
# Objective This is a minimally disruptive version of #8340. I attempted to update it, but failed due to the scope of the changes added in #8204. Fixes #8307. Partially addresses #4642. As seen in https://github.com/bevyengine/bevy/issues/8284, we're actually copying data twice in Prepare stage systems. Once into a CPU-side intermediate scratch buffer, and once again into a mapped buffer. This is inefficient and effectively doubles the time spent and memory allocated to run these systems. ## Solution Skip the scratch buffer entirely and use `wgpu::Queue::write_buffer_with` to directly write data into mapped buffers. Separately, this also directly uses `wgpu::Limits::min_uniform_buffer_offset_alignment` to set up the alignment when writing to the buffers. Partially addressing the issue raised in #4642. Storage buffers and the abstractions built on top of `DynamicUniformBuffer` will need to come in followup PRs. This may not have a noticeable performance difference in this PR, as the only first-party systems affected by this are view related, and likely are not going to be particularly heavy. --- ## Changelog Added: `DynamicUniformBuffer::get_writer`. Added: `DynamicUniformBufferWriter`.
519 lines
18 KiB
Rust
519 lines
18 KiB
Rust
pub mod visibility;
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pub mod window;
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use bevy_asset::{load_internal_asset, Handle};
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pub use visibility::*;
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pub use window::*;
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use crate::{
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camera::{ExtractedCamera, ManualTextureViews, MipBias, TemporalJitter},
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extract_resource::{ExtractResource, ExtractResourcePlugin},
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prelude::{Image, Shader},
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render_asset::RenderAssets,
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render_phase::ViewRangefinder3d,
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render_resource::{DynamicUniformBuffer, ShaderType, Texture, TextureView},
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renderer::{RenderDevice, RenderQueue},
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texture::{BevyDefault, CachedTexture, TextureCache},
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Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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use bevy_ecs::prelude::*;
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use bevy_math::{Mat4, UVec4, Vec3, Vec4, Vec4Swizzles};
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use bevy_reflect::Reflect;
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::HashMap;
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use std::sync::{
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atomic::{AtomicUsize, Ordering},
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Arc,
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};
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use wgpu::{
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Color, Extent3d, Operations, RenderPassColorAttachment, TextureDescriptor, TextureDimension,
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TextureFormat, TextureUsages,
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};
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pub const VIEW_TYPE_HANDLE: Handle<Shader> = Handle::weak_from_u128(15421373904451797197);
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pub struct ViewPlugin;
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impl Plugin for ViewPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(app, VIEW_TYPE_HANDLE, "view.wgsl", Shader::from_wgsl);
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app.register_type::<InheritedVisibility>()
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.register_type::<ViewVisibility>()
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.register_type::<Msaa>()
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.register_type::<NoFrustumCulling>()
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.register_type::<RenderLayers>()
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.register_type::<Visibility>()
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.register_type::<VisibleEntities>()
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.register_type::<ColorGrading>()
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.init_resource::<Msaa>()
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// NOTE: windows.is_changed() handles cases where a window was resized
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.add_plugins((ExtractResourcePlugin::<Msaa>::default(), VisibilityPlugin));
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<ViewUniforms>().add_systems(
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Render,
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(
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prepare_view_targets
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.in_set(RenderSet::ManageViews)
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.after(prepare_windows)
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.after(crate::render_asset::prepare_assets::<Image>),
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prepare_view_uniforms.in_set(RenderSet::PrepareResources),
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),
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);
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}
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}
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}
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/// Configuration resource for [Multi-Sample Anti-Aliasing](https://en.wikipedia.org/wiki/Multisample_anti-aliasing).
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///
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/// The number of samples to run for Multi-Sample Anti-Aliasing. Higher numbers result in
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/// smoother edges.
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/// Defaults to 4 samples.
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///
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/// Note that web currently only supports 1 or 4 samples.
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///
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/// # Example
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/// ```
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/// # use bevy_app::prelude::App;
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/// # use bevy_render::prelude::Msaa;
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/// App::new()
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/// .insert_resource(Msaa::default())
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/// .run();
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/// ```
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#[derive(
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Resource, Default, Clone, Copy, ExtractResource, Reflect, PartialEq, PartialOrd, Debug,
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)]
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#[reflect(Resource)]
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pub enum Msaa {
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Off = 1,
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Sample2 = 2,
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#[default]
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Sample4 = 4,
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Sample8 = 8,
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}
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impl Msaa {
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#[inline]
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pub fn samples(&self) -> u32 {
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*self as u32
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}
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}
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#[derive(Component)]
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pub struct ExtractedView {
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pub projection: Mat4,
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pub transform: GlobalTransform,
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// The view-projection matrix. When provided it is used instead of deriving it from
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// `projection` and `transform` fields, which can be helpful in cases where numerical
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// stability matters and there is a more direct way to derive the view-projection matrix.
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pub view_projection: Option<Mat4>,
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pub hdr: bool,
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// uvec4(origin.x, origin.y, width, height)
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pub viewport: UVec4,
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pub color_grading: ColorGrading,
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}
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impl ExtractedView {
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/// Creates a 3D rangefinder for a view
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pub fn rangefinder3d(&self) -> ViewRangefinder3d {
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ViewRangefinder3d::from_view_matrix(&self.transform.compute_matrix())
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}
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}
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/// Configures basic color grading parameters to adjust the image appearance. Grading is applied just before/after tonemapping for a given [`Camera`](crate::camera::Camera) entity.
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#[derive(Component, Reflect, Debug, Copy, Clone, ShaderType)]
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#[reflect(Component)]
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pub struct ColorGrading {
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/// Exposure value (EV) offset, measured in stops.
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pub exposure: f32,
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/// Non-linear luminance adjustment applied before tonemapping. y = pow(x, gamma)
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pub gamma: f32,
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/// Saturation adjustment applied before tonemapping.
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/// Values below 1.0 desaturate, with a value of 0.0 resulting in a grayscale image
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/// with luminance defined by ITU-R BT.709.
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/// Values above 1.0 increase saturation.
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pub pre_saturation: f32,
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/// Saturation adjustment applied after tonemapping.
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/// Values below 1.0 desaturate, with a value of 0.0 resulting in a grayscale image
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/// with luminance defined by ITU-R BT.709
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/// Values above 1.0 increase saturation.
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pub post_saturation: f32,
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}
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impl Default for ColorGrading {
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fn default() -> Self {
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Self {
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exposure: 0.0,
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gamma: 1.0,
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pre_saturation: 1.0,
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post_saturation: 1.0,
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}
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}
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}
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#[derive(Clone, ShaderType)]
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pub struct ViewUniform {
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view_proj: Mat4,
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unjittered_view_proj: Mat4,
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inverse_view_proj: Mat4,
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view: Mat4,
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inverse_view: Mat4,
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projection: Mat4,
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inverse_projection: Mat4,
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world_position: Vec3,
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// viewport(x_origin, y_origin, width, height)
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viewport: Vec4,
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color_grading: ColorGrading,
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mip_bias: f32,
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}
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#[derive(Resource, Default)]
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pub struct ViewUniforms {
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pub uniforms: DynamicUniformBuffer<ViewUniform>,
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}
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#[derive(Component)]
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pub struct ViewUniformOffset {
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pub offset: u32,
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}
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#[derive(Component)]
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pub struct ViewTarget {
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main_textures: MainTargetTextures,
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main_texture_format: TextureFormat,
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/// 0 represents `main_textures.a`, 1 represents `main_textures.b`
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/// This is shared across view targets with the same render target
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main_texture: Arc<AtomicUsize>,
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out_texture: TextureView,
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out_texture_format: TextureFormat,
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}
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pub struct PostProcessWrite<'a> {
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pub source: &'a TextureView,
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pub destination: &'a TextureView,
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}
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impl ViewTarget {
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pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float;
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/// Retrieve this target's color attachment. This will use [`Self::sampled_main_texture_view`] and resolve to [`Self::main_texture`] if
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/// the target has sampling enabled. Otherwise it will use [`Self::main_texture`] directly.
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pub fn get_color_attachment(&self, ops: Operations<Color>) -> RenderPassColorAttachment {
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match &self.main_textures.sampled {
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Some(CachedTexture {
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default_view: sampled_texture_view,
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..
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}) => RenderPassColorAttachment {
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view: sampled_texture_view,
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resolve_target: Some(self.main_texture_view()),
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ops,
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},
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None => self.get_unsampled_color_attachment(ops),
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}
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}
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/// Retrieve an "unsampled" color attachment using [`Self::main_texture`].
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pub fn get_unsampled_color_attachment(
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&self,
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ops: Operations<Color>,
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) -> RenderPassColorAttachment {
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RenderPassColorAttachment {
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view: self.main_texture_view(),
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resolve_target: None,
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ops,
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}
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}
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/// The "main" unsampled texture.
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pub fn main_texture(&self) -> &Texture {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.a.texture
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} else {
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&self.main_textures.b.texture
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}
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}
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/// The _other_ "main" unsampled texture.
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/// In most cases you should use [`Self::main_texture`] instead and never this.
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/// The textures will naturally be swapped when [`Self::post_process_write`] is called.
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///
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/// A use case for this is to be able to prepare a bind group for all main textures
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/// ahead of time.
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pub fn main_texture_other(&self) -> &Texture {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.b.texture
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} else {
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&self.main_textures.a.texture
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}
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}
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/// The "main" unsampled texture.
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pub fn main_texture_view(&self) -> &TextureView {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.a.default_view
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} else {
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&self.main_textures.b.default_view
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}
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}
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/// The _other_ "main" unsampled texture view.
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/// In most cases you should use [`Self::main_texture_view`] instead and never this.
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/// The textures will naturally be swapped when [`Self::post_process_write`] is called.
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///
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/// A use case for this is to be able to prepare a bind group for all main textures
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/// ahead of time.
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pub fn main_texture_other_view(&self) -> &TextureView {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.b.default_view
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} else {
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&self.main_textures.a.default_view
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}
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}
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/// The "main" sampled texture.
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pub fn sampled_main_texture(&self) -> Option<&Texture> {
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self.main_textures
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.sampled
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.as_ref()
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.map(|sampled| &sampled.texture)
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}
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/// The "main" sampled texture view.
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pub fn sampled_main_texture_view(&self) -> Option<&TextureView> {
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self.main_textures
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.sampled
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.as_ref()
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.map(|sampled| &sampled.default_view)
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}
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#[inline]
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pub fn main_texture_format(&self) -> TextureFormat {
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self.main_texture_format
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}
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/// Returns `true` if and only if the main texture is [`Self::TEXTURE_FORMAT_HDR`]
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#[inline]
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pub fn is_hdr(&self) -> bool {
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self.main_texture_format == ViewTarget::TEXTURE_FORMAT_HDR
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}
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/// The final texture this view will render to.
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#[inline]
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pub fn out_texture(&self) -> &TextureView {
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&self.out_texture
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}
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/// The format of the final texture this view will render to
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#[inline]
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pub fn out_texture_format(&self) -> TextureFormat {
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self.out_texture_format
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}
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/// This will start a new "post process write", which assumes that the caller
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/// will write the [`PostProcessWrite`]'s `source` to the `destination`.
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///
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/// `source` is the "current" main texture. This will internally flip this
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/// [`ViewTarget`]'s main texture to the `destination` texture, so the caller
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/// _must_ ensure `source` is copied to `destination`, with or without modifications.
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/// Failing to do so will cause the current main texture information to be lost.
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pub fn post_process_write(&self) -> PostProcessWrite {
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let old_is_a_main_texture = self.main_texture.fetch_xor(1, Ordering::SeqCst);
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// if the old main texture is a, then the post processing must write from a to b
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if old_is_a_main_texture == 0 {
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PostProcessWrite {
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source: &self.main_textures.a.default_view,
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destination: &self.main_textures.b.default_view,
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}
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} else {
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PostProcessWrite {
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source: &self.main_textures.b.default_view,
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destination: &self.main_textures.a.default_view,
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}
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}
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}
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}
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#[derive(Component)]
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pub struct ViewDepthTexture {
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pub texture: Texture,
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pub view: TextureView,
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}
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pub fn prepare_view_uniforms(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut view_uniforms: ResMut<ViewUniforms>,
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views: Query<(
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Entity,
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&ExtractedView,
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Option<&TemporalJitter>,
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Option<&MipBias>,
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)>,
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) {
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let view_iter = views.iter();
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let view_count = view_iter.len();
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let Some(mut writer) =
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view_uniforms
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.uniforms
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.get_writer(view_count, &render_device, &render_queue)
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else {
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return;
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};
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for (entity, camera, temporal_jitter, mip_bias) in &views {
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let viewport = camera.viewport.as_vec4();
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let unjittered_projection = camera.projection;
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let mut projection = unjittered_projection;
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if let Some(temporal_jitter) = temporal_jitter {
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temporal_jitter.jitter_projection(&mut projection, viewport.zw());
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}
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let inverse_projection = projection.inverse();
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let view = camera.transform.compute_matrix();
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let inverse_view = view.inverse();
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let view_proj = if temporal_jitter.is_some() {
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projection * inverse_view
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} else {
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camera
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.view_projection
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.unwrap_or_else(|| projection * inverse_view)
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};
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let view_uniforms = ViewUniformOffset {
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offset: writer.write(&ViewUniform {
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view_proj,
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unjittered_view_proj: unjittered_projection * inverse_view,
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inverse_view_proj: view * inverse_projection,
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view,
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inverse_view,
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projection,
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inverse_projection,
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world_position: camera.transform.translation(),
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viewport,
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color_grading: camera.color_grading,
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mip_bias: mip_bias.unwrap_or(&MipBias(0.0)).0,
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}),
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};
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commands.entity(entity).insert(view_uniforms);
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}
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}
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#[derive(Clone)]
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struct MainTargetTextures {
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a: CachedTexture,
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b: CachedTexture,
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sampled: Option<CachedTexture>,
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/// 0 represents `main_textures.a`, 1 represents `main_textures.b`
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/// This is shared across view targets with the same render target
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main_texture: Arc<AtomicUsize>,
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}
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#[allow(clippy::too_many_arguments)]
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fn prepare_view_targets(
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mut commands: Commands,
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windows: Res<ExtractedWindows>,
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images: Res<RenderAssets<Image>>,
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msaa: Res<Msaa>,
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render_device: Res<RenderDevice>,
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mut texture_cache: ResMut<TextureCache>,
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cameras: Query<(Entity, &ExtractedCamera, &ExtractedView)>,
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manual_texture_views: Res<ManualTextureViews>,
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) {
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let mut textures = HashMap::default();
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for (entity, camera, view) in cameras.iter() {
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if let (Some(target_size), Some(target)) = (camera.physical_target_size, &camera.target) {
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if let (Some(out_texture_view), Some(out_texture_format)) = (
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target.get_texture_view(&windows, &images, &manual_texture_views),
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target.get_texture_format(&windows, &images, &manual_texture_views),
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) {
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let size = Extent3d {
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width: target_size.x,
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height: target_size.y,
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depth_or_array_layers: 1,
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};
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let main_texture_format = if view.hdr {
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ViewTarget::TEXTURE_FORMAT_HDR
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} else {
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TextureFormat::bevy_default()
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};
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let main_textures = textures
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.entry((camera.target.clone(), view.hdr))
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.or_insert_with(|| {
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let descriptor = TextureDescriptor {
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label: None,
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: main_texture_format,
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usage: TextureUsages::RENDER_ATTACHMENT
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| TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_SRC,
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view_formats: match main_texture_format {
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TextureFormat::Bgra8Unorm => &[TextureFormat::Bgra8UnormSrgb],
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TextureFormat::Rgba8Unorm => &[TextureFormat::Rgba8UnormSrgb],
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_ => &[],
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},
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};
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let a = texture_cache.get(
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&render_device,
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TextureDescriptor {
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label: Some("main_texture_a"),
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..descriptor
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},
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);
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let b = texture_cache.get(
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&render_device,
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TextureDescriptor {
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label: Some("main_texture_b"),
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..descriptor
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},
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);
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let sampled = if msaa.samples() > 1 {
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let sampled = texture_cache.get(
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&render_device,
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TextureDescriptor {
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label: Some("main_texture_sampled"),
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size,
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mip_level_count: 1,
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sample_count: msaa.samples(),
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dimension: TextureDimension::D2,
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format: main_texture_format,
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usage: TextureUsages::RENDER_ATTACHMENT,
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view_formats: descriptor.view_formats,
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|
},
|
|
);
|
|
Some(sampled)
|
|
} else {
|
|
None
|
|
};
|
|
MainTargetTextures {
|
|
a,
|
|
b,
|
|
sampled,
|
|
main_texture: Arc::new(AtomicUsize::new(0)),
|
|
}
|
|
});
|
|
|
|
commands.entity(entity).insert(ViewTarget {
|
|
main_textures: main_textures.clone(),
|
|
main_texture_format,
|
|
main_texture: main_textures.main_texture.clone(),
|
|
out_texture: out_texture_view.clone(),
|
|
out_texture_format: out_texture_format.add_srgb_suffix(),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|