compiling state

deferred
mitchellhansen 4 years ago
parent 7fb89e7d6e
commit bd2e2557b8

@ -6,10 +6,6 @@ layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj; mat4 u_ViewProj;
}; };
layout(set = 0, binding = 1) uniform Globals {
mat4 u_ViewProj;
};
layout(set = 1, binding = 0) uniform Entity { layout(set = 1, binding = 0) uniform Entity {
mat4 u_World; mat4 u_World;
vec4 u_Color; vec4 u_Color;

@ -65,8 +65,13 @@ pub struct RenderState {
pub(in crate::render) forward_pass: Pass, pub(in crate::render) forward_pass: Pass,
pub(in crate::render) forward_depth: wgpu::TextureView, pub(in crate::render) forward_depth: wgpu::TextureView,
// Gbuffer bs
pub(in crate::render) gbuffer_pass: Pass, pub(in crate::render) gbuffer_pass: Pass,
pub(in crate::render) gbuffer_cam_projection_buffer: wgpu::Buffer,
pub(in crate::render) gbuffer_depth: wgpu::TextureView,
pub(in crate::render) gbuffer_target_views: Vec<Arc<TextureView>>,
// this is for the set=1 entity uniforms
entity_bind_group_layout: BindGroupLayout, entity_bind_group_layout: BindGroupLayout,
pub(in crate::render) light_uniform_buf: wgpu::Buffer, pub(in crate::render) light_uniform_buf: wgpu::Buffer,
@ -310,8 +315,17 @@ impl RenderState {
// This pass is just going to forward the vertex info to the fragments // This pass is just going to forward the vertex info to the fragments
// And they are going to render to the gbuffer // And they are going to render to the gbuffer
let g_buffer_pass = { let g_buffer_pass = {
let uniform_size = mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress; let uniform_size = mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
// The g-buffers camera projection matrix that we stream data to
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("g-buffers CameraProjectionView uniform buffer"),
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
// Pretty sure this is the camera projction // Pretty sure this is the camera projction
let bind_group_layout = let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
@ -328,24 +342,8 @@ impl RenderState {
}], }],
}); });
// Pipeline is similar between passes, but with a different label
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("g-buffer input pipeline layout"),
bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout],
push_constant_ranges: &[],
});
// Holds the shadow uniforms, which is just a 4 vec of quaternians
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("shadow pass shadow uniform buffer"),
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Shadow uniform bind group"), label: Some("g-buffers uniform bind group"),
layout: &bind_group_layout, layout: &bind_group_layout,
entries: &[ entries: &[
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
@ -360,12 +358,19 @@ impl RenderState {
}); });
// Create the render pipeline
let vs_module = let vs_module =
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv")); device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
let fs_module = let fs_module =
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv")); device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv"));
// The bind group layouts are accessed by layout(set = X, binding = x)
// in the shader.
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("g-buffer input pipeline layout"),
bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow"), label: Some("shadow"),
layout: Some(&pipeline_layout), layout: Some(&pipeline_layout),
@ -514,6 +519,19 @@ impl RenderState {
} }
}; };
// Pre init the gbuffers camera projection uniform
let gbuffer_cam_uniform_size =
mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
let gbuffer_cam_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("g-buffer camera projection uniform buffer"),
size: gbuffer_cam_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
// Pre init the light uniform, with slots enough for MAX_LIGHTS // Pre init the light uniform, with slots enough for MAX_LIGHTS
let light_uniform_size = let light_uniform_size =
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress; (Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
@ -559,6 +577,16 @@ impl RenderState {
50.0, 50.0,
); );
let g_buffer_camera_projection_matrix = CameraProjectionView {
proj: *mx_projection.as_ref(),
};
let g_buffer_camera_projection_uniform = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("g-buffer camera projection uniform buffer"),
contents: bytemuck::bytes_of(&g_buffer_camera_projection_matrix),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let forward_pass = { let forward_pass = {
// Create pipeline layout // Create pipeline layout
let bind_group_layout = let bind_group_layout =
@ -722,7 +750,7 @@ impl RenderState {
} }
}; };
let depth_texture = device.create_texture(&wgpu::TextureDescriptor { let forward_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d { size: wgpu::Extent3d {
width: sc_desc.width, width: sc_desc.width,
height: sc_desc.height, height: sc_desc.height,
@ -733,9 +761,38 @@ impl RenderState {
dimension: wgpu::TextureDimension::D2, dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT, format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT, usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
label: Some("Depth Texture"), label: Some("Forward Depth Texture"),
});
let g_buffer_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
label: Some("g-buffer depth texture"),
}); });
let mut g_buffer_depth_texture_views = (0..2)
.map(|i| {
Arc::new(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("g-buffer depth texture"),
format: None,
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: None,
base_array_layer: i as u32,
array_layer_count: NonZeroU32::new(1),
}))
})
.collect::<Vec<_>>();
// Imgui renderer // Imgui renderer
let renderer_config = ImguiRendererConfig { let renderer_config = ImguiRendererConfig {
texture_format: sc_desc.format, texture_format: sc_desc.format,
@ -745,6 +802,12 @@ impl RenderState {
ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config); ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
RenderState { RenderState {
gbuffer_pass: g_buffer_pass,
gbuffer_cam_projection_buffer: g_buffer_camera_projection_uniform,
gbuffer_depth: g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
gbuffer_target_views: g_buffer_depth_texture_views,
swapchain: swap_chain, swapchain: swap_chain,
queue: queue, queue: queue,
size, size,
@ -752,8 +815,7 @@ impl RenderState {
lights_are_dirty: true, lights_are_dirty: true,
shadow_pass, shadow_pass,
forward_pass, forward_pass,
forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()), forward_depth: forward_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
gbuffer_pass: g_buffer_pass,
entity_bind_group_layout: entity_bind_group_layout, entity_bind_group_layout: entity_bind_group_layout,
shadow_target_views: shadow_target_views, shadow_target_views: shadow_target_views,
light_uniform_buf, light_uniform_buf,

@ -249,15 +249,16 @@ pub fn render_test(
// Render the g buffer // Render the g buffer
push_debug_group_checked("g-buffer stuff", &mut encoder); push_debug_group_checked("g-buffer stuff", &mut encoder);
{ {
// insert_debug_marker_checked("render entities", &mut encoder);
// The render pass for the g buffer.. Does it need any attachments
insert_debug_marker_checked("render entities", &mut encoder); // the shadow pass uses a target view as the input, which are just views on
// top of the shadow texture. So the attachment is a RW buffer which clears on load
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"), label: Some("render pass"),
color_attachments: &[], color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor { depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &light.target_view, attachment: &renderer.gbuffer_target_views.get(0).unwrap(),
depth_ops: Some(wgpu::Operations { depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0), load: wgpu::LoadOp::Clear(1.0),
store: true, store: true,
@ -276,13 +277,11 @@ pub fn render_test(
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1); pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
} }
} }
pop_debug_group_checked(&mut encoder); pop_debug_group_checked(&mut encoder);
// Render the shadow textures
push_debug_group_checked("shadow passes", &mut encoder); push_debug_group_checked("shadow passes", &mut encoder);
let mut query = <(&mut DirectionalLight, &mut Position)>::query(); let mut query = <(&mut DirectionalLight, &mut Position)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() { for (i, (light, pos)) in query.iter_mut(world).enumerate() {
insert_debug_marker_checked( insert_debug_marker_checked(
&format!("shadow pass {} (light at position {:?})", i, pos), &format!("shadow pass {} (light at position {:?})", i, pos),
@ -301,6 +300,7 @@ pub fn render_test(
insert_debug_marker_checked("render entities", &mut encoder); insert_debug_marker_checked("render entities", &mut encoder);
//
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"), label: Some("render pass"),
color_attachments: &[], color_attachments: &[],
@ -324,11 +324,10 @@ pub fn render_test(
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1); pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
} }
} }
pop_debug_group_checked(&mut encoder); pop_debug_group_checked(&mut encoder);
// forward pass
push_debug_group_checked("forward rendering pass", &mut encoder);
// And then render the viewport
push_debug_group_checked("forward rendering pass", &mut encoder);
{ {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("forward render pass"), label: Some("forward render pass"),
@ -370,9 +369,10 @@ pub fn render_test(
} }
pop_debug_group_checked(&mut encoder); pop_debug_group_checked(&mut encoder);
pop_debug_group_checked(&mut encoder);
// Run the Imgui render // Run the Imgui render
push_debug_group_checked("imgui rendering pass", &mut encoder);
{ {
let mut imgui_context = &mut imgui_context.lock().unwrap().context; let mut imgui_context = &mut imgui_context.lock().unwrap().context;
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform; let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
@ -407,6 +407,10 @@ pub fn render_test(
.render(draw_data, &renderer.queue, &renderer.device, &mut rpass) .render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
.expect("Rendering failed"); .expect("Rendering failed");
} }
pop_debug_group_checked(&mut encoder);
// the startfunction debug group
pop_debug_group_checked(&mut encoder);
renderer.queue.submit(iter::once(encoder.finish())); renderer.queue.submit(iter::once(encoder.finish()));
} }

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