ajout material et pipeline_cache

This commit is contained in:
Jérôme Bousquié
2026-07-06 10:40:00 +02:00
parent 22edac6ad5
commit 6c94fc96d6
12 changed files with 464 additions and 316 deletions
+54 -184
View File
@@ -1,207 +1,77 @@
//! # Renderer Module
//!
//! The **Specialist** layer of the architecture. Owns rendering logic — RenderPipeline, shaders, and vertex buffers.
//! The **Specialist** (Executor) layer of the architecture. Owns rendering logic — orchestrates draw calls by binding
//! Material pipelines and Mesh vertex buffers into a RenderPass, then submits commands to the GPU queue.
//! Does not own hardware resources (Device, Queue); receives references when called by the orchestrator (main.rs).
//! Interacts with Context via `begin_frame()` / `end_frame()`: receives a TextureView as input, writes rendered output to it.
//! Does not own RenderPipelines or shaders — those are managed by PipelineCache and accessed through Material.
//! Does not own Surface/TextureView — acquired from Context::begin_frame().
//!
//! ## Interaction with Other Modules
//! - **context**: receives Device/Queue references and TextureView; does not call begin/end_frame itself.
//! - **pipeline_cache**: indirectly via Material — Renderer uses pipelines that PipelineCache compiled.
//! - **mesh**: passes vertex/index buffers into set_vertex_buffer/set_index_buffer during draw.
//! - **material**: provides the RenderPipeline reference via set_pipeline during draw.
use crate::conf::BASIC_SHADER;
use crate::vertex::Vertex;
// Required for `create_buffer_init` method on Device (wgpu::util::DeviceExt).
use wgpu::util::DeviceExt;
/// Renders geometry using a fixed RenderPipeline. This struct owns heavy objects
/// (RenderPipeline) compiled once at creation time, avoiding per-frame allocation.
pub struct Renderer {
/// Pre-compiled pipeline defining vertex/fragment stages, layout, and blend state.
render_pipeline: wgpu::RenderPipeline,
/// Default vertex buffer containing a fallback triangle (position + UV + color).
default_buffer: wgpu::Buffer,
/// Optional user-provided vertex buffer; replaces the default when set.
user_buffer: Option<wgpu::Buffer>,
}
pub struct Renderer {}
impl Renderer {
/// Creates the renderer by compiling the shader module and building the render pipeline.
/// Inputs:
/// - `device`: GPU device for resource creation
/// - `format`: Color attachment format
/// - `shader_path`: Optional custom WGSL shader file path; falls back to BASIC_SHADER if None.
/// Returns the initialized Renderer owning the pipeline. Called once at application startup
/// by the orchestrator (main.rs). The pipeline is compiled only here; subsequent calls are cheap.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
shader_path: Option<&str>,
) -> Self {
let shader = Self::load_shader(device, shader_path);
// 1. Define the default triangle vertices (position + UV + color).
let vertices: &[Vertex] = &[
Vertex {
position: [0.0, 0.5, 0.0],
uv: [0.5, 0.0],
color: [1.0, 0.0, 0.0],
},
Vertex {
position: [-0.5, -0.5, 0.0],
uv: [0.0, 1.0],
color: [0.0, 1.0, 0.0],
},
Vertex {
position: [0.5, -0.5, 0.0],
uv: [1.0, 1.0],
color: [0.0, 0.0, 1.0],
},
];
// 2. Create the GPU vertex buffer from those vertices.
let default_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Default Triangle Buffer"),
contents: bytemuck::cast_slice(vertices),
usage: wgpu::BufferUsages::VERTEX,
});
Self {
render_pipeline: Self::build_pipeline(device, format, &shader),
default_buffer,
user_buffer: None, // User can set this later via update_shader or a setter.
}
/// Creates a new Renderer instance with no internal state — it is pure execution logic only.
/// Called once at application startup; the same Renderer is reused for all frames.
pub fn new() -> Self {
Self {}
}
/// Loads a WGSL shader module from the given path, falling back to BASIC_SHADER if no path is provided.
pub fn load_shader(device: &wgpu::Device, path: Option<&str>) -> wgpu::ShaderModule {
let source = match path {
Some(p) => match std::fs::read_to_string(p) {
Ok(s) => s,
Err(_) => {
println!(
"no wsgl file shader found in assets/shaders/, internal basic shader applied instead"
);
BASIC_SHADER.to_string()
}
},
None => BASIC_SHADER.to_string(),
};
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(path.unwrap_or("basic_shader")),
source: wgpu::ShaderSource::Wgsl(source.into()),
})
}
/// Builds a render pipeline from a shader module, device, and format.
fn build_pipeline(
/// Orchestrates a single draw call: creates an encoder, starts a render pass, binds pipeline + buffers, draws, then submits commands.
/// Inputs: device (GPU command source), queue (command submission target), view (surface texture output), mesh (geometry to draw), material (shader/pipeline).
/// Returns nothing — side-effect: GPU executes the draw and presents to the surface. Called by the orchestrator (main.rs) once per frame.
/// Internal steps: 1) create_command_encoder → 2) begin_render_pass in scoped block → 3) set_pipeline/set_vertex_buffer/draw → drop(render_pass) → 4) submit(encoder.finish()).
pub fn render(
&self,
device: &wgpu::Device,
format: wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
) -> wgpu::RenderPipeline {
// Define the vertex layout (the contract between CPU data and GPU shaders).
let vertex_buffer_layout = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}, // Pos
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
}, // UV
wgpu::VertexAttribute {
offset: 20,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
}, // Color
],
};
// Pipeline layout (wgpu 30: `immediate_size` replaces `push_constant_ranges`).
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render_pipeline_layout"),
bind_group_layouts: &[],
immediate_size: 0, // no var<immediate> used
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: shader,
// entry_point is now Option<&str> — Some to specify the entry point explicitly, None to auto-detect.
entry_point: Some("vs_main"),
compilation_options: Default::default(), // new required field in wgpu 30
buffers: &[Some(vertex_buffer_layout)],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(), // new required field in wgpu 30
// targets is now &[Option<ColorTargetState>] — each target wrapped in Some.
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
// multiview → replaced by multiview_mask (NonZeroU32) and cache in wgpu 30.
multiview_mask: None,
cache: None,
})
}
/// Hot-reloads a new WGSL shader and rebuilds the render pipeline.
pub fn update_shader(
&mut self,
device: &wgpu::Device,
format: wgpu::TextureFormat,
shader_path: Option<&str>,
queue: &wgpu::Queue,
view: &wgpu::TextureView,
mesh: &crate::mesh::Mesh,
material: &crate::material::Material,
) {
let new_shader = Self::load_shader(device, shader_path);
self.render_pipeline = Self::build_pipeline(device, format, &new_shader);
}
/// Renders a single frame by encoding commands into a temporary CommandEncoder and submitting them to the queue.
/// Inputs: `device` for command buffer creation, `queue` for submission, `view` as render target (from Context).
/// Called by the orchestrator after begin_frame() returns the TextureView. The pipeline is invoked once per call;
/// no persistent state is retained between frames.
pub fn render(&self, device: &wgpu::Device, queue: &wgpu::Queue, view: &wgpu::TextureView) {
// Create command encoder
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render encoder"),
});
// RenderPass start — depth_slice is a new required field in wgpu 30 for multisampled textures.
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
depth_slice: None, // new field; None means no multisample resolve needed
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
{
// Block creation so render_pass is dropped before queue submit
// RenderPass start — depth_slice is a new required field in wgpu 30 for multisampled textures.
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
depth_slice: None, // new field; None means no multisample resolve needed
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
// Pipeline call — draw with empty vertex buffers (geometry defined in shader)
render_pass.set_pipeline(&self.render_pipeline);
let active_buffer = self.user_buffer.as_ref().unwrap_or(&self.default_buffer);
render_pass.set_vertex_buffer(0, active_buffer.slice(..));
render_pass.draw(0..3, 0..1); // Draw the 3 vertices of the selected triangle
// Pipeline call — draw with empty vertex buffers (geometry defined in shader)
render_pass.set_pipeline(&material.pipeline);
// if any indices
if let Some(index_buffer) = &mesh.index_buffer {
render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
} else {
render_pass.draw(0..mesh.num_vertices, 0..1);
}
}
// Queue submit
drop(render_pass);
queue.submit(std::iter::once(encoder.finish()));
}
/// Utility to hide the "noise" of queue submission.
/// Submits a completed command encoder to the GPU queue for execution.
/// Inputs: queue (GPU command submission target), encoder (completed command buffer).
/// Returns nothing — side-effect: GPU executes all recorded commands. Called by renderer code after render pass completion.
pub fn submit_commands(&self, queue: &wgpu::Queue, encoder: wgpu::CommandEncoder) {
queue.submit(std::iter::once(encoder.finish()));
}