
on nightly these two clippy lints fail: - [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow) - [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
368 lines
14 KiB
Rust
368 lines
14 KiB
Rust
use super::{state_descriptors::PrimitiveTopology, IndexFormat, PipelineDescriptor};
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use crate::{
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pipeline::{BindType, VertexBufferLayout},
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renderer::RenderResourceContext,
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shader::{Shader, ShaderError},
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};
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use bevy_asset::{Assets, Handle};
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use bevy_reflect::{Reflect, ReflectDeserialize};
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use bevy_utils::{HashMap, HashSet};
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use once_cell::sync::Lazy;
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use serde::{Deserialize, Serialize};
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#[derive(Clone, Eq, PartialEq, Debug, Reflect)]
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#[reflect(PartialEq)]
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pub struct PipelineSpecialization {
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pub shader_specialization: ShaderSpecialization,
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pub primitive_topology: PrimitiveTopology,
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pub dynamic_bindings: HashSet<String>,
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pub strip_index_format: Option<IndexFormat>,
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pub vertex_buffer_layout: VertexBufferLayout,
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pub sample_count: u32,
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}
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impl Default for PipelineSpecialization {
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fn default() -> Self {
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Self {
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sample_count: 1,
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strip_index_format: None,
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shader_specialization: Default::default(),
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primitive_topology: Default::default(),
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dynamic_bindings: Default::default(),
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vertex_buffer_layout: Default::default(),
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}
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}
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}
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impl PipelineSpecialization {
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pub fn empty() -> &'static PipelineSpecialization {
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pub static EMPTY: Lazy<PipelineSpecialization> = Lazy::new(PipelineSpecialization::default);
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&EMPTY
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}
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}
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#[derive(Clone, Eq, PartialEq, Debug, Default, Reflect, Serialize, Deserialize)]
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#[reflect(PartialEq, Serialize, Deserialize)]
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pub struct ShaderSpecialization {
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pub shader_defs: HashSet<String>,
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}
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#[derive(Debug)]
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struct SpecializedShader {
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shader: Handle<Shader>,
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specialization: ShaderSpecialization,
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}
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#[derive(Debug)]
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struct SpecializedPipeline {
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pipeline: Handle<PipelineDescriptor>,
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specialization: PipelineSpecialization,
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}
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#[derive(Debug, Default)]
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pub struct PipelineCompiler {
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specialized_shaders: HashMap<Handle<Shader>, Vec<SpecializedShader>>,
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specialized_shader_pipelines: HashMap<Handle<Shader>, Vec<Handle<PipelineDescriptor>>>,
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specialized_pipelines: HashMap<Handle<PipelineDescriptor>, Vec<SpecializedPipeline>>,
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}
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impl PipelineCompiler {
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fn compile_shader(
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&mut self,
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render_resource_context: &dyn RenderResourceContext,
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shaders: &mut Assets<Shader>,
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shader_handle: &Handle<Shader>,
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shader_specialization: &ShaderSpecialization,
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) -> Result<Handle<Shader>, ShaderError> {
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let specialized_shaders = self
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.specialized_shaders
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.entry(shader_handle.clone_weak())
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.or_insert_with(Vec::new);
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let shader = shaders.get(shader_handle).unwrap();
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if let Some(specialized_shader) =
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specialized_shaders
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.iter()
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.find(|current_specialized_shader| {
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current_specialized_shader.specialization == *shader_specialization
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})
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{
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// if shader has already been compiled with current configuration, use existing shader
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Ok(specialized_shader.shader.clone_weak())
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} else {
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// if no shader exists with the current configuration, create new shader and compile
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let shader_def_vec = shader_specialization
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.shader_defs
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.iter()
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.cloned()
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.collect::<Vec<String>>();
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let compiled_shader =
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render_resource_context.get_specialized_shader(shader, Some(&shader_def_vec))?;
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let specialized_handle = shaders.add(compiled_shader);
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let weak_specialized_handle = specialized_handle.clone_weak();
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specialized_shaders.push(SpecializedShader {
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shader: specialized_handle,
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specialization: shader_specialization.clone(),
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});
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Ok(weak_specialized_handle)
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}
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}
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pub fn get_specialized_pipeline(
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&self,
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pipeline: &Handle<PipelineDescriptor>,
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specialization: &PipelineSpecialization,
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) -> Option<Handle<PipelineDescriptor>> {
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self.specialized_pipelines
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.get(pipeline)
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.and_then(|specialized_pipelines| {
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specialized_pipelines
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.iter()
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.find(|current_specialized_pipeline| {
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¤t_specialized_pipeline.specialization == specialization
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})
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})
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.map(|specialized_pipeline| specialized_pipeline.pipeline.clone_weak())
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}
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pub fn compile_pipeline(
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&mut self,
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render_resource_context: &dyn RenderResourceContext,
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pipelines: &mut Assets<PipelineDescriptor>,
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shaders: &mut Assets<Shader>,
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source_pipeline: &Handle<PipelineDescriptor>,
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pipeline_specialization: &PipelineSpecialization,
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) -> Handle<PipelineDescriptor> {
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let source_descriptor = pipelines.get(source_pipeline).unwrap();
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let mut specialized_descriptor = source_descriptor.clone();
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let specialized_vertex_shader = self
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.compile_shader(
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render_resource_context,
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shaders,
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&specialized_descriptor.shader_stages.vertex,
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&pipeline_specialization.shader_specialization,
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)
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.unwrap_or_else(|e| panic_shader_error(e));
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specialized_descriptor.shader_stages.vertex = specialized_vertex_shader.clone_weak();
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let mut specialized_fragment_shader = None;
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specialized_descriptor.shader_stages.fragment = specialized_descriptor
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.shader_stages
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.fragment
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.as_ref()
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.map(|fragment| {
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let shader = self
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.compile_shader(
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render_resource_context,
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shaders,
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fragment,
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&pipeline_specialization.shader_specialization,
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)
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.unwrap_or_else(|e| panic_shader_error(e));
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specialized_fragment_shader = Some(shader.clone_weak());
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shader
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});
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let mut layout = render_resource_context.reflect_pipeline_layout(
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shaders,
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&specialized_descriptor.shader_stages,
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true,
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);
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if !pipeline_specialization.dynamic_bindings.is_empty() {
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// set binding uniforms to dynamic if render resource bindings use dynamic
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for bind_group in layout.bind_groups.iter_mut() {
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let mut binding_changed = false;
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for binding in bind_group.bindings.iter_mut() {
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if pipeline_specialization
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.dynamic_bindings
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.iter()
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.any(|b| b == &binding.name)
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{
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if let BindType::Uniform {
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ref mut has_dynamic_offset,
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..
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} = binding.bind_type
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{
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*has_dynamic_offset = true;
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binding_changed = true;
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}
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}
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}
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if binding_changed {
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bind_group.update_id();
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}
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}
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}
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specialized_descriptor.layout = Some(layout);
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// create a vertex layout that provides all attributes from either the specialized vertex
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// buffers or a zero buffer
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let mut pipeline_layout = specialized_descriptor.layout.as_mut().unwrap();
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// the vertex buffer descriptor of the mesh
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let mesh_vertex_buffer_layout = &pipeline_specialization.vertex_buffer_layout;
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// the vertex buffer descriptor that will be used for this pipeline
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let mut compiled_vertex_buffer_descriptor = VertexBufferLayout {
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step_mode: mesh_vertex_buffer_layout.step_mode,
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stride: mesh_vertex_buffer_layout.stride,
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..Default::default()
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};
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for shader_vertex_attribute in pipeline_layout.vertex_buffer_descriptors.iter() {
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let shader_vertex_attribute = shader_vertex_attribute
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.attributes
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.get(0)
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.expect("Reflected layout has no attributes.");
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if let Some(target_vertex_attribute) = mesh_vertex_buffer_layout
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.attributes
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.iter()
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.find(|x| x.name == shader_vertex_attribute.name)
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{
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// copy shader location from reflected layout
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let mut compiled_vertex_attribute = target_vertex_attribute.clone();
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compiled_vertex_attribute.shader_location = shader_vertex_attribute.shader_location;
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compiled_vertex_buffer_descriptor
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.attributes
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.push(compiled_vertex_attribute);
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} else {
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panic!(
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"Attribute {} is required by shader, but not supplied by mesh. Either remove the attribute from the shader or supply the attribute ({}) to the mesh.",
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shader_vertex_attribute.name,
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shader_vertex_attribute.name,
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);
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}
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}
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// TODO: add other buffers (like instancing) here
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let mut vertex_buffer_descriptors = Vec::<VertexBufferLayout>::default();
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if !pipeline_layout.vertex_buffer_descriptors.is_empty() {
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vertex_buffer_descriptors.push(compiled_vertex_buffer_descriptor);
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}
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pipeline_layout.vertex_buffer_descriptors = vertex_buffer_descriptors;
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specialized_descriptor.multisample.count = pipeline_specialization.sample_count;
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specialized_descriptor.primitive.topology = pipeline_specialization.primitive_topology;
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specialized_descriptor.primitive.strip_index_format =
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pipeline_specialization.strip_index_format;
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let specialized_pipeline_handle = pipelines.add(specialized_descriptor);
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render_resource_context.create_render_pipeline(
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specialized_pipeline_handle.clone_weak(),
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pipelines.get(&specialized_pipeline_handle).unwrap(),
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shaders,
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);
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// track specialized shader pipelines
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self.specialized_shader_pipelines
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.entry(specialized_vertex_shader)
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.or_insert_with(Default::default)
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.push(source_pipeline.clone_weak());
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if let Some(specialized_fragment_shader) = specialized_fragment_shader {
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self.specialized_shader_pipelines
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.entry(specialized_fragment_shader)
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.or_insert_with(Default::default)
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.push(source_pipeline.clone_weak());
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}
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let specialized_pipelines = self
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.specialized_pipelines
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.entry(source_pipeline.clone_weak())
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.or_insert_with(Vec::new);
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let weak_specialized_pipeline_handle = specialized_pipeline_handle.clone_weak();
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specialized_pipelines.push(SpecializedPipeline {
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pipeline: specialized_pipeline_handle,
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specialization: pipeline_specialization.clone(),
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});
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weak_specialized_pipeline_handle
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}
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pub fn iter_compiled_pipelines(
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&self,
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pipeline_handle: Handle<PipelineDescriptor>,
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) -> Option<impl Iterator<Item = &Handle<PipelineDescriptor>>> {
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self.specialized_pipelines
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.get(&pipeline_handle)
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.map(|compiled_pipelines| {
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compiled_pipelines
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.iter()
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.map(|specialized_pipeline| &specialized_pipeline.pipeline)
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})
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}
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pub fn iter_all_compiled_pipelines(&self) -> impl Iterator<Item = &Handle<PipelineDescriptor>> {
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self.specialized_pipelines
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.values()
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.map(|compiled_pipelines| {
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compiled_pipelines
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.iter()
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.map(|specialized_pipeline| &specialized_pipeline.pipeline)
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})
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.flatten()
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}
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/// Update specialized shaders and remove any related specialized
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/// pipelines and assets.
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pub fn update_shader(
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&mut self,
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shader: &Handle<Shader>,
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pipelines: &mut Assets<PipelineDescriptor>,
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shaders: &mut Assets<Shader>,
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render_resource_context: &dyn RenderResourceContext,
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) -> Result<(), ShaderError> {
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if let Some(specialized_shaders) = self.specialized_shaders.get_mut(shader) {
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for specialized_shader in specialized_shaders {
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// Recompile specialized shader. If it fails, we bail immediately.
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let shader_def_vec = specialized_shader
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.specialization
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.shader_defs
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.iter()
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.cloned()
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.collect::<Vec<String>>();
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let new_handle =
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shaders.add(render_resource_context.get_specialized_shader(
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shaders.get(shader).unwrap(),
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Some(&shader_def_vec),
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)?);
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// Replace handle and remove old from assets.
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let old_handle = std::mem::replace(&mut specialized_shader.shader, new_handle);
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shaders.remove(&old_handle);
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// Find source pipelines that use the old specialized
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// shader, and remove from tracking.
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if let Some(source_pipelines) =
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self.specialized_shader_pipelines.remove(&old_handle)
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{
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// Remove all specialized pipelines from tracking
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// and asset storage. They will be rebuilt on next
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// draw.
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for source_pipeline in source_pipelines {
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if let Some(specialized_pipelines) =
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self.specialized_pipelines.remove(&source_pipeline)
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{
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for p in specialized_pipelines {
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pipelines.remove(p.pipeline);
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}
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}
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}
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}
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}
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}
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Ok(())
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}
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}
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fn panic_shader_error(error: ShaderError) -> ! {
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let msg = error.to_string();
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let msg = msg
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.trim_end()
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.trim_end_matches("Debug log:") // if this matches, then there wasn't a debug log anyways
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.trim_end();
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panic!("{}\n", msg);
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}
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