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// This file is part of the 64k demo project.
// It implements SDF-related pipeline logic for Renderer3D.
#include "3d/renderer.h"
#include "generated/assets.h"
#include "gpu/effects/shader_composer.h"
#include "util/asset_manager.h"
#include <vector>
void Renderer3D::create_pipeline() {
pipeline_ = create_pipeline_impl(true); // BVH enabled
pipeline_no_bvh_ = create_pipeline_impl(false); // BVH disabled
create_mesh_pipeline();
}
WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
std::vector<WGPUBindGroupLayoutEntry> entries;
// Binding 0: Global Uniforms
{
WGPUBindGroupLayoutEntry e = {};
e.binding = 0;
e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
e.buffer.type = WGPUBufferBindingType_Uniform;
e.buffer.minBindingSize = sizeof(GlobalUniforms);
entries.push_back(e);
}
// Binding 1: Object Data
{
WGPUBindGroupLayoutEntry e = {};
e.binding = 1;
e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
e.buffer.minBindingSize = sizeof(ObjectData) * kMaxObjects;
entries.push_back(e);
}
// Binding 2: BVH Nodes (only if BVH is used)
if (use_bvh) {
WGPUBindGroupLayoutEntry e = {};
e.binding = 2;
e.visibility = WGPUShaderStage_Fragment;
e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
e.buffer.minBindingSize = sizeof(BVHNode) * kMaxObjects * 2;
entries.push_back(e);
}
// Binding 3: Noise Texture
{
WGPUBindGroupLayoutEntry e = {};
e.binding = 3;
e.visibility = WGPUShaderStage_Fragment;
e.texture.sampleType = WGPUTextureSampleType_Float;
e.texture.viewDimension = WGPUTextureViewDimension_2D;
entries.push_back(e);
}
// Binding 4: Default Sampler
{
WGPUBindGroupLayoutEntry e = {};
e.binding = 4;
e.visibility = WGPUShaderStage_Fragment;
e.sampler.type = WGPUSamplerBindingType_Filtering;
entries.push_back(e);
}
// Binding 5: Sky Texture
{
WGPUBindGroupLayoutEntry e = {};
e.binding = 5;
e.visibility = WGPUShaderStage_Fragment;
e.texture.sampleType = WGPUTextureSampleType_Float;
e.texture.viewDimension = WGPUTextureViewDimension_2D;
entries.push_back(e);
}
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = (uint32_t)entries.size();
bgl_desc.entries = entries.data();
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &bgl;
WGPUPipelineLayout pipeline_layout =
wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
const char* asset_data =
(const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
std::string main_code = asset_data;
// Use ShaderComposer to dynamically include the correct scene_query snippet
ShaderComposer::CompositionMap composition_map;
if (use_bvh) {
composition_map["render/scene_query_mode"] = "render/scene_query_bvh";
} else {
composition_map["render/scene_query_mode"] = "render/scene_query_linear";
}
std::string shader_source =
ShaderComposer::Get().Compose({}, main_code, composition_map);
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = shader_source.c_str();
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#else
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = str_view(shader_source.c_str());
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#endif
WGPUShaderModule shader_module =
wgpuDeviceCreateShaderModule(device_, &shader_desc);
WGPUDepthStencilState depth_stencil = {};
depth_stencil.format = WGPUTextureFormat_Depth24Plus;
depth_stencil.depthWriteEnabled = WGPUOptionalBool_True;
depth_stencil.depthCompare = WGPUCompareFunction_Less;
WGPURenderPipelineDescriptor desc = {};
desc.layout = pipeline_layout;
desc.vertex.module = shader_module;
#if defined(DEMO_CROSS_COMPILE_WIN32)
desc.vertex.entryPoint = "vs_main";
#else
desc.vertex.entryPoint = {"vs_main", 7};
#endif
WGPUColorTargetState color_target = {};
color_target.format = format_;
color_target.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState fragment = {};
fragment.module = shader_module;
#if defined(DEMO_CROSS_COMPILE_WIN32)
fragment.entryPoint = "fs_main";
#else
fragment.entryPoint = {"fs_main", 7};
#endif
fragment.targetCount = 1;
fragment.targets = &color_target;
desc.fragment = &fragment;
desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
desc.primitive.cullMode = WGPUCullMode_Back;
desc.primitive.frontFace = WGPUFrontFace_CCW;
desc.depthStencil = &depth_stencil;
desc.multisample.count = 1;
desc.multisample.mask = 0xFFFFFFFF;
WGPURenderPipeline pipeline = wgpuDeviceCreateRenderPipeline(device_, &desc);
wgpuBindGroupLayoutRelease(bgl);
wgpuPipelineLayoutRelease(pipeline_layout);
wgpuShaderModuleRelease(shader_module);
return pipeline;
}
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