Replace binding_array with texture_depth_2d_array, avoid copying and multiple samplers
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fb1cbf6b9a
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9598128b6a
2 changed files with 61 additions and 65 deletions
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@ -47,9 +47,9 @@ fn vs_main(
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// Fragment shader
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// Fragment shader
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@group(2)@binding(0)
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@group(2)@binding(0)
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var t_light_depth: binding_array<texture_depth_2d>;
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var t_light_depth: texture_depth_2d_array;
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@group(2) @binding(1)
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@group(2) @binding(1)
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var s_light_depth: binding_array<sampler_comparison>;
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var s_light_depth: sampler_comparison;
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@group(3) @binding(0)
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@group(3) @binding(0)
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var t_diffuse: texture_2d<f32>;
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var t_diffuse: texture_2d<f32>;
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@ -76,9 +76,10 @@ fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
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let light_local = light_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5);
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let light_local = light_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5);
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return textureSampleCompareLevel(
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return textureSampleCompareLevel(
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t_light_depth[index],
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t_light_depth,
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s_light_depth[index],
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s_light_depth,
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light_local,
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light_local,
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index,
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light_coords.z * proj_correction
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light_coords.z * proj_correction
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);
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);
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}
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}
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@ -1,5 +1,5 @@
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use cgmath::prelude::*;
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use cgmath::prelude::*;
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use wgpu::{InstanceDescriptor, Backends};
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use wgpu::{InstanceDescriptor, Backends, TextureView, TextureViewDescriptor};
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use std::default::Default;
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use std::default::Default;
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use std::num::NonZeroU32;
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use std::num::NonZeroU32;
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use std::time::Duration;
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use std::time::Duration;
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@ -37,12 +37,11 @@ pub struct State {
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light_buffer: wgpu::Buffer,
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light_buffer: wgpu::Buffer,
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light_debug_pass: RenderPass,
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light_debug_pass: RenderPass,
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light_bind_group: wgpu::BindGroup,
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light_bind_group: wgpu::BindGroup,
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#[allow(dead_code)]
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light_bind_group_layout: wgpu::BindGroupLayout,
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light_depth_bind_group: wgpu::BindGroup,
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light_depth_bind_group: wgpu::BindGroup,
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light_depth_bind_group_layout: wgpu::BindGroupLayout,
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light_depth_bind_group_layout: wgpu::BindGroupLayout,
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light_depth_pass: RenderPass,
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light_depth_pass: RenderPass,
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light_depth_textures: [Texture; 6],
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light_depth_texture: Texture,
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light_depth_texture_target_views: [TextureView; 6],
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light_matrix_uniform: u32,
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light_matrix_uniform: u32,
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light_matrix_buffer: wgpu::Buffer,
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light_matrix_buffer: wgpu::Buffer,
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}
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}
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@ -141,36 +140,35 @@ impl State {
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"depth_texture",
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"depth_texture",
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Some(wgpu::CompareFunction::Less),
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Some(wgpu::CompareFunction::Less),
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1,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
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wgpu::TextureUsages::RENDER_ATTACHMENT,
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);
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);
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let light_depth_textures: [Texture; 6] = (0..6)
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let light_depth_texture = Texture::create_depth_texture(
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&device,
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&config,
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"light_depth_texture",
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Some(wgpu::CompareFunction::Less),
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6,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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);
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let light_depth_texture_target_views = (0..6)
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.map(|i| {
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.map(|i| {
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Texture::create_depth_texture(
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light_depth_texture.texture.create_view(&TextureViewDescriptor {
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&device,
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label: Some("light_depth_texture_view"),
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&config,
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format: None,
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format!("light_depth_texture_{}", i).as_str(),
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dimension: Some(wgpu::TextureViewDimension::D2),
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Some(wgpu::CompareFunction::Less),
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aspect: wgpu::TextureAspect::All,
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1,
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base_mip_level: 0,
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wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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mip_level_count: None,
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)
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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})
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})
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})
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.collect::<Vec<_>>()
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.collect::<Vec<_>>()
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.try_into()
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.try_into()
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.expect("failed to create light depth textures");
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let light_depth_texture_views: [&wgpu::TextureView; 6] = (0..6)
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.map(|i| &light_depth_textures[i].view)
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.collect::<Vec<_>>()
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.try_into()
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.expect("failed to create light depth texture views");
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.expect("failed to create light depth texture views");
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let light_depth_texture_samplers: [&wgpu::Sampler; 6] = (0..6)
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.map(|i| &light_depth_textures[i].sampler)
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.collect::<Vec<_>>()
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.try_into()
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.expect("failed to create light depth texture samplers");
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let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 200000.0]);
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let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 200000.0]);
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// We'll want to update our lights position, so we use COPY_DST
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// We'll want to update our lights position, so we use COPY_DST
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@ -242,16 +240,16 @@ impl State {
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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view_dimension: wgpu::TextureViewDimension::D2Array,
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sample_type: wgpu::TextureSampleType::Depth,
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sample_type: wgpu::TextureSampleType::Depth,
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},
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},
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count: NonZeroU32::new(6),
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count: NonZeroU32::new(1),
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},
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},
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: NonZeroU32::new(6),
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count: NonZeroU32::new(1),
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},
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},
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],
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],
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label: Some("Light Bind Group Layout"),
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label: Some("Light Bind Group Layout"),
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@ -263,11 +261,11 @@ impl State {
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// depth textures
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// depth textures
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 0,
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binding: 0,
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resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
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resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
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},
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},
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 1,
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binding: 1,
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resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
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resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
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},
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},
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],
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],
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label: Some("Light Depth Bind Group"),
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label: Some("Light Depth Bind Group"),
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@ -425,11 +423,11 @@ impl State {
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light_buffer,
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light_buffer,
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light_debug_pass,
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light_debug_pass,
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light_bind_group,
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light_bind_group,
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light_bind_group_layout,
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light_depth_bind_group,
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light_depth_bind_group,
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light_depth_bind_group_layout,
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light_depth_bind_group_layout,
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light_depth_pass,
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light_depth_pass,
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light_depth_textures,
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light_depth_texture,
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light_depth_texture_target_views,
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light_matrix_uniform,
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light_matrix_uniform,
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light_matrix_buffer,
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light_matrix_buffer,
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}
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}
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@ -450,44 +448,47 @@ impl State {
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"depth_texture",
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"depth_texture",
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Some(wgpu::CompareFunction::Less),
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Some(wgpu::CompareFunction::Less),
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1,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
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wgpu::TextureUsages::RENDER_ATTACHMENT,
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);
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);
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// recreate light depth textures
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// recreate light depth textures
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for i in 0..6 {
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self.light_depth_texture = Texture::create_depth_texture(
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self.light_depth_textures[i] = Texture::create_depth_texture(
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&self.device,
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&self.device,
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&self.config,
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&self.config,
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"light_depth_texture",
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format!("light_depth_texture_{}", i).as_str(),
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Some(wgpu::CompareFunction::Less),
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Some(wgpu::CompareFunction::Less),
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6,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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);
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);
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}
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let light_depth_texture_views: [&wgpu::TextureView; 6] = (0..6)
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self.light_depth_texture_target_views = (0..6)
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.map(|i| &self.light_depth_textures[i].view)
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.map(|i| {
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self.light_depth_texture.texture.create_view(&TextureViewDescriptor {
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label: Some("light_depth_texture_view"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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mip_level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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})
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})
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.collect::<Vec<_>>()
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.collect::<Vec<_>>()
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.try_into()
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.try_into()
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.expect("failed to create light depth texture views");
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.expect("failed to create light depth texture views");
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let light_depth_texture_samplers: [&wgpu::Sampler; 6] = (0..6)
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.map(|i| &self.light_depth_textures[i].sampler)
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.collect::<Vec<_>>()
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.try_into()
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.expect("failed to create light depth texture samplers");
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self.light_depth_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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self.light_depth_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.light_depth_bind_group_layout,
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layout: &self.light_depth_bind_group_layout,
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entries: &[
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entries: &[
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// depth textures
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// depth textures
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 0,
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binding: 0,
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resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
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resource: wgpu::BindingResource::TextureView(&self.light_depth_texture.view),
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},
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},
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 1,
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binding: 1,
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resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
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resource: wgpu::BindingResource::Sampler(&self.light_depth_texture.sampler),
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},
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},
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],
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],
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label: Some("Light Depth Bind Group"),
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label: Some("Light Depth Bind Group"),
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@ -550,7 +551,7 @@ impl State {
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label: Some("Light Depth Render Pass"),
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label: Some("Light Depth Render Pass"),
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color_attachments: &[],
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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view: &self.light_depth_texture_target_views[i],
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depth_ops: Some(wgpu::Operations {
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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store: true,
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@ -568,12 +569,6 @@ impl State {
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);
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);
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}
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}
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depth_encoder.copy_texture_to_texture(
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self.depth_texture.texture.as_image_copy(),
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self.light_depth_textures[i].texture.as_image_copy(),
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self.depth_texture.texture.size()
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);
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self.queue.submit(std::iter::once(depth_encoder.finish()));
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self.queue.submit(std::iter::once(depth_encoder.finish()));
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}
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}
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