New render api (#96)

* Extreme WIP: New wgpu access api

* Add getters for device and queue to Pixels

* Don't run ScalingRenderer in render_custom()

* Expose Pixels::scaling_renderer

* Fix exposing ScalingRenderer

* Tweak Pixels::render_custom()

* Cleanup

* More cleanup

* Fix doc comment

* Clippy

* Fix doctests

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
This commit is contained in:
Jay Oster 2020-07-18 18:12:37 -07:00 committed by GitHub
parent 755b1fed28
commit 27e7bfe998
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 121 additions and 260 deletions

View file

@ -28,23 +28,16 @@
#![deny(clippy::all)]
#![forbid(unsafe_code)]
use std::cell::RefCell;
use std::env;
use std::rc::Rc;
pub use crate::macros::*;
pub use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
use crate::renderers::Renderer;
pub use crate::renderers::ScalingRenderer;
use thiserror::Error;
pub use wgpu;
use wgpu::{Extent3d, TextureView};
mod macros;
mod render_pass;
mod renderers;
type RenderPassFactory = Box<dyn Fn(Device, Queue, &TextureView, &Extent3d) -> BoxedRenderPass>;
/// A logical texture for a window surface.
#[derive(Debug)]
pub struct SurfaceTexture {
@ -59,14 +52,14 @@ pub struct SurfaceTexture {
#[derive(Debug)]
pub struct Pixels {
// WGPU state
device: Rc<wgpu::Device>,
queue: Rc<RefCell<wgpu::Queue>>,
device: wgpu::Device,
queue: wgpu::Queue,
swap_chain: wgpu::SwapChain,
surface_texture: SurfaceTexture,
present_mode: wgpu::PresentMode,
// List of render passes
renderers: Vec<BoxedRenderPass>,
// A default renderer to scale the input texture to the screen size
scaling_renderer: ScalingRenderer,
// Texture state for the texel upload
texture: wgpu::Texture,
@ -90,7 +83,6 @@ pub struct PixelsBuilder<'req> {
present_mode: wgpu::PresentMode,
surface_texture: SurfaceTexture,
texture_format: wgpu::TextureFormat,
renderer_factories: Vec<RenderPassFactory>,
}
/// All the ways in which creating a pixel buffer can fail.
@ -176,8 +168,6 @@ impl Pixels {
/// Call this method in response to a resize event from your window manager. The size expected
/// is in physical pixel units.
pub fn resize(&mut self, width: u32, height: u32) {
// TODO: Call `update_bindings` on each render pass to create a texture chain
// Update SurfaceTexture dimensions
self.surface_texture.width = width;
self.surface_texture.height = height;
@ -209,21 +199,83 @@ impl Pixels {
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
for renderer in self.renderers.iter_mut() {
renderer.resize(&mut encoder, width, height);
}
self.queue.borrow_mut().submit(&[encoder.finish()]);
self.scaling_renderer
.resize(&mut self.device, &mut encoder, width, height);
self.queue.submit(&[encoder.finish()]);
}
/// Draw this pixel buffer to the configured [`SurfaceTexture`].
///
/// This executes all render passes in sequence. See [`RenderPass`].
/// # Errors
///
/// Returns an error when [`wgpu::SwapChain::get_next_texture`] times out.
///
/// # Example
///
/// ```no_run
/// # use pixels::Pixels;
/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
/// let mut pixels = Pixels::new(320, 240, surface_texture)?;
///
/// // Clear the pixel buffer
/// let frame = pixels.get_frame();
/// for pixel in frame.chunks_exact_mut(4) {
/// pixel[0] = 0x00; // R
/// pixel[1] = 0x00; // G
/// pixel[2] = 0x00; // B
/// pixel[3] = 0xff; // A
/// }
///
/// // Draw it to the `SurfaceTexture`
/// pixels.render();
/// # Ok::<(), pixels::Error>(())
/// ```
pub fn render(&mut self) -> Result<(), Error> {
self.render_with(|encoder, render_target, scaling_renderer| {
scaling_renderer.render(encoder, render_target);
})
}
/// Draw this pixel buffer to the configured [`SurfaceTexture`],
/// using a custom user-provided render function.
///
/// Provides access to a [`wgpu::CommandEncoder`],
/// a [`wgpu::TextureView`] from the swapchain which you can use to render to the screen,
/// and the default [`ScalingRenderer`].
///
/// # Errors
///
/// Returns an error when [`wgpu::SwapChain::get_next_texture`] times out.
pub fn render(&mut self) -> Result<(), Error> {
///
/// # Example
///
/// ```no_run
/// # use pixels::Pixels;
/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
/// let mut pixels = Pixels::new(320, 240, surface_texture)?;
///
/// // Clear the pixel buffer
/// let frame = pixels.get_frame();
/// for pixel in frame.chunks_exact_mut(4) {
/// pixel[0] = 0x00; // R
/// pixel[1] = 0x00; // G
/// pixel[2] = 0x00; // B
/// pixel[3] = 0xff; // A
/// }
///
/// // Draw it to the `SurfaceTexture`
/// pixels.render_with(|encoder, render_target, scaling_renderer| {
/// scaling_renderer.render(encoder, render_target);
/// // etc...
/// });
/// # Ok::<(), pixels::Error>(())
/// ```
pub fn render_with<F>(&mut self, render_function: F) -> Result<(), Error>
where
F: FnOnce(&mut wgpu::CommandEncoder, &wgpu::TextureView, &ScalingRenderer),
{
// TODO: Center frame buffer in surface
let frame = self
.swap_chain
@ -258,40 +310,15 @@ impl Pixels {
self.texture_extent,
);
// Execute all render passes
for renderer in self.renderers.iter() {
// TODO: Create a texture chain so that each pass receives the texture drawn by the previous
renderer.render(&mut encoder, &frame.view);
}
// Call the users render function.
(render_function)(&mut encoder, &frame.view, &self.scaling_renderer);
self.queue.borrow_mut().submit(&[encoder.finish()]);
self.queue.submit(&[encoder.finish()]);
Ok(())
}
/// Get a mutable byte slice for the pixel buffer. The buffer is _not_ cleared for you; it will
/// retain the previous frame's contents until you clear it yourself.
///
/// # Example
///
/// ```no_run
/// # use pixels::Pixels;
/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
/// let mut pixels = Pixels::new(320, 240, surface_texture)?;
///
/// // Clear the pixel buffer
/// let frame = pixels.get_frame();
/// for pixel in frame.chunks_exact_mut(4) {
/// pixel[0] = 0x00; // R
/// pixel[1] = 0x00; // G
/// pixel[2] = 0x00; // B
/// pixel[3] = 0xff; // A
/// }
///
/// // Draw it to the `SurfaceTexture`
/// pixels.render();
/// # Ok::<(), pixels::Error>(())
/// ```
pub fn get_frame(&mut self) -> &mut [u8] {
&mut self.pixels
}
@ -388,6 +415,21 @@ impl Pixels {
pos.1.max(0).min(self.texture_extent.height as isize - 1) as usize,
)
}
/// Provides access the the [`wgpu::Device`] `pixels` uses.
pub fn device(&self) -> &wgpu::Device {
&self.device
}
/// Provides access the the [`wgpu::Queue`] `pixels` uses.
pub fn queue(&self) -> &wgpu::Queue {
&self.queue
}
/// Provides access the the [`wgpu::Texture`] `pixels` makes by uploading the frame you provide to the GPU.
pub fn texture(&self) -> &wgpu::Texture {
&self.texture
}
}
impl<'req> PixelsBuilder<'req> {
@ -399,24 +441,12 @@ impl<'req> PixelsBuilder<'req> {
/// # use pixels::PixelsBuilder;
/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
/// struct MyRenderPass {
/// // ...
/// };
///
/// impl pixels::RenderPass for MyRenderPass {
/// // ...
/// # fn update_bindings(&mut self, _: &wgpu::TextureView, _: &wgpu::Extent3d) {}
/// # fn render(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
/// }
///
/// let mut pixels = PixelsBuilder::new(256, 240, surface_texture)
/// .pixel_aspect_ratio(8.0 / 7.0)
/// .add_render_pass(|device, queue, texture, texture_size| {
/// // Create reources for MyRenderPass here
/// Box::new(MyRenderPass {
/// // ...
/// })
/// .request_adapter_options(wgpu::RequestAdapterOptions {
/// power_preference: wgpu::PowerPreference::HighPerformance,
/// compatible_surface: None,
/// })
/// .pixel_aspect_ratio(8.0 / 7.0)
/// .build()?;
/// # Ok::<(), pixels::Error>(())
/// ```
@ -438,7 +468,6 @@ impl<'req> PixelsBuilder<'req> {
present_mode: wgpu::PresentMode::Fifo,
surface_texture,
texture_format: wgpu::TextureFormat::Rgba8UnormSrgb,
renderer_factories: Vec::new(),
}
}
@ -523,62 +552,6 @@ impl<'req> PixelsBuilder<'req> {
self
}
/// Add a render pass.
///
/// Render passes are executed in the order they are added.
///
/// # Factory Arguments
///
/// * `device` - A reference-counted [`wgpu::Device`] which allows you to create GPU resources.
/// * `queue` - A reference-counted [`wgpu::Queue`] which can execute command buffers.
/// * `texture` - A [`wgpu::TextureView`] reference that is used as the texture input for the
/// render pass.
/// * `texture_size` - A [`wgpu::Extent3d`] providing the input texture size.
///
/// # Examples
///
/// ```no_run
/// use pixels::{BoxedRenderPass, Device, PixelsBuilder, Queue, RenderPass};
/// use pixels::wgpu::{Extent3d, TextureView};
///
/// struct MyRenderPass {
/// device: Device,
/// queue: Queue,
/// }
///
/// impl MyRenderPass {
/// fn factory(
/// device: Device,
/// queue: Queue,
/// texture: &TextureView,
/// texture_size: &Extent3d,
/// ) -> BoxedRenderPass {
/// // Create a bind group, pipeline, etc. and store all of the necessary state...
/// Box::new(MyRenderPass { device, queue })
/// }
/// }
///
/// impl RenderPass for MyRenderPass {
/// // ...
/// # fn update_bindings(&mut self, _: &wgpu::TextureView, _: &wgpu::Extent3d) {}
/// # fn render(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
/// }
///
/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface);
/// let builder = PixelsBuilder::new(320, 240, surface_texture)
/// .add_render_pass(MyRenderPass::factory)
/// .build()?;
/// # Ok::<(), pixels::Error>(())
/// ```
pub fn add_render_pass(
mut self,
factory: impl Fn(Device, Queue, &TextureView, &Extent3d) -> BoxedRenderPass + 'static,
) -> PixelsBuilder<'req> {
self.renderer_factories.push(Box::new(factory));
self
}
/// Create a pixel buffer from the options builder.
///
/// # Errors
@ -602,9 +575,8 @@ impl<'req> PixelsBuilder<'req> {
))
.ok_or(Error::AdapterNotFound)?;
let (device, queue) = pollster::block_on(adapter.request_device(&self.device_descriptor));
let device = Rc::new(device);
let queue = Rc::new(RefCell::new(queue));
let (mut device, queue) =
pollster::block_on(adapter.request_device(&self.device_descriptor));
// The rest of this is technically a fixed-function pipeline... For now!
@ -656,24 +628,7 @@ impl<'req> PixelsBuilder<'req> {
.transform
.inversed();
// Create a renderer that impls `RenderPass`
let mut renderers = vec![Renderer::factory(
device.clone(),
queue.clone(),
&texture_view,
&texture_extent,
)];
// Create all render passes
renderers.extend(self.renderer_factories.iter().map(|f| {
// TODO: Create a texture chain so that each pass receives the texture drawn by the previous
f(
device.clone(),
queue.clone(),
&texture_view,
&texture_extent,
)
}));
let scaling_renderer = ScalingRenderer::new(&mut device, &texture_view, &texture_extent);
Ok(Pixels {
device,
@ -681,7 +636,7 @@ impl<'req> PixelsBuilder<'req> {
swap_chain,
surface_texture,
present_mode,
renderers,
scaling_renderer,
texture,
texture_extent,
texture_format_size,

View file

@ -1,80 +0,0 @@
use std::cell::RefCell;
use std::fmt;
use std::rc::Rc;
use wgpu::{Extent3d, TextureView};
/// A reference-counted [`wgpu::Device`]
pub type Device = Rc<wgpu::Device>;
/// A reference-counted [`wgpu::Queue`] (with interior mutability)
pub type Queue = Rc<RefCell<wgpu::Queue>>;
/// The boxed render pass type for dynamic dispatch
pub type BoxedRenderPass = Box<dyn RenderPass>;
/// Objects that implement this trait can be added to [`Pixels`] as a render pass.
///
/// [`Pixels`] always has at least one render pass; a scaling pass that uses a nearest-neighbor
/// sampler to preserve pixel edges. Optionally it may also have a second scaling pass that
/// transforms the texture to its final size (for non-square pixel aspect ratios). During this
/// second pass, the texture is stretched horizontally using a linear sampler.
///
/// Any additional render passes are executed afterward.
///
/// Each render pass is configured with one [`wgpu::TextureView`] as an input. You will probably
/// want to create a binding for this `texture_view` so your shaders can sample from it.
///
/// The render pass will also receive a reference to another [`wgpu::TextureView`] when the pass is
/// executed. This texture view is the `render_target`.
///
/// [`Pixels`]: ./struct.Pixels.html
pub trait RenderPass {
/// Called when it is time to execute this render pass. Use the `encoder` to encode all
/// commands related to this render pass. The result must be stored to the `render_target`.
///
/// # Arguments
/// * `encoder` - Command encoder for the render pass
/// * `render_target` - A reference to the output texture
/// * `texels` - The byte slice passed to `Pixels::render`
fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
/// This method will be called when the input [`wgpu::TextureView`] needs to be rebinded.
///
/// A [`wgpu::TextureView`] is provided to the `RenderPass` factory as an input texture with
/// the original [`SurfaceTexture`] size. This method is called in response to resizing the
/// [`SurfaceTexture`], where your `RenderPass` impl can update its input texture for the new
/// size.
///
/// # Arguments
/// * `input_texture` - A reference to the `TextureView` for this render pass's input
/// * `input_texture_size` - The `input_texture` size
///
/// [`Pixels`]: ./struct.Pixels.html
/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
fn update_bindings(&mut self, input_texture: &TextureView, input_texture_size: &Extent3d);
/// When the window is resized, this method will be called, allowing the render pass to
/// customize itself to the display size.
///
/// The default implementation is a no-op.
///
/// # Arguments
/// * `encoder` - Command encoder for the render pass
/// * `width` - Render target width in physical pixel units
/// * `height` - Render target height in physical pixel units
#[allow(unused_variables)]
fn resize(&mut self, encoder: &mut wgpu::CommandEncoder, width: u32, height: u32) {}
/// This function implements [`Debug`](fmt::Debug) for trait objects.
///
/// You are encouraged to override the default impl to provide better debug messages.
fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "dyn RenderPass")
}
}
impl fmt::Debug for dyn RenderPass + 'static {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
self.debug(f)
}
}

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@ -1,15 +1,9 @@
use std::fmt;
use std::rc::Rc;
use ultraviolet::Mat4;
use wgpu::{self, Extent3d, TextureView};
use crate::include_spv;
use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
use ultraviolet::Mat4;
/// Renderer implements [`RenderPass`].
/// The default renderer that scales your frame to the screen size.
#[derive(Debug)]
pub(crate) struct Renderer {
device: Rc<wgpu::Device>,
pub struct ScalingRenderer {
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
@ -17,14 +11,12 @@ pub(crate) struct Renderer {
height: f32,
}
impl Renderer {
/// Factory function for generating `RenderPass` trait objects.
pub(crate) fn factory(
device: Device,
_queue: Queue,
texture_view: &TextureView,
texture_size: &Extent3d,
) -> BoxedRenderPass {
impl ScalingRenderer {
pub(crate) fn new(
device: &mut wgpu::Device,
texture_view: &wgpu::TextureView,
texture_size: &wgpu::Extent3d,
) -> Self {
let vs_module = device.create_shader_module(include_spv!("../shaders/vert.spv"));
let fs_module = device.create_shader_module(include_spv!("../shaders/frag.spv"));
@ -139,19 +131,16 @@ impl Renderer {
alpha_to_coverage_enabled: false,
});
Box::new(Renderer {
device,
Self {
uniform_buffer,
bind_group,
render_pipeline,
width: texture_size.width as f32,
height: texture_size.height as f32,
})
}
}
}
impl RenderPass for Renderer {
fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView) {
pub fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &wgpu::TextureView) {
// Draw the updated texture to the render target
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
@ -168,23 +157,20 @@ impl RenderPass for Renderer {
rpass.draw(0..6, 0..1);
}
fn resize(&mut self, encoder: &mut wgpu::CommandEncoder, width: u32, height: u32) {
pub(crate) fn resize(
&mut self,
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
width: u32,
height: u32,
) {
let matrix = ScalingMatrix::new((self.width, self.height), (width as f32, height as f32));
let transform_bytes = matrix.as_bytes();
let temp_buf = self
.device
.create_buffer_with_data(&transform_bytes, wgpu::BufferUsage::COPY_SRC);
let temp_buf =
device.create_buffer_with_data(&transform_bytes, wgpu::BufferUsage::COPY_SRC);
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.uniform_buffer, 0, 64);
}
// We don't actually have to rebind the TextureView here.
// It's guaranteed that the initial texture never changes.
fn update_bindings(&mut self, _input_texture: &TextureView, _input_texture_size: &Extent3d) {}
fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{:?}", self)
}
}
#[derive(Debug)]