bevy/crates/bevy_render/src/texture/fallback_image.rs
EdJoPaTo 938d810766
Apply unused_qualifications lint (#14828)
# Objective

Fixes #14782

## Solution

Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?

Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.

## Testing

`cargo clippy` and `cargo run -p ci` are happy.
2024-08-21 12:29:33 +00:00

258 lines
8.7 KiB
Rust

use crate::{render_asset::RenderAssetUsages, render_resource::*, texture::DefaultImageSampler};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
prelude::{FromWorld, Res, ResMut},
system::{Resource, SystemParam},
};
use bevy_utils::HashMap;
use crate::{
prelude::Image,
renderer::{RenderDevice, RenderQueue},
texture::{image::TextureFormatPixelInfo, BevyDefault, GpuImage, ImageSampler},
};
/// A [`RenderApp`](crate::RenderApp) resource that contains the default "fallback image",
/// which can be used in situations where an image was not explicitly defined. The most common
/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
///
/// Defaults to a 1x1 fully opaque white texture, (1.0, 1.0, 1.0, 1.0) which makes multiplying
/// it with other colors a no-op.
#[derive(Resource)]
pub struct FallbackImage {
/// Fallback image for [`TextureViewDimension::D1`].
pub d1: GpuImage,
/// Fallback image for [`TextureViewDimension::D2`].
pub d2: GpuImage,
/// Fallback image for [`TextureViewDimension::D2Array`].
pub d2_array: GpuImage,
/// Fallback image for [`TextureViewDimension::Cube`].
pub cube: GpuImage,
/// Fallback image for [`TextureViewDimension::CubeArray`].
pub cube_array: GpuImage,
/// Fallback image for [`TextureViewDimension::D3`].
pub d3: GpuImage,
}
/// A [`RenderApp`](crate::RenderApp) resource that contains a _zero-filled_ "fallback image",
/// which can be used in place of [`FallbackImage`], when a fully transparent or black fallback
/// is required instead of fully opaque white.
///
/// Defaults to a 1x1 fully transparent black texture, (0.0, 0.0, 0.0, 0.0) which makes adding
/// or alpha-blending it to other colors a no-op.
#[derive(Resource, Deref)]
pub struct FallbackImageZero(GpuImage);
/// A [`RenderApp`](crate::RenderApp) resource that contains a "cubemap fallback image",
/// which can be used in situations where an image was not explicitly defined. The most common
/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
#[derive(Resource, Deref)]
pub struct FallbackImageCubemap(GpuImage);
fn fallback_image_new(
render_device: &RenderDevice,
render_queue: &RenderQueue,
default_sampler: &DefaultImageSampler,
format: TextureFormat,
dimension: TextureViewDimension,
samples: u32,
value: u8,
) -> GpuImage {
// TODO make this configurable per channel
let extents = Extent3d {
width: 1,
height: 1,
depth_or_array_layers: match dimension {
TextureViewDimension::Cube | TextureViewDimension::CubeArray => 6,
_ => 1,
},
};
// We can't create textures with data when it's a depth texture or when using multiple samples
let create_texture_with_data = !format.is_depth_stencil_format() && samples == 1;
let image_dimension = dimension.compatible_texture_dimension();
let mut image = if create_texture_with_data {
let data = vec![value; format.pixel_size()];
Image::new_fill(
extents,
image_dimension,
&data,
format,
RenderAssetUsages::RENDER_WORLD,
)
} else {
let mut image = Image::default();
image.texture_descriptor.dimension = TextureDimension::D2;
image.texture_descriptor.size = extents;
image.texture_descriptor.format = format;
image
};
image.texture_descriptor.sample_count = samples;
if image_dimension == TextureDimension::D2 {
image.texture_descriptor.usage |= TextureUsages::RENDER_ATTACHMENT;
}
let texture = if create_texture_with_data {
render_device.create_texture_with_data(
render_queue,
&image.texture_descriptor,
TextureDataOrder::default(),
&image.data,
)
} else {
render_device.create_texture(&image.texture_descriptor)
};
let texture_view = texture.create_view(&TextureViewDescriptor {
dimension: Some(dimension),
array_layer_count: Some(extents.depth_or_array_layers),
..TextureViewDescriptor::default()
});
let sampler = match image.sampler {
ImageSampler::Default => (**default_sampler).clone(),
ImageSampler::Descriptor(ref descriptor) => {
render_device.create_sampler(&descriptor.as_wgpu())
}
};
GpuImage {
texture,
texture_view,
texture_format: image.texture_descriptor.format,
sampler,
size: image.size(),
mip_level_count: image.texture_descriptor.mip_level_count,
}
}
impl FromWorld for FallbackImage {
fn from_world(world: &mut bevy_ecs::prelude::World) -> Self {
let render_device = world.resource::<RenderDevice>();
let render_queue = world.resource::<RenderQueue>();
let default_sampler = world.resource::<DefaultImageSampler>();
Self {
d1: fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::D1,
1,
255,
),
d2: fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::D2,
1,
255,
),
d2_array: fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::D2Array,
1,
255,
),
cube: fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::Cube,
1,
255,
),
cube_array: fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::CubeArray,
1,
255,
),
d3: fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::D3,
1,
255,
),
}
}
}
impl FromWorld for FallbackImageZero {
fn from_world(world: &mut bevy_ecs::prelude::World) -> Self {
let render_device = world.resource::<RenderDevice>();
let render_queue = world.resource::<RenderQueue>();
let default_sampler = world.resource::<DefaultImageSampler>();
Self(fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::D2,
1,
0,
))
}
}
impl FromWorld for FallbackImageCubemap {
fn from_world(world: &mut bevy_ecs::prelude::World) -> Self {
let render_device = world.resource::<RenderDevice>();
let render_queue = world.resource::<RenderQueue>();
let default_sampler = world.resource::<DefaultImageSampler>();
Self(fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::Cube,
1,
255,
))
}
}
/// A Cache of fallback textures that uses the sample count and `TextureFormat` as a key
///
/// # WARNING
/// Images using MSAA with sample count > 1 are not initialized with data, therefore,
/// you shouldn't sample them before writing data to them first.
#[derive(Resource, Deref, DerefMut, Default)]
pub struct FallbackImageFormatMsaaCache(HashMap<(u32, TextureFormat), GpuImage>);
#[derive(SystemParam)]
pub struct FallbackImageMsaa<'w> {
cache: ResMut<'w, FallbackImageFormatMsaaCache>,
render_device: Res<'w, RenderDevice>,
render_queue: Res<'w, RenderQueue>,
default_sampler: Res<'w, DefaultImageSampler>,
}
impl<'w> FallbackImageMsaa<'w> {
pub fn image_for_samplecount(&mut self, sample_count: u32, format: TextureFormat) -> &GpuImage {
self.cache.entry((sample_count, format)).or_insert_with(|| {
fallback_image_new(
&self.render_device,
&self.render_queue,
&self.default_sampler,
format,
TextureViewDimension::D2,
sample_count,
255,
)
})
}
}