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https://github.com/bevyengine/bevy
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Allow holes in the MeshInputUniform
buffer. (#16695)
This commit removes the logic that attempted to keep the `MeshInputUniform` buffer contiguous. Not only was it slow and complex, but it was also incorrect, which caused #16686 and #16690. I changed the logic to simply maintain a free list of unused slots in the buffer and preferentially fill them when pushing new mesh input uniforms. Closes #16686. Closes #16690.
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4 changed files with 79 additions and 112 deletions
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@ -402,8 +402,8 @@ pub fn prepare_preprocess_bind_groups(
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} = batched_instance_buffers.into_inner();
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let (Some(current_input_buffer), Some(previous_input_buffer), Some(data_buffer)) = (
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current_input_buffer_vec.buffer.buffer(),
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previous_input_buffer_vec.buffer.buffer(),
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current_input_buffer_vec.buffer().buffer(),
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previous_input_buffer_vec.buffer().buffer(),
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data_buffer_vec.buffer(),
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) else {
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return;
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@ -652,22 +652,6 @@ pub struct RenderMeshInstancesCpu(MainEntityHashMap<RenderMeshInstanceCpu>);
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#[derive(Default, Deref, DerefMut)]
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pub struct RenderMeshInstancesGpu(MainEntityHashMap<RenderMeshInstanceGpu>);
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/// The result of an entity removal.
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///
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/// We want the mesh input uniform array to have no gaps in it in order to
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/// simplify the GPU logic. Therefore, whenever entity data is removed from the
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/// [`MeshInputUniform`] buffer, the last entity is swapped in to fill it. If
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/// culling is enabled, the mesh culling data corresponding to an entity must
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/// have the same indices as the mesh input uniforms for that entity. Thus we
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/// need to pass this information to [`MeshCullingDataBuffer::remove`] so that
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/// it can update its buffer to match the [`MeshInputUniform`] buffer.
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struct RemovedMeshInputUniformIndices {
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/// The index of the mesh input that was removed.
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removed_index: usize,
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/// The index of the mesh input that was moved to fill its place.
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moved_index: usize,
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}
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/// Maps each mesh instance to the material ID, and allocated binding ID,
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/// associated with that mesh instance.
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#[derive(Resource, Default)]
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@ -896,7 +880,7 @@ impl RenderMeshInstanceGpuBuilder {
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current_input_buffer: &mut InstanceInputUniformBuffer<MeshInputUniform>,
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previous_input_buffer: &mut InstanceInputUniformBuffer<MeshInputUniform>,
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mesh_allocator: &MeshAllocator,
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) -> usize {
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) -> u32 {
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let first_vertex_index = match mesh_allocator.mesh_vertex_slice(&self.shared.mesh_asset_id)
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{
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Some(mesh_vertex_slice) => mesh_vertex_slice.range.start,
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@ -922,39 +906,33 @@ impl RenderMeshInstanceGpuBuilder {
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// Yes, it did. Replace its entry with the new one.
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// Reserve a slot.
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current_uniform_index =
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u32::from(occupied_entry.get_mut().current_uniform_index) as usize;
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current_uniform_index = u32::from(occupied_entry.get_mut().current_uniform_index);
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// Save the old mesh input uniform. The mesh preprocessing
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// shader will need it to compute motion vectors.
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let previous_mesh_input_uniform =
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current_input_buffer.buffer.values()[current_uniform_index];
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let previous_input_index = previous_input_buffer
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.buffer
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.push(previous_mesh_input_uniform);
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previous_input_buffer.main_entities.push(entity);
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mesh_input_uniform.previous_input_index = previous_input_index as u32;
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let previous_mesh_input_uniform = current_input_buffer.get(current_uniform_index);
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let previous_input_index = previous_input_buffer.add(previous_mesh_input_uniform);
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mesh_input_uniform.previous_input_index = previous_input_index;
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// Write in the new mesh input uniform.
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current_input_buffer.buffer.values_mut()[current_uniform_index] =
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mesh_input_uniform;
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current_input_buffer.set(current_uniform_index, mesh_input_uniform);
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occupied_entry.replace_entry(RenderMeshInstanceGpu {
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translation: self.world_from_local.translation,
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shared: self.shared,
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current_uniform_index: NonMaxU32::new(current_uniform_index as u32)
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current_uniform_index: NonMaxU32::new(current_uniform_index)
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.unwrap_or_default(),
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});
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}
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Entry::Vacant(vacant_entry) => {
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// No, this is a new entity. Push its data on to the buffer.
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current_uniform_index = current_input_buffer.buffer.push(mesh_input_uniform);
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current_input_buffer.main_entities.push(entity);
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current_uniform_index = current_input_buffer.add(mesh_input_uniform);
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vacant_entry.insert(RenderMeshInstanceGpu {
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translation: self.world_from_local.translation,
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shared: self.shared,
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current_uniform_index: NonMaxU32::new(current_uniform_index as u32)
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current_uniform_index: NonMaxU32::new(current_uniform_index)
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.unwrap_or_default(),
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});
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}
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@ -970,34 +948,13 @@ fn remove_mesh_input_uniform(
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entity: MainEntity,
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render_mesh_instances: &mut MainEntityHashMap<RenderMeshInstanceGpu>,
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current_input_buffer: &mut InstanceInputUniformBuffer<MeshInputUniform>,
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) -> Option<RemovedMeshInputUniformIndices> {
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) -> Option<u32> {
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// Remove the uniform data.
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let removed_render_mesh_instance = render_mesh_instances.remove(&entity)?;
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let removed_uniform_index = removed_render_mesh_instance.current_uniform_index.get() as usize;
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// Now *move* the final mesh uniform to fill its place in the buffer, so
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// that the buffer remains contiguous.
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let moved_uniform_index = current_input_buffer.buffer.len() - 1;
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if moved_uniform_index != removed_uniform_index {
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let moved_uniform = current_input_buffer.buffer.pop().unwrap();
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let moved_entity = current_input_buffer.main_entities.pop().unwrap();
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current_input_buffer.buffer.values_mut()[removed_uniform_index] = moved_uniform;
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if let Some(moved_render_mesh_instance) = render_mesh_instances.get_mut(&moved_entity) {
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moved_render_mesh_instance.current_uniform_index =
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NonMaxU32::new(removed_uniform_index as u32).unwrap_or_default();
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}
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} else {
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current_input_buffer.buffer.pop();
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current_input_buffer.main_entities.pop();
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}
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// Tell our caller what we did.
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Some(RemovedMeshInputUniformIndices {
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removed_index: removed_uniform_index,
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moved_index: moved_uniform_index,
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})
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let removed_uniform_index = removed_render_mesh_instance.current_uniform_index.get();
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current_input_buffer.remove(removed_uniform_index);
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Some(removed_uniform_index)
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}
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impl MeshCullingData {
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@ -1039,26 +996,6 @@ impl Default for MeshCullingDataBuffer {
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}
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}
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impl MeshCullingDataBuffer {
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/// Updates the culling data buffer after a mesh has been removed from the scene.
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///
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/// [`remove_mesh_input_uniform`] removes a mesh input uniform from the
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/// buffer, swapping in the last uniform to fill the space if necessary. The
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/// index of each mesh in the mesh culling data and that index of the mesh
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/// in the mesh input uniform buffer must match. Thus we have to perform the
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/// corresponding operation here too. [`remove_mesh_input_uniform`] returns
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/// a [`RemovedMeshInputUniformIndices`] value to tell us what to do, and
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/// this function is where we process that value.
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fn remove(&mut self, removed_indices: RemovedMeshInputUniformIndices) {
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if removed_indices.moved_index != removed_indices.removed_index {
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let moved_culling_data = self.pop().unwrap();
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self.values_mut()[removed_indices.removed_index] = moved_culling_data;
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} else {
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self.pop();
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}
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}
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}
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/// Data that [`crate::material::queue_material_meshes`] and similar systems
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/// need in order to place entities that contain meshes in the right batch.
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#[derive(Deref)]
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@ -1434,31 +1371,23 @@ pub fn collect_meshes_for_gpu_building(
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previous_input_buffer,
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&mesh_allocator,
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);
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mesh_culling_builder.update(&mut mesh_culling_data_buffer, instance_data_index);
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mesh_culling_builder
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.update(&mut mesh_culling_data_buffer, instance_data_index as usize);
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}
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for entity in removed.drain(..) {
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if let Some(removed_indices) = remove_mesh_input_uniform(
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remove_mesh_input_uniform(
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entity,
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&mut *render_mesh_instances,
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current_input_buffer,
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) {
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mesh_culling_data_buffer.remove(removed_indices);
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}
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);
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}
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}
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}
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}
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// Buffers can't be empty. Make sure there's something in the previous input buffer.
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if previous_input_buffer.buffer.is_empty() {
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previous_input_buffer
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.buffer
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.push(MeshInputUniform::default());
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previous_input_buffer
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.main_entities
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.push(Entity::PLACEHOLDER.into());
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}
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previous_input_buffer.ensure_nonempty();
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}
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/// All data needed to construct a pipeline for rendering 3D meshes.
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@ -10,7 +10,7 @@ use bevy_ecs::{
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world::{FromWorld, World},
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};
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use bevy_encase_derive::ShaderType;
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use bevy_utils::tracing::error;
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use bevy_utils::{default, tracing::error};
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use bytemuck::{Pod, Zeroable};
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use nonmax::NonMaxU32;
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use wgpu::{BindingResource, BufferUsages, DownlevelFlags, Features};
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@ -24,7 +24,6 @@ use crate::{
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},
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render_resource::{BufferVec, GpuArrayBufferable, RawBufferVec, UninitBufferVec},
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renderer::{RenderAdapter, RenderDevice, RenderQueue},
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sync_world::MainEntity,
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view::{ExtractedView, GpuCulling, ViewTarget},
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Render, RenderApp, RenderSet,
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};
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@ -125,7 +124,7 @@ pub enum GpuPreprocessingMode {
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pub struct BatchedInstanceBuffers<BD, BDI>
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where
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BD: GpuArrayBufferable + Sync + Send + 'static,
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BDI: Pod,
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BDI: Pod + Default,
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{
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/// A storage area for the buffer data that the GPU compute shader is
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/// expected to write to.
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@ -161,44 +160,83 @@ where
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/// shader is expected to expand to the full *buffer data* type.
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pub struct InstanceInputUniformBuffer<BDI>
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where
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BDI: Pod,
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BDI: Pod + Default,
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{
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/// The buffer containing the data that will be uploaded to the GPU.
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pub buffer: RawBufferVec<BDI>,
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buffer: RawBufferVec<BDI>,
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/// The main-world entity that each item in
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/// [`InstanceInputUniformBuffer::buffer`] corresponds to.
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/// Indices of slots that are free within the buffer.
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///
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/// This array must have the same length as
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/// [`InstanceInputUniformBuffer::buffer`]. This bookkeeping is needed when
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/// moving the data for an entity in the buffer (which happens when an
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/// entity is removed), so that we can update other data structures with the
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/// new buffer index of that entity.
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pub main_entities: Vec<MainEntity>,
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/// When adding data, we preferentially overwrite these slots first before
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/// growing the buffer itself.
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free_uniform_indices: Vec<u32>,
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}
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impl<BDI> InstanceInputUniformBuffer<BDI>
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where
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BDI: Pod,
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BDI: Pod + Default,
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{
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/// Creates a new, empty buffer.
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pub fn new() -> InstanceInputUniformBuffer<BDI> {
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InstanceInputUniformBuffer {
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buffer: RawBufferVec::new(BufferUsages::STORAGE),
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main_entities: vec![],
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free_uniform_indices: vec![],
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}
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}
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/// Clears the buffer and entity list out.
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pub fn clear(&mut self) {
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self.buffer.clear();
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self.main_entities.clear();
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self.free_uniform_indices.clear();
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}
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/// Returns the [`RawBufferVec`] corresponding to this input uniform buffer.
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#[inline]
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pub fn buffer(&self) -> &RawBufferVec<BDI> {
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&self.buffer
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}
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/// Adds a new piece of buffered data to the uniform buffer and returns its
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/// index.
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pub fn add(&mut self, element: BDI) -> u32 {
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match self.free_uniform_indices.pop() {
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Some(uniform_index) => {
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self.buffer.values_mut()[uniform_index as usize] = element;
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uniform_index
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}
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None => self.buffer.push(element) as u32,
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}
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}
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/// Removes a piece of buffered data from the uniform buffer.
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///
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/// This simply marks the data as free.
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pub fn remove(&mut self, uniform_index: u32) {
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self.free_uniform_indices.push(uniform_index);
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}
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/// Returns the piece of buffered data at the given index.
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pub fn get(&self, uniform_index: u32) -> BDI {
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self.buffer.values()[uniform_index as usize]
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}
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/// Stores a piece of buffered data at the given index.
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pub fn set(&mut self, uniform_index: u32, element: BDI) {
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self.buffer.values_mut()[uniform_index as usize] = element;
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}
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// Ensures that the buffers are nonempty, which the GPU requires before an
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// upload can take place.
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pub fn ensure_nonempty(&mut self) {
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if self.buffer.is_empty() {
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self.buffer.push(default());
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}
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}
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}
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impl<BDI> Default for InstanceInputUniformBuffer<BDI>
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where
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BDI: Pod,
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BDI: Pod + Default,
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{
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fn default() -> Self {
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Self::new()
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@ -360,7 +398,7 @@ impl FromWorld for GpuPreprocessingSupport {
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impl<BD, BDI> BatchedInstanceBuffers<BD, BDI>
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where
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BD: GpuArrayBufferable + Sync + Send + 'static,
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BDI: Pod,
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BDI: Pod + Default,
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{
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/// Creates new buffers.
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pub fn new() -> Self {
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@ -393,7 +431,7 @@ where
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impl<BD, BDI> Default for BatchedInstanceBuffers<BD, BDI>
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where
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BD: GpuArrayBufferable + Sync + Send + 'static,
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BDI: Pod,
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BDI: Pod + Default,
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{
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fn default() -> Self {
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Self::new()
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@ -104,7 +104,7 @@ pub trait GetBatchData {
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pub trait GetFullBatchData: GetBatchData {
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/// The per-instance data that was inserted into the
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/// [`crate::render_resource::BufferVec`] during extraction.
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type BufferInputData: Pod + Sync + Send;
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type BufferInputData: Pod + Default + Sync + Send;
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/// Get the per-instance data to be inserted into the
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/// [`crate::render_resource::GpuArrayBuffer`].
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