image: 0, // NOTE: Example sets this to 0, but should it be height?
},
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d { x: 0, y: 0, z: 0 },
},
descriptor.size,
);
let resource = RenderResource::new();
self.add_resource_info(resource, ResourceInfo::Texture);
self.texture_views
.write()
.unwrap()
.insert(resource, texture_view);
resource
}
pub fn remove_texture(&self, resource: RenderResource) {
self.texture_views.write().unwrap().remove(&resource);
self.textures.write().unwrap().remove(&resource);
self.resource_info.write().unwrap().remove(&resource);
}
pub fn remove_sampler(&self, resource: RenderResource) {
self.samplers.write().unwrap().remove(&resource);
self.resource_info.write().unwrap().remove(&resource);
}
pub fn set_asset_resource<T>(
&mut self,
handle: Handle<T>,
render_resource: RenderResource,
index: usize,
) where
T: 'static,
{
self.asset_resources
.write()
.unwrap()
.insert((handle.into(), index), render_resource);
}
pub fn get_asset_resource<T>(
&mut self,
handle: Handle<T>,
index: usize,
) -> Option<RenderResource>
where
T: 'static,
{
self.asset_resources
.write()
.unwrap()
.get(&(handle.into(), index))
.cloned()
}
pub fn set_asset_resource_untyped(
&self,
handle: HandleUntyped,
render_resource: RenderResource,
index: usize,
) {
self.asset_resources
.write()
.unwrap()
.insert((handle, index), render_resource);
}
pub fn get_asset_resource_untyped(
&self,
handle: HandleUntyped,
index: usize,
) -> Option<RenderResource> {
self.asset_resources
.write()
.unwrap()
.get(&(handle, index))
.cloned()
}
pub fn create_bind_group_layout(
&self,
device: &wgpu::Device,
bind_group_id: BindGroupDescriptorId,
descriptor: &wgpu::BindGroupLayoutDescriptor,
) {
let wgpu_bind_group_layout = device.create_bind_group_layout(descriptor);
self.bind_group_layouts
.write()
.unwrap()
.insert(bind_group_id, wgpu_bind_group_layout);
}
pub fn create_render_pipeline(
&self,
device: &wgpu::Device,
descriptor: &wgpu::RenderPipelineDescriptor,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&descriptor)
}
pub fn set_render_pipeline(
&self,
pipeline_handle: Handle<PipelineDescriptor>,
render_pipeline: wgpu::RenderPipeline,
) {
self.render_pipelines
.write()
.unwrap()
.insert(pipeline_handle, render_pipeline);
}
}