[oden] Stop doing passes per draw mode that's silly

This commit is contained in:
John Doty 2023-08-29 17:31:12 -07:00
parent 796c6cc2a4
commit 44130cf22a

View file

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