Optimize forward rendering and add benchmark

Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-08-20 14:36:51 +00:00
co-authored by heaust
parent 000bfd63bf
commit abfa428464
18 changed files with 390 additions and 97 deletions
+21 -11
View File
@@ -13,7 +13,7 @@ pub struct Loadout {
#[derive(Default)]
pub struct Store {
graphs: HashMap<String, RenderGraph>,
texture_sources: HashMap<String, web_sys::ImageBitmap>,
texture_sources: HashMap<String, HashMap<u32, web_sys::ImageBitmap>>,
active: Option<Loadout>,
}
@@ -32,9 +32,11 @@ impl Store {
data,
self.active.as_ref().map(|active| &active.resources),
)?;
for (name, image) in &self.texture_sources {
if resources.needs_upload(name) {
resources.upload_texture(name, image, gpu)?;
for (name, levels) in &self.texture_sources {
for (mip_level, image) in levels {
if resources.needs_upload(name, *mip_level) {
resources.upload_texture(name, *mip_level, image, gpu)?;
}
}
}
self.active = Some(Loadout { graph, resources });
@@ -44,23 +46,29 @@ impl Store {
pub fn upload_texture(
&mut self,
name: String,
mip_level: u32,
image: web_sys::ImageBitmap,
gpu: &Wgpu,
) -> Result<(), String> {
if let Some(active) = &mut self.active {
if active.resources.texture_slots.contains_key(&name) {
active.resources.upload_texture(&name, &image, gpu)?;
active
.resources
.upload_texture(&name, mip_level, &image, gpu)?;
}
}
if let Some(previous) = self.texture_sources.insert(name, image) {
let levels = self.texture_sources.entry(name).or_default();
if let Some(previous) = levels.insert(mip_level, image) {
previous.close();
}
Ok(())
}
pub fn delete_texture(&mut self, name: &str) {
if let Some(image) = self.texture_sources.remove(name) {
image.close();
if let Some(levels) = self.texture_sources.remove(name) {
for image in levels.into_values() {
image.close();
}
}
}
@@ -102,9 +110,11 @@ impl Store {
data,
self.active.as_ref().map(|active| &active.resources),
)?;
for (name, image) in &self.texture_sources {
if resources.needs_upload(name) {
resources.upload_texture(name, image, gpu)?;
for (name, levels) in &self.texture_sources {
for (mip_level, image) in levels {
if resources.needs_upload(name, *mip_level) {
resources.upload_texture(name, *mip_level, image, gpu)?;
}
}
}
self.active = Some(Loadout { graph, resources });