Recreate uniforms `BindGroup` when necessary
(cherry picked from commit ab53df8e9d
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a0952ae795
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fc4270f0fd
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@ -13,6 +13,7 @@ const INDEX_BUFFER_SIZE: usize = 100_000;
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pub(crate) struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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blit: Option<msaa::Blit>,
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constants_layout: wgpu::BindGroupLayout,
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constants: wgpu::BindGroup,
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uniforms_buffer: Buffer<Uniforms>,
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vertex_buffer: Buffer<Vertex2D>,
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@ -46,8 +47,10 @@ impl<T> Buffer<T> {
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}
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}
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pub fn ensure_capacity(&mut self, device: &wgpu::Device, size: usize) {
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if self.size < size {
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pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
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let needs_resize = self.size < size;
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if needs_resize {
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self.raw = device.create_buffer(&wgpu::BufferDescriptor {
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size: (std::mem::size_of::<T>() * size) as u64,
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usage: self.usage,
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@ -55,6 +58,8 @@ impl<T> Buffer<T> {
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self.size = size;
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}
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needs_resize
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}
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}
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@ -64,7 +69,7 @@ impl Pipeline {
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Pipeline {
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let constant_layout =
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let constants_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0,
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@ -81,7 +86,7 @@ impl Pipeline {
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let constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &constant_layout,
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layout: &constants_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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@ -93,7 +98,7 @@ impl Pipeline {
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&constant_layout],
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bind_group_layouts: &[&constants_layout],
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});
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let vs = include_bytes!("shader/triangle.vert.spv");
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@ -171,6 +176,7 @@ impl Pipeline {
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Pipeline {
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pipeline,
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blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
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constants_layout,
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constants: constant_bind_group,
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uniforms_buffer: constants_buffer,
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vertex_buffer: Buffer::new(
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@ -209,9 +215,24 @@ impl Pipeline {
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// Then we ensure the current buffers are big enough, resizing if
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// necessary
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self.uniforms_buffer.ensure_capacity(device, meshes.len());
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self.vertex_buffer.ensure_capacity(device, total_vertices);
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self.index_buffer.ensure_capacity(device, total_indices);
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let _ = self.vertex_buffer.expand(device, total_vertices);
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let _ = self.index_buffer.expand(device, total_indices);
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// If the uniforms buffer is resized, then we need to recreate its
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// bind group.
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if self.uniforms_buffer.expand(device, meshes.len()) {
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self.constants =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.constants_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &self.uniforms_buffer.raw,
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range: 0..std::mem::size_of::<Uniforms>() as u64,
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},
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}],
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});
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}
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let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
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let mut offsets: Vec<(
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