refactor renderer responsable + docs + schema

This commit is contained in:
Jérôme Bousquié
2026-07-06 17:37:13 +02:00
parent 47851b8f61
commit 8e57dc783b
11 changed files with 256 additions and 136 deletions
+54 -26
View File
@@ -12,41 +12,56 @@
//! - **mesh**: passes vertex/index buffers into set_vertex_buffer/set_index_buffer during draw.
//! - **material**: provides the RenderPipeline reference via set_pipeline during draw.
pub struct Renderer {}
use crate::context::Context;
/// The Executor layer of the architecture. Owns Device, Queue, and Format after initialization from Context.
/// Orchestrates all GPU draw calls without owning raw hardware resources externally.
pub struct Renderer {
/// GPU command submission queue — owned by the Renderer after initialization from Context.
queue: wgpu::Queue,
/// GPU device — creates buffers, textures, pipelines; owned by the Renderer after initialization.
device: wgpu::Device,
/// Surface texture output format — stored here so it can be passed to PipelineCache on Material creation.
format: wgpu::TextureFormat,
}
impl Renderer {
/// 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 {}
/// Creates a Renderer by taking ownership of Device, Queue, and Format from the Context.
/// Called once at application startup during scene setup. The Renderer becomes the sole owner of these resources.
pub fn new(context: &Context, format: wgpu::TextureFormat) -> Self {
Self {
queue: context.queue.clone(),
device: context.device.clone(),
format,
}
}
/// 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 block3) set_pipeline/set_vertex_buffer/draw → drop(render_pass) → 4) submit(encoder.finish()).
/// Orchestrates rendering of a single object: binds Material pipeline + Mesh vertex data into a RenderPass,
/// then submits commands to the GPU queue for execution. Called per-frame by the orchestrator (main.rs).
/// Internal steps: 1) create CommandEncoder → 2) begin RenderPass with color attachment →
/// 3) set_pipeline(material.pipeline)4) set_vertex_buffer(mesh.vertex_buffer) →
/// 5) draw_indexed or draw based on index buffer presence → 6) drop render_pass end scope →
/// 7) submit encoder via queue.
pub fn render(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
view: &wgpu::TextureView,
mesh: &crate::mesh::Mesh,
material: &crate::material::Material,
) {
// Create command encoder
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
// Create per-frame command encoder; its lifetime is scoped to this function only.
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render encoder"),
});
// RenderPass borrows encoder mutably — must end (drop) before encoder.finish() below.
// This scope boundary enforces Rust's borrow checker rules for GPU synchronization.
{
// 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
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
@@ -55,10 +70,13 @@ impl Renderer {
..Default::default()
});
// Pipeline call — draw with empty vertex buffers (geometry defined in shader)
render_pass.set_pipeline(&material.pipeline);
// if any indices
if mesh.num_vertices > 0 {
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
} else {
// If no vertices, skip drawing entirely (nothing to render)
return;
}
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);
@@ -66,13 +84,23 @@ impl Renderer {
render_pass.draw(0..mesh.num_vertices, 0..1);
}
}
// Queue submit
queue.submit(std::iter::once(encoder.finish()));
self.queue.submit(std::iter::once(encoder.finish()));
}
/// 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()));
/// Presents the rendered frame by submitting the acquired surface texture to the GPU queue.
/// The frame must have been obtained via Context::begin_frame() or Frame::try_new(); calling present()
/// twice on the same texture is undefined behavior. Called by the orchestrator after render().
pub fn present(&self, frame: crate::frame::Frame) {
self.queue.present(frame.surface_texture);
}
/// Returns a reference to the owned Device for direct access when needed (e.g., PipelineCache creation).
pub fn device(&self) -> &wgpu::Device {
&self.device
}
/// Returns the surface texture output format used for rendering.
pub fn format(&self) -> wgpu::TextureFormat {
self.format
}
}