
# Objective - Fixes #6841 - In some case, the number of maximum storage buffers is `u32::MAX` which doesn't fit in a `i32` ## Solution - Add an option to have a `u32` in a `ShaderDefVal`
833 lines
30 KiB
Rust
833 lines
30 KiB
Rust
use crate::{
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render_resource::{
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AsModuleDescriptorError, BindGroupLayout, BindGroupLayoutId, ComputePipeline,
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ComputePipelineDescriptor, ProcessShaderError, ProcessedShader,
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RawComputePipelineDescriptor, RawFragmentState, RawRenderPipelineDescriptor,
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RawVertexState, RenderPipeline, RenderPipelineDescriptor, Shader, ShaderImport,
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ShaderProcessor, ShaderReflectError,
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},
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renderer::RenderDevice,
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Extract,
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};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::system::{Res, ResMut};
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use bevy_ecs::{event::EventReader, system::Resource};
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use bevy_utils::{
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default,
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tracing::{debug, error},
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Entry, HashMap, HashSet,
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};
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use std::{hash::Hash, iter::FusedIterator, mem, ops::Deref};
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use thiserror::Error;
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use wgpu::{PipelineLayoutDescriptor, VertexBufferLayout as RawVertexBufferLayout};
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use crate::render_resource::resource_macros::*;
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render_resource_wrapper!(ErasedShaderModule, wgpu::ShaderModule);
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render_resource_wrapper!(ErasedPipelineLayout, wgpu::PipelineLayout);
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/// A descriptor for a [`Pipeline`].
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///
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/// Used to store an heterogenous collection of render and compute pipeline descriptors together.
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#[derive(Debug)]
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pub enum PipelineDescriptor {
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RenderPipelineDescriptor(Box<RenderPipelineDescriptor>),
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ComputePipelineDescriptor(Box<ComputePipelineDescriptor>),
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}
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/// A pipeline defining the data layout and shader logic for a specific GPU task.
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///
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/// Used to store an heterogenous collection of render and compute pipelines together.
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#[derive(Debug)]
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pub enum Pipeline {
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RenderPipeline(RenderPipeline),
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ComputePipeline(ComputePipeline),
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}
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type CachedPipelineId = usize;
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/// Index of a cached render pipeline in a [`PipelineCache`].
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct CachedRenderPipelineId(CachedPipelineId);
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impl CachedRenderPipelineId {
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/// An invalid cached render pipeline index, often used to initialize a variable.
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pub const INVALID: Self = CachedRenderPipelineId(usize::MAX);
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}
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/// Index of a cached compute pipeline in a [`PipelineCache`].
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct CachedComputePipelineId(CachedPipelineId);
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impl CachedComputePipelineId {
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/// An invalid cached compute pipeline index, often used to initialize a variable.
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pub const INVALID: Self = CachedComputePipelineId(usize::MAX);
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}
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pub struct CachedPipeline {
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pub descriptor: PipelineDescriptor,
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pub state: CachedPipelineState,
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}
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/// State of a cached pipeline inserted into a [`PipelineCache`].
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#[derive(Debug)]
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pub enum CachedPipelineState {
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/// The pipeline GPU object is queued for creation.
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Queued,
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/// The pipeline GPU object was created successfully and is available (allocated on the GPU).
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Ok(Pipeline),
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/// An error occurred while trying to create the pipeline GPU object.
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Err(PipelineCacheError),
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}
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impl CachedPipelineState {
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/// Convenience method to "unwrap" a pipeline state into its underlying GPU object.
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///
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/// # Returns
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///
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/// The method returns the allocated pipeline GPU object.
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///
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/// # Panics
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///
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/// This method panics if the pipeline GPU object is not available, either because it is
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/// pending creation or because an error occurred while attempting to create GPU object.
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pub fn unwrap(&self) -> &Pipeline {
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match self {
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CachedPipelineState::Ok(pipeline) => pipeline,
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CachedPipelineState::Queued => {
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panic!("Pipeline has not been compiled yet. It is still in the 'Queued' state.")
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}
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CachedPipelineState::Err(err) => panic!("{}", err),
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}
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}
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}
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#[derive(Default)]
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struct ShaderData {
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pipelines: HashSet<CachedPipelineId>,
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processed_shaders: HashMap<Vec<ShaderDefVal>, ErasedShaderModule>,
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resolved_imports: HashMap<ShaderImport, Handle<Shader>>,
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dependents: HashSet<Handle<Shader>>,
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}
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#[derive(Default)]
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struct ShaderCache {
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data: HashMap<Handle<Shader>, ShaderData>,
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shaders: HashMap<Handle<Shader>, Shader>,
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import_path_shaders: HashMap<ShaderImport, Handle<Shader>>,
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waiting_on_import: HashMap<ShaderImport, Vec<Handle<Shader>>>,
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processor: ShaderProcessor,
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}
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#[derive(Clone, PartialEq, Eq, Debug, Hash)]
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pub enum ShaderDefVal {
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Bool(String, bool),
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Int(String, i32),
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UInt(String, u32),
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}
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impl From<&str> for ShaderDefVal {
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fn from(key: &str) -> Self {
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ShaderDefVal::Bool(key.to_string(), true)
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}
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}
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impl From<String> for ShaderDefVal {
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fn from(key: String) -> Self {
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ShaderDefVal::Bool(key, true)
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}
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}
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impl ShaderDefVal {
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pub fn value_as_string(&self) -> String {
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match self {
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ShaderDefVal::Bool(_, def) => def.to_string(),
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ShaderDefVal::Int(_, def) => def.to_string(),
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ShaderDefVal::UInt(_, def) => def.to_string(),
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}
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}
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}
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impl ShaderCache {
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fn get(
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&mut self,
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render_device: &RenderDevice,
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pipeline: CachedPipelineId,
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handle: &Handle<Shader>,
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shader_defs: &[ShaderDefVal],
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) -> Result<ErasedShaderModule, PipelineCacheError> {
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let shader = self
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.shaders
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.get(handle)
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.ok_or_else(|| PipelineCacheError::ShaderNotLoaded(handle.clone_weak()))?;
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let data = self.data.entry(handle.clone_weak()).or_default();
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let n_asset_imports = shader
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.imports()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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let n_resolved_asset_imports = data
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.resolved_imports
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.keys()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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if n_asset_imports != n_resolved_asset_imports {
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return Err(PipelineCacheError::ShaderImportNotYetAvailable);
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}
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data.pipelines.insert(pipeline);
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// PERF: this shader_defs clone isn't great. use raw_entry_mut when it stabilizes
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let module = match data.processed_shaders.entry(shader_defs.to_vec()) {
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Entry::Occupied(entry) => entry.into_mut(),
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Entry::Vacant(entry) => {
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let mut shader_defs = shader_defs.to_vec();
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#[cfg(feature = "webgl")]
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{
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shader_defs.push("NO_ARRAY_TEXTURES_SUPPORT".into());
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shader_defs.push("SIXTEEN_BYTE_ALIGNMENT".into());
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}
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shader_defs.push(ShaderDefVal::UInt(
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String::from("AVAILABLE_STORAGE_BUFFER_BINDINGS"),
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render_device.limits().max_storage_buffers_per_shader_stage,
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));
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debug!(
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"processing shader {:?}, with shader defs {:?}",
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handle, shader_defs
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);
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let processed = self.processor.process(
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shader,
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&shader_defs,
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&self.shaders,
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&self.import_path_shaders,
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)?;
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let module_descriptor = match processed
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.get_module_descriptor(render_device.features())
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{
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Ok(module_descriptor) => module_descriptor,
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Err(err) => {
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return Err(PipelineCacheError::AsModuleDescriptorError(err, processed));
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}
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};
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render_device
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.wgpu_device()
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.push_error_scope(wgpu::ErrorFilter::Validation);
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let shader_module = render_device.create_shader_module(module_descriptor);
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let error = render_device.wgpu_device().pop_error_scope();
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// `now_or_never` will return Some if the future is ready and None otherwise.
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// On native platforms, wgpu will yield the error immediatly while on wasm it may take longer since the browser APIs are asynchronous.
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// So to keep the complexity of the ShaderCache low, we will only catch this error early on native platforms,
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// and on wasm the error will be handled by wgpu and crash the application.
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if let Some(Some(wgpu::Error::Validation { description, .. })) =
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bevy_utils::futures::now_or_never(error)
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{
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return Err(PipelineCacheError::CreateShaderModule(description));
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}
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entry.insert(ErasedShaderModule::new(shader_module))
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}
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};
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Ok(module.clone())
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}
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fn clear(&mut self, handle: &Handle<Shader>) -> Vec<CachedPipelineId> {
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let mut shaders_to_clear = vec![handle.clone_weak()];
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let mut pipelines_to_queue = Vec::new();
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while let Some(handle) = shaders_to_clear.pop() {
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if let Some(data) = self.data.get_mut(&handle) {
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data.processed_shaders.clear();
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pipelines_to_queue.extend(data.pipelines.iter().cloned());
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shaders_to_clear.extend(data.dependents.iter().map(|h| h.clone_weak()));
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}
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}
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pipelines_to_queue
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}
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fn set_shader(&mut self, handle: &Handle<Shader>, shader: Shader) -> Vec<CachedPipelineId> {
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let pipelines_to_queue = self.clear(handle);
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if let Some(path) = shader.import_path() {
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self.import_path_shaders
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.insert(path.clone(), handle.clone_weak());
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if let Some(waiting_shaders) = self.waiting_on_import.get_mut(path) {
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for waiting_shader in waiting_shaders.drain(..) {
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// resolve waiting shader import
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let data = self.data.entry(waiting_shader.clone_weak()).or_default();
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data.resolved_imports
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.insert(path.clone(), handle.clone_weak());
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// add waiting shader as dependent of this shader
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let data = self.data.entry(handle.clone_weak()).or_default();
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data.dependents.insert(waiting_shader.clone_weak());
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}
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}
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}
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for import in shader.imports() {
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if let Some(import_handle) = self.import_path_shaders.get(import) {
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// resolve import because it is currently available
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let data = self.data.entry(handle.clone_weak()).or_default();
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data.resolved_imports
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.insert(import.clone(), import_handle.clone_weak());
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// add this shader as a dependent of the import
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let data = self.data.entry(import_handle.clone_weak()).or_default();
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data.dependents.insert(handle.clone_weak());
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} else {
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let waiting = self.waiting_on_import.entry(import.clone()).or_default();
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waiting.push(handle.clone_weak());
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}
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}
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self.shaders.insert(handle.clone_weak(), shader);
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pipelines_to_queue
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}
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fn remove(&mut self, handle: &Handle<Shader>) -> Vec<CachedPipelineId> {
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let pipelines_to_queue = self.clear(handle);
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if let Some(shader) = self.shaders.remove(handle) {
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if let Some(import_path) = shader.import_path() {
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self.import_path_shaders.remove(import_path);
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}
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}
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pipelines_to_queue
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}
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}
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#[derive(Default)]
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struct LayoutCache {
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layouts: HashMap<Vec<BindGroupLayoutId>, ErasedPipelineLayout>,
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}
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impl LayoutCache {
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fn get(
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&mut self,
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render_device: &RenderDevice,
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bind_group_layouts: &[BindGroupLayout],
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) -> &wgpu::PipelineLayout {
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let key = bind_group_layouts.iter().map(|l| l.id()).collect();
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self.layouts.entry(key).or_insert_with(|| {
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let bind_group_layouts = bind_group_layouts
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.iter()
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.map(|l| l.value())
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.collect::<Vec<_>>();
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ErasedPipelineLayout::new(render_device.create_pipeline_layout(
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&PipelineLayoutDescriptor {
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bind_group_layouts: &bind_group_layouts,
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..default()
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},
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))
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})
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}
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}
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/// Cache for render and compute pipelines.
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///
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/// The cache stores existing render and compute pipelines allocated on the GPU, as well as
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/// pending creation. Pipelines inserted into the cache are identified by a unique ID, which
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/// can be used to retrieve the actual GPU object once it's ready. The creation of the GPU
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/// pipeline object is deferred to the [`RenderStage::Render`] stage, just before the render
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/// graph starts being processed, as this requires access to the GPU.
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///
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/// Note that the cache do not perform automatic deduplication of identical pipelines. It is
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/// up to the user not to insert the same pipeline twice to avoid wasting GPU resources.
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///
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/// [`RenderStage::Render`]: crate::RenderStage::Render
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#[derive(Resource)]
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pub struct PipelineCache {
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layout_cache: LayoutCache,
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shader_cache: ShaderCache,
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device: RenderDevice,
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pipelines: Vec<CachedPipeline>,
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waiting_pipelines: HashSet<CachedPipelineId>,
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}
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impl PipelineCache {
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pub fn pipelines(&self) -> impl Iterator<Item = &CachedPipeline> {
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self.pipelines.iter()
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}
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/// Create a new pipeline cache associated with the given render device.
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pub fn new(device: RenderDevice) -> Self {
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Self {
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device,
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layout_cache: default(),
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shader_cache: default(),
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waiting_pipelines: default(),
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pipelines: default(),
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}
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}
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/// Get the state of a cached render pipeline.
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///
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/// See [`PipelineCache::queue_render_pipeline()`].
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#[inline]
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pub fn get_render_pipeline_state(&self, id: CachedRenderPipelineId) -> &CachedPipelineState {
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&self.pipelines[id.0].state
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}
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/// Get the state of a cached compute pipeline.
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///
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/// See [`PipelineCache::queue_compute_pipeline()`].
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#[inline]
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pub fn get_compute_pipeline_state(&self, id: CachedComputePipelineId) -> &CachedPipelineState {
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&self.pipelines[id.0].state
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}
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/// Get the render pipeline descriptor a cached render pipeline was inserted from.
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///
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/// See [`PipelineCache::queue_render_pipeline()`].
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#[inline]
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pub fn get_render_pipeline_descriptor(
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&self,
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id: CachedRenderPipelineId,
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) -> &RenderPipelineDescriptor {
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match &self.pipelines[id.0].descriptor {
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PipelineDescriptor::RenderPipelineDescriptor(descriptor) => descriptor,
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PipelineDescriptor::ComputePipelineDescriptor(_) => unreachable!(),
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}
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}
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/// Get the compute pipeline descriptor a cached render pipeline was inserted from.
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///
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/// See [`PipelineCache::queue_compute_pipeline()`].
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#[inline]
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pub fn get_compute_pipeline_descriptor(
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&self,
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id: CachedComputePipelineId,
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) -> &ComputePipelineDescriptor {
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match &self.pipelines[id.0].descriptor {
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PipelineDescriptor::RenderPipelineDescriptor(_) => unreachable!(),
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PipelineDescriptor::ComputePipelineDescriptor(descriptor) => descriptor,
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}
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}
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/// Try to retrieve a render pipeline GPU object from a cached ID.
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///
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/// # Returns
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///
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/// This method returns a successfully created render pipeline if any, or `None` if the pipeline
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/// was not created yet or if there was an error during creation. You can check the actual creation
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/// state with [`PipelineCache::get_render_pipeline_state()`].
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#[inline]
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pub fn get_render_pipeline(&self, id: CachedRenderPipelineId) -> Option<&RenderPipeline> {
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if let CachedPipelineState::Ok(Pipeline::RenderPipeline(pipeline)) =
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&self.pipelines[id.0].state
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{
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Some(pipeline)
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} else {
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None
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}
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}
|
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|
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/// Try to retrieve a compute pipeline GPU object from a cached ID.
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///
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/// # Returns
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///
|
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/// This method returns a successfully created compute pipeline if any, or `None` if the pipeline
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/// was not created yet or if there was an error during creation. You can check the actual creation
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/// state with [`PipelineCache::get_compute_pipeline_state()`].
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#[inline]
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pub fn get_compute_pipeline(&self, id: CachedComputePipelineId) -> Option<&ComputePipeline> {
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if let CachedPipelineState::Ok(Pipeline::ComputePipeline(pipeline)) =
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&self.pipelines[id.0].state
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{
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Some(pipeline)
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} else {
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None
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}
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}
|
|
|
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/// Insert a render pipeline into the cache, and queue its creation.
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///
|
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/// The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with
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/// an already cached pipeline.
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///
|
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/// # Returns
|
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///
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/// This method returns the unique render shader ID of the cached pipeline, which can be used to query
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/// the caching state with [`get_render_pipeline_state()`] and to retrieve the created GPU pipeline once
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/// it's ready with [`get_render_pipeline()`].
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///
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/// [`get_render_pipeline_state()`]: PipelineCache::get_render_pipeline_state
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/// [`get_render_pipeline()`]: PipelineCache::get_render_pipeline
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pub fn queue_render_pipeline(
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&mut self,
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descriptor: RenderPipelineDescriptor,
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) -> CachedRenderPipelineId {
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let id = CachedRenderPipelineId(self.pipelines.len());
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self.pipelines.push(CachedPipeline {
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descriptor: PipelineDescriptor::RenderPipelineDescriptor(Box::new(descriptor)),
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state: CachedPipelineState::Queued,
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});
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self.waiting_pipelines.insert(id.0);
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id
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}
|
|
|
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/// Insert a compute pipeline into the cache, and queue its creation.
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///
|
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/// The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with
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/// an already cached pipeline.
|
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///
|
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/// # Returns
|
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///
|
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/// This method returns the unique compute shader ID of the cached pipeline, which can be used to query
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/// the caching state with [`get_compute_pipeline_state()`] and to retrieve the created GPU pipeline once
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/// it's ready with [`get_compute_pipeline()`].
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///
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/// [`get_compute_pipeline_state()`]: PipelineCache::get_compute_pipeline_state
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/// [`get_compute_pipeline()`]: PipelineCache::get_compute_pipeline
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pub fn queue_compute_pipeline(
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&mut self,
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descriptor: ComputePipelineDescriptor,
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) -> CachedComputePipelineId {
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let id = CachedComputePipelineId(self.pipelines.len());
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self.pipelines.push(CachedPipeline {
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descriptor: PipelineDescriptor::ComputePipelineDescriptor(Box::new(descriptor)),
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state: CachedPipelineState::Queued,
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});
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self.waiting_pipelines.insert(id.0);
|
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id
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}
|
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|
|
fn set_shader(&mut self, handle: &Handle<Shader>, shader: &Shader) {
|
|
let pipelines_to_queue = self.shader_cache.set_shader(handle, shader.clone());
|
|
for cached_pipeline in pipelines_to_queue {
|
|
self.pipelines[cached_pipeline].state = CachedPipelineState::Queued;
|
|
self.waiting_pipelines.insert(cached_pipeline);
|
|
}
|
|
}
|
|
|
|
fn remove_shader(&mut self, shader: &Handle<Shader>) {
|
|
let pipelines_to_queue = self.shader_cache.remove(shader);
|
|
for cached_pipeline in pipelines_to_queue {
|
|
self.pipelines[cached_pipeline].state = CachedPipelineState::Queued;
|
|
self.waiting_pipelines.insert(cached_pipeline);
|
|
}
|
|
}
|
|
|
|
fn process_render_pipeline(
|
|
&mut self,
|
|
id: CachedPipelineId,
|
|
descriptor: &RenderPipelineDescriptor,
|
|
) -> CachedPipelineState {
|
|
let vertex_module = match self.shader_cache.get(
|
|
&self.device,
|
|
id,
|
|
&descriptor.vertex.shader,
|
|
&descriptor.vertex.shader_defs,
|
|
) {
|
|
Ok(module) => module,
|
|
Err(err) => {
|
|
return CachedPipelineState::Err(err);
|
|
}
|
|
};
|
|
|
|
let fragment_data = if let Some(fragment) = &descriptor.fragment {
|
|
let fragment_module = match self.shader_cache.get(
|
|
&self.device,
|
|
id,
|
|
&fragment.shader,
|
|
&fragment.shader_defs,
|
|
) {
|
|
Ok(module) => module,
|
|
Err(err) => {
|
|
return CachedPipelineState::Err(err);
|
|
}
|
|
};
|
|
Some((
|
|
fragment_module,
|
|
fragment.entry_point.deref(),
|
|
fragment.targets.as_slice(),
|
|
))
|
|
} else {
|
|
None
|
|
};
|
|
|
|
let vertex_buffer_layouts = descriptor
|
|
.vertex
|
|
.buffers
|
|
.iter()
|
|
.map(|layout| RawVertexBufferLayout {
|
|
array_stride: layout.array_stride,
|
|
attributes: &layout.attributes,
|
|
step_mode: layout.step_mode,
|
|
})
|
|
.collect::<Vec<_>>();
|
|
|
|
let layout = if let Some(layout) = &descriptor.layout {
|
|
Some(self.layout_cache.get(&self.device, layout))
|
|
} else {
|
|
None
|
|
};
|
|
|
|
let descriptor = RawRenderPipelineDescriptor {
|
|
multiview: None,
|
|
depth_stencil: descriptor.depth_stencil.clone(),
|
|
label: descriptor.label.as_deref(),
|
|
layout,
|
|
multisample: descriptor.multisample,
|
|
primitive: descriptor.primitive,
|
|
vertex: RawVertexState {
|
|
buffers: &vertex_buffer_layouts,
|
|
entry_point: descriptor.vertex.entry_point.deref(),
|
|
module: &vertex_module,
|
|
},
|
|
fragment: fragment_data
|
|
.as_ref()
|
|
.map(|(module, entry_point, targets)| RawFragmentState {
|
|
entry_point,
|
|
module,
|
|
targets,
|
|
}),
|
|
};
|
|
|
|
let pipeline = self.device.create_render_pipeline(&descriptor);
|
|
|
|
CachedPipelineState::Ok(Pipeline::RenderPipeline(pipeline))
|
|
}
|
|
|
|
fn process_compute_pipeline(
|
|
&mut self,
|
|
id: CachedPipelineId,
|
|
descriptor: &ComputePipelineDescriptor,
|
|
) -> CachedPipelineState {
|
|
let compute_module = match self.shader_cache.get(
|
|
&self.device,
|
|
id,
|
|
&descriptor.shader,
|
|
&descriptor.shader_defs,
|
|
) {
|
|
Ok(module) => module,
|
|
Err(err) => {
|
|
return CachedPipelineState::Err(err);
|
|
}
|
|
};
|
|
|
|
let layout = if let Some(layout) = &descriptor.layout {
|
|
Some(self.layout_cache.get(&self.device, layout))
|
|
} else {
|
|
None
|
|
};
|
|
|
|
let descriptor = RawComputePipelineDescriptor {
|
|
label: descriptor.label.as_deref(),
|
|
layout,
|
|
module: &compute_module,
|
|
entry_point: descriptor.entry_point.as_ref(),
|
|
};
|
|
|
|
let pipeline = self.device.create_compute_pipeline(&descriptor);
|
|
|
|
CachedPipelineState::Ok(Pipeline::ComputePipeline(pipeline))
|
|
}
|
|
|
|
/// Process the pipeline queue and create all pending pipelines if possible.
|
|
///
|
|
/// This is generally called automatically during the [`RenderStage::Render`] stage, but can
|
|
/// be called manually to force creation at a different time.
|
|
///
|
|
/// [`RenderStage::Render`]: crate::RenderStage::Render
|
|
pub fn process_queue(&mut self) {
|
|
let waiting_pipelines = mem::take(&mut self.waiting_pipelines);
|
|
let mut pipelines = mem::take(&mut self.pipelines);
|
|
|
|
for id in waiting_pipelines {
|
|
let pipeline = &mut pipelines[id];
|
|
if matches!(pipeline.state, CachedPipelineState::Ok(_)) {
|
|
continue;
|
|
}
|
|
|
|
pipeline.state = match &pipeline.descriptor {
|
|
PipelineDescriptor::RenderPipelineDescriptor(descriptor) => {
|
|
self.process_render_pipeline(id, descriptor)
|
|
}
|
|
PipelineDescriptor::ComputePipelineDescriptor(descriptor) => {
|
|
self.process_compute_pipeline(id, descriptor)
|
|
}
|
|
};
|
|
|
|
if let CachedPipelineState::Err(err) = &pipeline.state {
|
|
match err {
|
|
PipelineCacheError::ShaderNotLoaded(_)
|
|
| PipelineCacheError::ShaderImportNotYetAvailable => {
|
|
// retry
|
|
self.waiting_pipelines.insert(id);
|
|
}
|
|
// shader could not be processed ... retrying won't help
|
|
PipelineCacheError::ProcessShaderError(err) => {
|
|
error!("failed to process shader: {}", err);
|
|
continue;
|
|
}
|
|
PipelineCacheError::AsModuleDescriptorError(err, source) => {
|
|
log_shader_error(source, err);
|
|
continue;
|
|
}
|
|
PipelineCacheError::CreateShaderModule(description) => {
|
|
error!("failed to create shader module: {}", description);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
self.pipelines = pipelines;
|
|
}
|
|
|
|
pub(crate) fn process_pipeline_queue_system(mut cache: ResMut<Self>) {
|
|
cache.process_queue();
|
|
}
|
|
|
|
pub(crate) fn extract_shaders(
|
|
mut cache: ResMut<Self>,
|
|
shaders: Extract<Res<Assets<Shader>>>,
|
|
mut events: Extract<EventReader<AssetEvent<Shader>>>,
|
|
) {
|
|
for event in events.iter() {
|
|
match event {
|
|
AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
|
|
if let Some(shader) = shaders.get(handle) {
|
|
cache.set_shader(handle, shader);
|
|
}
|
|
}
|
|
AssetEvent::Removed { handle } => cache.remove_shader(handle),
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn log_shader_error(source: &ProcessedShader, error: &AsModuleDescriptorError) {
|
|
use codespan_reporting::{
|
|
diagnostic::{Diagnostic, Label},
|
|
files::SimpleFile,
|
|
term,
|
|
};
|
|
|
|
match error {
|
|
AsModuleDescriptorError::ShaderReflectError(error) => match error {
|
|
ShaderReflectError::WgslParse(error) => {
|
|
let source = source
|
|
.get_wgsl_source()
|
|
.expect("non-wgsl source for wgsl error");
|
|
let msg = error.emit_to_string(source);
|
|
error!("failed to process shader:\n{}", msg);
|
|
}
|
|
ShaderReflectError::GlslParse(errors) => {
|
|
let source = source
|
|
.get_glsl_source()
|
|
.expect("non-glsl source for glsl error");
|
|
let files = SimpleFile::new("glsl", source);
|
|
let config = codespan_reporting::term::Config::default();
|
|
let mut writer = term::termcolor::Ansi::new(Vec::new());
|
|
|
|
for err in errors {
|
|
let mut diagnostic = Diagnostic::error().with_message(err.kind.to_string());
|
|
|
|
if let Some(range) = err.meta.to_range() {
|
|
diagnostic = diagnostic.with_labels(vec![Label::primary((), range)]);
|
|
}
|
|
|
|
term::emit(&mut writer, &config, &files, &diagnostic)
|
|
.expect("cannot write error");
|
|
}
|
|
|
|
let msg = writer.into_inner();
|
|
let msg = String::from_utf8_lossy(&msg);
|
|
|
|
error!("failed to process shader: \n{}", msg);
|
|
}
|
|
ShaderReflectError::SpirVParse(error) => {
|
|
error!("failed to process shader:\n{}", error);
|
|
}
|
|
ShaderReflectError::Validation(error) => {
|
|
let (filename, source) = match source {
|
|
ProcessedShader::Wgsl(source) => ("wgsl", source.as_ref()),
|
|
ProcessedShader::Glsl(source, _) => ("glsl", source.as_ref()),
|
|
ProcessedShader::SpirV(_) => {
|
|
error!("failed to process shader:\n{}", error);
|
|
return;
|
|
}
|
|
};
|
|
|
|
let files = SimpleFile::new(filename, source);
|
|
let config = term::Config::default();
|
|
let mut writer = term::termcolor::Ansi::new(Vec::new());
|
|
|
|
let diagnostic = Diagnostic::error()
|
|
.with_message(error.to_string())
|
|
.with_labels(
|
|
error
|
|
.spans()
|
|
.map(|(span, desc)| {
|
|
Label::primary((), span.to_range().unwrap())
|
|
.with_message(desc.to_owned())
|
|
})
|
|
.collect(),
|
|
)
|
|
.with_notes(
|
|
ErrorSources::of(error)
|
|
.map(|source| source.to_string())
|
|
.collect(),
|
|
);
|
|
|
|
term::emit(&mut writer, &config, &files, &diagnostic).expect("cannot write error");
|
|
|
|
let msg = writer.into_inner();
|
|
let msg = String::from_utf8_lossy(&msg);
|
|
|
|
error!("failed to process shader: \n{}", msg);
|
|
}
|
|
},
|
|
AsModuleDescriptorError::WgslConversion(error) => {
|
|
error!("failed to convert shader to wgsl: \n{}", error);
|
|
}
|
|
AsModuleDescriptorError::SpirVConversion(error) => {
|
|
error!("failed to convert shader to spirv: \n{}", error);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Type of error returned by a [`PipelineCache`] when the creation of a GPU pipeline object failed.
|
|
#[derive(Error, Debug)]
|
|
pub enum PipelineCacheError {
|
|
#[error(
|
|
"Pipeline cound not be compiled because the following shader is not loaded yet: {0:?}"
|
|
)]
|
|
ShaderNotLoaded(Handle<Shader>),
|
|
#[error(transparent)]
|
|
ProcessShaderError(#[from] ProcessShaderError),
|
|
#[error("{0}")]
|
|
AsModuleDescriptorError(AsModuleDescriptorError, ProcessedShader),
|
|
#[error("Shader import not yet available.")]
|
|
ShaderImportNotYetAvailable,
|
|
#[error("Could not create shader module: {0}")]
|
|
CreateShaderModule(String),
|
|
}
|
|
|
|
struct ErrorSources<'a> {
|
|
current: Option<&'a (dyn std::error::Error + 'static)>,
|
|
}
|
|
|
|
impl<'a> ErrorSources<'a> {
|
|
fn of(error: &'a dyn std::error::Error) -> Self {
|
|
Self {
|
|
current: error.source(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<'a> Iterator for ErrorSources<'a> {
|
|
type Item = &'a (dyn std::error::Error + 'static);
|
|
|
|
fn next(&mut self) -> Option<Self::Item> {
|
|
let current = self.current;
|
|
self.current = self.current.and_then(std::error::Error::source);
|
|
current
|
|
}
|
|
}
|
|
|
|
impl<'a> FusedIterator for ErrorSources<'a> {}
|