veloren/voxygen/src/render/renderer/pipeline_creation.rs
2021-08-31 22:53:10 +01:00

1056 lines
34 KiB
Rust

use super::{
super::{
pipelines::{
blit, bloom, clouds, debug, figure, fluid, lod_terrain, particle, postprocess, shadow,
skybox, sprite, terrain, ui,
},
AaMode, BloomMode, CloudMode, FluidMode, LightingMode, PipelineModes, RenderError,
ShadowMode,
},
shaders::Shaders,
ImmutableLayouts, Layouts,
};
use common_base::prof_span;
use std::sync::Arc;
/// Shader compiler
pub struct Compiler {
glsl: naga::front::glsl::Parser,
validator: naga::valid::Validator,
spirv: naga::back::spv::Writer,
}
impl Compiler {
pub fn new() -> Self {
use naga::{
back::spv,
front::glsl,
valid::{Capabilities, ValidationFlags, Validator},
};
let glsl = glsl::Parser::default();
let validator = Validator::new(ValidationFlags::all(), Capabilities::all());
let options = spv::Options {
flags: spv::WriterFlags::DEBUG,
..Default::default()
};
let spirv = spv::Writer::new(&options)
// Only happens if the options are invalid
.expect("Failed to create spirv emitter");
Compiler {
glsl,
validator,
spirv,
}
}
}
/// All the pipelines
pub struct Pipelines {
pub debug: debug::DebugPipeline,
pub figure: figure::FigurePipeline,
pub fluid: fluid::FluidPipeline,
pub lod_terrain: lod_terrain::LodTerrainPipeline,
pub particle: particle::ParticlePipeline,
pub clouds: clouds::CloudsPipeline,
pub bloom: Option<bloom::BloomPipelines>,
pub postprocess: postprocess::PostProcessPipeline,
// Consider reenabling at some time
// player_shadow: figure::FigurePipeline,
pub skybox: skybox::SkyboxPipeline,
pub sprite: sprite::SpritePipeline,
pub terrain: terrain::TerrainPipeline,
pub ui: ui::UiPipeline,
pub blit: blit::BlitPipeline,
}
/// Pipelines that are needed to render 3D stuff in-game
/// Use to decouple interface pipeline creation when initializing the renderer
pub struct IngamePipelines {
debug: debug::DebugPipeline,
figure: figure::FigurePipeline,
fluid: fluid::FluidPipeline,
lod_terrain: lod_terrain::LodTerrainPipeline,
particle: particle::ParticlePipeline,
clouds: clouds::CloudsPipeline,
pub bloom: Option<bloom::BloomPipelines>,
postprocess: postprocess::PostProcessPipeline,
// Consider reenabling at some time
// player_shadow: figure::FigurePipeline,
skybox: skybox::SkyboxPipeline,
sprite: sprite::SpritePipeline,
terrain: terrain::TerrainPipeline,
}
pub struct ShadowPipelines {
pub point: Option<shadow::PointShadowPipeline>,
pub directed: Option<shadow::ShadowPipeline>,
pub figure: Option<shadow::ShadowFigurePipeline>,
}
pub struct IngameAndShadowPipelines {
pub ingame: IngamePipelines,
pub shadow: ShadowPipelines,
}
/// Pipelines neccesary to display the UI and take screenshots
/// Use to decouple interface pipeline creation when initializing the renderer
pub struct InterfacePipelines {
pub ui: ui::UiPipeline,
pub blit: blit::BlitPipeline,
}
impl Pipelines {
pub fn consolidate(interface: InterfacePipelines, ingame: IngamePipelines) -> Self {
Self {
debug: ingame.debug,
figure: ingame.figure,
fluid: ingame.fluid,
lod_terrain: ingame.lod_terrain,
particle: ingame.particle,
clouds: ingame.clouds,
bloom: ingame.bloom,
postprocess: ingame.postprocess,
//player_shadow: ingame.player_shadow,
skybox: ingame.skybox,
sprite: ingame.sprite,
terrain: ingame.terrain,
ui: interface.ui,
blit: interface.blit,
}
}
}
/// Processed shaders ready for use in pipeline creation
struct ShaderModules {
skybox_vert: wgpu::ShaderModule,
skybox_frag: wgpu::ShaderModule,
debug_vert: wgpu::ShaderModule,
debug_frag: wgpu::ShaderModule,
figure_vert: wgpu::ShaderModule,
figure_frag: wgpu::ShaderModule,
terrain_vert: wgpu::ShaderModule,
terrain_frag: wgpu::ShaderModule,
fluid_vert: wgpu::ShaderModule,
fluid_frag: wgpu::ShaderModule,
sprite_vert: wgpu::ShaderModule,
sprite_frag: wgpu::ShaderModule,
particle_vert: wgpu::ShaderModule,
particle_frag: wgpu::ShaderModule,
ui_vert: wgpu::ShaderModule,
ui_frag: wgpu::ShaderModule,
lod_terrain_vert: wgpu::ShaderModule,
lod_terrain_frag: wgpu::ShaderModule,
clouds_vert: wgpu::ShaderModule,
clouds_frag: wgpu::ShaderModule,
dual_downsample_filtered_frag: wgpu::ShaderModule,
dual_downsample_frag: wgpu::ShaderModule,
dual_upsample_frag: wgpu::ShaderModule,
postprocess_vert: wgpu::ShaderModule,
postprocess_frag: wgpu::ShaderModule,
blit_vert: wgpu::ShaderModule,
blit_frag: wgpu::ShaderModule,
point_light_shadows_vert: wgpu::ShaderModule,
light_shadows_directed_vert: wgpu::ShaderModule,
light_shadows_figure_vert: wgpu::ShaderModule,
}
impl ShaderModules {
pub fn new(
device: &wgpu::Device,
shaders: &Shaders,
pipeline_modes: &PipelineModes,
has_shadow_views: bool,
) -> Result<Self, RenderError> {
prof_span!(_guard, "ShaderModules::new");
let constants = shaders.get("include.constants").unwrap();
let globals = shaders.get("include.globals").unwrap();
let sky = shaders.get("include.sky").unwrap();
let light = shaders.get("include.light").unwrap();
let srgb = shaders.get("include.srgb").unwrap();
let random = shaders.get("include.random").unwrap();
let lod = shaders.get("include.lod").unwrap();
let shadows = shaders.get("include.shadows").unwrap();
// We dynamically add extra configuration settings to the constants file.
let constants = format!(
r#"
{}
#define VOXYGEN_COMPUTATION_PREFERENCE {}
#define FLUID_MODE {}
#define CLOUD_MODE {}
#define LIGHTING_ALGORITHM {}
#define SHADOW_MODE {}
"#,
&constants.0,
// TODO: Configurable vertex/fragment shader preference.
"VOXYGEN_COMPUTATION_PREFERENCE_FRAGMENT",
match pipeline_modes.fluid {
FluidMode::Cheap => "FLUID_MODE_CHEAP",
FluidMode::Shiny => "FLUID_MODE_SHINY",
},
match pipeline_modes.cloud {
CloudMode::None => "CLOUD_MODE_NONE",
CloudMode::Minimal => "CLOUD_MODE_MINIMAL",
CloudMode::Low => "CLOUD_MODE_LOW",
CloudMode::Medium => "CLOUD_MODE_MEDIUM",
CloudMode::High => "CLOUD_MODE_HIGH",
CloudMode::Ultra => "CLOUD_MODE_ULTRA",
},
match pipeline_modes.lighting {
LightingMode::Ashikhmin => "LIGHTING_ALGORITHM_ASHIKHMIN",
LightingMode::BlinnPhong => "LIGHTING_ALGORITHM_BLINN_PHONG",
LightingMode::Lambertian => "LIGHTING_ALGORITHM_LAMBERTIAN",
},
match pipeline_modes.shadow {
ShadowMode::None => "SHADOW_MODE_NONE",
ShadowMode::Map(_) if has_shadow_views => "SHADOW_MODE_MAP",
ShadowMode::Cheap | ShadowMode::Map(_) => "SHADOW_MODE_CHEAP",
},
);
let constants = match pipeline_modes.bloom {
BloomMode::Off => constants,
BloomMode::On(config) => {
format!(
r#"
{}
#define BLOOM_FACTOR {}
#define BLOOM_UNIFORM_BLUR {}
"#,
constants,
config.factor.fraction(),
config.uniform_blur,
)
},
};
let anti_alias = shaders
.get(match pipeline_modes.aa {
AaMode::None => "antialias.none",
AaMode::Fxaa => "antialias.fxaa",
AaMode::MsaaX4 => "antialias.msaa-x4",
AaMode::MsaaX8 => "antialias.msaa-x8",
AaMode::MsaaX16 => "antialias.msaa-x16",
})
.unwrap();
let cloud = shaders
.get(match pipeline_modes.cloud {
CloudMode::None => "include.cloud.none",
_ => "include.cloud.regular",
})
.unwrap();
let mut context = glsl_include::Context::new();
context.include("constants.glsl", &constants);
context.include("globals.glsl", &globals.0);
context.include("shadows.glsl", &shadows.0);
context.include("sky.glsl", &sky.0);
context.include("light.glsl", &light.0);
context.include("srgb.glsl", &srgb.0);
context.include("random.glsl", &random.0);
context.include("lod.glsl", &lod.0);
context.include("anti-aliasing.glsl", &anti_alias.0);
context.include("cloud.glsl", &cloud.0);
let mut compiler = Compiler::new();
let mut create_shader = |name, stage| {
let glsl = &shaders
.get(name)
.unwrap_or_else(|| panic!("Can't retrieve shader: {}", name))
.0;
let file_name = format!("{}.glsl", name);
let source = context
.expand(glsl)
.map_err(|err| (file_name.as_str(), err))?;
create_shader_module(device, &file_name, &source, stage, &mut compiler)
};
let selected_fluid_shader = ["fluid-frag.", match pipeline_modes.fluid {
FluidMode::Cheap => "cheap",
FluidMode::Shiny => "shiny",
}]
.concat();
Ok(Self {
dual_downsample_filtered_frag: create_shader(
"dual-downsample-filtered-frag",
naga::ShaderStage::Fragment,
)?,
dual_downsample_frag: create_shader(
"dual-downsample-frag",
naga::ShaderStage::Fragment,
)?,
dual_upsample_frag: create_shader("dual-upsample-frag", naga::ShaderStage::Fragment)?,
skybox_vert: create_shader("skybox-vert", naga::ShaderStage::Vertex)?,
skybox_frag: create_shader("skybox-frag", naga::ShaderStage::Fragment)?,
debug_vert: create_shader("debug-vert", naga::ShaderStage::Vertex)?,
debug_frag: create_shader("debug-frag", naga::ShaderStage::Fragment)?,
figure_vert: create_shader("figure-vert", naga::ShaderStage::Vertex)?,
figure_frag: create_shader("figure-frag", naga::ShaderStage::Fragment)?,
terrain_vert: create_shader("terrain-vert", naga::ShaderStage::Vertex)?,
terrain_frag: create_shader("terrain-frag", naga::ShaderStage::Fragment)?,
fluid_vert: create_shader("fluid-vert", naga::ShaderStage::Vertex)?,
fluid_frag: create_shader(&selected_fluid_shader, naga::ShaderStage::Fragment)?,
sprite_vert: create_shader("sprite-vert", naga::ShaderStage::Vertex)?,
sprite_frag: create_shader("sprite-frag", naga::ShaderStage::Fragment)?,
particle_vert: create_shader("particle-vert", naga::ShaderStage::Vertex)?,
particle_frag: create_shader("particle-frag", naga::ShaderStage::Fragment)?,
ui_vert: create_shader("ui-vert", naga::ShaderStage::Vertex)?,
ui_frag: create_shader("ui-frag", naga::ShaderStage::Fragment)?,
lod_terrain_vert: create_shader("lod-terrain-vert", naga::ShaderStage::Vertex)?,
lod_terrain_frag: create_shader("lod-terrain-frag", naga::ShaderStage::Fragment)?,
clouds_vert: create_shader("clouds-vert", naga::ShaderStage::Vertex)?,
clouds_frag: create_shader("clouds-frag", naga::ShaderStage::Fragment)?,
postprocess_vert: create_shader("postprocess-vert", naga::ShaderStage::Vertex)?,
postprocess_frag: create_shader("postprocess-frag", naga::ShaderStage::Fragment)?,
blit_vert: create_shader("blit-vert", naga::ShaderStage::Vertex)?,
blit_frag: create_shader("blit-frag", naga::ShaderStage::Fragment)?,
point_light_shadows_vert: create_shader(
"point-light-shadows-vert",
naga::ShaderStage::Vertex,
)?,
light_shadows_directed_vert: create_shader(
"light-shadows-directed-vert",
naga::ShaderStage::Vertex,
)?,
light_shadows_figure_vert: create_shader(
"light-shadows-figure-vert",
naga::ShaderStage::Vertex,
)?,
})
}
}
fn create_shader_module(
device: &wgpu::Device,
file_name: &str,
source: &str,
stage: naga::ShaderStage,
compiler: &mut Compiler,
) -> Result<wgpu::ShaderModule, RenderError> {
prof_span!(_guard, "create_shader_modules");
use codespan_reporting::{
diagnostic::{Diagnostic, Label},
files::SimpleFile,
term::{
self,
termcolor::{ColorChoice, StandardStream},
},
};
use naga::front::glsl;
// Parse
let options = glsl::Options::from(stage);
let module = compiler.glsl.parse(&options, source).map_err(|errors| {
let files = SimpleFile::new(file_name, source);
let config = codespan_reporting::term::Config::default();
let writer = StandardStream::stderr(ColorChoice::Auto);
for err in errors {
let diagnostic = Diagnostic::error()
.with_message(err.kind.to_string())
.with_labels(vec![Label::primary((), err.meta)]);
let _ = term::emit(&mut writer.lock(), &config, &files, &diagnostic);
}
RenderError::ParserError(file_name.to_string())
})?;
// Validate
let info = compiler
.validator
.validate(&module)
.map_err(|err| (file_name, err))?;
// Emit
let mut spv = Vec::new();
compiler
.spirv
.write(&module, &info, &mut spv)
.map_err(|err| (file_name, err))?;
Ok(device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some(file_name),
source: wgpu::ShaderSource::SpirV(spv.into()),
flags: wgpu::ShaderFlags::empty(),
// TODO: renable // flags: wgpu::ShaderFlags::VALIDATION,
}))
}
/// Things needed to create a pipeline
#[derive(Clone, Copy)]
struct PipelineNeeds<'a> {
device: &'a wgpu::Device,
layouts: &'a Layouts,
shaders: &'a ShaderModules,
pipeline_modes: &'a PipelineModes,
sc_desc: &'a wgpu::SwapChainDescriptor,
}
/// Creates InterfacePipelines in parallel
fn create_interface_pipelines(
needs: PipelineNeeds,
pool: &rayon::ThreadPool,
tasks: [Task; 2],
) -> InterfacePipelines {
prof_span!(_guard, "create_interface_pipelines");
let [ui_task, blit_task] = tasks;
// Construct a pipeline for rendering UI elements
let create_ui = || {
ui_task.run(
|| {
ui::UiPipeline::new(
needs.device,
&needs.shaders.ui_vert,
&needs.shaders.ui_frag,
needs.sc_desc,
&needs.layouts.global,
&needs.layouts.ui,
)
},
"ui pipeline creation",
)
};
// Construct a pipeline for blitting, used during screenshotting
let create_blit = || {
blit_task.run(
|| {
blit::BlitPipeline::new(
needs.device,
&needs.shaders.blit_vert,
&needs.shaders.blit_frag,
needs.sc_desc,
&needs.layouts.blit,
)
},
"blit pipeline creation",
)
};
let (ui, blit) = pool.join(create_ui, create_blit);
InterfacePipelines { ui, blit }
}
/// Create IngamePipelines and shadow pipelines in parallel
fn create_ingame_and_shadow_pipelines(
needs: PipelineNeeds,
pool: &rayon::ThreadPool,
tasks: [Task; 14],
) -> IngameAndShadowPipelines {
prof_span!(_guard, "create_ingame_and_shadow_pipelines");
let PipelineNeeds {
device,
layouts,
shaders,
pipeline_modes,
sc_desc,
} = needs;
let [
debug_task,
skybox_task,
figure_task,
terrain_task,
fluid_task,
sprite_task,
particle_task,
lod_terrain_task,
clouds_task,
bloom_task,
postprocess_task,
// TODO: if these are ever actually optionally done, counting them
// as tasks to do beforehand seems kind of iffy since they will just
// be skipped
point_shadow_task,
terrain_directed_shadow_task,
figure_directed_shadow_task,
] = tasks;
// TODO: pass in format of target color buffer
// Pipeline for rendering debug shapes
let create_debug = || {
debug_task.run(
|| {
debug::DebugPipeline::new(
device,
&shaders.debug_vert,
&shaders.debug_frag,
&layouts.global,
&layouts.debug,
pipeline_modes.aa,
)
},
"debug pipeline creation",
)
};
// Pipeline for rendering skyboxes
let create_skybox = || {
skybox_task.run(
|| {
skybox::SkyboxPipeline::new(
device,
&shaders.skybox_vert,
&shaders.skybox_frag,
&layouts.global,
pipeline_modes.aa,
)
},
"skybox pipeline creation",
)
};
// Pipeline for rendering figures
let create_figure = || {
figure_task.run(
|| {
figure::FigurePipeline::new(
device,
&shaders.figure_vert,
&shaders.figure_frag,
&layouts.global,
&layouts.figure,
pipeline_modes.aa,
)
},
"figure pipeline creation",
)
};
// Pipeline for rendering terrain
let create_terrain = || {
terrain_task.run(
|| {
terrain::TerrainPipeline::new(
device,
&shaders.terrain_vert,
&shaders.terrain_frag,
&layouts.global,
&layouts.terrain,
pipeline_modes.aa,
)
},
"terrain pipeline creation",
)
};
// Pipeline for rendering fluids
let create_fluid = || {
fluid_task.run(
|| {
fluid::FluidPipeline::new(
device,
&shaders.fluid_vert,
&shaders.fluid_frag,
&layouts.global,
&layouts.terrain,
pipeline_modes.aa,
)
},
"fluid pipeline creation",
)
};
// Pipeline for rendering sprites
let create_sprite = || {
sprite_task.run(
|| {
sprite::SpritePipeline::new(
device,
&shaders.sprite_vert,
&shaders.sprite_frag,
&layouts.global,
&layouts.sprite,
&layouts.terrain,
pipeline_modes.aa,
)
},
"sprite pipeline creation",
)
};
// Pipeline for rendering particles
let create_particle = || {
particle_task.run(
|| {
particle::ParticlePipeline::new(
device,
&shaders.particle_vert,
&shaders.particle_frag,
&layouts.global,
pipeline_modes.aa,
)
},
"particle pipeline creation",
)
};
// Pipeline for rendering terrain
let create_lod_terrain = || {
lod_terrain_task.run(
|| {
lod_terrain::LodTerrainPipeline::new(
device,
&shaders.lod_terrain_vert,
&shaders.lod_terrain_frag,
&layouts.global,
pipeline_modes.aa,
)
},
"lod terrain pipeline creation",
)
};
// Pipeline for rendering our clouds (a kind of post-processing)
let create_clouds = || {
clouds_task.run(
|| {
clouds::CloudsPipeline::new(
device,
&shaders.clouds_vert,
&shaders.clouds_frag,
&layouts.global,
&layouts.clouds,
pipeline_modes.aa,
)
},
"clouds pipeline creation",
)
};
// Pipelines for rendering our bloom
let create_bloom = || {
bloom_task.run(
|| {
match &pipeline_modes.bloom {
BloomMode::Off => None,
BloomMode::On(config) => Some(config),
}
.map(|bloom_config| {
bloom::BloomPipelines::new(
device,
&shaders.blit_vert,
&shaders.dual_downsample_filtered_frag,
&shaders.dual_downsample_frag,
&shaders.dual_upsample_frag,
wgpu::TextureFormat::Rgba16Float,
&layouts.bloom,
bloom_config,
)
})
},
"bloom pipelines creation",
)
};
// Pipeline for rendering our post-processing
let create_postprocess = || {
postprocess_task.run(
|| {
postprocess::PostProcessPipeline::new(
device,
&shaders.postprocess_vert,
&shaders.postprocess_frag,
sc_desc,
&layouts.global,
&layouts.postprocess,
)
},
"postprocess pipeline creation",
)
};
//
// // Pipeline for rendering the player silhouette
// let player_shadow_pipeline = create_pipeline(
// factory,
// figure::pipe::Init {
// tgt_depth: (gfx::preset::depth::PASS_TEST/*,
// Stencil::new(
// Comparison::Equal,
// 0xff,
// (StencilOp::Keep, StencilOp::Keep, StencilOp::Keep),
// ),*/),
// ..figure::pipe::new()
// },
// &figure_vert,
// &Glsl::load_watched(
// "voxygen.shaders.player-shadow-frag",
// shader_reload_indicator,
// )
// .unwrap(),
// &include_ctx,
// gfx::state::CullFace::Back,
// )?;
// Pipeline for rendering point light terrain shadow maps.
let create_point_shadow = || {
point_shadow_task.run(
|| {
shadow::PointShadowPipeline::new(
device,
&shaders.point_light_shadows_vert,
&layouts.global,
&layouts.terrain,
pipeline_modes.aa,
)
},
"point shadow pipeline creation",
)
};
// Pipeline for rendering directional light terrain shadow maps.
let create_terrain_directed_shadow = || {
terrain_directed_shadow_task.run(
|| {
shadow::ShadowPipeline::new(
device,
&shaders.light_shadows_directed_vert,
&layouts.global,
&layouts.terrain,
pipeline_modes.aa,
)
},
"terrain directed shadow pipeline creation",
)
};
// Pipeline for rendering directional light figure shadow maps.
let create_figure_directed_shadow = || {
figure_directed_shadow_task.run(
|| {
shadow::ShadowFigurePipeline::new(
device,
&shaders.light_shadows_figure_vert,
&layouts.global,
&layouts.figure,
pipeline_modes.aa,
)
},
"figure directed shadow pipeline creation",
)
};
let j1 = || pool.join(create_debug, || pool.join(create_skybox, create_figure));
let j2 = || pool.join(create_terrain, || pool.join(create_fluid, create_bloom));
let j3 = || pool.join(create_sprite, create_particle);
let j4 = || pool.join(create_lod_terrain, create_clouds);
let j5 = || pool.join(create_postprocess, create_point_shadow);
let j6 = || {
pool.join(
create_terrain_directed_shadow,
create_figure_directed_shadow,
)
};
// Ignore this
let (
(
((debug, (skybox, figure)), (terrain, (fluid, bloom))),
((sprite, particle), (lod_terrain, clouds)),
),
((postprocess, point_shadow), (terrain_directed_shadow, figure_directed_shadow)),
) = pool.join(
|| pool.join(|| pool.join(j1, j2), || pool.join(j3, j4)),
|| pool.join(j5, j6),
);
IngameAndShadowPipelines {
ingame: IngamePipelines {
debug,
figure,
fluid,
lod_terrain,
particle,
clouds,
bloom,
postprocess,
skybox,
sprite,
terrain,
// player_shadow_pipeline,
},
// TODO: skip creating these if the shadow map setting is not enabled
shadow: ShadowPipelines {
point: Some(point_shadow),
directed: Some(terrain_directed_shadow),
figure: Some(figure_directed_shadow),
},
}
}
/// Creates all the pipelines used to render.
/// Use this for the initial creation.
/// It blocks the main thread to create the interface pipelines while moving the
/// creation of other pipelines into the background
/// NOTE: this tries to use all the CPU cores to complete as soon as possible
pub(super) fn initial_create_pipelines(
device: Arc<wgpu::Device>,
layouts: Layouts,
shaders: Shaders,
pipeline_modes: PipelineModes,
sc_desc: wgpu::SwapChainDescriptor,
has_shadow_views: bool,
) -> Result<
(
InterfacePipelines,
PipelineCreation<IngameAndShadowPipelines>,
),
RenderError,
> {
prof_span!(_guard, "initial_create_pipelines");
// Process shaders into modules
let shader_modules = ShaderModules::new(&device, &shaders, &pipeline_modes, has_shadow_views)?;
// Create threadpool for parallel portion
let pool = rayon::ThreadPoolBuilder::new()
.thread_name(|n| format!("pipeline-creation-{}", n))
.build()
.unwrap();
let needs = PipelineNeeds {
device: &device,
layouts: &layouts,
shaders: &shader_modules,
pipeline_modes: &pipeline_modes,
sc_desc: &sc_desc,
};
// Create interface pipelines while blocking the main thread
// Note: we use a throwaway Progress tracker here since we don't need to track
// the progress
let interface_pipelines =
create_interface_pipelines(needs, &pool, Progress::new().create_tasks());
let pool = Arc::new(pool);
let send_pool = Arc::clone(&pool);
// Track pipeline creation progress
let progress = Arc::new(Progress::new());
let (pipeline_send, pipeline_recv) = crossbeam_channel::bounded(0);
let pipeline_creation = PipelineCreation {
progress: Arc::clone(&progress),
recv: pipeline_recv,
};
// Start background compilation
pool.spawn(move || {
let pool = &*send_pool;
let needs = PipelineNeeds {
device: &device,
layouts: &layouts,
shaders: &shader_modules,
pipeline_modes: &pipeline_modes,
sc_desc: &sc_desc,
};
let pipelines = create_ingame_and_shadow_pipelines(needs, pool, progress.create_tasks());
pipeline_send.send(pipelines).expect("Channel disconnected");
});
Ok((interface_pipelines, pipeline_creation))
}
/// Creates all the pipelines used to render.
/// Use this to recreate all the pipelines in the background.
/// TODO: report progress
/// NOTE: this tries to use all the CPU cores to complete as soon as possible
#[allow(clippy::type_complexity)]
pub(super) fn recreate_pipelines(
device: Arc<wgpu::Device>,
immutable_layouts: Arc<ImmutableLayouts>,
shaders: Shaders,
pipeline_modes: PipelineModes,
sc_desc: wgpu::SwapChainDescriptor,
has_shadow_views: bool,
) -> PipelineCreation<
Result<
(
Pipelines,
ShadowPipelines,
Arc<postprocess::PostProcessLayout>,
),
RenderError,
>,
> {
prof_span!(_guard, "recreate_pipelines");
// Create threadpool for parallel portion
let pool = rayon::ThreadPoolBuilder::new()
.thread_name(|n| format!("pipeline-recreation-{}", n))
.build()
.unwrap();
let pool = Arc::new(pool);
let send_pool = Arc::clone(&pool);
// Track pipeline creation progress
let progress = Arc::new(Progress::new());
let (result_send, result_recv) = crossbeam_channel::bounded(0);
let pipeline_creation = PipelineCreation {
progress: Arc::clone(&progress),
recv: result_recv,
};
// Start background compilation
pool.spawn(move || {
let pool = &*send_pool;
// Create tasks upfront so the total counter will be accurate
let shader_task = progress.create_task();
let interface_tasks = progress.create_tasks();
let ingame_and_shadow_tasks = progress.create_tasks();
// Process shaders into modules
let guard = shader_task.start("process shaders");
let shader_modules =
match ShaderModules::new(&device, &shaders, &pipeline_modes, has_shadow_views) {
Ok(modules) => modules,
Err(err) => {
result_send.send(Err(err)).expect("Channel disconnected");
return;
},
};
drop(guard);
// Create new postprocess layouts
let postprocess_layouts = Arc::new(postprocess::PostProcessLayout::new(
&device,
&pipeline_modes,
));
let layouts = Layouts {
immutable: immutable_layouts,
postprocess: postprocess_layouts,
};
let needs = PipelineNeeds {
device: &device,
layouts: &layouts,
shaders: &shader_modules,
pipeline_modes: &pipeline_modes,
sc_desc: &sc_desc,
};
// Create interface pipelines
let interface = create_interface_pipelines(needs, pool, interface_tasks);
// Create the rest of the pipelines
let IngameAndShadowPipelines { ingame, shadow } =
create_ingame_and_shadow_pipelines(needs, pool, ingame_and_shadow_tasks);
// Send them
result_send
.send(Ok((
Pipelines::consolidate(interface, ingame),
shadow,
layouts.postprocess,
)))
.expect("Channel disconnected");
});
pipeline_creation
}
use core::sync::atomic::{AtomicUsize, Ordering};
/// Represents future task that has not been started
/// Dropping this will mark the task as complete though
struct Task<'a> {
progress: &'a Progress,
}
/// Represents in-progress task, drop when complete
// NOTE: fields are unused because they are only used for their Drop impls
struct StartedTask<'a> {
_span: common_base::ProfSpan,
_task: Task<'a>,
}
#[derive(Default)]
struct Progress {
total: AtomicUsize,
complete: AtomicUsize,
// Note: could easily add a "started counter" if that would be useful
}
impl Progress {
pub fn new() -> Self { Self::default() }
/// Creates a task incrementing the total number of tasks
/// NOTE: all tasks should be created as upfront as possible so that the
/// total reflects the amount of tasks that will need to be completed
pub fn create_task(&self) -> Task {
self.total.fetch_add(1, Ordering::Relaxed);
Task { progress: self }
}
/// Helper method for creating tasks to do in bulk
pub fn create_tasks<const N: usize>(&self) -> [Task; N] { [(); N].map(|()| self.create_task()) }
}
impl<'a> Task<'a> {
/// Start a task.
/// The name is used for profiling.
fn start(self, _name: &str) -> StartedTask<'a> {
// _name only used when tracy feature is activated
StartedTask {
_span: {
prof_span!(guard, _name);
guard
},
_task: self,
}
}
/// Convenience function to run the provided closure as the task
/// Completing the task when this function returns
fn run<T>(self, task: impl FnOnce() -> T, name: &str) -> T {
let _guard = self.start(name);
task()
}
}
impl Drop for Task<'_> {
fn drop(&mut self) { self.progress.complete.fetch_add(1, Ordering::Relaxed); }
}
pub struct PipelineCreation<T> {
progress: Arc<Progress>,
recv: crossbeam_channel::Receiver<T>,
}
impl<T> PipelineCreation<T> {
/// Returns the number of pipelines being built and completed
/// (total, complete)
/// NOTE: there is no guarantee that `total >= complete` due to relaxed
/// atomics but this property should hold most of the time
pub fn status(&self) -> (usize, usize) {
let progress = &*self.progress;
(
progress.total.load(Ordering::Relaxed),
progress.complete.load(Ordering::Relaxed),
)
}
/// Checks if the pipelines were completed and returns the result if they
/// were
pub fn try_complete(self) -> Result<T, Self> {
use crossbeam_channel::TryRecvError;
match self.recv.try_recv() {
// Yay!
Ok(t) => Ok(t),
// Normal error, we have not gotten anything yet
Err(TryRecvError::Empty) => Err(self),
// How rude!
Err(TryRecvError::Disconnected) => {
panic!(
"Background thread panicked or dropped the sender without sending anything!"
);
},
}
}
}