Add bind group caching

This commit is contained in:
Keavon Chambers 2020-05-11 00:38:01 -07:00
parent 59cb448872
commit 9a60ba54fe
3 changed files with 84 additions and 69 deletions

View file

@ -20,6 +20,7 @@ pub struct Application {
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
pub swap_chain: wgpu::SwapChain,
pub shader_cache: ResourceCache<wgpu::ShaderModule>,
pub bind_group_cache: ResourceCache<wgpu::BindGroup>,
pub pipeline_cache: ResourceCache<Pipeline>,
pub texture_cache: ResourceCache<Texture>,
pub draw_command_queue: VecDeque<DrawCommand>,
@ -67,6 +68,7 @@ impl Application {
// Resource caches that own the application's shaders, pipelines, and textures
let shader_cache = ResourceCache::<wgpu::ShaderModule>::new();
let bind_group_cache = ResourceCache::<wgpu::BindGroup>::new();
let pipeline_cache = ResourceCache::<Pipeline>::new();
let texture_cache = ResourceCache::<Texture>::new();
@ -84,6 +86,7 @@ impl Application {
swap_chain_descriptor,
swap_chain,
shader_cache,
bind_group_cache,
pipeline_cache,
texture_cache,
draw_command_queue,
@ -95,26 +98,24 @@ impl Application {
pub fn example(&mut self) {
// Example vertex data
const VERTICES: &[[f32; 2]] = &[
[-0.0868241, 0.49240386],
[-0.49513406, 0.06958647],
[-0.21918549, -0.44939706],
[0.35966998, -0.3473291],
[0.44147372, 0.2347359],
[-0.5, 0.5],
[0.5, 0.5],
[0.5, 1.0],
[-0.5, 1.0],
];
const INDICES: &[u16] = &[
0, 1, 4,
1, 2, 4,
2, 3, 4,
0, 1, 2,
0, 2, 3,
];
// Load the vertex shader
// If uncached, construct a vertex shader loaded from its source code file
let vertex_shader_path = "shaders/shader.vert";
if self.shader_cache.get(vertex_shader_path).is_none() {
let vertex_shader_module = compile_from_glsl(&self.device, vertex_shader_path, glsl_to_spirv::ShaderType::Vertex).unwrap();
self.shader_cache.set(vertex_shader_path, vertex_shader_module);
}
// Load the fragment shader
// If uncached, construct a fragment shader loaded from its source code file
let fragment_shader_path = "shaders/shader.frag";
if self.shader_cache.get(fragment_shader_path).is_none() {
let fragment_shader_module = compile_from_glsl(&self.device, fragment_shader_path, glsl_to_spirv::ShaderType::Fragment).unwrap();
@ -125,15 +126,23 @@ impl Application {
let vertex_shader = self.shader_cache.get(vertex_shader_path).unwrap();
let fragment_shader = self.shader_cache.get(fragment_shader_path).unwrap();
// Construct a pipeline from the shader pair
let pipeline_name = "example";
// If uncached, construct a pipeline from the shader pair
let pipeline_name = "example-pipeline";
if self.pipeline_cache.get(pipeline_name).is_none() {
let pipeline = Pipeline::new(&self.device, vertex_shader, fragment_shader);
let bind_group_layout_binding_types = vec![
wgpu::BindingType::SampledTexture {
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Float,
multisampled: false,
},
// ty: wgpu::BindingType::Sampler,
];
let pipeline = Pipeline::new(&self.device, vertex_shader, fragment_shader, bind_group_layout_binding_types);
self.pipeline_cache.set(pipeline_name, pipeline);
}
let example_pipeline = self.pipeline_cache.get(pipeline_name).unwrap();
// Load a texture from the image file
// If uncached, construct a texture loaded from the image file
let texture_path = "textures/grid.png";
if self.texture_cache.get(texture_path).is_none() {
let texture = Texture::from_filepath(&self.device, &mut self.queue, texture_path).unwrap();
@ -141,24 +150,18 @@ impl Application {
}
let grid_texture = self.texture_cache.get(texture_path).unwrap();
// Create a BindGroup that holds a new TextureView
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &example_pipeline.bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&grid_texture.texture_view),
},
// wgpu::Binding {
// binding: 1,
// resource: wgpu::BindingResource::Sampler(&texture.sampler),
// }
],
label: None,
});
// If uncached, construct a bind group with resources matching the pipeline's bind group layout
let bind_group_name = "example-bindgroup";
if self.bind_group_cache.get(bind_group_name).is_none() {
let binding_resources = vec![
wgpu::BindingResource::TextureView(&grid_texture.texture_view),
];
let bind_group = example_pipeline.build_bind_group(&self.device, binding_resources);
self.bind_group_cache.set(bind_group_name, bind_group);
}
// Create a draw command with the vertex data and bind group and push it to the GPU command queue
let draw_command = DrawCommand::new(&self.device, pipeline_name, VERTICES, INDICES, bind_group);
let draw_command = DrawCommand::new(&self.device, pipeline_name, bind_group_name, VERTICES, INDICES);
self.draw_command_queue.push_back(draw_command);
}
@ -232,15 +235,24 @@ impl Application {
depth_stencil_attachment: None,
});
let mut current_pipeline = String::new();
// Turn the queue of pipelines each into a command buffer and submit it to the render queue
self.draw_command_queue.iter().for_each(|command| {
let pipeline = self.pipeline_cache.get(&command.pipeline_name).unwrap();
render_pass.set_pipeline(&pipeline.render_pipeline);
// Commands sent to the GPU for drawing during this render pass
// Tell the GPU which pipeline to draw in this render pass
if current_pipeline != command.pipeline_name {
let pipeline = self.pipeline_cache.get(&command.pipeline_name).unwrap();
render_pass.set_pipeline(&pipeline.render_pipeline);
current_pipeline = command.pipeline_name.clone();
}
// Send the GPU the vertices and triangle indices
render_pass.set_vertex_buffer(0, &command.vertex_buffer, 0, 0);
render_pass.set_index_buffer(&command.index_buffer, 0, 0);
render_pass.set_bind_group(0, &command.bind_group, &[]);
// Send the GPU the bind group resources
let bind_group = self.bind_group_cache.get(&command.bind_group_name).unwrap();
render_pass.set_bind_group(0, bind_group, &[]);
// Draw call
render_pass.draw_indexed(0..command.index_count, 0, 0..1);

View file

@ -1,20 +1,20 @@
pub struct DrawCommand {
pub pipeline_name: String,
pub bind_group: wgpu::BindGroup,
pub bind_group_name: String,
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub index_count: u32,
}
impl DrawCommand {
pub fn new(device: &wgpu::Device, pipeline_name: &str, vertices: &[[f32; 2]], indices: &[u16], bind_group: wgpu::BindGroup) -> Self {
pub fn new(device: &wgpu::Device, pipeline_name: &str, bind_group_name: &str, vertices: &[[f32; 2]], indices: &[u16]) -> Self {
let vertex_buffer = device.create_buffer_with_data(bytemuck::cast_slice(vertices), wgpu::BufferUsage::VERTEX);
let index_buffer = device.create_buffer_with_data(bytemuck::cast_slice(indices), wgpu::BufferUsage::INDEX);
let index_count = indices.len() as u32;
Self {
pipeline_name: String::from(pipeline_name),
bind_group,
bind_group_name: String::from(bind_group_name),
vertex_buffer,
index_buffer,
index_count,

View file

@ -6,24 +6,16 @@ pub struct Pipeline {
}
impl Pipeline {
pub fn new(device: &wgpu::Device, vertex_shader: &wgpu::ShaderModule, fragment_shader: &wgpu::ShaderModule) -> Self {
pub fn new(device: &wgpu::Device, vertex_shader: &wgpu::ShaderModule, fragment_shader: &wgpu::ShaderModule, bind_group_layout_binding_types: Vec<wgpu::BindingType>) -> Self {
let bind_group_layout_entries = bind_group_layout_binding_types.into_iter().enumerate().map(|(index, binding_type)|
wgpu::BindGroupLayoutEntry {
binding: index as u32,
visibility: wgpu::ShaderStage::all(),
ty: binding_type,
}
).collect::<Vec<_>>();
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Float,
multisampled: false,
},
},
// wgpu::BindGroupLayoutEntry {
// binding: 1,
// visibility: wgpu::ShaderStage::FRAGMENT,
// ty: wgpu::BindingType::Sampler,
// },
],
bindings: bind_group_layout_entries.as_slice(),
label: None,
});
@ -42,20 +34,18 @@ impl Pipeline {
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb, // TODO: Make this match Application.swap_chain_descriptor
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb, // TODO: Make this match Application.swap_chain_descriptor
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
@ -63,11 +53,10 @@ impl Pipeline {
stride: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttributeDescriptor {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float2,
},
],
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float2,
}],
}],
},
sample_count: 1,
@ -80,4 +69,18 @@ impl Pipeline {
render_pipeline,
}
}
pub fn build_bind_group(&self, device: &wgpu::Device, binding_resources: Vec<wgpu::BindingResource>) -> wgpu::BindGroup {
let bindings = binding_resources.into_iter().enumerate().map(|(index, binding_resource)|
wgpu::Binding {
binding: index as u32,
resource: binding_resource,
}
).collect::<Vec<_>>();
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layout,
bindings: bindings.as_slice(),
label: None,
})
}
}