Use bind group and bind group layout builders
This commit is contained in:
parent
20aeaa304d
commit
c6932e6646
|
@ -1,6 +1,6 @@
|
|||
// TODO: Support mip-mapping and multi-sampling
|
||||
|
||||
use super::Context;
|
||||
use super::{BindGroupBuilder, BindGroupLayoutBuilder, Context};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct TextureAttributes {
|
||||
|
@ -141,46 +141,27 @@ impl Texture {
|
|||
wgpu::TextureDimension::D3 => wgpu::TextureViewDimension::D3,
|
||||
};
|
||||
|
||||
let bind_group_layout =
|
||||
context
|
||||
.device
|
||||
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: attributes.shader_visibility,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: view_dimension,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: attributes.shader_visibility,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let bind_group = context
|
||||
.device
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: None,
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
],
|
||||
});
|
||||
let bind_group_layout = BindGroupLayoutBuilder::new()
|
||||
.with_entry(
|
||||
attributes.shader_visibility,
|
||||
wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension,
|
||||
multisampled: false,
|
||||
},
|
||||
None,
|
||||
)
|
||||
.with_entry(
|
||||
attributes.shader_visibility,
|
||||
wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
None,
|
||||
)
|
||||
.build(context);
|
||||
let bind_group = BindGroupBuilder::new()
|
||||
.with_layout(&bind_group_layout)
|
||||
.with_entry(wgpu::BindingResource::TextureView(&view))
|
||||
.with_entry(wgpu::BindingResource::Sampler(&sampler))
|
||||
.build(context);
|
||||
|
||||
Self {
|
||||
attributes,
|
||||
|
|
|
@ -3,7 +3,7 @@ use winit::event::WindowEvent;
|
|||
|
||||
use crate::{
|
||||
camera,
|
||||
render::{Context, Texture, TextureBuilder},
|
||||
render::{BindGroupBuilder, BindGroupLayoutBuilder, Context, Texture, TextureBuilder},
|
||||
};
|
||||
|
||||
pub(crate) struct Renderer {
|
||||
|
@ -93,32 +93,23 @@ impl Renderer {
|
|||
0.25,
|
||||
);
|
||||
|
||||
let camera_bind_group_layout =
|
||||
context
|
||||
.device
|
||||
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("camera_bind_group_layout"),
|
||||
});
|
||||
let camera_bind_group = context
|
||||
.device
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &camera_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera_controller.get_buffer().as_entire_binding(),
|
||||
}],
|
||||
label: Some("camera_bind_group"),
|
||||
});
|
||||
let camera_bind_group_layout = BindGroupLayoutBuilder::new()
|
||||
.with_label("camera_bind_group_layout")
|
||||
.with_entry(
|
||||
wgpu::ShaderStages::COMPUTE,
|
||||
wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
None,
|
||||
)
|
||||
.build(context);
|
||||
let camera_bind_group = BindGroupBuilder::new()
|
||||
.with_label("camera_bind_group")
|
||||
.with_layout(&camera_bind_group_layout)
|
||||
.with_entry(camera_controller.get_buffer().as_entire_binding())
|
||||
.build(context);
|
||||
|
||||
log::info!("Creating render pipeline...");
|
||||
let render_pipeline =
|
||||
|
@ -152,32 +143,21 @@ impl Renderer {
|
|||
log::info!("Creating compute pipeline...");
|
||||
let cs_descriptor = wgpu::include_wgsl!("../assets/shaders/voxel_volume.wgsl");
|
||||
let cs = context.device.create_shader_module(cs_descriptor);
|
||||
let compute_layout =
|
||||
context
|
||||
.device
|
||||
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: render_texture.attributes.format,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
let compute_bind_group = context
|
||||
.device
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: None,
|
||||
layout: &compute_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&render_texture.view),
|
||||
}],
|
||||
});
|
||||
let compute_layout = BindGroupLayoutBuilder::new()
|
||||
.with_entry(
|
||||
wgpu::ShaderStages::COMPUTE,
|
||||
wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: render_texture.attributes.format,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
None,
|
||||
)
|
||||
.build(context);
|
||||
let compute_bind_group = BindGroupBuilder::new()
|
||||
.with_layout(&compute_layout)
|
||||
.with_entry(wgpu::BindingResource::TextureView(&render_texture.view))
|
||||
.build(context);
|
||||
let compute_pipeline =
|
||||
context
|
||||
.device
|
||||
|
@ -217,6 +197,7 @@ impl Renderer {
|
|||
}
|
||||
}
|
||||
|
||||
// pub fn render(&mut self, context: &Context, encoders: &[wgpu::CommandEncoder]) {
|
||||
pub fn render(&mut self, context: &Context) {
|
||||
let frame = context.surface.get_current_texture().unwrap();
|
||||
let view = frame
|
||||
|
@ -256,6 +237,14 @@ impl Renderer {
|
|||
|
||||
context.queue.submit(Some(encoder.finish()));
|
||||
frame.present();
|
||||
|
||||
// let mut command_buffers = Vec::with_capacity(encoders.len());
|
||||
// for encoder in encoders {
|
||||
// command_buffers.push(encoder.finish());
|
||||
// }
|
||||
|
||||
// context.queue.submit(command_buffers);
|
||||
// frame.present();
|
||||
}
|
||||
|
||||
pub fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
|
|
Loading…
Reference in New Issue