{gfx,examples}: add labels to gpu objects

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-21 19:47:08 -07:00
parent 2b8bfcaa3e
commit bffc668005
10 changed files with 78 additions and 34 deletions

View file

@ -186,35 +186,42 @@ fn buildPipeline(
const opt_layout = sprite_pipeline.get(pipeline_id, .layout);
const device = core.state().device;
const label = @tagName(name) ++ ".buildPipeline";
// Storage buffers
const transforms = device.createBuffer(&.{
.label = label ++ " transforms",
.usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(math.Mat4x4) * sprite_buffer_cap,
.mapped_at_creation = .false,
});
const uv_transforms = device.createBuffer(&.{
.label = label ++ " uv_transforms",
.usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(math.Mat3x3) * sprite_buffer_cap,
.mapped_at_creation = .false,
});
const sizes = device.createBuffer(&.{
.label = label ++ " sizes",
.usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(math.Vec2) * sprite_buffer_cap,
.mapped_at_creation = .false,
});
const texture_sampler = opt_texture_sampler orelse device.createSampler(&.{
.label = label ++ " sampler",
.mag_filter = .nearest,
.min_filter = .nearest,
});
const uniforms = device.createBuffer(&.{
.label = label ++ " uniforms",
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(Uniforms),
.mapped_at_creation = .false,
});
const bind_group_layout = opt_bind_group_layout orelse device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
.label = label,
.entries = &.{
gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0),
gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, false, 0),
@ -230,10 +237,10 @@ fn buildPipeline(
);
defer bind_group_layout.release();
const texture_view = texture.createView(&gpu.TextureView.Descriptor{});
const texture2_view = if (opt_texture2) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
const texture3_view = if (opt_texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
const texture4_view = if (opt_texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
const texture_view = texture.createView(&gpu.TextureView.Descriptor{ .label = label });
const texture2_view = if (opt_texture2) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
const texture3_view = if (opt_texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
const texture4_view = if (opt_texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
defer texture_view.release();
defer texture2_view.release();
defer texture3_view.release();
@ -241,6 +248,7 @@ fn buildPipeline(
const bind_group = opt_bind_group orelse device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.label = label,
.layout = bind_group_layout,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
@ -285,10 +293,12 @@ fn buildPipeline(
const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
const pipeline_layout = opt_layout orelse device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
.label = label,
.bind_group_layouts = &bind_group_layouts,
}));
defer pipeline_layout.release();
const render_pipeline = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.layout = pipeline_layout,
.vertex = gpu.VertexState{
@ -316,9 +326,8 @@ fn buildPipeline(
}
fn preRender(sprite_pipeline: *Mod) void {
const encoder = mach.core.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
.label = "SpritePipeline.encoder",
});
const label = @tagName(name) ++ ".preRender";
const encoder = mach.core.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
var archetypes_iter = sprite_pipeline.entities.query(.{ .all = &.{
@ -353,7 +362,7 @@ fn preRender(sprite_pipeline: *Mod) void {
}
}
var command = encoder.finish(null);
var command = encoder.finish(&.{ .label = label });
defer command.release();
mach.core.queue.submit(&[_]*gpu.CommandBuffer{command});
}