bevy/crates/bevy_render/src/pipeline/pipeline_compiler.rs

226 lines
8.1 KiB
Rust

use super::{
state_descriptors::PrimitiveTopology, PipelineDescriptor, RenderPipeline, RenderPipelines,
VertexBufferDescriptors,
};
use crate::{
renderer::RenderResourceContext,
shader::{Shader, ShaderSource}, render_resource::RenderResourceBindings,
};
use bevy_asset::{Assets, Handle};
use std::collections::{HashMap, HashSet};
use legion::prelude::*;
#[derive(Clone, Eq, PartialEq, Debug, Default)]
pub struct PipelineSpecialization {
pub shader_specialization: ShaderSpecialization,
pub primitive_topology: PrimitiveTopology,
}
#[derive(Clone, Eq, PartialEq, Debug, Default)]
pub struct ShaderSpecialization {
pub shader_defs: HashSet<String>,
}
// TODO: consider using (Typeid, fieldinfo.index) in place of string for hashes
#[derive(Default)]
pub struct PipelineCompiler {
pub shader_source_to_compiled:
HashMap<Handle<Shader>, Vec<(ShaderSpecialization, Handle<Shader>)>>,
pub specialized_pipelines: HashMap<
Handle<PipelineDescriptor>,
Vec<(PipelineSpecialization, Handle<PipelineDescriptor>)>,
>,
}
impl PipelineCompiler {
fn compile_shader(
&mut self,
shaders: &mut Assets<Shader>,
shader_handle: &Handle<Shader>,
shader_specialization: &ShaderSpecialization,
) -> Handle<Shader> {
let compiled_shaders = self
.shader_source_to_compiled
.entry(*shader_handle)
.or_insert_with(|| Vec::new());
let shader = shaders.get(shader_handle).unwrap();
// don't produce new shader if the input source is already spirv
if let ShaderSource::Spirv(_) = shader.source {
return *shader_handle;
}
if let Some((_shader_specialization, compiled_shader)) =
compiled_shaders
.iter()
.find(|(current_shader_specialization, _compiled_shader)| {
*current_shader_specialization == *shader_specialization
})
{
// if shader has already been compiled with current configuration, use existing shader
*compiled_shader
} else {
// if no shader exists with the current configuration, create new shader and compile
let shader_def_vec = shader_specialization
.shader_defs
.iter()
.cloned()
.collect::<Vec<String>>();
let compiled_shader = shader.get_spirv_shader(Some(&shader_def_vec));
let compiled_handle = shaders.add(compiled_shader);
compiled_shaders.push((shader_specialization.clone(), compiled_handle));
compiled_handle
}
}
fn compile_pipeline(
&mut self,
vertex_buffer_descriptors: &VertexBufferDescriptors,
shaders: &mut Assets<Shader>,
pipeline_descriptor: &PipelineDescriptor,
render_pipeline: &RenderPipeline,
render_resource_bindings: &RenderResourceBindings,
) -> PipelineDescriptor {
let mut compiled_pipeline_descriptor = pipeline_descriptor.clone();
compiled_pipeline_descriptor.shader_stages.vertex = self.compile_shader(
shaders,
&pipeline_descriptor.shader_stages.vertex,
&render_pipeline.specialization.shader_specialization,
);
compiled_pipeline_descriptor.shader_stages.fragment = pipeline_descriptor
.shader_stages
.fragment
.as_ref()
.map(|fragment| {
self.compile_shader(
shaders,
fragment,
&render_pipeline.specialization.shader_specialization,
)
});
compiled_pipeline_descriptor.reflect_layout(
shaders,
true,
Some(vertex_buffer_descriptors),
Some(render_resource_bindings),
);
compiled_pipeline_descriptor.primitive_topology =
render_pipeline.specialization.primitive_topology;
compiled_pipeline_descriptor
}
fn compile_pipelines(
&mut self,
vertex_buffer_descriptors: &VertexBufferDescriptors,
pipelines: &mut Assets<PipelineDescriptor>,
shaders: &mut Assets<Shader>,
render_pipelines: &mut RenderPipelines,
render_resource_context: &dyn RenderResourceContext,
) {
for render_pipeline in render_pipelines.pipelines.iter_mut() {
let source_pipeline = render_pipeline.pipeline;
if let None = self.specialized_pipelines.get(&source_pipeline) {
self.specialized_pipelines
.insert(source_pipeline, Vec::new());
}
let compiled_pipeline_handle = if let Some((_shader_defs, compiled_pipeline_handle)) =
self.specialized_pipelines
.get_mut(&source_pipeline)
.unwrap()
.iter()
.find(|(pipeline_specialization, _compiled_pipeline_handle)| {
*pipeline_specialization == render_pipeline.specialization
}) {
*compiled_pipeline_handle
} else {
let pipeline_descriptor = pipelines.get(&source_pipeline).unwrap();
let compiled_pipeline_descriptor = self.compile_pipeline(
vertex_buffer_descriptors,
shaders,
pipeline_descriptor,
render_pipeline,
&render_pipelines.bindings,
);
let compiled_pipeline_handle = pipelines.add(compiled_pipeline_descriptor);
render_resource_context.create_render_pipeline(
compiled_pipeline_handle,
pipelines.get(&compiled_pipeline_handle).unwrap(),
&shaders,
);
let compiled_pipelines = self
.specialized_pipelines
.get_mut(&source_pipeline)
.unwrap();
compiled_pipelines.push((
render_pipeline.specialization.clone(),
compiled_pipeline_handle,
));
compiled_pipeline_handle
};
render_pipeline.specialized_pipeline = Some(compiled_pipeline_handle);
}
}
pub fn iter_compiled_pipelines(
&self,
pipeline_handle: Handle<PipelineDescriptor>,
) -> Option<impl Iterator<Item = &Handle<PipelineDescriptor>>> {
if let Some(compiled_pipelines) = self.specialized_pipelines.get(&pipeline_handle) {
Some(compiled_pipelines.iter().map(|(_, handle)| handle))
} else {
None
}
}
pub fn iter_all_compiled_pipelines(&self) -> impl Iterator<Item = &Handle<PipelineDescriptor>> {
self.specialized_pipelines
.values()
.map(|compiled_pipelines| {
compiled_pipelines
.iter()
.map(|(_, pipeline_handle)| pipeline_handle)
})
.flatten()
}
}
// TODO: make this a system
pub fn compile_pipelines_system(
world: &mut SubWorld,
mut pipeline_compiler: ResMut<PipelineCompiler>,
mut shaders: ResMut<Assets<Shader>>,
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
vertex_buffer_descriptors: Res<VertexBufferDescriptors>,
render_resource_context: Res<Box<dyn RenderResourceContext>>,
query: &mut Query<Write<RenderPipelines>>,
) {
let render_resource_context = &**render_resource_context;
// TODO: only update when RenderPipelines is changed
for mut render_pipelines in query.iter_mut(world) {
pipeline_compiler.compile_pipelines(
&vertex_buffer_descriptors,
&mut pipelines,
&mut shaders,
&mut render_pipelines,
render_resource_context,
);
// reset shader_defs so they can be changed next frame
for render_pipeline in render_pipelines.pipelines.iter_mut() {
render_pipeline
.specialization
.shader_specialization
.shader_defs
.clear();
}
}
}