Struct truck_platform::BufferHandler
source · pub struct BufferHandler { /* private fields */ }
Expand description
safe handler of GPU buffer
Buffer
Implementations§
source§impl BufferHandler
impl BufferHandler
sourcepub fn from_slice<T: Sized + Pod + Zeroable, A: AsRef<[T]>>(
vec: &A,
device: &Device,
usage: BufferUsages
) -> Self
pub fn from_slice<T: Sized + Pod + Zeroable, A: AsRef<[T]>>(
vec: &A,
device: &Device,
usage: BufferUsages
) -> Self
Creates a buffer handler from a slice.
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src/scene.rs (line 179)
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pub fn lights_buffer(&self, device: &Device) -> BufferHandler {
let mut light_vec: Vec<_> = self.studio.lights.iter().map(Light::light_info).collect();
light_vec.resize(LIGHT_MAX, LightInfo::zeroed());
BufferHandler::from_slice(&light_vec, device, BufferUsages::UNIFORM)
}
#[inline(always)]
fn sampling_buffer(
device: &Device,
render_texture: RenderTextureConfig,
sample_count: u32,
) -> Texture {
device.create_texture(&TextureDescriptor {
size: Extent3d {
width: render_texture.canvas_size.0,
height: render_texture.canvas_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count,
dimension: TextureDimension::D2,
format: render_texture.format,
usage: TextureUsages::RENDER_ATTACHMENT,
label: None,
})
}
#[inline(always)]
fn depth_texture(device: &Device, size: (u32, u32), sample_count: u32) -> Texture {
device.create_texture(&TextureDescriptor {
size: Extent3d {
width: size.0,
height: size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count,
dimension: TextureDimension::D2,
format: TextureFormat::Depth32Float,
usage: TextureUsages::RENDER_ATTACHMENT,
label: None,
})
}
fn backend_buffers(&self, device: &Device) -> (Option<Texture>, Option<Texture>) {
let foward_depth = if self.backend_buffer.depth_test {
Some(Self::depth_texture(
device,
self.render_texture.canvas_size,
self.backend_buffer.sample_count,
))
} else {
None
};
let sampling_buffer = if self.backend_buffer.sample_count > 1 {
Some(Self::sampling_buffer(
device,
self.render_texture,
self.backend_buffer.sample_count,
))
} else {
None
};
(foward_depth, sampling_buffer)
}
}
/// Mutable reference of `SceneDescriptor` in `Scene`.
///
/// When this struct is dropped, the backend buffers of scene will be updated.
#[derive(Debug)]
pub struct SceneDescriptorMut<'a>(&'a mut Scene);
impl<'a> std::ops::Deref for SceneDescriptorMut<'a> {
type Target = SceneDescriptor;
#[inline(always)]
fn deref(&self) -> &SceneDescriptor { &self.0.scene_desc }
}
impl<'a> std::ops::DerefMut for SceneDescriptorMut<'a> {
#[inline(always)]
fn deref_mut(&mut self) -> &mut SceneDescriptor { &mut self.0.scene_desc }
}
impl<'a> Drop for SceneDescriptorMut<'a> {
fn drop(&mut self) {
let (forward_depth, sampling_buffer) = self.backend_buffers(self.0.device());
self.0.foward_depth = forward_depth;
self.0.sampling_buffer = sampling_buffer;
}
}
impl Scene {
#[inline(always)]
fn camera_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn lights_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn scene_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn init_scene_bind_group_layout(device: &Device) -> BindGroupLayout {
bind_group_util::create_bind_group_layout(
device,
&[
Self::camera_bgl_entry(),
Self::lights_bgl_entry(),
Self::scene_bgl_entry(),
],
)
}
/// constructor
// About `scene_desc`, entity is better than reference for the performance.
// This is reference because only for as wgpu is.
#[inline(always)]
pub fn new(device_handler: DeviceHandler, scene_desc: &SceneDescriptor) -> Scene {
let device = device_handler.device();
let (foward_depth, sampling_buffer) = scene_desc.backend_buffers(device);
let bind_group_layout = Self::init_scene_bind_group_layout(device);
Scene {
objects: Default::default(),
bind_group_layout,
foward_depth,
sampling_buffer,
clock: instant::Instant::now(),
scene_desc: scene_desc.clone(),
device_handler,
}
}
/// Construct scene from default GPU device.
/// # Arguments
/// - `size`: (width, height)
pub async fn from_default_device(scene_desc: &SceneDescriptor) -> Scene {
Scene::new(DeviceHandler::default_device().await, scene_desc)
}
/// Creates compatible texture for render attachment.
///
/// # Remarks
/// The usage of texture is `TextureUsages::RENDER_ATTACHMENT | TetureUsages::COPY_SRC`.
#[inline(always)]
pub fn compatible_texture(&self) -> Texture {
let config = self.scene_desc.render_texture;
self.device().create_texture(&TextureDescriptor {
label: None,
size: Extent3d {
width: config.canvas_size.0,
height: config.canvas_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: config.format,
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::COPY_SRC,
})
}
/// Returns the reference of its own `DeviceHandler`.
#[inline(always)]
pub const fn device_handler(&self) -> &DeviceHandler { &self.device_handler }
/// Returns the reference of the device.
#[inline(always)]
pub const fn device(&self) -> &Arc<Device> { &self.device_handler.device }
/// Returns the reference of the queue.
#[inline(always)]
pub const fn queue(&self) -> &Arc<Queue> { &self.device_handler.queue }
/// Returns the elapsed time since the scene was created.
#[inline(always)]
pub fn elapsed(&self) -> std::time::Duration { self.clock.elapsed() }
/// Returns the reference of the descriptor.
#[inline(always)]
pub const fn descriptor(&self) -> &SceneDescriptor { &self.scene_desc }
/// Returns the mutable reference of the descriptor.
///
/// # Remarks
///
/// When the return value is dropped, the depth buffer and sampling buffer are automatically updated.
/// Use `studio_config_mut` if you only want to update the colors of the camera, lights, and background.
#[inline(always)]
pub fn descriptor_mut(&mut self) -> SceneDescriptorMut<'_> { SceneDescriptorMut(self) }
/// Returns the reference of the studio configuration.
#[inline(always)]
pub const fn studio_config(&self) -> &StudioConfig { &self.scene_desc.studio }
/// Returns the mutable reference of the studio configuration.
#[inline(always)]
pub fn studio_config_mut(&mut self) -> &mut StudioConfig { &mut self.scene_desc.studio }
/// Returns the bind group layout in the scene.
#[inline(always)]
pub const fn bind_group_layout(&self) -> &BindGroupLayout { &self.bind_group_layout }
/// Creates a `UNIFORM` buffer of the camera.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 0) uniform Camera {
/// mat4 camera_matrix; // the camera matrix
/// mat4 camera_projection; // the projection into the normalized view volume
/// };
/// ```
#[inline(always)]
pub fn camera_buffer(&self) -> BufferHandler { self.scene_desc.camera_buffer(self.device()) }
/// Creates a `STORAGE` buffer of all lights.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// struct Light {
/// vec4 position; // the position of light, position.w == 1.0
/// vec4 color; // the color of light, color.w == 1.0
/// uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
/// };
///
/// layout(set = 0, binding = 1) buffer Lights {
/// Light lights[]; // the number of lights must be gotten from another place
/// };
/// ```
#[inline(always)]
pub fn lights_buffer(&self) -> BufferHandler { self.scene_desc.lights_buffer(self.device()) }
/// Creates a `UNIFORM` buffer of the scene status.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 2) uniform Scene {
/// vec4 bk_color; // color of back ground
/// float time; // elapsed time since the scene was created.
/// uint nlights; // the number of lights
/// };
/// ```
#[inline(always)]
pub fn scene_status_buffer(&self) -> BufferHandler {
let bk = self.scene_desc.studio.background;
let size = self.scene_desc.render_texture.canvas_size;
let scene_info = SceneInfo {
background_color: [bk.r as f32, bk.g as f32, bk.b as f32, bk.a as f32],
resolution: [size.0, size.1],
time: self.elapsed().as_secs_f32(),
num_of_lights: self.scene_desc.studio.lights.len() as u32,
};
BufferHandler::from_slice(&[scene_info], self.device(), BufferUsages::UNIFORM)
}
sourcepub const fn binding_resource(&self) -> BindingResource<'_>
pub const fn binding_resource(&self) -> BindingResource<'_>
Creates a binding resource from buffer slice.
sourcepub fn copy_buffer(&self, encoder: &mut CommandEncoder, dest: &BufferHandler)
pub fn copy_buffer(&self, encoder: &mut CommandEncoder, dest: &BufferHandler)
Copy the values of buffer to dest
.
Panic
Panic occurs if the size of dest
is smaller than the one of self
.