 9e450f2827
			
		
	
	
		9e450f2827
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			236 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			236 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
 | |
|     core_pipeline::node::MAIN_PASS_DEPENDENCIES,
 | |
|     prelude::*,
 | |
|     render::{
 | |
|         render_asset::RenderAssets,
 | |
|         render_graph::{self, RenderGraph},
 | |
|         render_resource::*,
 | |
|         renderer::{RenderContext, RenderDevice},
 | |
|         RenderApp, RenderStage,
 | |
|     },
 | |
|     window::WindowDescriptor,
 | |
| };
 | |
| use std::borrow::Cow;
 | |
| 
 | |
| const SIZE: (u32, u32) = (1280, 720);
 | |
| const WORKGROUP_SIZE: u32 = 8;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(ClearColor(Color::BLACK))
 | |
|         .insert_resource(WindowDescriptor {
 | |
|             // uncomment for unthrottled FPS
 | |
|             // vsync: false,
 | |
|             ..default()
 | |
|         })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_plugin(GameOfLifeComputePlugin)
 | |
|         .add_startup_system(setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
 | |
|     let mut image = Image::new_fill(
 | |
|         Extent3d {
 | |
|             width: SIZE.0,
 | |
|             height: SIZE.1,
 | |
|             depth_or_array_layers: 1,
 | |
|         },
 | |
|         TextureDimension::D2,
 | |
|         &[0, 0, 0, 255],
 | |
|         TextureFormat::Rgba8Unorm,
 | |
|     );
 | |
|     image.texture_descriptor.usage =
 | |
|         TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
 | |
|     let image = images.add(image);
 | |
| 
 | |
|     commands.spawn_bundle(SpriteBundle {
 | |
|         sprite: Sprite {
 | |
|             custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
 | |
|             ..default()
 | |
|         },
 | |
|         texture: image.clone(),
 | |
|         ..default()
 | |
|     });
 | |
|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
 | |
| 
 | |
|     commands.insert_resource(GameOfLifeImage(image));
 | |
| }
 | |
| 
 | |
| pub struct GameOfLifeComputePlugin;
 | |
| 
 | |
| impl Plugin for GameOfLifeComputePlugin {
 | |
|     fn build(&self, app: &mut App) {
 | |
|         let render_app = app.sub_app_mut(RenderApp);
 | |
|         render_app
 | |
|             .init_resource::<GameOfLifePipeline>()
 | |
|             .add_system_to_stage(RenderStage::Extract, extract_game_of_life_image)
 | |
|             .add_system_to_stage(RenderStage::Queue, queue_bind_group);
 | |
| 
 | |
|         let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
 | |
|         render_graph.add_node("game_of_life", GameOfLifeNode::default());
 | |
|         render_graph
 | |
|             .add_node_edge("game_of_life", MAIN_PASS_DEPENDENCIES)
 | |
|             .unwrap();
 | |
|     }
 | |
| }
 | |
| 
 | |
| struct GameOfLifeImage(Handle<Image>);
 | |
| struct GameOfLifeImageBindGroup(BindGroup);
 | |
| 
 | |
| fn extract_game_of_life_image(mut commands: Commands, image: Res<GameOfLifeImage>) {
 | |
|     commands.insert_resource(GameOfLifeImage(image.0.clone()));
 | |
| }
 | |
| 
 | |
| fn queue_bind_group(
 | |
|     mut commands: Commands,
 | |
|     pipeline: Res<GameOfLifePipeline>,
 | |
|     gpu_images: Res<RenderAssets<Image>>,
 | |
|     game_of_life_image: Res<GameOfLifeImage>,
 | |
|     render_device: Res<RenderDevice>,
 | |
| ) {
 | |
|     let view = &gpu_images[&game_of_life_image.0];
 | |
|     let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
 | |
|         label: None,
 | |
|         layout: &pipeline.texture_bind_group_layout,
 | |
|         entries: &[BindGroupEntry {
 | |
|             binding: 0,
 | |
|             resource: BindingResource::TextureView(&view.texture_view),
 | |
|         }],
 | |
|     });
 | |
|     commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
 | |
| }
 | |
| 
 | |
| pub struct GameOfLifePipeline {
 | |
|     texture_bind_group_layout: BindGroupLayout,
 | |
|     init_pipeline: CachedComputePipelineId,
 | |
|     update_pipeline: CachedComputePipelineId,
 | |
| }
 | |
| 
 | |
| impl FromWorld for GameOfLifePipeline {
 | |
|     fn from_world(world: &mut World) -> Self {
 | |
|         let texture_bind_group_layout =
 | |
|             world
 | |
|                 .resource::<RenderDevice>()
 | |
|                 .create_bind_group_layout(&BindGroupLayoutDescriptor {
 | |
|                     label: None,
 | |
|                     entries: &[BindGroupLayoutEntry {
 | |
|                         binding: 0,
 | |
|                         visibility: ShaderStages::COMPUTE,
 | |
|                         ty: BindingType::StorageTexture {
 | |
|                             access: StorageTextureAccess::ReadWrite,
 | |
|                             format: TextureFormat::Rgba8Unorm,
 | |
|                             view_dimension: TextureViewDimension::D2,
 | |
|                         },
 | |
|                         count: None,
 | |
|                     }],
 | |
|                 });
 | |
|         let shader = world
 | |
|             .resource::<AssetServer>()
 | |
|             .load("shaders/game_of_life.wgsl");
 | |
|         let mut pipeline_cache = world.resource_mut::<PipelineCache>();
 | |
|         let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
 | |
|             label: None,
 | |
|             layout: Some(vec![texture_bind_group_layout.clone()]),
 | |
|             shader: shader.clone(),
 | |
|             shader_defs: vec![],
 | |
|             entry_point: Cow::from("init"),
 | |
|         });
 | |
|         let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
 | |
|             label: None,
 | |
|             layout: Some(vec![texture_bind_group_layout.clone()]),
 | |
|             shader,
 | |
|             shader_defs: vec![],
 | |
|             entry_point: Cow::from("update"),
 | |
|         });
 | |
| 
 | |
|         GameOfLifePipeline {
 | |
|             texture_bind_group_layout,
 | |
|             init_pipeline,
 | |
|             update_pipeline,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| enum GameOfLifeState {
 | |
|     Loading,
 | |
|     Init,
 | |
|     Update,
 | |
| }
 | |
| 
 | |
| struct GameOfLifeNode {
 | |
|     state: GameOfLifeState,
 | |
| }
 | |
| 
 | |
| impl Default for GameOfLifeNode {
 | |
|     fn default() -> Self {
 | |
|         Self {
 | |
|             state: GameOfLifeState::Loading,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl render_graph::Node for GameOfLifeNode {
 | |
|     fn update(&mut self, world: &mut World) {
 | |
|         let pipeline = world.resource::<GameOfLifePipeline>();
 | |
|         let pipeline_cache = world.resource::<PipelineCache>();
 | |
| 
 | |
|         // if the corresponding pipeline has loaded, transition to the next stage
 | |
|         match self.state {
 | |
|             GameOfLifeState::Loading => {
 | |
|                 if let CachedPipelineState::Ok(_) =
 | |
|                     pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
 | |
|                 {
 | |
|                     self.state = GameOfLifeState::Init
 | |
|                 }
 | |
|             }
 | |
|             GameOfLifeState::Init => {
 | |
|                 if let CachedPipelineState::Ok(_) =
 | |
|                     pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
 | |
|                 {
 | |
|                     self.state = GameOfLifeState::Update
 | |
|                 }
 | |
|             }
 | |
|             GameOfLifeState::Update => {}
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     fn run(
 | |
|         &self,
 | |
|         _graph: &mut render_graph::RenderGraphContext,
 | |
|         render_context: &mut RenderContext,
 | |
|         world: &World,
 | |
|     ) -> Result<(), render_graph::NodeRunError> {
 | |
|         let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
 | |
|         let pipeline_cache = world.resource::<PipelineCache>();
 | |
|         let pipeline = world.resource::<GameOfLifePipeline>();
 | |
| 
 | |
|         let mut pass = render_context
 | |
|             .command_encoder
 | |
|             .begin_compute_pass(&ComputePassDescriptor::default());
 | |
| 
 | |
|         pass.set_bind_group(0, texture_bind_group, &[]);
 | |
| 
 | |
|         // select the pipeline based on the current state
 | |
|         match self.state {
 | |
|             GameOfLifeState::Loading => {}
 | |
|             GameOfLifeState::Init => {
 | |
|                 let init_pipeline = pipeline_cache
 | |
|                     .get_compute_pipeline(pipeline.init_pipeline)
 | |
|                     .unwrap();
 | |
|                 pass.set_pipeline(init_pipeline);
 | |
|                 pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
 | |
|             }
 | |
|             GameOfLifeState::Update => {
 | |
|                 let update_pipeline = pipeline_cache
 | |
|                     .get_compute_pipeline(pipeline.update_pipeline)
 | |
|                     .unwrap();
 | |
|                 pass.set_pipeline(update_pipeline);
 | |
|                 pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         Ok(())
 | |
|     }
 | |
| }
 |