bevy/crates/bevy_render/src/view/mod.rs
James Liu 12032cd296
Directly copy data into uniform buffers (#9865)
# 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`.
2023-09-25 19:15:37 +00:00

519 lines
18 KiB
Rust

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