use buffers + dynamic offsets for shaderuniforms

This commit is contained in:
Carter Anderson 2020-01-27 01:13:38 -08:00
parent d76b2b032e
commit 36568d91d2
7 changed files with 222 additions and 95 deletions

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@ -14,6 +14,14 @@ fn setup(world: &mut World) {
(mesh_storage.add(cube), mesh_storage.add(plane)) (mesh_storage.add(cube), mesh_storage.add(plane))
}; };
let mut indices = std::collections::HashMap::new();
indices.insert("StandardMaterial".to_string(), 0);
indices.insert("Object".to_string(), 0);
let mut indices_2 = std::collections::HashMap::new();
indices_2.insert("StandardMaterial".to_string(), 16);
indices_2.insert("Object".to_string(), 64);
world.build() world.build()
// plane // plane
// .add_archetype(MeshEntity { // .add_archetype(MeshEntity {
@ -32,25 +40,27 @@ fn setup(world: &mut World) {
uniform_selectors: vec![ uniform_selectors: vec![
uniform_selector::<StandardMaterial>, uniform_selector::<StandardMaterial>,
uniform_selector::<LocalToWorld>, uniform_selector::<LocalToWorld>,
] ],
dynamic_uniform_indices: indices,
}, },
local_to_world: LocalToWorld::identity(), local_to_world: LocalToWorld::identity(),
translation: Translation::new(0.0, 0.0, 1.0), translation: Translation::new(0.0, 0.0, 1.0),
}) })
// .add_archetype(NewMeshEntity { .add_archetype(NewMeshEntity {
// mesh: cube_handle.clone(), mesh: cube_handle.clone(),
// material: StandardMaterial { material: StandardMaterial {
// albedo: math::vec4(0.0, 1.0, 0.0, 1.0), albedo: math::vec4(0.0, 1.0, 0.0, 1.0),
// }, },
// shader_uniforms: ShaderUniforms { shader_uniforms: ShaderUniforms {
// uniform_selectors: vec![ uniform_selectors: vec![
// uniform_selector::<StandardMaterial>, uniform_selector::<StandardMaterial>,
// uniform_selector::<LocalToWorld>, uniform_selector::<LocalToWorld>,
// ] ],
// }, dynamic_uniform_indices: indices_2,
// local_to_world: LocalToWorld::identity(), },
// translation: Translation::new(-2.0, 0.0, 1.0), local_to_world: LocalToWorld::identity(),
// }) translation: Translation::new(-2.0, 0.0, 1.0),
})
// light // light
// .add_archetype(LightEntity { // .add_archetype(LightEntity {
// light: Light { // light: Light {

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@ -19,7 +19,7 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
let mut last_mesh_id = None; let mut last_mesh_id = None;
let mesh_query = let mesh_query =
<(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>()); <(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
for (_shader_uniforms, mesh) in mesh_query.iter(world) { for (shader_uniforms, mesh) in mesh_query.iter(world) {
let current_mesh_id = mesh.id; let current_mesh_id = mesh.id;
let mut should_load_mesh = last_mesh_id == None; let mut should_load_mesh = last_mesh_id == None;
@ -42,7 +42,7 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
// TODO: re-getting the mesh isn't necessary. just store the index count // TODO: re-getting the mesh isn't necessary. just store the index count
if let Some(mesh_asset) = mesh_storage.get(mesh.id) { if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
// TODO: validate bind group properties against shader uniform properties at least once // TODO: validate bind group properties against shader uniform properties at least once
render_pass.setup_bind_groups(); render_pass.setup_bind_groups(&&*shader_uniforms);
render_pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1); render_pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
}; };

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@ -45,7 +45,7 @@ impl ForwardPipelineBuilder for RenderGraphBuilder {
Binding { Binding {
name: "Object".to_string(), name: "Object".to_string(),
bind_type: BindType::Uniform { bind_type: BindType::Uniform {
dynamic: false, dynamic: true,
properties: vec![ properties: vec![
UniformProperty { UniformProperty {
name: "Model".to_string(), name: "Model".to_string(),
@ -57,7 +57,7 @@ impl ForwardPipelineBuilder for RenderGraphBuilder {
Binding { Binding {
name: "StandardMaterial".to_string(), name: "StandardMaterial".to_string(),
bind_type: BindType::Uniform { bind_type: BindType::Uniform {
dynamic: false, dynamic: true,
properties: vec![ properties: vec![
UniformProperty { UniformProperty {
name: "Albedo".to_string(), name: "Albedo".to_string(),

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@ -1,4 +1,4 @@
use crate::{legion::prelude::*, render::render_graph_2::{RenderGraph, ResourceInfo, PipelineDescriptor}}; use crate::{legion::prelude::*, render::render_graph_2::{RenderGraph, ResourceInfo, PipelineDescriptor, ShaderUniforms}};
use std::ops::Range; use std::ops::Range;
pub trait Renderer { pub trait Renderer {
@ -19,5 +19,5 @@ pub trait RenderPass {
fn set_index_buffer(&mut self, name: &str, offset: u64); fn set_index_buffer(&mut self, name: &str, offset: u64);
fn set_vertex_buffer(&mut self, start_slot: u32, name: &str, offset: u64); fn set_vertex_buffer(&mut self, start_slot: u32, name: &str, offset: u64);
fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>); fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>);
fn setup_bind_groups(&mut self); fn setup_bind_groups(&mut self, shader_uniforms: &ShaderUniforms);
} }

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@ -27,7 +27,6 @@ impl ResourceProvider for CameraResourceProvider {
camera.update(width, height); camera.update(width, height);
let camera_matrix: [[f32; 4]; 4] = let camera_matrix: [[f32; 4]; 4] =
(camera.view_matrix * local_to_world.0).to_cols_array_2d(); (camera.view_matrix * local_to_world.0).to_cols_array_2d();
// TODO: use staging buffer here
renderer.create_buffer_with_data( renderer.create_buffer_with_data(
resource_name::uniform::CAMERA, resource_name::uniform::CAMERA,
camera_matrix.as_bytes(), camera_matrix.as_bytes(),

View File

@ -3,28 +3,77 @@ use crate::{
borrow::RefMap, borrow::RefMap,
prelude::{Entity, World}, prelude::{Entity, World},
}, },
render::render_graph_2::{UniformPropertyType, BindType},
math::Vec4, math::Vec4,
render::render_graph_2::{BindType, UniformPropertyType},
}; };
use zerocopy::AsBytes; use std::collections::HashMap;
use legion::storage::Component; use legion::storage::Component;
use zerocopy::AsBytes;
pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>; pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
pub struct ShaderUniforms { pub struct ShaderUniforms {
// used for distinguishing // used for distinguishing
pub uniform_selectors: Vec<ShaderUniformSelector>, pub uniform_selectors: Vec<ShaderUniformSelector>,
pub dynamic_uniform_indices: HashMap<String, u64>,
} }
impl<'a> ShaderUniforms { impl ShaderUniforms {
pub fn new() -> Self { pub fn new() -> Self {
ShaderUniforms { ShaderUniforms {
uniform_selectors: Vec::new(), uniform_selectors: Vec::new(),
dynamic_uniform_indices: HashMap::new(),
} }
} }
pub fn add(&mut self, selector: ShaderUniformSelector) { pub fn add(&mut self, selector: ShaderUniformSelector) {
self.uniform_selectors.push(selector); self.uniform_selectors.push(selector);
} }
pub fn get_uniform_info<'a>(
&'a self,
world: &'a World,
entity: Entity,
uniform_name: &str,
) -> Option<&'a UniformInfo> {
for uniform_selector in self.uniform_selectors.iter().rev() {
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
panic!(
"ShaderUniform selector points to a missing component. Uniform: {}",
uniform_name
)
});
let info = uniforms.get_uniform_info(uniform_name);
if let Some(_) = info {
return info;
}
}
None
}
pub fn get_uniform_bytes<'a>(
&'a self,
world: &'a World,
entity: Entity,
uniform_name: &str,
) -> Option<Vec<u8>> {
for uniform_selector in self.uniform_selectors.iter().rev() {
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
panic!(
"ShaderUniform selector points to a missing component. Uniform: {}",
uniform_name
)
});
let bytes = uniforms.get_uniform_bytes(uniform_name);
if let Some(_) = bytes {
return bytes;
}
}
None
}
} }
pub struct StandardMaterial { pub struct StandardMaterial {
@ -59,50 +108,49 @@ impl GetBytes for Vec4 {
} }
pub trait AsUniforms { pub trait AsUniforms {
fn get_uniform_info(&self) -> &[UniformInfo]; fn get_uniform_infos(&self) -> &[UniformInfo];
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]]; fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>; fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
// TODO: support zero-copy uniforms // TODO: support zero-copy uniforms
// fn get_uniform_value_ref(&self, index: usize) -> &[u8]; // fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
} }
// pub struct UniformInfo<'a> { // pub struct UniformInfo<'a> {
// pub name: &'a str, // pub name: &'a str,
// pub // pub
// } // }
pub struct UniformInfo<'a> { pub struct UniformInfo<'a> {
pub name: &'a str, pub name: &'a str,
pub bind_type: BindType, pub bind_type: BindType,
} }
pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>> where T: AsUniforms + Component { pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>>
world.get_component::<T>(entity).map( where
|c| { T: AsUniforms + Component,
c.map_into(|s| { {
s as &dyn AsUniforms world
}) .get_component::<T>(entity)
}) .map(|c| c.map_into(|s| s as &dyn AsUniforms))
} }
// create this from a derive macro // create this from a derive macro
const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[ const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
UniformInfo {
name: "StandardMaterial", name: "StandardMaterial",
bind_type: BindType::Uniform { bind_type: BindType::Uniform {
dynamic: false, dynamic: false,
// TODO: fill this in with properties // TODO: fill this in with properties
properties: Vec::new() properties: Vec::new(),
}, },
} }];
];
// these are separate from BindType::Uniform{properties} because they need to be const // these are separate from BindType::Uniform{properties} because they need to be const
const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]]; const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const ST // const ST
impl AsUniforms for StandardMaterial { impl AsUniforms for StandardMaterial {
fn get_uniform_info(&self) -> &[UniformInfo] { fn get_uniform_infos(&self) -> &[UniformInfo] {
STANDARD_MATERIAL_UNIFORM_INFO STANDARD_MATERIAL_UNIFORM_INFO
} }
@ -111,11 +159,18 @@ impl AsUniforms for StandardMaterial {
} }
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> { fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name { match name {
"StandardMaterial" => Some(self.albedo.get_bytes()), "StandardMaterial" => Some(self.albedo.get_bytes()),
_ => None, _ => None,
} }
} }
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
"StandardMaterial" => Some(&STANDARD_MATERIAL_UNIFORM_INFO[0]),
_ => None,
}
}
// fn iter_properties(&self) -> std::slice::Iter<&'static str> { // fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter() // STANDARD_MATERIAL_PROPERTIES.iter()
// } // }
@ -128,37 +183,24 @@ impl AsUniforms for StandardMaterial {
// _ => None, // _ => None,
// } // }
// } // }
// fn get_selector(&self) -> ShaderMaterialSelector {
// |entity, world| {
// world.get_component::<Self>(entity).map(
// |c: Ref<StandardMaterial>| {
// c.map_into(|s| {
// s as &dyn ShaderMaterial
// })
// }
// )
// }
// }
} }
// create this from a derive macro // create this from a derive macro
const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[ const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
UniformInfo {
name: "Object", name: "Object",
bind_type: BindType::Uniform { bind_type: BindType::Uniform {
dynamic: false, dynamic: false,
// TODO: fill this in with properties // TODO: fill this in with properties
properties: Vec::new() properties: Vec::new(),
}, },
} }];
];
// these are separate from BindType::Uniform{properties} because they need to be const // these are separate from BindType::Uniform{properties} because they need to be const
const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]]; const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const ST // const ST
impl AsUniforms for bevy_transform::prelude::LocalToWorld { impl AsUniforms for bevy_transform::prelude::LocalToWorld {
fn get_uniform_info(&self) -> &[UniformInfo] { fn get_uniform_infos(&self) -> &[UniformInfo] {
LOCAL_TO_WORLD_UNIFORM_INFO LOCAL_TO_WORLD_UNIFORM_INFO
} }
@ -167,10 +209,16 @@ impl AsUniforms for bevy_transform::prelude::LocalToWorld {
} }
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> { fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name { match name {
"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()), "Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
_ => None, _ => None,
} }
}
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
"Object" => Some(&LOCAL_TO_WORLD_UNIFORM_INFO[0]),
_ => None,
}
} }
// fn iter_properties(&self) -> std::slice::Iter<&'static str> { // fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter() // STANDARD_MATERIAL_PROPERTIES.iter()
@ -184,15 +232,4 @@ impl AsUniforms for bevy_transform::prelude::LocalToWorld {
// _ => None, // _ => None,
// } // }
// } // }
// fn get_selector(&self) -> ShaderMaterialSelector {
// |entity, world| {
// world.get_component::<Self>(entity).map(
// |c: Ref<StandardMaterial>| {
// c.map_into(|s| {
// s as &dyn ShaderMaterial
// })
// }
// )
// }
// }
} }

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@ -350,6 +350,71 @@ impl WgpuRenderer {
} }
} }
} }
fn setup_dynamic_entity_shader_uniforms(&mut self, world: &World, render_graph: &RenderGraph, encoder: &mut wgpu::CommandEncoder) {
let mut dynamic_uniform_info = HashMap::new();
// retrieve all uniforms buffers that aren't aleady set. these are "dynamic" uniforms, which are set by the user in ShaderUniforms
// TODO: this breaks down in multiple ways:
// (1) resource_info will be set after the first run so this won't update.
// (2) if we create new buffers, the old bind groups will be invalid
for pipeline in render_graph.pipeline_descriptors.values() {
for bind_group in pipeline.pipeline_layout.bind_groups.iter() {
for binding in bind_group.bindings.iter() {
if let None = self.resource_info.get(&binding.name) {
if let BindType::Uniform { .. } = &binding.bind_type {
if dynamic_uniform_info.contains_key(&binding.name) {
continue;
}
dynamic_uniform_info.insert(binding.name.to_string(), UniformInfo {
size: binding.bind_type.get_uniform_size().unwrap(),
count: 0,
});
}
}
}
}
}
// count the number of entities providing each uniform
for (name, info) in dynamic_uniform_info.iter_mut() {
for (entity, shader_uniforms) in <Read<ShaderUniforms>>::query().iter_entities(world) {
if let Some(_) = shader_uniforms.get_uniform_info(world, entity, name) {
info.count += 1;
}
}
}
// allocate uniform buffers
for (name, info) in dynamic_uniform_info.iter() {
// TODO: maybe align to device
let size = info.size * info.count;
println!("{} {} {}", name, info.size, info.count);
self.create_buffer(name, size, wgpu::BufferUsage::COPY_DST | wgpu::BufferUsage::UNIFORM);
}
// copy entity uniform data to buffers
for (name, info) in dynamic_uniform_info.iter_mut() {
let size = info.size * info.count;
let mut current_index = 0;
let mapped = self.device.create_buffer_mapped(size as usize, wgpu::BufferUsage::COPY_SRC);
for ((entity, shader_uniforms), slot) in <Read<ShaderUniforms>>::query().iter_entities(world).zip(mapped.data.chunks_exact_mut(info.size as usize)) {
if let Some(bytes) = shader_uniforms.get_uniform_bytes(world, entity, name) {
slot.copy_from_slice(bytes.as_slice());
}
}
let temp_buffer = mapped.finish();
let uniform_buffer = self.buffers.get(name);
encoder.copy_buffer_to_buffer(&temp_buffer, 0, uniform_buffer.unwrap(), 0, size);
}
}
}
pub struct UniformInfo {
pub size: u64,
pub count: u64,
} }
impl Renderer for WgpuRenderer { impl Renderer for WgpuRenderer {
@ -401,6 +466,8 @@ impl Renderer for WgpuRenderer {
let mut encoder = self let mut encoder = self
.device .device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); .create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
self.setup_dynamic_entity_shader_uniforms(world, render_graph, &mut encoder);
// setup, pipelines, bind groups, and resources // setup, pipelines, bind groups, and resources
for (pipeline_name, pipeline_descriptor) in render_graph.pipeline_descriptors.iter() { for (pipeline_name, pipeline_descriptor) in render_graph.pipeline_descriptors.iter() {
@ -420,16 +487,16 @@ impl Renderer for WgpuRenderer {
self.setup_bind_group(bind_group); self.setup_bind_group(bind_group);
// TODO: Move this out of the for loop // TODO: Move this out of the for loop
// copy entity ShaderUniforms to buffers // copy entity ShaderUniforms to buffers
let shader_uniform_query = <Read<ShaderUniforms>>::query(); // let shader_uniform_query = <Read<ShaderUniforms>>::query();
for (entity, shader_uniforms) in shader_uniform_query.iter_entities(world) { // for (entity, shader_uniforms) in shader_uniform_query.iter_entities(world) {
self.setup_entity_shader_uniforms( // self.setup_entity_shader_uniforms(
bind_group, // bind_group,
world, // world,
entity, // entity,
&&*shader_uniforms, // &&*shader_uniforms,
&mut encoder, // &mut encoder,
); // );
} // }
} }
} }
@ -543,7 +610,7 @@ impl<'a, 'b, 'c, 'd> RenderPass for WgpuRenderPass<'a, 'b, 'c, 'd> {
} }
// TODO: maybe move setup to renderer.setup_bind_groups(&pipeline_desc); // TODO: maybe move setup to renderer.setup_bind_groups(&pipeline_desc);
fn setup_bind_groups(&mut self) { fn setup_bind_groups(&mut self, shader_uniforms: &ShaderUniforms) {
for (i, bind_group) in self for (i, bind_group) in self
.pipeline_descriptor .pipeline_descriptor
.pipeline_layout .pipeline_layout
@ -556,8 +623,22 @@ impl<'a, 'b, 'c, 'd> RenderPass for WgpuRenderPass<'a, 'b, 'c, 'd> {
bind_group.hash(&mut hasher); bind_group.hash(&mut hasher);
let bind_group_id = hasher.finish(); let bind_group_id = hasher.finish();
let bind_group_info = self.renderer.bind_groups.get(&bind_group_id).unwrap(); let bind_group_info = self.renderer.bind_groups.get(&bind_group_id).unwrap();
let mut dynamic_uniform_indices = Vec::new();
for binding in bind_group.bindings.iter() {
if let BindType::Uniform { dynamic, ..} = binding.bind_type {
if !dynamic {
continue;
}
if let Some(index) = shader_uniforms.dynamic_uniform_indices.get(&binding.name) {
dynamic_uniform_indices.push(*index);
}
}
}
self.render_pass self.render_pass
.set_bind_group(i as u32, &bind_group_info.bind_group, &[]); .set_bind_group(i as u32, &bind_group_info.bind_group, dynamic_uniform_indices.as_slice());
} }
} }
} }