bevy/crates/bevy_render/src/render_resource/pipeline_cache.rs
Zachary Harrold 9bc0ae33c3
Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective

- Contributes to #16877

## Solution

- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.

## Testing

- CI

---

## Migration Guide

- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
  - `FixedState`
  - `DefaultHasher`
  - `RandomState`
  - `FixedHasher`
  - `Hashed`
  - `PassHash`
  - `PassHasher`
  - `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
  - `HashMap`
  - `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.

## Notes

- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
2025-01-23 16:46:08 +00:00

1075 lines
40 KiB
Rust

use crate::renderer::WgpuWrapper;
use crate::{
render_resource::*,
renderer::{RenderAdapter, RenderDevice},
Extract,
};
use alloc::{borrow::Cow, sync::Arc};
use bevy_asset::{AssetEvent, AssetId, Assets};
use bevy_ecs::{
event::EventReader,
resource::Resource,
system::{Res, ResMut},
};
use bevy_platform_support::collections::{hash_map::EntryRef, HashMap, HashSet};
use bevy_tasks::Task;
use bevy_utils::default;
use core::{future::Future, hash::Hash, mem, ops::Deref};
use naga::valid::Capabilities;
use std::sync::{Mutex, PoisonError};
use thiserror::Error;
use tracing::{debug, error};
#[cfg(feature = "shader_format_spirv")]
use wgpu::util::make_spirv;
use wgpu::{
DownlevelFlags, Features, PipelineCompilationOptions,
VertexBufferLayout as RawVertexBufferLayout,
};
/// A descriptor for a [`Pipeline`].
///
/// Used to store a heterogenous collection of render and compute pipeline descriptors together.
#[derive(Debug)]
pub enum PipelineDescriptor {
RenderPipelineDescriptor(Box<RenderPipelineDescriptor>),
ComputePipelineDescriptor(Box<ComputePipelineDescriptor>),
}
/// A pipeline defining the data layout and shader logic for a specific GPU task.
///
/// Used to store a heterogenous collection of render and compute pipelines together.
#[derive(Debug)]
pub enum Pipeline {
RenderPipeline(RenderPipeline),
ComputePipeline(ComputePipeline),
}
type CachedPipelineId = usize;
/// Index of a cached render pipeline in a [`PipelineCache`].
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq, PartialOrd, Ord)]
pub struct CachedRenderPipelineId(CachedPipelineId);
impl CachedRenderPipelineId {
/// An invalid cached render pipeline index, often used to initialize a variable.
pub const INVALID: Self = CachedRenderPipelineId(usize::MAX);
#[inline]
pub fn id(&self) -> usize {
self.0
}
}
/// Index of a cached compute pipeline in a [`PipelineCache`].
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
pub struct CachedComputePipelineId(CachedPipelineId);
impl CachedComputePipelineId {
/// An invalid cached compute pipeline index, often used to initialize a variable.
pub const INVALID: Self = CachedComputePipelineId(usize::MAX);
#[inline]
pub fn id(&self) -> usize {
self.0
}
}
pub struct CachedPipeline {
pub descriptor: PipelineDescriptor,
pub state: CachedPipelineState,
}
/// State of a cached pipeline inserted into a [`PipelineCache`].
#[derive(Debug)]
pub enum CachedPipelineState {
/// The pipeline GPU object is queued for creation.
Queued,
/// The pipeline GPU object is being created.
Creating(Task<Result<Pipeline, PipelineCacheError>>),
/// The pipeline GPU object was created successfully and is available (allocated on the GPU).
Ok(Pipeline),
/// An error occurred while trying to create the pipeline GPU object.
Err(PipelineCacheError),
}
impl CachedPipelineState {
/// Convenience method to "unwrap" a pipeline state into its underlying GPU object.
///
/// # Returns
///
/// The method returns the allocated pipeline GPU object.
///
/// # Panics
///
/// This method panics if the pipeline GPU object is not available, either because it is
/// pending creation or because an error occurred while attempting to create GPU object.
pub fn unwrap(&self) -> &Pipeline {
match self {
CachedPipelineState::Ok(pipeline) => pipeline,
CachedPipelineState::Queued => {
panic!("Pipeline has not been compiled yet. It is still in the 'Queued' state.")
}
CachedPipelineState::Creating(..) => {
panic!("Pipeline has not been compiled yet. It is still in the 'Creating' state.")
}
CachedPipelineState::Err(err) => panic!("{}", err),
}
}
}
#[derive(Default)]
struct ShaderData {
pipelines: HashSet<CachedPipelineId>,
processed_shaders: HashMap<Box<[ShaderDefVal]>, Arc<WgpuWrapper<ShaderModule>>>,
resolved_imports: HashMap<ShaderImport, AssetId<Shader>>,
dependents: HashSet<AssetId<Shader>>,
}
struct ShaderCache {
data: HashMap<AssetId<Shader>, ShaderData>,
shaders: HashMap<AssetId<Shader>, Shader>,
import_path_shaders: HashMap<ShaderImport, AssetId<Shader>>,
waiting_on_import: HashMap<ShaderImport, Vec<AssetId<Shader>>>,
composer: naga_oil::compose::Composer,
}
#[derive(Clone, PartialEq, Eq, Debug, Hash)]
pub enum ShaderDefVal {
Bool(String, bool),
Int(String, i32),
UInt(String, u32),
}
impl From<&str> for ShaderDefVal {
fn from(key: &str) -> Self {
ShaderDefVal::Bool(key.to_string(), true)
}
}
impl From<String> for ShaderDefVal {
fn from(key: String) -> Self {
ShaderDefVal::Bool(key, true)
}
}
impl ShaderDefVal {
pub fn value_as_string(&self) -> String {
match self {
ShaderDefVal::Bool(_, def) => def.to_string(),
ShaderDefVal::Int(_, def) => def.to_string(),
ShaderDefVal::UInt(_, def) => def.to_string(),
}
}
}
impl ShaderCache {
fn new(render_device: &RenderDevice, render_adapter: &RenderAdapter) -> Self {
let capabilities = get_capabilities(
render_device.features(),
render_adapter.get_downlevel_capabilities().flags,
);
#[cfg(debug_assertions)]
let composer = naga_oil::compose::Composer::default();
#[cfg(not(debug_assertions))]
let composer = naga_oil::compose::Composer::non_validating();
let composer = composer.with_capabilities(capabilities);
Self {
composer,
data: Default::default(),
shaders: Default::default(),
import_path_shaders: Default::default(),
waiting_on_import: Default::default(),
}
}
fn add_import_to_composer(
composer: &mut naga_oil::compose::Composer,
import_path_shaders: &HashMap<ShaderImport, AssetId<Shader>>,
shaders: &HashMap<AssetId<Shader>, Shader>,
import: &ShaderImport,
) -> Result<(), PipelineCacheError> {
if !composer.contains_module(&import.module_name()) {
if let Some(shader_handle) = import_path_shaders.get(import) {
if let Some(shader) = shaders.get(shader_handle) {
for import in &shader.imports {
Self::add_import_to_composer(
composer,
import_path_shaders,
shaders,
import,
)?;
}
composer.add_composable_module(shader.into())?;
}
}
// if we fail to add a module the composer will tell us what is missing
}
Ok(())
}
fn get(
&mut self,
render_device: &RenderDevice,
pipeline: CachedPipelineId,
id: AssetId<Shader>,
shader_defs: &[ShaderDefVal],
) -> Result<Arc<WgpuWrapper<ShaderModule>>, PipelineCacheError> {
let shader = self
.shaders
.get(&id)
.ok_or(PipelineCacheError::ShaderNotLoaded(id))?;
let data = self.data.entry(id).or_default();
let n_asset_imports = shader
.imports()
.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
.count();
let n_resolved_asset_imports = data
.resolved_imports
.keys()
.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
.count();
if n_asset_imports != n_resolved_asset_imports {
return Err(PipelineCacheError::ShaderImportNotYetAvailable);
}
data.pipelines.insert(pipeline);
// PERF: this shader_defs clone isn't great. use raw_entry_mut when it stabilizes
let module = match data.processed_shaders.entry_ref(shader_defs) {
EntryRef::Occupied(entry) => entry.into_mut(),
EntryRef::Vacant(entry) => {
let mut shader_defs = shader_defs.to_vec();
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
{
shader_defs.push("NO_ARRAY_TEXTURES_SUPPORT".into());
shader_defs.push("NO_CUBE_ARRAY_TEXTURES_SUPPORT".into());
shader_defs.push("SIXTEEN_BYTE_ALIGNMENT".into());
}
if cfg!(feature = "ios_simulator") {
shader_defs.push("NO_CUBE_ARRAY_TEXTURES_SUPPORT".into());
}
shader_defs.push(ShaderDefVal::UInt(
String::from("AVAILABLE_STORAGE_BUFFER_BINDINGS"),
render_device.limits().max_storage_buffers_per_shader_stage,
));
debug!(
"processing shader {}, with shader defs {:?}",
id, shader_defs
);
let shader_source = match &shader.source {
#[cfg(feature = "shader_format_spirv")]
Source::SpirV(data) => make_spirv(data),
#[cfg(not(feature = "shader_format_spirv"))]
Source::SpirV(_) => {
unimplemented!(
"Enable feature \"shader_format_spirv\" to use SPIR-V shaders"
)
}
_ => {
for import in shader.imports() {
Self::add_import_to_composer(
&mut self.composer,
&self.import_path_shaders,
&self.shaders,
import,
)?;
}
let shader_defs = shader_defs
.into_iter()
.chain(shader.shader_defs.iter().cloned())
.map(|def| match def {
ShaderDefVal::Bool(k, v) => {
(k, naga_oil::compose::ShaderDefValue::Bool(v))
}
ShaderDefVal::Int(k, v) => {
(k, naga_oil::compose::ShaderDefValue::Int(v))
}
ShaderDefVal::UInt(k, v) => {
(k, naga_oil::compose::ShaderDefValue::UInt(v))
}
})
.collect::<std::collections::HashMap<_, _>>();
let naga = self.composer.make_naga_module(
naga_oil::compose::NagaModuleDescriptor {
shader_defs,
..shader.into()
},
)?;
ShaderSource::Naga(Cow::Owned(naga))
}
};
let module_descriptor = ShaderModuleDescriptor {
label: None,
source: shader_source,
};
render_device
.wgpu_device()
.push_error_scope(wgpu::ErrorFilter::Validation);
let shader_module = render_device.create_shader_module(module_descriptor);
let error = render_device.wgpu_device().pop_error_scope();
// `now_or_never` will return Some if the future is ready and None otherwise.
// On native platforms, wgpu will yield the error immediately while on wasm it may take longer since the browser APIs are asynchronous.
// So to keep the complexity of the ShaderCache low, we will only catch this error early on native platforms,
// and on wasm the error will be handled by wgpu and crash the application.
if let Some(Some(wgpu::Error::Validation { description, .. })) =
bevy_tasks::futures::now_or_never(error)
{
return Err(PipelineCacheError::CreateShaderModule(description));
}
entry.insert(Arc::new(WgpuWrapper::new(shader_module)))
}
};
Ok(module.clone())
}
fn clear(&mut self, id: AssetId<Shader>) -> Vec<CachedPipelineId> {
let mut shaders_to_clear = vec![id];
let mut pipelines_to_queue = Vec::new();
while let Some(handle) = shaders_to_clear.pop() {
if let Some(data) = self.data.get_mut(&handle) {
data.processed_shaders.clear();
pipelines_to_queue.extend(data.pipelines.iter().copied());
shaders_to_clear.extend(data.dependents.iter().copied());
if let Some(Shader { import_path, .. }) = self.shaders.get(&handle) {
self.composer
.remove_composable_module(&import_path.module_name());
}
}
}
pipelines_to_queue
}
fn set_shader(&mut self, id: AssetId<Shader>, shader: Shader) -> Vec<CachedPipelineId> {
let pipelines_to_queue = self.clear(id);
let path = shader.import_path();
self.import_path_shaders.insert(path.clone(), id);
if let Some(waiting_shaders) = self.waiting_on_import.get_mut(path) {
for waiting_shader in waiting_shaders.drain(..) {
// resolve waiting shader import
let data = self.data.entry(waiting_shader).or_default();
data.resolved_imports.insert(path.clone(), id);
// add waiting shader as dependent of this shader
let data = self.data.entry(id).or_default();
data.dependents.insert(waiting_shader);
}
}
for import in shader.imports() {
if let Some(import_id) = self.import_path_shaders.get(import).copied() {
// resolve import because it is currently available
let data = self.data.entry(id).or_default();
data.resolved_imports.insert(import.clone(), import_id);
// add this shader as a dependent of the import
let data = self.data.entry(import_id).or_default();
data.dependents.insert(id);
} else {
let waiting = self.waiting_on_import.entry(import.clone()).or_default();
waiting.push(id);
}
}
self.shaders.insert(id, shader);
pipelines_to_queue
}
fn remove(&mut self, id: AssetId<Shader>) -> Vec<CachedPipelineId> {
let pipelines_to_queue = self.clear(id);
if let Some(shader) = self.shaders.remove(&id) {
self.import_path_shaders.remove(shader.import_path());
}
pipelines_to_queue
}
}
type LayoutCacheKey = (Vec<BindGroupLayoutId>, Vec<PushConstantRange>);
#[derive(Default)]
struct LayoutCache {
layouts: HashMap<LayoutCacheKey, Arc<WgpuWrapper<PipelineLayout>>>,
}
impl LayoutCache {
fn get(
&mut self,
render_device: &RenderDevice,
bind_group_layouts: &[BindGroupLayout],
push_constant_ranges: Vec<PushConstantRange>,
) -> Arc<WgpuWrapper<PipelineLayout>> {
let bind_group_ids = bind_group_layouts.iter().map(BindGroupLayout::id).collect();
self.layouts
.entry((bind_group_ids, push_constant_ranges))
.or_insert_with_key(|(_, push_constant_ranges)| {
let bind_group_layouts = bind_group_layouts
.iter()
.map(BindGroupLayout::value)
.collect::<Vec<_>>();
Arc::new(WgpuWrapper::new(render_device.create_pipeline_layout(
&PipelineLayoutDescriptor {
bind_group_layouts: &bind_group_layouts,
push_constant_ranges,
..default()
},
)))
})
.clone()
}
}
/// Cache for render and compute pipelines.
///
/// The cache stores existing render and compute pipelines allocated on the GPU, as well as
/// pending creation. Pipelines inserted into the cache are identified by a unique ID, which
/// can be used to retrieve the actual GPU object once it's ready. The creation of the GPU
/// pipeline object is deferred to the [`RenderSet::Render`] step, just before the render
/// graph starts being processed, as this requires access to the GPU.
///
/// Note that the cache does not perform automatic deduplication of identical pipelines. It is
/// up to the user not to insert the same pipeline twice to avoid wasting GPU resources.
///
/// [`RenderSet::Render`]: crate::RenderSet::Render
#[derive(Resource)]
pub struct PipelineCache {
layout_cache: Arc<Mutex<LayoutCache>>,
shader_cache: Arc<Mutex<ShaderCache>>,
device: RenderDevice,
pipelines: Vec<CachedPipeline>,
waiting_pipelines: HashSet<CachedPipelineId>,
new_pipelines: Mutex<Vec<CachedPipeline>>,
/// If `true`, disables asynchronous pipeline compilation.
/// This has no effect on macOS, wasm, or without the `multi_threaded` feature.
synchronous_pipeline_compilation: bool,
}
impl PipelineCache {
/// Returns an iterator over the pipelines in the pipeline cache.
pub fn pipelines(&self) -> impl Iterator<Item = &CachedPipeline> {
self.pipelines.iter()
}
/// Returns a iterator of the IDs of all currently waiting pipelines.
pub fn waiting_pipelines(&self) -> impl Iterator<Item = CachedPipelineId> + '_ {
self.waiting_pipelines.iter().copied()
}
/// Create a new pipeline cache associated with the given render device.
pub fn new(
device: RenderDevice,
render_adapter: RenderAdapter,
synchronous_pipeline_compilation: bool,
) -> Self {
Self {
shader_cache: Arc::new(Mutex::new(ShaderCache::new(&device, &render_adapter))),
device,
layout_cache: default(),
waiting_pipelines: default(),
new_pipelines: default(),
pipelines: default(),
synchronous_pipeline_compilation,
}
}
/// Get the state of a cached render pipeline.
///
/// See [`PipelineCache::queue_render_pipeline()`].
#[inline]
pub fn get_render_pipeline_state(&self, id: CachedRenderPipelineId) -> &CachedPipelineState {
&self.pipelines[id.0].state
}
/// Get the state of a cached compute pipeline.
///
/// See [`PipelineCache::queue_compute_pipeline()`].
#[inline]
pub fn get_compute_pipeline_state(&self, id: CachedComputePipelineId) -> &CachedPipelineState {
&self.pipelines[id.0].state
}
/// Get the render pipeline descriptor a cached render pipeline was inserted from.
///
/// See [`PipelineCache::queue_render_pipeline()`].
#[inline]
pub fn get_render_pipeline_descriptor(
&self,
id: CachedRenderPipelineId,
) -> &RenderPipelineDescriptor {
match &self.pipelines[id.0].descriptor {
PipelineDescriptor::RenderPipelineDescriptor(descriptor) => descriptor,
PipelineDescriptor::ComputePipelineDescriptor(_) => unreachable!(),
}
}
/// Get the compute pipeline descriptor a cached render pipeline was inserted from.
///
/// See [`PipelineCache::queue_compute_pipeline()`].
#[inline]
pub fn get_compute_pipeline_descriptor(
&self,
id: CachedComputePipelineId,
) -> &ComputePipelineDescriptor {
match &self.pipelines[id.0].descriptor {
PipelineDescriptor::RenderPipelineDescriptor(_) => unreachable!(),
PipelineDescriptor::ComputePipelineDescriptor(descriptor) => descriptor,
}
}
/// Try to retrieve a render pipeline GPU object from a cached ID.
///
/// # Returns
///
/// This method returns a successfully created render pipeline if any, or `None` if the pipeline
/// was not created yet or if there was an error during creation. You can check the actual creation
/// state with [`PipelineCache::get_render_pipeline_state()`].
#[inline]
pub fn get_render_pipeline(&self, id: CachedRenderPipelineId) -> Option<&RenderPipeline> {
if let CachedPipelineState::Ok(Pipeline::RenderPipeline(pipeline)) =
&self.pipelines[id.0].state
{
Some(pipeline)
} else {
None
}
}
/// Wait for a render pipeline to finish compiling.
#[inline]
pub fn block_on_render_pipeline(&mut self, id: CachedRenderPipelineId) {
if self.pipelines.len() <= id.0 {
self.process_queue();
}
let state = &mut self.pipelines[id.0].state;
if let CachedPipelineState::Creating(task) = state {
*state = match bevy_tasks::block_on(task) {
Ok(p) => CachedPipelineState::Ok(p),
Err(e) => CachedPipelineState::Err(e),
};
}
}
/// Try to retrieve a compute pipeline GPU object from a cached ID.
///
/// # Returns
///
/// This method returns a successfully created compute pipeline if any, or `None` if the pipeline
/// was not created yet or if there was an error during creation. You can check the actual creation
/// state with [`PipelineCache::get_compute_pipeline_state()`].
#[inline]
pub fn get_compute_pipeline(&self, id: CachedComputePipelineId) -> Option<&ComputePipeline> {
if let CachedPipelineState::Ok(Pipeline::ComputePipeline(pipeline)) =
&self.pipelines[id.0].state
{
Some(pipeline)
} else {
None
}
}
/// Insert a render pipeline into the cache, and queue its creation.
///
/// The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with
/// an already cached pipeline.
///
/// # Returns
///
/// This method returns the unique render shader ID of the cached pipeline, which can be used to query
/// the caching state with [`get_render_pipeline_state()`] and to retrieve the created GPU pipeline once
/// it's ready with [`get_render_pipeline()`].
///
/// [`get_render_pipeline_state()`]: PipelineCache::get_render_pipeline_state
/// [`get_render_pipeline()`]: PipelineCache::get_render_pipeline
pub fn queue_render_pipeline(
&self,
descriptor: RenderPipelineDescriptor,
) -> CachedRenderPipelineId {
let mut new_pipelines = self
.new_pipelines
.lock()
.unwrap_or_else(PoisonError::into_inner);
let id = CachedRenderPipelineId(self.pipelines.len() + new_pipelines.len());
new_pipelines.push(CachedPipeline {
descriptor: PipelineDescriptor::RenderPipelineDescriptor(Box::new(descriptor)),
state: CachedPipelineState::Queued,
});
id
}
/// Insert a compute pipeline into the cache, and queue its creation.
///
/// The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with
/// an already cached pipeline.
///
/// # Returns
///
/// This method returns the unique compute shader ID of the cached pipeline, which can be used to query
/// the caching state with [`get_compute_pipeline_state()`] and to retrieve the created GPU pipeline once
/// it's ready with [`get_compute_pipeline()`].
///
/// [`get_compute_pipeline_state()`]: PipelineCache::get_compute_pipeline_state
/// [`get_compute_pipeline()`]: PipelineCache::get_compute_pipeline
pub fn queue_compute_pipeline(
&self,
descriptor: ComputePipelineDescriptor,
) -> CachedComputePipelineId {
let mut new_pipelines = self
.new_pipelines
.lock()
.unwrap_or_else(PoisonError::into_inner);
let id = CachedComputePipelineId(self.pipelines.len() + new_pipelines.len());
new_pipelines.push(CachedPipeline {
descriptor: PipelineDescriptor::ComputePipelineDescriptor(Box::new(descriptor)),
state: CachedPipelineState::Queued,
});
id
}
fn set_shader(&mut self, id: AssetId<Shader>, shader: &Shader) {
let mut shader_cache = self.shader_cache.lock().unwrap();
let pipelines_to_queue = shader_cache.set_shader(id, 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: AssetId<Shader>) {
let mut shader_cache = self.shader_cache.lock().unwrap();
let pipelines_to_queue = 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 start_create_render_pipeline(
&mut self,
id: CachedPipelineId,
descriptor: RenderPipelineDescriptor,
) -> CachedPipelineState {
let device = self.device.clone();
let shader_cache = self.shader_cache.clone();
let layout_cache = self.layout_cache.clone();
create_pipeline_task(
async move {
let mut shader_cache = shader_cache.lock().unwrap();
let mut layout_cache = layout_cache.lock().unwrap();
let vertex_module = match shader_cache.get(
&device,
id,
descriptor.vertex.shader.id(),
&descriptor.vertex.shader_defs,
) {
Ok(module) => module,
Err(err) => return Err(err),
};
let fragment_module = match &descriptor.fragment {
Some(fragment) => {
match shader_cache.get(
&device,
id,
fragment.shader.id(),
&fragment.shader_defs,
) {
Ok(module) => Some(module),
Err(err) => return Err(err),
}
}
None => None,
};
let layout =
if descriptor.layout.is_empty() && descriptor.push_constant_ranges.is_empty() {
None
} else {
Some(layout_cache.get(
&device,
&descriptor.layout,
descriptor.push_constant_ranges.to_vec(),
))
};
drop((shader_cache, layout_cache));
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 fragment_data = descriptor.fragment.as_ref().map(|fragment| {
(
fragment_module.unwrap(),
fragment.entry_point.deref(),
fragment.targets.as_slice(),
)
});
// TODO: Expose the rest of this somehow
let compilation_options = PipelineCompilationOptions {
constants: &default(),
zero_initialize_workgroup_memory: descriptor.zero_initialize_workgroup_memory,
};
let descriptor = RawRenderPipelineDescriptor {
multiview: None,
depth_stencil: descriptor.depth_stencil.clone(),
label: descriptor.label.as_deref(),
layout: layout.as_ref().map(|layout| -> &PipelineLayout { layout }),
multisample: descriptor.multisample,
primitive: descriptor.primitive,
vertex: RawVertexState {
buffers: &vertex_buffer_layouts,
entry_point: Some(descriptor.vertex.entry_point.deref()),
module: &vertex_module,
// TODO: Should this be the same as the fragment compilation options?
compilation_options: compilation_options.clone(),
},
fragment: fragment_data
.as_ref()
.map(|(module, entry_point, targets)| RawFragmentState {
entry_point: Some(entry_point),
module,
targets,
// TODO: Should this be the same as the vertex compilation options?
compilation_options,
}),
cache: None,
};
Ok(Pipeline::RenderPipeline(
device.create_render_pipeline(&descriptor),
))
},
self.synchronous_pipeline_compilation,
)
}
fn start_create_compute_pipeline(
&mut self,
id: CachedPipelineId,
descriptor: ComputePipelineDescriptor,
) -> CachedPipelineState {
let device = self.device.clone();
let shader_cache = self.shader_cache.clone();
let layout_cache = self.layout_cache.clone();
create_pipeline_task(
async move {
let mut shader_cache = shader_cache.lock().unwrap();
let mut layout_cache = layout_cache.lock().unwrap();
let compute_module = match shader_cache.get(
&device,
id,
descriptor.shader.id(),
&descriptor.shader_defs,
) {
Ok(module) => module,
Err(err) => return Err(err),
};
let layout =
if descriptor.layout.is_empty() && descriptor.push_constant_ranges.is_empty() {
None
} else {
Some(layout_cache.get(
&device,
&descriptor.layout,
descriptor.push_constant_ranges.to_vec(),
))
};
drop((shader_cache, layout_cache));
let descriptor = RawComputePipelineDescriptor {
label: descriptor.label.as_deref(),
layout: layout.as_ref().map(|layout| -> &PipelineLayout { layout }),
module: &compute_module,
entry_point: Some(&descriptor.entry_point),
// TODO: Expose the rest of this somehow
compilation_options: PipelineCompilationOptions {
constants: &default(),
zero_initialize_workgroup_memory: descriptor
.zero_initialize_workgroup_memory,
},
cache: None,
};
Ok(Pipeline::ComputePipeline(
device.create_compute_pipeline(&descriptor),
))
},
self.synchronous_pipeline_compilation,
)
}
/// Process the pipeline queue and create all pending pipelines if possible.
///
/// This is generally called automatically during the [`RenderSet::Render`] step, but can
/// be called manually to force creation at a different time.
///
/// [`RenderSet::Render`]: crate::RenderSet::Render
pub fn process_queue(&mut self) {
let mut waiting_pipelines = mem::take(&mut self.waiting_pipelines);
let mut pipelines = mem::take(&mut self.pipelines);
{
let mut new_pipelines = self
.new_pipelines
.lock()
.unwrap_or_else(PoisonError::into_inner);
for new_pipeline in new_pipelines.drain(..) {
let id = pipelines.len();
pipelines.push(new_pipeline);
waiting_pipelines.insert(id);
}
}
for id in waiting_pipelines {
self.process_pipeline(&mut pipelines[id], id);
}
self.pipelines = pipelines;
}
fn process_pipeline(&mut self, cached_pipeline: &mut CachedPipeline, id: usize) {
match &mut cached_pipeline.state {
CachedPipelineState::Queued => {
cached_pipeline.state = match &cached_pipeline.descriptor {
PipelineDescriptor::RenderPipelineDescriptor(descriptor) => {
self.start_create_render_pipeline(id, *descriptor.clone())
}
PipelineDescriptor::ComputePipelineDescriptor(descriptor) => {
self.start_create_compute_pipeline(id, *descriptor.clone())
}
};
}
CachedPipelineState::Creating(ref mut task) => {
match bevy_tasks::futures::check_ready(task) {
Some(Ok(pipeline)) => {
cached_pipeline.state = CachedPipelineState::Ok(pipeline);
return;
}
Some(Err(err)) => cached_pipeline.state = CachedPipelineState::Err(err),
_ => (),
}
}
CachedPipelineState::Err(err) => match err {
// Retry
PipelineCacheError::ShaderNotLoaded(_)
| PipelineCacheError::ShaderImportNotYetAvailable => {
cached_pipeline.state = CachedPipelineState::Queued;
}
// Shader could not be processed ... retrying won't help
PipelineCacheError::ProcessShaderError(err) => {
let error_detail =
err.emit_to_string(&self.shader_cache.lock().unwrap().composer);
error!("failed to process shader:\n{}", error_detail);
return;
}
PipelineCacheError::CreateShaderModule(description) => {
error!("failed to create shader module: {}", description);
return;
}
},
CachedPipelineState::Ok(_) => return,
}
// Retry
self.waiting_pipelines.insert(id);
}
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.read() {
#[expect(
clippy::match_same_arms,
reason = "LoadedWithDependencies is marked as a TODO, so it's likely this will no longer lint soon."
)]
match event {
// PERF: Instead of blocking waiting for the shader cache lock, try again next frame if the lock is currently held
AssetEvent::Added { id } | AssetEvent::Modified { id } => {
if let Some(shader) = shaders.get(*id) {
cache.set_shader(*id, shader);
}
}
AssetEvent::Removed { id } => cache.remove_shader(*id),
AssetEvent::Unused { .. } => {}
AssetEvent::LoadedWithDependencies { .. } => {
// TODO: handle this
}
}
}
}
}
#[cfg(all(
not(target_arch = "wasm32"),
not(target_os = "macos"),
feature = "multi_threaded"
))]
fn create_pipeline_task(
task: impl Future<Output = Result<Pipeline, PipelineCacheError>> + Send + 'static,
sync: bool,
) -> CachedPipelineState {
if !sync {
return CachedPipelineState::Creating(bevy_tasks::AsyncComputeTaskPool::get().spawn(task));
}
match futures_lite::future::block_on(task) {
Ok(pipeline) => CachedPipelineState::Ok(pipeline),
Err(err) => CachedPipelineState::Err(err),
}
}
#[cfg(any(
target_arch = "wasm32",
target_os = "macos",
not(feature = "multi_threaded")
))]
fn create_pipeline_task(
task: impl Future<Output = Result<Pipeline, PipelineCacheError>> + Send + 'static,
_sync: bool,
) -> CachedPipelineState {
match futures_lite::future::block_on(task) {
Ok(pipeline) => CachedPipelineState::Ok(pipeline),
Err(err) => CachedPipelineState::Err(err),
}
}
/// Type of error returned by a [`PipelineCache`] when the creation of a GPU pipeline object failed.
#[derive(Error, Debug)]
pub enum PipelineCacheError {
#[error(
"Pipeline could not be compiled because the following shader could not be loaded: {0:?}"
)]
ShaderNotLoaded(AssetId<Shader>),
#[error(transparent)]
ProcessShaderError(#[from] naga_oil::compose::ComposerError),
#[error("Shader import not yet available.")]
ShaderImportNotYetAvailable,
#[error("Could not create shader module: {0}")]
CreateShaderModule(String),
}
// TODO: This needs to be kept up to date with the capabilities in the `create_validator` function in wgpu-core
// https://github.com/gfx-rs/wgpu/blob/trunk/wgpu-core/src/device/mod.rs#L449
// We can't use the `wgpu-core` function to detect the device's capabilities because `wgpu-core` isn't included in WebGPU builds.
/// Get the device's capabilities for use in `naga_oil`.
fn get_capabilities(features: Features, downlevel: DownlevelFlags) -> Capabilities {
let mut capabilities = Capabilities::empty();
capabilities.set(
Capabilities::PUSH_CONSTANT,
features.contains(Features::PUSH_CONSTANTS),
);
capabilities.set(
Capabilities::FLOAT64,
features.contains(Features::SHADER_F64),
);
capabilities.set(
Capabilities::PRIMITIVE_INDEX,
features.contains(Features::SHADER_PRIMITIVE_INDEX),
);
capabilities.set(
Capabilities::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
features.contains(Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING),
);
capabilities.set(
Capabilities::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
features.contains(Features::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING),
);
// TODO: This needs a proper wgpu feature
capabilities.set(
Capabilities::SAMPLER_NON_UNIFORM_INDEXING,
features.contains(Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING),
);
capabilities.set(
Capabilities::STORAGE_TEXTURE_16BIT_NORM_FORMATS,
features.contains(Features::TEXTURE_FORMAT_16BIT_NORM),
);
capabilities.set(
Capabilities::MULTIVIEW,
features.contains(Features::MULTIVIEW),
);
capabilities.set(
Capabilities::EARLY_DEPTH_TEST,
features.contains(Features::SHADER_EARLY_DEPTH_TEST),
);
capabilities.set(
Capabilities::SHADER_INT64,
features.contains(Features::SHADER_INT64),
);
capabilities.set(
Capabilities::SHADER_INT64_ATOMIC_MIN_MAX,
features.intersects(
Features::SHADER_INT64_ATOMIC_MIN_MAX | Features::SHADER_INT64_ATOMIC_ALL_OPS,
),
);
capabilities.set(
Capabilities::SHADER_INT64_ATOMIC_ALL_OPS,
features.contains(Features::SHADER_INT64_ATOMIC_ALL_OPS),
);
capabilities.set(
Capabilities::MULTISAMPLED_SHADING,
downlevel.contains(DownlevelFlags::MULTISAMPLED_SHADING),
);
capabilities.set(
Capabilities::DUAL_SOURCE_BLENDING,
features.contains(Features::DUAL_SOURCE_BLENDING),
);
capabilities.set(
Capabilities::CUBE_ARRAY_TEXTURES,
downlevel.contains(DownlevelFlags::CUBE_ARRAY_TEXTURES),
);
capabilities.set(
Capabilities::SUBGROUP,
features.intersects(Features::SUBGROUP | Features::SUBGROUP_VERTEX),
);
capabilities.set(
Capabilities::SUBGROUP_BARRIER,
features.intersects(Features::SUBGROUP_BARRIER),
);
capabilities.set(
Capabilities::SUBGROUP_VERTEX_STAGE,
features.contains(Features::SUBGROUP_VERTEX),
);
capabilities
}