librashader/librashader-runtime-wgpu/src/graphics_pipeline.rs

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use std::borrow::Cow;
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use std::num::NonZeroU32;
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use std::sync::Arc;
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use wgpu::{BindGroup, BindGroupDescriptor, BindGroupLayout, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, BufferBindingType, BufferSize, Device, PipelineLayout, PushConstantRange, SamplerBindingType, ShaderModule, ShaderSource, ShaderStages, TextureFormat, TextureSampleType, TextureViewDimension, VertexAttribute, VertexBufferLayout};
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use librashader_reflect::back::ShaderCompilerOutput;
use librashader_reflect::back::wgsl::NagaWgslContext;
use librashader_reflect::reflect::semantics::BufferReflection;
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use librashader_reflect::reflect::ShaderReflection;
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use crate::util;
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pub struct WgpuGraphicsPipeline {
vertex: ShaderModule,
fragment: ShaderModule
}
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pub struct PipelineLayoutObjects {
pub layout: PipelineLayout,
pub bind_group_layouts: Vec<BindGroupLayout>
}
impl PipelineLayoutObjects {
pub fn new(
reflection: &ShaderReflection,
device: &Device
) -> Self {
let mut bind_group_layouts = Vec::new();
let mut main_bindings = Vec::new();
let mut sampler_bindings = Vec::new();
let mut push_constant_range = Vec::new();
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if let Some(push_meta) = reflection.push_constant.as_ref() && !push_meta.stage_mask.is_empty() {
let push_mask = util::binding_stage_to_wgpu_stage(push_meta.stage_mask);
if let Some(binding) = push_meta.binding {
main_bindings.push(BindGroupLayoutEntry {
binding,
visibility: push_mask,
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ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(push_meta.size as u64),
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},
count: None,
});
} else {
push_constant_range.push(PushConstantRange {
stages: push_mask,
range: 0..push_meta.size,
})
}
}
if let Some(ubo_meta) = reflection.ubo.as_ref() && !ubo_meta.stage_mask.is_empty() {
let ubo_mask = util::binding_stage_to_wgpu_stage(ubo_meta.stage_mask);
main_bindings.push(BindGroupLayoutEntry {
binding: ubo_meta.binding,
visibility: ubo_mask,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(ubo_meta.size as u64),
},
count: None,
});
}
for texture in reflection.meta.texture_meta.values() {
main_bindings.push(BindGroupLayoutEntry {
binding: texture.binding,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
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});
sampler_bindings.push(BindGroupLayoutEntry {
binding: texture.binding,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
})
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}
let main_bind_group = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("bind group 0"),
entries: &main_bindings,
});
let sampler_bind_group = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("bind group 1"),
entries: &sampler_bindings,
});
bind_group_layouts.push(main_bind_group);
bind_group_layouts.push(sampler_bind_group);
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("shader pipeline layout"),
bind_group_layouts: &bind_group_layouts.as_ref(),
push_constant_ranges: &push_constant_range.as_ref(),
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});
Self {
layout,
bind_group_layouts
}
}
}
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impl WgpuGraphicsPipeline {
pub fn new(
device: &Device,
shader_assembly: &ShaderCompilerOutput<String, NagaWgslContext>,
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reflection: &ShaderReflection,
render_pass_format: TextureFormat,
) -> Self {
let vertex = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("vertex"),
source: ShaderSource::Wgsl(Cow::from(&shader_assembly.vertex))
});
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let fragment = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("fragment"),
source: ShaderSource::Wgsl(Cow::from(&shader_assembly.fragment))
});
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let layout = PipelineLayoutObjects::new(reflection, device);
let vao_layout = VertexBufferLayout {
array_stride: 4 * std::mem::size_of::<f32>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: (2 * std::mem::size_of::<f32>()) as wgpu::BufferAddress,
shader_location: 1,
},
],
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&layout.layout),
vertex: wgpu::VertexState {
module: &vertex,
entry_point: &shader_assembly
.context
.vertex
.entry_points[0]
.name,
buffers: &[
vao_layout
],
},
fragment: Some(wgpu::FragmentState {
module: &fragment,
entry_point: &shader_assembly
.context
.fragment
.entry_points[0]
.name,
targets: &[Some(wgpu::ColorTargetState {
format: render_pass_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
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Self {
vertex,
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fragment,
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}
}
}