跳到主要内容

渲染通道

Arche 基于 WebGPU 渲染管线的配置过程,使用 RenderPassSubpass 这两个类型组织渲染渲染管线, 使得既可以利用前面几篇文章所介绍的各种工具实现一条灵活配置的高性能渲染管线,也可以直接调用 WebGPU 的接口快速搭建出完成某种特定功能的渲染管线。 同时,每一个RenderPass 都可以组合多个Subpss 使得在同一张"画布",即 wgpu::RenderPassDescriptor 下完成渲染的工作。

渲染通道描述结构体

ForwardApplication 当中,构造了 wgpu::RenderPassDescriptor。 这一结构体关联了我们熟悉的 RenderContext 中的 wgpu::TextureView,并且对画布贴图载入和保存时的操作进行配置:

bool ForwardApplication::prepare(Engine &engine) {
GraphicsApplication::prepare(engine);

_scene = std::make_unique<Scene>(_device);

auto extent = engine.window().extent();
loadScene(extent.width, extent.height);

// Create a render pass descriptor for thelighting and composition pass
// Whatever rendered in the final pass needs to be stored so it can be displayed
_renderPassDescriptor.colorAttachmentCount = 1;
_renderPassDescriptor.colorAttachments = &_colorAttachments;
_renderPassDescriptor.depthStencilAttachment = &_depthStencilAttachment;

_colorAttachments.storeOp = wgpu::StoreOp::Store;
_colorAttachments.loadOp = wgpu::LoadOp::Clear;
auto& color = _scene->background.solidColor;
_colorAttachments.clearColor = wgpu::Color{color.r, color.g, color.b, color.a};
_depthStencilAttachment.depthLoadOp = wgpu::LoadOp::Clear;
_depthStencilAttachment.clearDepth = 1.0;
_depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Discard;
_depthStencilAttachment.stencilLoadOp = wgpu::LoadOp::Clear;
_depthStencilAttachment.stencilStoreOp = wgpu::StoreOp::Discard;
_renderPass = std::make_unique<RenderPass>(_device, _renderPassDescriptor);
_renderPass->addSubpass(std::make_unique<ForwardSubpass>(_renderContext.get(), _scene.get(), _mainCamera));

return true;
}

由于 RenderContext 可能会由于用户改变窗口大小而重新构造深度贴图等,因此在每一个渲染循环中对其进行绑定:

void ForwardApplication::update(float delta_time) {
GraphicsApplication::update(delta_time);
_scene->update(delta_time);

wgpu::CommandEncoder commandEncoder = _device.CreateCommandEncoder();
_colorAttachments.view = _renderContext->currentDrawableTexture();
_depthStencilAttachment.view = _renderContext->depthStencilTexture();

_renderPass->draw(commandEncoder, "Lighting & Composition Pass");
// Finalize rendering here & push the command buffer to the GPU
wgpu::CommandBuffer commands = commandEncoder.Finish();
_device.GetQueue().Submit(1, &commands);
_renderContext->present();
}

渲染通道

注意到,主循环调用 RenderPass::drawwgpu::CommandEncoder 录制 GPU 命令,RenderPass 有三个方面的作用:

  1. 保存 Subpass 的指针,并将自身的指针保存到 Subpass,最后调用 Subpass::prepare 方法进行初始化
  2. 构造 wgpu::RenderPassEncoder 并将其传递给 Subpass
  3. 维护相关 RenderPass 之间的关系,使得 Subpass 可以访问渲染上下文的信息

RenderPass::draw 当中会调用其保存的 Subpass 对象进行渲染:

void RenderPass::draw(wgpu::CommandEncoder& commandEncoder,
std::optional<std::string> label) {
assert(!_subpasses.empty() && "Render pipeline should contain at least one sub-pass");

wgpu::RenderPassEncoder encoder = commandEncoder.BeginRenderPass(&_desc);
if (label) {
encoder.SetLabel(label.value().c_str());
}
for (size_t i = 0; i < _subpasses.size(); ++i) {
_activeSubpassIndex = i;
_subpasses[i]->draw(encoder);
}
_activeSubpassIndex = 0;

encoder.EndPass();
}

渲染子通道

Subpass 在构造时需要制定渲染的场景,相机,之所以在构造函数中就指定这些信息,是为了能够更早生成一系列 WebGPU 对象并对其进行缓存,提高运行时的性能。 所有子类必须实现两个纯虚函数:

/**
* @brief Prepares the shaders and shader variants for a subpass
*/
virtual void prepare() = 0;

/**
* @brief Draw virtual function
* @param commandEncoder CommandEncoder to use to record draw commands
*/
virtual void draw(wgpu::RenderPassEncoder& commandEncoder) = 0;

前者尽可能构造更多的 WebGPU 对象并对其进行缓存,而后者将渲染命令录制到 wgpu::RenderPassEncoder 当中。

Arche.js 中的实践

Arche.js 的总体架构与之类似,但是由于不希望用户在 Arche.js 通过继承的方式对 Engine 进行扩展, 因此 wgpu::RenderPassDescriptor 直接在 RendPass 内部构建:

export class ForwardRenderPass extends RenderPass {
private _renderPassColorAttachment = new RenderPassColorAttachment();
private _renderPassDepthStencilAttachment = new RenderPassDepthStencilAttachment();
private _engine: Engine;

constructor(engine: Engine) {
super();
this._engine = engine;
const renderPassDescriptor = this.renderPassDescriptor;
const renderPassColorAttachment = this._renderPassColorAttachment;
const renderPassDepthStencilAttachment = this._renderPassDepthStencilAttachment;

renderPassDescriptor.colorAttachments.push(this._renderPassColorAttachment);
renderPassDescriptor.depthStencilAttachment = this._renderPassDepthStencilAttachment;
renderPassColorAttachment.storeOp = "store";
renderPassColorAttachment.loadOp = 'clear';
renderPassColorAttachment.clearValue = { r: 0.4, g: 0.4, b: 0.4, a: 1.0 };
renderPassDepthStencilAttachment.depthLoadOp = 'clear';
renderPassDepthStencilAttachment.depthClearValue = 1.0;
renderPassDepthStencilAttachment.depthStoreOp = "store";
renderPassDepthStencilAttachment.stencilLoadOp = 'clear';
renderPassDepthStencilAttachment.stencilClearValue= 0.0;
renderPassDepthStencilAttachment.stencilStoreOp = "store";
renderPassDepthStencilAttachment.view = engine.renderContext.depthStencilTexture();

this.addSubpass(new ForwardSubpass(engine));
}

draw(scene: Scene, camera: Camera, commandEncoder: GPUCommandEncoder) {
this._renderPassColorAttachment.view = this._engine.renderContext.currentDrawableTexture();
super.draw(scene, camera, commandEncoder);
}
}

使得 RenderPassSubpass 一样,可以组合起来进行渲染:

Engine._render
  const commandEncoder = this._device.createCommandEncoder();
for (let j = 0, n = this._renderPasses.length; j < n; j++) {
const renderPass = this._renderPasses[j];
renderPass.draw(scene, camera, commandEncoder);
}
this._device.queue.submit([commandEncoder.finish()]);
caution

这种组合的方式并不是最优的。例如后面会介绍的帧缓冲拾取 FrameBufferColorPicker 会在渲染管线当中添加一步阻断操作,等待渲染任务完成。阻断操作需要精心配置,否则很容易影响性能。