bevy/crates/bevy_render/src/texture/texture_attachment.rs

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Keep track of when a texture is first cleared (#10325) # Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
use super::CachedTexture;
use crate::render_resource::{TextureFormat, TextureView};
use bevy_color::LinearRgba;
Keep track of when a texture is first cleared (#10325) # Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
use std::sync::{
atomic::{AtomicBool, Ordering},
Arc,
};
use wgpu::{
LoadOp, Operations, RenderPassColorAttachment, RenderPassDepthStencilAttachment, StoreOp,
};
/// A wrapper for a [`CachedTexture`] that is used as a [`RenderPassColorAttachment`].
#[derive(Clone)]
pub struct ColorAttachment {
pub texture: CachedTexture,
pub resolve_target: Option<CachedTexture>,
clear_color: Option<LinearRgba>,
Keep track of when a texture is first cleared (#10325) # Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
is_first_call: Arc<AtomicBool>,
}
impl ColorAttachment {
pub fn new(
texture: CachedTexture,
resolve_target: Option<CachedTexture>,
clear_color: Option<LinearRgba>,
Keep track of when a texture is first cleared (#10325) # Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
) -> Self {
Self {
texture,
resolve_target,
clear_color,
is_first_call: Arc::new(AtomicBool::new(true)),
}
}
/// Get this texture view as an attachment. The attachment will be cleared with a value of
/// `clear_color` if this is the first time calling this function, otherwise it will be loaded.
///
/// The returned attachment will always have writing enabled (`store: StoreOp::Load`).
pub fn get_attachment(&self) -> RenderPassColorAttachment {
if let Some(resolve_target) = self.resolve_target.as_ref() {
let first_call = self.is_first_call.fetch_and(false, Ordering::SeqCst);
RenderPassColorAttachment {
view: &resolve_target.default_view,
resolve_target: Some(&self.texture.default_view),
ops: Operations {
load: match (self.clear_color, first_call) {
(Some(clear_color), true) => LoadOp::Clear(clear_color.into()),
(None, _) | (Some(_), false) => LoadOp::Load,
Keep track of when a texture is first cleared (#10325) # Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
},
store: StoreOp::Store,
},
}
} else {
self.get_unsampled_attachment()
}
}
/// Get this texture view as an attachment, without the resolve target. The attachment will be cleared with
/// a value of `clear_color` if this is the first time calling this function, otherwise it will be loaded.
///
/// The returned attachment will always have writing enabled (`store: StoreOp::Load`).
pub fn get_unsampled_attachment(&self) -> RenderPassColorAttachment {
let first_call = self.is_first_call.fetch_and(false, Ordering::SeqCst);
RenderPassColorAttachment {
view: &self.texture.default_view,
resolve_target: None,
ops: Operations {
load: match (self.clear_color, first_call) {
(Some(clear_color), true) => LoadOp::Clear(clear_color.into()),
(None, _) | (Some(_), false) => LoadOp::Load,
Keep track of when a texture is first cleared (#10325) # Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
},
store: StoreOp::Store,
},
}
}
pub(crate) fn mark_as_cleared(&self) {
self.is_first_call.store(false, Ordering::SeqCst);
}
}
/// A wrapper for a [`TextureView`] that is used as a depth-only [`RenderPassDepthStencilAttachment`].
pub struct DepthAttachment {
pub view: TextureView,
clear_value: Option<f32>,
is_first_call: Arc<AtomicBool>,
}
impl DepthAttachment {
pub fn new(view: TextureView, clear_value: Option<f32>) -> Self {
Self {
view,
clear_value,
is_first_call: Arc::new(AtomicBool::new(clear_value.is_some())),
}
}
/// Get this texture view as an attachment. The attachment will be cleared with a value of
/// `clear_value` if this is the first time calling this function with `store` == [`StoreOp::Store`],
/// and a clear value was provided, otherwise it will be loaded.
pub fn get_attachment(&self, store: StoreOp) -> RenderPassDepthStencilAttachment {
let first_call = self
.is_first_call
.fetch_and(store != StoreOp::Store, Ordering::SeqCst);
RenderPassDepthStencilAttachment {
view: &self.view,
depth_ops: Some(Operations {
load: if first_call {
// If first_call is true, then a clear value will always have been provided in the constructor
LoadOp::Clear(self.clear_value.unwrap())
} else {
LoadOp::Load
},
store,
}),
stencil_ops: None,
}
}
}
/// A wrapper for a [`TextureView`] that is used as a [`RenderPassColorAttachment`] for a view
/// target's final output texture.
#[derive(Clone)]
pub struct OutputColorAttachment {
pub view: TextureView,
pub format: TextureFormat,
is_first_call: Arc<AtomicBool>,
}
impl OutputColorAttachment {
pub fn new(view: TextureView, format: TextureFormat) -> Self {
Self {
view,
format,
is_first_call: Arc::new(AtomicBool::new(true)),
}
}
/// Get this texture view as an attachment. The attachment will be cleared with a value of
/// the provided `clear_color` if this is the first time calling this function, otherwise it
/// will be loaded.
pub fn get_attachment(&self, clear_color: Option<LinearRgba>) -> RenderPassColorAttachment {
let first_call = self.is_first_call.fetch_and(false, Ordering::SeqCst);
RenderPassColorAttachment {
view: &self.view,
resolve_target: None,
ops: Operations {
load: match (clear_color, first_call) {
(Some(clear_color), true) => LoadOp::Clear(clear_color.into()),
(None, _) | (Some(_), false) => LoadOp::Load,
},
store: StoreOp::Store,
},
}
}
}