render: make it easier to get Frame from RenderTarget

This commit is contained in:
SeanOMik 2024-06-26 17:14:31 -04:00
parent 6c1bff5768
commit 0e71c5734f
Signed by: SeanOMik
GPG Key ID: FEC9E2FC15235964
5 changed files with 247 additions and 15 deletions

View File

@ -86,15 +86,4 @@ impl<'a> RenderGraphContext<'a> {
) { ) {
self.queue_buffer_write(target_slot, offset, bytemuck::bytes_of(&bytes)); self.queue_buffer_write(target_slot, offset, bytemuck::bytes_of(&bytes));
} }
pub fn get_frame(&self, render_target: &RenderTarget) -> super::Frame {
let texture = render_target.frame_texture()
.expect("failed to create frame texture"); // should this be returned to the user?
Frame {
device: self.device.clone(),
queue: self.queue.clone(),
texture,
}
}
} }

View File

@ -168,7 +168,7 @@ impl Node for BasePass {
.expect("somehow the main render target slot is missing"); .expect("somehow the main render target slot is missing");
let rt = tv_slot.as_render_target().unwrap(); let rt = tv_slot.as_render_target().unwrap();
let rt_size = rt.size(); let rt_size = rt.size();
let frame = context.get_frame(&rt); let frame = rt.create_frame();
/* debug_assert!( /* debug_assert!(
!rt.current_texture.is_some(), !rt.current_texture.is_some(),
"main render target surface was not presented!" "main render target surface was not presented!"

View File

@ -0,0 +1,190 @@
use std::{cell::RefCell, rc::Rc};
use lyra_game_derive::RenderGraphLabel;
use crate::render::{
graph::{Node, NodeDesc, NodeSlot, NodeType, RenderTarget, SlotAttribute, SlotType, SlotValue},
resource::{FragmentState, PipelineDescriptor, RenderPipelineDescriptor, Shader, VertexState},
};
use super::BasePassSlots;
#[derive(Debug, Clone, Copy, Hash, RenderGraphLabel)]
pub enum TintPassSlots {
InputRenderTarget,
InputTextureView,
TextureViewBindGroup,
Frame
}
#[derive(Default, Debug, Clone, Copy, Hash, RenderGraphLabel)]
pub struct TintPassLabel;
pub struct TintPass {
render_target: Option<RenderTarget>,
}
impl TintPass {
pub fn new(render_target: RenderTarget) -> Self {
Self {
render_target: Some(render_target)
}
}
}
impl Node for TintPass {
fn desc<'a, 'b>(
&'a mut self,
graph: &'b mut crate::render::graph::RenderGraph,
) -> crate::render::graph::NodeDesc {
let device = &graph.device;
// get surface config format
/* let main_rt = graph
.slot_value(BasePassSlots::MainRenderTarget)
.and_then(|s| s.as_render_target())
.expect("missing main render target");
let surface_config_format = main_rt.format();
drop(main_rt); */
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("tint_bgl"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
],
});
let bgl = Rc::new(bgl);
let input_view = graph
.slot_value(BasePassSlots::WindowTextureView)
.and_then(|s| s.as_texture_view())
.expect("missing input texture view");
let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("tint_bg"),
layout: &*bgl,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(input_view),
}],
});
let shader = Rc::new(Shader {
label: Some("tint_shader".into()),
source: include_str!("../../shaders/tint.wgsl").to_string(),
});
let mut desc = NodeDesc::new(
NodeType::Render,
Some(PipelineDescriptor::Render(RenderPipelineDescriptor {
label: Some("tint_pass".into()),
layouts: vec![bgl.clone()],
push_constant_ranges: vec![],
vertex: VertexState {
module: shader.clone(),
entry_point: "vs_main".into(),
buffers: vec![],
},
fragment: Some(FragmentState {
module: shader,
entry_point: "fs_main".into(),
targets: vec![Some(wgpu::ColorTargetState {
format: self.render_target.as_ref().unwrap().format(),
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
depth_stencil: None,
primitive: wgpu::PrimitiveState::default(),
multisample: wgpu::MultisampleState::default(),
multiview: None,
})),
vec![(&TintPassSlots::TextureViewBindGroup, bg.into(), Some(bgl))],
);
// desc.add_buffer_slot(
// FxaaPassSlots::Lights,
// SlotAttribute::Output,
// Some(SlotValue::Buffer(light_buffers.buffer.clone())),
// );
desc.add_slot(NodeSlot {
ty: SlotType::Frame,
attribute: SlotAttribute::Output,
label: TintPassSlots::Frame.into(),
value: Some(SlotValue::Lazy),
});
desc
}
fn prepare(
&mut self,
_: &mut crate::render::graph::RenderGraph,
_: &mut lyra_ecs::World,
_: &mut crate::render::graph::RenderGraphContext,
) {
//todo!()
}
fn execute(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
_: &crate::render::graph::NodeDesc,
context: &mut crate::render::graph::RenderGraphContext,
) {
let rt = self.render_target.as_ref().unwrap();
let frame = rt.create_frame();
let view = frame.texture()
.create_view(&wgpu::TextureViewDescriptor::default());
let frame_slot = graph
.slot_value_mut(TintPassSlots::Frame)
.expect("somehow the frame slot is missing");
*frame_slot = SlotValue::Frame(Rc::new(RefCell::new(Some(frame))));
let bg = graph.bind_group(TintPassSlots::TextureViewBindGroup);
/* let view = graph
.slot_value(BasePassSlots::WindowTextureView)
.unwrap()
.as_texture_view()
.expect("BasePassSlots::WindowTextureView was not a TextureView slot"); */
{
let encoder = context.encoder.as_mut().unwrap();
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("tint_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
})],
depth_stencil_attachment: None,
});
pass.set_bind_group(0, bg, &[]);
pass.draw(0..4, 0..1);
}
}
}

View File

@ -89,6 +89,21 @@ impl RenderTarget {
}, },
} }
} }
/// Create the frame of the RenderTarget.
///
/// If this is target is a surface and the frame texture was already retrieved from the
/// swap chain, a [`wgpu::SurfaceError`] error will be returned.
pub fn create_frame(&self) -> Frame {
let texture = self.frame_texture()
.expect("failed to create frame texture"); // TODO: should be returned to the user
let size = self.size();
Frame {
size,
texture,
}
}
} }
pub enum FrameTexture { pub enum FrameTexture {
@ -96,10 +111,12 @@ pub enum FrameTexture {
Texture(Arc<wgpu::Texture>), Texture(Arc<wgpu::Texture>),
} }
#[allow(dead_code)] /// Represents the current frame that is being rendered to.
//#[allow(dead_code)]
pub struct Frame { pub struct Frame {
pub(crate) device: Arc<wgpu::Device>, /* pub(crate) device: Arc<wgpu::Device>,
pub(crate) queue: Arc<wgpu::Queue>, pub(crate) queue: Arc<wgpu::Queue>, */
pub(crate) size: math::UVec2,
pub(crate) texture: FrameTexture, pub(crate) texture: FrameTexture,
} }
@ -120,4 +137,9 @@ impl Frame {
FrameTexture::Texture(_) => {}, FrameTexture::Texture(_) => {},
} }
} }
/// The size of the frame
pub fn size(&self) -> math::UVec2 {
self.size
}
} }

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@ -0,0 +1,31 @@
@group(0) @binding(0)
var t_screen: texture_2d<f32>;
@group(0) @binding(1)
var s_screen: sampler;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
) -> VertexOutput {
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;
}
@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);
return vec4<f32>(rgb, 1.0);
}