Update wgpu from 0.4 to 0.5 (currently it's not rendering)

This commit is contained in:
Keavon Chambers
2020-05-02 14:44:28 -07:00
parent b30ee294a6
commit 323a951362
12 changed files with 562 additions and 388 deletions
+129 -72
View File
@@ -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]);
}
}