librashader/librashader-runtime-wgpu/src/graphics_pipeline.rs
2024-08-09 00:56:44 -04:00

311 lines
11 KiB
Rust

use crate::framebuffer::WgpuOutputView;
use crate::util;
use librashader_cache::cache_pipeline;
use librashader_reflect::back::wgsl::NagaWgslContext;
use librashader_reflect::back::ShaderCompilerOutput;
use librashader_reflect::reflect::ShaderReflection;
use librashader_runtime::quad::VertexInput;
use librashader_runtime::render_target::RenderTarget;
use std::borrow::Cow;
use std::convert::Infallible;
use std::sync::Arc;
use wgpu::{
BindGroupLayout, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType,
BufferBindingType, BufferSize, CommandEncoder, Operations, PipelineLayout, PushConstantRange,
RenderPass, RenderPassColorAttachment, RenderPassDescriptor, SamplerBindingType, ShaderModule,
ShaderSource, ShaderStages, TextureFormat, TextureSampleType, TextureViewDimension,
VertexBufferLayout,
};
pub struct WgpuGraphicsPipeline {
pub layout: PipelineLayoutObjects,
render_pipeline: wgpu::RenderPipeline,
cache: Option<wgpu::PipelineCache>,
pub format: wgpu::TextureFormat,
}
pub struct PipelineLayoutObjects {
layout: PipelineLayout,
pub main_bind_group_layout: BindGroupLayout,
pub sampler_bind_group_layout: BindGroupLayout,
fragment_entry_name: String,
vertex_entry_name: String,
vertex: ShaderModule,
fragment: ShaderModule,
device: Arc<wgpu::Device>,
}
impl PipelineLayoutObjects {
pub fn new(
reflection: &ShaderReflection,
shader_assembly: &ShaderCompilerOutput<String, NagaWgslContext>,
device: Arc<wgpu::Device>,
) -> Self {
let vertex = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("vertex"),
source: ShaderSource::Wgsl(Cow::from(&shader_assembly.vertex)),
});
let fragment = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("fragment"),
source: ShaderSource::Wgsl(Cow::from(&shader_assembly.fragment)),
});
let mut main_bindings = Vec::new();
let mut sampler_bindings = Vec::new();
let mut push_constant_range = Vec::new();
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,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(push_meta.size as u64),
},
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,
});
sampler_bindings.push(BindGroupLayoutEntry {
binding: texture.binding,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
})
}
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,
});
let bind_group_layout_refs = [&main_bind_group, &sampler_bind_group];
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("shader pipeline layout"),
bind_group_layouts: &bind_group_layout_refs,
push_constant_ranges: &push_constant_range.as_ref(),
});
Self {
layout,
main_bind_group_layout: main_bind_group,
sampler_bind_group_layout: sampler_bind_group,
fragment_entry_name: shader_assembly.context.fragment.entry_points[0]
.name
.clone(),
vertex_entry_name: shader_assembly.context.vertex.entry_points[0].name.clone(),
vertex,
fragment,
device,
}
}
pub fn create_pipeline(
&self,
framebuffer_format: TextureFormat,
cache: Option<&wgpu::PipelineCache>,
) -> wgpu::RenderPipeline {
self.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&self.layout),
vertex: wgpu::VertexState {
module: &self.vertex,
entry_point: &self.vertex_entry_name,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[VertexBufferLayout {
array_stride: std::mem::size_of::<VertexInput>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x4,
offset: bytemuck::offset_of!(VertexInput, position)
as wgpu::BufferAddress,
shader_location: 0,
},
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: bytemuck::offset_of!(VertexInput, texcoord)
as wgpu::BufferAddress,
shader_location: 1,
},
],
}],
},
fragment: Some(wgpu::FragmentState {
module: &self.fragment,
entry_point: &self.fragment_entry_name,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: framebuffer_format,
blend: None,
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,
cache,
})
}
}
impl WgpuGraphicsPipeline {
pub fn new(
device: Arc<wgpu::Device>,
shader_assembly: &ShaderCompilerOutput<String, NagaWgslContext>,
reflection: &ShaderReflection,
render_pass_format: TextureFormat,
adapter_info: Option<&wgpu::AdapterInfo>,
bypass_cache: bool,
) -> Self {
let cache = if bypass_cache {
None
} else {
let name = adapter_info
.and_then(|o| wgpu::util::pipeline_cache_key(o))
.unwrap_or_else(|| String::from("wgpu"));
cache_pipeline(
&name,
&[
&shader_assembly.vertex.as_str(),
&shader_assembly.fragment.as_str(),
],
|pipeline_data| {
let descriptor = wgpu::PipelineCacheDescriptor {
label: Some("librashader-wgpu"),
data: pipeline_data.as_deref(),
fallback: true,
};
let cache = unsafe { device.create_pipeline_cache(&descriptor) };
Ok::<_, Infallible>(cache)
},
|cache| Ok(cache.get_data()),
bypass_cache,
)
.ok()
};
let layout = PipelineLayoutObjects::new(reflection, shader_assembly, device);
let render_pipeline = layout.create_pipeline(render_pass_format, cache.as_ref());
Self {
layout,
render_pipeline,
format: render_pass_format,
cache,
}
}
pub fn recompile(&mut self, format: TextureFormat) {
let render_pipeline = self.layout.create_pipeline(format, self.cache.as_ref());
self.render_pipeline = render_pipeline;
}
pub(crate) fn begin_rendering<'pass>(
&'pass self,
output: &RenderTarget<'pass, WgpuOutputView>,
cmd: &'pass mut CommandEncoder,
) -> RenderPass<'pass> {
let mut render_pass = cmd.begin_render_pass(&RenderPassDescriptor {
label: Some("librashader"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &output.output.view,
resolve_target: None,
ops: Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_scissor_rect(
output.x as u32,
output.y as u32,
output.output.size.width,
output.output.size.height,
);
render_pass.set_viewport(
output.x,
output.y,
output.output.size.width as f32,
output.output.size.height as f32,
0.0,
1.0,
);
render_pass.set_pipeline(&self.render_pipeline);
render_pass
}
}