
# Objective - Fixes #3970 - To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines. ## Solution - renamed `RenderPipelineCache` to `PipelineCache` - Cached Pipelines are now represented by an enum (render, compute) - split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines` - updated the game of life example ## Open Questions - should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that? - should the `get_render_pipeline` and `get_compute_pipeline` methods be merged? - is pipeline specialization for different entry points a good pattern Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
184 lines
6.2 KiB
Rust
184 lines
6.2 KiB
Rust
use crate::render_resource::{BindGroupLayout, Shader};
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use bevy_asset::Handle;
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use bevy_reflect::Uuid;
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use std::{borrow::Cow, ops::Deref, sync::Arc};
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use wgpu::{
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BufferAddress, ColorTargetState, DepthStencilState, MultisampleState, PrimitiveState,
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VertexAttribute, VertexFormat, VertexStepMode,
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};
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/// A [`RenderPipeline`] identifier.
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug)]
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pub struct RenderPipelineId(Uuid);
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/// A [`RenderPipeline`] represents a graphics pipeline and its stages (shaders), bindings and vertex buffers.
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///
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/// May be converted from and dereferences to a wgpu [`RenderPipeline`](wgpu::RenderPipeline).
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/// Can be created via [`RenderDevice::create_render_pipeline`](crate::renderer::RenderDevice::create_render_pipeline).
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#[derive(Clone, Debug)]
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pub struct RenderPipeline {
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id: RenderPipelineId,
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value: Arc<wgpu::RenderPipeline>,
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}
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impl RenderPipeline {
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#[inline]
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pub fn id(&self) -> RenderPipelineId {
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self.id
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}
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}
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impl From<wgpu::RenderPipeline> for RenderPipeline {
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fn from(value: wgpu::RenderPipeline) -> Self {
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RenderPipeline {
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id: RenderPipelineId(Uuid::new_v4()),
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value: Arc::new(value),
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}
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}
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}
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impl Deref for RenderPipeline {
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type Target = wgpu::RenderPipeline;
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#[inline]
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fn deref(&self) -> &Self::Target {
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&self.value
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}
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}
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/// A [`ComputePipeline`] identifier.
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug)]
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pub struct ComputePipelineId(Uuid);
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/// A [`ComputePipeline`] represents a compute pipeline and its single shader stage.
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///
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/// May be converted from and dereferences to a wgpu [`ComputePipeline`](wgpu::ComputePipeline).
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/// Can be created via [`RenderDevice::create_compute_pipeline`](crate::renderer::RenderDevice::create_compute_pipeline).
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#[derive(Clone, Debug)]
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pub struct ComputePipeline {
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id: ComputePipelineId,
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value: Arc<wgpu::ComputePipeline>,
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}
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impl ComputePipeline {
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/// Returns the [`ComputePipelineId`].
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#[inline]
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pub fn id(&self) -> ComputePipelineId {
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self.id
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}
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}
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impl From<wgpu::ComputePipeline> for ComputePipeline {
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fn from(value: wgpu::ComputePipeline) -> Self {
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ComputePipeline {
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id: ComputePipelineId(Uuid::new_v4()),
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value: Arc::new(value),
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}
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}
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}
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impl Deref for ComputePipeline {
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type Target = wgpu::ComputePipeline;
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#[inline]
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fn deref(&self) -> &Self::Target {
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&self.value
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}
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}
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/// Describes a render (graphics) pipeline.
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#[derive(Clone, Debug, PartialEq)]
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pub struct RenderPipelineDescriptor {
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/// Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
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pub label: Option<Cow<'static, str>>,
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/// The layout of bind groups for this pipeline.
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pub layout: Option<Vec<BindGroupLayout>>,
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/// The compiled vertex stage, its entry point, and the input buffers layout.
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pub vertex: VertexState,
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/// The properties of the pipeline at the primitive assembly and rasterization level.
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pub primitive: PrimitiveState,
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/// The effect of draw calls on the depth and stencil aspects of the output target, if any.
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pub depth_stencil: Option<DepthStencilState>,
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/// The multi-sampling properties of the pipeline.
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pub multisample: MultisampleState,
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/// The compiled fragment stage, its entry point, and the color targets.
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pub fragment: Option<FragmentState>,
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}
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#[derive(Clone, Debug, Eq, PartialEq)]
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pub struct VertexState {
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/// The compiled shader module for this stage.
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pub shader: Handle<Shader>,
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pub shader_defs: Vec<String>,
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/// The name of the entry point in the compiled shader. There must be a
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/// function with this name in the shader.
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pub entry_point: Cow<'static, str>,
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/// The format of any vertex buffers used with this pipeline.
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pub buffers: Vec<VertexBufferLayout>,
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}
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/// Describes how the vertex buffer is interpreted.
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#[derive(Default, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct VertexBufferLayout {
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/// The stride, in bytes, between elements of this buffer.
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pub array_stride: BufferAddress,
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/// How often this vertex buffer is "stepped" forward.
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pub step_mode: VertexStepMode,
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/// The list of attributes which comprise a single vertex.
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pub attributes: Vec<VertexAttribute>,
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}
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impl VertexBufferLayout {
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/// Creates a new densely packed [`VertexBufferLayout`] from an iterator of vertex formats.
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/// Iteration order determines the `shader_location` and `offset` of the [`VertexAttributes`](VertexAttribute).
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/// The first iterated item will have a `shader_location` and `offset` of zero.
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/// The `array_stride` is the sum of the size of the iterated [`VertexFormats`](VertexFormat) (in bytes).
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pub fn from_vertex_formats<T: IntoIterator<Item = VertexFormat>>(
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step_mode: VertexStepMode,
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vertex_formats: T,
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) -> Self {
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let mut offset = 0;
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let mut attributes = Vec::new();
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for (shader_location, format) in vertex_formats.into_iter().enumerate() {
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attributes.push(VertexAttribute {
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format,
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offset,
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shader_location: shader_location as u32,
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});
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offset += format.size();
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}
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VertexBufferLayout {
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array_stride: offset,
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step_mode,
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attributes,
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}
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}
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}
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/// Describes the fragment process in a render pipeline.
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#[derive(Clone, Debug, PartialEq)]
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pub struct FragmentState {
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/// The compiled shader module for this stage.
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pub shader: Handle<Shader>,
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pub shader_defs: Vec<String>,
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/// The name of the entry point in the compiled shader. There must be a
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/// function with this name in the shader.
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pub entry_point: Cow<'static, str>,
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/// The color state of the render targets.
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pub targets: Vec<ColorTargetState>,
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}
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/// Describes a compute pipeline.
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#[derive(Clone, Debug)]
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pub struct ComputePipelineDescriptor {
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pub label: Option<Cow<'static, str>>,
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pub layout: Option<Vec<BindGroupLayout>>,
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/// The compiled shader module for this stage.
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pub shader: Handle<Shader>,
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pub shader_defs: Vec<String>,
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/// The name of the entry point in the compiled shader. There must be a
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/// function with this name in the shader.
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pub entry_point: Cow<'static, str>,
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}
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