210 lines
7.1 KiB
Rust
210 lines
7.1 KiB
Rust
use super::{state_descriptors::PrimitiveTopology, PipelineDescriptor, VertexBufferDescriptors};
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use crate::{
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renderer::RenderResourceContext,
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shader::{Shader, ShaderSource},
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};
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use bevy_asset::{Assets, Handle};
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use bevy_property::{Properties, Property};
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use once_cell::sync::Lazy;
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use serde::{Deserialize, Serialize};
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use std::collections::{HashMap, HashSet};
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#[derive(Clone, Eq, PartialEq, Debug, Properties)]
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pub struct PipelineSpecialization {
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pub shader_specialization: ShaderSpecialization,
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pub primitive_topology: PrimitiveTopology,
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pub dynamic_bindings: Vec<DynamicBinding>,
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pub sample_count: u32,
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}
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impl Default for PipelineSpecialization {
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fn default() -> Self {
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Self {
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sample_count: 1,
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shader_specialization: Default::default(),
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primitive_topology: Default::default(),
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dynamic_bindings: Default::default(),
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}
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}
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}
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impl PipelineSpecialization {
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pub fn empty() -> &'static PipelineSpecialization {
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pub static EMPTY: Lazy<PipelineSpecialization> =
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Lazy::new(|| PipelineSpecialization::default());
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&EMPTY
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}
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}
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#[derive(Clone, Eq, PartialEq, Debug, Default, Property, Serialize, Deserialize)]
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pub struct ShaderSpecialization {
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pub shader_defs: HashSet<String>,
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}
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struct SpecializedShader {
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shader: Handle<Shader>,
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specialization: ShaderSpecialization,
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}
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struct SpecializedPipeline {
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pipeline: Handle<PipelineDescriptor>,
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specialization: PipelineSpecialization,
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}
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#[derive(Clone, Eq, PartialEq, Debug, Default, Serialize, Deserialize, Property)]
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pub struct DynamicBinding {
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pub bind_group: u32,
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pub binding: u32,
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}
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#[derive(Default)]
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pub struct PipelineCompiler {
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specialized_shaders: HashMap<Handle<Shader>, Vec<SpecializedShader>>,
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specialized_pipelines: HashMap<Handle<PipelineDescriptor>, Vec<SpecializedPipeline>>,
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}
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impl PipelineCompiler {
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fn compile_shader(
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&mut self,
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shaders: &mut Assets<Shader>,
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shader_handle: &Handle<Shader>,
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shader_specialization: &ShaderSpecialization,
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) -> Handle<Shader> {
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let specialized_shaders = self
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.specialized_shaders
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.entry(*shader_handle)
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.or_insert_with(|| Vec::new());
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let shader = shaders.get(shader_handle).unwrap();
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// don't produce new shader if the input source is already spirv
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if let ShaderSource::Spirv(_) = shader.source {
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return *shader_handle;
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}
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if let Some(specialized_shader) =
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specialized_shaders
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.iter()
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.find(|current_specialized_shader| {
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current_specialized_shader.specialization == *shader_specialization
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})
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{
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// if shader has already been compiled with current configuration, use existing shader
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specialized_shader.shader
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} else {
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// if no shader exists with the current configuration, create new shader and compile
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let shader_def_vec = shader_specialization
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.shader_defs
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.iter()
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.cloned()
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.collect::<Vec<String>>();
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let compiled_shader = shader.get_spirv_shader(Some(&shader_def_vec));
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let specialized_handle = shaders.add(compiled_shader);
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specialized_shaders.push(SpecializedShader {
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shader: specialized_handle,
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specialization: shader_specialization.clone(),
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});
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specialized_handle
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}
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}
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pub fn get_specialized_pipeline(
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&self,
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pipeline: Handle<PipelineDescriptor>,
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specialization: &PipelineSpecialization,
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) -> Option<Handle<PipelineDescriptor>> {
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self.specialized_pipelines
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.get(&pipeline)
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.and_then(|specialized_pipelines| {
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specialized_pipelines
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.iter()
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.find(|current_specialized_pipeline| {
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¤t_specialized_pipeline.specialization == specialization
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})
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})
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.map(|specialized_pipeline| specialized_pipeline.pipeline)
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}
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pub fn compile_pipeline(
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&mut self,
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render_resource_context: &dyn RenderResourceContext,
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pipelines: &mut Assets<PipelineDescriptor>,
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shaders: &mut Assets<Shader>,
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source_pipeline: Handle<PipelineDescriptor>,
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vertex_buffer_descriptors: &VertexBufferDescriptors,
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pipeline_specialization: &PipelineSpecialization,
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) -> Handle<PipelineDescriptor> {
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let source_descriptor = pipelines.get(&source_pipeline).unwrap();
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let mut specialized_descriptor = source_descriptor.clone();
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specialized_descriptor.shader_stages.vertex = self.compile_shader(
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shaders,
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&specialized_descriptor.shader_stages.vertex,
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&pipeline_specialization.shader_specialization,
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);
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specialized_descriptor.shader_stages.fragment = specialized_descriptor
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.shader_stages
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.fragment
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.as_ref()
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.map(|fragment| {
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self.compile_shader(
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shaders,
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fragment,
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&pipeline_specialization.shader_specialization,
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)
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});
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specialized_descriptor.reflect_layout(
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shaders,
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true,
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Some(vertex_buffer_descriptors),
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&pipeline_specialization.dynamic_bindings,
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);
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specialized_descriptor.sample_count = pipeline_specialization.sample_count;
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specialized_descriptor.primitive_topology = pipeline_specialization.primitive_topology;
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let specialized_pipeline_handle = pipelines.add(specialized_descriptor);
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render_resource_context.create_render_pipeline(
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specialized_pipeline_handle,
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pipelines.get(&specialized_pipeline_handle).unwrap(),
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&shaders,
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);
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let specialized_pipelines = self
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.specialized_pipelines
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.entry(source_pipeline)
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.or_insert_with(|| Vec::new());
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specialized_pipelines.push(SpecializedPipeline {
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pipeline: specialized_pipeline_handle,
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specialization: pipeline_specialization.clone(),
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});
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specialized_pipeline_handle
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}
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pub fn iter_compiled_pipelines(
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&self,
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pipeline_handle: Handle<PipelineDescriptor>,
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) -> Option<impl Iterator<Item = &Handle<PipelineDescriptor>>> {
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if let Some(compiled_pipelines) = self.specialized_pipelines.get(&pipeline_handle) {
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Some(
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compiled_pipelines
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.iter()
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.map(|specialized_pipeline| &specialized_pipeline.pipeline),
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)
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} else {
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None
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}
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}
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pub fn iter_all_compiled_pipelines(&self) -> impl Iterator<Item = &Handle<PipelineDescriptor>> {
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self.specialized_pipelines
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.values()
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.map(|compiled_pipelines| {
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compiled_pipelines
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.iter()
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.map(|specialized_pipeline| &specialized_pipeline.pipeline)
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})
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.flatten()
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}
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}
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