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lib.rs
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//! Renderer plugin.
// crate-specific lint exceptions:
#![allow(
clippy::cast_precision_loss,
clippy::missing_errors_doc,
clippy::new_without_default,
clippy::uninit_vec
)]
mod cgen {
include!(concat!(env!("OUT_DIR"), "/rust/mod.rs"));
}
use crate::components::{tmp_debug_display_lights, EcsToRender};
use crate::core::{DebugStuff, RenderGraphPersistentState, RenderObjects};
use crate::features::{ModelFeature, RenderFeaturesBuilder};
use crate::lighting::{RenderLight, RenderLightTestData};
use crate::script::render_passes::{
AlphaBlendedLayerPass, DebugPass, EguiPass, GpuCullingPass, LightingPass, OpaqueLayerPass,
PickingPass, PostProcessPass, SSAOPass, UiPass,
};
use crate::script::{Config, RenderScript, RenderView};
use std::sync::Arc;
use atomic_refcell::{AtomicRef, AtomicRefCell, AtomicRefMut};
use bumpalo_herd::Herd;
#[allow(unused_imports, clippy::wildcard_imports)]
use cgen::*;
pub mod labels;
use gpu_renderer::GpuInstanceManager;
pub use labels::*;
mod asset_to_ecs;
mod renderer;
use lgn_embedded_fs::EMBEDDED_FS;
use lgn_graphics_api::{
ApiDef, BufferViewDef, DescriptorHeapDef, DeviceContext, Queue, QueueType, ResourceUsage,
BACKBUFFER_COUNT,
};
use lgn_graphics_cgen_runtime::CGenRegistryList;
use lgn_input::keyboard::{KeyCode, KeyboardInput};
use lgn_math::Vec2;
use lgn_tasks::ComputeTaskPool;
use lgn_tracing::span_scope;
pub use renderer::*;
mod render_context;
pub use render_context::*;
pub mod resources;
use resources::{
DescriptorHeapManager, ModelManager, PersistentDescriptorSetManager, PipelineManager,
TextureManager, TransientBufferAllocator, TransientCommandBufferAllocator,
TransientCommandBufferManager,
};
pub mod components;
pub mod gpu_renderer;
pub mod picking;
pub mod debug_display;
pub mod egui;
pub(crate) mod lighting;
pub mod render_pass;
pub mod core;
pub mod features;
pub mod script;
pub mod shared;
mod renderdoc;
use crate::core::{
GpuUploadManager, RenderCommandBuilder, RenderCommandManager, RenderCommandQueuePool,
RenderObjectsBuilder, RenderResourcesBuilder,
};
use crate::gpu_renderer::{ui_mesh_renderer, MeshRenderer};
use crate::render_pass::TmpRenderPass;
use crate::renderdoc::RenderDocManager;
use crate::{
components::{
reflect_light_components, ManipulatorComponent, PickedComponent,
RenderSurfaceCreatedForWindow, RenderSurfaceExtents, RenderSurfaces,
},
egui::{egui_plugin::EguiPlugin, Egui},
lighting::LightingManager,
picking::{ManipulatorManager, PickingManager, PickingPlugin},
resources::MeshManager,
RenderStage,
};
use lgn_app::{App, CoreStage, Events, Plugin};
use lgn_ecs::prelude::*;
use lgn_math::{const_vec3, Vec3};
use lgn_transform::components::GlobalTransform;
use lgn_window::{WindowCloseRequested, WindowCreated, WindowResized, Windows};
use crate::debug_display::DebugDisplay;
use crate::resources::{
ui_renderer_options, MaterialManager, MissingVisualTracker, RendererOptions, SamplerManager,
SharedResourcesManager, TransientBufferManager, UnifiedStaticBuffer,
};
use crate::{
components::{
apply_camera_setups, camera_control, create_camera, CameraComponent, LightComponent,
RenderSurface, VisualComponent,
},
labels::CommandBufferLabel,
};
pub const UP_VECTOR: Vec3 = Vec3::Y;
pub const DOWN_VECTOR: Vec3 = const_vec3!([0_f32, -1_f32, 0_f32]);
#[derive(Clone)]
pub struct GraphicsQueue {
queue: Arc<AtomicRefCell<Queue>>,
}
impl GraphicsQueue {
pub fn new(device_context: &DeviceContext) -> Self {
Self {
queue: Arc::new(AtomicRefCell::new(
device_context.create_queue(QueueType::Graphics),
)),
}
}
pub fn queue(&self) -> AtomicRef<'_, Queue> {
self.queue.borrow()
}
pub fn queue_mut(&self) -> AtomicRefMut<'_, Queue> {
self.queue.borrow_mut()
}
}
#[derive(Default)]
pub struct RendererPlugin {}
impl Plugin for RendererPlugin {
#[allow(unsafe_code)]
fn build(&self, app: &mut App) {
// TODO: Config resource? The renderer could be some kind of state machine reacting on some config changes?
// TODO: refactor this with data pipeline resources
EMBEDDED_FS.add_file(&gpu_renderer::INCLUDE_BRDF);
EMBEDDED_FS.add_file(&gpu_renderer::INCLUDE_COMMON);
EMBEDDED_FS.add_file(&gpu_renderer::INCLUDE_MESH);
EMBEDDED_FS.add_file(&gpu_renderer::INCLUDE_FULLSCREEN_TRIANGLE);
EMBEDDED_FS.add_file(&gpu_renderer::INCLUDE_TRANSFORM);
EMBEDDED_FS.add_file(&gpu_renderer::SHADER_SHADER);
const NUM_RENDER_FRAMES: u64 = BACKBUFFER_COUNT as u64 + 1;
//
// Init in dependency order
//
let gfx_api = GfxApiArc::new(ApiDef::default());
let device_context = gfx_api.device_context();
let graphics_queue = GraphicsQueue::new(device_context);
let cgen_registry = Arc::new(cgen::initialize(device_context));
let render_scope = RenderScope::new(NUM_RENDER_FRAMES, device_context);
let upload_manager = GpuUploadManager::new();
let static_buffer = UnifiedStaticBuffer::new(device_context, 64 * 1024 * 1024);
let transient_buffer = TransientBufferManager::new(device_context, NUM_RENDER_FRAMES);
let render_command_manager = RenderCommandManager::new();
let render_command_queue_pool = RenderCommandQueuePool::new();
let mut render_commands = RenderCommandBuilder::new(&render_command_queue_pool);
let descriptor_heap_manager = DescriptorHeapManager::new(NUM_RENDER_FRAMES, device_context);
let transient_commandbuffer_manager =
TransientCommandBufferManager::new(NUM_RENDER_FRAMES, &graphics_queue);
let mut pipeline_manager = PipelineManager::new(device_context);
pipeline_manager.register_shader_families(&cgen_registry);
let mut cgen_registry_list = CGenRegistryList::new();
cgen_registry_list.push(cgen_registry);
let mut persistent_descriptor_set_manager = PersistentDescriptorSetManager::new(
device_context,
&descriptor_heap_manager,
NUM_RENDER_FRAMES,
);
let mut mesh_manager = MeshManager::new(static_buffer.allocator());
mesh_manager.initialize_default_meshes(&mut render_commands);
let texture_manager = TextureManager::new(device_context);
let material_manager = MaterialManager::new(static_buffer.allocator());
let sampler_manager =
SamplerManager::new(device_context, &mut persistent_descriptor_set_manager);
let shared_resources_manager = SharedResourcesManager::new(
&mut render_commands,
device_context,
&mut persistent_descriptor_set_manager,
);
let mesh_renderer = MeshRenderer::new(device_context, static_buffer.allocator());
let instance_manager = GpuInstanceManager::new(static_buffer.allocator());
let manipulation_manager = ManipulatorManager::new();
let picking_manager = PickingManager::new(4096);
let model_manager = ModelManager::new(&mesh_manager, &material_manager);
let missing_visuals_tracker = MissingVisualTracker::default();
let light_manager = LightingManager::new();
let renderdoc_manager = RenderDocManager::default();
let render_objects = RenderObjectsBuilder::default()
.add_primary_table::<RenderLight>()
.add_secondary_table::<RenderLight, RenderLightTestData>()
.finalize();
//
// Add renderer stages first. It is needed for the plugins.
//
app.add_stage_after(
CoreStage::PostUpdate,
RenderStage::Resource,
SystemStage::parallel(),
);
app.add_stage_after(
RenderStage::Resource,
RenderStage::Prepare,
SystemStage::parallel(),
);
app.add_stage_after(
RenderStage::Prepare,
RenderStage::Render,
SystemStage::parallel(),
);
//
// Stage Startup
//
app.add_startup_system(init_manipulation_manager);
app.add_startup_system(create_camera);
//
// RenderObjects
//
app.insert_resource(EcsToRender::<LightComponent, RenderLight>::new())
.add_system_to_stage(RenderStage::Prepare, reflect_light_components);
//
// Resources
//
app.insert_resource(pipeline_manager)
.insert_resource(manipulation_manager.clone())
.insert_resource(cgen_registry_list)
.insert_resource(RenderSurfaces::new())
.insert_resource(DebugDisplay::default())
.insert_resource(persistent_descriptor_set_manager)
.insert_resource(shared_resources_manager)
.insert_resource(texture_manager)
.insert_resource(RendererOptions::default())
.insert_resource(picking_manager.clone());
// Init ecs
TextureManager::init_ecs(app);
MaterialManager::init_ecs(app);
MeshRenderer::init_ecs(app);
ModelManager::init_ecs(app);
MissingVisualTracker::init_ecs(app);
GpuInstanceManager::init_ecs(app);
// Only Init AssetRegistry event handler if there's AssetRegistryEvent already registered
if app
.world
.contains_resource::<Events<lgn_data_runtime::AssetRegistryEvent>>()
{
app.add_system_to_stage(RenderStage::Resource, asset_to_ecs::process_load_events);
}
// Plugins are optional
app.add_plugin(EguiPlugin::default());
app.add_plugin(PickingPlugin {});
//
// Events
//
app.add_event::<RenderSurfaceCreatedForWindow>();
//
// Stage PreUpdate
//
app.add_system_to_stage(CoreStage::PreUpdate, apply_camera_setups);
//
// Stage PostUpdate
//
// TODO (vbdd): CoreStage::PostUpdate is probably invalid. Anyway, this will change soon.
app.add_system_to_stage(CoreStage::PostUpdate, on_window_created.exclusive_system());
app.add_system_to_stage(CoreStage::PostUpdate, on_window_resized.exclusive_system());
app.add_system_to_stage(
CoreStage::PostUpdate,
on_window_close_requested.exclusive_system(),
);
//
// Stage Prepare
//
app.add_system_to_stage(RenderStage::Prepare, ui_renderer_options);
app.add_system_to_stage(RenderStage::Prepare, ui_mesh_renderer);
app.add_system_to_stage(RenderStage::Prepare, tmp_debug_display_lights);
app.add_system_to_stage(
RenderStage::Prepare,
camera_control.exclusive_system().at_start(),
);
//
// Stage: Render
//
app.add_system_to_stage(
RenderStage::Render,
render_update.label(CommandBufferLabel::Generate),
);
//
// Finalize
//
let render_features_builder = RenderFeaturesBuilder::new();
let render_features = render_features_builder
.insert(ModelFeature::new())
.finalize();
let render_graph_persistent_state = RenderGraphPersistentState::new();
let render_resources_builder = RenderResourcesBuilder::new();
let render_resources = render_resources_builder
.insert(render_scope)
.insert(gfx_api.clone())
.insert(render_command_manager)
.insert(upload_manager)
.insert(static_buffer)
.insert(transient_buffer)
.insert(descriptor_heap_manager)
.insert(transient_commandbuffer_manager)
.insert(graphics_queue.clone())
.insert(light_manager)
.insert(renderdoc_manager)
.insert(render_objects)
.insert(instance_manager)
.insert(mesh_renderer)
.insert(manipulation_manager)
.insert(picking_manager)
.insert(model_manager)
.insert(mesh_manager)
.insert(material_manager)
.insert(sampler_manager)
.insert(missing_visuals_tracker)
.insert(render_features)
.insert(render_graph_persistent_state)
.insert(Herd::new())
.finalize();
let renderer = Renderer::new(
NUM_RENDER_FRAMES,
render_command_queue_pool,
render_resources,
graphics_queue,
gfx_api,
);
// This resource needs to be shutdown after all other resources
app.insert_resource(renderer);
}
}
#[allow(clippy::needless_pass_by_value, clippy::too_many_arguments)]
fn on_window_created(
mut event_window_created: EventReader<'_, '_, WindowCreated>,
window_list: Res<'_, Windows>,
renderer: Res<'_, Renderer>,
pipeline_manager: Res<'_, PipelineManager>,
mut render_surfaces: ResMut<'_, RenderSurfaces>,
mut event_render_surface_created: ResMut<'_, Events<RenderSurfaceCreatedForWindow>>,
) {
for ev in event_window_created.iter() {
let wnd = window_list.get(ev.id).unwrap();
let extents = RenderSurfaceExtents::new(wnd.physical_width(), wnd.physical_height());
let render_surface = RenderSurface::new(wnd.id(), &renderer, &pipeline_manager, extents);
render_surfaces.insert(render_surface);
event_render_surface_created.send(RenderSurfaceCreatedForWindow { window_id: ev.id });
}
}
#[allow(clippy::needless_pass_by_value)]
fn on_window_resized(
mut ev_wnd_resized: EventReader<'_, '_, WindowResized>,
wnd_list: Res<'_, Windows>,
renderer: Res<'_, Renderer>,
mut render_surfaces: ResMut<'_, RenderSurfaces>,
pipeline_manager: Res<'_, PipelineManager>,
) {
let device_context = renderer.device_context();
for ev in ev_wnd_resized.iter() {
let wnd = wnd_list.get(ev.id).unwrap();
let render_surface = render_surfaces.try_get_from_window_id_mut(ev.id);
if let Some(render_surface) = render_surface {
render_surface.resize(
device_context,
RenderSurfaceExtents::new(wnd.physical_width(), wnd.physical_height()),
&pipeline_manager,
);
}
}
}
#[allow(clippy::needless_pass_by_value)]
fn on_window_close_requested(
mut ev_wnd_destroyed: EventReader<'_, '_, WindowCloseRequested>,
mut render_surfaces: ResMut<'_, RenderSurfaces>,
) {
for ev in ev_wnd_destroyed.iter() {
render_surfaces.remove_from_window_id(ev.id);
}
}
#[allow(clippy::needless_pass_by_value)]
fn init_manipulation_manager(
commands: Commands<'_, '_>,
mut manipulation_manager: ResMut<'_, ManipulatorManager>,
picking_manager: Res<'_, PickingManager>,
) {
manipulation_manager.initialize(commands, picking_manager);
}
#[allow(
clippy::needless_pass_by_value,
clippy::too_many_arguments,
clippy::type_complexity,
unsafe_code
)]
fn render_update(
task_pool: Res<'_, ComputeTaskPool>,
resources: (
ResMut<'_, Renderer>,
ResMut<'_, PipelineManager>,
ResMut<'_, PickingManager>,
ResMut<'_, Egui>,
ResMut<'_, DebugDisplay>,
ResMut<'_, PersistentDescriptorSetManager>,
ResMut<'_, RenderSurfaces>,
EventReader<'_, '_, KeyboardInput>,
),
queries: (
Query<'_, '_, (&VisualComponent, &GlobalTransform), With<PickedComponent>>,
Query<'_, '_, (&GlobalTransform, &ManipulatorComponent)>,
Query<'_, '_, &CameraComponent>,
),
) {
// resources
let mut renderer = resources.0;
let mut pipeline_manager = resources.1;
let picking_manager = resources.2;
let mut egui = resources.3;
let mut debug_display = resources.4;
let mut persistent_descriptor_set_manager = resources.5;
let mut render_surfaces = resources.6;
let mut keyboard_input_events = resources.7;
// queries
let q_picked_drawables = queries.0;
let q_manipulator_drawables = queries.1;
let q_cameras = queries.2;
//
// Simulation thread
//
{
let mut render_commands = renderer.render_command_builder();
for keyboard_input_event in keyboard_input_events.iter() {
if let Some(key_code) = keyboard_input_event.key_code {
if key_code == KeyCode::C && keyboard_input_event.state.is_pressed() {
render_commands.push(renderdoc::RenderDocCaptureCommand::default());
}
}
}
}
let picked_drawables = q_picked_drawables
.iter()
.collect::<Vec<(&VisualComponent, &GlobalTransform)>>();
let manipulator_drawables = q_manipulator_drawables
.iter()
.collect::<Vec<(&GlobalTransform, &ManipulatorComponent)>>();
//
// Wait for render thread
//
// todo
//
// Sync window (safe access to render resources)
//
let render_resources = renderer.render_resources().clone();
render_resources
.get_mut::<RenderCommandManager>()
.sync_update(renderer.render_command_queue_pool());
render_resources.get_mut::<RenderObjects>().sync_update();
// objectives: drop all resources/queries
drop(renderer);
drop(keyboard_input_events);
//
// Run render thread
//
task_pool.scope(|scope| {
scope.spawn(async move {
span_scope!("render_thread");
let q_cameras = q_cameras.iter().collect::<Vec<&CameraComponent>>();
let default_camera = CameraComponent::default();
let camera_component = if !q_cameras.is_empty() {
q_cameras[0]
} else {
&default_camera
};
let mut herd = render_resources.get_mut::<Herd>();
let mut render_scope = render_resources.get_mut::<RenderScope>();
let mut descriptor_heap_manager = render_resources.get_mut::<DescriptorHeapManager>();
let device_context = render_resources.get::<GfxApiArc>().device_context().clone();
let static_buffer = render_resources.get::<UnifiedStaticBuffer>();
let mut transient_buffer = render_resources.get_mut::<TransientBufferManager>();
let transient_commandbuffer_manager =
render_resources.get::<TransientCommandBufferManager>();
//
// Begin frame (before commands)
//
herd.reset();
render_scope.begin_frame();
descriptor_heap_manager.begin_frame();
device_context.free_gpu_memory();
device_context.inc_current_cpu_frame();
transient_buffer.begin_frame();
transient_commandbuffer_manager.begin_frame();
render_resources.get::<RenderObjects>().begin_frame();
//
// Update
//
render_resources
.get_mut::<RenderCommandManager>()
.apply(&render_resources);
let render_objects = render_resources.get::<RenderObjects>();
persistent_descriptor_set_manager.frame_update();
pipeline_manager.frame_update(&device_context);
let mut transient_commandbuffer_allocator =
TransientCommandBufferAllocator::new(&transient_commandbuffer_manager);
let graphics_queue = render_resources.get::<GraphicsQueue>();
let mut transient_buffer_allocator =
TransientBufferAllocator::new(&transient_buffer, 64 * 1024);
render_resources.get_mut::<GpuUploadManager>().upload(
&mut transient_commandbuffer_allocator,
&mut transient_buffer_allocator,
&graphics_queue,
);
//
// Visibility
//
//WIP let bump = herd.get();
//
// Update
//
//WIP let render_features = render_resources.get::<RenderFeatures>();
//
// Egui (not thread safe as is)
// we need to call the end_frame in the sync window I guess and transfer the data to the render thread
//
render_resources
.get_mut::<LightingManager>()
.debug_ui(egui.as_mut());
crate::egui::egui_plugin::end_frame(&mut egui);
//
// Render
//
let mut renderdoc_manager = render_resources.get_mut::<RenderDocManager>();
renderdoc_manager.start_frame_capture();
{
let descriptor_pool =
descriptor_heap_manager.acquire_descriptor_pool(default_descriptor_heap_size());
let mut render_context = RenderContext::new(
&device_context,
&graphics_queue,
&descriptor_pool,
&mut pipeline_manager,
&mut transient_commandbuffer_allocator,
&mut transient_buffer_allocator,
&static_buffer,
);
// Persistent descriptor set
{
render_resources
.get_mut::<SamplerManager>()
.upload(&mut persistent_descriptor_set_manager);
let descriptor_set = persistent_descriptor_set_manager.descriptor_set();
render_context.set_persistent_descriptor_set(
descriptor_set.layout(),
*descriptor_set.handle(),
);
}
// Frame descriptor set
{
let mut frame_descriptor_set =
cgen::descriptor_set::FrameDescriptorSet::default();
render_resources.get::<LightingManager>().per_frame_render(
&render_objects,
render_context.transient_buffer_allocator,
&mut frame_descriptor_set,
);
let static_buffer_ro_view = static_buffer.read_only_view();
frame_descriptor_set.set_static_buffer(static_buffer_ro_view);
let instance_manager = render_resources.get::<GpuInstanceManager>();
let va_table_address_buffer = instance_manager.structured_buffer_view();
frame_descriptor_set.set_va_table_address_buffer(va_table_address_buffer);
let frame_descriptor_set_handle = render_context.write_descriptor_set(
cgen::descriptor_set::FrameDescriptorSet::descriptor_set_layout(),
frame_descriptor_set.descriptor_refs(),
);
render_context.set_frame_descriptor_set(
cgen::descriptor_set::FrameDescriptorSet::descriptor_set_layout(),
frame_descriptor_set_handle,
);
}
// For each surface/view, we have to execute the render graph
for render_surface in render_surfaces.iter_mut() {
// View descriptor set
{
let mut screen_rect = picking_manager.screen_rect();
if screen_rect.x == 0.0 || screen_rect.y == 0.0 {
screen_rect = Vec2::new(
render_surface.extents().width() as f32,
render_surface.extents().height() as f32,
);
}
let cursor_pos = picking_manager.current_cursor_pos();
let view_data = camera_component.tmp_build_view_data(
render_surface.extents().width() as f32,
render_surface.extents().height() as f32,
screen_rect.x,
screen_rect.y,
cursor_pos.x,
cursor_pos.y,
);
let sub_allocation = render_context
.transient_buffer_allocator
.copy_data(&view_data, ResourceUsage::AS_CONST_BUFFER);
let const_buffer_view =
sub_allocation.to_buffer_view(BufferViewDef::as_const_buffer_typed::<
cgen_type::ViewData,
>());
let mut view_descriptor_set =
cgen::descriptor_set::ViewDescriptorSet::default();
view_descriptor_set.set_view_data(const_buffer_view);
let view_descriptor_set_handle = render_context.write_descriptor_set(
cgen::descriptor_set::ViewDescriptorSet::descriptor_set_layout(),
view_descriptor_set.descriptor_refs(),
);
render_context.set_view_descriptor_set(
cgen::descriptor_set::ViewDescriptorSet::descriptor_set_layout(),
view_descriptor_set_handle,
);
}
//let test_render_graph = false;
let frame_idx = render_scope.frame_idx();
if false {
// !test_render_graph || frame_idx % 2 == 0 {
render_surface.set_use_view_target(false);
//****************************************************************
// PREVIOUS RENDER PATH (WITHOUT RENDER GRAPH)
//****************************************************************
let mesh_renderer = render_resources.get::<MeshRenderer>();
let instance_manager = render_resources.get::<GpuInstanceManager>();
let mesh_manager = render_resources.get::<MeshManager>();
let model_manager = render_resources.get::<ModelManager>();
let mut cmd_buffer_handle =
render_context.transient_commandbuffer_allocator.acquire();
let cmd_buffer = cmd_buffer_handle.as_mut();
cmd_buffer.begin();
mesh_renderer.gen_occlusion_and_cull(
&mut render_context,
cmd_buffer,
render_surface,
&instance_manager,
);
cmd_buffer.cmd_bind_index_buffer(static_buffer.index_buffer_binding());
cmd_buffer
.cmd_bind_vertex_buffer(0, instance_manager.vertex_buffer_binding());
let picking_pass = render_surface.picking_renderpass();
let mut picking_pass = picking_pass.write();
picking_pass.render(
&picking_manager,
&render_context,
cmd_buffer,
render_surface,
&instance_manager,
manipulator_drawables.as_slice(),
&render_objects,
&mesh_manager,
camera_component,
&mesh_renderer,
);
cmd_buffer.cmd_bind_index_buffer(static_buffer.index_buffer_binding());
cmd_buffer
.cmd_bind_vertex_buffer(0, instance_manager.vertex_buffer_binding());
TmpRenderPass::render(
&render_context,
cmd_buffer,
render_surface,
&mesh_renderer,
);
let debug_renderpass = render_surface.debug_renderpass();
let debug_renderpass = debug_renderpass.write();
debug_renderpass.render(
&render_context,
cmd_buffer,
render_surface,
picked_drawables.as_slice(),
manipulator_drawables.as_slice(),
camera_component,
&mesh_manager,
&model_manager,
&debug_display,
);
if egui.is_enabled() {
let egui_pass = render_surface.egui_renderpass();
let mut egui_pass = egui_pass.write();
egui_pass.update_font_texture(&render_context, cmd_buffer, egui.ctx());
egui_pass.render(
&mut render_context,
cmd_buffer,
render_surface,
&egui,
);
}
cmd_buffer.end();
// queue
let present_semaphore = render_surface.acquire();
{
render_context.graphics_queue.queue_mut().submit(
&[cmd_buffer],
&[],
&[present_semaphore],
None,
);
render_surface.present(&mut render_context);
}
render_context
.transient_commandbuffer_allocator
.release(cmd_buffer_handle);
} else {
let render_graph_frame_idx = frame_idx / 2;
render_surface.set_use_view_target(true);
//****************************************************************
// RENDER GRAPH TEST
//****************************************************************
let mut cmd_buffer_handle =
render_context.transient_commandbuffer_allocator.acquire();
let cmd_buffer = cmd_buffer_handle.as_mut();
cmd_buffer.begin();
let hzb_cleared = render_surface.clear_hzb(cmd_buffer);
let view = RenderView {
target: render_surface.view_target(),
};
let gpu_culling_pass = GpuCullingPass;
let picking_pass = PickingPass;
let opaque_layer_pass = OpaqueLayerPass;
let ssao_pass = SSAOPass;
let alphablended_layer_pass = AlphaBlendedLayerPass;
let debug_pass = DebugPass;
let postprocess_pass = PostProcessPass;
let lighting_pass = LightingPass;
let ui_pass = UiPass;
let egui_pass = EguiPass;
let mut render_script = RenderScript {
gpu_culling_pass,
picking_pass,
opaque_layer_pass,
ssao_pass,
alphablended_layer_pass,
debug_pass,
postprocess_pass,
lighting_pass,
ui_pass,
egui_pass,
hzb: [render_surface.hzb()[0], render_surface.hzb()[1]],
};
let config = Config {
frame_idx: render_graph_frame_idx,
..Config::default()
};
match render_script.build_render_graph(
&view,
&config,
&render_resources,
render_context.pipeline_manager,
render_context.device_context,
hzb_cleared,
) {
Ok(render_graph) => {
let mut render_graph_context = render_graph.compile();
let debug_stuff = DebugStuff {
render_surface,
picking_manager: &picking_manager,
debug_display: &debug_display,
picked_drawables: picked_drawables.as_slice(),
manipulator_drawables: manipulator_drawables.as_slice(),
camera_component,
egui: &egui,
};
render_graph.execute(
&mut render_graph_context,
&render_resources,
&mut render_context,
&debug_stuff,
cmd_buffer,
);
}
Err(error) => {
println!("{}", error);
}
}
cmd_buffer.end();
// queue
let present_semaphore = render_surface.acquire();
{
render_context.graphics_queue.queue_mut().submit(
&[cmd_buffer],
&[],
&[present_semaphore],
None,
);
render_surface.present(&mut render_context);
}
render_context
.transient_commandbuffer_allocator
.release(cmd_buffer_handle);
}
}
descriptor_heap_manager.release_descriptor_pool(descriptor_pool);
drop(transient_buffer_allocator);
drop(transient_commandbuffer_allocator);
descriptor_heap_manager.end_frame();
debug_display.end_frame();
render_scope.end_frame(&graphics_queue);
transient_buffer.end_frame();
transient_commandbuffer_manager.end_frame();
let mut mesh_renderer = render_resources.get_mut::<MeshRenderer>();
mesh_renderer.end_frame();
}
renderdoc_manager.end_frame_capture();
});
});
}
fn default_descriptor_heap_size() -> DescriptorHeapDef {
DescriptorHeapDef {
max_descriptor_sets: 4096,
sampler_count: 128,
constant_buffer_count: 1024,
buffer_count: 1024,
rw_buffer_count: 1024,
texture_count: 1024,
rw_texture_count: 1024,
}
}