bevy/crates/bevy_render/src/view/mod.rs
Aceeri c5d2d1a5ff Include 2x/8x sample counts for Msaa (#7684)
# Objective
Fixes #7295 

Should we maybe default to 4x if 2x/8x is selected but not supported?

---

## Changelog
- Added 2x and 8x sample counts for MSAA.
2023-02-17 06:04:01 +00:00

409 lines
14 KiB
Rust

pub mod visibility;
pub mod window;
use bevy_asset::{load_internal_asset, HandleUntyped};
pub use visibility::*;
pub use window::*;
use crate::{
camera::ExtractedCamera,
extract_resource::{ExtractResource, ExtractResourcePlugin},
prelude::{Image, Shader},
render_asset::RenderAssets,
render_phase::ViewRangefinder3d,
render_resource::{DynamicUniformBuffer, ShaderType, Texture, TextureView},
renderer::{RenderDevice, RenderQueue},
texture::{BevyDefault, TextureCache},
RenderApp, RenderSet,
};
use bevy_app::{App, Plugin};
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, UVec4, Vec3, Vec4};
use bevy_reflect::{Reflect, TypeUuid};
use bevy_transform::components::GlobalTransform;
use bevy_utils::HashMap;
use std::sync::atomic::{AtomicUsize, Ordering};
use wgpu::{
Color, Extent3d, Operations, RenderPassColorAttachment, TextureDescriptor, TextureDimension,
TextureFormat, TextureUsages,
};
pub const VIEW_TYPE_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 15421373904451797197);
pub struct ViewPlugin;
impl Plugin for ViewPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(app, VIEW_TYPE_HANDLE, "view.wgsl", Shader::from_wgsl);
app.register_type::<ComputedVisibility>()
.register_type::<ComputedVisibilityFlags>()
.register_type::<Msaa>()
.register_type::<RenderLayers>()
.register_type::<Visibility>()
.register_type::<VisibleEntities>()
.init_resource::<Msaa>()
// NOTE: windows.is_changed() handles cases where a window was resized
.add_plugin(ExtractResourcePlugin::<Msaa>::default())
.add_plugin(VisibilityPlugin);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ViewUniforms>()
.configure_set(ViewSet::PrepareUniforms.in_set(RenderSet::Prepare))
.add_system(prepare_view_uniforms.in_set(ViewSet::PrepareUniforms))
.add_system(
prepare_view_targets
.after(WindowSystem::Prepare)
.in_set(RenderSet::Prepare),
);
}
}
}
/// Configuration resource for [Multi-Sample Anti-Aliasing](https://en.wikipedia.org/wiki/Multisample_anti-aliasing).
///
/// The number of samples to run for Multi-Sample Anti-Aliasing. Higher numbers result in
/// smoother edges.
/// Defaults to 4 samples.
///
/// Note that web currently only supports 1 or 4 samples.
///
/// # Example
/// ```
/// # use bevy_app::prelude::App;
/// # use bevy_render::prelude::Msaa;
/// App::new()
/// .insert_resource(Msaa::default())
/// .run();
/// ```
#[derive(Resource, Default, Clone, Copy, ExtractResource, Reflect, PartialEq, PartialOrd)]
#[reflect(Resource)]
pub enum Msaa {
Off = 1,
Sample2 = 2,
#[default]
Sample4 = 4,
Sample8 = 8,
}
impl Msaa {
#[inline]
pub fn samples(&self) -> u32 {
*self as u32
}
}
#[derive(Component)]
pub struct ExtractedView {
pub projection: Mat4,
pub transform: GlobalTransform,
// The view-projection matrix. When provided it is used instead of deriving it from
// `projection` and `transform` fields, which can be helpful in cases where numerical
// stability matters and there is a more direct way to derive the view-projection matrix.
pub view_projection: Option<Mat4>,
pub hdr: bool,
// uvec4(origin.x, origin.y, width, height)
pub viewport: UVec4,
}
impl ExtractedView {
/// Creates a 3D rangefinder for a view
pub fn rangefinder3d(&self) -> ViewRangefinder3d {
ViewRangefinder3d::from_view_matrix(&self.transform.compute_matrix())
}
}
#[derive(Clone, ShaderType)]
pub struct ViewUniform {
view_proj: Mat4,
inverse_view_proj: Mat4,
view: Mat4,
inverse_view: Mat4,
projection: Mat4,
inverse_projection: Mat4,
world_position: Vec3,
// viewport(x_origin, y_origin, width, height)
viewport: Vec4,
}
#[derive(Resource, Default)]
pub struct ViewUniforms {
pub uniforms: DynamicUniformBuffer<ViewUniform>,
}
#[derive(Component)]
pub struct ViewUniformOffset {
pub offset: u32,
}
#[derive(Component)]
pub struct ViewTarget {
main_textures: MainTargetTextures,
main_texture_format: TextureFormat,
/// 0 represents `main_textures.a`, 1 represents `main_textures.b`
main_texture: AtomicUsize,
out_texture: TextureView,
out_texture_format: TextureFormat,
}
pub struct PostProcessWrite<'a> {
pub source: &'a TextureView,
pub destination: &'a TextureView,
}
impl ViewTarget {
pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float;
/// Retrieve this target's color attachment. This will use [`Self::sampled_main_texture`] and resolve to [`Self::main_texture`] if
/// the target has sampling enabled. Otherwise it will use [`Self::main_texture`] directly.
pub fn get_color_attachment(&self, ops: Operations<Color>) -> RenderPassColorAttachment {
match &self.main_textures.sampled {
Some(sampled_texture) => RenderPassColorAttachment {
view: sampled_texture,
resolve_target: Some(self.main_texture()),
ops,
},
None => self.get_unsampled_color_attachment(ops),
}
}
/// Retrieve an "unsampled" color attachment using [`Self::main_texture`].
pub fn get_unsampled_color_attachment(
&self,
ops: Operations<Color>,
) -> RenderPassColorAttachment {
RenderPassColorAttachment {
view: self.main_texture(),
resolve_target: None,
ops,
}
}
/// The "main" unsampled texture.
pub fn main_texture(&self) -> &TextureView {
if self.main_texture.load(Ordering::SeqCst) == 0 {
&self.main_textures.a
} else {
&self.main_textures.b
}
}
/// The _other_ "main" unsampled texture.
/// In most cases you should use [`Self::main_texture`] instead and never this.
/// The textures will naturally be swapped when [`Self::post_process_write`] is called.
///
/// A use case for this is to be able to prepare a bind group for all main textures
/// ahead of time.
pub fn main_texture_other(&self) -> &TextureView {
if self.main_texture.load(Ordering::SeqCst) == 0 {
&self.main_textures.b
} else {
&self.main_textures.a
}
}
/// The "main" sampled texture.
pub fn sampled_main_texture(&self) -> Option<&TextureView> {
self.main_textures.sampled.as_ref()
}
#[inline]
pub fn main_texture_format(&self) -> TextureFormat {
self.main_texture_format
}
/// Returns `true` if and only if the main texture is [`Self::TEXTURE_FORMAT_HDR`]
#[inline]
pub fn is_hdr(&self) -> bool {
self.main_texture_format == ViewTarget::TEXTURE_FORMAT_HDR
}
/// The final texture this view will render to.
#[inline]
pub fn out_texture(&self) -> &TextureView {
&self.out_texture
}
/// The format of the final texture this view will render to
#[inline]
pub fn out_texture_format(&self) -> TextureFormat {
self.out_texture_format
}
/// This will start a new "post process write", which assumes that the caller
/// will write the [`PostProcessWrite`]'s `source` to the `destination`.
///
/// `source` is the "current" main texture. This will internally flip this
/// [`ViewTarget`]'s main texture to the `destination` texture, so the caller
/// _must_ ensure `source` is copied to `destination`, with or without modifications.
/// Failing to do so will cause the current main texture information to be lost.
pub fn post_process_write(&self) -> PostProcessWrite {
let old_is_a_main_texture = self.main_texture.fetch_xor(1, Ordering::SeqCst);
// if the old main texture is a, then the post processing must write from a to b
if old_is_a_main_texture == 0 {
PostProcessWrite {
source: &self.main_textures.a,
destination: &self.main_textures.b,
}
} else {
PostProcessWrite {
source: &self.main_textures.b,
destination: &self.main_textures.a,
}
}
}
}
#[derive(Component)]
pub struct ViewDepthTexture {
pub texture: Texture,
pub view: TextureView,
}
fn prepare_view_uniforms(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut view_uniforms: ResMut<ViewUniforms>,
views: Query<(Entity, &ExtractedView)>,
) {
view_uniforms.uniforms.clear();
for (entity, camera) in &views {
let projection = camera.projection;
let inverse_projection = projection.inverse();
let view = camera.transform.compute_matrix();
let inverse_view = view.inverse();
let view_uniforms = ViewUniformOffset {
offset: view_uniforms.uniforms.push(ViewUniform {
view_proj: camera
.view_projection
.unwrap_or_else(|| projection * inverse_view),
inverse_view_proj: view * inverse_projection,
view,
inverse_view,
projection,
inverse_projection,
world_position: camera.transform.translation(),
viewport: camera.viewport.as_vec4(),
}),
};
commands.entity(entity).insert(view_uniforms);
}
view_uniforms
.uniforms
.write_buffer(&render_device, &render_queue);
}
#[derive(Clone)]
struct MainTargetTextures {
a: TextureView,
b: TextureView,
sampled: Option<TextureView>,
}
#[allow(clippy::too_many_arguments)]
fn prepare_view_targets(
mut commands: Commands,
windows: Res<ExtractedWindows>,
images: Res<RenderAssets<Image>>,
msaa: Res<Msaa>,
render_device: Res<RenderDevice>,
mut texture_cache: ResMut<TextureCache>,
cameras: Query<(Entity, &ExtractedCamera, &ExtractedView)>,
) {
let mut textures = HashMap::default();
for (entity, camera, view) in cameras.iter() {
if let (Some(target_size), Some(target)) = (camera.physical_target_size, &camera.target) {
if let (Some(out_texture_view), Some(out_texture_format)) = (
target.get_texture_view(&windows, &images),
target.get_texture_format(&windows, &images),
) {
let size = Extent3d {
width: target_size.x,
height: target_size.y,
depth_or_array_layers: 1,
};
let main_texture_format = if view.hdr {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
let main_textures = textures
.entry((camera.target.clone(), view.hdr))
.or_insert_with(|| {
let descriptor = TextureDescriptor {
label: None,
size,
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: main_texture_format,
usage: TextureUsages::RENDER_ATTACHMENT
| TextureUsages::TEXTURE_BINDING,
// TODO: Consider changing this if main_texture_format is not sRGB
view_formats: &[],
};
MainTargetTextures {
a: texture_cache
.get(
&render_device,
TextureDescriptor {
label: Some("main_texture_a"),
..descriptor
},
)
.default_view,
b: texture_cache
.get(
&render_device,
TextureDescriptor {
label: Some("main_texture_b"),
..descriptor
},
)
.default_view,
sampled: (msaa.samples() > 1).then(|| {
texture_cache
.get(
&render_device,
TextureDescriptor {
label: Some("main_texture_sampled"),
size,
mip_level_count: 1,
sample_count: msaa.samples(),
dimension: TextureDimension::D2,
format: main_texture_format,
usage: TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
)
.default_view
}),
}
});
commands.entity(entity).insert(ViewTarget {
main_textures: main_textures.clone(),
main_texture_format,
main_texture: AtomicUsize::new(0),
out_texture: out_texture_view.clone(),
out_texture_format,
});
}
}
}
}
/// System sets for the [`view`](crate::view) module.
#[derive(SystemSet, PartialEq, Eq, Hash, Debug, Clone)]
pub enum ViewSet {
/// Prepares view uniforms
PrepareUniforms,
}