Working on correctly reflecting shader stage for bind groups.
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76c439398f
commit
f3ef23bda7
@ -16,6 +16,7 @@ impl PipelineLayout {
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}
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}
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pub fn from_shader_layouts(shader_layouts: &mut [ShaderLayout]) -> Self {
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pub fn from_shader_layouts(shader_layouts: &mut [ShaderLayout]) -> Self {
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dbg!(&shader_layouts);
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let mut bind_groups = HashMap::<u32, BindGroupDescriptor>::new();
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let mut bind_groups = HashMap::<u32, BindGroupDescriptor>::new();
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let mut vertex_buffer_descriptors = Vec::new();
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let mut vertex_buffer_descriptors = Vec::new();
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for shader_layout in shader_layouts.iter_mut() {
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for shader_layout in shader_layouts.iter_mut() {
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@ -25,10 +26,15 @@ impl PipelineLayout {
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for shader_binding in shader_bind_group.bindings.iter() {
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for shader_binding in shader_bind_group.bindings.iter() {
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if let Some(binding) = bind_group
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if let Some(binding) = bind_group
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.bindings
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.bindings
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.iter()
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.iter_mut()
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.find(|binding| binding.index == shader_binding.index)
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.find(|binding| binding.index == shader_binding.index)
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{
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{
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if binding != shader_binding {
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binding.shader_stage |= shader_binding.shader_stage;
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// Not sure we need to panic anymore here..
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if binding.bind_type != shader_binding.bind_type
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|| binding.name != shader_binding.name
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|| binding.index != shader_binding.index
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{
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panic!("Binding {} in BindGroup {} does not match across all shader types: {:?} {:?}", binding.index, bind_group.index, binding, shader_binding);
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panic!("Binding {} in BindGroup {} does not match across all shader types: {:?} {:?}", binding.index, bind_group.index, binding, shader_binding);
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}
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}
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} else {
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} else {
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@ -42,6 +48,7 @@ impl PipelineLayout {
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}
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}
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}
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}
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}
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}
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dbg!(&bind_groups);
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for vertex_buffer_descriptor in shader_layouts[0].vertex_buffer_descriptors.iter() {
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for vertex_buffer_descriptor in shader_layouts[0].vertex_buffer_descriptors.iter() {
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vertex_buffer_descriptors.push(vertex_buffer_descriptor.clone());
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vertex_buffer_descriptors.push(vertex_buffer_descriptor.clone());
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@ -56,6 +63,8 @@ impl PipelineLayout {
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// TODO: try removing this
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// TODO: try removing this
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bind_groups_result.sort_by(|a, b| a.index.partial_cmp(&b.index).unwrap());
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bind_groups_result.sort_by(|a, b| a.index.partial_cmp(&b.index).unwrap());
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dbg!(&bind_groups_result);
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PipelineLayout {
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PipelineLayout {
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bind_groups: bind_groups_result,
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bind_groups: bind_groups_result,
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vertex_buffer_descriptors,
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vertex_buffer_descriptors,
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@ -9,7 +9,7 @@ use bevy_core::AsBytes;
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use spirv_reflect::{
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use spirv_reflect::{
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types::{
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types::{
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ReflectDescriptorBinding, ReflectDescriptorSet, ReflectDescriptorType, ReflectDimension,
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ReflectDescriptorBinding, ReflectDescriptorSet, ReflectDescriptorType, ReflectDimension,
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ReflectInterfaceVariable, ReflectTypeDescription, ReflectTypeFlags,
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ReflectInterfaceVariable, ReflectTypeDescription, ReflectTypeFlags, ReflectShaderStageFlags
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},
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},
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ShaderModule,
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ShaderModule,
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};
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};
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@ -30,9 +30,10 @@ impl ShaderLayout {
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match ShaderModule::load_u8_data(spirv_data.as_bytes()) {
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match ShaderModule::load_u8_data(spirv_data.as_bytes()) {
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Ok(ref mut module) => {
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Ok(ref mut module) => {
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let entry_point_name = module.get_entry_point_name();
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let entry_point_name = module.get_entry_point_name();
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let shader_stage = module.get_shader_stage();
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let mut bind_groups = Vec::new();
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let mut bind_groups = Vec::new();
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for descriptor_set in module.enumerate_descriptor_sets(None).unwrap() {
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for descriptor_set in module.enumerate_descriptor_sets(None).unwrap() {
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let bind_group = reflect_bind_group(&descriptor_set);
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let bind_group = reflect_bind_group(&descriptor_set, shader_stage);
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bind_groups.push(bind_group);
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bind_groups.push(bind_group);
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}
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}
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@ -150,10 +151,10 @@ fn reflect_vertex_attribute_descriptor(
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}
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}
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}
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}
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fn reflect_bind_group(descriptor_set: &ReflectDescriptorSet) -> BindGroupDescriptor {
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fn reflect_bind_group(descriptor_set: &ReflectDescriptorSet, shader_stage: ReflectShaderStageFlags) -> BindGroupDescriptor {
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let mut bindings = Vec::new();
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let mut bindings = Vec::new();
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for descriptor_binding in descriptor_set.bindings.iter() {
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for descriptor_binding in descriptor_set.bindings.iter() {
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let binding = reflect_binding(descriptor_binding);
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let binding = reflect_binding(descriptor_binding, shader_stage);
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bindings.push(binding);
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bindings.push(binding);
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}
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}
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@ -170,7 +171,7 @@ fn reflect_dimension(type_description: &ReflectTypeDescription) -> TextureViewDi
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}
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}
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}
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}
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fn reflect_binding(binding: &ReflectDescriptorBinding) -> BindingDescriptor {
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fn reflect_binding(binding: &ReflectDescriptorBinding, shader_stage: ReflectShaderStageFlags) -> BindingDescriptor {
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let type_description = binding.type_description.as_ref().unwrap();
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let type_description = binding.type_description.as_ref().unwrap();
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let (name, bind_type) = match binding.descriptor_type {
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let (name, bind_type) = match binding.descriptor_type {
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ReflectDescriptorType::UniformBuffer => (
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ReflectDescriptorType::UniformBuffer => (
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@ -200,12 +201,18 @@ fn reflect_binding(binding: &ReflectDescriptorBinding) -> BindingDescriptor {
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_ => panic!("unsupported bind type {:?}", binding.descriptor_type),
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_ => panic!("unsupported bind type {:?}", binding.descriptor_type),
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};
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};
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let shader_stage = match shader_stage {
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ReflectShaderStageFlags::COMPUTE => BindingShaderStage::COMPUTE,
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ReflectShaderStageFlags::VERTEX => BindingShaderStage::VERTEX,
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ReflectShaderStageFlags::FRAGMENT => BindingShaderStage::FRAGMENT,
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_ => panic!("Only one specified shader stage is support.")
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};
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BindingDescriptor {
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BindingDescriptor {
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index: binding.binding,
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index: binding.binding,
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bind_type,
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bind_type,
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name: name.to_string(),
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name: name.to_string(),
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// TODO: We should be able to detect which shader program the binding is being used in..
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shader_stage,
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shader_stage: BindingShaderStage::VERTEX | BindingShaderStage::FRAGMENT,
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}
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}
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}
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}
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@ -416,7 +423,7 @@ mod tests {
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UniformProperty::Mat4
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UniformProperty::Mat4
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])],
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])],
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},
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},
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shader_stage: BindingShaderStage::VERTEX | BindingShaderStage::FRAGMENT,
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shader_stage: BindingShaderStage::VERTEX,
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}]
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}]
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),
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),
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BindGroupDescriptor::new(
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BindGroupDescriptor::new(
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@ -429,7 +436,7 @@ mod tests {
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dimension: TextureViewDimension::D2,
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dimension: TextureViewDimension::D2,
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component_type: TextureComponentType::Float,
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component_type: TextureComponentType::Float,
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},
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},
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shader_stage: BindingShaderStage::VERTEX | BindingShaderStage::FRAGMENT,
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shader_stage: BindingShaderStage::VERTEX,
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}]
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}]
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),
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),
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]
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]
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@ -133,6 +133,7 @@ impl WgpuRenderResourceContext {
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bindings: bind_group_layout_binding.as_slice(),
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bindings: bind_group_layout_binding.as_slice(),
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label: None,
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label: None,
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};
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};
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dbg!(&wgpu_descriptor);
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let bind_group_layout = self.device.create_bind_group_layout(&wgpu_descriptor);
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let bind_group_layout = self.device.create_bind_group_layout(&wgpu_descriptor);
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bind_group_layouts.insert(descriptor.id, bind_group_layout);
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bind_group_layouts.insert(descriptor.id, bind_group_layout);
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}
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}
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