render: fix segfault in LightCullCompute
This commit is contained in:
parent
4ce21d4db0
commit
c73c1a7f43
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@ -5,7 +5,7 @@
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"commandLine": "",
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"commandLine": "",
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"environment": [
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"environment": [
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],
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],
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"executable": "/media/data_drive/Development/Rust/lyra-test/engine/target/debug/testbed",
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"executable": "/media/data_drive/Development/Rust/lyra-engine/target/debug/testbed",
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"inject": false,
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"inject": false,
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"numQueuedFrames": 1,
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"numQueuedFrames": 1,
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"options": {
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"options": {
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@ -23,6 +23,6 @@
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"verifyBufferAccess": false
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"verifyBufferAccess": false
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},
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},
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"queuedFrameCap": 5,
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"queuedFrameCap": 5,
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"workingDir": "/media/data_drive/Development/Rust/lyra-test/engine/examples/testbed"
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"workingDir": "/media/data_drive/Development/Rust/lyra-engine/examples/testbed"
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}
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}
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}
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}
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@ -350,6 +350,7 @@ impl Game {
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// done by prefix, so it includes all lyra subpackages
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// done by prefix, so it includes all lyra subpackages
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.with_target("lyra", Level::DEBUG)
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.with_target("lyra", Level::DEBUG)
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.with_target("wgpu", Level::WARN)
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.with_target("wgpu", Level::WARN)
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.with_target("winit", Level::DEBUG)
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.with_default(Level::INFO))
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.with_default(Level::INFO))
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.init();
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.init();
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@ -6,14 +6,14 @@ use lyra_ecs::{Entity, Tick, World, query::{Entities, TickOf}};
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pub use point::*;
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pub use point::*;
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pub use spotlight::*;
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pub use spotlight::*;
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use std::{collections::{VecDeque, HashMap}, marker::PhantomData};
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use std::{collections::{HashMap, VecDeque}, marker::PhantomData};
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use std::mem;
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use crate::math::Transform;
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use crate::math::Transform;
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use self::directional::DirectionalLight;
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use self::directional::DirectionalLight;
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use super::render_buffer::BindGroupPair;
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const MAX_LIGHT_COUNT: usize = 16;
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const MAX_LIGHT_COUNT: usize = 16;
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/// A struct that stores a list of lights in a wgpu::Buffer.
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/// A struct that stores a list of lights in a wgpu::Buffer.
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@ -101,8 +101,7 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
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pub(crate) struct LightUniformBuffers {
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pub(crate) struct LightUniformBuffers {
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pub buffer: wgpu::Buffer,
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pub buffer: wgpu::Buffer,
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pub bindgroup_layout: wgpu::BindGroupLayout,
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pub bind_group_pair: BindGroupPair,
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pub bindgroup: wgpu::BindGroup,
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pub light_indexes: HashMap<Entity, u32>,
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pub light_indexes: HashMap<Entity, u32>,
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pub current_light_idx: u32,
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pub current_light_idx: u32,
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}
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}
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@ -159,8 +158,7 @@ impl LightUniformBuffers {
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Self {
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Self {
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buffer,
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buffer,
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bindgroup_layout,
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bind_group_pair: BindGroupPair::new(bindgroup, bindgroup_layout),
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bindgroup,
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light_indexes: Default::default(),
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light_indexes: Default::default(),
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current_light_idx: 0,
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current_light_idx: 0,
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}
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}
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@ -1,44 +1,28 @@
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use std::{borrow::Cow, mem, ptr::NonNull, rc::Rc};
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use std::{borrow::Cow, mem, rc::Rc};
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use glam::UVec2;
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use glam::UVec2;
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use wgpu::{util::DeviceExt, ComputePipeline};
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use wgpu::{util::DeviceExt, ComputePipeline};
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use winit::dpi::PhysicalSize;
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use winit::dpi::PhysicalSize;
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use super::{light::LightUniformBuffers, render_buffer::BufferWrapper, texture::RenderTexture};
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use super::{light::LightUniformBuffers, render_buffer::{BindGroupPair, BufferWrapper}, texture::RenderTexture};
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struct LightIndicesGridBuffer {
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struct LightIndicesGridBuffer {
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indices_buffer: wgpu::Buffer,
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indices_buffer: wgpu::Buffer,
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grid_texture: wgpu::Texture,
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grid_texture: wgpu::Texture,
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grid_texture_view: wgpu::TextureView,
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grid_texture_view: wgpu::TextureView,
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bind_group_layout: wgpu::BindGroupLayout,
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bg_pair: BindGroupPair,
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bind_group: wgpu::BindGroup,
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}
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}
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pub(crate) struct LightCullCompute {
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pub(crate) struct LightCullCompute {
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device: Rc<wgpu::Device>,
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device: Rc<wgpu::Device>,
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queue: Rc<wgpu::Queue>,
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queue: Rc<wgpu::Queue>,
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pipeline: ComputePipeline,
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pipeline: ComputePipeline,
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lights: NonNull<LightUniformBuffers>,
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camera: NonNull<BufferWrapper>,
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light_indices_grid: LightIndicesGridBuffer,
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light_indices_grid: LightIndicesGridBuffer,
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screen_size_buffer: BufferWrapper,
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screen_size_buffer: BufferWrapper,
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depth_tex: NonNull<RenderTexture>,
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}
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}
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impl LightCullCompute {
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impl LightCullCompute {
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fn create_grid(device: &wgpu::Device, screen_size: PhysicalSize<u32>) -> LightIndicesGridBuffer {
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fn create_grid(device: &wgpu::Device, screen_size: PhysicalSize<u32>) -> LightIndicesGridBuffer {
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let limits = device.limits();
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//let max_buffer_sizes = (limits.max_uniform_buffer_binding_size as u64) / 2;
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/* let light_indices_buffer = device.create_buffer(
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&wgpu::BufferDescriptor {
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label: Some("B_LightIndices"),
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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size: (mem::size_of::<u32>() * 16 * 16) as u64,
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mapped_at_creation: false,
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}
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); */
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let light_indices_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let light_indices_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("B_LightIndices"),
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label: Some("B_LightIndices"),
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contents: &[0; mem::size_of::<u32>() * 16 * 16],
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contents: &[0; mem::size_of::<u32>() * 16 * 16],
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@ -128,12 +112,11 @@ impl LightCullCompute {
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indices_buffer: light_indices_buffer,
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indices_buffer: light_indices_buffer,
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grid_texture,
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grid_texture,
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grid_texture_view,
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grid_texture_view,
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bind_group_layout: light_indices_bg_layout,
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bg_pair: BindGroupPair::new(light_indices_bg, light_indices_bg_layout),
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bind_group: light_indices_bg,
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}
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}
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}
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}
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pub fn new(device: Rc<wgpu::Device>, queue: Rc<wgpu::Queue>, screen_size: PhysicalSize<u32>, lights: &LightUniformBuffers, camera_buffers: &BufferWrapper, depth_texture: &mut RenderTexture) -> Self {
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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 {
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let screen_size_buffer = BufferWrapper::builder()
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let screen_size_buffer = BufferWrapper::builder()
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.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
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.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
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.label_prefix("ScreenSize")
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.label_prefix("ScreenSize")
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@ -150,16 +133,16 @@ impl LightCullCompute {
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let light_grid = Self::create_grid(&device, screen_size);
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let light_grid = Self::create_grid(&device, screen_size);
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let depth_tex_pair = depth_texture.create_bind_group(&device);
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let depth_tex_pair = depth_texture.create_bind_group(&device);
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("PipeLay_LightCull"),
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label: Some("PipeLay_LightCull"),
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bind_group_layouts: &[
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bind_group_layouts: &[
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//&depth_texture.bindgroup_pair.as_ref().unwrap().layout,
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&depth_tex_pair.layout,
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&depth_tex_pair.layout,
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camera_buffers.bindgroup_layout().unwrap(),
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&camera_buffers.bindgroup_layout().unwrap(),
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&lights.bindgroup_layout,
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&lights_buffers.bind_group_pair.layout,
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&light_grid.bind_group_layout,
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&light_grid.bg_pair.layout,
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screen_size_buffer.bindgroup_layout().unwrap(),
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screen_size_buffer.bindgroup_layout().unwrap(),
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],
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],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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@ -176,11 +159,8 @@ impl LightCullCompute {
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device,
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device,
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queue,
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queue,
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pipeline,
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pipeline,
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lights: NonNull::from(lights),
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camera: NonNull::from(camera_buffers),
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light_indices_grid: light_grid,
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light_indices_grid: light_grid,
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screen_size_buffer,
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screen_size_buffer,
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depth_tex: NonNull::from(depth_texture),
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}
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}
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}
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}
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@ -189,9 +169,7 @@ impl LightCullCompute {
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&[UVec2::new(size.width, size.height)]);
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&[UVec2::new(size.width, size.height)]);
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}
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}
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pub fn compute(&mut self) {
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pub fn compute(&mut self, camera_buffers: &BufferWrapper, lights_buffers: &LightUniformBuffers, depth_texture: &RenderTexture) {
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//self.queue.write_buffer(&self.light_indices_grid.indices_buffer, 0, &[0; mem::size_of::<u32>() * 16 * 16]);
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("LightCullCompute"),
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label: Some("LightCullCompute"),
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});
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});
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@ -203,16 +181,10 @@ impl LightCullCompute {
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pass.set_pipeline(&self.pipeline);
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pass.set_pipeline(&self.pipeline);
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let depth = unsafe { self.depth_tex.as_ref() };
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pass.set_bind_group(0, depth_texture.bind_group(), &[]);
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pass.set_bind_group(0, depth.bind_group(), &[]);
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pass.set_bind_group(1, &camera_buffers.bindgroup(), &[]);
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pass.set_bind_group(2, &lights_buffers.bind_group_pair.bindgroup, &[]);
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let cam = unsafe { self.camera.as_ref() };
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pass.set_bind_group(3, &self.light_indices_grid.bg_pair.bindgroup, &[]);
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pass.set_bind_group(1, cam.bindgroup(), &[]);
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let lights = unsafe { self.lights.as_ref() };
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pass.set_bind_group(2, &lights.bindgroup, &[]);
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pass.set_bind_group(3, &self.light_indices_grid.bind_group, &[]);
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pass.set_bind_group(4, self.screen_size_buffer.bindgroup(), &[]);
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pass.set_bind_group(4, self.screen_size_buffer.bindgroup(), &[]);
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pass.dispatch_workgroups(16, 16, 1);
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pass.dispatch_workgroups(16, 16, 1);
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@ -1,4 +1,4 @@
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use std::sync::Arc;
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use std::rc::Rc;
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use lyra_resource::{ResHandle, Texture};
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use lyra_resource::{ResHandle, Texture};
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@ -11,7 +11,7 @@ pub struct MaterialSpecular {
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pub color_texture: Option<RenderTexture>,
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pub color_texture: Option<RenderTexture>,
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}
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}
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fn texture_to_render(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: &Arc<wgpu::BindGroupLayout>, i: &Option<ResHandle<Texture>>) -> Option<RenderTexture> {
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fn texture_to_render(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: &Rc<wgpu::BindGroupLayout>, i: &Option<ResHandle<Texture>>) -> Option<RenderTexture> {
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if let Some(tex) = i {
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if let Some(tex) = i {
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RenderTexture::from_resource(device, queue, bg_layout.clone(), tex, None).ok()
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RenderTexture::from_resource(device, queue, bg_layout.clone(), tex, None).ok()
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} else {
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} else {
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@ -20,7 +20,7 @@ fn texture_to_render(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: &Arc
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}
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}
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impl MaterialSpecular {
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impl MaterialSpecular {
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pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Specular) -> Self {
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pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Specular) -> Self {
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let tex = texture_to_render(device, queue, &bg_layout, &value.texture);
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let tex = texture_to_render(device, queue, &bg_layout, &value.texture);
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let color_tex = texture_to_render(device, queue, &bg_layout, &value.color_texture);
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let color_tex = texture_to_render(device, queue, &bg_layout, &value.color_texture);
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@ -45,7 +45,7 @@ pub struct Material {
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}
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}
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impl Material {
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impl Material {
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pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Material) -> Self {
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pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Material) -> Self {
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let diffuse_texture = texture_to_render(device, queue, &bg_layout, &value.base_color_texture);
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let diffuse_texture = texture_to_render(device, queue, &bg_layout, &value.base_color_texture);
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let specular = value.specular.as_ref().map(|s| MaterialSpecular::from_resource(device, queue, bg_layout.clone(), s));
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let specular = value.specular.as_ref().map(|s| MaterialSpecular::from_resource(device, queue, bg_layout.clone(), s));
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@ -1,4 +1,4 @@
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use std::{num::NonZeroU32, ops::Deref, sync::Arc};
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use std::{num::NonZeroU32, rc::Rc};
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use wgpu::util::DeviceExt;
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use wgpu::util::DeviceExt;
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@ -23,13 +23,13 @@ impl RenderBuffer {
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pub struct BindGroupPair {
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pub struct BindGroupPair {
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pub bindgroup: wgpu::BindGroup,
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pub bindgroup: wgpu::BindGroup,
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pub layout: Arc<wgpu::BindGroupLayout>,
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pub layout: Rc<wgpu::BindGroupLayout>,
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}
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}
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impl BindGroupPair {
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impl BindGroupPair {
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pub fn new_from_layout(device: &wgpu::Device, layout: Arc<wgpu::BindGroupLayout>, entries: &[wgpu::BindGroupEntry<'_>]) -> Self {
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pub fn create_bind_group(device: &wgpu::Device, layout: Rc<wgpu::BindGroupLayout>, entries: &[wgpu::BindGroupEntry<'_>]) -> Self {
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let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: layout.as_ref(),
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layout: &layout,
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entries,
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entries,
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label: None,
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label: None,
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});
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});
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@ -43,7 +43,7 @@ impl BindGroupPair {
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pub fn new(bindgroup: wgpu::BindGroup, layout: wgpu::BindGroupLayout) -> Self {
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pub fn new(bindgroup: wgpu::BindGroup, layout: wgpu::BindGroupLayout) -> Self {
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Self {
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Self {
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bindgroup,
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bindgroup,
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layout: Arc::new(layout),
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layout: Rc::new(layout),
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}
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}
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}
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}
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}
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}
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@ -92,7 +92,7 @@ impl BufferWrapper {
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///
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///
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/// Returns None if this buffer object was not provided a bindgroup.
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/// Returns None if this buffer object was not provided a bindgroup.
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pub fn bindgroup_layout(&self) -> Option<&wgpu::BindGroupLayout> {
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pub fn bindgroup_layout(&self) -> Option<&wgpu::BindGroupLayout> {
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self.bindgroup_pair.as_ref().map(|bg| bg.layout.deref())
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self.bindgroup_pair.as_ref().map(|bg| &*bg.layout)
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}
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}
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/// Queue's the data to be written to `buffer` starting at `offset`.
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/// Queue's the data to be written to `buffer` starting at `offset`.
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@ -272,7 +272,7 @@ impl BufferWrapperBuilder {
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],
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],
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label: self.format_label("BGL_").as_deref(),
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label: self.format_label("BGL_").as_deref(),
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});
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});
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let bg_layout = Arc::new(bg_layout);
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//let bg_layout = Arc::new(bg_layout);
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let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@ -288,7 +288,7 @@ impl BufferWrapperBuilder {
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BindGroupPair {
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BindGroupPair {
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bindgroup: bg,
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bindgroup: bg,
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layout: bg_layout,
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layout: Rc::new(bg_layout),
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}
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}
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}
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}
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};
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};
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@ -1,5 +1,4 @@
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use std::collections::{HashMap, VecDeque, HashSet};
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use std::collections::{HashMap, VecDeque, HashSet};
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use std::ops::Deref;
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use std::rc::Rc;
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use std::rc::Rc;
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use std::sync::Arc;
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use std::sync::Arc;
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use std::borrow::Cow;
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use std::borrow::Cow;
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@ -11,7 +10,6 @@ use lyra_ecs::query::filter::{Has, Or};
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||||||
use lyra_ecs::{Entity, Tick};
|
use lyra_ecs::{Entity, Tick};
|
||||||
use lyra_ecs::query::{Entities, TickOf};
|
use lyra_ecs::query::{Entities, TickOf};
|
||||||
use lyra_ecs::World;
|
use lyra_ecs::World;
|
||||||
use lyra_reflect::resource;
|
|
||||||
use lyra_resource::gltf::GltfScene;
|
use lyra_resource::gltf::GltfScene;
|
||||||
use tracing::{debug, warn};
|
use tracing::{debug, warn};
|
||||||
use uuid::Uuid;
|
use uuid::Uuid;
|
||||||
|
@ -22,7 +20,6 @@ use winit::window::Window;
|
||||||
use crate::math::Transform;
|
use crate::math::Transform;
|
||||||
use crate::render::material::MaterialUniform;
|
use crate::render::material::MaterialUniform;
|
||||||
use crate::render::render_buffer::BufferWrapperBuilder;
|
use crate::render::render_buffer::BufferWrapperBuilder;
|
||||||
use crate::resources;
|
|
||||||
use crate::scene::CameraComponent;
|
use crate::scene::CameraComponent;
|
||||||
|
|
||||||
use super::camera::{RenderCamera, CameraUniform};
|
use super::camera::{RenderCamera, CameraUniform};
|
||||||
|
@ -103,7 +100,7 @@ pub struct BasicRenderer {
|
||||||
camera_buffer: BufferWrapper,
|
camera_buffer: BufferWrapper,
|
||||||
//camera_bind_group: wgpu::BindGroup,
|
//camera_bind_group: wgpu::BindGroup,
|
||||||
|
|
||||||
bgl_texture: Arc<BindGroupLayout>,
|
bgl_texture: Rc<BindGroupLayout>,
|
||||||
default_texture: RenderTexture,
|
default_texture: RenderTexture,
|
||||||
depth_buffer_texture: RenderTexture,
|
depth_buffer_texture: RenderTexture,
|
||||||
|
|
||||||
|
@ -176,7 +173,7 @@ impl BasicRenderer {
|
||||||
};
|
};
|
||||||
surface.configure(&device, &config);
|
surface.configure(&device, &config);
|
||||||
|
|
||||||
let bgl_texture = Arc::new(RenderTexture::create_layout(&device));
|
let bgl_texture = Rc::new(RenderTexture::create_layout(&device));
|
||||||
|
|
||||||
let shader_src = include_str!("shaders/base.wgsl");
|
let shader_src = include_str!("shaders/base.wgsl");
|
||||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
|
@ -252,7 +249,7 @@ impl BasicRenderer {
|
||||||
vec![super::vertex::Vertex::desc(),],
|
vec![super::vertex::Vertex::desc(),],
|
||||||
vec![&s.bgl_texture, &s.transform_buffers.bindgroup_layout,
|
vec![&s.bgl_texture, &s.transform_buffers.bindgroup_layout,
|
||||||
s.camera_buffer.bindgroup_layout().unwrap(),
|
s.camera_buffer.bindgroup_layout().unwrap(),
|
||||||
&s.light_buffers.bindgroup_layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
|
&s.light_buffers.bind_group_pair.layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
|
||||||
&s.bgl_texture])));
|
&s.bgl_texture])));
|
||||||
s.render_pipelines = pipelines;
|
s.render_pipelines = pipelines;
|
||||||
|
|
||||||
|
@ -520,7 +517,7 @@ impl Renderer for BasicRenderer {
|
||||||
let output = self.surface.get_current_texture()?;
|
let output = self.surface.get_current_texture()?;
|
||||||
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
|
|
||||||
//self.light_cull_compute.compute();
|
self.light_cull_compute.compute(&self.camera_buffer, &self.light_buffers, &self.depth_buffer_texture);
|
||||||
|
|
||||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||||
label: Some("Basic Renderer's Encoder")
|
label: Some("Basic Renderer's Encoder")
|
||||||
|
@ -582,7 +579,7 @@ impl Renderer for BasicRenderer {
|
||||||
render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
|
render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
|
||||||
|
|
||||||
render_pass.set_bind_group(2, &self.camera_buffer.bindgroup(), &[]);
|
render_pass.set_bind_group(2, &self.camera_buffer.bindgroup(), &[]);
|
||||||
render_pass.set_bind_group(3, &self.light_buffers.bindgroup, &[]);
|
render_pass.set_bind_group(3, &self.light_buffers.bind_group_pair.bindgroup, &[]);
|
||||||
render_pass.set_bind_group(4, &self.material_buffer.bindgroup_pair.as_ref().unwrap().bindgroup, &[]);
|
render_pass.set_bind_group(4, &self.material_buffer.bindgroup_pair.as_ref().unwrap().bindgroup, &[]);
|
||||||
|
|
||||||
// if this mesh uses indices, use them to draw the mesh
|
// if this mesh uses indices, use them to draw the mesh
|
||||||
|
@ -616,7 +613,13 @@ impl Renderer for BasicRenderer {
|
||||||
|
|
||||||
// tell other things of updated resize
|
// tell other things of updated resize
|
||||||
self.surface.configure(&self.device, &self.config);
|
self.surface.configure(&self.device, &self.config);
|
||||||
|
|
||||||
|
let create_bindgroup = self.depth_buffer_texture.bindgroup_pair.is_some();
|
||||||
self.depth_buffer_texture = RenderTexture::create_depth_texture(&self.device, &self.config, "Depth Buffer Texture");
|
self.depth_buffer_texture = RenderTexture::create_depth_texture(&self.device, &self.config, "Depth Buffer Texture");
|
||||||
|
if create_bindgroup {
|
||||||
|
self.depth_buffer_texture.create_bind_group(&self.device);
|
||||||
|
}
|
||||||
|
|
||||||
self.inuse_camera.update_aspect_ratio(self.size);
|
self.inuse_camera.update_aspect_ratio(self.size);
|
||||||
self.light_cull_compute.update_screen_size(new_size);
|
self.light_cull_compute.update_screen_size(new_size);
|
||||||
}
|
}
|
||||||
|
|
|
@ -62,11 +62,8 @@ var<storage, read> u_lights: Lights;
|
||||||
|
|
||||||
@group(3) @binding(0)
|
@group(3) @binding(0)
|
||||||
var<storage, read_write> u_light_indices: array<u32>;
|
var<storage, read_write> u_light_indices: array<u32>;
|
||||||
/*@group(3) @binding(1)
|
|
||||||
var<uniform> u_light_grid: array<array<vec2<u32>>>;*/
|
|
||||||
|
|
||||||
@group(3) @binding(1)
|
@group(3) @binding(1)
|
||||||
var t_light_grid: texture_storage_2d<rg32uint, read_write>; // rg32uint = vec2<u32> or vec4<u32>(r, g, 0.0, 1.0)
|
var t_light_grid: texture_storage_2d<rg32uint, read_write>;
|
||||||
|
|
||||||
@group(4) @binding(0)
|
@group(4) @binding(0)
|
||||||
var<uniform> u_screen_size: vec2<u32>;
|
var<uniform> u_screen_size: vec2<u32>;
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
use std::sync::Arc;
|
use std::rc::Rc;
|
||||||
|
|
||||||
use image::GenericImageView;
|
use image::GenericImageView;
|
||||||
use lyra_resource::{FilterMode, ResHandle, Texture, WrappingMode};
|
use lyra_resource::{FilterMode, ResHandle, Texture, WrappingMode};
|
||||||
|
@ -44,7 +44,7 @@ impl RenderTexture {
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
fn create_bind_group_pair(device: &wgpu::Device, layout: Arc<wgpu::BindGroupLayout>, view: &wgpu::TextureView, sampler: &wgpu::Sampler) -> BindGroupPair {
|
fn create_bind_group_pair(device: &wgpu::Device, layout: Rc<wgpu::BindGroupLayout>, view: &wgpu::TextureView, sampler: &wgpu::Sampler) -> BindGroupPair {
|
||||||
let bg = device.create_bind_group(
|
let bg = device.create_bind_group(
|
||||||
&wgpu::BindGroupDescriptor {
|
&wgpu::BindGroupDescriptor {
|
||||||
layout: &layout,
|
layout: &layout,
|
||||||
|
@ -68,12 +68,12 @@ impl RenderTexture {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn from_bytes(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, bytes: &[u8], label: &str) -> anyhow::Result<Self> {
|
pub fn from_bytes(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, bytes: &[u8], label: &str) -> anyhow::Result<Self> {
|
||||||
let img = image::load_from_memory(bytes)?;
|
let img = image::load_from_memory(bytes)?;
|
||||||
Self::from_image(device, queue, bg_layout, &img, Some(label))
|
Self::from_image(device, queue, bg_layout, &img, Some(label))
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn from_image(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, img: &image::DynamicImage, label: Option<&str>) -> anyhow::Result<Self> {
|
pub fn from_image(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, img: &image::DynamicImage, label: Option<&str>) -> anyhow::Result<Self> {
|
||||||
let rgba = img.to_rgba8();
|
let rgba = img.to_rgba8();
|
||||||
let dimensions = img.dimensions();
|
let dimensions = img.dimensions();
|
||||||
|
|
||||||
|
@ -134,7 +134,7 @@ impl RenderTexture {
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, texture_res: &ResHandle<Texture>, label: Option<&str>) -> anyhow::Result<Self> {
|
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, texture_res: &ResHandle<Texture>, label: Option<&str>) -> anyhow::Result<Self> {
|
||||||
let texture_ref = texture_res.data_ref().unwrap();
|
let texture_ref = texture_res.data_ref().unwrap();
|
||||||
let img = texture_ref.image.data_ref().unwrap();
|
let img = texture_ref.image.data_ref().unwrap();
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue