render: create ViewTarget to make it easier to render to a non-surface texture and chain together postprocess steps
This commit is contained in:
parent
0e71c5734f
commit
545da71cda
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@ -2,7 +2,7 @@ use std::{collections::VecDeque, sync::Arc};
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use tracing::instrument;
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use super::{Frame, RenderGraphLabel, RenderGraphLabelValue, RenderTarget};
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use super::{RenderGraphLabel, RenderGraphLabelValue};
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/// A queued write to a GPU buffer targeting a graph slot.
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pub(crate) struct GraphBufferWrite {
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@ -86,4 +86,16 @@ impl<'a> RenderGraphContext<'a> {
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) {
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self.queue_buffer_write(target_slot, offset, bytemuck::bytes_of(&bytes));
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}
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/// Submit the encoder to the gpu queue.
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///
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/// The `encoder` of this context will be `None` until the next node is executed, then another
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/// one will be made. You likely don't need to run this yourself until you are manually
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/// presenting a surface texture.
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pub fn submit_encoder(&mut self) {
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let en = self.encoder.take()
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.unwrap()
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.finish();
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self.queue.submit(std::iter::once(en));
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}
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}
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@ -1,6 +1,6 @@
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mod node;
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use std::{
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cell::{Ref, RefCell}, collections::{HashMap, VecDeque}, fmt::Debug, hash::Hash, rc::Rc, sync::Arc
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cell::{Ref, RefCell, RefMut}, collections::{HashMap, VecDeque}, fmt::Debug, hash::Hash, rc::Rc, sync::Arc
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};
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use lyra_ecs::World;
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@ -125,10 +125,11 @@ pub struct RenderGraph {
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bind_groups: FxHashMap<RenderGraphLabelValue, BindGroupEntry>,
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/// A directed graph used to determine dependencies of nodes.
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node_graph: petgraph::matrix_graph::DiMatrix<RenderGraphLabelValue, (), Option<()>, usize>,
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view_target: Rc<RefCell<ViewTarget>>,
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}
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impl RenderGraph {
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pub fn new(device: Arc<wgpu::Device>, queue: Arc<wgpu::Queue>) -> Self {
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pub fn new(device: Arc<wgpu::Device>, queue: Arc<wgpu::Queue>, view_target: Rc<RefCell<ViewTarget>>) -> Self {
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Self {
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device,
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queue,
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@ -137,6 +138,7 @@ impl RenderGraph {
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sub_graphs: Default::default(),
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bind_groups: Default::default(),
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node_graph: Default::default(),
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view_target,
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}
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}
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@ -344,28 +346,18 @@ impl RenderGraph {
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let device = self.device.clone();
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let queue = self.queue.clone();
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// create a new encoder since the last one was presented
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// create a new encoder if the last one was submitted
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if encoder.is_none() {
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encoder = Some(self.create_encoder());
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}
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// all encoders need to be submitted before a presenter node is executed.
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if pass_desc.ty == NodeType::Presenter {
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trace!("Submitting encoder before presenting");
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let finished = encoder.take().unwrap().finish();
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self.queue.submit(std::iter::once(finished));
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// Do not create a new encoder yet since this node may be the last node.
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// A new encoder can be made on the next iteration of this loop.
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}
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let mut context = RenderGraphContext::new(device, queue, encoder.take(), pass_label.clone());
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trace!("Executing {:?}", pass_label.0);
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let mut inner = pass_inn.borrow_mut();
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inner.execute(self, &pass_desc, &mut context);
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// take back the encoder from the context
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encoder = context.encoder;
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}
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@ -531,6 +523,14 @@ impl RenderGraph {
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sg.bind_groups.insert(bg.label.clone(), bg);
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}
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}
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pub fn view_target(&self) -> Ref<ViewTarget> {
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self.view_target.borrow()
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}
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pub fn view_target_mut(&self) -> RefMut<ViewTarget> {
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self.view_target.borrow_mut()
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}
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}
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pub struct SubGraphNode {
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@ -1,5 +1,6 @@
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use std::{cell::RefCell, rc::Rc};
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use std::rc::Rc;
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use glam::UVec2;
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use lyra_game_derive::RenderGraphLabel;
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use tracing::warn;
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use winit::dpi::PhysicalSize;
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@ -8,7 +9,7 @@ use crate::{
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render::{
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camera::{CameraUniform, RenderCamera},
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graph::{
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Node, NodeDesc, NodeSlot, NodeType, RenderGraph, RenderGraphContext, RenderTarget, SlotAttribute, SlotType, SlotValue
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Node, NodeDesc, NodeType, RenderGraph, RenderGraphContext, SlotAttribute, SlotValue
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},
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render_buffer::BufferWrapper, texture::RenderTexture,
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},
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@ -23,10 +24,7 @@ pub enum BasePassSlots {
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DepthTexture,
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ScreenSize,
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Camera,
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MainRenderTarget,
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WindowTextureView,
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DepthTextureView,
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Frame,
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}
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/// Supplies some basic things other passes needs.
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@ -34,23 +32,12 @@ pub enum BasePassSlots {
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/// screen size buffer, camera buffer,
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#[derive(Default)]
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pub struct BasePass {
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/// Temporary storage for the main render target
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///
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/// This should be Some when the pass is first created then after its added to
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/// the render graph it will be None and stay None.
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temp_render_target: Option<RenderTarget>,
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screen_size: glam::UVec2,
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screen_size: UVec2,
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}
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impl BasePass {
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pub fn new(render_target: RenderTarget) -> Self {
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let size = render_target.size();
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Self {
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temp_render_target: Some(render_target),
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screen_size: size,
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..Default::default()
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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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@ -59,8 +46,8 @@ impl Node for BasePass {
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&mut self,
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graph: &mut crate::render::graph::RenderGraph,
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) -> crate::render::graph::NodeDesc {
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let render_target = self.temp_render_target.take().unwrap();
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self.screen_size = render_target.size();
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let vt = graph.view_target();
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self.screen_size = vt.size();
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let (screen_size_bgl, screen_size_bg, screen_size_buf, _) = BufferWrapper::builder()
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.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
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@ -107,25 +94,6 @@ impl Node for BasePass {
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],
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);
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desc.add_slot(NodeSlot {
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ty: SlotType::RenderTarget,
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attribute: SlotAttribute::Output,
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label: BasePassSlots::MainRenderTarget.into(),
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value: Some(SlotValue::RenderTarget(Rc::new(RefCell::new(
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render_target,
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)))),
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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: BasePassSlots::Frame.into(),
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value: Some(SlotValue::Lazy),
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});
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desc.add_texture_view_slot(
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BasePassSlots::WindowTextureView,
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SlotAttribute::Output,
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Some(SlotValue::Lazy),
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);
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desc.add_texture_view_slot(
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BasePassSlots::DepthTextureView,
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SlotAttribute::Output,
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@ -145,10 +113,12 @@ impl Node for BasePass {
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desc
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}
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fn prepare(&mut self, _graph: &mut RenderGraph, world: &mut lyra_ecs::World, context: &mut RenderGraphContext) {
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fn prepare(&mut self, graph: &mut RenderGraph, world: &mut lyra_ecs::World, context: &mut RenderGraphContext) {
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if let Some(camera) = world.view_iter::<&mut CameraComponent>().next() {
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let screen_size = graph.view_target().size();
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let mut render_cam =
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RenderCamera::new(PhysicalSize::new(self.screen_size.x, self.screen_size.y));
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RenderCamera::new(PhysicalSize::new(screen_size.x, screen_size.y));
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let uniform = render_cam.calc_view_projection(&camera);
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context.queue_buffer_write_with(BasePassSlots::Camera, 0, uniform)
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@ -163,38 +133,20 @@ impl Node for BasePass {
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_desc: &crate::render::graph::NodeDesc,
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context: &mut crate::render::graph::RenderGraphContext,
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) {
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let tv_slot = graph
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.slot_value_mut(BasePassSlots::MainRenderTarget)
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.expect("somehow the main render target slot is missing");
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let rt = tv_slot.as_render_target().unwrap();
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let rt_size = rt.size();
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let frame = rt.create_frame();
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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.primary.create_frame_view();
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/* debug_assert!(
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!rt.current_texture.is_some(),
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"main render target surface was not presented!"
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); */
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// update the screen size buffer if the size changed.
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let rt_size = vt.size();
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if rt_size != self.screen_size {
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self.screen_size = rt_size;
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context.queue_buffer_write_with(BasePassSlots::ScreenSize, 0, self.screen_size)
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}
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let surface_tex = frame.texture();
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let view = surface_tex
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.create_view(&wgpu::TextureViewDescriptor::default());
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drop(rt); // must be manually dropped for borrow checker when getting texture view slot
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let frame_slot = graph
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.slot_value_mut(BasePassSlots::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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// store the surface texture to the slot
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let tv_slot = graph
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.slot_value_mut(BasePassSlots::WindowTextureView)
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.expect("somehow the window texture view slot is missing");
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*tv_slot = SlotValue::TextureView(Rc::new(view));
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}
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}
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@ -440,12 +440,7 @@ impl Node for MeshPass {
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if self.pipeline.is_none() {
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let device = graph.device();
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let main_rt = graph.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 surface_config_format = graph.view_target().format();
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let camera_bgl = graph.bind_group_layout(BasePassSlots::Camera);
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let lights_bgl = graph.bind_group_layout(LightBasePassSlots::Lights);
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@ -508,11 +503,14 @@ impl Node for MeshPass {
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) {
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let encoder = context.encoder.as_mut().unwrap();
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let view = graph
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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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.expect("BasePassSlots::WindowTextureView was not a TextureView slot"); */
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let vt = graph.view_target();
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let view = vt.render_view();
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let depth_view = graph
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.slot_value(BasePassSlots::DepthTextureView)
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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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@ -2,72 +2,42 @@ use std::hash::Hash;
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use lyra_game_derive::RenderGraphLabel;
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use crate::render::graph::{Node, NodeDesc, NodeSlot, NodeType, RenderGraph, RenderGraphContext, RenderGraphLabel, RenderGraphLabelValue, SlotAttribute, SlotType};
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use crate::render::graph::{Node, NodeDesc, NodeType, RenderGraph, RenderGraphContext};
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#[derive(Debug, Clone, Hash, PartialEq, RenderGraphLabel)]
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pub struct PresentPassLabel(RenderGraphLabelValue);
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impl PresentPassLabel {
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pub fn new(frame_label: impl RenderGraphLabel) -> Self {
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Self(frame_label.into())
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}
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}
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pub struct PresentPassLabel;
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/// Supplies some basic things other passes needs.
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///
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/// screen size buffer, camera buffer,
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pub struct PresentPass {
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/// Label of this pass
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pub label: PresentPassLabel,
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}
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#[derive(Default, Debug)]
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pub struct PresentPass;
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impl PresentPass {
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/// Create a new PresentNode, presenting the frame at `frame_label`
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pub fn new(frame_label: impl RenderGraphLabel) -> Self {
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Self {
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//render_target_slot: render_target_slot.rc_clone(),
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label: PresentPassLabel::new(frame_label),
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}
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}
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pub fn from_node_label(present_pass_label: PresentPassLabel) -> Self {
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Self {
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label: present_pass_label,
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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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impl Node for PresentPass {
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fn desc(&mut self, _graph: &mut crate::render::graph::RenderGraph) -> crate::render::graph::NodeDesc {
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let mut desc = NodeDesc::new(
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NodeDesc::new(
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NodeType::Presenter,
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None,
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vec![],
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);
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desc.add_slot(
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NodeSlot {
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ty: SlotType::Frame,
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attribute: SlotAttribute::Input,
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label: self.label.0.clone(),
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value: None,
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}
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);
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desc
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)
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}
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fn prepare(&mut self, _graph: &mut RenderGraph, _world: &mut lyra_ecs::World, _context: &mut RenderGraphContext) {
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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) {
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let slot = graph.slot_value_mut(self.label.0.clone())
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.unwrap_or_else(|| panic!("frame slot '{:?}' for PresentPass is missing", self.label.0))
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.as_frame_mut()
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.unwrap()
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.take()
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.unwrap_or_else(|| panic!("frame '{:?}' was already presented", self.label.0));
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slot.present();
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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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vt.copy_to_primary(context.encoder.as_mut().unwrap());
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context.submit_encoder();
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let frame = vt.primary.frame.take()
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.expect("ViewTarget.primary was already presented");
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frame.present();
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}
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}
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@ -39,7 +39,7 @@ impl RenderTarget {
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::COPY_SRC,
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view_formats: &[],
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});
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@ -143,3 +143,172 @@ impl Frame {
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self.size
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}
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}
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/// Stores the current frame, and the render target it came from.
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pub struct FrameTarget {
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pub render_target: RenderTarget,
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/// None when a frame has not been created yet
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pub frame: Option<Frame>,
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/// The view to use to render to the frame.
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pub frame_view: Option<wgpu::TextureView>,
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}
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impl FrameTarget {
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pub fn new(render_target: RenderTarget) -> Self {
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Self {
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render_target,
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frame: None,
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frame_view: None,
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}
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}
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/// Returns the size of the [`RenderTarget`].
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pub fn size(&self) -> math::UVec2 {
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self.render_target.size()
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}
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/// Returns the [`wgpu::TextureFormat`] of the [`RenderTarget`].
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pub fn format(&self) -> wgpu::TextureFormat {
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self.render_target.format()
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}
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/// Create the frame using the inner [`RenderTarget`].
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pub fn create_frame(&mut self) -> &mut Frame {
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self.frame = Some(self.render_target.create_frame());
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self.frame.as_mut().unwrap()
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}
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/// Create the [`wgpu::TextureView`] for the [`Frame`], storing it in self and returning a reference to it.
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pub fn create_frame_view(&mut self) -> &wgpu::TextureView {
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let frame = self.frame.as_ref().expect("frame was not created, cannot create view");
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self.frame_view = Some(frame.texture().create_view(&wgpu::TextureViewDescriptor::default()));
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self.frame_view.as_ref().unwrap()
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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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}
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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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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 {
|
||||
texture: dest_tex,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
};
|
||||
|
||||
encoder.copy_texture_to_texture(source_ict, dest_ict, size);
|
||||
std::mem::swap(&mut self.source, &mut self.dest);
|
||||
}
|
||||
}
|
||||
|
||||
pub struct ViewTarget {
|
||||
device: Arc<wgpu::Device>,
|
||||
/// The primary RenderTarget, likely a Surface
|
||||
pub primary: FrameTarget,
|
||||
pub chain: Option<TargetViewChain>,
|
||||
}
|
||||
|
||||
impl ViewTarget {
|
||||
pub fn new(device: Arc<wgpu::Device>, primary: RenderTarget) -> Self {
|
||||
Self {
|
||||
device,
|
||||
primary: FrameTarget::new(primary),
|
||||
chain: None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn size(&self) -> math::UVec2 {
|
||||
self.primary.size()
|
||||
}
|
||||
|
||||
pub fn format(&self) -> wgpu::TextureFormat {
|
||||
self.primary.format()
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, device: &wgpu::Device, size: math::UVec2) {
|
||||
self.primary.render_target.resize(device, size);
|
||||
}
|
||||
|
||||
/// Cycle the target view chain, storing it in self, and returning a mutable borrow to it.
|
||||
pub fn next_chain(&mut self, encoder: &mut wgpu::CommandEncoder) -> &mut TargetViewChain {
|
||||
// TODO: check if chain has already been made. If it has, use next on it.
|
||||
let _ = encoder;
|
||||
let format = self.primary.format();
|
||||
let size = self.primary.size();
|
||||
|
||||
let mut source = FrameTarget::new(RenderTarget::new_texture(&self.device, format, size));
|
||||
source.create_frame();
|
||||
source.create_frame_view();
|
||||
|
||||
let mut dest = FrameTarget::new(RenderTarget::new_texture(&self.device, format, size));
|
||||
dest.create_frame();
|
||||
dest.create_frame_view();
|
||||
|
||||
self.chain = Some(TargetViewChain {
|
||||
source,
|
||||
dest,
|
||||
});
|
||||
//self.reset_chain(encoder);
|
||||
self.chain.as_mut().unwrap()
|
||||
}
|
||||
|
||||
/// Get the [`wgpu::TextureView`] to render to
|
||||
pub fn render_view(&self) -> &wgpu::TextureView {
|
||||
let chain = self.chain.as_ref().unwrap();
|
||||
chain.source.frame_view.as_ref().unwrap()
|
||||
}
|
||||
|
||||
/// Copy the chain target to the primary target
|
||||
///
|
||||
/// The primary target must have `wgpu::TextureUsages::COPY_DST`.
|
||||
pub fn copy_to_primary(&self, encoder: &mut wgpu::CommandEncoder) {
|
||||
let chain = self.chain.as_ref().unwrap();
|
||||
let chain_tex = chain.source.frame.as_ref().unwrap().texture();
|
||||
|
||||
let source_ict = wgpu::ImageCopyTexture {
|
||||
texture: chain_tex,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
};
|
||||
|
||||
let dest_tex = self.primary.frame.as_ref().unwrap().texture();
|
||||
let dest_ict = wgpu::ImageCopyTexture {
|
||||
texture: dest_tex,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
};
|
||||
|
||||
let size = self.primary.size();
|
||||
let size = wgpu::Extent3d {
|
||||
width: size.x,
|
||||
height: size.y,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
encoder.copy_texture_to_texture(source_ict, dest_ict, size);
|
||||
}
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
use std::cell::RefCell;
|
||||
use std::collections::VecDeque;
|
||||
use std::ops::{Deref, DerefMut};
|
||||
use std::rc::Rc;
|
||||
use std::sync::Arc;
|
||||
|
||||
use lyra_ecs::World;
|
||||
|
@ -7,7 +9,7 @@ use lyra_game_derive::RenderGraphLabel;
|
|||
use tracing::{debug, instrument, warn};
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshesPassLabel, PresentPass, PresentPassLabel, RenderGraphLabelValue, RenderTarget, SubGraphNode, TintPass, TintPassLabel, TintPassSlots};
|
||||
use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshesPassLabel, PresentPass, PresentPassLabel, RenderGraphLabelValue, RenderTarget, SubGraphNode, ViewTarget};
|
||||
|
||||
use super::graph::RenderGraph;
|
||||
use super::{resource::RenderPipeline, render_job::RenderJob};
|
||||
|
@ -114,7 +116,7 @@ impl BasicRenderer {
|
|||
.find(|f| f.describe().srgb)
|
||||
.unwrap_or(surface_caps.formats[0]);
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
|
||||
format: surface_format,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
|
@ -127,35 +129,16 @@ impl BasicRenderer {
|
|||
let device = Arc::new(device);
|
||||
let queue = Arc::new(queue);
|
||||
|
||||
let surface_size = wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1
|
||||
};
|
||||
let surface_target = RenderTarget::from_surface(surface, config);
|
||||
let view_target = Rc::new(RefCell::new(ViewTarget::new(device.clone(), surface_target)));
|
||||
|
||||
let headless_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("headless_texture"),
|
||||
size: surface_size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: surface_format,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT // we'll be rendering to it
|
||||
| wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
let headless_target = RenderTarget::from(headless_texture);
|
||||
|
||||
|
||||
let mut main_graph = RenderGraph::new(device.clone(), queue.clone());
|
||||
let mut main_graph = RenderGraph::new(device.clone(), queue.clone(), view_target.clone());
|
||||
|
||||
debug!("Adding base pass");
|
||||
main_graph.add_node(BasePassLabel, BasePass::new(surface_target));
|
||||
main_graph.add_node(BasePassLabel, BasePass::new());
|
||||
|
||||
{
|
||||
let mut forward_plus_graph = RenderGraph::new(device.clone(), queue.clone());
|
||||
let mut forward_plus_graph = RenderGraph::new(device.clone(), queue.clone(), view_target.clone());
|
||||
|
||||
debug!("Adding light base pass");
|
||||
forward_plus_graph.add_node(LightBasePassLabel, LightBasePass::new());
|
||||
|
@ -171,8 +154,8 @@ impl BasicRenderer {
|
|||
main_graph.add_sub_graph(TestSubGraphLabel, forward_plus_graph);
|
||||
main_graph.add_node(TestSubGraphLabel, SubGraphNode::new(TestSubGraphLabel,
|
||||
vec![
|
||||
RenderGraphLabelValue::from(BasePassSlots::WindowTextureView),
|
||||
RenderGraphLabelValue::from(BasePassSlots::MainRenderTarget),
|
||||
/* RenderGraphLabelValue::from(BasePassSlots::WindowTextureView),
|
||||
RenderGraphLabelValue::from(BasePassSlots::MainRenderTarget), */
|
||||
RenderGraphLabelValue::from(BasePassSlots::DepthTexture),
|
||||
RenderGraphLabelValue::from(BasePassSlots::DepthTextureView),
|
||||
RenderGraphLabelValue::from(BasePassSlots::Camera),
|
||||
|
@ -181,12 +164,12 @@ impl BasicRenderer {
|
|||
));
|
||||
}
|
||||
|
||||
let present_pass_label = PresentPassLabel::new(BasePassSlots::Frame);//TintPassSlots::Frame);
|
||||
let p = PresentPass::from_node_label(present_pass_label.clone());
|
||||
main_graph.add_node(p.label.clone(), p);
|
||||
//let present_pass_label = PresentPassLabel::new(BasePassSlots::Frame);//TintPassSlots::Frame);
|
||||
let p = PresentPass::default();
|
||||
main_graph.add_node(PresentPassLabel, p);
|
||||
|
||||
main_graph.add_edge(BasePassLabel, TestSubGraphLabel);
|
||||
main_graph.add_edge(TestSubGraphLabel, present_pass_label);
|
||||
main_graph.add_edge(TestSubGraphLabel, PresentPassLabel);
|
||||
|
||||
/* debug!("Adding base pass");
|
||||
g.add_node(BasePassLabel, BasePass::new(surface_target));
|
||||
|
@ -259,9 +242,10 @@ impl Renderer for BasicRenderer {
|
|||
self.size = new_size;
|
||||
|
||||
// update surface config and the surface
|
||||
let mut rt = self.graph.slot_value_mut(BasePassSlots::MainRenderTarget)
|
||||
/* let mut rt = self.graph.slot_value_mut(BasePassSlots::MainRenderTarget)
|
||||
.unwrap().as_render_target_mut().unwrap();
|
||||
rt.resize(&self.device, math::UVec2::new(new_size.width, new_size.height));
|
||||
rt.resize(&self.device, math::UVec2::new(new_size.width, new_size.height)); */
|
||||
self.graph.view_target_mut().resize(&self.device, math::UVec2::new(new_size.width, new_size.height));
|
||||
/* rt.surface_config.width = new_size.width;
|
||||
rt.surface_config.height = new_size.height;
|
||||
rt.surface.configure(&self.device, &rt.surface_config); */
|
||||
|
@ -269,6 +253,8 @@ impl Renderer for BasicRenderer {
|
|||
// update screen size resource in ecs
|
||||
let mut world_ss = world.get_resource_mut::<ScreenSize>();
|
||||
world_ss.0 = glam::UVec2::new(new_size.width, new_size.height);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue