Avoid creating a vertex buffer every frame

This commit is contained in:
Héctor Ramón Jiménez 2020-02-26 12:52:30 +01:00
parent 59d45a5440
commit c58d94f3fd
5 changed files with 73 additions and 48 deletions

View File

@ -22,6 +22,7 @@ pub struct Pipeline {
uniforms: wgpu::Buffer,
vertices: wgpu::Buffer,
indices: wgpu::Buffer,
instances: wgpu::Buffer,
constants: wgpu::BindGroup,
texture: wgpu::BindGroup,
texture_version: usize,
@ -188,7 +189,7 @@ impl Pipeline {
},
wgpu::VertexAttributeDescriptor {
shader_location: 5,
format: wgpu::VertexFormat::Float,
format: wgpu::VertexFormat::Uint,
offset: 4 * 8,
},
],
@ -207,6 +208,11 @@ impl Pipeline {
.create_buffer_mapped(QUAD_INDICES.len(), wgpu::BufferUsage::INDEX)
.fill_from_slice(&QUAD_INDICES);
let instances = device.create_buffer(&wgpu::BufferDescriptor {
size: mem::size_of::<Instance>() as u64 * Instance::MAX as u64,
usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
});
let texture_atlas = texture::Atlas::new(device);
let texture = device.create_bind_group(&wgpu::BindGroupDescriptor {
@ -230,6 +236,7 @@ impl Pipeline {
uniforms: uniforms_buffer,
vertices,
indices,
instances,
constants: constant_bind_group,
texture,
texture_version: texture_atlas.layer_count(),
@ -341,49 +348,67 @@ impl Pipeline {
);
let instances_buffer = device
.create_buffer_mapped(instances.len(), wgpu::BufferUsage::VERTEX)
.create_buffer_mapped(instances.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&instances);
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
let mut i = 0;
let total = instances.len();
while i < total {
let end = (i + Instance::MAX).min(total);
let amount = end - i;
encoder.copy_buffer_to_buffer(
&instances_buffer,
(i * std::mem::size_of::<Instance>()) as u64,
&self.instances,
0,
(amount * std::mem::size_of::<Instance>()) as u64,
);
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
},
],
depth_stencil_attachment: None,
});
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(1, &self.texture, &[]);
render_pass.set_index_buffer(&self.indices, 0);
render_pass.set_vertex_buffers(
0,
&[(&self.vertices, 0), (&instances_buffer, 0)],
);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(1, &self.texture, &[]);
render_pass.set_index_buffer(&self.indices, 0);
render_pass.set_vertex_buffers(
0,
&[(&self.vertices, 0), (&self.instances, 0)],
);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(
0..QUAD_INDICES.len() as u32,
0,
0..instances.len() as u32,
);
render_pass.draw_indexed(
0..QUAD_INDICES.len() as u32,
0,
0..amount as u32,
);
i += Instance::MAX;
}
}
pub fn trim_cache(&mut self) {
@ -439,6 +464,10 @@ struct Instance {
_layer: u32,
}
impl Instance {
pub const MAX: usize = 1_000;
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {

View File

@ -86,8 +86,6 @@ impl Cache {
let allocation =
atlas.upload(width, height, &image, device, encoder)?;
dbg!("Uploaded");
*memory = Memory::Device(allocation);
}

View File

@ -5,7 +5,7 @@ layout(location = 1) in vec2 i_Pos;
layout(location = 2) in vec2 i_Scale;
layout(location = 3) in vec2 i_Atlas_Pos;
layout(location = 4) in vec2 i_Atlas_Scale;
layout(location = 5) in float i_Layer;
layout(location = 5) in uint i_Layer;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;

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@ -67,24 +67,22 @@ impl Atlas {
where
C: Copy + 'static,
{
let memory = {
let entry = {
let current_size = self.layers.len();
let memory = self.allocate(width, height)?;
let entry = self.allocate(width, height)?;
// We grow the internal texture after allocating if necessary
let new_layers = self.layers.len() - current_size;
self.grow(new_layers, device, encoder);
memory
entry
};
dbg!(&memory);
let buffer = device
.create_buffer_mapped(data.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(data);
match &memory {
match &entry {
Entry::Contiguous(allocation) => {
self.upload_texture(&buffer, 0, &allocation, encoder);
}
@ -105,7 +103,7 @@ impl Atlas {
}
}
Some(memory)
Some(entry)
}
fn allocate(&mut self, width: u32, height: u32) -> Option<Entry> {