690: Add `RenderEncoder` r=kvark a=0x182d4454fb211940

It seems like `RenderPass` and `RenderBundleEncoder` share many methods in common (`set_pipeline`, `draw_indexed`, etc). By creating a shared trait, it allows more reusable code. For instance:

```rust
impl RedCircle {
    fn new(...) -> Self { .. }
    fn draw<'a>(&'a self, encoder: &mut impl RenderEncoder<'a>) { .. }
}
```

This code would then work for both structs.

Moving the previous methods from their `impl`s to the trait's would break previous code, as to use these methods code would now have to import `RenderEncoder`. To avoid this, it is implemented by calling the direct methods.

It may be worth considering moving this to `wgpu::util`.

Co-authored-by: 0x182d4454fb211940 <nathanwoodformal@gmail.com>
This commit is contained in:
bors[bot]
2020-12-28 01:19:59 +00:00
committed by GitHub
3 changed files with 226 additions and 0 deletions

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@@ -2,6 +2,7 @@
### unreleased
- introduce `ShaderModuleDescriptor`
- introduce `RenderEncoder`
### v0.6.2 (2020-11-24)
- don't panic in the staging belt if the channel is dropped

223
wgpu/src/util/encoder.rs Normal file
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@@ -0,0 +1,223 @@
use std::ops::Range;
use wgt::{BufferAddress, DynamicOffset, IndexFormat};
use crate::{BindGroup, Buffer, BufferSlice, RenderBundleEncoder, RenderPass, RenderPipeline};
/// Methods shared by `RenderPass` and `RenderBundleEncoder`
pub trait RenderEncoder<'a> {
/// Sets the active bind group for a given bind group index. The bind group layout
/// in the active pipeline when any `draw()` function is called must match the layout of this bind group.
///
/// If the bind group have dynamic offsets, provide them in order of their declaration.
fn set_bind_group(&mut self, index: u32, bind_group: &'a BindGroup, offsets: &[DynamicOffset]);
/// Sets the active render pipeline.
///
/// Subsequent draw calls will exhibit the behavior defined by `pipeline`.
fn set_pipeline(&mut self, pipeline: &'a RenderPipeline);
/// Sets the active index buffer.
///
/// Subsequent calls to [`draw_indexed`](RenderBundleEncoder::draw_indexed) on this [`RenderBundleEncoder`] will
/// use `buffer` as the source index buffer.
fn set_index_buffer(&mut self, buffer_slice: BufferSlice<'a>, index_format: IndexFormat);
/// Assign a vertex buffer to a slot.
///
/// Subsequent calls to [`draw`] and [`draw_indexed`] on this
/// [`RenderBundleEncoder`] will use `buffer` as one of the source vertex buffers.
///
/// The `slot` refers to the index of the matching descriptor in
/// [`VertexStateDescriptor::vertex_buffers`].
///
/// [`draw`]: RenderBundleEncoder::draw
/// [`draw_indexed`]: RenderBundleEncoder::draw_indexed
fn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>);
/// Draws primitives from the active vertex buffer(s).
///
/// The active vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`].
fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>);
/// Draws indexed primitives using the active index buffer and the active vertex buffers.
///
/// The active index buffer can be set with [`RenderBundleEncoder::set_index_buffer`], while the active
/// vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`].
fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>);
/// Draws primitives from the active vertex buffer(s) based on the contents of the `indirect_buffer`.
///
/// The active vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`].
///
/// The structure expected in `indirect_buffer` is the following:
///
/// ```rust
/// #[repr(C)]
/// struct DrawIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// base_vertex: u32, // The Index of the first vertex to draw.
/// base_instance: u32, // The instance ID of the first instance to draw.
/// }
/// ```
fn draw_indirect(&mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress);
/// Draws indexed primitives using the active index buffer and the active vertex buffers,
/// based on the contents of the `indirect_buffer`.
///
/// The active index buffer can be set with [`RenderBundleEncoder::set_index_buffer`], while the active
/// vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`].
///
/// The structure expected in `indirect_buffer` is the following:
///
/// ```rust
/// #[repr(C)]
/// struct DrawIndexedIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// base_index: u32, // The base index within the index buffer.
/// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer.
/// base_instance: u32, // The instance ID of the first instance to draw.
/// }
/// ```
fn draw_indexed_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: BufferAddress,
);
/// [`Features::PUSH_CONSTANTS`] must be enabled on the device in order to call this function.
///
/// Set push constant data.
///
/// Offset is measured in bytes, but must be a multiple of [`PUSH_CONSTANT_ALIGNMENT`].
///
/// Data size must be a multiple of 4 and must be aligned to the 4s, so we take an array of u32.
/// For example, with an offset of 4 and an array of `[u32; 3]`, that will write to the range
/// of 4..16.
///
/// For each byte in the range of push constant data written, the union of the stages of all push constant
/// ranges that covers that byte must be exactly `stages`. There's no good way of explaining this simply,
/// so here are some examples:
///
/// ```text
/// For the given ranges:
/// - 0..4 Vertex
/// - 4..8 Fragment
/// ```
///
/// You would need to upload this in two set_push_constants calls. First for the `Vertex` range, second for the `Fragment` range.
///
/// ```text
/// For the given ranges:
/// - 0..8 Vertex
/// - 4..12 Fragment
/// ```
///
/// You would need to upload this in three set_push_constants calls. First for the `Vertex` only range 0..4, second
/// for the `Vertex | Fragment` range 4..8, third for the `Fragment` range 8..12.
fn set_push_constants(&mut self, stages: wgt::ShaderStage, offset: u32, data: &[u8]);
}
impl<'a> RenderEncoder<'a> for RenderPass<'a> {
#[inline(always)]
fn set_bind_group(&mut self, index: u32, bind_group: &'a BindGroup, offsets: &[DynamicOffset]) {
Self::set_bind_group(self, index, bind_group, offsets);
}
#[inline(always)]
fn set_pipeline(&mut self, pipeline: &'a RenderPipeline) {
Self::set_pipeline(self, pipeline);
}
#[inline(always)]
fn set_index_buffer(&mut self, buffer_slice: BufferSlice<'a>, index_format: IndexFormat) {
Self::set_index_buffer(self, buffer_slice, index_format);
}
#[inline(always)]
fn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>) {
Self::set_vertex_buffer(self, slot, buffer_slice);
}
#[inline(always)]
fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>) {
Self::draw(self, vertices, instances);
}
#[inline(always)]
fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>) {
Self::draw_indexed(self, indices, base_vertex, instances);
}
#[inline(always)]
fn draw_indirect(&mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress) {
Self::draw_indirect(self, indirect_buffer, indirect_offset);
}
#[inline(always)]
fn draw_indexed_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: BufferAddress,
) {
Self::draw_indexed_indirect(self, indirect_buffer, indirect_offset);
}
#[inline(always)]
fn set_push_constants(&mut self, stages: wgt::ShaderStage, offset: u32, data: &[u8]) {
Self::set_push_constants(self, stages, offset, data);
}
}
impl<'a> RenderEncoder<'a> for RenderBundleEncoder<'a> {
#[inline(always)]
fn set_bind_group(&mut self, index: u32, bind_group: &'a BindGroup, offsets: &[DynamicOffset]) {
Self::set_bind_group(self, index, bind_group, offsets);
}
#[inline(always)]
fn set_pipeline(&mut self, pipeline: &'a RenderPipeline) {
Self::set_pipeline(self, pipeline);
}
#[inline(always)]
fn set_index_buffer(&mut self, buffer_slice: BufferSlice<'a>, index_format: IndexFormat) {
Self::set_index_buffer(self, buffer_slice, index_format);
}
#[inline(always)]
fn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>) {
Self::set_vertex_buffer(self, slot, buffer_slice);
}
#[inline(always)]
fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>) {
Self::draw(self, vertices, instances);
}
#[inline(always)]
fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>) {
Self::draw_indexed(self, indices, base_vertex, instances);
}
#[inline(always)]
fn draw_indirect(&mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress) {
Self::draw_indirect(self, indirect_buffer, indirect_offset);
}
#[inline(always)]
fn draw_indexed_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: BufferAddress,
) {
Self::draw_indexed_indirect(self, indirect_buffer, indirect_offset);
}
#[inline(always)]
fn set_push_constants(&mut self, stages: wgt::ShaderStage, offset: u32, data: &[u8]) {
Self::set_push_constants(self, stages, offset, data);
}
}

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@@ -2,6 +2,7 @@
mod belt;
mod device;
mod encoder;
use std::{
borrow::Cow,
@@ -11,6 +12,7 @@ use std::{
pub use belt::StagingBelt;
pub use device::{BufferInitDescriptor, DeviceExt};
pub use encoder::RenderEncoder;
/// Treat the given byte slice as a SPIR-V module.
///