#include "shader.hpp" #include "../../gpu.hpp" #include "../common.hpp" #include #include namespace aurora::gfx::stream { static logvisor::Module Log("aurora::gfx::stream"); using gpu::g_device; wgpu::RenderPipeline create_pipeline(const State& state, [[maybe_unused]] PipelineConfig config) { const auto [shader, info] = build_shader(config.shaderConfig); std::array attributes{}; attributes[0] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x3, .offset = 0, .shaderLocation = 0, }; uint64_t offset = 12; uint32_t shaderLocation = 1; if (config.shaderConfig.vtxAttrs[GX::VA_NRM] == GX::DIRECT) { attributes[shaderLocation] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x3, .offset = offset, .shaderLocation = shaderLocation, }; offset += 12; shaderLocation++; } if (config.shaderConfig.vtxAttrs[GX::VA_CLR0] == GX::DIRECT) { attributes[shaderLocation] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x4, .offset = offset, .shaderLocation = shaderLocation, }; offset += 16; shaderLocation++; } for (int i = GX::VA_TEX0; i < GX::VA_TEX7; ++i) { if (config.shaderConfig.vtxAttrs[i] != GX::DIRECT) { continue; } attributes[shaderLocation] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x2, .offset = offset, .shaderLocation = shaderLocation, }; offset += 8; shaderLocation++; } const std::array vertexBuffers{wgpu::VertexBufferLayout{ .arrayStride = offset, .attributeCount = shaderLocation, .attributes = attributes.data(), }}; return build_pipeline(config, info, vertexBuffers, shader, "Stream Pipeline"); } State construct_state() { return {}; } void render(const State& state, const DrawData& data, const wgpu::RenderPassEncoder& pass) { if (!bind_pipeline(data.pipeline, pass)) { return; } const std::array offsets{data.uniformRange.offset}; pass.SetBindGroup(0, find_bind_group(data.bindGroups.uniformBindGroup), offsets.size(), offsets.data()); if (data.bindGroups.samplerBindGroup && data.bindGroups.textureBindGroup) { pass.SetBindGroup(1, find_bind_group(data.bindGroups.samplerBindGroup)); pass.SetBindGroup(2, find_bind_group(data.bindGroups.textureBindGroup)); } pass.SetVertexBuffer(0, g_vertexBuffer, data.vertRange.offset, data.vertRange.size); pass.SetIndexBuffer(g_indexBuffer, wgpu::IndexFormat::Uint16, data.indexRange.offset, data.indexRange.size); pass.DrawIndexed(data.indexCount); } } // namespace aurora::gfx::stream