Replace binding_array with texture_depth_2d_array, avoid copying and multiple samplers

This commit is contained in:
Lauri Räsänen 2023-04-15 22:37:10 +03:00
parent fb1cbf6b9a
commit 9598128b6a
2 changed files with 61 additions and 65 deletions

View file

@ -1,5 +1,5 @@
use cgmath::prelude::*;
use wgpu::{InstanceDescriptor, Backends};
use wgpu::{InstanceDescriptor, Backends, TextureView, TextureViewDescriptor};
use std::default::Default;
use std::num::NonZeroU32;
use std::time::Duration;
@ -37,12 +37,11 @@ pub struct State {
light_buffer: wgpu::Buffer,
light_debug_pass: RenderPass,
light_bind_group: wgpu::BindGroup,
#[allow(dead_code)]
light_bind_group_layout: wgpu::BindGroupLayout,
light_depth_bind_group: wgpu::BindGroup,
light_depth_bind_group_layout: wgpu::BindGroupLayout,
light_depth_pass: RenderPass,
light_depth_textures: [Texture; 6],
light_depth_texture: Texture,
light_depth_texture_target_views: [TextureView; 6],
light_matrix_uniform: u32,
light_matrix_buffer: wgpu::Buffer,
}
@ -141,36 +140,35 @@ impl State {
"depth_texture",
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
wgpu::TextureUsages::RENDER_ATTACHMENT,
);
let light_depth_textures: [Texture; 6] = (0..6)
let light_depth_texture = Texture::create_depth_texture(
&device,
&config,
"light_depth_texture",
Some(wgpu::CompareFunction::Less),
6,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
);
let light_depth_texture_target_views = (0..6)
.map(|i| {
Texture::create_depth_texture(
&device,
&config,
format!("light_depth_texture_{}", i).as_str(),
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
)
light_depth_texture.texture.create_view(&TextureViewDescriptor {
label: Some("light_depth_texture_view"),
format: None,
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: i as u32,
array_layer_count: NonZeroU32::new(1),
})
})
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth textures");
let light_depth_texture_views: [&wgpu::TextureView; 6] = (0..6)
.map(|i| &light_depth_textures[i].view)
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture views");
let light_depth_texture_samplers: [&wgpu::Sampler; 6] = (0..6)
.map(|i| &light_depth_textures[i].sampler)
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture samplers");
let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 200000.0]);
// We'll want to update our lights position, so we use COPY_DST
@ -242,16 +240,16 @@ impl State {
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
view_dimension: wgpu::TextureViewDimension::D2Array,
sample_type: wgpu::TextureSampleType::Depth,
},
count: NonZeroU32::new(6),
count: NonZeroU32::new(1),
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: NonZeroU32::new(6),
count: NonZeroU32::new(1),
},
],
label: Some("Light Bind Group Layout"),
@ -263,11 +261,11 @@ impl State {
// depth textures
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
},
],
label: Some("Light Depth Bind Group"),
@ -425,11 +423,11 @@ impl State {
light_buffer,
light_debug_pass,
light_bind_group,
light_bind_group_layout,
light_depth_bind_group,
light_depth_bind_group_layout,
light_depth_pass,
light_depth_textures,
light_depth_texture,
light_depth_texture_target_views,
light_matrix_uniform,
light_matrix_buffer,
}
@ -450,44 +448,47 @@ impl State {
"depth_texture",
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
wgpu::TextureUsages::RENDER_ATTACHMENT,
);
// recreate light depth textures
for i in 0..6 {
self.light_depth_textures[i] = Texture::create_depth_texture(
&self.device,
&self.config,
format!("light_depth_texture_{}", i).as_str(),
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
);
}
self.light_depth_texture = Texture::create_depth_texture(
&self.device,
&self.config,
"light_depth_texture",
Some(wgpu::CompareFunction::Less),
6,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
);
let light_depth_texture_views: [&wgpu::TextureView; 6] = (0..6)
.map(|i| &self.light_depth_textures[i].view)
self.light_depth_texture_target_views = (0..6)
.map(|i| {
self.light_depth_texture.texture.create_view(&TextureViewDescriptor {
label: Some("light_depth_texture_view"),
format: None,
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: i as u32,
array_layer_count: NonZeroU32::new(1),
})
})
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture views");
let light_depth_texture_samplers: [&wgpu::Sampler; 6] = (0..6)
.map(|i| &self.light_depth_textures[i].sampler)
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture samplers");
self.light_depth_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.light_depth_bind_group_layout,
entries: &[
// depth textures
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
resource: wgpu::BindingResource::TextureView(&self.light_depth_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
resource: wgpu::BindingResource::Sampler(&self.light_depth_texture.sampler),
},
],
label: Some("Light Depth Bind Group"),
@ -550,7 +551,7 @@ impl State {
label: Some("Light Depth Render Pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
view: &self.light_depth_texture_target_views[i],
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
@ -568,12 +569,6 @@ impl State {
);
}
depth_encoder.copy_texture_to_texture(
self.depth_texture.texture.as_image_copy(),
self.light_depth_textures[i].texture.as_image_copy(),
self.depth_texture.texture.size()
);
self.queue.submit(std::iter::once(depth_encoder.finish()));
}