Implement Renderer::factory() as a client would

- I had to move the texture state back to `Pixels` for now ... not satusfied with this yet
This commit is contained in:
Jay Oster 2019-10-04 22:42:01 -07:00
parent 8dc33fcf4e
commit 4d2d313faa
2 changed files with 77 additions and 163 deletions

View file

@ -16,18 +16,16 @@ use std::error::Error as StdError;
use std::fmt;
use std::rc::Rc;
use vk_shader_macros::include_glsl;
pub use wgpu;
use wgpu::TextureView;
mod render_pass;
pub use render_pass::RenderPass;
pub use render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
// Type aliases for RenderPass
type RPObject = Box<dyn RenderPass>;
type RPDevice = Rc<wgpu::Device>;
type RPQueue = Rc<RefCell<wgpu::Queue>>;
type RenderPassFactory = Box<dyn Fn(RPDevice, RPQueue, &TextureView) -> RPObject>;
mod renderers;
use renderers::Renderer;
type RenderPassFactory = Box<dyn Fn(Device, Queue, &TextureView) -> BoxedRenderPass>;
/// A logical texture for a window surface.
#[derive(Debug)]
@ -48,7 +46,12 @@ pub struct Pixels {
swap_chain: wgpu::SwapChain,
// List of render passes
renderers: Vec<RPObject>,
renderers: Vec<BoxedRenderPass>,
// Texture state for the texel upload
texture: wgpu::Texture,
texture_extent: wgpu::Extent3d,
texture_format_size: u32,
}
/// A builder to help create customized pixel buffers.
@ -63,17 +66,6 @@ pub struct PixelsBuilder<'a> {
renderer_factories: Vec<RenderPassFactory>,
}
/// Renderer implements [`RenderPass`].
#[derive(Debug)]
struct Renderer {
device: Rc<wgpu::Device>,
bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
texture: wgpu::Texture,
texture_extent: wgpu::Extent3d,
texture_format_size: u32,
}
/// All the ways in which creating a pixel buffer can fail.
#[derive(Debug)]
pub enum Error {
@ -163,25 +155,6 @@ impl Pixels {
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
// 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_pass(&mut encoder, &frame.view, texels);
}
self.queue.borrow_mut().submit(&[encoder.finish()]);
}
}
impl RenderPass for Renderer {
fn update_bindings(&mut self, _texture_view: &TextureView) {}
fn render_pass(
&self,
encoder: &mut wgpu::CommandEncoder,
render_target: &TextureView,
texels: &[u8],
) {
// Update the pixel buffer texture view
let buffer = self
.device
@ -207,24 +180,13 @@ impl RenderPass for Renderer {
self.texture_extent,
);
// Draw the updated texture to the render target
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: render_target,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color::BLACK,
}],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..6, 0..1);
}
// 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_pass(&mut encoder, &frame.view);
}
fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{:?}", self)
self.queue.borrow_mut().submit(&[encoder.finish()]);
}
}
@ -244,7 +206,7 @@ impl<'a> PixelsBuilder<'a> {
/// impl pixels::RenderPass for MyRenderPass {
/// // ...
/// # fn update_bindings(&mut self, _: &wgpu::TextureView) {}
/// # fn render_pass(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView, _: &[u8]) {}
/// # fn render_pass(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
/// }
///
/// let fb = PixelsBuilder::new(256, 240, surface_texture)
@ -330,9 +292,41 @@ impl<'a> PixelsBuilder<'a> {
/// * `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.
///
/// # Examples
///
/// ```no_run
/// use pixels::{BoxedRenderPass, Device, PixelsBuilder, Queue, RenderPass};
/// use wgpu::TextureView;
///
/// struct MyRenderPass {
/// device: Device,
/// queue: Queue,
/// }
///
/// impl MyRenderPass {
/// fn factory(device: Device, queue: Queue, texture: &TextureView) -> 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) {}
/// # fn render_pass(&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(RPDevice, RPQueue, &TextureView) -> RPObject + 'static,
factory: impl Fn(Device, Queue, &TextureView) -> BoxedRenderPass + 'static,
) -> PixelsBuilder<'a> {
self.renderer_factories.push(Box::new(factory));
self
@ -352,9 +346,6 @@ impl<'a> PixelsBuilder<'a> {
let device = Rc::new(device);
let queue = Rc::new(RefCell::new(queue));
let vs_module = device.create_shader_module(include_glsl!("shaders/shader.vert"));
let fs_module = device.create_shader_module(include_glsl!("shaders/shader.frag"));
// The rest of this is technically a fixed-function pipeline... For now!
// Create a texture
@ -377,87 +368,6 @@ impl<'a> PixelsBuilder<'a> {
let texture_view = texture.create_default_view();
let texture_format_size = get_texture_format_size(self.texture_format);
// Create a texture sampler with nearest neighbor
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: 0.0,
lod_max_clamp: 1.0,
compare_function: wgpu::CompareFunction::Always,
});
// Create bind group
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
},
},
wgpu::BindGroupLayoutBinding {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
// Create pipeline
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
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,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
// Create swap chain
let swap_chain = device.create_swap_chain(
self.surface_texture.surface,
@ -471,16 +381,11 @@ impl<'a> PixelsBuilder<'a> {
);
// Create a renderer that impls `RenderPass`
let renderer = Renderer {
device: device.clone(),
bind_group,
render_pipeline,
texture,
texture_extent,
texture_format_size,
};
let mut renderers: Vec<Box<dyn RenderPass>> = vec![Box::new(renderer)];
let mut renderers = vec![Renderer::factory(
device.clone(),
queue.clone(),
&texture_view,
)];
// Create all render passes
renderers.extend(self.renderer_factories.iter().map(|f| {
@ -493,6 +398,9 @@ impl<'a> PixelsBuilder<'a> {
queue,
swap_chain,
renderers,
texture,
texture_extent,
texture_format_size,
})
}
}

View file

@ -1,6 +1,17 @@
use std::cell::RefCell;
use std::fmt;
use std::rc::Rc;
use wgpu::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
@ -18,16 +29,16 @@ use wgpu::TextureView;
///
/// [`Pixels`]: ./struct.Pixels.html
pub trait RenderPass {
/// The `update_bindings` method will be called when the `texture_view` needs to be recreated.
/// This method will be called when the input [`wgpu::TextureView`] needs to be rebinded.
///
/// It's always called at least once when the default [`Pixels`] render passes are created.
/// This can also happen in response to resizing the [`SurfaceTexture`].
///
/// You will typically recreate your bindings here to reference the new input `texture_view`.
/// A [`wgpu::TextureView`] is provided to the `RenderPass` constructor 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.
///
/// [`Pixels`]: ./struct.Pixels.html
/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
fn update_bindings(&mut self, texture_view: &TextureView);
fn update_bindings(&mut self, input_texture: &TextureView);
/// 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`.
@ -36,12 +47,7 @@ pub trait RenderPass {
/// * `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_pass(
&self,
encoder: &mut wgpu::CommandEncoder,
render_target: &TextureView,
texels: &[u8],
);
fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
/// This function implements [`Debug`](fmt::Debug) for trait objects.
///