render: implement view target chains for post processing steps
This commit is contained in:
parent
545da71cda
commit
007b1047ef
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@ -12,7 +12,7 @@ lyra-math = { path = "../lyra-math" }
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lyra-scene = { path = "../lyra-scene" }
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winit = "0.28.1"
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wgpu = "0.15.1"
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wgpu = { version = "0.15.1", features = [ "expose-ids"] }
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tracing = "0.1.37"
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tracing-subscriber = { version = "0.3.16", features = [ "tracing-log" ] }
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@ -135,7 +135,7 @@ impl Node for BasePass {
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) {
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let mut vt = graph.view_target_mut();
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vt.primary.create_frame();
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vt.next_chain(context.encoder.as_mut().unwrap());
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//vt.next_chain();
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vt.primary.create_frame_view();
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/* debug_assert!(
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!rt.current_texture.is_some(),
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@ -16,5 +16,5 @@ pub use present_pass::*;
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mod init;
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pub use init::*;
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/* mod tint;
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pub use tint::*; */
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mod tint;
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pub use tint::*;
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@ -32,7 +32,8 @@ impl Node for PresentPass {
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}
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fn execute(&mut self, graph: &mut crate::render::graph::RenderGraph, _desc: &crate::render::graph::NodeDesc, context: &mut crate::render::graph::RenderGraphContext) { let mut vt = graph.view_target_mut();
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fn execute(&mut self, graph: &mut crate::render::graph::RenderGraph, _desc: &crate::render::graph::NodeDesc, context: &mut crate::render::graph::RenderGraphContext) {
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let mut vt = graph.view_target_mut();
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vt.copy_to_primary(context.encoder.as_mut().unwrap());
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context.submit_encoder();
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@ -1,35 +1,34 @@
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use std::{cell::RefCell, rc::Rc};
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use std::{collections::HashMap, rc::Rc};
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use lyra_game_derive::RenderGraphLabel;
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use crate::render::{
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graph::{Node, NodeDesc, NodeSlot, NodeType, RenderTarget, SlotAttribute, SlotType, SlotValue},
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graph::{Node, NodeDesc, NodeType},
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resource::{FragmentState, PipelineDescriptor, RenderPipelineDescriptor, Shader, VertexState},
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};
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use super::BasePassSlots;
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#[derive(Debug, Clone, Copy, Hash, RenderGraphLabel)]
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pub enum TintPassSlots {
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InputRenderTarget,
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InputTextureView,
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TextureViewBindGroup,
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Frame
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Frame,
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}
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#[derive(Default, Debug, Clone, Copy, Hash, RenderGraphLabel)]
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pub struct TintPassLabel;
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#[derive(Debug, Default)]
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pub struct TintPass {
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render_target: Option<RenderTarget>,
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target_sampler: Option<wgpu::Sampler>,
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bgl: Option<Rc<wgpu::BindGroupLayout>>,
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bg_cache: HashMap<wgpu::Id, wgpu::BindGroup>,
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}
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impl TintPass {
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pub fn new(render_target: RenderTarget) -> Self {
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Self {
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render_target: Some(render_target)
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}
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pub fn new() -> Self {
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Self::default()
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}
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}
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@ -40,14 +39,6 @@ impl Node for TintPass {
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) -> crate::render::graph::NodeDesc {
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let device = &graph.device;
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// get surface config format
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/* let main_rt = graph
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.slot_value(BasePassSlots::MainRenderTarget)
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.and_then(|s| s.as_render_target())
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.expect("missing main render target");
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let surface_config_format = main_rt.format();
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drop(main_rt); */
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let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("tint_bgl"),
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entries: &[
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@ -70,27 +61,16 @@ impl Node for TintPass {
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],
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});
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let bgl = Rc::new(bgl);
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let input_view = graph
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.slot_value(BasePassSlots::WindowTextureView)
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.and_then(|s| s.as_texture_view())
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.expect("missing input texture view");
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let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("tint_bg"),
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layout: &*bgl,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(input_view),
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}],
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});
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self.bgl = Some(bgl.clone());
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self.target_sampler = Some(device.create_sampler(&wgpu::SamplerDescriptor::default()));
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let shader = Rc::new(Shader {
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label: Some("tint_shader".into()),
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source: include_str!("../../shaders/tint.wgsl").to_string(),
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});
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let mut desc = NodeDesc::new(
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let vt = graph.view_target();
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let desc = NodeDesc::new(
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NodeType::Render,
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Some(PipelineDescriptor::Render(RenderPipelineDescriptor {
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label: Some("tint_pass".into()),
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@ -105,7 +85,7 @@ impl Node for TintPass {
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module: shader,
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entry_point: "fs_main".into(),
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targets: vec![Some(wgpu::ColorTargetState {
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format: self.render_target.as_ref().unwrap().format(),
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format: vt.format(),
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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@ -115,22 +95,9 @@ impl Node for TintPass {
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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})),
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vec![(&TintPassSlots::TextureViewBindGroup, bg.into(), Some(bgl))],
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vec![],
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);
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// desc.add_buffer_slot(
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// FxaaPassSlots::Lights,
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// SlotAttribute::Output,
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// Some(SlotValue::Buffer(light_buffers.buffer.clone())),
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// );
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desc.add_slot(NodeSlot {
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ty: SlotType::Frame,
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attribute: SlotAttribute::Output,
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label: TintPassSlots::Frame.into(),
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value: Some(SlotValue::Lazy),
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});
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desc
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}
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@ -149,31 +116,45 @@ impl Node for TintPass {
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_: &crate::render::graph::NodeDesc,
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context: &mut crate::render::graph::RenderGraphContext,
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) {
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let rt = self.render_target.as_ref().unwrap();
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let frame = rt.create_frame();
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let pipeline = graph
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.pipeline(context.label.clone())
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.expect("Failed to find pipeline for MeshPass");
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let view = frame.texture()
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut vt = graph.view_target_mut();
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let chain = vt.get_chain();
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let source_view = chain.source.frame_view.as_ref().unwrap();
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let dest_view = chain.dest.frame_view.as_ref().unwrap();
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let frame_slot = graph
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.slot_value_mut(TintPassSlots::Frame)
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.expect("somehow the frame slot is missing");
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*frame_slot = SlotValue::Frame(Rc::new(RefCell::new(Some(frame))));
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let bg = graph.bind_group(TintPassSlots::TextureViewBindGroup);
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/* let view = graph
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.slot_value(BasePassSlots::WindowTextureView)
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.unwrap()
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.as_texture_view()
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.expect("BasePassSlots::WindowTextureView was not a TextureView slot"); */
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let bg = self
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.bg_cache
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.entry(source_view.global_id())
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.or_insert_with(|| {
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graph
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.device()
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("tint_bg"),
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layout: self.bgl.as_ref().unwrap(),
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(source_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(
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self.target_sampler.as_ref().unwrap(),
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),
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},
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],
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})
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});
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{
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let encoder = context.encoder.as_mut().unwrap();
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("tint_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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view: &dest_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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@ -182,9 +163,10 @@ impl Node for TintPass {
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})],
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depth_stencil_attachment: None,
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});
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pass.set_pipeline(&pipeline.as_render());
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pass.set_bind_group(0, bg, &[]);
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pass.draw(0..4, 0..1);
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pass.draw(0..3, 0..1);
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}
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}
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}
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@ -1,5 +1,7 @@
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use std::sync::Arc;
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use tracing::debug;
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use crate::math;
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enum RenderTargetInner {
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@ -187,39 +189,29 @@ impl FrameTarget {
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}
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}
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pub struct TargetViewChain {
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source: FrameTarget,
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dest: FrameTarget,
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//struct TargetViewChainPrimary
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pub struct TargetViewChain<'a> {
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pub source: &'a mut FrameTarget,
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pub dest: &'a mut FrameTarget,
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}
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impl TargetViewChain {
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pub fn next(&mut self, encoder: &mut wgpu::CommandEncoder) {
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let size = self.source.size();
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let size = wgpu::Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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};
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struct ViewChain {
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source: FrameTarget,
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dest: FrameTarget,
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/// tracks the target that is currently being presented
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active: u8,
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}
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let source_tex = self.source.frame.as_ref().unwrap().texture();
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let dest_tex = self.dest.frame.as_ref().unwrap().texture();
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let source_ict = wgpu::ImageCopyTexture {
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texture: source_tex,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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};
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let dest_ict = wgpu::ImageCopyTexture {
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texture: dest_tex,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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};
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encoder.copy_texture_to_texture(source_ict, dest_ict, size);
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std::mem::swap(&mut self.source, &mut self.dest);
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impl ViewChain {
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fn active(&self) -> &FrameTarget {
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if self.active == 0 {
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&self.source
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} else if self.active == 1 {
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&self.dest
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} else {
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panic!("active chain index became invalid! ({})", self.active);
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}
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}
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}
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@ -227,16 +219,19 @@ pub struct ViewTarget {
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device: Arc<wgpu::Device>,
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/// The primary RenderTarget, likely a Surface
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pub primary: FrameTarget,
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pub chain: Option<TargetViewChain>,
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chain: Option<ViewChain>,
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}
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impl ViewTarget {
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pub fn new(device: Arc<wgpu::Device>, primary: RenderTarget) -> Self {
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Self {
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let mut s = Self {
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device,
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primary: FrameTarget::new(primary),
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chain: None
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}
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chain: None,
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};
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s.create_chain(s.primary.format(), s.primary.size());
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s
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}
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pub fn size(&self) -> math::UVec2 {
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@ -248,15 +243,14 @@ impl ViewTarget {
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}
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pub fn resize(&mut self, device: &wgpu::Device, size: math::UVec2) {
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if size != self.primary.size() {
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self.primary.render_target.resize(device, size);
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self.create_chain(self.primary.format(), size);
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}
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}
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/// Cycle the target view chain, storing it in self, and returning a mutable borrow to it.
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pub fn next_chain(&mut self, encoder: &mut wgpu::CommandEncoder) -> &mut TargetViewChain {
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// TODO: check if chain has already been made. If it has, use next on it.
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let _ = encoder;
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let format = self.primary.format();
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let size = self.primary.size();
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fn create_chain(&mut self, format: wgpu::TextureFormat, size: math::UVec2) {
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debug!("Creating chain with {:?} format and {:?} size", format, size);
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let mut source = FrameTarget::new(RenderTarget::new_texture(&self.device, format, size));
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source.create_frame();
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@ -266,36 +260,69 @@ impl ViewTarget {
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dest.create_frame();
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dest.create_frame_view();
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self.chain = Some(TargetViewChain {
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self.chain = Some(ViewChain {
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source,
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dest,
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active: 0,
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});
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//self.reset_chain(encoder);
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self.chain.as_mut().unwrap()
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}
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/// Cycle the target view chain, storing it in self, and returning a mutable borrow to it.
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pub fn get_chain(&mut self) -> TargetViewChain {
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let format = self.primary.format();
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let size = self.primary.size();
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if let Some(chain) = &self.chain {
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// check if the chain needs to be recreated
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if chain.source.format() != format || chain.source.size() != size {
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self.create_chain(format, size);
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}
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} else {
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self.create_chain(format, size);
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}
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let chain = self.chain.as_mut().unwrap();
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if chain.active == 0 {
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chain.active = 1;
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TargetViewChain {
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source: &mut chain.source,
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dest: &mut chain.dest,
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}
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} else if chain.active == 1 {
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chain.active = 0;
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TargetViewChain {
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source: &mut chain.dest,
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dest: &mut chain.source,
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}
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} else {
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panic!("active chain index became invalid! ({})", chain.active);
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}
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}
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/// Get the [`wgpu::TextureView`] to render to
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pub fn render_view(&self) -> &wgpu::TextureView {
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let chain = self.chain.as_ref().unwrap();
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chain.source.frame_view.as_ref().unwrap()
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chain.active().frame_view.as_ref().unwrap()
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}
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/// Copy the chain target to the primary target
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///
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/// The primary target must have `wgpu::TextureUsages::COPY_DST`.
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pub fn copy_to_primary(&self, encoder: &mut wgpu::CommandEncoder) {
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let chain = self.chain.as_ref().unwrap();
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let chain_tex = chain.source.frame.as_ref().unwrap().texture();
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/// The primary target must have `wgpu::TextureUsages::COPY_DST`. This also resets the active
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/// chain texture.
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pub fn copy_to_primary(&mut self, encoder: &mut wgpu::CommandEncoder) {
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let chain = self.chain.as_mut().unwrap();
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let active_tex = chain.active().frame.as_ref().unwrap().texture();
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let source_ict = wgpu::ImageCopyTexture {
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texture: chain_tex,
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let active_copy = wgpu::ImageCopyTexture {
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texture: active_tex,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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};
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let dest_tex = self.primary.frame.as_ref().unwrap().texture();
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let dest_ict = wgpu::ImageCopyTexture {
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let dest_copy = wgpu::ImageCopyTexture {
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texture: dest_tex,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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@ -309,6 +336,11 @@ impl ViewTarget {
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depth_or_array_layers: 1,
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};
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encoder.copy_texture_to_texture(source_ict, dest_ict, size);
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encoder.copy_texture_to_texture(active_copy, dest_copy, size);
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// reset active texture after a render
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// must get the chain again because of the borrow checker
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let chain = self.chain.as_mut().unwrap();
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chain.active = 0;
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}
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}
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@ -9,7 +9,7 @@ use lyra_game_derive::RenderGraphLabel;
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use tracing::{debug, instrument, warn};
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use winit::window::Window;
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use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshesPassLabel, PresentPass, PresentPassLabel, RenderGraphLabelValue, RenderTarget, SubGraphNode, ViewTarget};
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use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshesPassLabel, PresentPass, PresentPassLabel, RenderGraphLabelValue, RenderTarget, SubGraphNode, TintPass, TintPassLabel, ViewTarget};
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use super::graph::RenderGraph;
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use super::{resource::RenderPipeline, render_job::RenderJob};
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@ -164,6 +164,9 @@ impl BasicRenderer {
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));
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}
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main_graph.add_node(TintPassLabel, TintPass::default());
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main_graph.add_edge(TestSubGraphLabel, TintPassLabel);
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//let present_pass_label = PresentPassLabel::new(BasePassSlots::Frame);//TintPassSlots::Frame);
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let p = PresentPass::default();
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main_graph.add_node(PresentPassLabel, p);
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@ -4,28 +4,29 @@ var t_screen: texture_2d<f32>;
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|||
var s_screen: sampler;
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
@builtin(position)
|
||||
clip_position: vec4<f32>,
|
||||
@location(0)
|
||||
tex_coords: vec2<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
@builtin(vertex_index) vertex_index: u32,
|
||||
) -> VertexOutput {
|
||||
let tex_coords = vec2<f32>(f32(vertex_index >> 1u), f32(vertex_index & 1u)) * 2.0;
|
||||
let clip_position = vec4<f32>(tex_coords * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
const vertices = array<vec4<f32>, 4>(vec4<f32>(-1.0, -1.0, 0.0, 1.0), vec4<f32>(1.0, -1.0, 0.0, 1.0), vec4<f32>(-1.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0));
|
||||
const tex_coords = array<vec2<f32>, 4>(vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 1.0));
|
||||
|
||||
var out: VertexOutput;
|
||||
out.clip_position = vertices[vertex_index];
|
||||
out.tex_coords = tex_coords[vertex_index];
|
||||
|
||||
return out;
|
||||
return VertexOutput(clip_position, tex_coords);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let rgb: vec3<f32> = textureSample(t_screen, s_screen, in.tex_coords).xyz;
|
||||
rgb *= vec3<f32>(0.8);
|
||||
let resolution = vec2<f32>(textureDimensions(t_screen));
|
||||
let inverse_screen_size = 1.0 / resolution.xy;
|
||||
let tex_coords = in.clip_position.xy * inverse_screen_size;
|
||||
|
||||
var rgb: vec3<f32> = textureSample(t_screen, s_screen, tex_coords).xyz;
|
||||
rgb *= vec3<f32>(1.0, 0.2, 0.2);
|
||||
return vec4<f32>(rgb, 1.0);
|
||||
}
|
Loading…
Reference in New Issue