use crate::render_resource::{ BindGroup, BindGroupLayout, Buffer, ComputePipeline, RawRenderPipelineDescriptor, RenderPipeline, Sampler, Texture, }; use bevy_ecs::system::Resource; use std::sync::Arc; use wgpu::{util::DeviceExt, BufferAsyncError, BufferBindingType}; use super::RenderQueue; /// This GPU device is responsible for the creation of most rendering and compute resources. #[derive(Resource, Clone)] pub struct RenderDevice { device: Arc, } impl From> for RenderDevice { fn from(device: Arc) -> Self { Self { device } } } impl RenderDevice { /// List all [`Features`](wgpu::Features) that may be used with this device. /// /// Functions may panic if you use unsupported features. #[inline] pub fn features(&self) -> wgpu::Features { self.device.features() } /// List all [`Limits`](wgpu::Limits) that were requested of this device. /// /// If any of these limits are exceeded, functions may panic. #[inline] pub fn limits(&self) -> wgpu::Limits { self.device.limits() } /// Creates a [`ShaderModule`](wgpu::ShaderModule) from either SPIR-V or WGSL source code. #[inline] pub fn create_shader_module(&self, desc: wgpu::ShaderModuleDescriptor) -> wgpu::ShaderModule { self.device.create_shader_module(desc) } /// Check for resource cleanups and mapping callbacks. /// /// no-op on the web, device is automatically polled. #[inline] pub fn poll(&self, maintain: wgpu::Maintain) { self.device.poll(maintain); } /// Creates an empty [`CommandEncoder`](wgpu::CommandEncoder). #[inline] pub fn create_command_encoder( &self, desc: &wgpu::CommandEncoderDescriptor, ) -> wgpu::CommandEncoder { self.device.create_command_encoder(desc) } /// Creates an empty [`RenderBundleEncoder`](wgpu::RenderBundleEncoder). #[inline] pub fn create_render_bundle_encoder( &self, desc: &wgpu::RenderBundleEncoderDescriptor, ) -> wgpu::RenderBundleEncoder { self.device.create_render_bundle_encoder(desc) } /// Creates a new [`BindGroup`](wgpu::BindGroup). #[inline] pub fn create_bind_group(&self, desc: &wgpu::BindGroupDescriptor) -> BindGroup { let wgpu_bind_group = self.device.create_bind_group(desc); BindGroup::from(wgpu_bind_group) } /// Creates a [`BindGroupLayout`](wgpu::BindGroupLayout). #[inline] pub fn create_bind_group_layout( &self, desc: &wgpu::BindGroupLayoutDescriptor, ) -> BindGroupLayout { BindGroupLayout::from(self.device.create_bind_group_layout(desc)) } /// Creates a [`PipelineLayout`](wgpu::PipelineLayout). #[inline] pub fn create_pipeline_layout( &self, desc: &wgpu::PipelineLayoutDescriptor, ) -> wgpu::PipelineLayout { self.device.create_pipeline_layout(desc) } /// Creates a [`RenderPipeline`]. #[inline] pub fn create_render_pipeline(&self, desc: &RawRenderPipelineDescriptor) -> RenderPipeline { let wgpu_render_pipeline = self.device.create_render_pipeline(desc); RenderPipeline::from(wgpu_render_pipeline) } /// Creates a [`ComputePipeline`]. #[inline] pub fn create_compute_pipeline( &self, desc: &wgpu::ComputePipelineDescriptor, ) -> ComputePipeline { let wgpu_compute_pipeline = self.device.create_compute_pipeline(desc); ComputePipeline::from(wgpu_compute_pipeline) } /// Creates a [`Buffer`]. pub fn create_buffer(&self, desc: &wgpu::BufferDescriptor) -> Buffer { let wgpu_buffer = self.device.create_buffer(desc); Buffer::from(wgpu_buffer) } /// Creates a [`Buffer`] and initializes it with the specified data. pub fn create_buffer_with_data(&self, desc: &wgpu::util::BufferInitDescriptor) -> Buffer { let wgpu_buffer = self.device.create_buffer_init(desc); Buffer::from(wgpu_buffer) } /// Creates a new [`Texture`] and initializes it with the specified data. /// /// `desc` specifies the general format of the texture. /// `data` is the raw data. pub fn create_texture_with_data( &self, render_queue: &RenderQueue, desc: &wgpu::TextureDescriptor, data: &[u8], ) -> Texture { let wgpu_texture = self .device .create_texture_with_data(render_queue.as_ref(), desc, data); Texture::from(wgpu_texture) } /// Creates a new [`Texture`]. /// /// `desc` specifies the general format of the texture. pub fn create_texture(&self, desc: &wgpu::TextureDescriptor) -> Texture { let wgpu_texture = self.device.create_texture(desc); Texture::from(wgpu_texture) } /// Creates a new [`Sampler`]. /// /// `desc` specifies the behavior of the sampler. pub fn create_sampler(&self, desc: &wgpu::SamplerDescriptor) -> Sampler { let wgpu_sampler = self.device.create_sampler(desc); Sampler::from(wgpu_sampler) } /// Initializes [`Surface`](wgpu::Surface) for presentation. /// /// # Panics /// /// - A old [`SurfaceTexture`](wgpu::SurfaceTexture) is still alive referencing an old surface. /// - Texture format requested is unsupported on the surface. pub fn configure_surface(&self, surface: &wgpu::Surface, config: &wgpu::SurfaceConfiguration) { surface.configure(&self.device, config); } /// Returns the wgpu [`Device`](wgpu::Device). pub fn wgpu_device(&self) -> &wgpu::Device { &self.device } pub fn map_buffer( &self, buffer: &wgpu::BufferSlice, map_mode: wgpu::MapMode, callback: impl FnOnce(Result<(), BufferAsyncError>) + Send + 'static, ) { buffer.map_async(map_mode, callback); } pub fn align_copy_bytes_per_row(row_bytes: usize) -> usize { let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize; let padded_bytes_per_row_padding = (align - row_bytes % align) % align; row_bytes + padded_bytes_per_row_padding } pub fn get_supported_read_only_binding_type( &self, buffers_per_shader_stage: u32, ) -> BufferBindingType { if self.limits().max_storage_buffers_per_shader_stage >= buffers_per_shader_stage { BufferBindingType::Storage { read_only: true } } else { BufferBindingType::Uniform } } }