bevy/crates/bevy_render/src/renderer/render_resource_context.rs
Julian Heinken 4645da30c8
Mesh overhaul with custom vertex attributes #592 (#599)
Mesh overhaul with custom vertex attributes
2020-10-30 19:21:53 -07:00

89 lines
3.2 KiB
Rust

use crate::{
pipeline::{BindGroupDescriptorId, PipelineDescriptor},
renderer::{BindGroup, BufferId, BufferInfo, RenderResourceId, SamplerId, TextureId},
shader::Shader,
texture::{SamplerDescriptor, TextureDescriptor},
};
use bevy_asset::{Asset, Assets, Handle, HandleUntyped};
use bevy_window::Window;
use downcast_rs::{impl_downcast, Downcast};
use std::ops::Range;
pub trait RenderResourceContext: Downcast + Send + Sync + 'static {
fn create_swap_chain(&self, window: &Window);
fn next_swap_chain_texture(&self, window: &Window) -> TextureId;
fn drop_swap_chain_texture(&self, resource: TextureId);
fn drop_all_swap_chain_textures(&self);
fn create_sampler(&self, sampler_descriptor: &SamplerDescriptor) -> SamplerId;
fn create_texture(&self, texture_descriptor: TextureDescriptor) -> TextureId;
fn create_buffer(&self, buffer_info: BufferInfo) -> BufferId;
// TODO: remove RenderResourceContext here
fn write_mapped_buffer(
&self,
id: BufferId,
range: Range<u64>,
write: &mut dyn FnMut(&mut [u8], &dyn RenderResourceContext),
);
fn map_buffer(&self, id: BufferId);
fn unmap_buffer(&self, id: BufferId);
fn create_buffer_with_data(&self, buffer_info: BufferInfo, data: &[u8]) -> BufferId;
fn create_shader_module(&self, shader_handle: &Handle<Shader>, shaders: &Assets<Shader>);
fn create_shader_module_from_source(&self, shader_handle: &Handle<Shader>, shader: &Shader);
fn remove_buffer(&self, buffer: BufferId);
fn remove_texture(&self, texture: TextureId);
fn remove_sampler(&self, sampler: SamplerId);
fn get_buffer_info(&self, buffer: BufferId) -> Option<BufferInfo>;
fn set_asset_resource_untyped(
&self,
handle: HandleUntyped,
resource: RenderResourceId,
index: u64,
);
fn get_asset_resource_untyped(
&self,
handle: HandleUntyped,
index: u64,
) -> Option<RenderResourceId>;
fn remove_asset_resource_untyped(&self, handle: HandleUntyped, index: u64);
fn create_render_pipeline(
&self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &PipelineDescriptor,
shaders: &Assets<Shader>,
);
fn bind_group_descriptor_exists(&self, bind_group_descriptor_id: BindGroupDescriptorId)
-> bool;
fn create_bind_group(
&self,
bind_group_descriptor_id: BindGroupDescriptorId,
bind_group: &BindGroup,
);
fn clear_bind_groups(&self);
}
impl dyn RenderResourceContext {
pub fn set_asset_resource<T>(&self, handle: &Handle<T>, resource: RenderResourceId, index: u64)
where
T: Asset,
{
self.set_asset_resource_untyped(handle.clone_weak_untyped(), resource, index);
}
pub fn get_asset_resource<T>(&self, handle: &Handle<T>, index: u64) -> Option<RenderResourceId>
where
T: Asset,
{
self.get_asset_resource_untyped(handle.clone_weak_untyped(), index)
}
pub fn remove_asset_resource<T>(&self, handle: &Handle<T>, index: u64)
where
T: Asset,
{
self.remove_asset_resource_untyped(handle.clone_weak_untyped(), index);
}
}
impl_downcast!(RenderResourceContext);