Implement Renderer::factory()
as a client would
- I had to move the texture state back to `Pixels` for now ... not satusfied with this yet
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parent
8dc33fcf4e
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4d2d313faa
210
src/lib.rs
210
src/lib.rs
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@ -16,18 +16,16 @@ use std::error::Error as StdError;
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use std::fmt;
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use std::rc::Rc;
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use vk_shader_macros::include_glsl;
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pub use wgpu;
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use wgpu::TextureView;
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mod render_pass;
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pub use render_pass::RenderPass;
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pub use render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
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// Type aliases for RenderPass
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type RPObject = Box<dyn RenderPass>;
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type RPDevice = Rc<wgpu::Device>;
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type RPQueue = Rc<RefCell<wgpu::Queue>>;
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type RenderPassFactory = Box<dyn Fn(RPDevice, RPQueue, &TextureView) -> RPObject>;
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mod renderers;
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use renderers::Renderer;
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type RenderPassFactory = Box<dyn Fn(Device, Queue, &TextureView) -> BoxedRenderPass>;
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/// A logical texture for a window surface.
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#[derive(Debug)]
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@ -48,7 +46,12 @@ pub struct Pixels {
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swap_chain: wgpu::SwapChain,
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// List of render passes
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renderers: Vec<RPObject>,
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renderers: Vec<BoxedRenderPass>,
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// Texture state for the texel upload
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texture: wgpu::Texture,
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texture_extent: wgpu::Extent3d,
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texture_format_size: u32,
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}
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/// A builder to help create customized pixel buffers.
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@ -63,17 +66,6 @@ pub struct PixelsBuilder<'a> {
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renderer_factories: Vec<RenderPassFactory>,
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}
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/// Renderer implements [`RenderPass`].
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#[derive(Debug)]
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struct Renderer {
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device: Rc<wgpu::Device>,
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bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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texture: wgpu::Texture,
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texture_extent: wgpu::Extent3d,
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texture_format_size: u32,
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}
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/// All the ways in which creating a pixel buffer can fail.
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#[derive(Debug)]
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pub enum Error {
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@ -163,25 +155,6 @@ impl Pixels {
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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// Execute all render passes
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for renderer in self.renderers.iter() {
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// TODO: Create a texture chain so that each pass receives the texture drawn by the previous
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renderer.render_pass(&mut encoder, &frame.view, texels);
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}
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self.queue.borrow_mut().submit(&[encoder.finish()]);
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}
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}
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impl RenderPass for Renderer {
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fn update_bindings(&mut self, _texture_view: &TextureView) {}
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fn render_pass(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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render_target: &TextureView,
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texels: &[u8],
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) {
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// Update the pixel buffer texture view
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let buffer = self
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.device
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@ -207,24 +180,13 @@ impl RenderPass for Renderer {
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self.texture_extent,
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);
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// Draw the updated texture to the render target
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: render_target,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color::BLACK,
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}],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..6, 0..1);
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}
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// Execute all render passes
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for renderer in self.renderers.iter() {
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// TODO: Create a texture chain so that each pass receives the texture drawn by the previous
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renderer.render_pass(&mut encoder, &frame.view);
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}
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fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(f, "{:?}", self)
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self.queue.borrow_mut().submit(&[encoder.finish()]);
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}
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}
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@ -244,7 +206,7 @@ impl<'a> PixelsBuilder<'a> {
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/// impl pixels::RenderPass for MyRenderPass {
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/// // ...
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView) {}
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/// # fn render_pass(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView, _: &[u8]) {}
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/// # fn render_pass(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// }
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///
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/// let fb = PixelsBuilder::new(256, 240, surface_texture)
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@ -330,9 +292,41 @@ impl<'a> PixelsBuilder<'a> {
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/// * `queue` - A reference-counted [`wgpu::Queue`] which can execute command buffers.
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/// * `texture` - A [`wgpu::TextureView`] reference that is used as the texture input for the
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/// render pass.
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///
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/// # Examples
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///
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/// ```no_run
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/// use pixels::{BoxedRenderPass, Device, PixelsBuilder, Queue, RenderPass};
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/// use wgpu::TextureView;
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///
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/// struct MyRenderPass {
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/// device: Device,
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/// queue: Queue,
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/// }
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///
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/// impl MyRenderPass {
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/// fn factory(device: Device, queue: Queue, texture: &TextureView) -> BoxedRenderPass {
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/// // Create a bind group, pipeline, etc. and store all of the necessary state...
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/// Box::new(MyRenderPass { device, queue })
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/// }
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/// }
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///
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/// impl RenderPass for MyRenderPass {
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/// // ...
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView) {}
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/// # fn render_pass(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// }
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///
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/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
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/// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, &surface);
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/// let builder = PixelsBuilder::new(320, 240, surface_texture)
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/// .add_render_pass(MyRenderPass::factory)
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/// .build()?;
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/// # Ok::<(), pixels::Error>(())
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/// ```
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pub fn add_render_pass(
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mut self,
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factory: impl Fn(RPDevice, RPQueue, &TextureView) -> RPObject + 'static,
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factory: impl Fn(Device, Queue, &TextureView) -> BoxedRenderPass + 'static,
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) -> PixelsBuilder<'a> {
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self.renderer_factories.push(Box::new(factory));
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self
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@ -352,9 +346,6 @@ impl<'a> PixelsBuilder<'a> {
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let device = Rc::new(device);
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let queue = Rc::new(RefCell::new(queue));
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let vs_module = device.create_shader_module(include_glsl!("shaders/shader.vert"));
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let fs_module = device.create_shader_module(include_glsl!("shaders/shader.frag"));
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// The rest of this is technically a fixed-function pipeline... For now!
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// Create a texture
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@ -377,87 +368,6 @@ impl<'a> PixelsBuilder<'a> {
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let texture_view = texture.create_default_view();
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let texture_format_size = get_texture_format_size(self.texture_format);
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// Create a texture sampler with nearest neighbor
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: 0.0,
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lod_max_clamp: 1.0,
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compare_function: wgpu::CompareFunction::Always,
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});
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// Create bind group
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2,
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},
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},
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wgpu::BindGroupLayoutBinding {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture_view),
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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});
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// Create pipeline
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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// Create swap chain
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let swap_chain = device.create_swap_chain(
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self.surface_texture.surface,
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);
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// Create a renderer that impls `RenderPass`
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let renderer = Renderer {
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device: device.clone(),
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bind_group,
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render_pipeline,
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texture,
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texture_extent,
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texture_format_size,
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};
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let mut renderers: Vec<Box<dyn RenderPass>> = vec![Box::new(renderer)];
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let mut renderers = vec![Renderer::factory(
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device.clone(),
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queue.clone(),
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&texture_view,
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)];
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// Create all render passes
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renderers.extend(self.renderer_factories.iter().map(|f| {
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queue,
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swap_chain,
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renderers,
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texture,
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texture_extent,
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texture_format_size,
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})
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}
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}
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@ -1,6 +1,17 @@
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use std::cell::RefCell;
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use std::fmt;
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use std::rc::Rc;
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use wgpu::TextureView;
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/// A reference-counted [`wgpu::Device`]
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pub type Device = Rc<wgpu::Device>;
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/// A reference-counted [`wgpu::Queue`] (with interior mutability)
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pub type Queue = Rc<RefCell<wgpu::Queue>>;
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/// The boxed render pass type for dynamic dispatch
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pub type BoxedRenderPass = Box<dyn RenderPass>;
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/// Objects that implement this trait can be added to [`Pixels`] as a render pass.
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///
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/// [`Pixels`] always has at least one render pass; a scaling pass that uses a nearest-neighbor
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///
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/// [`Pixels`]: ./struct.Pixels.html
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pub trait RenderPass {
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/// The `update_bindings` method will be called when the `texture_view` needs to be recreated.
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/// This method will be called when the input [`wgpu::TextureView`] needs to be rebinded.
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///
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/// It's always called at least once when the default [`Pixels`] render passes are created.
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/// This can also happen in response to resizing the [`SurfaceTexture`].
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///
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/// You will typically recreate your bindings here to reference the new input `texture_view`.
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/// A [`wgpu::TextureView`] is provided to the `RenderPass` constructor as an input texture
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/// with the original [`SurfaceTexture`] size. This method is called in response to resizing
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/// the [`SurfaceTexture`], where your `RenderPass` impl can update its input texture for the
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/// new size.
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///
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/// [`Pixels`]: ./struct.Pixels.html
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/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
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fn update_bindings(&mut self, texture_view: &TextureView);
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fn update_bindings(&mut self, input_texture: &TextureView);
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/// Called when it is time to execute this render pass. Use the `encoder` to encode all
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/// commands related to this render pass. The result must be stored to the `render_target`.
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@ -36,12 +47,7 @@ pub trait RenderPass {
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/// * `encoder` - Command encoder for the render pass
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/// * `render_target` - A reference to the output texture
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/// * `texels` - The byte slice passed to `Pixels::render`
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fn render_pass(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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render_target: &TextureView,
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texels: &[u8],
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);
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fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
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/// This function implements [`Debug`](fmt::Debug) for trait objects.
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///
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