
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)
356 lines
12 KiB
Rust
356 lines
12 KiB
Rust
use crate::{
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pipeline::{PipelineCompiler, PipelineDescriptor},
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renderer::RenderResourceContext,
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};
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use super::ShaderLayout;
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use bevy_app::EventReader;
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use bevy_asset::{AssetEvent, AssetLoader, Assets, Handle, LoadContext, LoadedAsset};
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use bevy_ecs::system::{Res, ResMut};
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use bevy_reflect::TypeUuid;
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use bevy_utils::{tracing::error, BoxedFuture};
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use std::marker::Copy;
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use thiserror::Error;
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/// The stage of a shader
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#[derive(Hash, Eq, PartialEq, Copy, Clone, Debug)]
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pub enum ShaderStage {
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Vertex,
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Fragment,
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Compute,
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}
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/// An error that occurs during shader handling.
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#[derive(Error, Debug)]
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pub enum ShaderError {
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/// Shader compilation error.
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#[error("Shader compilation error:\n{0}")]
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Compilation(String),
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#[cfg(not(any(
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target_arch = "wasm32",
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all(target_arch = "x86_64", target_os = "linux", target_env = "gnu"),
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all(target_arch = "x86_64", target_os = "macos"),
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all(target_arch = "aarch64", target_os = "android"),
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all(target_arch = "armv7", target_os = "androidabi"),
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all(target_arch = "x86_64", target_os = "windows", target_env = "msvc"),
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)))]
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/// shaderc error.
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#[error("shaderc error: {0}")]
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ShaderC(#[from] shaderc::Error),
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#[cfg(not(any(
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target_arch = "wasm32",
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all(target_arch = "x86_64", target_os = "linux", target_env = "gnu"),
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all(target_arch = "x86_64", target_os = "macos"),
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all(target_arch = "aarch64", target_os = "android"),
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all(target_arch = "armv7", target_os = "androidabi"),
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all(target_arch = "x86_64", target_os = "windows", target_env = "msvc"),
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)))]
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#[error("Error initializing shaderc Compiler")]
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ErrorInitializingShadercCompiler,
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#[cfg(not(any(
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target_arch = "wasm32",
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all(target_arch = "x86_64", target_os = "linux", target_env = "gnu"),
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all(target_arch = "x86_64", target_os = "macos"),
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all(target_arch = "aarch64", target_os = "android"),
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all(target_arch = "armv7", target_os = "androidabi"),
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all(target_arch = "x86_64", target_os = "windows", target_env = "msvc"),
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)))]
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#[error("Error initializing shaderc CompileOptions")]
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ErrorInitializingShadercCompileOptions,
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}
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#[cfg(any(
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all(target_arch = "x86_64", target_os = "linux", target_env = "gnu"),
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all(target_arch = "x86_64", target_os = "macos"),
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all(target_arch = "aarch64", target_os = "android"),
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all(target_arch = "armv7", target_os = "androidabi"),
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all(target_arch = "x86_64", target_os = "windows", target_env = "msvc"),
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))]
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impl From<ShaderStage> for bevy_glsl_to_spirv::ShaderType {
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fn from(s: ShaderStage) -> bevy_glsl_to_spirv::ShaderType {
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match s {
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ShaderStage::Vertex => bevy_glsl_to_spirv::ShaderType::Vertex,
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ShaderStage::Fragment => bevy_glsl_to_spirv::ShaderType::Fragment,
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ShaderStage::Compute => bevy_glsl_to_spirv::ShaderType::Compute,
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}
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}
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}
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#[cfg(any(
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all(target_arch = "x86_64", target_os = "linux", target_env = "gnu"),
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all(target_arch = "x86_64", target_os = "macos"),
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all(target_arch = "aarch64", target_os = "android"),
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all(target_arch = "armv7", target_os = "androidabi"),
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all(target_arch = "x86_64", target_os = "windows", target_env = "msvc"),
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))]
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pub fn glsl_to_spirv(
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glsl_source: &str,
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stage: ShaderStage,
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shader_defs: Option<&[String]>,
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) -> Result<Vec<u32>, ShaderError> {
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bevy_glsl_to_spirv::compile(glsl_source, stage.into(), shader_defs)
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.map_err(ShaderError::Compilation)
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}
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#[cfg(not(any(
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target_arch = "wasm32",
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all(target_arch = "x86_64", target_os = "linux", target_env = "gnu"),
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all(target_arch = "x86_64", target_os = "macos"),
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all(target_arch = "aarch64", target_os = "android"),
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all(target_arch = "armv7", target_os = "androidabi"),
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all(target_arch = "x86_64", target_os = "windows", target_env = "msvc"),
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)))]
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impl Into<shaderc::ShaderKind> for ShaderStage {
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fn into(self) -> shaderc::ShaderKind {
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match self {
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ShaderStage::Vertex => shaderc::ShaderKind::Vertex,
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ShaderStage::Fragment => shaderc::ShaderKind::Fragment,
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ShaderStage::Compute => shaderc::ShaderKind::Compute,
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}
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}
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}
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#[cfg(not(any(
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target_arch = "wasm32",
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all(target_arch = "x86_64", target_os = "linux", target_env = "gnu"),
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all(target_arch = "x86_64", target_os = "macos"),
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all(target_arch = "aarch64", target_os = "android"),
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all(target_arch = "armv7", target_os = "androidabi"),
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all(target_arch = "x86_64", target_os = "windows", target_env = "msvc"),
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)))]
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pub fn glsl_to_spirv(
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glsl_source: &str,
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stage: ShaderStage,
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shader_defs: Option<&[String]>,
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) -> Result<Vec<u32>, ShaderError> {
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let mut compiler =
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shaderc::Compiler::new().ok_or(ShaderError::ErrorInitializingShadercCompiler)?;
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let mut options = shaderc::CompileOptions::new()
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.ok_or(ShaderError::ErrorInitializingShadercCompileOptions)?;
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if let Some(shader_defs) = shader_defs {
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for def in shader_defs.iter() {
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options.add_macro_definition(def, None);
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}
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}
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let binary_result = compiler.compile_into_spirv(
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glsl_source,
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stage.into(),
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"shader.glsl",
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"main",
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Some(&options),
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)?;
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Ok(binary_result.as_binary().to_vec())
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}
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fn bytes_to_words(bytes: &[u8]) -> Vec<u32> {
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let mut words = Vec::new();
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for bytes4 in bytes.chunks(4) {
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words.push(u32::from_le_bytes([
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bytes4[0], bytes4[1], bytes4[2], bytes4[3],
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]));
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}
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words
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}
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/// The full "source" of a shader
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#[derive(Clone, Debug, Hash, Eq, PartialEq)]
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pub enum ShaderSource {
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Spirv(Vec<u32>),
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Glsl(String),
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}
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impl ShaderSource {
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pub fn spirv_from_bytes(bytes: &[u8]) -> ShaderSource {
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ShaderSource::Spirv(bytes_to_words(bytes))
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}
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}
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/// A shader, as defined by its [ShaderSource] and [ShaderStage]
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#[derive(Clone, Debug, TypeUuid)]
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#[uuid = "d95bc916-6c55-4de3-9622-37e7b6969fda"]
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pub struct Shader {
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pub source: ShaderSource,
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pub stage: ShaderStage,
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}
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impl Shader {
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pub fn new(stage: ShaderStage, source: ShaderSource) -> Shader {
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Shader { source, stage }
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn from_spirv(spirv: &[u8]) -> Result<Shader, ShaderError> {
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use spirv_reflect::{types::ReflectShaderStageFlags, ShaderModule};
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let module = ShaderModule::load_u8_data(spirv)
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.map_err(|msg| ShaderError::Compilation(msg.to_string()))?;
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let stage = match module.get_shader_stage() {
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ReflectShaderStageFlags::VERTEX => ShaderStage::Vertex,
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ReflectShaderStageFlags::FRAGMENT => ShaderStage::Fragment,
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other => panic!("cannot load {:?} shader", other),
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};
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Ok(Shader {
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source: ShaderSource::spirv_from_bytes(spirv),
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stage,
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})
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}
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pub fn from_glsl(stage: ShaderStage, glsl: &str) -> Shader {
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Shader {
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source: ShaderSource::Glsl(glsl.to_string()),
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stage,
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn get_spirv(&self, macros: Option<&[String]>) -> Result<Vec<u32>, ShaderError> {
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match self.source {
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ShaderSource::Spirv(ref bytes) => Ok(bytes.clone()),
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ShaderSource::Glsl(ref source) => glsl_to_spirv(source, self.stage, macros),
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn get_spirv_shader(&self, macros: Option<&[String]>) -> Result<Shader, ShaderError> {
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Ok(Shader {
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source: ShaderSource::Spirv(self.get_spirv(macros)?),
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stage: self.stage,
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})
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn reflect_layout(&self, enforce_bevy_conventions: bool) -> Option<ShaderLayout> {
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if let ShaderSource::Spirv(ref spirv) = self.source {
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Some(ShaderLayout::from_spirv(
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spirv.as_slice(),
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enforce_bevy_conventions,
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))
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} else {
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panic!("Cannot reflect layout of non-SpirV shader. Try compiling this shader to SpirV first using self.get_spirv_shader().");
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}
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}
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#[cfg(target_arch = "wasm32")]
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pub fn reflect_layout(&self, _enforce_bevy_conventions: bool) -> Option<ShaderLayout> {
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panic!("Cannot reflect layout on wasm32.");
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}
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}
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/// All stages in a shader program
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#[derive(Clone, Debug, Eq, PartialEq, Hash)]
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pub struct ShaderStages {
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pub vertex: Handle<Shader>,
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pub fragment: Option<Handle<Shader>>,
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}
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pub struct ShaderStagesIterator<'a> {
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shader_stages: &'a ShaderStages,
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state: u32,
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}
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impl<'a> Iterator for ShaderStagesIterator<'a> {
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type Item = Handle<Shader>;
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fn next(&mut self) -> Option<Self::Item> {
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let ret = match self.state {
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0 => Some(self.shader_stages.vertex.clone_weak()),
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1 => self.shader_stages.fragment.as_ref().map(|h| h.clone_weak()),
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_ => None,
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};
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self.state += 1;
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ret
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}
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fn size_hint(&self) -> (usize, Option<usize>) {
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if self.shader_stages.fragment.is_some() {
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return (2, Some(2));
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}
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(1, Some(1))
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}
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}
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impl<'a> ExactSizeIterator for ShaderStagesIterator<'a> {}
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impl ShaderStages {
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pub fn new(vertex_shader: Handle<Shader>) -> Self {
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ShaderStages {
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vertex: vertex_shader,
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fragment: None,
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}
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}
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pub fn iter(&self) -> ShaderStagesIterator {
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ShaderStagesIterator {
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shader_stages: self,
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state: 0,
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}
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}
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}
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#[derive(Default)]
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pub struct ShaderLoader;
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impl AssetLoader for ShaderLoader {
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fn load<'a>(
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&'a self,
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bytes: &'a [u8],
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load_context: &'a mut LoadContext,
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) -> BoxedFuture<'a, Result<(), anyhow::Error>> {
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Box::pin(async move {
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let ext = load_context.path().extension().unwrap().to_str().unwrap();
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let shader = match ext {
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"vert" => Shader::from_glsl(ShaderStage::Vertex, std::str::from_utf8(bytes)?),
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"frag" => Shader::from_glsl(ShaderStage::Fragment, std::str::from_utf8(bytes)?),
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#[cfg(not(target_arch = "wasm32"))]
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"spv" => Shader::from_spirv(bytes)?,
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#[cfg(target_arch = "wasm32")]
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"spv" => panic!("cannot load .spv file on wasm"),
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_ => panic!("unhandled extension: {}", ext),
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};
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load_context.set_default_asset(LoadedAsset::new(shader));
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Ok(())
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})
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}
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fn extensions(&self) -> &[&str] {
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&["vert", "frag", "spv"]
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}
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}
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pub fn shader_update_system(
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mut shaders: ResMut<Assets<Shader>>,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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mut shader_events: EventReader<AssetEvent<Shader>>,
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mut pipeline_compiler: ResMut<PipelineCompiler>,
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render_resource_context: Res<Box<dyn RenderResourceContext>>,
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) {
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for event in shader_events.iter() {
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match event {
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AssetEvent::Modified { handle } => {
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if let Err(e) = pipeline_compiler.update_shader(
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handle,
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&mut pipelines,
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&mut shaders,
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&**render_resource_context,
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) {
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error!("Failed to update shader: {}", e);
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}
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}
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// Creating shaders on the fly is unhandled since they
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// have to exist already when assigned to a pipeline. If a
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// shader is removed the pipeline keeps using its
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// specialized version. Maybe this should be a warning?
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AssetEvent::Created { .. } | AssetEvent::Removed { .. } => (),
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}
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}
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}
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