Integrate BLAS/TLAS acceleration structures and RT shadow compute pass into the deferred rendering demo. Adds GpuContext::new_with_features() for requesting EXPERIMENTAL_RAY_QUERY, Mesh::new_with_usage() for BLAS_INPUT buffer flags, and extends the lighting shadow bind group to 9 entries (shadow map + IBL + SSGI + RT shadow). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
118 lines
4.1 KiB
Rust
118 lines
4.1 KiB
Rust
use std::sync::Arc;
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use winit::window::Window;
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn create_depth_texture(device: &wgpu::Device, width: u32, height: u32) -> wgpu::TextureView {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Depth Texture"),
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size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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texture.create_view(&wgpu::TextureViewDescriptor::default())
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}
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pub struct GpuContext {
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pub surface: wgpu::Surface<'static>,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub config: wgpu::SurfaceConfiguration,
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pub surface_format: wgpu::TextureFormat,
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pub depth_view: wgpu::TextureView,
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}
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impl GpuContext {
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pub fn new(window: Arc<Window>) -> Self {
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pollster::block_on(Self::new_async(window, wgpu::Features::empty()))
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}
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/// Create a GpuContext requesting additional device features (e.g. ray tracing).
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pub fn new_with_features(window: Arc<Window>, features: wgpu::Features) -> Self {
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pollster::block_on(Self::new_async(window, features))
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}
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async fn new_async(window: Arc<Window>, extra_features: wgpu::Features) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(window).expect("Failed to create surface");
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.expect("Failed to find a suitable GPU adapter");
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// When extra features are requested (e.g. ray tracing), use adapter limits
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// so RT-specific limits (max_acceleration_structures_per_shader_stage, etc.) are satisfied.
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let required_limits = if extra_features.is_empty() {
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wgpu::Limits::default()
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} else {
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adapter.limits()
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};
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor {
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label: Some("Voltex Device"),
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required_features: extra_features,
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required_limits,
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memory_hints: Default::default(),
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..Default::default()
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})
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.await
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.expect("Failed to create device");
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width.max(1),
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height: size.height.max(1),
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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let depth_view = create_depth_texture(&device, config.width, config.height);
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Self {
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surface,
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device,
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queue,
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config,
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surface_format,
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depth_view,
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}
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 {
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self.config.width = width;
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self.config.height = height;
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self.surface.configure(&self.device, &self.config);
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self.depth_view = create_depth_texture(&self.device, width, height);
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}
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}
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}
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