use super::gpu::GpuTexture;
use super::gpu3d::*;
use crate::three::{GpuMaterialDesc, Scene3D, SkinFrame, SkyLight};
use crate::*;
const SIZE: u32 = 128;
struct Rig {
device: wgpu::Device,
queue: wgpu::Queue,
output: wgpu::Texture,
target: wgpu::TextureView,
textures: Vec<GpuTexture>,
renderer: Renderer3D,
ctx: Ctx,
size: (u32, u32),
}
impl Rig {
fn new(slots: bool) -> Option<Self> {
Self::sized(slots, (SIZE, SIZE))
}
fn sized(slots: bool, size: (u32, u32)) -> Option<Self> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let Ok(adapter) = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions::default())) else {
eprintln!("no GPU adapter: skipped");
return None;
};
let Ok((device, queue)) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
required_limits: wgpu::Limits {
max_sampled_textures_per_shader_stage: if slots {
adapter.limits().max_sampled_textures_per_shader_stage.clamp(16, 24)
} else {
16
},
..wgpu::Limits::default()
},
required_features: adapter.features() & wgpu::Features::TIMESTAMP_QUERY,
..Default::default()
})) else {
eprintln!("no GPU device: skipped");
return None;
};
if supports_gi(&device) != slots {
eprintln!("this GPU can't be set up for this test: skipped");
return None;
}
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let white = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[wgpu::TextureFormat::Rgba8Unorm],
});
queue.write_texture(
white.as_image_copy(),
&[255; 4],
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4),
rows_per_image: None,
},
white.size(),
);
let sampler = device.create_sampler(&Default::default());
let view = white.create_view(&Default::default());
let textures = vec![GpuTexture {
texture: white.clone(),
nearest: false,
mips: None,
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
}),
}];
let output = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: size.0,
height: size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let target = output.create_view(&Default::default());
let renderer = Renderer3D::new(&device, &layout, output.format(), 0, &white, 4, true);
let mut ctx = Ctx::new(1.0 / 60.0, Vec2::new(size.0 as f32, size.1 as f32));
ctx.sky.atmosphere = false;
ctx.assets3d.decals_supported = supports_decals(&device);
ctx.assets3d.gi_supported = true;
Some(Self {
device,
queue,
output,
target,
textures,
renderer,
ctx,
size,
})
}
fn mesh(&mut self, data: &MeshData, desc: MaterialDesc) -> Mesh {
let material = self.ctx.create_material(desc);
let mesh = self.ctx.create_mesh(data, material);
self.renderer
.create_material(&self.device, &GpuMaterialDesc::new(&desc), &self.textures);
self.renderer
.create_mesh(&self.device, data, &[(0..data.indices.len() as u32, material)], true);
mesh
}
fn draw(&mut self, frames: usize) -> Vec<u8> {
for _ in 0..frames {
let _ = self.frame(None);
}
self.read_back()
}
fn frame(&mut self, mut timer: Option<&mut super::timer::GpuTimer>) -> f64 {
if let Some(t) = timer.as_deref_mut() {
t.collect(&self.device);
t.begin_frame();
}
{
let ctx = &mut self.ctx;
ctx.frame3d.lod = ctx.lod;
ctx.frame3d.collect(
&mut ctx.world,
&ctx.assets3d,
&SkinFrame::default(),
&ctx.camera3d,
&ctx.lighting,
);
let rgb = |c| {
let [r, g, b, _] = crate::three::linear(c);
Vec3::new(r, g, b)
};
let scene = Scene3D {
frame: &ctx.frame3d,
lighting: &ctx.lighting,
sky: &ctx.sky,
light: SkyLight {
sun: Vec3::splat(ctx.lighting.sun_intensity),
sky: rgb(ctx.lighting.sky_color),
ground: rgb(ctx.lighting.ground_color),
},
camera: ctx.camera3d.position,
post: &ctx.post,
time: (0.0, 1.0 / 60.0),
occlusion: false,
};
self.renderer.prepare(
&self.device,
&self.queue,
&Prepare3D {
scene: &scene,
lut: None,
size: self.size,
},
);
let mut buffers = self.renderer.draw(
&self.device,
&self.target,
wgpu::Color::BLACK,
&self.textures,
timer.as_deref(),
);
if let Some(t) = timer.as_deref_mut() {
let mut encoder = self.device.create_command_encoder(&Default::default());
t.resolve(&mut encoder);
buffers.push(encoder.finish());
}
let start = std::time::Instant::now();
self.queue.submit(buffers);
if let Some(t) = timer {
t.submitted();
}
self.device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
start.elapsed().as_secs_f64() * 1000.0
}
}
fn read_back(&self) -> Vec<u8> {
let readback = self.device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: u64::from(self.size.0 * self.size.1 * 4),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let mut encoder = self.device.create_command_encoder(&Default::default());
encoder.copy_texture_to_buffer(
self.output.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &readback,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(self.size.0 * 4),
rows_per_image: None,
},
},
self.output.size(),
);
self.queue.submit([encoder.finish()]);
readback.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
self.device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
readback.get_mapped_range(..).unwrap().to_vec()
}
fn block(&mut self, mesh: Mesh, lo: Vec3, hi: Vec3) {
self.ctx.world.spawn((
Transform3D {
position: (lo + hi) * 0.5,
scale: hi - lo,
..Default::default()
},
Model::new(mesh),
));
}
fn red_wall_room(gi: bool, slots: bool) -> Option<Self> {
let mut rig = Self::new(slots)?;
let white = rig.mesh(&MeshData::cube(1.0), MaterialDesc::color(Color::WHITE));
let red = rig.mesh(&MeshData::cube(1.0), MaterialDesc::color(Color::rgb(0.9, 0.04, 0.04)));
let (inner, outer) = (3.5, 3.9);
rig.block(white, vec3(-outer, -0.9, -outer), vec3(outer, -0.5, outer)); rig.block(red, vec3(-outer, -0.5, -outer), vec3(-inner, 3.5, outer)); rig.block(white, vec3(inner, -0.5, -outer), vec3(outer, 3.5, outer)); rig.block(white, vec3(-inner, -0.5, -outer), vec3(inner, 3.5, -inner)); rig.block(white, vec3(-inner, -0.5, inner), vec3(inner, 3.5, outer)); rig.block(white, vec3(-outer, 3.5, -outer), vec3(-2.0, 3.9, outer));
rig.block(white, vec3(0.0, 3.5, -outer), vec3(outer, 3.9, outer));
rig.block(white, vec3(-2.0, 3.5, -outer), vec3(0.0, 3.9, -1.5));
rig.block(white, vec3(-2.0, 3.5, 1.5), vec3(0.0, 3.9, outer));
let lighting = &mut rig.ctx.lighting;
lighting.sun_direction = vec3(-1.0, -1.0, 0.0);
lighting.sun_color = Color::WHITE;
lighting.sun_intensity = 4.0;
lighting.sky_color = Color::rgb(0.5, 0.5, 0.5);
lighting.ground_color = Color::rgb(0.5, 0.5, 0.5);
lighting.ambient_intensity = 0.3;
lighting.shadow_distance = 30.0;
lighting.gi = GlobalIllumination {
enabled: gi,
extent: vec3(12.0, 4.0, 8.0),
spacing: 1.0,
probes_per_frame: MAX_GI_PROBES_PER_FRAME,
intensity: 1.0,
};
rig.ctx.camera3d.position = vec3(2.0, 1.3, 0.3);
rig.ctx.camera3d.look_at(vec3(-3.5, -0.2, 0.0));
Some(rig)
}
fn at(&self, pixels: &[u8], p: Vec3) -> [i32; 3] {
let c = self.ctx.camera3d.view_proj() * p.extend(1.0);
let ndc = c.truncate() / c.w;
let x = ((ndc.x * 0.5 + 0.5) * SIZE as f32) as u32;
let y = ((0.5 - ndc.y * 0.5) * SIZE as f32) as u32;
let i = ((y * SIZE + x) * 4) as usize;
[0, 1, 2].map(|k| i32::from(pixels[i + k]))
}
}
#[test]
fn a_sunlit_red_wall_tints_the_floor_beside_it_red() {
let Some(mut off) = Rig::red_wall_room(false, true) else {
return;
};
let Some(mut on) = Rig::red_wall_room(true, true) else {
return;
};
let (dark, lit) = (off.draw(1), on.draw(80));
let near_red = vec3(-3.0, -0.5, -0.8);
let far_side = vec3(-0.5, -0.5, -0.8);
let sunlit_wall = vec3(-3.5, 1.0, 0.0);
let (a, b) = (off.at(&dark, near_red), on.at(&lit, near_red));
let far = on.at(&lit, far_side);
eprintln!(
"floor by the red wall: {a:?} off, {b:?} on; further away {:?} off, {far:?} on; sunlit wall {:?}",
off.at(&dark, far_side),
on.at(&lit, sunlit_wall)
);
assert!(on.at(&lit, sunlit_wall)[0] > 150, "the wall is in the sun");
assert!((a[0] - a[1]).abs() <= 4, "no red without bounced light: {a:?}");
assert!(b[0] > b[1] + 20, "red bounce light on the floor: {b:?}");
assert!(
b[0] - b[1] > far[0] - far[1],
"redder by the red wall: {b:?} vs {far:?}"
);
}
#[test]
fn without_the_texture_slot_bounced_light_is_skipped() {
let Some(mut off) = Rig::red_wall_room(false, false) else {
return;
};
let Some(mut on) = Rig::red_wall_room(true, false) else {
return;
};
on.ctx.assets3d.gi_supported = true; assert_eq!(off.draw(1), on.draw(3));
}
#[test]
#[ignore = "benchmark: run in release"]
fn gi_cost() {
let Some(mut rig) = Rig::sized(true, (1280, 720)) else {
return;
};
let Some(mut timer) = super::timer::GpuTimer::new(&rig.device, &rig.queue) else {
eprintln!("no GPU timestamps: skipped");
return;
};
let white = rig.mesh(&MeshData::cube(1.0), MaterialDesc::color(Color::WHITE));
let tinted = rig.mesh(&MeshData::cube(1.0), MaterialDesc::color(Color::rgb(0.8, 0.5, 0.3)));
rig.block(white, vec3(-60.0, -1.0, -60.0), vec3(60.0, 0.0, 60.0));
let mut seed = 7u32;
let mut random = move || {
seed = seed.wrapping_mul(1664525).wrapping_add(1013904223);
(seed >> 8) as f32 / (1 << 24) as f32
};
for i in 0..30 {
for j in 0..30 {
let at = vec3(i as f32 * 4.0 - 58.0, 0.0, j as f32 * 4.0 - 58.0);
let mesh = if (i + j) % 3 == 0 { tinted } else { white };
let height = 3.0 + random() * 9.0;
rig.block(mesh, at, at + vec3(2.5, height, 2.5));
}
}
rig.ctx.lighting.sun_direction = vec3(-0.4, -1.0, -0.3);
rig.ctx.camera3d.position = vec3(1.0, 1.7, 1.0);
rig.ctx.camera3d.look_at(vec3(20.0, 3.0, 12.0));
rig.ctx.camera3d.far = 200.0;
let settings = [
("off", None),
(
"defaults (4 probes a frame)",
Some(GlobalIllumination::default().probes_per_frame),
),
("16 probes a frame", Some(MAX_GI_PROBES_PER_FRAME)),
];
let mut best = vec![(f32::MAX, f64::MAX, f64::MAX, String::new()); settings.len()];
for _ in 0..5 {
for (k, &(_, gi)) in settings.iter().enumerate() {
rig.ctx.lighting.gi = GlobalIllumination {
enabled: gi.is_some(),
probes_per_frame: gi.unwrap_or(1),
..Default::default()
};
for _ in 0..20 {
let _ = rig.frame(Some(&mut timer));
}
let (mut frames, mut total) = (0, 0.0);
let mut parts = std::collections::BTreeMap::<&str, f32>::new();
let mut read = timer.frames_read;
let mut waits = Vec::with_capacity(60);
for _ in 0..60 {
waits.push(rig.frame(Some(&mut timer)));
if timer.frames_read != read {
read = timer.frames_read;
frames += 1;
let spans = &timer.last_frame;
let end = spans.iter().map(|p| p.start_ms + p.ms).fold(0.0, f32::max);
total += end - spans.iter().map(|p| p.start_ms).fold(f32::MAX, f32::min);
for p in spans {
*parts.entry(p.name).or_default() += p.ms;
}
}
}
let mut frame = crate::three::Frame3D::default();
let cpu_start = std::time::Instant::now();
for _ in 0..30 {
frame.collect(
&mut rig.ctx.world,
&rig.ctx.assets3d,
&SkinFrame::default(),
&rig.ctx.camera3d,
&rig.ctx.lighting,
);
}
let cpu = cpu_start.elapsed().as_secs_f64() * 1000.0 / 30.0;
waits.sort_by(f64::total_cmp);
let n = frames.max(1) as f32;
let gpu = total / n;
let b = &mut best[k];
if gpu < b.0 {
let shown: Vec<String> = parts
.iter()
.filter(|(name, _)| name.starts_with("gi") || **name == "opaque")
.map(|(name, ms)| format!("{name} {:.3}", ms / n))
.collect();
b.0 = gpu;
b.3 = shown.join(", ");
}
b.1 = b.1.min(waits[waits.len() / 2]);
b.2 = b.2.min(cpu);
}
}
for ((label, _), (gpu, wait, cpu, parts)) in settings.iter().zip(&best) {
println!("gi {label}: GPU frame {gpu:.3} ms ({parts}); submit to done {wait:.3} ms; collect {cpu:.3} ms");
}
}