bevy/src/render/render_graph_2/shader.rs

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use crate::{
legion::{
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borrow::RefMap,
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prelude::{Entity, World},
},
math::Vec4,
render::render_graph_2::{
wgpu_renderer::DynamicUniformBufferInfo, BindType, ResourceProvider, UniformPropertyType,
},
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};
use legion::{prelude::*, storage::Component};
use std::collections::HashSet;
use std::marker::PhantomData;
use zerocopy::AsBytes;
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pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
pub struct ShaderUniforms {
// used for distinguishing
pub uniform_selectors: Vec<ShaderUniformSelector>,
}
impl ShaderUniforms {
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pub fn new() -> Self {
ShaderUniforms {
uniform_selectors: Vec::new(),
}
}
pub fn add(&mut self, selector: ShaderUniformSelector) {
self.uniform_selectors.push(selector);
}
pub fn get_uniform_info<'a>(
&'a self,
world: &'a World,
entity: Entity,
uniform_name: &str,
) -> Option<&'a UniformInfo> {
for uniform_selector in self.uniform_selectors.iter().rev() {
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
panic!(
"ShaderUniform selector points to a missing component. Uniform: {}",
uniform_name
)
});
let info = uniforms.get_uniform_info(uniform_name);
if let Some(_) = info {
return info;
}
}
None
}
pub fn get_uniform_bytes<'a>(
&'a self,
world: &'a World,
entity: Entity,
uniform_name: &str,
) -> Option<Vec<u8>> {
for uniform_selector in self.uniform_selectors.iter().rev() {
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
panic!(
"ShaderUniform selector points to a missing component. Uniform: {}",
uniform_name
)
});
let bytes = uniforms.get_uniform_bytes(uniform_name);
if let Some(_) = bytes {
return bytes;
}
}
None
}
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}
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pub struct StandardMaterial {
pub albedo: Vec4,
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}
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pub trait GetBytes {
fn get_bytes(&self) -> Vec<u8>;
fn get_bytes_ref(&self) -> Option<&[u8]>;
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}
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// TODO: might need to add zerocopy to this crate to impl AsBytes for external crates
// impl<T> GetBytes for T where T : AsBytes {
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// fn get_bytes(&self) -> Vec<u8> {
// self.as_bytes().into()
// }
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// fn get_bytes_ref(&self) -> Option<&[u8]> {
// Some(self.as_bytes())
// }
// }
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impl GetBytes for Vec4 {
fn get_bytes(&self) -> Vec<u8> {
let vec4_array: [f32; 4] = (*self).into();
vec4_array.as_bytes().into()
}
fn get_bytes_ref(&self) -> Option<&[u8]> {
None
}
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}
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pub trait AsUniforms {
fn get_uniform_infos(&self) -> &[UniformInfo];
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
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// TODO: support zero-copy uniforms
// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
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}
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// pub struct UniformInfo<'a> {
// pub name: &'a str,
// pub
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// }
pub struct UniformInfo<'a> {
pub name: &'a str,
pub bind_type: BindType,
}
pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>>
where
T: AsUniforms + Component,
{
world
.get_component::<T>(entity)
.map(|c| c.map_into(|s| s as &dyn AsUniforms))
}
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// create this from a derive macro
const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "StandardMaterial",
bind_type: BindType::Uniform {
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new(),
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},
}];
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// these are separate from BindType::Uniform{properties} because they need to be const
const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const
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impl AsUniforms for StandardMaterial {
fn get_uniform_infos(&self) -> &[UniformInfo] {
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STANDARD_MATERIAL_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
STANDARD_MATERIAL_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
"StandardMaterial" => Some(self.albedo.get_bytes()),
_ => None,
}
}
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
"StandardMaterial" => Some(&STANDARD_MATERIAL_UNIFORM_INFO[0]),
_ => None,
}
}
// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter()
// }
// fn get_property(&self, name: &str) -> Option<ShaderValue> {
// match name {
// "albedo" => Some(match self.albedo {
// Albedo::Color(color) => ShaderValue::Vec4(color),
// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
// }),
// _ => None,
// }
// }
}
// create this from a derive macro
const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
name: "Object",
bind_type: BindType::Uniform {
dynamic: false,
// TODO: maybe fill this in with properties (vec.push cant be const though)
properties: Vec::new(),
},
}];
// these are separate from BindType::Uniform{properties} because they need to be const
const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const ST
impl AsUniforms for bevy_transform::prelude::LocalToWorld {
fn get_uniform_infos(&self) -> &[UniformInfo] {
LOCAL_TO_WORLD_UNIFORM_INFO
}
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
LOCAL_TO_WORLD_UNIFORM_LAYOUTS
}
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
_ => None,
}
}
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
"Object" => Some(&LOCAL_TO_WORLD_UNIFORM_INFO[0]),
_ => None,
}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter()
// }
// fn get_property(&self, name: &str) -> Option<ShaderValue> {
// match name {
// "albedo" => Some(match self.albedo {
// Albedo::Color(color) => ShaderValue::Vec4(color),
// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
// }),
// _ => None,
// }
// }
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}
pub struct UniformResourceProvider<T>
where
T: AsUniforms + Send + Sync,
{
_marker: PhantomData<T>,
uniform_buffer_info_names: Vec<String>,
// dynamic_uniform_buffer_infos: HashMap<String, DynamicUniformBufferInfo>,
}
impl<T> UniformResourceProvider<T>
where
T: AsUniforms + Send + Sync,
{
pub fn new() -> Self {
UniformResourceProvider {
// dynamic_uniform_buffer_infos: HashMap::new(),
uniform_buffer_info_names: Vec::new(),
_marker: PhantomData,
}
}
}
impl<T> ResourceProvider for UniformResourceProvider<T>
where
T: AsUniforms + Send + Sync + 'static,
{
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fn initialize(&mut self, renderer: &mut dyn super::Renderer, world: &mut World) {}
fn update(&mut self, renderer: &mut dyn super::Renderer, world: &mut World) {
let query = <Read<T>>::query();
// retrieve all uniforms buffers that aren't aleady set. these are "dynamic" uniforms, which are set by the user in ShaderUniforms
// TODO: this breaks down in multiple ways:
// (SOLVED 1) resource_info will be set after the first run so this won't update.
// (2) if we create new buffers, the old bind groups will be invalid
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// reset all uniform buffer info counts
for name in self.uniform_buffer_info_names.iter() {
renderer
.get_dynamic_uniform_buffer_info_mut(name)
.unwrap()
.count = 0;
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}
let mut sizes = Vec::new();
let mut counts = Vec::new();
for uniforms in query.iter(world) {
let uniform_layouts = uniforms.get_uniform_layouts();
for (i, uniform_info) in uniforms.get_uniform_infos().iter().enumerate() {
// only add the first time a uniform info is processed
if self.uniform_buffer_info_names.len() <= i {
let uniform_layout = uniform_layouts[i];
let size = uniform_layout
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.iter()
.map(|u| u.get_size())
.fold(0, |total, current| total + current);
sizes.push(size);
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self.uniform_buffer_info_names
.push(uniform_info.name.to_string());
}
if counts.len() <= i {
counts.push(0);
}
counts[i] += 1;
}
}
// create and update uniform buffer info. this is separate from the last block to avoid
// the expense of hashing for large numbers of entities
for (i, name) in self.uniform_buffer_info_names.iter().enumerate() {
if let None = renderer.get_dynamic_uniform_buffer_info(name) {
let mut info = DynamicUniformBufferInfo::new();
info.size = sizes[i];
renderer.add_dynamic_uniform_buffer_info(name, info);
}
let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap();
info.count = counts[i];
}
// allocate uniform buffers
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for name in self.uniform_buffer_info_names.iter() {
if let Some(_) = renderer.get_resource_info(name) {
continue;
}
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let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap();
// allocate enough space for twice as many entities as there are currently;
info.capacity = info.count * 2;
let size = wgpu::BIND_BUFFER_ALIGNMENT * info.capacity;
renderer.create_buffer(
name,
size,
wgpu::BufferUsage::COPY_DST | wgpu::BufferUsage::UNIFORM,
);
}
// copy entity uniform data to buffers
for name in self.uniform_buffer_info_names.iter() {
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let size = {
let info = renderer.get_dynamic_uniform_buffer_info(name).unwrap();
wgpu::BIND_BUFFER_ALIGNMENT * info.count
};
let alignment = wgpu::BIND_BUFFER_ALIGNMENT as usize;
let mut offset = 0usize;
let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap();
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for (i, (entity, _uniforms)) in query.iter_entities(world).enumerate() {
// TODO: check if index has changed. if it has, then entity should be updated
// TODO: only mem-map entities if their data has changed
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// PERF: These hashmap inserts are pretty expensive (10 fps for 10000 entities)
info.offsets.insert(entity, offset as u64);
info.indices.insert(i, entity);
// TODO: try getting ref first
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offset += alignment;
}
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// let mut data = vec![Default::default(); size as usize];
renderer.create_buffer_mapped(
"tmp_uniform_mapped",
size as usize,
wgpu::BufferUsage::COPY_SRC,
&mut |mapped| {
let alignment = wgpu::BIND_BUFFER_ALIGNMENT as usize;
let mut offset = 0usize;
for uniforms in query.iter(world) {
// TODO: check if index has changed. if it has, then entity should be updated
// TODO: only mem-map entities if their data has changed
// TODO: try getting ref first
if let Some(uniform_bytes) = uniforms.get_uniform_bytes(name) {
mapped[offset..(offset + uniform_bytes.len())]
.copy_from_slice(uniform_bytes.as_slice());
offset += alignment;
}
}
},
);
renderer.copy_buffer_to_buffer("tmp_uniform_mapped", 0, name, 0, size);
}
}
fn resize(
&mut self,
renderer: &mut dyn super::Renderer,
world: &mut World,
width: u32,
height: u32,
) {
}
}