bevy/crates/bevy_pbr/src/render/mesh_bindings.rs
MichiRecRoom 3742e621ef
Allow clippy::too_many_arguments to lint without warnings (#17249)
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.

## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
2025-01-09 07:26:15 +00:00

549 lines
20 KiB
Rust

//! Bind group layout related definitions for the mesh pipeline.
use bevy_math::Mat4;
use bevy_render::{
mesh::morph::MAX_MORPH_WEIGHTS,
render_resource::*,
renderer::{RenderAdapter, RenderDevice},
};
use crate::{binding_arrays_are_usable, render::skin::MAX_JOINTS, LightmapSlab};
const MORPH_WEIGHT_SIZE: usize = size_of::<f32>();
/// This is used to allocate buffers.
/// The correctness of the value depends on the GPU/platform.
/// The current value is chosen because it is guaranteed to work everywhere.
/// To allow for bigger values, a check must be made for the limits
/// of the GPU at runtime, which would mean not using consts anymore.
pub const MORPH_BUFFER_SIZE: usize = MAX_MORPH_WEIGHTS * MORPH_WEIGHT_SIZE;
const JOINT_SIZE: usize = size_of::<Mat4>();
pub(crate) const JOINT_BUFFER_SIZE: usize = MAX_JOINTS * JOINT_SIZE;
/// Individual layout entries.
mod layout_entry {
use core::num::NonZeroU32;
use super::{JOINT_BUFFER_SIZE, MORPH_BUFFER_SIZE};
use crate::{render::skin, MeshUniform, LIGHTMAPS_PER_SLAB};
use bevy_render::{
render_resource::{
binding_types::{
sampler, storage_buffer_read_only_sized, texture_2d, texture_3d,
uniform_buffer_sized,
},
BindGroupLayoutEntryBuilder, BufferSize, GpuArrayBuffer, SamplerBindingType,
ShaderStages, TextureSampleType,
},
renderer::RenderDevice,
};
pub(super) fn model(render_device: &RenderDevice) -> BindGroupLayoutEntryBuilder {
GpuArrayBuffer::<MeshUniform>::binding_layout(render_device)
.visibility(ShaderStages::VERTEX_FRAGMENT)
}
pub(super) fn skinning(render_device: &RenderDevice) -> BindGroupLayoutEntryBuilder {
// If we can use storage buffers, do so. Otherwise, fall back to uniform
// buffers.
let size = BufferSize::new(JOINT_BUFFER_SIZE as u64);
if skin::skins_use_uniform_buffers(render_device) {
uniform_buffer_sized(true, size)
} else {
storage_buffer_read_only_sized(false, size)
}
}
pub(super) fn weights() -> BindGroupLayoutEntryBuilder {
uniform_buffer_sized(true, BufferSize::new(MORPH_BUFFER_SIZE as u64))
}
pub(super) fn targets() -> BindGroupLayoutEntryBuilder {
texture_3d(TextureSampleType::Float { filterable: false })
}
pub(super) fn lightmaps_texture_view() -> BindGroupLayoutEntryBuilder {
texture_2d(TextureSampleType::Float { filterable: true }).visibility(ShaderStages::FRAGMENT)
}
pub(super) fn lightmaps_sampler() -> BindGroupLayoutEntryBuilder {
sampler(SamplerBindingType::Filtering).visibility(ShaderStages::FRAGMENT)
}
pub(super) fn lightmaps_texture_view_array() -> BindGroupLayoutEntryBuilder {
texture_2d(TextureSampleType::Float { filterable: true })
.visibility(ShaderStages::FRAGMENT)
.count(NonZeroU32::new(LIGHTMAPS_PER_SLAB as u32).unwrap())
}
pub(super) fn lightmaps_sampler_array() -> BindGroupLayoutEntryBuilder {
sampler(SamplerBindingType::Filtering)
.visibility(ShaderStages::FRAGMENT)
.count(NonZeroU32::new(LIGHTMAPS_PER_SLAB as u32).unwrap())
}
}
/// Individual [`BindGroupEntry`]
/// for bind groups.
mod entry {
use crate::render::skin;
use super::{JOINT_BUFFER_SIZE, MORPH_BUFFER_SIZE};
use bevy_render::{
render_resource::{
BindGroupEntry, BindingResource, Buffer, BufferBinding, BufferSize, Sampler,
TextureView, WgpuSampler, WgpuTextureView,
},
renderer::RenderDevice,
};
fn entry(binding: u32, size: Option<u64>, buffer: &Buffer) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::Buffer(BufferBinding {
buffer,
offset: 0,
size: size.map(|size| BufferSize::new(size).unwrap()),
}),
}
}
pub(super) fn model(binding: u32, resource: BindingResource) -> BindGroupEntry {
BindGroupEntry { binding, resource }
}
pub(super) fn skinning<'a>(
render_device: &RenderDevice,
binding: u32,
buffer: &'a Buffer,
) -> BindGroupEntry<'a> {
let size = if skin::skins_use_uniform_buffers(render_device) {
Some(JOINT_BUFFER_SIZE as u64)
} else {
None
};
entry(binding, size, buffer)
}
pub(super) fn weights(binding: u32, buffer: &Buffer) -> BindGroupEntry {
entry(binding, Some(MORPH_BUFFER_SIZE as u64), buffer)
}
pub(super) fn targets(binding: u32, texture: &TextureView) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::TextureView(texture),
}
}
pub(super) fn lightmaps_texture_view(binding: u32, texture: &TextureView) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::TextureView(texture),
}
}
pub(super) fn lightmaps_sampler(binding: u32, sampler: &Sampler) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::Sampler(sampler),
}
}
pub(super) fn lightmaps_texture_view_array<'a>(
binding: u32,
textures: &'a [&'a WgpuTextureView],
) -> BindGroupEntry<'a> {
BindGroupEntry {
binding,
resource: BindingResource::TextureViewArray(textures),
}
}
pub(super) fn lightmaps_sampler_array<'a>(
binding: u32,
samplers: &'a [&'a WgpuSampler],
) -> BindGroupEntry<'a> {
BindGroupEntry {
binding,
resource: BindingResource::SamplerArray(samplers),
}
}
}
/// All possible [`BindGroupLayout`]s in bevy's default mesh shader (`mesh.wgsl`).
#[derive(Clone)]
pub struct MeshLayouts {
/// The mesh model uniform (transform) and nothing else.
pub model_only: BindGroupLayout,
/// Includes the lightmap texture and uniform.
pub lightmapped: BindGroupLayout,
/// Also includes the uniform for skinning
pub skinned: BindGroupLayout,
/// Like [`MeshLayouts::skinned`], but includes slots for the previous
/// frame's joint matrices, so that we can compute motion vectors.
pub skinned_motion: BindGroupLayout,
/// Also includes the uniform and [`MorphAttributes`] for morph targets.
///
/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
pub morphed: BindGroupLayout,
/// Like [`MeshLayouts::morphed`], but includes a slot for the previous
/// frame's morph weights, so that we can compute motion vectors.
pub morphed_motion: BindGroupLayout,
/// Also includes both uniforms for skinning and morph targets, also the
/// morph target [`MorphAttributes`] binding.
///
/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
pub morphed_skinned: BindGroupLayout,
/// Like [`MeshLayouts::morphed_skinned`], but includes slots for the
/// previous frame's joint matrices and morph weights, so that we can
/// compute motion vectors.
pub morphed_skinned_motion: BindGroupLayout,
}
impl MeshLayouts {
/// Prepare the layouts used by the default bevy [`Mesh`].
///
/// [`Mesh`]: bevy_render::prelude::Mesh
pub fn new(render_device: &RenderDevice, render_adapter: &RenderAdapter) -> Self {
MeshLayouts {
model_only: Self::model_only_layout(render_device),
lightmapped: Self::lightmapped_layout(render_device, render_adapter),
skinned: Self::skinned_layout(render_device),
skinned_motion: Self::skinned_motion_layout(render_device),
morphed: Self::morphed_layout(render_device),
morphed_motion: Self::morphed_motion_layout(render_device),
morphed_skinned: Self::morphed_skinned_layout(render_device),
morphed_skinned_motion: Self::morphed_skinned_motion_layout(render_device),
}
}
// ---------- create individual BindGroupLayouts ----------
fn model_only_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"mesh_layout",
&BindGroupLayoutEntries::single(
ShaderStages::empty(),
layout_entry::model(render_device),
),
)
}
/// Creates the layout for skinned meshes.
fn skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"skinned_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
// The current frame's joint matrix buffer.
(1, layout_entry::skinning(render_device)),
),
),
)
}
/// Creates the layout for skinned meshes with the infrastructure to compute
/// motion vectors.
fn skinned_motion_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"skinned_motion_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
// The current frame's joint matrix buffer.
(1, layout_entry::skinning(render_device)),
// The previous frame's joint matrix buffer.
(6, layout_entry::skinning(render_device)),
),
),
)
}
/// Creates the layout for meshes with morph targets.
fn morphed_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"morphed_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
// The current frame's morph weight buffer.
(2, layout_entry::weights()),
(3, layout_entry::targets()),
),
),
)
}
/// Creates the layout for meshes with morph targets and the infrastructure
/// to compute motion vectors.
fn morphed_motion_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"morphed_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
// The current frame's morph weight buffer.
(2, layout_entry::weights()),
(3, layout_entry::targets()),
// The previous frame's morph weight buffer.
(7, layout_entry::weights()),
),
),
)
}
/// Creates the bind group layout for meshes with both skins and morph
/// targets.
fn morphed_skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"morphed_skinned_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
// The current frame's joint matrix buffer.
(1, layout_entry::skinning(render_device)),
// The current frame's morph weight buffer.
(2, layout_entry::weights()),
(3, layout_entry::targets()),
),
),
)
}
/// Creates the bind group layout for meshes with both skins and morph
/// targets, in addition to the infrastructure to compute motion vectors.
fn morphed_skinned_motion_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"morphed_skinned_motion_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
// The current frame's joint matrix buffer.
(1, layout_entry::skinning(render_device)),
// The current frame's morph weight buffer.
(2, layout_entry::weights()),
(3, layout_entry::targets()),
// The previous frame's joint matrix buffer.
(6, layout_entry::skinning(render_device)),
// The previous frame's morph weight buffer.
(7, layout_entry::weights()),
),
),
)
}
fn lightmapped_layout(
render_device: &RenderDevice,
render_adapter: &RenderAdapter,
) -> BindGroupLayout {
if binding_arrays_are_usable(render_device, render_adapter) {
render_device.create_bind_group_layout(
"lightmapped_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
(4, layout_entry::lightmaps_texture_view_array()),
(5, layout_entry::lightmaps_sampler_array()),
),
),
)
} else {
render_device.create_bind_group_layout(
"lightmapped_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
(4, layout_entry::lightmaps_texture_view()),
(5, layout_entry::lightmaps_sampler()),
),
),
)
}
}
// ---------- BindGroup methods ----------
pub fn model_only(&self, render_device: &RenderDevice, model: &BindingResource) -> BindGroup {
render_device.create_bind_group(
"model_only_mesh_bind_group",
&self.model_only,
&[entry::model(0, model.clone())],
)
}
pub fn lightmapped(
&self,
render_device: &RenderDevice,
model: &BindingResource,
lightmap_slab: &LightmapSlab,
bindless_lightmaps: bool,
) -> BindGroup {
if bindless_lightmaps {
let (texture_views, samplers) = lightmap_slab.build_binding_arrays();
render_device.create_bind_group(
"lightmapped_mesh_bind_group",
&self.lightmapped,
&[
entry::model(0, model.clone()),
entry::lightmaps_texture_view_array(4, &texture_views),
entry::lightmaps_sampler_array(5, &samplers),
],
)
} else {
let (texture_view, sampler) = lightmap_slab.bindings_for_first_lightmap();
render_device.create_bind_group(
"lightmapped_mesh_bind_group",
&self.lightmapped,
&[
entry::model(0, model.clone()),
entry::lightmaps_texture_view(4, texture_view),
entry::lightmaps_sampler(5, sampler),
],
)
}
}
/// Creates the bind group for skinned meshes with no morph targets.
pub fn skinned(
&self,
render_device: &RenderDevice,
model: &BindingResource,
current_skin: &Buffer,
) -> BindGroup {
render_device.create_bind_group(
"skinned_mesh_bind_group",
&self.skinned,
&[
entry::model(0, model.clone()),
entry::skinning(render_device, 1, current_skin),
],
)
}
/// Creates the bind group for skinned meshes with no morph targets, with
/// the infrastructure to compute motion vectors.
///
/// `current_skin` is the buffer of joint matrices for this frame;
/// `prev_skin` is the buffer for the previous frame. The latter is used for
/// motion vector computation. If there is no such applicable buffer,
/// `current_skin` and `prev_skin` will reference the same buffer.
pub fn skinned_motion(
&self,
render_device: &RenderDevice,
model: &BindingResource,
current_skin: &Buffer,
prev_skin: &Buffer,
) -> BindGroup {
render_device.create_bind_group(
"skinned_motion_mesh_bind_group",
&self.skinned_motion,
&[
entry::model(0, model.clone()),
entry::skinning(render_device, 1, current_skin),
entry::skinning(render_device, 6, prev_skin),
],
)
}
/// Creates the bind group for meshes with no skins but morph targets.
pub fn morphed(
&self,
render_device: &RenderDevice,
model: &BindingResource,
current_weights: &Buffer,
targets: &TextureView,
) -> BindGroup {
render_device.create_bind_group(
"morphed_mesh_bind_group",
&self.morphed,
&[
entry::model(0, model.clone()),
entry::weights(2, current_weights),
entry::targets(3, targets),
],
)
}
/// Creates the bind group for meshes with no skins but morph targets, in
/// addition to the infrastructure to compute motion vectors.
///
/// `current_weights` is the buffer of morph weights for this frame;
/// `prev_weights` is the buffer for the previous frame. The latter is used
/// for motion vector computation. If there is no such applicable buffer,
/// `current_weights` and `prev_weights` will reference the same buffer.
pub fn morphed_motion(
&self,
render_device: &RenderDevice,
model: &BindingResource,
current_weights: &Buffer,
targets: &TextureView,
prev_weights: &Buffer,
) -> BindGroup {
render_device.create_bind_group(
"morphed_motion_mesh_bind_group",
&self.morphed_motion,
&[
entry::model(0, model.clone()),
entry::weights(2, current_weights),
entry::targets(3, targets),
entry::weights(7, prev_weights),
],
)
}
/// Creates the bind group for meshes with skins and morph targets.
pub fn morphed_skinned(
&self,
render_device: &RenderDevice,
model: &BindingResource,
current_skin: &Buffer,
current_weights: &Buffer,
targets: &TextureView,
) -> BindGroup {
render_device.create_bind_group(
"morphed_skinned_mesh_bind_group",
&self.morphed_skinned,
&[
entry::model(0, model.clone()),
entry::skinning(render_device, 1, current_skin),
entry::weights(2, current_weights),
entry::targets(3, targets),
],
)
}
/// Creates the bind group for meshes with skins and morph targets, in
/// addition to the infrastructure to compute motion vectors.
///
/// See the documentation for [`MeshLayouts::skinned_motion`] and
/// [`MeshLayouts::morphed_motion`] above for more information about the
/// `current_skin`, `prev_skin`, `current_weights`, and `prev_weights`
/// buffers.
pub fn morphed_skinned_motion(
&self,
render_device: &RenderDevice,
model: &BindingResource,
current_skin: &Buffer,
current_weights: &Buffer,
targets: &TextureView,
prev_skin: &Buffer,
prev_weights: &Buffer,
) -> BindGroup {
render_device.create_bind_group(
"morphed_skinned_motion_mesh_bind_group",
&self.morphed_skinned_motion,
&[
entry::model(0, model.clone()),
entry::skinning(render_device, 1, current_skin),
entry::weights(2, current_weights),
entry::targets(3, targets),
entry::skinning(render_device, 6, prev_skin),
entry::weights(7, prev_weights),
],
)
}
}