Documenting BufferVec. (#4673)
# Objective Documents the `BufferVec` render resource. `BufferVec` is a fairly low level object, that will likely be managed by a higher level API (e.g. through [`encase`](https://github.com/bevyengine/bevy/issues/4272)) in the future. For now, since it is still used by some simple example crates (e.g. [bevy-vertex-pulling](https://github.com/superdump/bevy-vertex-pulling)), it will be helpful to provide some simple documentation on what `BufferVec` does. ## Solution I looked through Discord discussion on `BufferVec`, and found [a comment](https://discord.com/channels/691052431525675048/953222550568173580/956596218857918464 ) by @superdump to be particularly helpful, in the general discussion around `encase`. I have taken care to clarify where the data is stored (host-side), when the device-side buffer is created (through calls to `reserve`), and when data writes from host to device are scheduled (using `write_buffer` calls). --- ## Changelog - Added doc string for `BufferVec` and two of its methods: `reserve` and `write_buffer`. Co-authored-by: Brian Merchant <bhmerchant@gmail.com>
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@ -6,6 +6,29 @@ use bevy_core::{cast_slice, Pod};
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use copyless::VecHelper;
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use wgpu::BufferUsages;
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/// A structure for storing raw bytes that have already been properly formatted
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/// for use by the GPU.
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///
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/// "Properly formatted" means that item data already meets the alignment and padding
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/// requirements for how it will be used on the GPU.
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///
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/// Index, vertex, and instance-rate vertex buffers have no alignment nor padding requirements and
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/// so this helper type is a good choice for them. Uniform buffers must adhere to std140
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/// alignment/padding requirements, and storage buffers to std430. There are helper types for such
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/// buffers:
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/// - Uniform buffers
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/// - Plain: [`UniformBuffer`](crate::render_resource::UniformBuffer)
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/// - Dynamic offsets: [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
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/// - Storage buffers
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/// - Plain: [`StorageBuffer`](crate::render_resource::StorageBuffer)
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/// - Dynamic offsets: [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
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///
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/// The item type must implement [`Pod`] for its data representation to be directly copyable.
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///
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/// The contained data is stored in system RAM. Calling [`reserve`](crate::render_resource::BufferVec::reserve)
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/// allocates VRAM from the [`RenderDevice`](crate::renderer::RenderDevice).
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/// [`write_buffer`](crate::render_resource::BufferVec::write_buffer) queues copying of the data
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/// from system RAM to VRAM.
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pub struct BufferVec<T: Pod> {
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values: Vec<T>,
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buffer: Option<Buffer>,
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@ -51,6 +74,17 @@ impl<T: Pod> BufferVec<T> {
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index
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}
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/// Creates a [`Buffer`](crate::render_resource::Buffer) on the [`RenderDevice`](crate::renderer::RenderDevice) with size
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/// at least `std::mem::size_of::<T>() * capacity`, unless a such a buffer already exists.
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///
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/// If a [`Buffer`](crate::render_resource::Buffer) exists, but is too small, references to it will be discarded,
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/// and a new [`Buffer`](crate::render_resource::Buffer) will be created. Any previously created [`Buffer`](crate::render_resource::Buffer)s
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/// that are no longer referenced will be deleted by the [`RenderDevice`](crate::renderer::RenderDevice)
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/// once it is done using them (typically 1-2 frames).
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///
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/// In addition to any [`BufferUsages`](crate::render_resource::BufferUsages) provided when
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/// the `BufferVec` was created, the buffer on the [`RenderDevice`](crate::renderer::RenderDevice)
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/// is marked as [`BufferUsages::COPY_DST`](crate::render_resource::BufferUsages).
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pub fn reserve(&mut self, capacity: usize, device: &RenderDevice) {
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if capacity > self.capacity {
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self.capacity = capacity;
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@ -64,6 +98,11 @@ impl<T: Pod> BufferVec<T> {
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}
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}
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/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`](crate::renderer::RenderDevice)
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/// and the provided [`RenderQueue`](crate::renderer::RenderQueue).
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///
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/// Before queuing the write, a [`reserve`](crate::render_resource::BufferVec::reserve) operation
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/// is executed.
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pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
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if self.values.is_empty() {
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return;
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