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Make unstruct resolvable and introduce root.unwrap(TgpuVertexLayout) #781

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5 changes: 5 additions & 0 deletions apps/typegpu-docs/astro.config.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -128,6 +128,11 @@ export default defineConfig({
slug: 'fundamentals/resolve',
badge: { text: '0.3' },
},
DEV && {
label: 'Vertex Layouts',
slug: 'fundamentals/vertex-layouts',
badge: { text: '0.3.3' },
},
DEV && {
label: 'Slots',
slug: 'fundamentals/slots',
Expand Down
8 changes: 6 additions & 2 deletions apps/typegpu-docs/src/content/docs/fundamentals/roots.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -55,9 +55,13 @@ untyped value of a typed resource, use the `root.unwrap` function.
| `root.unwrap(resource: TgpuBuffer<AnyData>)` | Returns a `GPUBuffer`. |
| `root.unwrap(resource: TgpuBindGroupLayout)` | Returns a `GPUBindGroupLayout`. |
| `root.unwrap(resource: TgpuBindGroup)` | Returns a `GPUBindGroup`. |
| `root.unwrap(resource: TgpuVertexLayout)` | Returns a `GPUVertexBufferLayout`. |
{/* | `root.unwrap(resource: TgpuTexture)` | Returns a `GPUTexture`. | */}
{/* | `root.unwrap(resource: TgpuReadonlyTexture \| TgpuWriteonlyTexture \| TgpuMutableTexture \| TgpuSampledTexture)` | Returns a `GPUTextureView`. | */}

:::note
To unwrap a `TgpuVertexLayout` make sure that all its attributes are marked with the appropriate location.
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A suggestion, this wording might suggest more that:

  • It's something the dev has to do manually,
  • This usually happens automatically, but it's a requirement when trying to unwrap
Suggested change
To unwrap a `TgpuVertexLayout` make sure that all its attributes are marked with the appropriate location.
To unwrap a `TgpuVertexLayout` make sure to explicitly mark each of its attributes with the appropriate location using `d.location(...)`.

:::

## Destroying resources

Expand Down Expand Up @@ -86,7 +90,7 @@ import React from 'react';
function SceneView() {
const ref = useWebGPU(({ context, device, presentationFormat }) => {
const root = tgpu.initFromDevice({ device });

// create all resources...
});

Expand Down Expand Up @@ -135,4 +139,4 @@ class GameObject {
// create all resources...
}
}
```
```
189 changes: 189 additions & 0 deletions apps/typegpu-docs/src/content/docs/fundamentals/vertex-layouts.mdx
Original file line number Diff line number Diff line change
@@ -0,0 +1,189 @@
---
title: Vertex Layouts
description: A guide on how to create and use typed vertex layouts
draft: true
---

Typed vertex layouts are a way to describe the structure of vertex data in a typed manner. They are used to create a single source of truth for vertex data, which can be used in combination with [`tgpu.resolve`](/TypeGPU/fundamentals/resolve) and [`root.unwrap`](/TypeGPU/fundamentals/roots) to easily create and manage vertex buffers.

## Creating a vertex layout

To create a vertex layout, use the `tgpu.vertexLayout` function. It takes a function that takes a number and returns an array containing any data type, and a string that describes the type of the vertex layout. It can be either `vertex` or `instance` (default is `vertex`).

```ts
import tgpu from 'typegpu';
import * as d from 'typegpu/data';

const ParticleGeometry = d.struct({
tilt: d.f32,
angle: d.f32,
color: d.vec4f,
});

const geometryLayout = tgpu
.vertexLayout((n: number) => d.arrayOf(ParticleGeometry, n), 'instance');
```

## Utilizing loose schemas with vertex layouts

The above example is great if the vertex buffer will also be used as a storage or uniform buffer. However, if you're only interested in the vertex data, you can use a loose schema instead.
It is not restricted by alignment rules and can utilize many useful [vertex formats](https://www.w3.org/TR/webgpu/#vertex-formats). To create loose schemas, use `d.unstruct` instead of `d.struct` and `d.disarrayOf` instead of `d.arrayOf`.
Inside of loose schemas you can use vertex formats as well as the usual data types.

```ts
const LooseParticleGeometry = d.unstruct({
tilt: d.f32,
angle: d.f32,
color: d.unorm8x4, // 4x8-bit unsigned normalized
});
```

The size of `LooseParticleGeometry` will be 12 bytes, compared to 32 bytes of `ParticleGeometry`. This can be useful when you're working with large amounts of vertex data and want to save memory.

:::tip[Aligning loose schemas]
Sometimes you might want to align the data in a loose schema due to external requirements or performance reasons.
You can do this by using the `d.align` function, just like in normal schemas. Even though loose schemas don't have alignment requirements, they will still respect any alignment you specify.

```ts
const LooseParticleGeometry = d.unstruct({
tilt: d.f32,
angle: d.f32,
color: d.align(16, d.unorm8x4),
// 4x8-bit unsigned normalized aligned to 16 bytes
});
```

This will align the `color` field to 16 bytes, making the size of `LooseParticleGeometry` 20 bytes.
:::

## Using vertex layouts

You can utilize [`root.unwrap`](/TypeGPU/fundamentals/roots) to get the raw `GPUVertexBufferLayout` from a typed vertex layout. It will automatically calculate the stride and attributes for you, according to the vertex layout you provided.

:::caution
Make sure that all attributes in the vertex layout are marked with the appropriate location. You can use the `d.location` function to specify the location of each attribute.
If you don't do this, the unwrapping will fail at runtime.
:::

```ts
const ParticleGeometry = d.struct({
tilt: d.location(0, d.f32),
angle: d.location(1, d.f32),
color: d.location(2, d.vec4f),
});

const geometryLayout = tgpu
.vertexLayout((n: number) => d.arrayOf(ParticleGeometry, n), 'instance');

const geometry = root.unwrap(geometryLayout);

console.log(geometry);
//{
// "arrayStride": 32,
// "stepMode": "instance",
// "attributes": [
// {
// "format": "float32",
// "offset": 0,
// "shaderLocation": 0
// },
// {
// "format": "float32",
// "offset": 4,
// "shaderLocation": 1
// },
// {
// "format": "float32x4",
// "offset": 16,
// "shaderLocation": 2
// }
// ]
//}
```

This will return a `GPUVertexBufferLayout` that can be used when creating a render pipeline.

```diff lang=ts
const renderPipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [root.unwrap(bindGroupLayout)],
}),
primitive: {
topology: 'triangle-strip',
},
vertex: {
module: renderShader,
- buffers: [
- {
- arrayStride: 32,
- stepMode: 'instance',
- attributes: [
- {
- format: 'float32',
- offset: 0,
- shaderLocation: 0,
- },
- {
- format: 'float32',
- offset: 4,
- shaderLocation: 1,
- },
- {
- format: 'float32x4',
- offset: 16,
- shaderLocation: 2,
- },
- ],
- },
- ],
+ buffers: [root.unwrap(geometryLayout)],
},
fragment: {
...
},
});
```

If you are using a loose schema, you can now resolve it to get its WGSL representation.

```ts
const LooseParticleGeometry = d.unstruct({
tilt: d.location(0, d.f32),
angle: d.location(1, d.f32),
color: d.location(2, d.unorm8x4),
});

const sampleShader = `
@vertex
fn main(particleGeometry: LooseParticleGeometry) -> @builtin(position) pos: vec4f {
return vec4f(
particleGeometry.tilt,
particleGeometry.angle,
particleGeometry.color.rgb,
1.0
);
}
`;

const wgslDefinition = tgpu.resolve({
template: sampleShader,
externals: { LooseParticleGeometry }
});

console.log(wgslDefinition);
// struct LooseParticleGeometry_0 {
// @location(0) tilt: f32,
// @location(1) angle: f32,
// @location(2) color: vec4f,
// }
//
// @vertex
// fn main(particleGeometry: LooseParticleGeometry_0) -> @builtin(position) pos: vec4f {
// return vec4f(
// particleGeometry.tilt,
// particleGeometry.angle,
// particleGeometry.color.rgb,
// 1.0
// );
// }
```
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