This commit allows Bevy to bind 16 lightmaps at a time, if the current platform supports bindless textures. Naturally, if bindless textures aren't supported, Bevy falls back to binding only a single lightmap at a time. As lightmaps are usually heavily atlased, I doubt many scenes will use more than 16 lightmap textures. This has little performance impact now, but it's desirable for us to reap the benefits of multidraw and bindless textures on scenes that use lightmaps. Otherwise, we might have to break batches in order to switch those lightmaps. Additionally, this PR slightly reduces the cost of binning because it makes the lightmap index in `Opaque3dBinKey` 32 bits instead of an `AssetId`. ## Migration Guide * The `Opaque3dBinKey::lightmap_image` field is now `Opaque3dBinKey::lightmap_slab`, which is a lightweight identifier for an entire binding array of lightmaps.
544 lines
20 KiB
Rust
544 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::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) -> Self {
|
|
MeshLayouts {
|
|
model_only: Self::model_only_layout(render_device),
|
|
lightmapped: Self::lightmapped_layout(render_device),
|
|
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) -> BindGroupLayout {
|
|
if binding_arrays_are_usable(render_device) {
|
|
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.
|
|
#[allow(clippy::too_many_arguments)]
|
|
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.
|
|
#[allow(clippy::too_many_arguments)]
|
|
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),
|
|
],
|
|
)
|
|
}
|
|
}
|