shader-rt: correct bindings with derpy arg buffer

This commit is contained in:
firestar99 2025-08-20 16:44:54 +02:00
parent e883da5a83
commit 5414f647cb
3 changed files with 44 additions and 22 deletions

View file

@ -187,10 +187,10 @@ impl PerPixelAdjust {
let body = quote! {
{
#wgpu_executor.shader_runtime.run_per_pixel_adjust(#gpu_image, &::wgpu_executor::shader_runtime::per_pixel_adjust_runtime::PerPixelAdjustInfo {
#wgpu_executor.shader_runtime.run_per_pixel_adjust(&::wgpu_executor::shader_runtime::Shaders {
wgsl_shader: crate::WGSL_SHADER,
fragment_shader_name: super::#entry_point_name,
}).await
}, #gpu_image, &()).await
}
};

View file

@ -18,3 +18,8 @@ impl ShaderRuntime {
}
}
}
pub struct Shaders<'a> {
pub wgsl_shader: &'a str,
pub fragment_shader_name: &'a str,
}

View file

@ -1,13 +1,15 @@
use crate::Context;
use crate::shader_runtime::{FULLSCREEN_VERTEX_SHADER_NAME, ShaderRuntime};
use crate::shader_runtime::{FULLSCREEN_VERTEX_SHADER_NAME, ShaderRuntime, Shaders};
use bytemuck::NoUninit;
use futures::lock::Mutex;
use graphene_core::raster_types::{GPU, Raster};
use graphene_core::table::{Table, TableRow};
use std::borrow::Cow;
use std::collections::HashMap;
use wgpu::util::{BufferInitDescriptor, DeviceExt};
use wgpu::{
BindGroupDescriptor, BindGroupEntry, BindingResource, ColorTargetState, Face, FragmentState, FrontFace, LoadOp, Operations, PolygonMode, PrimitiveState, PrimitiveTopology,
RenderPassColorAttachment, RenderPassDescriptor, RenderPipelineDescriptor, ShaderModuleDescriptor, ShaderSource, StoreOp, TextureDescriptor, TextureDimension, TextureFormat,
BindGroupDescriptor, BindGroupEntry, BindingResource, Buffer, BufferBinding, BufferUsages, ColorTargetState, Face, FragmentState, FrontFace, LoadOp, Operations, PolygonMode, PrimitiveState,
PrimitiveTopology, RenderPassColorAttachment, RenderPassDescriptor, RenderPipelineDescriptor, ShaderModuleDescriptor, ShaderSource, StoreOp, TextureDescriptor, TextureDimension, TextureFormat,
TextureViewDescriptor, VertexState,
};
@ -25,18 +27,20 @@ impl PerPixelAdjustShaderRuntime {
}
impl ShaderRuntime {
pub async fn run_per_pixel_adjust(&self, input: Table<Raster<GPU>>, info: &PerPixelAdjustInfo<'_>) -> Table<Raster<GPU>> {
pub async fn run_per_pixel_adjust<T: NoUninit>(&self, shaders: &Shaders<'_>, textures: Table<Raster<GPU>>, args: &T) -> Table<Raster<GPU>> {
let mut cache = self.per_pixel_adjust.pipeline_cache.lock().await;
let pipeline = cache
.entry(info.fragment_shader_name.to_owned())
.or_insert_with(|| PerPixelAdjustGraphicsPipeline::new(&self.context, &info));
pipeline.run(&self.context, input)
}
}
.entry(shaders.fragment_shader_name.to_owned())
.or_insert_with(|| PerPixelAdjustGraphicsPipeline::new(&self.context, &shaders));
pub struct PerPixelAdjustInfo<'a> {
pub wgsl_shader: &'a str,
pub fragment_shader_name: &'a str,
let device = &self.context.device;
let arg_buffer = device.create_buffer_init(&BufferInitDescriptor {
label: Some(&format!("{} arg buffer", pipeline.name.as_str())),
usage: BufferUsages::STORAGE,
contents: bytemuck::bytes_of(args),
});
pipeline.dispatch(&self.context, textures, &arg_buffer)
}
}
pub struct PerPixelAdjustGraphicsPipeline {
@ -45,11 +49,14 @@ pub struct PerPixelAdjustGraphicsPipeline {
}
impl PerPixelAdjustGraphicsPipeline {
pub fn new(context: &Context, info: &PerPixelAdjustInfo) -> Self {
pub fn new(context: &Context, info: &Shaders) -> Self {
let device = &context.device;
let name = info.fragment_shader_name.to_owned();
// TODO workaround to naga removing `:`
let fragment_name = name.replace(":", "");
let fragment_name = &name;
let fragment_name = &fragment_name[(fragment_name.find("::").unwrap() + 2)..];
let fragment_name = fragment_name.replace(":", "");
let shader_module = device.create_shader_module(ShaderModuleDescriptor {
label: Some(&format!("PerPixelAdjust {} wgsl shader", name)),
@ -91,12 +98,12 @@ impl PerPixelAdjustGraphicsPipeline {
Self { pipeline, name }
}
pub fn run(&self, context: &Context, input: Table<Raster<GPU>>) -> Table<Raster<GPU>> {
pub fn dispatch(&self, context: &Context, textures: Table<Raster<GPU>>, arg_buffer: &Buffer) -> Table<Raster<GPU>> {
let device = &context.device;
let name = self.name.as_str();
let mut cmd = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("gpu_invert") });
let out = input
let out = textures
.iter()
.map(|instance| {
let tex_in = &instance.element.texture;
@ -107,10 +114,20 @@ impl PerPixelAdjustGraphicsPipeline {
label: Some(&format!("{name} bind group")),
// `get_bind_group_layout` allocates unnecessary memory, we could create it manually to not do that
layout: &self.pipeline.get_bind_group_layout(0),
entries: &[BindGroupEntry {
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::Buffer(BufferBinding {
buffer: arg_buffer,
offset: 0,
size: None,
}),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(&view_in),
}],
},
],
});
let tex_out = device.create_texture(&TextureDescriptor {