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https://github.com/GraphiteEditor/Graphite.git
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Add bind group caching
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59cb448872
commit
9a60ba54fe
3 changed files with 84 additions and 69 deletions
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@ -20,6 +20,7 @@ pub struct Application {
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pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
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pub swap_chain: wgpu::SwapChain,
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pub shader_cache: ResourceCache<wgpu::ShaderModule>,
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pub bind_group_cache: ResourceCache<wgpu::BindGroup>,
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pub pipeline_cache: ResourceCache<Pipeline>,
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pub texture_cache: ResourceCache<Texture>,
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pub draw_command_queue: VecDeque<DrawCommand>,
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@ -67,6 +68,7 @@ impl Application {
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// Resource caches that own the application's shaders, pipelines, and textures
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let shader_cache = ResourceCache::<wgpu::ShaderModule>::new();
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let bind_group_cache = ResourceCache::<wgpu::BindGroup>::new();
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let pipeline_cache = ResourceCache::<Pipeline>::new();
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let texture_cache = ResourceCache::<Texture>::new();
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@ -84,6 +86,7 @@ impl Application {
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swap_chain_descriptor,
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swap_chain,
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shader_cache,
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bind_group_cache,
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pipeline_cache,
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texture_cache,
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draw_command_queue,
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@ -95,26 +98,24 @@ impl Application {
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pub fn example(&mut self) {
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// Example vertex data
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const VERTICES: &[[f32; 2]] = &[
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[-0.0868241, 0.49240386],
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[-0.49513406, 0.06958647],
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[-0.21918549, -0.44939706],
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[0.35966998, -0.3473291],
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[0.44147372, 0.2347359],
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[-0.5, 0.5],
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[0.5, 0.5],
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[0.5, 1.0],
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[-0.5, 1.0],
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];
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const INDICES: &[u16] = &[
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0, 1, 4,
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1, 2, 4,
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2, 3, 4,
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0, 1, 2,
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0, 2, 3,
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];
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// Load the vertex shader
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// If uncached, construct a vertex shader loaded from its source code file
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let vertex_shader_path = "shaders/shader.vert";
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if self.shader_cache.get(vertex_shader_path).is_none() {
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let vertex_shader_module = compile_from_glsl(&self.device, vertex_shader_path, glsl_to_spirv::ShaderType::Vertex).unwrap();
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self.shader_cache.set(vertex_shader_path, vertex_shader_module);
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}
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// Load the fragment shader
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// If uncached, construct a fragment shader loaded from its source code file
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let fragment_shader_path = "shaders/shader.frag";
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if self.shader_cache.get(fragment_shader_path).is_none() {
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let fragment_shader_module = compile_from_glsl(&self.device, fragment_shader_path, glsl_to_spirv::ShaderType::Fragment).unwrap();
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@ -125,15 +126,23 @@ impl Application {
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let vertex_shader = self.shader_cache.get(vertex_shader_path).unwrap();
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let fragment_shader = self.shader_cache.get(fragment_shader_path).unwrap();
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// Construct a pipeline from the shader pair
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let pipeline_name = "example";
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// If uncached, construct a pipeline from the shader pair
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let pipeline_name = "example-pipeline";
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if self.pipeline_cache.get(pipeline_name).is_none() {
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let pipeline = Pipeline::new(&self.device, vertex_shader, fragment_shader);
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let bind_group_layout_binding_types = vec![
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wgpu::BindingType::SampledTexture {
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dimension: wgpu::TextureViewDimension::D2,
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component_type: wgpu::TextureComponentType::Float,
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multisampled: false,
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},
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// ty: wgpu::BindingType::Sampler,
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];
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let pipeline = Pipeline::new(&self.device, vertex_shader, fragment_shader, bind_group_layout_binding_types);
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self.pipeline_cache.set(pipeline_name, pipeline);
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}
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let example_pipeline = self.pipeline_cache.get(pipeline_name).unwrap();
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// Load a texture from the image file
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// If uncached, construct a texture loaded from the image file
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let texture_path = "textures/grid.png";
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if self.texture_cache.get(texture_path).is_none() {
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let texture = Texture::from_filepath(&self.device, &mut self.queue, texture_path).unwrap();
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@ -141,24 +150,18 @@ impl Application {
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}
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let grid_texture = self.texture_cache.get(texture_path).unwrap();
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// Create a BindGroup that holds a new TextureView
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let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &example_pipeline.bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&grid_texture.texture_view),
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},
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// wgpu::Binding {
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// binding: 1,
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// resource: wgpu::BindingResource::Sampler(&texture.sampler),
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// }
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],
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label: None,
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});
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// If uncached, construct a bind group with resources matching the pipeline's bind group layout
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let bind_group_name = "example-bindgroup";
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if self.bind_group_cache.get(bind_group_name).is_none() {
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let binding_resources = vec![
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wgpu::BindingResource::TextureView(&grid_texture.texture_view),
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];
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let bind_group = example_pipeline.build_bind_group(&self.device, binding_resources);
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self.bind_group_cache.set(bind_group_name, bind_group);
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}
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// Create a draw command with the vertex data and bind group and push it to the GPU command queue
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let draw_command = DrawCommand::new(&self.device, pipeline_name, VERTICES, INDICES, bind_group);
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let draw_command = DrawCommand::new(&self.device, pipeline_name, bind_group_name, VERTICES, INDICES);
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self.draw_command_queue.push_back(draw_command);
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}
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@ -232,15 +235,24 @@ impl Application {
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depth_stencil_attachment: None,
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});
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let mut current_pipeline = String::new();
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// Turn the queue of pipelines each into a command buffer and submit it to the render queue
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self.draw_command_queue.iter().for_each(|command| {
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let pipeline = self.pipeline_cache.get(&command.pipeline_name).unwrap();
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render_pass.set_pipeline(&pipeline.render_pipeline);
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// Commands sent to the GPU for drawing during this render pass
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// Tell the GPU which pipeline to draw in this render pass
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if current_pipeline != command.pipeline_name {
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let pipeline = self.pipeline_cache.get(&command.pipeline_name).unwrap();
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render_pass.set_pipeline(&pipeline.render_pipeline);
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current_pipeline = command.pipeline_name.clone();
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}
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// Send the GPU the vertices and triangle indices
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render_pass.set_vertex_buffer(0, &command.vertex_buffer, 0, 0);
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render_pass.set_index_buffer(&command.index_buffer, 0, 0);
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render_pass.set_bind_group(0, &command.bind_group, &[]);
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// Send the GPU the bind group resources
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let bind_group = self.bind_group_cache.get(&command.bind_group_name).unwrap();
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render_pass.set_bind_group(0, bind_group, &[]);
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// Draw call
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render_pass.draw_indexed(0..command.index_count, 0, 0..1);
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@ -1,20 +1,20 @@
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pub struct DrawCommand {
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pub pipeline_name: String,
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pub bind_group: wgpu::BindGroup,
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pub bind_group_name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub index_count: u32,
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}
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impl DrawCommand {
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pub fn new(device: &wgpu::Device, pipeline_name: &str, vertices: &[[f32; 2]], indices: &[u16], bind_group: wgpu::BindGroup) -> Self {
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pub fn new(device: &wgpu::Device, pipeline_name: &str, bind_group_name: &str, vertices: &[[f32; 2]], indices: &[u16]) -> Self {
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let vertex_buffer = device.create_buffer_with_data(bytemuck::cast_slice(vertices), wgpu::BufferUsage::VERTEX);
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let index_buffer = device.create_buffer_with_data(bytemuck::cast_slice(indices), wgpu::BufferUsage::INDEX);
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let index_count = indices.len() as u32;
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Self {
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pipeline_name: String::from(pipeline_name),
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bind_group,
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bind_group_name: String::from(bind_group_name),
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vertex_buffer,
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index_buffer,
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index_count,
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@ -6,24 +6,16 @@ pub struct Pipeline {
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, vertex_shader: &wgpu::ShaderModule, fragment_shader: &wgpu::ShaderModule) -> Self {
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pub fn new(device: &wgpu::Device, vertex_shader: &wgpu::ShaderModule, fragment_shader: &wgpu::ShaderModule, bind_group_layout_binding_types: Vec<wgpu::BindingType>) -> Self {
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let bind_group_layout_entries = bind_group_layout_binding_types.into_iter().enumerate().map(|(index, binding_type)|
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wgpu::BindGroupLayoutEntry {
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binding: index as u32,
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visibility: wgpu::ShaderStage::all(),
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ty: binding_type,
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}
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).collect::<Vec<_>>();
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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dimension: wgpu::TextureViewDimension::D2,
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component_type: wgpu::TextureComponentType::Float,
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multisampled: false,
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},
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},
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// wgpu::BindGroupLayoutEntry {
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// binding: 1,
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// visibility: wgpu::ShaderStage::FRAGMENT,
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// ty: wgpu::BindingType::Sampler,
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// },
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],
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bindings: bind_group_layout_entries.as_slice(),
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label: None,
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});
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@ -42,20 +34,18 @@ impl Pipeline {
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb, // TODO: Make this match Application.swap_chain_descriptor
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb, // TODO: Make this match Application.swap_chain_descriptor
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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@ -63,11 +53,10 @@ impl Pipeline {
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stride: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttributeDescriptor {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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},
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],
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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}],
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}],
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},
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sample_count: 1,
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@ -80,4 +69,18 @@ impl Pipeline {
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render_pipeline,
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}
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}
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pub fn build_bind_group(&self, device: &wgpu::Device, binding_resources: Vec<wgpu::BindingResource>) -> wgpu::BindGroup {
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let bindings = binding_resources.into_iter().enumerate().map(|(index, binding_resource)|
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wgpu::Binding {
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binding: index as u32,
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resource: binding_resource,
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}
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).collect::<Vec<_>>();
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.bind_group_layout,
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bindings: bindings.as_slice(),
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label: None,
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})
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}
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}
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