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//! Graphics pipelines. //! //! Graphics pipelines are the means used to describe — and hence perform — renders. They //! provide a way to describe how resources should be shared and used to produce a single //! pixel frame. //! //! # Pipelines and AST //! //! luminance has a very particular way of doing graphics. It represents a typical _graphics //! pipeline_ via a typed [AST] that is embedded into your code. As you might already know, when you //! write code, you’re actually creating an [AST]: expressions, assignments, bindings, conditions, //! function calls, etc. They all represent a typed tree that represents your program. //! //! luminance uses that property to create a dependency between resources your GPU needs to //! have in order to perform a render. It might be weird at first but you’ll see how simple and easy //! it is. If you want to perform a simple draw call of a triangle, you need several resources: //! //! - A [`Tess`] that represents the triangle. It holds three vertices. //! - A shader [`Program`], for shading the triangle with a constant color, for short and simple. //! - A [`Framebuffer`], to accept and hold the actual render. //! - A [`RenderState`], to state how the render should be performed. //! - And finally, a [`PipelineState`], which allows even more customization on how the pipeline //! behaves //! //! There is a dependency _graph_ to represent how the resources must behave regarding each other: //! //! ```text //! (AST1) //! //! PipelineState ─── Framebuffer ─── Shader ─── RenderState ─── Tess //! ``` //! //! The framebuffer must be _active_, _bound_, _used_ — or whatever verb you want to picture it //! with — before the shader can start doing things. The shader must also be in use before we can //! actually render the tessellation. //! //! That triple dependency relationship is already a small flat [AST]. Imagine we want to render //! a second triangle with the same render state and a third triangle with a different render state: //! //! ```text //! (AST2) //! //! PipelineState ─── Framebuffer ─── Shader ─┬─ RenderState ─┬─ Tess //! │ │ //! │ └─ Tess //! │ //! └─ RenderState ─── Tess //! ``` //! //! That [AST] looks more complex. Imagine now that we want to shade one other triangle with //! another shader! //! //! ```text //! (AST3) //! //! PipelineState ─── Framebuffer ─┬─ Shader ─┬─ RenderState ─┬─ Tess //! │ │ │ //! │ │ └─ Tess //! │ │ //! │ └─ RenderState ─── Tess //! │ //! └─ Shader ─── RenderState ─── Tess //! ``` //! //! You can now clearly see the [AST]s and the relationships between objects. Those are encoded //! in luminance within your code directly: lambdas / closures. //! //! > If you have followed thoroughly, you might have noticed that you cannot, with such [AST]s, //! > shade a triangle with another shader but using the same render state as another node. That //! > was a decision that was needed to be made: how should we allow the [AST] to be shared? //! > In terms of graphics pipeline, luminance tries to do the best thing to minimize the number //! > of GPU context switches and CPU <=> GPU bandwidth congestion. //! //! # The lambda & closure design //! //! A function is a perfect candidate to modelize a dependency: the arguments of the function //! modelize the dependency — they will be provided _at some point in time_, but it doesn’t matter //! when while writing the function. We can then write code _depending_ on something without even //! knowing where it’s from. //! //! Using pseudo-code, here’s what the ASTs from above look like: (this is not a real luminance, //! excerpt, just a simplification). //! //! ```ignore //! // AST1 //! pipeline(framebuffer, pipeline_state, || { //! // here, we are passing a closure that will get called whenever the framebuffer is ready to //! // receive renders //! use_shader(shader, || { //! // same thing but for shader //! use_render_state(render_state, || { //! // ditto for render state //! triangle.render(); // render the tessellation //! }); //! ); //! ); //! ``` //! //! See how simple it is to represent `AST1` with just closures? Rust’s lifetimes and existential //! quantification allow us to ensure that no resource will leak from the scope of each closures, //! hence enforcing memory and coherency safety. //! //! Now let’s try to tackle `AST2`. //! //! ```ignore //! // AST2 //! pipeline(framebuffer, pipeline_state, || { //! use_shader(shader, || { //! use_render_state(render_state, || { //! first_triangle.render(); //! second_triangle.render(); // simple and straight-forward //! }); //! //! // we can just branch a new render state here! //! use_render_state(other_render_state, || { //! third.render() //! }); //! ); //! ); //! ``` //! //! And `AST3`: //! //! ```ignore //! // AST3 //! pipeline(framebuffer, pipeline_state, || { //! use_shader(shader, || { //! use_render_state(render_state, || { //! first_triangle.render(); //! second_triangle.render(); // simple and straight-forward //! }); //! //! // we can just branch a new render state here! //! use_render_state(other_render_state, || { //! third.render() //! }); //! ); //! //! use_shader(other_shader, || { //! use_render_state(yet_another_render_state, || { //! other_triangle.render(); //! }); //! }); //! ); //! ``` //! //! The luminance equivalent is a bit more complex because it implies some objects that need //! to be introduced first. //! //! # PipelineGate and Pipeline //! //! A [`PipelineGate`] represents a whole [AST] as seen as just above. It is created by a //! [`GraphicsContext`] when you ask to create a pipeline gate. A [`PipelineGate`] is typically //! destroyed at the end of the current frame, but that’s not a general rule. //! //! Such an object gives you access, via the [`PipelineGate::pipeline`], to two other objects //! : //! //! - A [`ShadingGate`], explained below. //! - A [`Pipeline`]. //! //! A [`Pipeline`] is a special object you can use to use some specific scarce resources, such as //! _textures_ and _buffers_. Those are treated a bit specifically on the GPU, so you have to use //! the [`Pipeline`] interface to deal with them. //! //! Creating a [`PipelineGate`] requires two resources: a [`Framebuffer`] to render to, and a //! [`PipelineState`], allowing to customize how the pipeline will perform renders at runtime. //! //! # ShadingGate //! //! When you create a pipeline, you’re also handed a [`ShadingGate`]. A [`ShadingGate`] is an object //! that allows you to create _shader_ nodes in the [AST] you’re building. You have no other way //! to go deeper in the [AST]. //! //! That node will typically borrow a shader [`Program`] and will move you one level lower in the //! graph ([AST]). A shader [`Program`] is typically an object you create at initialization or at //! specific moment in time (i.e. you don’t create them each frame) that tells the GPU how vertices //! should be transformed; how primitives should be moved and generated, how tessellation occurs and //! how fragment (i.e. pixels) are computed / shaded — hence the name. //! //! At that level (i.e. in that closure), you are given two objects: //! //! - A [`RenderGate`], discussed below. //! - A [`ProgramInterface`], which has as type parameter the type of uniform your shader //! [`Program`] defines. //! //! The [`ProgramInterface`] is the only way for you to access your _uniform interface_. More on //! this in the dedicated section. It also provides you with the [`ProgramInterface::query`] //! method, that allows you to perform _dynamic uniform lookup_. //! //! # RenderGate //! //! A [`RenderGate`] is the second to last gate you will be handling. It allows you to create //! _render state_ nodes in your [AST], creating a new level for you to render tessellations with //! an obvious, final gate: the [`TessGate`]. //! //! The kind of object that node manipulates is [`RenderState`]. A [`RenderState`] — a bit like for //! [`PipelineGate`] with [`PipelineState`] — enables to customize how a render of a specific set //! of objects (i.e. tessellations) will occur. It’s a bit more specific to renders than pipelines. //! //! # TessGate //! //! The [`TessGate`] is the final gate you use in an [AST]. It’s used to create _tessellation //! nodes_. Those are used to render actual [`Tess`]. You cannot go any deeper in the [AST] at that //! stage. //! //! [`TessGate`]s don’t immediately use [`Tess`] as inputs. They use [`TessView`]. That type is //! a simple GPU view into a GPU tessellation ([`Tess`]). It can be obtained from a [`Tess`] via //! the [`View`] trait or built explicitly. //! //! [AST]: https://en.wikipedia.org/wiki/Abstract_syntax_tree //! [`Tess`]: crate::tess::Tess //! [`Program`]: crate::shader::Program //! [`Framebuffer`]: crate::framebuffer::Framebuffer //! [`RenderState`]: crate::render_state::RenderState //! [`PipelineState`]: crate::pipeline::PipelineState //! [`ShadingGate`]: crate::shading_gate::ShadingGate //! [`RenderGate`]: crate::render_gate::RenderGate //! [`ProgramInterface`]: crate::shader::ProgramInterface //! [`ProgramInterface::query`]: crate::shader::ProgramInterface::query //! [`TessGate`]: crate::tess_gate::TessGate //! [`TessView`]: crate::tess::TessView //! [`View`]: crate::tess::View use std::{ error, fmt, marker::PhantomData, ops::{Deref, DerefMut}, }; use crate::{ backend::{ color_slot::ColorSlot, depth_slot::DepthSlot, framebuffer::Framebuffer as FramebufferBackend, pipeline::{Pipeline as PipelineBackend, PipelineBase, PipelineBuffer, PipelineTexture}, }, buffer::Buffer, context::GraphicsContext, framebuffer::Framebuffer, pixel::Pixel, scissor::ScissorRegion, shading_gate::ShadingGate, texture::{Dimensionable, Texture}, }; /// Possible errors that might occur in a graphics [`Pipeline`]. #[non_exhaustive] #[derive(Debug, Eq, PartialEq)] pub enum PipelineError {} impl fmt::Display for PipelineError { fn fmt(&self, _: &mut fmt::Formatter) -> Result<(), fmt::Error> { Ok(()) } } impl error::Error for PipelineError {} /// The viewport being part of the [`PipelineState`]. #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)] pub enum Viewport { /// The whole viewport is used. The position and dimension of the viewport rectangle are /// extracted from the framebuffer. Whole, /// The viewport is specific and the rectangle area is user-defined. Specific { /// The lower position on the X axis to start the viewport rectangle at. x: u32, /// The lower position on the Y axis to start the viewport rectangle at. y: u32, /// The width of the viewport. width: u32, /// The height of the viewport. height: u32, }, } /// Various customization options for pipelines. #[non_exhaustive] #[derive(Clone, Debug)] pub struct PipelineState { /// Color to use when clearing buffers. pub clear_color: [f32; 4], /// Whether clearing color buffers. pub clear_color_enabled: bool, /// Whether clearing depth buffers. pub clear_depth_enabled: bool, /// Viewport to use when rendering. pub viewport: Viewport, /// Whether [sRGB](https://en.wikipedia.org/wiki/SRGB) should be enabled. pub srgb_enabled: bool, /// Whether to use scissor test when clearing buffers. pub clear_scissor: Option<ScissorRegion>, } impl Default for PipelineState { /// Default [`PipelineState`]: /// /// - Clear color is `[0, 0, 0, 1]`. /// - Color is always cleared. /// - Depth is always cleared. /// - The viewport uses the whole framebuffer’s. /// - sRGB encoding is disabled. /// - No scissor test is performed. fn default() -> Self { PipelineState { clear_color: [0., 0., 0., 1.], clear_color_enabled: true, clear_depth_enabled: true, viewport: Viewport::Whole, srgb_enabled: false, clear_scissor: None, } } } impl PipelineState { /// Create a default [`PipelineState`]. /// /// See the documentation of the [`Default`] for further details. pub fn new() -> Self { Self::default() } /// Get the clear color. pub fn clear_color(&self) -> [f32; 4] { self.clear_color } /// Set the clear color. pub fn set_clear_color(self, clear_color: [f32; 4]) -> Self { Self { clear_color, ..self } } /// Check whether the pipeline’s framebuffer’s color buffers will be cleared. pub fn is_clear_color_enabled(&self) -> bool { self.clear_color_enabled } /// Enable clearing color buffers. pub fn enable_clear_color(self, clear_color_enabled: bool) -> Self { Self { clear_color_enabled, ..self } } /// Check whether the pipeline’s framebuffer’s depth buffer will be cleared. pub fn is_clear_depth_enabled(&self) -> bool { self.clear_depth_enabled } /// Enable clearing depth buffers. pub fn enable_clear_depth(self, clear_depth_enabled: bool) -> Self { Self { clear_depth_enabled, ..self } } /// Get the viewport. pub fn viewport(&self) -> Viewport { self.viewport } /// Set the viewport. pub fn set_viewport(self, viewport: Viewport) -> Self { Self { viewport, ..self } } /// Check whether sRGB linearization is enabled. pub fn is_srgb_enabled(&self) -> bool { self.srgb_enabled } /// Enable sRGB linearization. pub fn enable_srgb(self, srgb_enabled: bool) -> Self { Self { srgb_enabled, ..self } } /// Get the scissor configuration, if any. pub fn scissor(&self) -> &Option<ScissorRegion> { &self.clear_scissor } /// Set the scissor configuration. pub fn set_scissor(self, scissor: impl Into<Option<ScissorRegion>>) -> Self { Self { clear_scissor: scissor.into(), ..self } } } /// A GPU pipeline handle. /// /// A [`Pipeline`] is a special object that is provided as soon as one enters a [`PipelineGate`]. /// It is used to dynamically modify the behavior of the running graphics pipeline. That includes, /// for instance, obtaining _bound resources_, like buffers and textures, for subsequent uses in /// shader stages. /// /// # Parametricity /// /// - `B` is the backend type. It must implement [`PipelineBase`]. pub struct Pipeline<'a, B> where B: ?Sized + PipelineBase, { repr: B::PipelineRepr, _phantom: PhantomData<&'a mut ()>, } impl<'a, B> Pipeline<'a, B> where B: PipelineBase, { /// Bind a buffer. /// /// Once the buffer is bound, the [`BoundBuffer`] object has to be dropped / die in order to /// bind the buffer again. pub fn bind_buffer<T>( &'a self, buffer: &'a mut Buffer<B, T>, ) -> Result<BoundBuffer<'a, B, T>, PipelineError> where B: PipelineBuffer<T>, T: Copy, { unsafe { B::bind_buffer(&self.repr, &buffer.repr).map(|repr| BoundBuffer { repr, _phantom: PhantomData, }) } } /// Bind a texture. /// /// Once the texture is bound, the [`BoundTexture`] object has to be dropped / die in order to /// bind the texture again. pub fn bind_texture<D, P>( &'a self, texture: &'a mut Texture<B, D, P>, ) -> Result<BoundTexture<'a, B, D, P>, PipelineError> where B: PipelineTexture<D, P>, D: Dimensionable, P: Pixel, { unsafe { B::bind_texture(&self.repr, &texture.repr).map(|repr| BoundTexture { repr, _phantom: PhantomData, }) } } } /// Top-most node in a graphics pipeline. /// /// [`PipelineGate`] nodes represent the “entry-points” of graphics pipelines. They are used /// with a [`Framebuffer`] to render to and a [`PipelineState`] to customize the overall behavior /// of the pipeline. /// /// # Parametricity /// /// - `B`, the backend type. pub struct PipelineGate<'a, B> where B: ?Sized, { backend: &'a mut B, } impl<'a, B> PipelineGate<'a, B> where B: ?Sized, { /// Create a new [`PipelineGate`]. pub fn new<C>(ctx: &'a mut C) -> Self where C: GraphicsContext<Backend = B>, { PipelineGate { backend: ctx.backend(), } } /// Enter a pipeline node. /// /// This method is the entry-point in a graphics pipeline. It takes a [`Framebuffer`] and a /// [`PipelineState`] and a closure that allows to go deeper in the pipeline (i.e. resource /// graph). The closure is passed a [`Pipeline`] for you to dynamically alter the pipeline and a /// [`ShadingGate`] to enter shading nodes. /// /// # Errors /// /// [`PipelineError`] might be thrown for various reasons, depending on the backend you use. /// However, this method doesn’t return [`PipelineError`] directly: instead, it returns /// `E: From<PipelineError>`. This allows you to inject your own error type in the argument /// closure, allowing for a grainer control of errors inside the pipeline. pub fn pipeline<E, D, CS, DS, F>( &mut self, framebuffer: &Framebuffer<B, D, CS, DS>, pipeline_state: &PipelineState, f: F, ) -> Render<E> where B: FramebufferBackend<D> + PipelineBackend<D>, D: Dimensionable, CS: ColorSlot<B, D>, DS: DepthSlot<B, D>, F: for<'b> FnOnce(Pipeline<'b, B>, ShadingGate<'b, B>) -> Result<(), E>, E: From<PipelineError>, { let render = || { unsafe { self .backend .start_pipeline(&framebuffer.repr, pipeline_state); } let pipeline = unsafe { self.backend.new_pipeline().map(|repr| Pipeline { repr, _phantom: PhantomData, })? }; let shading_gate = ShadingGate { backend: self.backend, }; f(pipeline, shading_gate) }; Render(render()) } } /// Output of a [`PipelineGate`]. /// /// This type is used as a proxy over `Result<(), E>`, which it defers to. It is needed so that /// you can seamlessly call the [`assume`] method /// /// [`assume`]: crate::pipeline::Render::assume pub struct Render<E>(Result<(), E>); impl<E> Render<E> { /// Turn a [`Render`] into a [`Result`]. #[inline] pub fn into_result(self) -> Result<(), E> { self.0 } } impl Render<PipelineError> { /// Assume the error type is [`PipelineError`]. /// /// Most of the time, users will not provide their own error types for pipelines. Rust doesn’t /// have default type parameters for methods, so this function is needed to inform the type /// system to default the error type to [`PipelineError`]. #[inline] pub fn assume(self) -> Self { self } } impl<E> From<Render<E>> for Result<(), E> { fn from(render: Render<E>) -> Self { render.0 } } impl<E> Deref for Render<E> { type Target = Result<(), E>; fn deref(&self) -> &Self::Target { &self.0 } } impl<E> DerefMut for Render<E> { fn deref_mut(&mut self) -> &mut Self::Target { &mut self.0 } } /// Opaque buffer binding. /// /// This type represents a bound [`Buffer`] via [`BoundBuffer`]. It can be used along with a /// [`Uniform`] to customize a shader’s behavior. /// /// # Parametricity /// /// - `T` is the type of the carried item by the [`Buffer`]. /// /// # Notes /// /// You shouldn’t try to do store / cache or do anything special with that value. Consider it /// an opaque object. /// /// [`Uniform`]: crate::shader::Uniform #[derive(Debug)] pub struct BufferBinding<T> { binding: u32, _phantom: PhantomData<*const T>, } impl<T> BufferBinding<T> { /// Access the underlying binding value. /// /// # Notes /// /// That value shouldn’t be read nor store, as it’s only meaningful for backend implementations. pub fn binding(self) -> u32 { self.binding } } /// A _bound_ [`Buffer`]. /// /// # Parametricity /// /// - `B` is the backend type. It must implement [`PipelineBuffer`]. /// - `T` is the type of the carried item by the [`Buffer`]. /// /// # Notes /// /// Once a [`Buffer`] is bound, it can be used and passed around to shaders. In order to do so, /// you will need to pass a [`BufferBinding`] to your [`ProgramInterface`]. That value is unique /// to each [`BoundBuffer`] and should always be asked — you shouldn’t cache them, for instance. /// /// Getting a [`BufferBinding`] is a cheap operation and is performed via the /// [`BoundBuffer::binding`] method. /// /// [`ProgramInterface`]: crate::shader::ProgramInterface pub struct BoundBuffer<'a, B, T> where B: PipelineBuffer<T>, T: Copy, { pub(crate) repr: B::BoundBufferRepr, _phantom: PhantomData<&'a T>, } impl<'a, B, T> BoundBuffer<'a, B, T> where B: PipelineBuffer<T>, T: Copy, { /// Obtain a [`BufferBinding`] object that can be used to refer to this bound buffer in shader /// stages. /// /// # Notes /// /// You shouldn’t try to do store / cache or do anything special with that value. Consider it /// an opaque object. pub fn binding(&self) -> BufferBinding<T> { let binding = unsafe { B::buffer_binding(&self.repr) }; BufferBinding { binding, _phantom: PhantomData, } } } /// Opaque texture binding. /// /// This type represents a bound [`Texture`] via [`BoundTexture`]. It can be used along with a /// [`Uniform`] to customize a shader’s behavior. /// /// # Parametricity /// /// - `D` is the dimension of the original texture. It must implement [`Dimensionable`] in most /// useful methods. /// - `S` is the sampler type. It must implement [`SamplerType`] in most useful methods. /// /// # Notes /// /// You shouldn’t try to do store / cache or do anything special with that value. Consider it /// an opaque object. /// /// [`Uniform`]: crate::shader::Uniform /// [`SamplerType`]: crate::pixel::SamplerType #[derive(Debug)] pub struct TextureBinding<D, S> { binding: u32, _phantom: PhantomData<*const (D, S)>, } impl<D, S> TextureBinding<D, S> { /// Access the underlying binding value. /// /// # Notes /// /// That value shouldn’t be read nor store, as it’s only meaningful for backend implementations. pub fn binding(self) -> u32 { self.binding } } /// A _bound_ [`Texture`]. /// /// # Parametricity /// /// - `B` is the backend type. It must implement [`PipelineTexture`]. /// - `D` is the dimension. It must implement [`Dimensionable`]. /// - `P` is the pixel type. It must implement [`Pixel`]. /// /// # Notes /// /// Once a [`Texture`] is bound, it can be used and passed around to shaders. In order to do so, /// you will need to pass a [`TextureBinding`] to your [`ProgramInterface`]. That value is unique /// to each [`BoundTexture`] and should always be asked — you shouldn’t cache them, for instance. /// /// Getting a [`TextureBinding`] is a cheap operation and is performed via the /// [`BoundTexture::binding`] method. /// /// [`ProgramInterface`]: crate::shader::ProgramInterface pub struct BoundTexture<'a, B, D, P> where B: PipelineTexture<D, P>, D: Dimensionable, P: Pixel, { pub(crate) repr: B::BoundTextureRepr, _phantom: PhantomData<&'a ()>, } impl<'a, B, D, P> BoundTexture<'a, B, D, P> where B: PipelineTexture<D, P>, D: Dimensionable, P: Pixel, { /// Obtain a [`TextureBinding`] object that can be used to refer to this bound texture in shader /// stages. /// /// # Notes /// /// You shouldn’t try to do store / cache or do anything special with that value. Consider it /// an opaque object. pub fn binding(&self) -> TextureBinding<D, P::SamplerType> { let binding = unsafe { B::texture_binding(&self.repr) }; TextureBinding { binding, _phantom: PhantomData, } } }