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

@ -47,9 +47,9 @@ fn vs_main(
// Fragment shader // Fragment shader
@group(2)@binding(0) @group(2)@binding(0)
var t_light_depth: binding_array<texture_depth_2d>; var t_light_depth: texture_depth_2d_array;
@group(2) @binding(1) @group(2) @binding(1)
var s_light_depth: binding_array<sampler_comparison>; var s_light_depth: sampler_comparison;
@group(3) @binding(0) @group(3) @binding(0)
var t_diffuse: texture_2d<f32>; var t_diffuse: texture_2d<f32>;
@ -76,9 +76,10 @@ fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
let light_local = light_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5); let light_local = light_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5);
return textureSampleCompareLevel( return textureSampleCompareLevel(
t_light_depth[index], t_light_depth,
s_light_depth[index], s_light_depth,
light_local, light_local,
index,
light_coords.z * proj_correction light_coords.z * proj_correction
); );
} }

View file

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