Files
veloren/voxygen/src/render/pipelines/debug.rs

173 lines
5.4 KiB
Rust

use super::super::{AaMode, Bound, Consts, GlobalsLayouts, Vertex as VertexTrait};
use bytemuck::{Pod, Zeroable};
use std::mem;
use vek::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Vertex {
pub pos: [f32; 3],
}
impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: Self::STRIDE,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
impl VertexTrait for Vertex {
const QUADS_INDEX: Option<wgpu::IndexFormat> = None;
const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Locals {
/// pos is [f32; 4] instead of [f32; 3] so that Locals's size is a multiple
/// of 8 bytes (which is required by gfx), the last component is ignored
/// by the shader
pub pos: [f32; 4],
pub color: [f32; 4],
}
pub type BoundLocals = Bound<Consts<Locals>>;
impl From<Vec3<f32>> for Vertex {
fn from(pos: Vec3<f32>) -> Vertex {
Vertex {
pos: [pos.x, pos.y, pos.z],
}
}
}
pub struct DebugPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl DebugPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
global_layouts: &GlobalsLayouts,
layout: &DebugLayout,
aa_mode: AaMode,
) -> Self {
common_base::span!(_guard, "DebugPipeline::new");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Debug pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&global_layouts.globals, &layout.locals],
});
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Debug pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: "main",
buffers: &[Vertex::desc()],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
clamp_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::GreaterEqual,
stencil: wgpu::StencilState {
front: wgpu::StencilFaceState::IGNORE,
back: wgpu::StencilFaceState::IGNORE,
read_mask: !0,
write_mask: !0,
},
bias: wgpu::DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState {
count: samples,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrite::ALL,
}],
}),
});
Self {
pipeline: render_pipeline,
}
}
}
pub struct DebugLayout {
pub locals: wgpu::BindGroupLayout,
}
impl DebugLayout {
pub fn new(device: &wgpu::Device) -> Self {
Self {
locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
}),
}
}
pub fn bind_locals(&self, device: &wgpu::Device, locals: Consts<Locals>) -> BoundLocals {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.locals,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: locals.buf().as_entire_binding(),
}],
});
BoundLocals {
bind_group,
with: locals,
}
}
}