render: rename RenderGraphPass to Node to better represent what it actually is in the RenderGraph

A node wont always render or compute, so it wouldn't actually be a pass. Calling it a node is a better representation of what it actually is
This commit is contained in:
SeanOMik 2024-06-06 19:37:25 -04:00
parent a0a2acfec0
commit 28b9604189
Signed by: SeanOMik
GPG Key ID: FEC9E2FC15235964
10 changed files with 191 additions and 204 deletions

7
Cargo.lock generated
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@ -384,6 +384,12 @@ version = "1.6.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8c3c1a368f70d6cf7302d78f8f7093da241fb8e8807c05cc9e51a125895a6d5b"
[[package]]
name = "bind_match"
version = "0.1.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "171f0236f66c7be99f32060539c2bade94033ded356ecf4c9dc9b1e6198326cd"
[[package]]
name = "bit-set"
version = "0.5.3"
@ -1859,6 +1865,7 @@ dependencies = [
"anyhow",
"async-std",
"async-trait",
"bind_match",
"bytemuck",
"cfg-if",
"gilrs-core",

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@ -37,6 +37,7 @@ thiserror = "1.0.56"
unique = "0.9.1"
rustc-hash = "1.1.0"
petgraph = { version = "0.6.5", features = ["matrix_graph"] }
bind_match = "0.1.2"
[features]
tracy = ["dep:tracing-tracy"]

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@ -1,11 +1,11 @@
mod pass;
mod node;
use std::{
cell::RefCell, collections::{HashMap, VecDeque}, fmt::Debug, hash::Hash, rc::Rc, sync::Arc
};
use itertools::Itertools;
use lyra_ecs::World;
pub use pass::*;
pub use node::*;
mod passes;
pub use passes::*;
@ -76,8 +76,8 @@ impl PartialEq for RenderGraphLabelValue {
impl Eq for RenderGraphLabelValue {}
struct PassEntry {
inner: Arc<RefCell<dyn RenderGraphPass>>,
desc: Arc<RenderGraphPassDesc>,
inner: Arc<RefCell<dyn Node>>,
desc: Arc<NodeDesc>,
/// The index of the pass in the execution graph
graph_index: petgraph::matrix_graph::NodeIndex<usize>,
}
@ -165,8 +165,18 @@ impl RenderGraph {
self.slot_label_lookup.get(&label.rc_clone().into()).cloned()
}
/// Add a [`Node`] to the RenderGraph.
///
/// When the node is added, its [`Node::desc`] method will be executed.
///
/// Additionally, all [`Slot`](node::NodeSlot)s of the node will be iterated,
/// 1. Ensuring that there are no two slots of the same name, with different value types
/// 2. Changing the id of insert slots to match the id of the output slot of the same name.
/// * This means that the id of insert slots **ARE NOT STABLE**. **DO NOT** rely on them to
/// not change. The IDs of output slots do stay the same.
/// 3. Ensuring that no two slots share the same ID when the names do not match.
#[instrument(skip(self, pass), level = "debug")]
pub fn add_pass<P: RenderGraphPass>(&mut self, mut pass: P) {
pub fn add_pass<P: Node>(&mut self, mut pass: P) {
let mut desc = pass.desc(self);
// collect all the slots of the pass
@ -234,25 +244,28 @@ impl RenderGraph {
}
/// Creates all buffers required for the passes, also creates an internal execution path.
///
/// This only needs to be ran when the [`Node`]s in the graph change, or they are removed or
/// added.
#[instrument(skip(self, device))]
pub fn setup(&mut self, device: &wgpu::Device) {
// For all passes, create their pipelines
for pass in self.passes.values() {
if let Some(pipeline_desc) = &pass.desc.pipeline_desc {
let pipeline = match pass.desc.pass_type {
RenderPassType::Render => Pipeline::Render(RenderPipeline::create(
let pipeline = match pass.desc.ty {
NodeType::Render => Pipeline::Render(RenderPipeline::create(
device,
pipeline_desc
.as_render_pipeline_descriptor()
.expect("got compute pipeline descriptor in a render pass"),
)),
RenderPassType::Compute => Pipeline::Compute(ComputePipeline::create(
NodeType::Compute => Pipeline::Compute(ComputePipeline::create(
device,
pipeline_desc
.as_compute_pipeline_descriptor()
.expect("got render pipeline descriptor in a compute pass"),
)),
RenderPassType::Presenter | RenderPassType::Node => {
NodeType::Presenter | NodeType::Node => {
panic!("Present or Node RenderGraph passes should not have a pipeline descriptor!");
}
};
@ -319,7 +332,7 @@ impl RenderGraph {
let label = format!("{:?} Encoder", pass_desc.label);
// encoders are not needed for presenter nodes.
let encoder = if pass_desc.pass_type.should_have_pipeline() {
let encoder = if pass_desc.ty.should_have_pipeline() {
Some(
self.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
@ -336,7 +349,7 @@ impl RenderGraph {
let mut context = RenderGraphContext::new(&device, &queue, encoder);
// all encoders need to be submitted before a presenter node is executed.
if pass_desc.pass_type == RenderPassType::Presenter {
if pass_desc.ty == NodeType::Presenter {
trace!("Submitting {} encoderd before presenting", encoders.len());
self.queue.submit(encoders.drain(..));
}
@ -369,7 +382,7 @@ impl RenderGraph {
self.slots.get_mut(&id).map(|s| &mut s.value)
}
pub fn pass(&self, id: u64) -> Option<&RenderGraphPassDesc> {
pub fn pass(&self, id: u64) -> Option<&NodeDesc> {
self.passes.get(&id).map(|s| &*s.desc)
}
@ -438,13 +451,13 @@ impl RenderGraph {
/// graph.set_bind_groups(
/// &mut pass,
/// &[
/// // retrieves the "depth_texture" bind group and sets the index 0 in the
/// // retrieves the `BasePassSlots::DepthTexture` bind group and sets the index 0 in the
/// // pass to it.
/// ("depth_texture", 0),
/// ("camera", 1),
/// ("light_buffers", 2),
/// ("light_indices_grid", 3),
/// ("screen_size", 4),
/// (&BasePassSlots::DepthTexture, 0),
/// (&BasePassSlots::Camera, 1),
/// (&LightBasePassSlots::Lights, 2),
/// (&LightCullComputePassSlots::LightIndicesGridGroup, 3),
/// (&BasePassSlots::ScreenSize, 4),
/// ],
/// );
/// ```

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@ -1,5 +1,6 @@
use std::{cell::{Ref, RefCell, RefMut}, collections::HashMap, num::NonZeroU32, rc::Rc};
use bind_match::bind_match;
use lyra_ecs::World;
use crate::render::resource::PipelineDescriptor;
@ -7,26 +8,31 @@ use crate::render::resource::PipelineDescriptor;
use super::{RenderGraph, RenderGraphContext, RenderGraphLabel, RenderGraphLabelValue, RenderTarget};
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Default)]
pub enum RenderPassType {
pub enum NodeType {
/// A node doesn't render, compute, or present anything. This likely means it injects data into the graph.
Node,
Compute,
#[default]
Node,
/// A Compute pass node type.
Compute,
/// A render pass node type.
Render,
/// A node that presents render results to a render target.
Presenter,
}
impl RenderPassType {
impl NodeType {
/// Returns a boolean indicating if the node should have a [`Pipeline`](crate::render::resource::Pipeline).
pub fn should_have_pipeline(&self) -> bool {
match self {
RenderPassType::Node => false,
RenderPassType::Compute => true,
RenderPassType::Render => true,
RenderPassType::Presenter => false,
NodeType::Node => false,
NodeType::Compute => true,
NodeType::Render => true,
NodeType::Presenter => false,
}
}
}
/// The type of data that is stored in a [`Node`] slot.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub enum SlotType {
TextureView,
@ -36,10 +42,13 @@ pub enum SlotType {
RenderTarget,
}
/// The value of a slot in a [`Node`].
#[derive(Debug, Clone)]
pub enum SlotValue {
/// This slot doesn't have any value
None,
/// The value will be set during a later phase of the render graph.
/// The value will be set during a later phase of the render graph. To see the type of value
/// this will be set to, see the slots type.
Lazy,
TextureView(Rc<wgpu::TextureView>),
Sampler(Rc<wgpu::Sampler>),
@ -49,56 +58,51 @@ pub enum SlotValue {
}
impl SlotValue {
/// Gets `self` as a texture, panics if self is not a instance of [`SlotValue::Texture`].
pub fn as_texture(&self) -> &wgpu::Texture {
match self {
Self::Texture(v) => v,
_ => panic!("self is not an instance of SlotValue::Texture"),
}
pub fn as_texture_view(&self) -> Option<&Rc<wgpu::TextureView>> {
bind_match!(self, Self::TextureView(v) => v)
}
pub fn as_texture_view(&self) -> &wgpu::TextureView {
match self {
Self::TextureView(v) => v,
_ => panic!("self is not an instance of SlotValue::TextureView"),
}
pub fn as_sampler(&self) -> Option<&Rc<wgpu::Sampler>> {
bind_match!(self, Self::Sampler(v) => v)
}
pub fn as_buffer(&self) -> Option<&wgpu::Buffer> {
match self {
Self::Buffer(v) => Some(v),
_ => None,
}
pub fn as_texture(&self) -> Option<&Rc<wgpu::Texture>> {
bind_match!(self, Self::Texture(v) => v)
}
pub fn as_buffer(&self) -> Option<&Rc<wgpu::Buffer>> {
bind_match!(self, Self::Buffer(v) => v)
}
pub fn as_render_target(&self) -> Option<Ref<RenderTarget>> {
match self {
Self::RenderTarget(v) => Some(v.borrow()),
_ => None,
}
bind_match!(self, Self::RenderTarget(v) => v.borrow())
}
pub fn as_render_target_mut(&mut self) -> Option<RefMut<RenderTarget>> {
match self {
Self::RenderTarget(v) => Some(v.borrow_mut()),
_ => None,
}
bind_match!(self, Self::RenderTarget(v) => v.borrow_mut())
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub enum SlotAttribute {
/// This slot inputs a value into the node, expecting another node to `Output` it.
Input,
/// This slot outputs a value from the node, providing the value to other nodes that
/// `Input`it.
Output,
}
#[derive(Clone)]
pub struct RenderPassSlot {
pub struct NodeSlot {
/// The type of the value that this slot inputs/outputs.
pub ty: SlotType,
/// The way this slot uses the value. Defines if this slot is an output or input.
pub attribute: SlotAttribute,
// What if these are just completely removed and labels are used everywhere instead?
pub id: u64,
/// The identifying label of this slot.
pub label: RenderGraphLabelValue,
/// The descriptor of the slot value.
/// This will be `None` if this slot is an input.
/// The value of the slot.
/// This is `None` if the slot is a `SlotAttribute::Input` type.
pub value: Option<SlotValue>,
}
@ -157,13 +161,23 @@ impl RenderGraphPipelineInfo {
}
}
pub struct RenderGraphPassDesc {
/// Descriptor of a Node in a [`RenderGraph`].
pub struct NodeDesc {
pub id: u64,
/// The label of the Node, used to identify the Node.
pub label: RenderGraphLabelValue,
pub pass_type: RenderPassType,
pub slots: Vec<RenderPassSlot>,
/// The [`NodeType`] of the node.
pub ty: NodeType,
/// The slots that the Node uses.
/// This defines the resources that the node uses and creates in the graph.
pub slots: Vec<NodeSlot>,
slot_label_lookup: HashMap<RenderGraphLabelValue, u64>,
/// An optional pipeline descriptor for the Node.
/// This is `None` if the Node type is not a node that requires a pipeline
/// (see [`NodeType::should_have_pipeline`]).
pub pipeline_desc: Option<PipelineDescriptor>,
/// The bind groups that this Node creates.
/// This makes the bind groups accessible to other Nodes.
pub bind_groups: Vec<(
RenderGraphLabelValue,
Rc<wgpu::BindGroup>,
@ -171,18 +185,19 @@ pub struct RenderGraphPassDesc {
)>,
}
impl RenderGraphPassDesc {
impl NodeDesc {
/// Create a new node descriptor.
pub fn new<L: RenderGraphLabel>(
id: u64,
label: L,
pass_type: RenderPassType,
pass_type: NodeType,
pipeline_desc: Option<PipelineDescriptor>,
bind_groups: Vec<(&dyn RenderGraphLabel, Rc<wgpu::BindGroup>, Option<Rc<wgpu::BindGroupLayout>>)>,
) -> Self {
Self {
id,
label: label.into(),
pass_type,
ty: pass_type,
slots: vec![],
slot_label_lookup: HashMap::default(),
pipeline_desc,
@ -193,7 +208,11 @@ impl RenderGraphPassDesc {
}
}
pub fn add_slot(&mut self, slot: RenderPassSlot) {
/// Add a slot to the descriptor.
///
/// In debug builds, there is an assert that triggers if the slot is an input slot and has
/// a value set.
pub fn add_slot(&mut self, slot: NodeSlot) {
debug_assert!(
!(slot.attribute == SlotAttribute::Input && slot.value.is_some()),
"input slots should not have values"
@ -203,6 +222,11 @@ impl RenderGraphPassDesc {
self.slots.push(slot);
}
/// Add a buffer slot to the descriptor.
///
/// In debug builds, there is an assert that triggers if the slot is an input slot and has
/// a value set. There is also an assert that is triggered if this slot value is not `None`,
/// `SlotValue::Lazy` or a `Buffer`.
#[inline(always)]
pub fn add_buffer_slot<L: RenderGraphLabel>(
&mut self,
@ -216,7 +240,7 @@ impl RenderGraphPassDesc {
"slot value is not a buffer"
);
let slot = RenderPassSlot {
let slot = NodeSlot {
id,
label: label.into(),
ty: SlotType::Buffer,
@ -226,6 +250,11 @@ impl RenderGraphPassDesc {
self.add_slot(slot);
}
/// Add a slot that stores a [`wgpu::Texture`] to the descriptor.
///
/// In debug builds, there is an assert that triggers if the slot is an input slot and has
/// a value set. There is also an assert that is triggered if this slot value is not `None`,
/// `SlotValue::Lazy` or a `SlotValue::Texture`.
#[inline(always)]
pub fn add_texture_slot<L: RenderGraphLabel>(
&mut self,
@ -239,7 +268,7 @@ impl RenderGraphPassDesc {
"slot value is not a texture"
);
let slot = RenderPassSlot {
let slot = NodeSlot {
id,
label: label.into(),
ty: SlotType::Texture,
@ -249,6 +278,11 @@ impl RenderGraphPassDesc {
self.add_slot(slot);
}
/// Add a slot that stores a [`wgpu::TextureView`] to the descriptor.
///
/// In debug builds, there is an assert that triggers if the slot is an input slot and has
/// a value set. There is also an assert that is triggered if this slot value is not `None`,
/// `SlotValue::Lazy` or a `SlotValue::TextureView`.
#[inline(always)]
pub fn add_texture_view_slot<L: RenderGraphLabel>(
&mut self,
@ -262,7 +296,7 @@ impl RenderGraphPassDesc {
"slot value is not a texture view"
);
let slot = RenderPassSlot {
let slot = NodeSlot {
id,
label: label.into(),
ty: SlotType::TextureView,
@ -272,6 +306,11 @@ impl RenderGraphPassDesc {
self.add_slot(slot);
}
/// Add a slot that stores a [`wgpu::Sampler`] to the descriptor.
///
/// In debug builds, there is an assert that triggers if the slot is an input slot and has
/// a value set. There is also an assert that is triggered if this slot value is not `None`,
/// `SlotValue::Lazy` or a `SlotValue::Sampler`.
#[inline(always)]
pub fn add_sampler_slot<L: RenderGraphLabel>(
&mut self,
@ -285,7 +324,7 @@ impl RenderGraphPassDesc {
"slot value is not a sampler"
);
let slot = RenderPassSlot {
let slot = NodeSlot {
id,
label: label.into(),
ty: SlotType::Sampler,
@ -295,14 +334,16 @@ impl RenderGraphPassDesc {
self.add_slot(slot);
}
pub fn input_slots(&self) -> Vec<&RenderPassSlot> {
/// Returns all input slots that the descriptor defines.
pub fn input_slots(&self) -> Vec<&NodeSlot> {
self.slots
.iter()
.filter(|s| s.attribute == SlotAttribute::Input)
.collect()
}
pub fn output_slots(&self) -> Vec<&RenderPassSlot> {
/// Returns all output slots that the descriptor defines.
pub fn output_slots(&self) -> Vec<&NodeSlot> {
self.slots
.iter()
.filter(|s| s.attribute == SlotAttribute::Output)
@ -310,17 +351,34 @@ impl RenderGraphPassDesc {
}
}
pub trait RenderGraphPass: 'static {
/// Create a render pass describer.
///
/// The `id` argument is passed as mutable so you can increment it as you use it for new slots.
fn desc<'a, 'b>(&'a mut self, graph: &'b mut RenderGraph) -> RenderGraphPassDesc;
/// A node that can be executed and scheduled in a [`RenderGraph`].
///
/// A node can be used for rendering, computing data on the GPU, collecting data from the main
/// world and writing it to GPU buffers, or presenting renders to a surface.
///
/// The [`RenderGraph`] is ran in phases. The first phase is `prepare`, then `execute`. When a node
/// is first added to a RenderGraph, its [`Node::desc`] function will be ran. The descriptor
/// describes all resources the node requires for execution during the `execute` phase.
pub trait Node: 'static {
/// Retrieve a descriptor of the Node.
fn desc<'a, 'b>(&'a mut self, graph: &'b mut RenderGraph) -> NodeDesc;
/// Prepare the node for rendering.
///
/// This phase runs before `execute` and is meant to be used to collect data from the World
/// and write to GPU buffers.
fn prepare(&mut self, world: &mut World, context: &mut RenderGraphContext);
/// Execute the node.
///
/// Parameters:
/// * `graph` - The RenderGraph that this node is a part of. Can be used to get bind groups and bind to them.
/// * `desc` - The descriptor of this node.
/// * `context` - The rendering graph context.
fn execute(
&mut self,
graph: &mut RenderGraph,
desc: &RenderGraphPassDesc,
desc: &NodeDesc,
context: &mut RenderGraphContext,
);
}

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@ -9,8 +9,8 @@ use crate::{
render::{
camera::{CameraUniform, RenderCamera},
graph::{
RenderGraphContext, RenderGraphPass, RenderGraphPassDesc, RenderPassSlot,
RenderPassType, RenderTarget, SlotAttribute, SlotType, SlotValue,
RenderGraphContext, Node, NodeDesc, NodeSlot,
NodeType, RenderTarget, SlotAttribute, SlotType, SlotValue,
},
render_buffer::BufferWrapper, texture::RenderTexture,
},
@ -61,11 +61,11 @@ impl BasePass {
}
}
impl RenderGraphPass for BasePass {
impl Node for BasePass {
fn desc(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
) -> crate::render::graph::RenderGraphPassDesc {
) -> crate::render::graph::NodeDesc {
let render_target = self.temp_render_target.take().unwrap();
self.screen_size = UVec2::new(
render_target.surface_config.width,
@ -101,10 +101,10 @@ impl RenderGraphPass for BasePass {
let depth_texture_bgl = dt_bg_pair.layout;
let depth_texture_view = Rc::new(depth_texture.view);
let mut desc = RenderGraphPassDesc::new(
let mut desc = NodeDesc::new(
graph.next_id(),
BasePassLabel,
RenderPassType::Node,
NodeType::Node,
None,
vec![
// TODO: Make this a trait maybe?
@ -120,7 +120,7 @@ impl RenderGraphPass for BasePass {
);
self.main_rt_id = graph.next_id();
desc.add_slot(RenderPassSlot {
desc.add_slot(NodeSlot {
ty: SlotType::RenderTarget,
attribute: SlotAttribute::Output,
id: self.main_rt_id,
@ -173,7 +173,7 @@ impl RenderGraphPass for BasePass {
fn execute(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
_desc: &crate::render::graph::RenderGraphPassDesc,
_desc: &crate::render::graph::NodeDesc,
context: &mut crate::render::graph::RenderGraphContext,
) {
let tv_slot = graph

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@ -1,94 +0,0 @@
use glam::UVec2;
use crate::render::{
camera::CameraUniform,
graph::{
BufferInitDescriptor, RenderGraphPass, RenderGraphPassDesc, RenderPassType, SamplerDescriptor, SlotAttribute, SlotDescriptor, TextureDescriptor, TextureViewDescriptor
},
};
/// Supplies some basic things other passes needs.
///
/// screen size buffer, camera buffer,
#[derive(Default)]
pub struct DepthPrePass;
impl DepthPrePass {
pub fn new() -> Self {
Self::default()
}
}
impl RenderGraphPass for DepthPrePass {
fn desc(
&self,
graph: &mut crate::render::graph::RenderGraph,
id: &mut u64,
) -> crate::render::graph::RenderGraphPassDesc {
let mut desc = RenderGraphPassDesc::new(*id, "DepthPrePass", RenderPassType::Compute);
*id += 1;
let size = wgpu::Extent3d {
width: graph.surface_config.width,
height: graph.surface_config.height,
depth_or_array_layers: 1,
};
desc.add_texture_slot(
*id,
"depth_texture",
SlotAttribute::Output,
Some(SlotDescriptor::Texture(TextureDescriptor {
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: vec![],
})),
);
*id += 1;
desc.add_texture_view_slot(
*id,
"depth_texture_view",
SlotAttribute::Output,
Some(SlotDescriptor::TextureView(TextureViewDescriptor::default_view("depth_texture"))),
);
*id += 1;
desc.add_texture_view_slot(
*id,
"depth_texture_sampler",
SlotAttribute::Output,
Some(SlotDescriptor::Sampler(SamplerDescriptor {
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
compare: Some(wgpu::CompareFunction::LessEqual),
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..SamplerDescriptor::default_sampler("depth_texture")
})),
);
*id += 1;
desc
}
fn prepare(&mut self, world: &mut lyra_ecs::World) {
let _ = world;
todo!()
}
fn execute(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
desc: &crate::render::graph::RenderGraphPassDesc,
context: &mut crate::render::graph::RenderGraphContext,
) {
let _ = (graph, desc, context);
todo!()
}
}

View File

@ -2,7 +2,7 @@ use lyra_game_derive::RenderGraphLabel;
use crate::render::{
graph::{
RenderGraphContext, RenderGraphPass, RenderGraphPassDesc, RenderPassType, SlotAttribute,
RenderGraphContext, Node, NodeDesc, NodeType, SlotAttribute,
SlotValue,
},
light::LightUniformBuffers,
@ -30,19 +30,19 @@ impl LightBasePass {
}
}
impl RenderGraphPass for LightBasePass {
impl Node for LightBasePass {
fn desc(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
) -> crate::render::graph::RenderGraphPassDesc {
) -> crate::render::graph::NodeDesc {
let device = &graph.device;
self.light_buffers = Some(LightUniformBuffers::new(device));
let light_buffers = self.light_buffers.as_ref().unwrap();
let mut desc = RenderGraphPassDesc::new(
let mut desc = NodeDesc::new(
graph.next_id(),
LightBasePassLabel,
RenderPassType::Node,
NodeType::Node,
None,
vec![(
&LightBasePassSlots::Lights,
@ -70,7 +70,7 @@ impl RenderGraphPass for LightBasePass {
fn execute(
&mut self,
_graph: &mut crate::render::graph::RenderGraph,
_desc: &crate::render::graph::RenderGraphPassDesc,
_desc: &crate::render::graph::NodeDesc,
_context: &mut crate::render::graph::RenderGraphContext,
) {
}

View File

@ -6,7 +6,7 @@ use wgpu::util::DeviceExt;
use crate::render::{
graph::{
RenderGraphContext, RenderGraphPass, RenderGraphPassDesc, RenderPassType, SlotAttribute,
RenderGraphContext, Node, NodeDesc, NodeType, SlotAttribute,
SlotValue,
},
resource::{ComputePipelineDescriptor, PipelineDescriptor, Shader},
@ -37,11 +37,11 @@ impl LightCullComputePass {
}
}
impl RenderGraphPass for LightCullComputePass {
impl Node for LightCullComputePass {
fn desc(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
) -> crate::render::graph::RenderGraphPassDesc {
) -> crate::render::graph::NodeDesc {
let shader = Rc::new(Shader {
label: Some("light_cull_comp_shader".into()),
source: include_str!("../../shaders/light_cull.comp.wgsl").to_string(),
@ -176,10 +176,10 @@ impl RenderGraphPass for LightCullComputePass {
let lights_bgl = graph.bind_group_layout(graph.bind_group_id(&LightBasePassSlots::Lights).unwrap());
let screen_size_bgl = graph.bind_group_layout(graph.bind_group_id(&BasePassSlots::ScreenSize).unwrap());
let mut desc = RenderGraphPassDesc::new(
let mut desc = NodeDesc::new(
pass_id,
LightCullComputePassLabel,
RenderPassType::Compute,
NodeType::Compute,
Some(PipelineDescriptor::Compute(ComputePipelineDescriptor {
label: Some("light_cull_pipeline".into()),
push_constant_ranges: vec![],
@ -228,7 +228,7 @@ impl RenderGraphPass for LightCullComputePass {
fn execute(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
desc: &crate::render::graph::RenderGraphPassDesc,
desc: &crate::render::graph::NodeDesc,
context: &mut RenderGraphContext,
) {
let mut pass = context.begin_compute_pass(&wgpu::ComputePassDescriptor {

View File

@ -15,8 +15,8 @@ use wgpu::util::DeviceExt;
use crate::{
render::{
desc_buf_lay::DescVertexBufferLayout, graph::{
RenderGraphContext, RenderGraphPass, RenderGraphPassDesc,
RenderPassType,
RenderGraphContext, Node, NodeDesc,
NodeType,
}, material::{Material, MaterialUniform}, render_buffer::{BufferStorage, BufferWrapper}, render_job::RenderJob, resource::{FragmentState, PipelineDescriptor, RenderPipelineDescriptor, Shader, VertexState}, texture::RenderTexture, transform_buffer_storage::{TransformBuffers, TransformGroup}, vertex::Vertex
},
DeltaTime,
@ -201,11 +201,11 @@ impl MeshPass {
}
}
impl RenderGraphPass for MeshPass {
impl Node for MeshPass {
fn desc(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
) -> crate::render::graph::RenderGraphPassDesc {
) -> crate::render::graph::NodeDesc {
let device = graph.device();
@ -253,10 +253,10 @@ impl RenderGraphPass for MeshPass {
source: include_str!("../../shaders/base.wgsl").to_string(),
});
let desc = RenderGraphPassDesc::new(
let desc = NodeDesc::new(
pass_id,
MeshesPassLabel,
RenderPassType::Render,
NodeType::Render,
Some(PipelineDescriptor::Render(RenderPipelineDescriptor {
label: Some("meshes".into()),
layouts: vec![
@ -445,7 +445,7 @@ impl RenderGraphPass for MeshPass {
fn execute(
&mut self,
graph: &mut crate::render::graph::RenderGraph,
desc: &crate::render::graph::RenderGraphPassDesc,
desc: &crate::render::graph::NodeDesc,
context: &mut crate::render::graph::RenderGraphContext,
) {
let encoder = context.encoder.as_mut().unwrap();
@ -453,12 +453,14 @@ impl RenderGraphPass for MeshPass {
let view = graph
.slot_value(graph.slot_id(&BasePassSlots::WindowTextureView).unwrap())
.unwrap()
.as_texture_view();
.as_texture_view()
.expect("BasePassSlots::WindowTextureView was not a TextureView slot");
let depth_view = graph
.slot_value(graph.slot_id(&BasePassSlots::DepthTextureView).unwrap())
.unwrap()
.as_texture_view();
.as_texture_view()
.expect("BasePassSlots::DepthTextureView was not a TextureView slot");
let camera_bg = graph
.bind_group(graph.bind_group_id(&BasePassSlots::Camera)

View File

@ -2,7 +2,7 @@ use std::hash::Hash;
use lyra_game_derive::RenderGraphLabel;
use crate::render::graph::{RenderGraphContext, RenderGraphLabel, RenderGraphLabelValue, RenderGraphPass, RenderGraphPassDesc, RenderPassSlot, RenderPassType, SlotAttribute, SlotType};
use crate::render::graph::{RenderGraphContext, RenderGraphLabel, RenderGraphLabelValue, Node, NodeDesc, NodeSlot, NodeType, SlotAttribute, SlotType};
#[derive(Debug, Clone, Hash, PartialEq, RenderGraphLabel)]
pub struct PresentPassLabel(RenderGraphLabelValue);
@ -31,18 +31,18 @@ impl PresentPass {
}
}
impl RenderGraphPass for PresentPass {
fn desc(&mut self, graph: &mut crate::render::graph::RenderGraph) -> crate::render::graph::RenderGraphPassDesc {
let mut desc = RenderGraphPassDesc::new(
impl Node for PresentPass {
fn desc(&mut self, graph: &mut crate::render::graph::RenderGraph) -> crate::render::graph::NodeDesc {
let mut desc = NodeDesc::new(
graph.next_id(),
self.label.clone(),
RenderPassType::Presenter,
NodeType::Presenter,
None,
vec![],
);
desc.add_slot(
RenderPassSlot {
NodeSlot {
ty: SlotType::RenderTarget,
attribute: SlotAttribute::Input,
id: graph.next_id(),
@ -58,7 +58,7 @@ impl RenderGraphPass for PresentPass {
}
fn execute(&mut self, graph: &mut crate::render::graph::RenderGraph, _desc: &crate::render::graph::RenderGraphPassDesc, _context: &mut crate::render::graph::RenderGraphContext) {
fn execute(&mut self, graph: &mut crate::render::graph::RenderGraph, _desc: &crate::render::graph::NodeDesc, _context: &mut crate::render::graph::RenderGraphContext) {
let id = graph.slot_id_rc(&self.label.0)
.expect(&format!("render target slot '{:?}' for PresentPass is missing", self.label.0));
let mut slot = graph.slot_value_mut(id).unwrap().as_render_target_mut().unwrap();