render: create RenderTarget and Frame, making it easier to render to a non-surface texture

This commit is contained in:
SeanOMik 2024-06-23 20:25:57 -04:00
parent f755a4c53b
commit 5f1a61ef52
Signed by: SeanOMik
GPG Key ID: FEC9E2FC15235964
13 changed files with 225 additions and 91 deletions

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@ -29,8 +29,8 @@ tracy = ["lyra-game/tracy"]
lyra-game = { path = "lyra-game" }
lyra-scripting = { path = "lyra-scripting", optional = true }
[profile.dev]
opt-level = 1
#[profile.dev]
#opt-level = 1
[profile.release]
debug = true

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@ -1,8 +1,8 @@
use std::collections::VecDeque;
use std::{collections::VecDeque, sync::Arc};
use tracing::instrument;
use super::{RenderGraphLabel, RenderGraphLabelValue};
use super::{Frame, RenderGraphLabel, RenderGraphLabelValue, RenderTarget};
/// A queued write to a GPU buffer targeting a graph slot.
pub(crate) struct GraphBufferWrite {
@ -19,8 +19,8 @@ pub struct RenderGraphContext<'a> {
/// This is `None` during the `prepare` stage.
pub encoder: Option<wgpu::CommandEncoder>,
/// The gpu device that is being used.
pub device: &'a wgpu::Device,
pub queue: &'a wgpu::Queue,
pub device: Arc<wgpu::Device>,
pub queue: Arc<wgpu::Queue>,
pub(crate) buffer_writes: VecDeque<GraphBufferWrite>,
renderpass_desc: Vec<wgpu::RenderPassDescriptor<'a, 'a>>,
/// The label of this Node.
@ -28,7 +28,7 @@ pub struct RenderGraphContext<'a> {
}
impl<'a> RenderGraphContext<'a> {
pub(crate) fn new(device: &'a wgpu::Device, queue: &'a wgpu::Queue, encoder: Option<wgpu::CommandEncoder>, label: RenderGraphLabelValue) -> Self {
pub(crate) fn new(device: Arc<wgpu::Device>, queue: Arc<wgpu::Queue>, encoder: Option<wgpu::CommandEncoder>, label: RenderGraphLabelValue) -> Self {
Self {
encoder,
device,
@ -86,4 +86,15 @@ impl<'a> RenderGraphContext<'a> {
) {
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,
}
}
}

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@ -15,6 +15,9 @@ pub use slot_desc::*;
mod context;
pub use context::*;
mod render_target;
pub use render_target::*;
use rustc_hash::FxHashMap;
use tracing::{debug_span, instrument, trace, warn};
use wgpu::ComputePass;
@ -111,16 +114,9 @@ pub struct PipelineResource {
pub bg_layout_name_lookup: HashMap<String, u32>,
}
#[derive(Debug)]
pub struct RenderTarget {
pub surface: wgpu::Surface,
pub surface_config: wgpu::SurfaceConfiguration,
pub current_texture: Option<wgpu::SurfaceTexture>,
}
pub struct RenderGraph {
device: Rc<wgpu::Device>,
queue: Rc<wgpu::Queue>,
device: Arc<wgpu::Device>,
queue: Arc<wgpu::Queue>,
slots: FxHashMap<RenderGraphLabelValue, ResourcedSlot>,
nodes: FxHashMap<RenderGraphLabelValue, PassEntry>,
sub_graphs: FxHashMap<RenderGraphLabelValue, RenderGraph>,
@ -130,7 +126,7 @@ pub struct RenderGraph {
}
impl RenderGraph {
pub fn new(device: Rc<wgpu::Device>, queue: Rc<wgpu::Queue>) -> Self {
pub fn new(device: Arc<wgpu::Device>, queue: Arc<wgpu::Queue>) -> Self {
Self {
device,
queue,
@ -282,7 +278,7 @@ impl RenderGraph {
let inner = pass.inner.clone();
let mut inner = inner.borrow_mut();
let mut context = RenderGraphContext::new(&device, &queue, None, pass_label.clone());
let mut context = RenderGraphContext::new(device, queue, None, pass_label.clone());
inner.prepare(self, world, &mut context);
buffer_writes.append(&mut context.buffer_writes);
}
@ -344,7 +340,7 @@ impl RenderGraph {
// clone of the Rc's is required to appease the borrow checker
let device = self.device.clone();
let queue = self.queue.clone();
let mut context = RenderGraphContext::new(&device, &queue, encoder, pass_label.clone());
let mut context = RenderGraphContext::new(device, queue, encoder, pass_label.clone());
// all encoders need to be submitted before a presenter node is executed.
if pass_desc.ty == NodeType::Presenter {
@ -428,23 +424,23 @@ impl RenderGraph {
.iter()
.find(|p| *p.0 == from)
.map(|p| p.1.graph_index)
.expect("Failed to find from pass");
.expect("Failed to find from node");
let to_idx = self
.nodes
.iter()
.find(|p| *p.0 == to)
.map(|p| p.1.graph_index)
.expect("Failed to find to pass");
.expect("Failed to find to node");
debug_assert_ne!(from_idx, to_idx, "cannot add edges between the same node");
self.node_graph.add_edge(from_idx, to_idx, ());
}
/// Utility method for setting the bind groups for a pass.
/// Utility method for setting the bind groups for a node.
///
/// The parameter `bind_groups` can be used to specify the labels of a bind group, and the
/// index of the bind group in the pipeline for the pass. If a bind group of the provided
/// index of the bind group in the pipeline for the node. If a bind group of the provided
/// name is not found in the graph, a panic will occur.
///
/// # Example:

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@ -5,7 +5,7 @@ use lyra_ecs::World;
use crate::render::resource::PipelineDescriptor;
use super::{RenderGraph, RenderGraphContext, RenderGraphLabel, RenderGraphLabelValue, RenderTarget};
use super::{Frame, RenderGraph, RenderGraphContext, RenderGraphLabel, RenderGraphLabelValue, RenderTarget};
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Default)]
pub enum NodeType {
@ -43,10 +43,11 @@ pub enum SlotType {
Texture,
Buffer,
RenderTarget,
Frame,
}
/// The value of a slot in a [`Node`].
#[derive(Debug, Clone)]
#[derive(Clone)]
pub enum SlotValue {
/// This slot doesn't have any value
None,
@ -58,6 +59,7 @@ pub enum SlotValue {
Texture(Rc<wgpu::Texture>),
Buffer(Rc<wgpu::Buffer>),
RenderTarget(Rc<RefCell<RenderTarget>>),
Frame(Rc<RefCell<Option<Frame>>>),
}
impl SlotValue {
@ -84,6 +86,14 @@ impl SlotValue {
pub fn as_render_target_mut(&mut self) -> Option<RefMut<RenderTarget>> {
bind_match!(self, Self::RenderTarget(v) => v.borrow_mut())
}
pub fn as_frame(&self) -> Option<Ref<Option<Frame>>> {
bind_match!(self, Self::Frame(v) => v.borrow())
}
pub fn as_frame_mut(&mut self) -> Option<RefMut<Option<Frame>>> {
bind_match!(self, Self::Frame(v) => v.borrow_mut())
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub enum SlotAttribute {

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@ -1,6 +1,5 @@
use std::{cell::RefCell, rc::Rc};
use glam::UVec2;
use lyra_game_derive::RenderGraphLabel;
use tracing::warn;
use winit::dpi::PhysicalSize;
@ -27,6 +26,7 @@ pub enum BasePassSlots {
MainRenderTarget,
WindowTextureView,
DepthTextureView,
Frame,
}
/// Supplies some basic things other passes needs.
@ -43,15 +43,11 @@ pub struct BasePass {
}
impl BasePass {
pub fn new(surface: wgpu::Surface, surface_config: wgpu::SurfaceConfiguration) -> Self {
let size = glam::UVec2::new(surface_config.width, surface_config.height);
pub fn new(render_target: RenderTarget) -> Self {
let size = render_target.size();
Self {
temp_render_target: Some(RenderTarget {
surface,
surface_config,
current_texture: None,
}),
temp_render_target: Some(render_target),
screen_size: size,
..Default::default()
}
@ -64,10 +60,7 @@ impl Node for BasePass {
graph: &mut crate::render::graph::RenderGraph,
) -> crate::render::graph::NodeDesc {
let render_target = self.temp_render_target.take().unwrap();
self.screen_size = UVec2::new(
render_target.surface_config.width,
render_target.surface_config.height,
);
self.screen_size = render_target.size();
let (screen_size_bgl, screen_size_bg, screen_size_buf, _) = BufferWrapper::builder()
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
@ -90,7 +83,7 @@ impl Node for BasePass {
let camera_bg = Rc::new(camera_bg);
// create the depth texture using the utility struct, then take all the required fields
let mut depth_texture = RenderTexture::create_depth_texture(&graph.device(), &render_target.surface_config, "depth_texture");
let mut depth_texture = RenderTexture::create_depth_texture(&graph.device(), self.screen_size, "depth_texture");
depth_texture.create_bind_group(&graph.device);
let dt_bg_pair = depth_texture.bindgroup_pair.unwrap();
@ -122,6 +115,12 @@ impl Node for BasePass {
render_target,
)))),
});
desc.add_slot(NodeSlot {
ty: SlotType::Frame,
attribute: SlotAttribute::Output,
label: BasePassSlots::Frame.into(),
value: Some(SlotValue::Lazy),
});
desc.add_texture_view_slot(
BasePassSlots::WindowTextureView,
SlotAttribute::Output,
@ -167,28 +166,31 @@ impl Node for BasePass {
let tv_slot = graph
.slot_value_mut(BasePassSlots::MainRenderTarget)
.expect("somehow the main render target slot is missing");
let mut rt = tv_slot.as_render_target_mut().unwrap();
debug_assert!(
let rt = tv_slot.as_render_target().unwrap();
let rt_size = rt.size();
let frame = context.get_frame(&rt);
/* debug_assert!(
!rt.current_texture.is_some(),
"main render target surface was not presented!"
);
); */
// update the screen size buffer if the size changed.
if rt.surface_config.width != self.screen_size.x
|| rt.surface_config.height != self.screen_size.y
{
self.screen_size = UVec2::new(rt.surface_config.width, rt.surface_config.height);
if rt_size != self.screen_size {
self.screen_size = rt_size;
context.queue_buffer_write_with(BasePassSlots::ScreenSize, 0, self.screen_size)
}
let surface_tex = rt.surface.get_current_texture().unwrap();
let surface_tex = frame.texture();
let view = surface_tex
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
rt.current_texture = Some(surface_tex);
drop(rt); // must be manually dropped for borrow checker when getting texture view slot
let frame_slot = graph
.slot_value_mut(BasePassSlots::Frame)
.expect("somehow the frame slot is missing");
*frame_slot = SlotValue::Frame(Rc::new(RefCell::new(Some(frame))));
// store the surface texture to the slot
let tv_slot = graph
.slot_value_mut(BasePassSlots::WindowTextureView)

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@ -60,7 +60,7 @@ impl Node for LightBasePass {
fn prepare(&mut self, _graph: &mut RenderGraph, world: &mut lyra_ecs::World, context: &mut RenderGraphContext) {
let tick = world.current_tick();
let lights = self.light_buffers.as_mut().unwrap();
lights.update_lights(context.queue, tick, world);
lights.update_lights(&context.queue, tick, world);
}
fn execute(

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@ -51,8 +51,7 @@ impl Node for LightCullComputePass {
.slot_value(BasePassSlots::MainRenderTarget)
.and_then(|s| s.as_render_target())
.expect("missing main render target");
self.workgroup_size =
glam::UVec2::new(main_rt.surface_config.width, main_rt.surface_config.height);
self.workgroup_size = main_rt.size();
// initialize some buffers with empty data
let mut contents = Vec::<u8>::new();

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@ -234,7 +234,7 @@ impl Node for MeshPass {
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.surface_config.format;
let surface_config_format = main_rt.format();
drop(main_rt);
let camera_bgl = graph.bind_group_layout(BasePassSlots::Camera);
@ -298,8 +298,8 @@ impl Node for MeshPass {
#[instrument(skip(self, _graph, world, context))]
fn prepare(&mut self, _graph: &mut RenderGraph, world: &mut lyra_ecs::World, context: &mut RenderGraphContext) {
let device = context.device;
let queue = context.queue;
let device = &context.device;
let queue = &context.queue;
let render_limits = device.limits();
let last_epoch = world.current_tick();
@ -363,7 +363,7 @@ impl Node for MeshPass {
let transforms = self.transforms.as_mut().unwrap();
if transforms.needs_expand() {
debug!("Expanding transform buffers");
transforms.expand_buffers(device);
transforms.expand_buffers(&device);
}
}
@ -372,14 +372,14 @@ impl Node for MeshPass {
// if process mesh did not just create a new mesh, and the epoch
// shows that the scene has changed, verify that the mesh buffers
// dont need to be resent to the gpu.
if !self.process_mesh(device, queue, entity, &*mesh, mesh_han.uuid())
if !self.process_mesh(&device, &queue, entity, &*mesh, mesh_han.uuid())
&& mesh_epoch == last_epoch {
self.check_mesh_buffers(device, queue, &mesh_han);
self.check_mesh_buffers(&device, &queue, &mesh_han);
}
let transforms = self.transforms.as_mut().unwrap();
let group = TransformGroup::EntityRes(entity, mesh_han.uuid());
let transform_id = transforms.update_or_push(device, queue, &render_limits,
let transform_id = transforms.update_or_push(&device, &queue, &render_limits,
group, interp_transform.calculate_mat4(), glam::Mat3::from_quat(interp_transform.rotation));
let material = mesh.material.as_ref().unwrap()
@ -404,15 +404,15 @@ impl Node for MeshPass {
// if process mesh did not just create a new mesh, and the epoch
// shows that the scene has changed, verify that the mesh buffers
// dont need to be resent to the gpu.
if !self.process_mesh(device, queue, entity, &*mesh, mesh_han.uuid())
if !self.process_mesh(&device, &queue, entity, &*mesh, mesh_han.uuid())
&& scene_epoch == last_epoch {
self.check_mesh_buffers(device, queue, &mesh_han);
self.check_mesh_buffers(&device, &queue, &mesh_han);
}
let transforms = self.transforms.as_mut().unwrap();
let scene_mesh_group = TransformGroup::Res(scene_han.uuid(), mesh_han.uuid());
let group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into());
let transform_id = transforms.update_or_push(device, queue, &render_limits,
let transform_id = transforms.update_or_push(&device, &queue, &render_limits,
group, mesh_interpo.calculate_mat4(), glam::Mat3::from_quat(mesh_interpo.rotation) );
let material = mesh.material.as_ref().unwrap()
@ -431,7 +431,7 @@ impl Node for MeshPass {
}
let transforms = self.transforms.as_mut().unwrap();
transforms.send_to_gpu(queue);
transforms.send_to_gpu(&queue);
}
fn execute(

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@ -8,8 +8,8 @@ use crate::render::graph::{Node, NodeDesc, NodeSlot, NodeType, RenderGraph, Rend
pub struct PresentPassLabel(RenderGraphLabelValue);
impl PresentPassLabel {
pub fn new(label: impl RenderGraphLabel) -> Self {
Self(label.into())
pub fn new(frame_label: impl RenderGraphLabel) -> Self {
Self(frame_label.into())
}
}
@ -22,10 +22,17 @@ pub struct PresentPass {
}
impl PresentPass {
pub fn new(render_target_slot: impl RenderGraphLabel) -> Self {
/// Create a new PresentNode, presenting the frame at `frame_label`
pub fn new(frame_label: impl RenderGraphLabel) -> Self {
Self {
//render_target_slot: render_target_slot.rc_clone(),
label: PresentPassLabel::new(render_target_slot),
label: PresentPassLabel::new(frame_label),
}
}
pub fn from_node_label(present_pass_label: PresentPassLabel) -> Self {
Self {
label: present_pass_label,
}
}
}
@ -40,7 +47,7 @@ impl Node for PresentPass {
desc.add_slot(
NodeSlot {
ty: SlotType::RenderTarget,
ty: SlotType::Frame,
attribute: SlotAttribute::Input,
label: self.label.0.clone(),
value: None,
@ -55,10 +62,12 @@ impl Node for PresentPass {
}
fn execute(&mut self, graph: &mut crate::render::graph::RenderGraph, _desc: &crate::render::graph::NodeDesc, _context: &mut crate::render::graph::RenderGraphContext) {
let mut slot = graph.slot_value_mut(self.label.0.clone())
.expect(&format!("render target slot '{:?}' for PresentPass is missing", self.label.0))
.as_render_target_mut().unwrap();
let surf_tex = slot.current_texture.take().unwrap();
surf_tex.present();
let slot = graph.slot_value_mut(self.label.0.clone())
.unwrap_or_else(|| panic!("frame slot '{:?}' for PresentPass is missing", self.label.0))
.as_frame_mut()
.unwrap()
.take()
.unwrap_or_else(|| panic!("frame '{:?}' was already presented", self.label.0));
slot.present();
}
}

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@ -0,0 +1,102 @@
use std::sync::Arc;
use crate::math;
enum RenderTargetInner {
Surface {
surface: wgpu::Surface,
config: wgpu::SurfaceConfiguration,
},
Texture {
texture: Arc<wgpu::Texture>,
}
}
/// A render target that is a surface or a texture.
#[repr(transparent)]
pub struct RenderTarget(RenderTargetInner);
impl From<wgpu::Texture> for RenderTarget {
fn from(value: wgpu::Texture) -> Self {
Self(RenderTargetInner::Texture { texture: Arc::new(value) })
}
}
impl RenderTarget {
pub fn from_surface(surface: wgpu::Surface, config: wgpu::SurfaceConfiguration) -> Self {
Self(RenderTargetInner::Surface { surface, config })
}
pub fn format(&self) -> wgpu::TextureFormat {
match &self.0 {
RenderTargetInner::Surface { config, .. } => config.format,
RenderTargetInner::Texture { texture } => texture.format(),
}
}
pub fn size(&self) -> math::UVec2 {
match &self.0 {
RenderTargetInner::Surface { config, .. } => math::UVec2::new(config.width, config.height),
RenderTargetInner::Texture { texture } => {
let s = texture.size();
math::UVec2::new(s.width, s.height)
},
}
}
/// Get the frame texture 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 frame_texture(&self) -> Result<FrameTexture, wgpu::SurfaceError> {
match &self.0 {
RenderTargetInner::Surface { surface, .. } => Ok(FrameTexture::Surface(surface.get_current_texture()?)),
RenderTargetInner::Texture { texture } => Ok(FrameTexture::Texture(texture.clone())),
}
}
pub fn resize(&mut self, device: &wgpu::Device, new_size: math::UVec2) {
match &mut self.0 {
RenderTargetInner::Surface { surface, config } => {
config.width = new_size.x;
config.height = new_size.y;
surface.configure(device, config);
},
RenderTargetInner::Texture { texture } => {
let _ = texture;
todo!()
},
}
}
}
pub enum FrameTexture {
Surface(wgpu::SurfaceTexture),
Texture(Arc<wgpu::Texture>),
}
#[allow(dead_code)]
pub struct Frame {
pub(crate) device: Arc<wgpu::Device>,
pub(crate) queue: Arc<wgpu::Queue>,
pub(crate) texture: FrameTexture,
}
impl Frame {
pub fn texture(&self) -> &wgpu::Texture {
match &self.texture {
FrameTexture::Surface(s) => &s.texture,
FrameTexture::Texture(t) => t,
}
}
/// Present the frame
///
/// If this frame is from a surface, it will be present, else nothing will happen.
pub fn present(self) {
match self.texture {
FrameTexture::Surface(s) => s.present(),
FrameTexture::Texture(_) => {},
}
}
}

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@ -17,8 +17,8 @@ pub(crate) struct LightIndicesGridBuffer {
}
pub(crate) struct LightCullCompute {
device: Rc<wgpu::Device>,
queue: Rc<wgpu::Queue>,
device: Arc<wgpu::Device>,
queue: Arc<wgpu::Queue>,
pipeline: ComputePipeline,
pub light_indices_grid: LightIndicesGridBuffer,
screen_size_buffer: BufferWrapper,
@ -153,7 +153,7 @@ impl LightCullCompute {
}
}
pub fn new(device: Rc<wgpu::Device>, queue: Rc<wgpu::Queue>, screen_size: PhysicalSize<u32>, lights_buffers: &LightUniformBuffers, camera_buffers: &BufferWrapper, depth_texture: &mut RenderTexture) -> Self {
pub fn new(device: Arc<wgpu::Device>, queue: Arc<wgpu::Queue>, screen_size: PhysicalSize<u32>, lights_buffers: &LightUniformBuffers, camera_buffers: &BufferWrapper, depth_texture: &mut RenderTexture) -> Self {
let screen_size_buffer = BufferWrapper::builder()
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
.label_prefix("ScreenSize")

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@ -1,17 +1,18 @@
use std::collections::VecDeque;
use std::ops::{Deref, DerefMut};
use std::rc::Rc;
use std::sync::Arc;
use lyra_ecs::World;
use tracing::{debug, instrument, warn};
use winit::window::Window;
use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshesPassLabel, PresentPass, PresentPassLabel};
use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshesPassLabel, PresentPass, PresentPassLabel, RenderTarget};
use super::graph::RenderGraph;
use super::{resource::RenderPipeline, render_job::RenderJob};
use crate::math;
#[derive(Clone, Copy, Debug)]
pub struct ScreenSize(glam::UVec2);
@ -45,8 +46,8 @@ pub trait RenderPass {
}
pub struct BasicRenderer {
pub device: Rc<wgpu::Device>, // device does not need to be mutable, no need for refcell
pub queue: Rc<wgpu::Queue>,
pub device: Arc<wgpu::Device>, // device does not need to be mutable, no need for refcell
pub queue: Arc<wgpu::Queue>,
pub size: winit::dpi::PhysicalSize<u32>,
pub window: Arc<Window>,
@ -119,13 +120,15 @@ impl BasicRenderer {
};
surface.configure(&device, &config);
let device = Rc::new(device);
let queue = Rc::new(queue);
let device = Arc::new(device);
let queue = Arc::new(queue);
let mut g = RenderGraph::new(device.clone(), queue.clone());
let surface_target = RenderTarget::from_surface(surface, config);
debug!("Adding base pass");
g.add_node(BasePassLabel, BasePass::new(surface, config));
g.add_node(BasePassLabel, BasePass::new(surface_target));
debug!("Adding light base pass");
g.add_node(LightBasePassLabel, LightBasePass::new());
debug!("Adding light cull compute pass");
@ -137,7 +140,8 @@ impl BasicRenderer {
g.add_node(MeshesPassLabel, MeshPass::new());
debug!("Adding present pass");
let p = PresentPass::new(BasePassSlots::MainRenderTarget);
let present_pass_label = PresentPassLabel::new(BasePassSlots::Frame);
let p = PresentPass::from_node_label(present_pass_label.clone());
g.add_node(p.label.clone(), p);
g.add_edge(BasePassLabel, LightBasePassLabel);
@ -145,9 +149,9 @@ impl BasicRenderer {
g.add_edge(BasePassLabel, MeshesPassLabel);
// make sure that present runs last
g.add_edge(BasePassLabel, PresentPassLabel::new(BasePassSlots::MainRenderTarget));
g.add_edge(LightCullComputePassLabel, PresentPassLabel::new(BasePassSlots::MainRenderTarget));
g.add_edge(MeshesPassLabel, PresentPassLabel::new(BasePassSlots::MainRenderTarget));
g.add_edge(BasePassLabel, present_pass_label.clone());
g.add_edge(LightCullComputePassLabel, present_pass_label.clone());
g.add_edge(MeshesPassLabel, present_pass_label.clone());
g.setup(&device);
@ -191,9 +195,10 @@ impl Renderer for BasicRenderer {
// update surface config and the surface
let mut rt = self.graph.slot_value_mut(BasePassSlots::MainRenderTarget)
.unwrap().as_render_target_mut().unwrap();
rt.surface_config.width = new_size.width;
rt.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);
rt.surface.configure(&self.device, &rt.surface_config); */
// update screen size resource in ecs
let mut world_ss = world.get_resource_mut::<ScreenSize>();

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@ -254,10 +254,10 @@ impl RenderTexture {
);
}
pub fn create_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str) -> Self {
pub fn create_depth_texture(device: &wgpu::Device, size: crate::math::UVec2, label: &str) -> Self {
let size = wgpu::Extent3d {
width: config.width,
height: config.height,
width: size.x,
height: size.y,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {