use wgpu::Device;
use crate::assets::compute::pipeline::ComputePipeline;
use crate::assets::{Texture};
use crate::assets::buffer::Buffer;
use crate::assets_manager::asset_manager::AssetManager;
use crate::assets_manager::Handle;
pub struct ComputeBindGroup{
pub bind_group: wgpu::BindGroup
}
pub struct ComputeBindGroupBuilder{
textures: Vec<(u32, Handle<Texture>)>,
storages: Vec<(u32,Handle<Buffer>)>,
pipeline: Handle<ComputePipeline>,
}
impl ComputeBindGroupBuilder{
pub fn new(pipeline: Handle<ComputePipeline>) -> Self{
Self{
textures: vec![],
storages: vec![],
pipeline,
}
}
pub fn storage_texture(
mut self,
texture_binding: u32,
texture: Handle<Texture>,
) -> Self {
self.textures.push((texture_binding, texture));
self
}
pub fn storage(
mut self,
binding: u32,
buffer: Handle<Buffer>,
) -> Self {
self.storages.push((binding, buffer));
self
}
pub fn build(self,device:&Device, asset_manager: &AssetManager) -> ComputeBindGroup {
let pipeline = asset_manager.compute_pipelines.get(self.pipeline).unwrap();
let mut entries = Vec::new();
for (binding,handle) in self.storages {
let storage = asset_manager.buffers.get(handle).unwrap();
entries.push(wgpu::BindGroupEntry {
binding,
resource: storage.buffer.as_entire_binding(),
});
}
for (tex_binding,handle) in self.textures {
let texture = asset_manager.textures.get(handle).unwrap();
entries.push(wgpu::BindGroupEntry {
binding: tex_binding,
resource: wgpu::BindingResource::TextureView(&texture.view),
});
}
let bind_group = device.create_bind_group(
&wgpu::BindGroupDescriptor {
label: Some("material bind group"),
layout: &pipeline.layout,
entries: &entries,
}
);
ComputeBindGroup{
bind_group,
}
}
}