use super::{ state_descriptors::PrimitiveTopology, PipelineDescriptor, RenderPipeline, RenderPipelines, VertexBufferDescriptors, }; use crate::{ renderer::RenderResourceContext, shader::{Shader, ShaderSource}, render_resource::RenderResourceBindings, }; use bevy_asset::{Assets, Handle}; use std::collections::{HashMap, HashSet}; use legion::prelude::*; #[derive(Clone, Eq, PartialEq, Debug, Default)] pub struct PipelineSpecialization { pub shader_specialization: ShaderSpecialization, pub primitive_topology: PrimitiveTopology, } #[derive(Clone, Eq, PartialEq, Debug, Default)] pub struct ShaderSpecialization { pub shader_defs: HashSet, } // TODO: consider using (Typeid, fieldinfo.index) in place of string for hashes #[derive(Default)] pub struct PipelineCompiler { pub shader_source_to_compiled: HashMap, Vec<(ShaderSpecialization, Handle)>>, pub specialized_pipelines: HashMap< Handle, Vec<(PipelineSpecialization, Handle)>, >, } impl PipelineCompiler { fn compile_shader( &mut self, shaders: &mut Assets, shader_handle: &Handle, shader_specialization: &ShaderSpecialization, ) -> Handle { let compiled_shaders = self .shader_source_to_compiled .entry(*shader_handle) .or_insert_with(|| Vec::new()); let shader = shaders.get(shader_handle).unwrap(); // don't produce new shader if the input source is already spirv if let ShaderSource::Spirv(_) = shader.source { return *shader_handle; } if let Some((_shader_specialization, compiled_shader)) = compiled_shaders .iter() .find(|(current_shader_specialization, _compiled_shader)| { *current_shader_specialization == *shader_specialization }) { // if shader has already been compiled with current configuration, use existing shader *compiled_shader } else { // if no shader exists with the current configuration, create new shader and compile let shader_def_vec = shader_specialization .shader_defs .iter() .cloned() .collect::>(); let compiled_shader = shader.get_spirv_shader(Some(&shader_def_vec)); let compiled_handle = shaders.add(compiled_shader); compiled_shaders.push((shader_specialization.clone(), compiled_handle)); compiled_handle } } fn compile_pipeline( &mut self, vertex_buffer_descriptors: &VertexBufferDescriptors, shaders: &mut Assets, pipeline_descriptor: &PipelineDescriptor, render_pipeline: &RenderPipeline, render_resource_bindings: &RenderResourceBindings, ) -> PipelineDescriptor { let mut compiled_pipeline_descriptor = pipeline_descriptor.clone(); compiled_pipeline_descriptor.shader_stages.vertex = self.compile_shader( shaders, &pipeline_descriptor.shader_stages.vertex, &render_pipeline.specialization.shader_specialization, ); compiled_pipeline_descriptor.shader_stages.fragment = pipeline_descriptor .shader_stages .fragment .as_ref() .map(|fragment| { self.compile_shader( shaders, fragment, &render_pipeline.specialization.shader_specialization, ) }); compiled_pipeline_descriptor.reflect_layout( shaders, true, Some(vertex_buffer_descriptors), Some(render_resource_bindings), ); compiled_pipeline_descriptor.primitive_topology = render_pipeline.specialization.primitive_topology; compiled_pipeline_descriptor } fn compile_pipelines( &mut self, vertex_buffer_descriptors: &VertexBufferDescriptors, pipelines: &mut Assets, shaders: &mut Assets, render_pipelines: &mut RenderPipelines, render_resource_context: &dyn RenderResourceContext, ) { for render_pipeline in render_pipelines.pipelines.iter_mut() { let source_pipeline = render_pipeline.pipeline; if let None = self.specialized_pipelines.get(&source_pipeline) { self.specialized_pipelines .insert(source_pipeline, Vec::new()); } let compiled_pipeline_handle = if let Some((_shader_defs, compiled_pipeline_handle)) = self.specialized_pipelines .get_mut(&source_pipeline) .unwrap() .iter() .find(|(pipeline_specialization, _compiled_pipeline_handle)| { *pipeline_specialization == render_pipeline.specialization }) { *compiled_pipeline_handle } else { let pipeline_descriptor = pipelines.get(&source_pipeline).unwrap(); let compiled_pipeline_descriptor = self.compile_pipeline( vertex_buffer_descriptors, shaders, pipeline_descriptor, render_pipeline, &render_pipelines.bindings, ); let compiled_pipeline_handle = pipelines.add(compiled_pipeline_descriptor); render_resource_context.create_render_pipeline( compiled_pipeline_handle, pipelines.get(&compiled_pipeline_handle).unwrap(), &shaders, ); let compiled_pipelines = self .specialized_pipelines .get_mut(&source_pipeline) .unwrap(); compiled_pipelines.push(( render_pipeline.specialization.clone(), compiled_pipeline_handle, )); compiled_pipeline_handle }; render_pipeline.specialized_pipeline = Some(compiled_pipeline_handle); } } pub fn iter_compiled_pipelines( &self, pipeline_handle: Handle, ) -> Option>> { if let Some(compiled_pipelines) = self.specialized_pipelines.get(&pipeline_handle) { Some(compiled_pipelines.iter().map(|(_, handle)| handle)) } else { None } } pub fn iter_all_compiled_pipelines(&self) -> impl Iterator> { self.specialized_pipelines .values() .map(|compiled_pipelines| { compiled_pipelines .iter() .map(|(_, pipeline_handle)| pipeline_handle) }) .flatten() } } // TODO: make this a system pub fn compile_pipelines_system( world: &mut SubWorld, mut pipeline_compiler: ResMut, mut shaders: ResMut>, mut pipelines: ResMut>, vertex_buffer_descriptors: Res, render_resource_context: Res>, query: &mut Query>, ) { let render_resource_context = &**render_resource_context; // TODO: only update when RenderPipelines is changed for mut render_pipelines in query.iter_mut(world) { pipeline_compiler.compile_pipelines( &vertex_buffer_descriptors, &mut pipelines, &mut shaders, &mut render_pipelines, render_resource_context, ); // reset shader_defs so they can be changed next frame for render_pipeline in render_pipelines.pipelines.iter_mut() { render_pipeline .specialization .shader_specialization .shader_defs .clear(); } } }