
# Objective - Fixes #4610 ## Solution - Replaced all instances of `parking_lot` locks with equivalents from `std::sync`. Acquiring locks within `std::sync` can fail, so `.expect("Lock Poisoned")` statements were added where required. ## Comments In [this comment](https://github.com/bevyengine/bevy/issues/4610#issuecomment-1592407881), the lack of deadlock detection was mentioned as a potential reason to not make this change. From what I can gather, Bevy doesn't appear to be using this functionality within the engine. Unless it was expected that a Bevy consumer was expected to enable and use this functionality, it appears to be a feature lost without consequence. Unfortunately, `cpal` and `wgpu` both still rely on `parking_lot`, leaving it in the dependency graph even after this change. From my basic experimentation, this change doesn't appear to have any performance impacts, positive or negative. I tested this using `bevymark` with 50,000 entities and observed 20ms of frame-time before and after the change. More extensive testing with larger/real projects should probably be done.
876 lines
32 KiB
Rust
876 lines
32 KiB
Rust
use crate::{
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render_resource::{
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BindGroupLayout, BindGroupLayoutId, ComputePipeline, ComputePipelineDescriptor,
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RawComputePipelineDescriptor, RawFragmentState, RawRenderPipelineDescriptor,
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RawVertexState, RenderPipeline, RenderPipelineDescriptor, Shader, ShaderImport, Source,
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},
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renderer::RenderDevice,
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Extract,
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};
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use bevy_asset::{AssetEvent, AssetId, Assets};
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use bevy_ecs::system::{Res, ResMut};
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use bevy_ecs::{event::EventReader, system::Resource};
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use bevy_utils::{
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default,
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tracing::{debug, error},
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Entry, HashMap, HashSet,
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};
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use naga::valid::Capabilities;
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use std::{
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borrow::Cow,
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hash::Hash,
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mem,
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ops::Deref,
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sync::{Mutex, PoisonError},
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};
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use thiserror::Error;
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#[cfg(feature = "shader_format_spirv")]
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use wgpu::util::make_spirv;
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use wgpu::{
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Features, PipelineLayoutDescriptor, PushConstantRange, ShaderModuleDescriptor,
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VertexBufferLayout as RawVertexBufferLayout,
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};
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use crate::render_resource::resource_macros::*;
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render_resource_wrapper!(ErasedShaderModule, wgpu::ShaderModule);
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render_resource_wrapper!(ErasedPipelineLayout, wgpu::PipelineLayout);
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/// A descriptor for a [`Pipeline`].
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///
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/// Used to store an heterogenous collection of render and compute pipeline descriptors together.
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#[derive(Debug)]
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pub enum PipelineDescriptor {
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RenderPipelineDescriptor(Box<RenderPipelineDescriptor>),
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ComputePipelineDescriptor(Box<ComputePipelineDescriptor>),
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}
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/// A pipeline defining the data layout and shader logic for a specific GPU task.
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///
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/// Used to store an heterogenous collection of render and compute pipelines together.
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#[derive(Debug)]
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pub enum Pipeline {
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RenderPipeline(RenderPipeline),
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ComputePipeline(ComputePipeline),
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}
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type CachedPipelineId = usize;
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/// Index of a cached render pipeline in a [`PipelineCache`].
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct CachedRenderPipelineId(CachedPipelineId);
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impl CachedRenderPipelineId {
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/// An invalid cached render pipeline index, often used to initialize a variable.
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pub const INVALID: Self = CachedRenderPipelineId(usize::MAX);
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#[inline]
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pub fn id(&self) -> usize {
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self.0
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}
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}
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/// Index of a cached compute pipeline in a [`PipelineCache`].
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct CachedComputePipelineId(CachedPipelineId);
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impl CachedComputePipelineId {
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/// An invalid cached compute pipeline index, often used to initialize a variable.
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pub const INVALID: Self = CachedComputePipelineId(usize::MAX);
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#[inline]
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pub fn id(&self) -> usize {
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self.0
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}
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}
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pub struct CachedPipeline {
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pub descriptor: PipelineDescriptor,
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pub state: CachedPipelineState,
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}
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/// State of a cached pipeline inserted into a [`PipelineCache`].
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#[derive(Debug)]
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pub enum CachedPipelineState {
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/// The pipeline GPU object is queued for creation.
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Queued,
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/// The pipeline GPU object was created successfully and is available (allocated on the GPU).
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Ok(Pipeline),
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/// An error occurred while trying to create the pipeline GPU object.
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Err(PipelineCacheError),
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}
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impl CachedPipelineState {
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/// Convenience method to "unwrap" a pipeline state into its underlying GPU object.
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///
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/// # Returns
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///
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/// The method returns the allocated pipeline GPU object.
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///
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/// # Panics
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///
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/// This method panics if the pipeline GPU object is not available, either because it is
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/// pending creation or because an error occurred while attempting to create GPU object.
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pub fn unwrap(&self) -> &Pipeline {
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match self {
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CachedPipelineState::Ok(pipeline) => pipeline,
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CachedPipelineState::Queued => {
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panic!("Pipeline has not been compiled yet. It is still in the 'Queued' state.")
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}
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CachedPipelineState::Err(err) => panic!("{}", err),
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}
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}
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}
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#[derive(Default)]
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struct ShaderData {
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pipelines: HashSet<CachedPipelineId>,
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processed_shaders: HashMap<Vec<ShaderDefVal>, ErasedShaderModule>,
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resolved_imports: HashMap<ShaderImport, AssetId<Shader>>,
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dependents: HashSet<AssetId<Shader>>,
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}
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struct ShaderCache {
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data: HashMap<AssetId<Shader>, ShaderData>,
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shaders: HashMap<AssetId<Shader>, Shader>,
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import_path_shaders: HashMap<ShaderImport, AssetId<Shader>>,
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waiting_on_import: HashMap<ShaderImport, Vec<AssetId<Shader>>>,
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composer: naga_oil::compose::Composer,
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}
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#[derive(Clone, PartialEq, Eq, Debug, Hash)]
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pub enum ShaderDefVal {
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Bool(String, bool),
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Int(String, i32),
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UInt(String, u32),
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}
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impl From<&str> for ShaderDefVal {
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fn from(key: &str) -> Self {
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ShaderDefVal::Bool(key.to_string(), true)
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}
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}
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impl From<String> for ShaderDefVal {
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fn from(key: String) -> Self {
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ShaderDefVal::Bool(key, true)
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}
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}
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impl ShaderDefVal {
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pub fn value_as_string(&self) -> String {
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match self {
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ShaderDefVal::Bool(_, def) => def.to_string(),
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ShaderDefVal::Int(_, def) => def.to_string(),
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ShaderDefVal::UInt(_, def) => def.to_string(),
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}
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}
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}
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impl ShaderCache {
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fn new(render_device: &RenderDevice) -> Self {
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const CAPABILITIES: &[(Features, Capabilities)] = &[
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(Features::PUSH_CONSTANTS, Capabilities::PUSH_CONSTANT),
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(Features::SHADER_F64, Capabilities::FLOAT64),
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(
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Features::SHADER_PRIMITIVE_INDEX,
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Capabilities::PRIMITIVE_INDEX,
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),
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(
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Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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Capabilities::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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),
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(
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Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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Capabilities::SAMPLER_NON_UNIFORM_INDEXING,
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),
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(
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Features::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
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Capabilities::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
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),
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];
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let features = render_device.features();
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let mut capabilities = Capabilities::empty();
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for (feature, capability) in CAPABILITIES {
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if features.contains(*feature) {
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capabilities |= *capability;
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}
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}
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#[cfg(debug_assertions)]
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let composer = naga_oil::compose::Composer::default();
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#[cfg(not(debug_assertions))]
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let composer = naga_oil::compose::Composer::non_validating();
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let composer = composer.with_capabilities(capabilities);
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Self {
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composer,
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data: Default::default(),
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shaders: Default::default(),
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import_path_shaders: Default::default(),
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waiting_on_import: Default::default(),
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}
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}
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fn add_import_to_composer(
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composer: &mut naga_oil::compose::Composer,
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import_path_shaders: &HashMap<ShaderImport, AssetId<Shader>>,
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shaders: &HashMap<AssetId<Shader>, Shader>,
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import: &ShaderImport,
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) -> Result<(), PipelineCacheError> {
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if !composer.contains_module(&import.module_name()) {
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if let Some(shader_handle) = import_path_shaders.get(import) {
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if let Some(shader) = shaders.get(shader_handle) {
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for import in &shader.imports {
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Self::add_import_to_composer(
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composer,
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import_path_shaders,
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shaders,
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import,
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)?;
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}
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composer.add_composable_module(shader.into())?;
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}
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}
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// if we fail to add a module the composer will tell us what is missing
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}
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Ok(())
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}
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#[allow(clippy::result_large_err)]
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fn get(
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&mut self,
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render_device: &RenderDevice,
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pipeline: CachedPipelineId,
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id: AssetId<Shader>,
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shader_defs: &[ShaderDefVal],
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) -> Result<ErasedShaderModule, PipelineCacheError> {
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let shader = self
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.shaders
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.get(&id)
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.ok_or(PipelineCacheError::ShaderNotLoaded(id))?;
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let data = self.data.entry(id).or_default();
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let n_asset_imports = shader
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.imports()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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let n_resolved_asset_imports = data
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.resolved_imports
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.keys()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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if n_asset_imports != n_resolved_asset_imports {
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return Err(PipelineCacheError::ShaderImportNotYetAvailable);
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}
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data.pipelines.insert(pipeline);
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// PERF: this shader_defs clone isn't great. use raw_entry_mut when it stabilizes
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let module = match data.processed_shaders.entry(shader_defs.to_vec()) {
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Entry::Occupied(entry) => entry.into_mut(),
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Entry::Vacant(entry) => {
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let mut shader_defs = shader_defs.to_vec();
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#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
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{
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shader_defs.push("NO_ARRAY_TEXTURES_SUPPORT".into());
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shader_defs.push("SIXTEEN_BYTE_ALIGNMENT".into());
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}
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shader_defs.push(ShaderDefVal::UInt(
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String::from("AVAILABLE_STORAGE_BUFFER_BINDINGS"),
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render_device.limits().max_storage_buffers_per_shader_stage,
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));
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debug!(
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"processing shader {:?}, with shader defs {:?}",
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id, shader_defs
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);
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let shader_source = match &shader.source {
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#[cfg(feature = "shader_format_spirv")]
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Source::SpirV(data) => make_spirv(data),
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#[cfg(not(feature = "shader_format_spirv"))]
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Source::SpirV(_) => {
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unimplemented!(
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"Enable feature \"shader_format_spirv\" to use SPIR-V shaders"
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)
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}
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_ => {
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for import in shader.imports() {
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Self::add_import_to_composer(
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&mut self.composer,
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&self.import_path_shaders,
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&self.shaders,
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import,
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)?;
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}
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let shader_defs = shader_defs
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.into_iter()
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.chain(shader.shader_defs.iter().cloned())
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.map(|def| match def {
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ShaderDefVal::Bool(k, v) => {
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(k, naga_oil::compose::ShaderDefValue::Bool(v))
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}
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ShaderDefVal::Int(k, v) => {
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(k, naga_oil::compose::ShaderDefValue::Int(v))
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}
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ShaderDefVal::UInt(k, v) => {
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(k, naga_oil::compose::ShaderDefValue::UInt(v))
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}
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})
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.collect::<std::collections::HashMap<_, _>>();
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let naga = self.composer.make_naga_module(
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naga_oil::compose::NagaModuleDescriptor {
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shader_defs,
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..shader.into()
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},
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)?;
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wgpu::ShaderSource::Naga(Cow::Owned(naga))
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}
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};
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let module_descriptor = ShaderModuleDescriptor {
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label: None,
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source: shader_source,
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};
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render_device
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.wgpu_device()
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.push_error_scope(wgpu::ErrorFilter::Validation);
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let shader_module = render_device.create_shader_module(module_descriptor);
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let error = render_device.wgpu_device().pop_error_scope();
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// `now_or_never` will return Some if the future is ready and None otherwise.
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// On native platforms, wgpu will yield the error immediately while on wasm it may take longer since the browser APIs are asynchronous.
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// So to keep the complexity of the ShaderCache low, we will only catch this error early on native platforms,
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// and on wasm the error will be handled by wgpu and crash the application.
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if let Some(Some(wgpu::Error::Validation { description, .. })) =
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bevy_utils::futures::now_or_never(error)
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{
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return Err(PipelineCacheError::CreateShaderModule(description));
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}
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entry.insert(ErasedShaderModule::new(shader_module))
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}
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};
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Ok(module.clone())
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}
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fn clear(&mut self, id: AssetId<Shader>) -> Vec<CachedPipelineId> {
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let mut shaders_to_clear = vec![id];
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let mut pipelines_to_queue = Vec::new();
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while let Some(handle) = shaders_to_clear.pop() {
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if let Some(data) = self.data.get_mut(&handle) {
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data.processed_shaders.clear();
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pipelines_to_queue.extend(data.pipelines.iter().copied());
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shaders_to_clear.extend(data.dependents.iter().copied());
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if let Some(Shader { import_path, .. }) = self.shaders.get(&handle) {
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self.composer
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.remove_composable_module(&import_path.module_name());
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}
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}
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}
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pipelines_to_queue
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}
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fn set_shader(&mut self, id: AssetId<Shader>, shader: Shader) -> Vec<CachedPipelineId> {
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let pipelines_to_queue = self.clear(id);
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let path = shader.import_path();
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self.import_path_shaders.insert(path.clone(), id);
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if let Some(waiting_shaders) = self.waiting_on_import.get_mut(path) {
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for waiting_shader in waiting_shaders.drain(..) {
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// resolve waiting shader import
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let data = self.data.entry(waiting_shader).or_default();
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data.resolved_imports.insert(path.clone(), id);
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// add waiting shader as dependent of this shader
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let data = self.data.entry(id).or_default();
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data.dependents.insert(waiting_shader);
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}
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}
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for import in shader.imports() {
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if let Some(import_id) = self.import_path_shaders.get(import).copied() {
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// resolve import because it is currently available
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let data = self.data.entry(id).or_default();
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data.resolved_imports.insert(import.clone(), import_id);
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// add this shader as a dependent of the import
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let data = self.data.entry(import_id).or_default();
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data.dependents.insert(id);
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} else {
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let waiting = self.waiting_on_import.entry(import.clone()).or_default();
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waiting.push(id);
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}
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}
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self.shaders.insert(id, shader);
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pipelines_to_queue
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}
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fn remove(&mut self, id: AssetId<Shader>) -> Vec<CachedPipelineId> {
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let pipelines_to_queue = self.clear(id);
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if let Some(shader) = self.shaders.remove(&id) {
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self.import_path_shaders.remove(shader.import_path());
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}
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pipelines_to_queue
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}
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}
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type LayoutCacheKey = (Vec<BindGroupLayoutId>, Vec<PushConstantRange>);
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#[derive(Default)]
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struct LayoutCache {
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layouts: HashMap<LayoutCacheKey, ErasedPipelineLayout>,
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}
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|
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impl LayoutCache {
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fn get(
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&mut self,
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render_device: &RenderDevice,
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bind_group_layouts: &[BindGroupLayout],
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push_constant_ranges: Vec<PushConstantRange>,
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) -> &wgpu::PipelineLayout {
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let bind_group_ids = bind_group_layouts.iter().map(|l| l.id()).collect();
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self.layouts
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.entry((bind_group_ids, push_constant_ranges))
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.or_insert_with_key(|(_, push_constant_ranges)| {
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let bind_group_layouts = bind_group_layouts
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.iter()
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.map(|l| l.value())
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.collect::<Vec<_>>();
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ErasedPipelineLayout::new(render_device.create_pipeline_layout(
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&PipelineLayoutDescriptor {
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bind_group_layouts: &bind_group_layouts,
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push_constant_ranges,
|
|
..default()
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},
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))
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})
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}
|
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}
|
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|
|
/// Cache for render and compute pipelines.
|
|
///
|
|
/// The cache stores existing render and compute pipelines allocated on the GPU, as well as
|
|
/// pending creation. Pipelines inserted into the cache are identified by a unique ID, which
|
|
/// can be used to retrieve the actual GPU object once it's ready. The creation of the GPU
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|
/// pipeline object is deferred to the [`RenderSet::Render`] step, just before the render
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|
/// graph starts being processed, as this requires access to the GPU.
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|
///
|
|
/// Note that the cache do not perform automatic deduplication of identical pipelines. It is
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/// up to the user not to insert the same pipeline twice to avoid wasting GPU resources.
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///
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|
/// [`RenderSet::Render`]: crate::RenderSet::Render
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|
#[derive(Resource)]
|
|
pub struct PipelineCache {
|
|
layout_cache: LayoutCache,
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|
shader_cache: ShaderCache,
|
|
device: RenderDevice,
|
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pipelines: Vec<CachedPipeline>,
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waiting_pipelines: HashSet<CachedPipelineId>,
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new_pipelines: Mutex<Vec<CachedPipeline>>,
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}
|
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|
|
impl PipelineCache {
|
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pub fn pipelines(&self) -> impl Iterator<Item = &CachedPipeline> {
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self.pipelines.iter()
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}
|
|
|
|
/// Create a new pipeline cache associated with the given render device.
|
|
pub fn new(device: RenderDevice) -> Self {
|
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Self {
|
|
shader_cache: ShaderCache::new(&device),
|
|
device,
|
|
layout_cache: default(),
|
|
waiting_pipelines: default(),
|
|
new_pipelines: default(),
|
|
pipelines: default(),
|
|
}
|
|
}
|
|
|
|
/// Get the state of a cached render pipeline.
|
|
///
|
|
/// See [`PipelineCache::queue_render_pipeline()`].
|
|
#[inline]
|
|
pub fn get_render_pipeline_state(&self, id: CachedRenderPipelineId) -> &CachedPipelineState {
|
|
&self.pipelines[id.0].state
|
|
}
|
|
|
|
/// Get the state of a cached compute pipeline.
|
|
///
|
|
/// See [`PipelineCache::queue_compute_pipeline()`].
|
|
#[inline]
|
|
pub fn get_compute_pipeline_state(&self, id: CachedComputePipelineId) -> &CachedPipelineState {
|
|
&self.pipelines[id.0].state
|
|
}
|
|
|
|
/// Get the render pipeline descriptor a cached render pipeline was inserted from.
|
|
///
|
|
/// See [`PipelineCache::queue_render_pipeline()`].
|
|
#[inline]
|
|
pub fn get_render_pipeline_descriptor(
|
|
&self,
|
|
id: CachedRenderPipelineId,
|
|
) -> &RenderPipelineDescriptor {
|
|
match &self.pipelines[id.0].descriptor {
|
|
PipelineDescriptor::RenderPipelineDescriptor(descriptor) => descriptor,
|
|
PipelineDescriptor::ComputePipelineDescriptor(_) => unreachable!(),
|
|
}
|
|
}
|
|
|
|
/// Get the compute pipeline descriptor a cached render pipeline was inserted from.
|
|
///
|
|
/// See [`PipelineCache::queue_compute_pipeline()`].
|
|
#[inline]
|
|
pub fn get_compute_pipeline_descriptor(
|
|
&self,
|
|
id: CachedComputePipelineId,
|
|
) -> &ComputePipelineDescriptor {
|
|
match &self.pipelines[id.0].descriptor {
|
|
PipelineDescriptor::RenderPipelineDescriptor(_) => unreachable!(),
|
|
PipelineDescriptor::ComputePipelineDescriptor(descriptor) => descriptor,
|
|
}
|
|
}
|
|
|
|
/// Try to retrieve a render pipeline GPU object from a cached ID.
|
|
///
|
|
/// # Returns
|
|
///
|
|
/// This method returns a successfully created render pipeline if any, or `None` if the pipeline
|
|
/// was not created yet or if there was an error during creation. You can check the actual creation
|
|
/// state with [`PipelineCache::get_render_pipeline_state()`].
|
|
#[inline]
|
|
pub fn get_render_pipeline(&self, id: CachedRenderPipelineId) -> Option<&RenderPipeline> {
|
|
if let CachedPipelineState::Ok(Pipeline::RenderPipeline(pipeline)) =
|
|
&self.pipelines[id.0].state
|
|
{
|
|
Some(pipeline)
|
|
} else {
|
|
None
|
|
}
|
|
}
|
|
|
|
/// Try to retrieve a compute pipeline GPU object from a cached ID.
|
|
///
|
|
/// # Returns
|
|
///
|
|
/// This method returns a successfully created compute pipeline if any, or `None` if the pipeline
|
|
/// was not created yet or if there was an error during creation. You can check the actual creation
|
|
/// state with [`PipelineCache::get_compute_pipeline_state()`].
|
|
#[inline]
|
|
pub fn get_compute_pipeline(&self, id: CachedComputePipelineId) -> Option<&ComputePipeline> {
|
|
if let CachedPipelineState::Ok(Pipeline::ComputePipeline(pipeline)) =
|
|
&self.pipelines[id.0].state
|
|
{
|
|
Some(pipeline)
|
|
} else {
|
|
None
|
|
}
|
|
}
|
|
|
|
/// Insert a render pipeline into the cache, and queue its creation.
|
|
///
|
|
/// The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with
|
|
/// an already cached pipeline.
|
|
///
|
|
/// # Returns
|
|
///
|
|
/// This method returns the unique render shader ID of the cached pipeline, which can be used to query
|
|
/// the caching state with [`get_render_pipeline_state()`] and to retrieve the created GPU pipeline once
|
|
/// it's ready with [`get_render_pipeline()`].
|
|
///
|
|
/// [`get_render_pipeline_state()`]: PipelineCache::get_render_pipeline_state
|
|
/// [`get_render_pipeline()`]: PipelineCache::get_render_pipeline
|
|
pub fn queue_render_pipeline(
|
|
&self,
|
|
descriptor: RenderPipelineDescriptor,
|
|
) -> CachedRenderPipelineId {
|
|
let mut new_pipelines = self
|
|
.new_pipelines
|
|
.lock()
|
|
.unwrap_or_else(PoisonError::into_inner);
|
|
let id = CachedRenderPipelineId(self.pipelines.len() + new_pipelines.len());
|
|
new_pipelines.push(CachedPipeline {
|
|
descriptor: PipelineDescriptor::RenderPipelineDescriptor(Box::new(descriptor)),
|
|
state: CachedPipelineState::Queued,
|
|
});
|
|
id
|
|
}
|
|
|
|
/// Insert a compute pipeline into the cache, and queue its creation.
|
|
///
|
|
/// The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with
|
|
/// an already cached pipeline.
|
|
///
|
|
/// # Returns
|
|
///
|
|
/// This method returns the unique compute shader ID of the cached pipeline, which can be used to query
|
|
/// the caching state with [`get_compute_pipeline_state()`] and to retrieve the created GPU pipeline once
|
|
/// it's ready with [`get_compute_pipeline()`].
|
|
///
|
|
/// [`get_compute_pipeline_state()`]: PipelineCache::get_compute_pipeline_state
|
|
/// [`get_compute_pipeline()`]: PipelineCache::get_compute_pipeline
|
|
pub fn queue_compute_pipeline(
|
|
&self,
|
|
descriptor: ComputePipelineDescriptor,
|
|
) -> CachedComputePipelineId {
|
|
let mut new_pipelines = self
|
|
.new_pipelines
|
|
.lock()
|
|
.unwrap_or_else(PoisonError::into_inner);
|
|
let id = CachedComputePipelineId(self.pipelines.len() + new_pipelines.len());
|
|
new_pipelines.push(CachedPipeline {
|
|
descriptor: PipelineDescriptor::ComputePipelineDescriptor(Box::new(descriptor)),
|
|
state: CachedPipelineState::Queued,
|
|
});
|
|
id
|
|
}
|
|
|
|
fn set_shader(&mut self, id: AssetId<Shader>, shader: &Shader) {
|
|
let pipelines_to_queue = self.shader_cache.set_shader(id, shader.clone());
|
|
for cached_pipeline in pipelines_to_queue {
|
|
self.pipelines[cached_pipeline].state = CachedPipelineState::Queued;
|
|
self.waiting_pipelines.insert(cached_pipeline);
|
|
}
|
|
}
|
|
|
|
fn remove_shader(&mut self, shader: AssetId<Shader>) {
|
|
let pipelines_to_queue = self.shader_cache.remove(shader);
|
|
for cached_pipeline in pipelines_to_queue {
|
|
self.pipelines[cached_pipeline].state = CachedPipelineState::Queued;
|
|
self.waiting_pipelines.insert(cached_pipeline);
|
|
}
|
|
}
|
|
|
|
fn process_render_pipeline(
|
|
&mut self,
|
|
id: CachedPipelineId,
|
|
descriptor: &RenderPipelineDescriptor,
|
|
) -> CachedPipelineState {
|
|
let vertex_module = match self.shader_cache.get(
|
|
&self.device,
|
|
id,
|
|
descriptor.vertex.shader.id(),
|
|
&descriptor.vertex.shader_defs,
|
|
) {
|
|
Ok(module) => module,
|
|
Err(err) => {
|
|
return CachedPipelineState::Err(err);
|
|
}
|
|
};
|
|
|
|
let fragment_data = if let Some(fragment) = &descriptor.fragment {
|
|
let fragment_module = match self.shader_cache.get(
|
|
&self.device,
|
|
id,
|
|
fragment.shader.id(),
|
|
&fragment.shader_defs,
|
|
) {
|
|
Ok(module) => module,
|
|
Err(err) => {
|
|
return CachedPipelineState::Err(err);
|
|
}
|
|
};
|
|
Some((
|
|
fragment_module,
|
|
fragment.entry_point.deref(),
|
|
fragment.targets.as_slice(),
|
|
))
|
|
} else {
|
|
None
|
|
};
|
|
|
|
let vertex_buffer_layouts = descriptor
|
|
.vertex
|
|
.buffers
|
|
.iter()
|
|
.map(|layout| RawVertexBufferLayout {
|
|
array_stride: layout.array_stride,
|
|
attributes: &layout.attributes,
|
|
step_mode: layout.step_mode,
|
|
})
|
|
.collect::<Vec<_>>();
|
|
|
|
let layout = if descriptor.layout.is_empty() && descriptor.push_constant_ranges.is_empty() {
|
|
None
|
|
} else {
|
|
Some(self.layout_cache.get(
|
|
&self.device,
|
|
&descriptor.layout,
|
|
descriptor.push_constant_ranges.to_vec(),
|
|
))
|
|
};
|
|
|
|
let descriptor = RawRenderPipelineDescriptor {
|
|
multiview: None,
|
|
depth_stencil: descriptor.depth_stencil.clone(),
|
|
label: descriptor.label.as_deref(),
|
|
layout,
|
|
multisample: descriptor.multisample,
|
|
primitive: descriptor.primitive,
|
|
vertex: RawVertexState {
|
|
buffers: &vertex_buffer_layouts,
|
|
entry_point: descriptor.vertex.entry_point.deref(),
|
|
module: &vertex_module,
|
|
},
|
|
fragment: fragment_data
|
|
.as_ref()
|
|
.map(|(module, entry_point, targets)| RawFragmentState {
|
|
entry_point,
|
|
module,
|
|
targets,
|
|
}),
|
|
};
|
|
|
|
let pipeline = self.device.create_render_pipeline(&descriptor);
|
|
|
|
CachedPipelineState::Ok(Pipeline::RenderPipeline(pipeline))
|
|
}
|
|
|
|
fn process_compute_pipeline(
|
|
&mut self,
|
|
id: CachedPipelineId,
|
|
descriptor: &ComputePipelineDescriptor,
|
|
) -> CachedPipelineState {
|
|
let compute_module = match self.shader_cache.get(
|
|
&self.device,
|
|
id,
|
|
descriptor.shader.id(),
|
|
&descriptor.shader_defs,
|
|
) {
|
|
Ok(module) => module,
|
|
Err(err) => {
|
|
return CachedPipelineState::Err(err);
|
|
}
|
|
};
|
|
|
|
let layout = if descriptor.layout.is_empty() && descriptor.push_constant_ranges.is_empty() {
|
|
None
|
|
} else {
|
|
Some(self.layout_cache.get(
|
|
&self.device,
|
|
&descriptor.layout,
|
|
descriptor.push_constant_ranges.to_vec(),
|
|
))
|
|
};
|
|
|
|
let descriptor = RawComputePipelineDescriptor {
|
|
label: descriptor.label.as_deref(),
|
|
layout,
|
|
module: &compute_module,
|
|
entry_point: descriptor.entry_point.as_ref(),
|
|
};
|
|
|
|
let pipeline = self.device.create_compute_pipeline(&descriptor);
|
|
|
|
CachedPipelineState::Ok(Pipeline::ComputePipeline(pipeline))
|
|
}
|
|
|
|
/// Process the pipeline queue and create all pending pipelines if possible.
|
|
///
|
|
/// This is generally called automatically during the [`RenderSet::Render`] step, but can
|
|
/// be called manually to force creation at a different time.
|
|
///
|
|
/// [`RenderSet::Render`]: crate::RenderSet::Render
|
|
pub fn process_queue(&mut self) {
|
|
let mut waiting_pipelines = mem::take(&mut self.waiting_pipelines);
|
|
let mut pipelines = mem::take(&mut self.pipelines);
|
|
|
|
{
|
|
let mut new_pipelines = self
|
|
.new_pipelines
|
|
.lock()
|
|
.unwrap_or_else(PoisonError::into_inner);
|
|
for new_pipeline in new_pipelines.drain(..) {
|
|
let id = pipelines.len();
|
|
pipelines.push(new_pipeline);
|
|
waiting_pipelines.insert(id);
|
|
}
|
|
}
|
|
|
|
for id in waiting_pipelines {
|
|
let pipeline = &mut pipelines[id];
|
|
if matches!(pipeline.state, CachedPipelineState::Ok(_)) {
|
|
continue;
|
|
}
|
|
|
|
pipeline.state = match &pipeline.descriptor {
|
|
PipelineDescriptor::RenderPipelineDescriptor(descriptor) => {
|
|
self.process_render_pipeline(id, descriptor)
|
|
}
|
|
PipelineDescriptor::ComputePipelineDescriptor(descriptor) => {
|
|
self.process_compute_pipeline(id, descriptor)
|
|
}
|
|
};
|
|
|
|
if let CachedPipelineState::Err(err) = &pipeline.state {
|
|
match err {
|
|
PipelineCacheError::ShaderNotLoaded(_)
|
|
| PipelineCacheError::ShaderImportNotYetAvailable => {
|
|
// retry
|
|
self.waiting_pipelines.insert(id);
|
|
}
|
|
// shader could not be processed ... retrying won't help
|
|
PipelineCacheError::ProcessShaderError(err) => {
|
|
let error_detail = err.emit_to_string(&self.shader_cache.composer);
|
|
error!("failed to process shader:\n{}", error_detail);
|
|
continue;
|
|
}
|
|
PipelineCacheError::CreateShaderModule(description) => {
|
|
error!("failed to create shader module: {}", description);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
self.pipelines = pipelines;
|
|
}
|
|
|
|
pub(crate) fn process_pipeline_queue_system(mut cache: ResMut<Self>) {
|
|
cache.process_queue();
|
|
}
|
|
|
|
pub(crate) fn extract_shaders(
|
|
mut cache: ResMut<Self>,
|
|
shaders: Extract<Res<Assets<Shader>>>,
|
|
mut events: Extract<EventReader<AssetEvent<Shader>>>,
|
|
) {
|
|
for event in events.read() {
|
|
match event {
|
|
AssetEvent::Added { id } | AssetEvent::Modified { id } => {
|
|
if let Some(shader) = shaders.get(*id) {
|
|
cache.set_shader(*id, shader);
|
|
}
|
|
}
|
|
AssetEvent::Removed { id } => cache.remove_shader(*id),
|
|
AssetEvent::LoadedWithDependencies { .. } => {
|
|
// TODO: handle this
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Type of error returned by a [`PipelineCache`] when the creation of a GPU pipeline object failed.
|
|
#[derive(Error, Debug)]
|
|
pub enum PipelineCacheError {
|
|
#[error(
|
|
"Pipeline could not be compiled because the following shader is not loaded yet: {0:?}"
|
|
)]
|
|
ShaderNotLoaded(AssetId<Shader>),
|
|
#[error(transparent)]
|
|
ProcessShaderError(#[from] naga_oil::compose::ComposerError),
|
|
#[error("Shader import not yet available.")]
|
|
ShaderImportNotYetAvailable,
|
|
#[error("Could not create shader module: {0}")]
|
|
CreateShaderModule(String),
|
|
}
|