mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-21 07:48:12 +08:00
Update wgpu from 0.4 to 0.5 (currently it's not rendering)
This commit is contained in:
+129
-72
@@ -1,17 +1,17 @@
|
||||
// use super::render_state::RenderState;
|
||||
// use super::program_state::ProgramState;
|
||||
use super::color_palette::ColorPalette;
|
||||
use super::gui_rect::GUIRect;
|
||||
use super::pipeline::Pipeline;
|
||||
use super::pipeline::PipelineDetails;
|
||||
use super::shader_cache::ShaderCache;
|
||||
use super::texture::Texture;
|
||||
|
||||
use super::shader_cache::ShaderCache;
|
||||
use super::pipeline_cache::PipelineCache;
|
||||
use super::draw_command::DrawCommand;
|
||||
use std::collections::VecDeque;
|
||||
use winit::event::*;
|
||||
use winit::event_loop::ControlFlow;
|
||||
use winit::event_loop::EventLoop;
|
||||
use winit::window::Window;
|
||||
use futures::executor::block_on;
|
||||
|
||||
pub struct Application {
|
||||
pub surface: wgpu::Surface,
|
||||
@@ -21,9 +21,10 @@ pub struct Application {
|
||||
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
|
||||
pub swap_chain: wgpu::SwapChain,
|
||||
pub shader_cache: ShaderCache,
|
||||
pub pipeline_cache: PipelineCache,
|
||||
// pub texture_cache: TextureCache,
|
||||
pub gui_rect_queue: VecDeque<GUIRect>,
|
||||
pub pipeline_queue: VecDeque<Pipeline>,
|
||||
pub draw_command_queue: VecDeque<DrawCommand>,
|
||||
pub temp_color_toggle: bool,
|
||||
}
|
||||
|
||||
@@ -33,13 +34,19 @@ impl Application {
|
||||
let surface = wgpu::Surface::create(window);
|
||||
|
||||
// Represents a GPU, exposes the real GPU device and queue
|
||||
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions { ..Default::default() }).unwrap();
|
||||
let adapter = block_on(wgpu::Adapter::request(
|
||||
&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::Default,
|
||||
compatible_surface: Some(&surface),
|
||||
},
|
||||
wgpu::BackendBit::PRIMARY,
|
||||
)).unwrap();
|
||||
|
||||
// Requests the device and queue from the adapter
|
||||
let requested_device = adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
let requested_device = block_on(adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
extensions: wgpu::Extensions { anisotropic_filtering: false },
|
||||
limits: Default::default(),
|
||||
});
|
||||
}));
|
||||
|
||||
// Connection to the physical GPU
|
||||
let device = requested_device.0;
|
||||
@@ -53,18 +60,19 @@ impl Application {
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: window.inner_size().width,
|
||||
height: window.inner_size().height,
|
||||
present_mode: wgpu::PresentMode::Vsync,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
|
||||
// Series of frame buffers with images presented to the surface
|
||||
let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
|
||||
|
||||
// Cache of all loaded shaders
|
||||
// Cache of all loaded shaders and the Pipeline programs they form
|
||||
let shader_cache = ShaderCache::new();
|
||||
let pipeline_cache = PipelineCache::new();
|
||||
|
||||
let gui_rect_queue = VecDeque::new();
|
||||
|
||||
let pipeline_queue = VecDeque::new();
|
||||
let draw_command_queue = VecDeque::new();
|
||||
|
||||
Self {
|
||||
surface,
|
||||
@@ -74,28 +82,59 @@ impl Application {
|
||||
swap_chain_descriptor,
|
||||
swap_chain,
|
||||
shader_cache,
|
||||
pipeline_cache,
|
||||
gui_rect_queue,
|
||||
pipeline_queue,
|
||||
draw_command_queue,
|
||||
temp_color_toggle: true,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn example(&mut self) {
|
||||
// Example vertex data
|
||||
const VERTICES: &[[f32; 2]] = &[
|
||||
[-0.0868241, -0.49240386],
|
||||
[-0.49513406, -0.06958647],
|
||||
[-0.21918549, 0.44939706],
|
||||
[0.35966998, 0.3473291],
|
||||
[0.44147372, -0.2347359],
|
||||
];
|
||||
const INDICES: &[u16] = &[
|
||||
0, 1, 4,
|
||||
1, 2, 4,
|
||||
2, 3, 4,
|
||||
];
|
||||
|
||||
// Load the vertex and fragment shaders
|
||||
self.shader_cache.load(&self.device, "shaders/shader.vert", glsl_to_spirv::ShaderType::Vertex).unwrap();
|
||||
self.shader_cache.load(&self.device, "shaders/shader.frag", glsl_to_spirv::ShaderType::Fragment).unwrap();
|
||||
|
||||
let vertex_shader = self.shader_cache.get_by_path("shaders/shader.vert").unwrap();
|
||||
let fragment_shader = self.shader_cache.get_by_path("shaders/shader.frag").unwrap();
|
||||
|
||||
let texture_view = Texture::from_filepath(&self.device, &mut self.queue, "textures/grid.png").unwrap().view;
|
||||
|
||||
let example_pipeline = Pipeline::new(&self.device, PipelineDetails {
|
||||
vertex_shader,
|
||||
fragment_shader,
|
||||
texture_view: Some(&texture_view),
|
||||
// Construct a pipeline from the shader pair and a new BindGroup that holds a new TextureView, then store the pipeline in the cache
|
||||
let example_pipeline = Pipeline::new(&self.device, vertex_shader, fragment_shader);
|
||||
let example_texture_view = Texture::from_filepath(&self.device, &mut self.queue, "textures/grid.png").unwrap().texture_view;
|
||||
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &example_pipeline.bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&example_texture_view),
|
||||
},
|
||||
// wgpu::Binding {
|
||||
// binding: 1,
|
||||
// resource: wgpu::BindingResource::Sampler(&texture.sampler),
|
||||
// }
|
||||
],
|
||||
label: None,
|
||||
});
|
||||
let pipeline_id = self.pipeline_cache.set("example", example_pipeline);
|
||||
|
||||
self.pipeline_queue.push_back(example_pipeline);
|
||||
assert_eq!(pipeline_id, super::pipeline_cache::PipelineID::new(0));
|
||||
|
||||
// Create a draw command with the vertex data and bind group
|
||||
let example_draw_command = DrawCommand::new(&self.device, pipeline_id, VERTICES, INDICES, bind_group);
|
||||
|
||||
self.draw_command_queue.push_back(example_draw_command);
|
||||
}
|
||||
|
||||
pub fn begin_lifecycle(mut self, event_loop: EventLoop<()>, window: Window) {
|
||||
@@ -103,31 +142,30 @@ impl Application {
|
||||
}
|
||||
|
||||
pub fn main_event_loop<T>(&mut self, event: Event<'_, T>, control_flow: &mut ControlFlow, window: &Window) {
|
||||
// Wait for the next event to cause a subsequent event loop run, instead of looping instantly as a game would need
|
||||
*control_flow = ControlFlow::Wait;
|
||||
|
||||
match event {
|
||||
// Handle all window events in sequence
|
||||
// Handle all window events (like input and resize) in sequence
|
||||
Event::WindowEvent { ref event, window_id } if window_id == window.id() => {
|
||||
self.window_event(event, control_flow);
|
||||
},
|
||||
// After handling every event and updating the GUI, request a new sequence of draw commands
|
||||
// Once every event is handled and the GUI structure is updated, this requests a new sequence of draw commands
|
||||
Event::MainEventsCleared => {
|
||||
// Turn the GUI changes into draw commands added to the render pipeline queue
|
||||
self.redraw();
|
||||
|
||||
// If any draw commands were actually added, ask the window to issue a redraw event
|
||||
if !self.pipeline_queue.is_empty() {
|
||||
// If any draw commands were actually added, ask the window to dispatch a redraw event
|
||||
if !self.draw_command_queue.is_empty() {
|
||||
window.request_redraw();
|
||||
}
|
||||
|
||||
*control_flow = ControlFlow::Wait;
|
||||
},
|
||||
// Resizing or calling `window.request_redraw()` now redraws the GUI with the pipeline queue
|
||||
// Resizing or calling `window.request_redraw()` renders the GUI with the queued draw commands
|
||||
Event::RedrawRequested(_) => {
|
||||
self.render();
|
||||
*control_flow = ControlFlow::Wait;
|
||||
},
|
||||
// Catch extraneous events
|
||||
_ => {
|
||||
*control_flow = ControlFlow::Wait;
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -188,53 +226,72 @@ impl Application {
|
||||
|
||||
// Render the queue of pipeline draw commands over the current window
|
||||
pub fn render(&mut self) {
|
||||
// Get a frame buffer to render on
|
||||
let frame = self.swap_chain.get_next_texture().unwrap();
|
||||
|
||||
// Generates a render pass that commands are applied to, then generates a command buffer when finished
|
||||
let mut command_encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
// Temporary way to swap clear color every render
|
||||
let color = match self.temp_color_toggle {
|
||||
true => ColorPalette::get_color_linear(ColorPalette::MildBlack),
|
||||
false => ColorPalette::get_color_linear(ColorPalette::NearBlack),
|
||||
};
|
||||
self.temp_color_toggle = !self.temp_color_toggle;
|
||||
|
||||
// Recording of commands while in "rendering mode" that go into a command buffer
|
||||
let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.view,
|
||||
resolve_target: None,
|
||||
load_op: wgpu::LoadOp::Clear,
|
||||
store_op: wgpu::StoreOp::Store,
|
||||
clear_color: color,
|
||||
}
|
||||
],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
// let mut currently_set_pipeline_id = None;
|
||||
|
||||
println!("Draw queue is length {}", self.draw_command_queue.len());
|
||||
|
||||
// Turn the queue of pipelines each into a command buffer and submit it to the render queue
|
||||
while !self.pipeline_queue.is_empty() {
|
||||
// Get a frame buffer to render on
|
||||
let frame = self.swap_chain.get_next_texture();
|
||||
self.draw_command_queue.iter().for_each(|command| {
|
||||
// // Bind the pipeline required by the current draw command
|
||||
// let new_pipeline_id = command.pipeline_id;
|
||||
// if currently_set_pipeline_id == None || new_pipeline_id != currently_set_pipeline_id.unwrap() {
|
||||
// currently_set_pipeline_id = Some(new_pipeline_id);
|
||||
|
||||
// let pipeline = self.pipeline_cache.get_by_id(new_pipeline_id).unwrap();
|
||||
// render_pass.set_pipeline(&pipeline.render_pipeline);
|
||||
// println!("Set pipeline");
|
||||
// }
|
||||
|
||||
let pipeline = self.pipeline_cache.get_by_id(command.pipeline_id).unwrap();
|
||||
render_pass.set_pipeline(&pipeline.render_pipeline);
|
||||
|
||||
// Get the pipeline to render in this iteration
|
||||
let pipeline_struct = self.pipeline_queue.pop_back().unwrap();
|
||||
|
||||
// Generates a render pass that commands are applied to, then generates a command buffer when finished
|
||||
let mut command_encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
|
||||
// Temporary way to swap clear color every render
|
||||
let color = match self.temp_color_toggle {
|
||||
true => ColorPalette::get_color_linear(ColorPalette::MildBlack),
|
||||
false => ColorPalette::get_color_linear(ColorPalette::NearBlack),
|
||||
};
|
||||
self.temp_color_toggle = !self.temp_color_toggle;
|
||||
|
||||
// Recording of commands while in "rendering mode" that go into a command buffer
|
||||
let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.view,
|
||||
resolve_target: None,
|
||||
load_op: wgpu::LoadOp::Clear,
|
||||
store_op: wgpu::StoreOp::Store,
|
||||
clear_color: color,
|
||||
}
|
||||
],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
// Commands sent to the GPU for drawing during this render pass
|
||||
render_pass.set_pipeline(&pipeline_struct.render_pipeline);
|
||||
render_pass.set_vertex_buffers(0, &[(&pipeline_struct.vertex_buffer, 0)]);
|
||||
render_pass.set_index_buffer(&pipeline_struct.index_buffer, 0);
|
||||
render_pass.set_bind_group(0, &pipeline_struct.texture_bind_group, &[]);
|
||||
render_pass.draw_indexed(0..pipeline_struct.index_count, 0, 0..1);
|
||||
render_pass.set_vertex_buffer(0, &command.vertex_buffer, 0, 0);
|
||||
render_pass.set_index_buffer(&command.index_buffer, 0, 0);
|
||||
render_pass.set_bind_group(0, &command.bind_group, &[]);
|
||||
|
||||
// Done sending render pass commands so we can give up mutation rights to command_encoder
|
||||
drop(render_pass);
|
||||
// Draw call
|
||||
render_pass.draw_indexed(0..command.index_count, 0, 0..1);
|
||||
println!("Draw call!");
|
||||
});
|
||||
|
||||
// Turn the recording of commands into a complete command buffer
|
||||
let command_buffer = command_encoder.finish();
|
||||
|
||||
// Submit the command buffer to the GPU command queue
|
||||
self.queue.submit(&[command_buffer]);
|
||||
}
|
||||
// Done sending render pass commands so we can give up mutation rights to command_encoder
|
||||
drop(render_pass);
|
||||
|
||||
// Turn the recording of commands into a complete command buffer
|
||||
let command_buffer = command_encoder.finish();
|
||||
|
||||
// After the draw command queue has been iterated through and used, empty it for use next frame
|
||||
self.draw_command_queue.clear();
|
||||
|
||||
// Submit the command buffer to the GPU command queue
|
||||
self.queue.submit(&[command_buffer]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
use super::pipeline_cache::PipelineID;
|
||||
|
||||
pub struct DrawCommand {
|
||||
pub pipeline_id: PipelineID,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub index_count: u32,
|
||||
}
|
||||
|
||||
impl DrawCommand {
|
||||
pub fn new(device: &wgpu::Device, pipeline_id: PipelineID, vertices: &[[f32; 2]], indices: &[u16], bind_group: wgpu::BindGroup) -> Self {
|
||||
let vertex_buffer = device.create_buffer_with_data(bytemuck::cast_slice(vertices), wgpu::BufferUsage::VERTEX);
|
||||
let index_buffer = device.create_buffer_with_data(bytemuck::cast_slice(indices), wgpu::BufferUsage::INDEX);
|
||||
let index_count = indices.len() as u32;
|
||||
|
||||
Self {
|
||||
pipeline_id,
|
||||
bind_group,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
index_count,
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
-2
@@ -1,10 +1,11 @@
|
||||
mod application;
|
||||
mod gui_rect;
|
||||
mod pipeline;
|
||||
mod program_state;
|
||||
mod texture;
|
||||
mod color_palette;
|
||||
mod shader_cache;
|
||||
mod pipeline_cache;
|
||||
mod draw_command;
|
||||
|
||||
use application::Application;
|
||||
use winit::event_loop::EventLoop;
|
||||
@@ -23,7 +24,6 @@ fn main() {
|
||||
|
||||
// State managers for render pipeline and program logic
|
||||
// let app_render_state = RenderState::new(&mut app);
|
||||
// let app_program_state = ProgramState::new(&mut app);
|
||||
|
||||
// Begin the application lifecycle
|
||||
app.begin_lifecycle(event_loop, window);
|
||||
|
||||
+26
-70
@@ -1,75 +1,41 @@
|
||||
pub struct PipelineDetails<'a> {
|
||||
pub vertex_shader: &'a wgpu::ShaderModule,
|
||||
pub fragment_shader: &'a wgpu::ShaderModule,
|
||||
pub texture_view: Option<&'a wgpu::TextureView>,
|
||||
}
|
||||
|
||||
pub struct Pipeline {
|
||||
pub bind_group_layout: wgpu::BindGroupLayout,
|
||||
pub render_pipeline: wgpu::RenderPipeline,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub index_count: u32,
|
||||
pub texture_bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
impl Pipeline {
|
||||
pub fn new(device: &wgpu::Device, pipeline_details: PipelineDetails) -> Self {
|
||||
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
pub fn new(device: &wgpu::Device, vertex_shader: &wgpu::ShaderModule, fragment_shader: &wgpu::ShaderModule) -> Self {
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutBinding {
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::SampledTexture {
|
||||
multisampled: false,
|
||||
dimension: wgpu::TextureViewDimension::D2,
|
||||
component_type: wgpu::TextureComponentType::Float,
|
||||
multisampled: false,
|
||||
},
|
||||
},
|
||||
// wgpu::BindGroupLayoutBinding {
|
||||
// wgpu::BindGroupLayoutEntry {
|
||||
// binding: 1,
|
||||
// visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
// ty: wgpu::BindingType::Sampler,
|
||||
// },
|
||||
],
|
||||
});
|
||||
|
||||
let texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(pipeline_details.texture_view.unwrap()),
|
||||
},
|
||||
// wgpu::Binding {
|
||||
// binding: 1,
|
||||
// resource: wgpu::BindingResource::Sampler(&texture.sampler),
|
||||
// }
|
||||
],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[&texture_bind_group_layout],
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
});
|
||||
|
||||
let vertex_buffer_descriptors = wgpu::VertexBufferDescriptor {
|
||||
stride: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
layout: &render_pipeline_layout,
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
module: pipeline_details.vertex_shader,
|
||||
module: vertex_shader,
|
||||
entry_point: "main",
|
||||
},
|
||||
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
||||
module: pipeline_details.fragment_shader,
|
||||
module: fragment_shader,
|
||||
entry_point: "main",
|
||||
}),
|
||||
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
||||
@@ -79,6 +45,7 @@ impl Pipeline {
|
||||
depth_bias_slope_scale: 0.0,
|
||||
depth_bias_clamp: 0.0,
|
||||
}),
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[
|
||||
wgpu::ColorStateDescriptor {
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
@@ -87,39 +54,28 @@ impl Pipeline {
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
],
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
depth_stencil_state: None,
|
||||
index_format: wgpu::IndexFormat::Uint16,
|
||||
vertex_buffers: &[vertex_buffer_descriptors],
|
||||
vertex_state: wgpu::VertexStateDescriptor {
|
||||
index_format: wgpu::IndexFormat::Uint16,
|
||||
vertex_buffers: &[wgpu::VertexBufferDescriptor {
|
||||
stride: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttributeDescriptor {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
},
|
||||
],
|
||||
}],
|
||||
},
|
||||
sample_count: 1,
|
||||
sample_mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_mapped(VERTICES.len(), wgpu::BufferUsage::VERTEX).fill_from_slice(VERTICES);
|
||||
let index_buffer = device.create_buffer_mapped(INDICES.len(), wgpu::BufferUsage::INDEX).fill_from_slice(INDICES);
|
||||
let index_count = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
bind_group_layout,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
index_count,
|
||||
texture_bind_group,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const VERTICES: &[[f32; 2]] = &[
|
||||
[-0.0868241, -0.49240386],
|
||||
[-0.49513406, -0.06958647],
|
||||
[-0.21918549, 0.44939706],
|
||||
[0.35966998, 0.3473291],
|
||||
[0.44147372, -0.2347359],
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[
|
||||
0, 1, 4,
|
||||
1, 2, 4,
|
||||
2, 3, 4,
|
||||
];
|
||||
@@ -0,0 +1,57 @@
|
||||
use std::collections::HashMap;
|
||||
use super::pipeline::Pipeline;
|
||||
|
||||
#[derive(Copy, Clone, PartialEq, Debug)]
|
||||
pub struct PipelineID {
|
||||
index: usize,
|
||||
}
|
||||
|
||||
impl PipelineID {
|
||||
pub fn new(index: usize) -> Self {
|
||||
Self { index }
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PipelineCache {
|
||||
pub pipelines: Vec<Pipeline>,
|
||||
pub name_to_id: HashMap<String, PipelineID>,
|
||||
}
|
||||
|
||||
impl PipelineCache {
|
||||
pub fn new() -> Self {
|
||||
let pipelines = Vec::new();
|
||||
let name_to_id = HashMap::new();
|
||||
|
||||
Self {
|
||||
pipelines,
|
||||
name_to_id,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_by_name(&self, name: &str) -> Option<&Pipeline> {
|
||||
match self.name_to_id.get(name) {
|
||||
Some(id) => self.pipelines.get(id.index),
|
||||
None => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_by_id(&self, id: PipelineID) -> Option<&Pipeline> {
|
||||
self.pipelines.get(id.index)
|
||||
}
|
||||
|
||||
pub fn set(&mut self, name: &str, pipeline: Pipeline) -> PipelineID {
|
||||
match self.name_to_id.get(name) {
|
||||
Some(id) => {
|
||||
self.pipelines[id.index] = pipeline;
|
||||
id.clone()
|
||||
},
|
||||
None => {
|
||||
let last_index = self.name_to_id.len();
|
||||
let id = PipelineID::new(last_index);
|
||||
self.name_to_id.insert(String::from(name), id);
|
||||
self.pipelines.push(pipeline);
|
||||
id
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
use super::application::Application;
|
||||
|
||||
pub struct ProgramState {
|
||||
|
||||
}
|
||||
|
||||
impl ProgramState {
|
||||
pub fn new(application: &mut Application) -> ProgramState {
|
||||
Self {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
+10
-4
@@ -1,8 +1,14 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
#[derive(Copy, Clone)]
|
||||
#[derive(Copy, Clone, PartialEq, Debug)]
|
||||
pub struct ShaderID {
|
||||
pub index: usize,
|
||||
index: usize,
|
||||
}
|
||||
|
||||
impl ShaderID {
|
||||
pub fn new(index: usize) -> Self {
|
||||
Self { index }
|
||||
}
|
||||
}
|
||||
|
||||
pub struct ShaderCache {
|
||||
@@ -39,8 +45,8 @@ impl ShaderCache {
|
||||
let compiled = wgpu::read_spirv(spirv).unwrap();
|
||||
let shader = device.create_shader_module(&compiled);
|
||||
|
||||
let length = self.path_to_id.len();
|
||||
self.path_to_id.insert(String::from(path), ShaderID { index: length });
|
||||
let last_index = self.path_to_id.len();
|
||||
self.path_to_id.insert(String::from(path), ShaderID { index: last_index });
|
||||
self.shaders.push(shader);
|
||||
}
|
||||
|
||||
|
||||
+29
-16
@@ -2,31 +2,43 @@ use image::GenericImageView;
|
||||
|
||||
pub struct Texture {
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
pub texture_view: wgpu::TextureView,
|
||||
pub sampler: wgpu::Sampler,
|
||||
}
|
||||
|
||||
impl Texture {
|
||||
pub fn from_filepath(device: &wgpu::Device, queue: &mut wgpu::Queue, path: &str) -> Result<Self, failure::Error> {
|
||||
// Read the raw bytes from the specified file
|
||||
let bytes = std::fs::read(path)?;
|
||||
|
||||
// Construct and return a Texture from the bytes
|
||||
Texture::from_bytes(device, queue, &bytes[..])
|
||||
}
|
||||
|
||||
pub fn from_bytes(device: &wgpu::Device, queue: &mut wgpu::Queue, bytes: &[u8]) -> Result<Self, failure::Error> {
|
||||
let img = image::load_from_memory(bytes)?;
|
||||
Self::from_image(device, queue, &img)
|
||||
// Create an image with the Image library
|
||||
let image = image::load_from_memory(bytes)?;
|
||||
|
||||
// Construct and return a Texture from the Image
|
||||
Self::from_image(device, queue, &image)
|
||||
}
|
||||
|
||||
pub fn from_image(device: &wgpu::Device, queue: &mut wgpu::Queue, img: &image::DynamicImage) -> Result<Self, failure::Error> {
|
||||
let rgba = img.as_rgba8().unwrap();
|
||||
let dimensions = img.dimensions();
|
||||
pub fn from_image(device: &wgpu::Device, queue: &mut wgpu::Queue, image: &image::DynamicImage) -> Result<Self, failure::Error> {
|
||||
// Get data from image
|
||||
let rgba = image.as_rgba8().unwrap();
|
||||
let dimensions = image.dimensions();
|
||||
let size = wgpu::Extent3d {
|
||||
width: dimensions.0,
|
||||
height: dimensions.1,
|
||||
depth: 1,
|
||||
};
|
||||
|
||||
// Create a buffer on the GPU and load it with the image pixel data
|
||||
let buffer = device.create_buffer_with_data(&rgba, wgpu::BufferUsage::COPY_SRC);
|
||||
|
||||
// Create an empty texture on the GPU of the correct size for the buffer
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: None,
|
||||
size,
|
||||
array_layer_count: 1,
|
||||
mip_level_count: 1,
|
||||
@@ -36,16 +48,14 @@ impl Texture {
|
||||
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let buffer = device.create_buffer_mapped(rgba.len(), wgpu::BufferUsage::COPY_SRC).fill_from_slice(&rgba);
|
||||
|
||||
let mut encoder = device.create_command_encoder(&Default::default());
|
||||
|
||||
// Use a command encoder to transfer the pixel data buffer into the texture
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
encoder.copy_buffer_to_texture(
|
||||
wgpu::BufferCopyView {
|
||||
buffer: &buffer,
|
||||
offset: 0,
|
||||
row_pitch: 4 * dimensions.0,
|
||||
image_height: dimensions.1,
|
||||
bytes_per_row: 4 * dimensions.0,
|
||||
rows_per_image: dimensions.1,
|
||||
},
|
||||
wgpu::TextureCopyView {
|
||||
texture: &texture,
|
||||
@@ -56,9 +66,14 @@ impl Texture {
|
||||
size,
|
||||
);
|
||||
|
||||
// Finishing the encoding yields the resulting command buffer that is submitted to the GPU's command queue
|
||||
let command_buffer = encoder.finish();
|
||||
queue.submit(&[command_buffer]);
|
||||
|
||||
// Create the TextureView for this texture
|
||||
let view = texture.create_default_view();
|
||||
|
||||
// Create the Sampler for this texture
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
@@ -68,11 +83,9 @@ impl Texture {
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
lod_min_clamp: -100.0,
|
||||
lod_max_clamp: 100.0,
|
||||
compare_function: wgpu::CompareFunction::Always,
|
||||
compare: wgpu::CompareFunction::Always,
|
||||
});
|
||||
|
||||
queue.submit(&[command_buffer]);
|
||||
|
||||
Ok(Self { texture, view, sampler })
|
||||
Ok(Self { texture, texture_view: view, sampler })
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user