use std::{
borrow::Cow,
collections::HashMap,
};
use wgpu;
use wgpu::util::DeviceExt;
use winit;
use crate::{
assets::{
Shader,
},
id::Id,
color::Color,
};
use super::{
AttributeFormat,
BindGroup,
Binding,
DepthBufferMode,
Options,
PipelineLayout,
Stage
};
pub(crate) struct Context {
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface,
swap_chain: wgpu::SwapChain,
sc_desc: wgpu::SwapChainDescriptor,
depth_buffer: wgpu::TextureView,
frame: Option<wgpu::SwapChainFrame>,
encoder: Option<wgpu::CommandEncoder>,
pipelines: HashMap<Id<Shader>, PipelineBackend>,
}
impl Context {
pub(crate) fn bind_frame(&mut self, clear_color: &Color) {
let frame = match self.swap_chain.get_current_frame() {
Ok(frame) => frame,
Err(_) => {
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.swap_chain
.get_current_frame()
.expect("Failed to acquire next swap chain texture!")
}
};
let command_encoder_descriptor = wgpu::CommandEncoderDescriptor { label: None };
let mut encoder = self.device.create_command_encoder(&command_encoder_descriptor);
{
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: clear_color.r as f64,
g: clear_color.g as f64,
b: clear_color.b as f64,
a: clear_color.a as f64,
}),
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_buffer,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
}
self.encoder = Some(encoder);
self.frame = Some(frame);
}
pub(crate) fn release_frame(&mut self) {
if let Some(encoder) = self.encoder.take() {
self.queue.submit(Some(encoder.finish()));
}
self.frame.take();
}
pub(crate) fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
self.sc_desc.width = width;
self.sc_desc.height = height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_buffer = create_depth_buffer(&self.device, width, height);
}
}
pub(crate) fn add_pipeline(&mut self, shader: Id<Shader>, pipeline_backend: PipelineBackend) {
self.pipelines.insert(shader, pipeline_backend);
}
pub(crate) fn has_pipeline(&self, shader: Id<Shader>) -> bool {
self.pipelines.contains_key(&shader)
}
pub(crate) fn pipeline(&self, shader: Id<Shader>) -> Option<&PipelineBackend> {
self.pipelines.get(&shader)
}
pub(crate) fn run_pipeline(
&mut self,
shader: Id<Shader>,
vertex_buffer: &VertexBuffer,
bindings: &Bindings,
options: &Options,
) {
if let Some(pipeline) = self.pipelines.get(&shader) {
let depth_buffer_mode = pipeline.depth_buffer_mode;
let encoder = self.encoder.as_mut().expect("WGPU encoder must be set");
let frame = self.frame.as_ref().expect("WGPU frame must be set");
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
depth_stencil_attachment: if depth_buffer_mode != DepthBufferMode::Disabled {
Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_buffer,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
stencil_ops: None,
})
} else { None }
});
rpass.push_debug_group("Prepare to run pipeline");
rpass.set_pipeline(&pipeline.wgpu_pipeline);
if let Some(scissors_rect) = options.scissors_rect.as_ref() {
rpass.set_scissor_rect(
scissors_rect.clip_min_x,
scissors_rect.clip_min_y,
scissors_rect.width,
scissors_rect.height
);
}
for (index, wgpu_bind_group) in bindings.wgpu_bind_groups.iter().enumerate() {
rpass.set_bind_group(index as u32, wgpu_bind_group, &[]);
}
rpass.set_vertex_buffer(0, vertex_buffer.get().slice(..));
rpass.pop_debug_group();
let count = vertex_buffer.count;
if let Some(indices_buffer) = vertex_buffer.indices().as_ref() {
rpass.insert_debug_marker("Draw indexed");
rpass.set_index_buffer(indices_buffer.slice(..), wgpu::IndexFormat::Uint32);
rpass.draw_indexed(0..count, 0, 0..1);
} else {
rpass.insert_debug_marker("Draw");
rpass.draw(0..count, 0..1);
}
}
}
}
pub(crate) async fn init(window: &winit::window::Window) -> Context {
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
})
.await
.expect("Failed to find an appropiate adapter");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None, )
.await
.expect("Failed to create device");
let size = window.inner_size();
let sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
};
let depth_buffer = create_depth_buffer(&device, size.width, size.height);
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
Context {
adapter,
device,
queue,
surface,
swap_chain,
sc_desc,
depth_buffer,
frame: None,
encoder: None,
pipelines: std::collections::HashMap::new(),
}
}
fn create_depth_buffer(device: &wgpu::Device, width: u32, height: u32) -> wgpu::TextureView {
let buffer_extent = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let texture = wgpu::TextureDescriptor {
label: Some("Depth Buffer"),
size: buffer_extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT
| wgpu::TextureUsage::SAMPLED
| wgpu::TextureUsage::COPY_DST,
};
device.create_texture(&texture)
.create_view(&wgpu::TextureViewDescriptor::default())
}
#[derive(Default)]
pub struct VertexBuffer {
attributes: Option<wgpu::Buffer>,
indices: Option<wgpu::Buffer>,
count: u32,
}
impl VertexBuffer {
pub(crate) fn load<'a>(
&mut self,
ctx: &Context,
attributes: &'a [u8],
indices: Option<&'a [u8]>,
count: u32,
) {
if let Some(buffer) = self.attributes.as_ref() {
ctx.queue.write_buffer(buffer, 0, attributes);
} else {
self.attributes = Some(
ctx.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("VertexBuffer"),
contents: attributes,
usage: wgpu::BufferUsage::VERTEX,
}
)
);
}
if let Some(buffer) = self.indices.as_ref() {
let indices = indices.expect("Indexed meshed can't be reloaded without indices");
ctx.queue.write_buffer(buffer, 0, indices);
} else {
self.indices = indices.map(|contents| {
ctx.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("IndexBuffer"),
contents,
usage: wgpu::BufferUsage::INDEX,
}
)
});
}
self.count = count;
}
pub fn is_empty(&self) -> bool {
self.attributes.is_none()
}
pub fn empty(&mut self) {
self.attributes.take();
self.indices.take();
}
fn get(&self) -> &wgpu::Buffer {
self.attributes.as_ref().expect("Attributes buffer must be loaded")
}
fn indices(&self) -> Option<&wgpu::Buffer> {
self.indices.as_ref()
}
}
#[derive(Default)]
pub struct TextureBuffer {
wgpu_texture_view: Option<wgpu::TextureView>,
}
impl TextureBuffer {
pub(crate) fn load<'a>(
&mut self,
ctx: &Context,
width: u32,
height: u32,
layers: &[&'a [u8]],
) {
let depth_or_array_layers = layers.len() as u32;
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers,
};
let layer_size = wgpu::Extent3d {
depth_or_array_layers: 1,
..size
};
let max_mips = 1;
let texture = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("TextureBuffer"),
size,
mip_level_count: max_mips as u32,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
self.wgpu_texture_view = Some(
texture.create_view(&wgpu::TextureViewDescriptor {
label: None,
dimension: Some(if depth_or_array_layers == 6 {
wgpu::TextureViewDimension::Cube
} else {
wgpu::TextureViewDimension::D2
}),
..wgpu::TextureViewDescriptor::default()
})
);
for (i, data) in layers.iter().enumerate() {
let bytes_per_row = std::num::NonZeroU32::new(data.len() as u32 / height)
.unwrap();
ctx.queue.write_texture(
wgpu::ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0,
y: 0,
z: i as u32,
}
},
data,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(bytes_per_row),
rows_per_image: Some(std::num::NonZeroU32::new(height).unwrap()),
},
layer_size
);
}
}
pub fn loaded(&self) -> bool {
self.wgpu_texture_view.is_some()
}
pub fn unload(&mut self) {
self.wgpu_texture_view.take();
}
fn get(&self) -> &wgpu::TextureView {
self.wgpu_texture_view.as_ref().expect("Texture must be loaded")
}
}
#[derive(Default)]
pub struct UniformBuffer {
wgpu_buffer: Option<wgpu::Buffer>,
}
impl UniformBuffer {
pub(crate) fn load<'a>(
&mut self,
ctx: &Context,
data: &'a [u8],
) {
if let Some(buffer) = self.wgpu_buffer.as_ref() {
ctx.queue.write_buffer(buffer, 0, data);
} else {
self.wgpu_buffer = Some(
ctx.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("UniformBuffer"),
contents: data,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
}
)
);
}
}
pub fn is_empty(&self) -> bool {
self.wgpu_buffer.is_none()
}
pub fn empty(&mut self) {
self.wgpu_buffer.take();
}
fn get(&self) -> &wgpu::Buffer {
self.wgpu_buffer.as_ref().expect("Uniform buffer must be loaded")
}
}
#[derive(Default)]
pub struct Sampler {
wgpu_sampler: Option<wgpu::Sampler>,
}
impl Sampler {
pub(crate) fn load(&mut self, ctx: &Context) {
if self.wgpu_sampler.is_some() { return; }
self.wgpu_sampler = Some(ctx.device.create_sampler(
&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
}
));
}
pub fn is_empty(&self) -> bool {
self.wgpu_sampler.is_none()
}
pub fn empty(&mut self) {
self.wgpu_sampler.take();
}
fn get(&self) -> &wgpu::Sampler {
self.wgpu_sampler.as_ref().expect("Sampler must be loaded")
}
}
pub struct PipelineBackend {
wgpu_bind_group_layouts: Vec<wgpu::BindGroupLayout>,
wgpu_pipeline: wgpu::RenderPipeline,
depth_buffer_mode: DepthBufferMode,
}
#[inline(always)]
fn visibility(stage: &Stage) -> wgpu::ShaderStage {
match stage {
Stage::All => wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
Stage::Vertex => wgpu::ShaderStage::VERTEX,
Stage::Fragment => wgpu::ShaderStage::FRAGMENT,
Stage::Compute => wgpu::ShaderStage::COMPUTE,
}
}
impl PipelineBackend {
pub(crate) fn new(ctx: &Context, pipeline: &PipelineLayout) -> Self {
let depth_buffer_mode = pipeline.options.depth_buffer_mode;
let wgpu_shader_module = pipeline.shader.module.get();
let wgpu_bind_group_layouts = pipeline.bindings.iter()
.map(|bind_group_layout| Self::bind_group_layout(&ctx.device, bind_group_layout))
.collect::<Vec<_>>();
let pipeline_layout = ctx.device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: wgpu_bind_group_layouts.iter()
.collect::<Vec<_>>()
.as_slice(),
push_constant_ranges: &[],
}
);
let mut vertex_array_stride = 0;
let vertex_attributes = pipeline.mesh.vertex_buffer_layout().iter()
.enumerate()
.map(|(index, attr)| {
let offset = vertex_array_stride;
vertex_array_stride += attr.size();
wgpu::VertexAttribute {
format: match attr {
AttributeFormat::Float32 => wgpu::VertexFormat::Float32,
AttributeFormat::Float32x2 => wgpu::VertexFormat::Float32x2,
AttributeFormat::Float32x3 => wgpu::VertexFormat::Float32x3,
AttributeFormat::Float32x4 => wgpu::VertexFormat::Float32x4,
AttributeFormat::Uint16x2 => wgpu::VertexFormat::Uint16x2,
AttributeFormat::Uint16x4 => wgpu::VertexFormat::Uint16x4,
AttributeFormat::Uint32 => wgpu::VertexFormat::Uint32,
AttributeFormat::Uint32x2 => wgpu::VertexFormat::Uint32x2,
AttributeFormat::Uint32x3 => wgpu::VertexFormat::Uint32x3,
AttributeFormat::Uint32x4 => wgpu::VertexFormat::Uint32x4,
},
offset: offset as u64,
shader_location: index as u32,
}
})
.collect::<Vec<_>>();
let vertex_buffers = [wgpu::VertexBufferLayout {
array_stride: vertex_array_stride as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: vertex_attributes.as_slice(),
}];
let wgpu_pipeline = ctx.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&pipeline.label),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: wgpu_shader_module,
entry_point: "vs_main",
buffers: &vertex_buffers,
},
fragment: Some(wgpu::FragmentState {
module: wgpu_shader_module,
entry_point: "fs_main",
targets: &[
if depth_buffer_mode == DepthBufferMode::Disabled {
wgpu::ColorTargetState {
format: ctx.sc_desc.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrite::ALL,
}
} else {
wgpu::ColorTargetState {
format: ctx.sc_desc.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrite::ALL,
}
}
],
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Ccw,
cull_mode: if !pipeline.options.disable_cull_mode {
Some(wgpu::Face::Back)
} else {
None
},
..Default::default()
},
depth_stencil: if depth_buffer_mode != DepthBufferMode::Disabled {
Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: depth_buffer_mode == DepthBufferMode::Write,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState {
constant: 2, slope_scale: 2.0,
clamp: 0.0,
},
})
} else { None },
multisample: wgpu::MultisampleState::default(),
});
Self {
wgpu_bind_group_layouts,
wgpu_pipeline,
depth_buffer_mode
}
}
fn bind_group_layout(device: &wgpu::Device, bind_group: &BindGroup) -> wgpu::BindGroupLayout {
let entries = bind_group.bindings.iter()
.enumerate()
.map(|(index, binding)| match binding {
Binding::Uniform(_, stage, _) => wgpu::BindGroupLayoutEntry {
binding: index as u32,
visibility: visibility(stage),
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
Binding::Texture(_, stage, _) => wgpu::BindGroupLayoutEntry {
binding: index as u32,
visibility: visibility(stage),
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2
},
count: None,
},
Binding::Texture3D(_, stage, _) => wgpu::BindGroupLayoutEntry {
binding: index as u32,
visibility: visibility(stage),
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::Cube,
},
count: None,
},
Binding::Sampler(_, stage, _) => wgpu::BindGroupLayoutEntry {
binding: index as u32,
visibility: visibility(stage),
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: true,
},
count: None,
},
}).collect::<Vec<_>>();
device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
label: Some(bind_group.label),
entries: entries.as_slice(),
}
)
}
}
#[derive(Default)]
pub struct Bindings {
wgpu_bind_groups: Vec<wgpu::BindGroup>,
}
impl Bindings {
pub(crate) fn load(
&mut self,
ctx: &Context,
pipeline: &PipelineBackend,
bind_groups: &[BindGroup]
) {
self.wgpu_bind_groups = pipeline.wgpu_bind_group_layouts.iter()
.enumerate()
.map(|(group, wgpu_bind_group_layout)| ctx.device.create_bind_group(
&wgpu::BindGroupDescriptor {
layout: wgpu_bind_group_layout,
entries: bind_groups[group].bindings.iter()
.enumerate()
.map(|(binding, entry)| wgpu::BindGroupEntry {
binding: binding as u32,
resource: match entry {
Binding::Uniform(_, _, uniform) =>
uniform.get().as_entire_binding(),
Binding::Texture(_, _, texture) |
Binding::Texture3D(_, _, texture) =>
wgpu::BindingResource::TextureView(texture.get()),
Binding::Sampler(_, _, sampler) =>
wgpu::BindingResource::Sampler(sampler.get()),
}
})
.collect::<Vec<_>>()
.as_slice(),
label: None,
}
))
.collect::<Vec<_>>();
}
pub fn loaded(&self) -> bool {
!self.wgpu_bind_groups.is_empty()
}
pub fn unload(&mut self) {
self.wgpu_bind_groups.clear();
}
}
#[derive(Default)]
pub struct ShaderModule {
wgpu_shader_model: Option<wgpu::ShaderModule>,
}
impl ShaderModule {
pub(crate) fn load(&mut self, ctx: &Context, name: &str, code: &str) {
let mut flags = wgpu::ShaderFlags::VALIDATION;
match ctx.adapter.get_info().backend {
wgpu::Backend::Metal | wgpu::Backend::Vulkan => {
flags |= wgpu::ShaderFlags::EXPERIMENTAL_TRANSLATION
}
_ => (),
}
self.wgpu_shader_model = Some(ctx.device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some(name),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(code)),
flags,
}));
}
pub fn loaded(&self) -> bool {
self.wgpu_shader_model.is_some()
}
pub fn unload(&mut self) {
self.wgpu_shader_model.take();
}
fn get(&self) -> &wgpu::ShaderModule {
self.wgpu_shader_model.as_ref().expect("Shader model must be loaded")
}
}