bevy/crates/bevy_render/src/texture/fallback_image.rs
Carter Anderson 134750d18e
Image Sampler Improvements (#10254)
# Objective

- Build on the changes in https://github.com/bevyengine/bevy/pull/9982
- Use `ImageSamplerDescriptor` as the "public image sampler descriptor"
interface in all places (for consistency)
- Make it possible to configure textures to use the "default" sampler
(as configured in the `DefaultImageSampler` resource)
- Fix a bug introduced in #9982 that prevents configured samplers from
being used in Basis, KTX2, and DDS textures

---

## Migration Guide

- When using the `Image` API, use `ImageSamplerDescriptor` instead of
`wgpu::SamplerDescriptor`
- If writing custom wgpu renderer features that work with `Image`, call
`&image_sampler.as_wgpu()` to convert to a wgpu descriptor.
2023-10-26 23:30:09 +00:00

248 lines
8.5 KiB
Rust

use crate::{render_resource::*, texture::DefaultImageSampler};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
prelude::{FromWorld, Res, ResMut},
system::{Resource, SystemParam},
};
use bevy_utils::HashMap;
use wgpu::{Extent3d, TextureFormat};
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)
} 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, &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_f32(),
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,
)
})
}
}