[oden] Stop doing passes per draw mode that's silly
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parent
796c6cc2a4
commit
44130cf22a
1 changed files with 68 additions and 32 deletions
100
src/lib.rs
100
src/lib.rs
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@ -277,6 +277,22 @@ impl<T: bytemuck::Pod> VertexBufferPool<T> {
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self.next_free_buffer = 0;
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}
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fn get_a_buffer(&mut self, device: &wgpu::Device) -> (u32, VertexBufferHandle) {
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if self.next_free_buffer > 0 {
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let vb = &mut self.buffers[self.next_free_buffer - 1];
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if vb.vec.len() < vb.capacity {
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let draw_start = vb.vec.len();
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let handle = VertexBufferHandle {
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index: self.next_free_buffer - 1,
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capacity: vb.capacity,
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};
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return (draw_start.try_into().unwrap(), handle);
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}
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}
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(0, self.new_buffer(device))
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}
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fn new_buffer(&mut self, device: &wgpu::Device) -> VertexBufferHandle {
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if self.next_free_buffer >= self.buffers.len() {
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let max_sprites: usize = 4096;
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@ -694,6 +710,7 @@ enum DrawMode {
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trait DrawModeInstance: Sized {
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const MODE: DrawMode;
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fn get_vertex_buffer<'a>(
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state: &'a mut State,
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vb: &VertexBufferHandle,
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@ -702,6 +719,7 @@ trait DrawModeInstance: Sized {
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impl DrawModeInstance for SpriteInstance {
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const MODE: DrawMode = DrawMode::Sprites;
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fn get_vertex_buffer<'a>(
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state: &'a mut State,
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vb: &VertexBufferHandle,
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@ -712,6 +730,7 @@ impl DrawModeInstance for SpriteInstance {
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impl DrawModeInstance for CircleInstance {
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const MODE: DrawMode = DrawMode::Circles;
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fn get_vertex_buffer<'a>(
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state: &'a mut State,
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vb: &VertexBufferHandle,
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@ -921,31 +940,22 @@ impl<'a> FrameBuilder<'a> {
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fn start_pass(&mut self, color: Option<[f64; 4]>, target: Rc<wgpu::TextureView>) {
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// NOTE: We're not changing drawing modes here which means we can preserve the
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// buffer tail if we want to.
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// TODO: Do we need to do this actually?
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let first_call = match self.draw_calls.last() {
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Some(call) => call.new_at_buffer_tail(),
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None => DrawCall::new(self.mode, self.new_instance_buffer(), 0),
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Some(call) => Some(call.new_at_buffer_tail()),
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None => None,
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};
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self.flush();
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self.draw_calls.push(first_call);
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match first_call {
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Some(fc) => self.draw_calls.push(fc),
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None => {}
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}
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self.color = color;
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self.target = target;
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}
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fn new_instance_buffer(&mut self) -> VertexBufferHandle {
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match self.mode {
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DrawMode::Sprites => self
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.state
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.sprite_instance_buffers
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.new_buffer(&self.state.device),
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DrawMode::Circles => self
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.state
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.circle_instance_buffers
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.new_buffer(&self.state.device),
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}
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}
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fn use_texture(&mut self, texture_id: u32) {
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match self.draw_calls.last_mut() {
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Some(call) => match call.texture_id {
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@ -965,28 +975,47 @@ impl<'a> FrameBuilder<'a> {
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}
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},
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None => {
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let mut call = DrawCall::new(self.mode, self.new_instance_buffer(), 0);
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let (draw_start, buffer) = self.new_instance_buffer();
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let mut call = DrawCall::new(self.mode, buffer, draw_start);
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call.texture_id = Some(texture_id);
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self.draw_calls.push(call);
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}
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}
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}
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fn get_instance_buffer<T: DrawModeInstance>(&mut self) -> &mut VertexBuffer<T> {
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if self.mode != T::MODE {
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self.flush();
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self.mode = T::MODE;
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}
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fn new_instance_buffer(&mut self) -> (u32, VertexBufferHandle) {
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match self.mode {
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DrawMode::Sprites => self
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.state
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.sprite_instance_buffers
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.get_a_buffer(&self.state.device),
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DrawMode::Circles => self
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.state
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.circle_instance_buffers
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.get_a_buffer(&self.state.device),
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}
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}
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fn get_instance_buffer<T: DrawModeInstance>(&mut self) -> &mut VertexBuffer<T> {
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// TODO: Re-work the mode shuffle. Keep the most recent vertex buffer
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// around from the
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self.mode = T::MODE;
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match self.draw_calls.last_mut() {
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Some(call) => match call.allocate_capacity(1) {
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Some(vb) => return T::get_vertex_buffer(self.state, &vb),
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None => {}
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},
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Some(call) => {
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if call.mode == T::MODE {
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match call.allocate_capacity(1) {
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Some(vb) => return T::get_vertex_buffer(self.state, &vb),
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None => {}
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}
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}
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}
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None => {}
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};
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let mut call = DrawCall::new(self.mode, self.new_instance_buffer(), 0);
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let (draw_start, buffer) = self.new_instance_buffer();
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let mut call = DrawCall::new(self.mode, buffer, draw_start);
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let vb = call.allocate_capacity(1).unwrap();
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self.draw_calls.push(call);
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T::get_vertex_buffer(self.state, &vb)
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@ -1035,12 +1064,19 @@ impl<'a> FrameBuilder<'a> {
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depth_stencil_attachment: None,
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});
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match self.mode {
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DrawMode::Sprites => pass.set_pipeline(&self.state.sprite_pipeline),
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DrawMode::Circles => pass.set_pipeline(&self.state.circle_pipeline),
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}
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let mut last_mode = None;
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for call in &self.draw_calls {
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let need_set_pipeline = match last_mode {
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None => true,
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Some(m) => call.mode != m,
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};
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if need_set_pipeline {
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match call.mode {
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DrawMode::Sprites => pass.set_pipeline(&self.state.sprite_pipeline),
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DrawMode::Circles => pass.set_pipeline(&self.state.circle_pipeline),
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}
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last_mode = Some(call.mode);
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}
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call.draw(&self.state, &mut pass);
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}
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}
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