Refactor to generalize pipeline drawing sequence

This commit is contained in:
Keavon Chambers
2020-05-23 12:36:47 -07:00
parent 9a60ba54fe
commit a9859b4bb4
18 changed files with 628 additions and 337 deletions
+98 -31
View File
@@ -1,4 +1,6 @@
use std::mem;
use crate::resource_cache::ResourceCache;
use crate::shader_stage;
pub struct Pipeline {
pub bind_group_layout: wgpu::BindGroupLayout,
@@ -6,23 +8,107 @@ pub struct Pipeline {
}
impl Pipeline {
pub fn new(device: &wgpu::Device, vertex_shader: &wgpu::ShaderModule, fragment_shader: &wgpu::ShaderModule, bind_group_layout_binding_types: Vec<wgpu::BindingType>) -> Self {
let bind_group_layout_entries = bind_group_layout_binding_types.into_iter().enumerate().map(|(index, binding_type)|
wgpu::BindGroupLayoutEntry {
pub fn new(device: &wgpu::Device, swap_chain_color_format: wgpu::TextureFormat, extra_layouts: Vec<&wgpu::BindGroupLayout>, shader_cache: &mut ResourceCache<wgpu::ShaderModule>, shader_pair_path: (&str, &str)) -> Self {
// Load the vertex and fragment shaders
let shader_pair = Pipeline::get_shader_pair(device, shader_cache, shader_pair_path);
// Prepare a bind group layout for the GUI element's texture and form factor data
let bind_group_layout = Pipeline::build_bind_group_layout(device, &vec![
wgpu::BindingType::UniformBuffer { dynamic: false },
wgpu::BindingType::SampledTexture {
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Float,
multisampled: false,
},
]);
// Combine all bind group layouts
let mut bind_group_layouts = vec![&bind_group_layout];
bind_group_layouts.append(&mut extra_layouts.clone());
// Construct the pipeline
let render_pipeline = Pipeline::build_pipeline(device, swap_chain_color_format, bind_group_layouts, shader_pair);
Self {
bind_group_layout,
render_pipeline,
}
}
pub fn get_shader_pair<'a>(device: &wgpu::Device, shader_cache: &'a mut ResourceCache<wgpu::ShaderModule>, shader_pair_path: (&str, &str)) -> (&'a wgpu::ShaderModule, &'a wgpu::ShaderModule) {
// If uncached, construct a vertex shader loaded from its source code file
if shader_cache.get(shader_pair_path.0).is_none() {
let vertex_shader_module = shader_stage::compile_from_glsl(device, shader_pair_path.0, glsl_to_spirv::ShaderType::Vertex).unwrap();
shader_cache.set(shader_pair_path.0, vertex_shader_module);
}
// If uncached, construct a fragment shader loaded from its source code file
if shader_cache.get(shader_pair_path.1).is_none() {
let fragment_shader_module = shader_stage::compile_from_glsl(&device, shader_pair_path.1, glsl_to_spirv::ShaderType::Fragment).unwrap();
shader_cache.set(shader_pair_path.1, fragment_shader_module);
}
// Get the shader pair
let vertex_shader = shader_cache.get(shader_pair_path.0).unwrap();
let fragment_shader = shader_cache.get(shader_pair_path.1).unwrap();
(vertex_shader, fragment_shader)
}
pub fn build_bind_group_layouts(device: &wgpu::Device, bind_group_layouts: &Vec<Vec<wgpu::BindingType>>) -> Vec<wgpu::BindGroupLayout> {
bind_group_layouts.into_iter().map(|layout_entry| Self::build_bind_group_layout(device, layout_entry)).collect::<Vec<_>>()
}
pub fn build_bind_group_layout(device: &wgpu::Device, bind_group_layout: &Vec<wgpu::BindingType>) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
bindings: bind_group_layout.into_iter().enumerate().map(|(index, binding_type)|
wgpu::BindGroupLayoutEntry {
binding: index as u32,
visibility: wgpu::ShaderStage::all(),
ty: binding_type.clone(),
}
).collect::<Vec<_>>().as_slice(),
})
}
pub fn build_binding_staging_buffer<T: bytemuck::Pod>(device: &wgpu::Device, resource: T) -> wgpu::Buffer { // TODO: Turn this into a borrow
// Construct a staging buffer with the binary uniform struct data
device.create_buffer_with_data(
bytemuck::cast_slice(&[resource]),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
}
pub fn build_binding_resource(resource_buffer: &wgpu::Buffer) -> wgpu::BindingResource {
// Return the buffer as a binding resource
wgpu::BindingResource::Buffer {
buffer: resource_buffer,
range: 0..std::mem::size_of_val(resource_buffer) as wgpu::BufferAddress,
}
}
pub fn build_bind_group(device: &wgpu::Device, bind_group_layout: &wgpu::BindGroupLayout, binding_resources: Vec<wgpu::BindingResource>) -> wgpu::BindGroup {
let bindings = binding_resources.into_iter().enumerate().map(|(index, binding_resource)|
wgpu::Binding {
binding: index as u32,
visibility: wgpu::ShaderStage::all(),
ty: binding_type,
resource: binding_resource,
}
).collect::<Vec<_>>();
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: bind_group_layout_entries.as_slice(),
label: None,
});
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: bind_group_layout,
bindings: bindings.as_slice(),
label: None,
})
}
pub fn build_pipeline(device: &wgpu::Device, swap_chain_color_format: wgpu::TextureFormat, bind_group_layouts: Vec<&wgpu::BindGroupLayout>, shader_pair: (&wgpu::ShaderModule, &wgpu::ShaderModule)) -> wgpu::RenderPipeline {
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
bind_group_layouts: bind_group_layouts.as_slice(),
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
let (vertex_shader, fragment_shader) = shader_pair;
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &render_pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: vertex_shader,
@@ -41,7 +127,7 @@ impl Pipeline {
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb, // TODO: Make this match Application.swap_chain_descriptor
format: swap_chain_color_format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
@@ -62,25 +148,6 @@ impl Pipeline {
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Self {
bind_group_layout,
render_pipeline,
}
}
pub fn build_bind_group(&self, device: &wgpu::Device, binding_resources: Vec<wgpu::BindingResource>) -> wgpu::BindGroup {
let bindings = binding_resources.into_iter().enumerate().map(|(index, binding_resource)|
wgpu::Binding {
binding: index as u32,
resource: binding_resource,
}
).collect::<Vec<_>>();
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layout,
bindings: bindings.as_slice(),
label: None,
})
}
}