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https://github.com/bevyengine/bevy
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Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199)
This is an adoption of #12670 plus some documentation fixes. See that PR for more details. --- ## Changelog * Renamed `BufferVec` to `RawBufferVec` and added a new `BufferVec` type. ## Migration Guide `BufferVec` has been renamed to `RawBufferVec` and a new similar type has taken the `BufferVec` name. --------- Co-authored-by: Patrick Walton <pcwalton@mimiga.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
This commit is contained in:
parent
64c1c65783
commit
2089a28717
11 changed files with 220 additions and 51 deletions
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@ -331,7 +331,7 @@ pub struct MeshCullingData {
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/// To avoid wasting CPU time in the CPU culling case, this buffer will be empty
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/// if GPU culling isn't in use.
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#[derive(Resource, Deref, DerefMut)]
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pub struct MeshCullingDataBuffer(BufferVec<MeshCullingData>);
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pub struct MeshCullingDataBuffer(RawBufferVec<MeshCullingData>);
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impl MeshUniform {
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pub fn new(mesh_transforms: &MeshTransforms, maybe_lightmap_uv_rect: Option<Rect>) -> Self {
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@ -685,7 +685,7 @@ impl RenderMeshInstanceGpuBuilder {
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self,
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entity: Entity,
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render_mesh_instances: &mut EntityHashMap<RenderMeshInstanceGpu>,
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current_input_buffer: &mut BufferVec<MeshInputUniform>,
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current_input_buffer: &mut RawBufferVec<MeshInputUniform>,
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) -> usize {
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// Push the mesh input uniform.
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let current_uniform_index = current_input_buffer.push(MeshInputUniform {
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@ -742,7 +742,7 @@ impl MeshCullingData {
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impl Default for MeshCullingDataBuffer {
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#[inline]
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fn default() -> Self {
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Self(BufferVec::new(BufferUsages::STORAGE))
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Self(RawBufferVec::new(BufferUsages::STORAGE))
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}
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}
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@ -6,7 +6,7 @@ use bevy_ecs::prelude::*;
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use bevy_render::{
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batching::NoAutomaticBatching,
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mesh::morph::{MeshMorphWeights, MAX_MORPH_WEIGHTS},
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render_resource::{BufferUsages, BufferVec},
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render_resource::{BufferUsages, RawBufferVec},
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renderer::{RenderDevice, RenderQueue},
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view::ViewVisibility,
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Extract,
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@ -23,13 +23,13 @@ pub struct MorphIndices(EntityHashMap<MorphIndex>);
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#[derive(Resource)]
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pub struct MorphUniform {
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pub buffer: BufferVec<f32>,
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pub buffer: RawBufferVec<f32>,
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}
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impl Default for MorphUniform {
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fn default() -> Self {
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Self {
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buffer: BufferVec::new(BufferUsages::UNIFORM),
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buffer: RawBufferVec::new(BufferUsages::UNIFORM),
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}
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}
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}
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@ -53,14 +53,14 @@ const fn can_align(step: usize, target: usize) -> bool {
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const WGPU_MIN_ALIGN: usize = 256;
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/// Align a [`BufferVec`] to `N` bytes by padding the end with `T::default()` values.
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fn add_to_alignment<T: NoUninit + Default>(buffer: &mut BufferVec<T>) {
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/// Align a [`RawBufferVec`] to `N` bytes by padding the end with `T::default()` values.
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fn add_to_alignment<T: NoUninit + Default>(buffer: &mut RawBufferVec<T>) {
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let n = WGPU_MIN_ALIGN;
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let t_size = mem::size_of::<T>();
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if !can_align(n, t_size) {
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// This panic is stripped at compile time, due to n, t_size and can_align being const
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panic!(
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"BufferVec should contain only types with a size multiple or divisible by {n}, \
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"RawBufferVec should contain only types with a size multiple or divisible by {n}, \
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{} has a size of {t_size}, which is neither multiple or divisible by {n}",
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std::any::type_name::<T>()
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);
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@ -6,7 +6,7 @@ use bevy_math::Mat4;
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use bevy_render::{
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batching::NoAutomaticBatching,
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mesh::skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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render_resource::{BufferUsages, BufferVec},
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render_resource::{BufferUsages, RawBufferVec},
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renderer::{RenderDevice, RenderQueue},
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view::ViewVisibility,
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Extract,
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@ -36,13 +36,13 @@ pub struct SkinIndices(EntityHashMap<SkinIndex>);
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// Notes on implementation: see comment on top of the `extract_skins` system.
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#[derive(Resource)]
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pub struct SkinUniform {
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pub buffer: BufferVec<Mat4>,
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pub buffer: RawBufferVec<Mat4>,
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}
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impl Default for SkinUniform {
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fn default() -> Self {
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Self {
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buffer: BufferVec::new(BufferUsages::UNIFORM),
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buffer: RawBufferVec::new(BufferUsages::UNIFORM),
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}
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}
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}
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@ -21,7 +21,7 @@ use crate::{
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BinnedPhaseItem, BinnedRenderPhase, BinnedRenderPhaseBatch, CachedRenderPipelinePhaseItem,
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PhaseItemExtraIndex, SortedPhaseItem, SortedRenderPhase, UnbatchableBinnedEntityIndices,
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},
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render_resource::{BufferVec, GpuArrayBufferable, UninitBufferVec},
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render_resource::{BufferVec, GpuArrayBufferable, RawBufferVec, UninitBufferVec},
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renderer::{RenderAdapter, RenderDevice, RenderQueue},
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view::{GpuCulling, ViewTarget},
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Render, RenderApp, RenderSet,
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@ -101,7 +101,7 @@ where
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/// The uniform data inputs for the current frame.
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///
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/// These are uploaded during the extraction phase.
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pub current_input_buffer: BufferVec<BDI>,
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pub current_input_buffer: RawBufferVec<BDI>,
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/// The uniform data inputs for the previous frame.
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///
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@ -110,7 +110,7 @@ where
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/// can spawn or despawn between frames. Instead, each current buffer
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/// data input uniform is expected to contain the index of the
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/// corresponding buffer data input uniform in this list.
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pub previous_input_buffer: BufferVec<BDI>,
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pub previous_input_buffer: RawBufferVec<BDI>,
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}
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/// The buffer of GPU preprocessing work items for a single view.
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@ -247,8 +247,8 @@ where
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BatchedInstanceBuffers {
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data_buffer: UninitBufferVec::new(BufferUsages::STORAGE),
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work_item_buffers: EntityHashMap::default(),
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current_input_buffer: BufferVec::new(BufferUsages::STORAGE),
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previous_input_buffer: BufferVec::new(BufferUsages::STORAGE),
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current_input_buffer: RawBufferVec::new(BufferUsages::STORAGE),
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previous_input_buffer: RawBufferVec::new(BufferUsages::STORAGE),
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}
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}
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@ -1,11 +1,15 @@
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use std::marker::PhantomData;
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use std::{iter, marker::PhantomData};
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use crate::{
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render_resource::Buffer,
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renderer::{RenderDevice, RenderQueue},
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};
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use bytemuck::{must_cast_slice, NoUninit};
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use wgpu::BufferUsages;
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use encase::{
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internal::{WriteInto, Writer},
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ShaderType,
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};
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use wgpu::{BufferAddress, BufferUsages};
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use super::GpuArrayBufferable;
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@ -19,9 +23,9 @@ use super::GpuArrayBufferable;
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/// Index, vertex, and instance-rate vertex buffers have no alignment nor padding requirements and
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/// so this helper type is a good choice for them.
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///
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/// The contained data is stored in system RAM. Calling [`reserve`](BufferVec::reserve)
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/// The contained data is stored in system RAM. Calling [`reserve`](RawBufferVec::reserve)
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/// allocates VRAM from the [`RenderDevice`].
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/// [`write_buffer`](BufferVec::write_buffer) queues copying of the data
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/// [`write_buffer`](RawBufferVec::write_buffer) queues copying of the data
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/// from system RAM to VRAM.
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///
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/// Other options for storing GPU-accessible data are:
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@ -32,7 +36,7 @@ use super::GpuArrayBufferable;
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/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
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/// * [`BufferVec`]
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/// * [`Texture`](crate::render_resource::Texture)
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pub struct BufferVec<T: NoUninit> {
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pub struct RawBufferVec<T: NoUninit> {
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values: Vec<T>,
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buffer: Option<Buffer>,
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capacity: usize,
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@ -42,7 +46,7 @@ pub struct BufferVec<T: NoUninit> {
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label_changed: bool,
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}
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impl<T: NoUninit> BufferVec<T> {
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impl<T: NoUninit> RawBufferVec<T> {
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pub const fn new(buffer_usage: BufferUsages) -> Self {
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Self {
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values: Vec::new(),
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@ -81,7 +85,7 @@ impl<T: NoUninit> BufferVec<T> {
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index
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}
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pub fn append(&mut self, other: &mut BufferVec<T>) {
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pub fn append(&mut self, other: &mut RawBufferVec<T>) {
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self.values.append(&mut other.values);
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}
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@ -108,7 +112,7 @@ impl<T: NoUninit> BufferVec<T> {
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/// once it is done using them (typically 1-2 frames).
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///
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/// In addition to any [`BufferUsages`] provided when
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/// the `BufferVec` was created, the buffer on the [`RenderDevice`]
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/// the `RawBufferVec` was created, the buffer on the [`RenderDevice`]
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/// is marked as [`BufferUsages::COPY_DST`](BufferUsages).
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pub fn reserve(&mut self, capacity: usize, device: &RenderDevice) {
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if capacity > self.capacity || self.label_changed {
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@ -116,7 +120,7 @@ impl<T: NoUninit> BufferVec<T> {
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let size = self.item_size * capacity;
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self.buffer = Some(device.create_buffer(&wgpu::BufferDescriptor {
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label: self.label.as_deref(),
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size: size as wgpu::BufferAddress,
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size: size as BufferAddress,
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usage: BufferUsages::COPY_DST | self.buffer_usage,
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mapped_at_creation: false,
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}));
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@ -127,7 +131,7 @@ impl<T: NoUninit> BufferVec<T> {
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/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`]
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/// and the provided [`RenderQueue`].
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///
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/// Before queuing the write, a [`reserve`](BufferVec::reserve) operation
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/// Before queuing the write, a [`reserve`](RawBufferVec::reserve) operation
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/// is executed.
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pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
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if self.values.is_empty() {
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@ -158,20 +162,177 @@ impl<T: NoUninit> BufferVec<T> {
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}
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}
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impl<T: NoUninit> Extend<T> for BufferVec<T> {
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impl<T: NoUninit> Extend<T> for RawBufferVec<T> {
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#[inline]
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fn extend<I: IntoIterator<Item = T>>(&mut self, iter: I) {
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self.values.extend(iter);
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}
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}
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/// Like [`RawBufferVec`], but doesn't require that the data type `T` be
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/// [`NoUninit`].
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///
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/// This is a high-performance data structure that you should use whenever
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/// possible if your data is more complex than is suitable for [`RawBufferVec`].
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/// The [`ShaderType`] trait from the `encase` library is used to ensure that
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/// the data is correctly aligned for use by the GPU.
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///
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/// For performance reasons, unlike [`RawBufferVec`], this type doesn't allow
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/// CPU access to the data after it's been added via [`BufferVec::push`]. If you
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/// need CPU access to the data, consider another type, such as
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/// [`StorageBuffer`].
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pub struct BufferVec<T>
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where
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T: ShaderType + WriteInto,
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{
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data: Vec<u8>,
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buffer: Option<Buffer>,
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capacity: usize,
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buffer_usage: BufferUsages,
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label: Option<String>,
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label_changed: bool,
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phantom: PhantomData<T>,
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}
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impl<T> BufferVec<T>
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where
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T: ShaderType + WriteInto,
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{
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/// Creates a new [`BufferVec`] with the given [`BufferUsages`].
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pub const fn new(buffer_usage: BufferUsages) -> Self {
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Self {
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data: vec![],
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buffer: None,
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capacity: 0,
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buffer_usage,
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label: None,
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label_changed: false,
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phantom: PhantomData,
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}
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}
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/// Returns a handle to the buffer, if the data has been uploaded.
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#[inline]
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pub fn buffer(&self) -> Option<&Buffer> {
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self.buffer.as_ref()
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}
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/// Returns the amount of space that the GPU will use before reallocating.
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#[inline]
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pub fn capacity(&self) -> usize {
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self.capacity
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}
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/// Returns the number of items that have been pushed to this buffer.
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#[inline]
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pub fn len(&self) -> usize {
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self.data.len() / u64::from(T::min_size()) as usize
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}
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/// Returns true if the buffer is empty.
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#[inline]
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pub fn is_empty(&self) -> bool {
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self.data.is_empty()
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}
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/// Adds a new value and returns its index.
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pub fn push(&mut self, value: T) -> usize {
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let element_size = u64::from(T::min_size()) as usize;
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let offset = self.data.len();
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// TODO: Consider using unsafe code to push uninitialized, to prevent
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// the zeroing. It shows up in profiles.
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self.data.extend(iter::repeat(0).take(element_size));
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// Take a slice of the new data for `write_into` to use. This is
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// important: it hoists the bounds check up here so that the compiler
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// can eliminate all the bounds checks that `write_into` will emit.
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let mut dest = &mut self.data[offset..(offset + element_size)];
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value.write_into(&mut Writer::new(&value, &mut dest, 0).unwrap());
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offset / u64::from(T::min_size()) as usize
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}
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/// Changes the debugging label of the buffer.
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///
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/// The next time the buffer is updated (via [`reserve`]), Bevy will inform
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/// the driver of the new label.
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pub fn set_label(&mut self, label: Option<&str>) {
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let label = label.map(str::to_string);
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if label != self.label {
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self.label_changed = true;
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}
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self.label = label;
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}
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/// Returns the label
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pub fn get_label(&self) -> Option<&str> {
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self.label.as_deref()
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}
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/// Creates a [`Buffer`] on the [`RenderDevice`] with size
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/// at least `std::mem::size_of::<T>() * capacity`, unless such a buffer already exists.
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///
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/// If a [`Buffer`] exists, but is too small, references to it will be discarded,
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/// and a new [`Buffer`] will be created. Any previously created [`Buffer`]s
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/// that are no longer referenced will be deleted by the [`RenderDevice`]
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/// once it is done using them (typically 1-2 frames).
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///
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/// In addition to any [`BufferUsages`] provided when
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/// the `BufferVec` was created, the buffer on the [`RenderDevice`]
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/// is marked as [`BufferUsages::COPY_DST`](BufferUsages).
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pub fn reserve(&mut self, capacity: usize, device: &RenderDevice) {
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if capacity <= self.capacity && !self.label_changed {
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return;
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}
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self.capacity = capacity;
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let size = u64::from(T::min_size()) as usize * capacity;
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self.buffer = Some(device.create_buffer(&wgpu::BufferDescriptor {
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label: self.label.as_deref(),
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size: size as BufferAddress,
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usage: BufferUsages::COPY_DST | self.buffer_usage,
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mapped_at_creation: false,
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}));
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self.label_changed = false;
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}
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/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`]
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/// and the provided [`RenderQueue`].
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///
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/// Before queuing the write, a [`reserve`](BufferVec::reserve) operation is
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/// executed.
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pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
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if self.data.is_empty() {
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return;
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}
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self.reserve(self.data.len() / u64::from(T::min_size()) as usize, device);
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let Some(buffer) = &self.buffer else { return };
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queue.write_buffer(buffer, 0, &self.data);
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}
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/// Reduces the length of the buffer.
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pub fn truncate(&mut self, len: usize) {
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self.data.truncate(u64::from(T::min_size()) as usize * len);
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}
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/// Removes all elements from the buffer.
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pub fn clear(&mut self) {
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self.data.clear();
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}
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}
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/// Like a [`BufferVec`], but only reserves space on the GPU for elements
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/// instead of initializing them CPU-side.
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///
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/// This type is useful when you're accumulating "output slots" for a GPU
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/// compute shader to write into.
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///
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/// The type `T` need not be [`NoUninit`], unlike [`BufferVec`]; it only has to
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/// The type `T` need not be [`NoUninit`], unlike [`RawBufferVec`]; it only has to
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/// be [`GpuArrayBufferable`].
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pub struct UninitBufferVec<T>
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where
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|
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@ -1,6 +1,6 @@
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use super::{
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binding_types::{storage_buffer_read_only, uniform_buffer_sized},
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BindGroupLayoutEntryBuilder, StorageBuffer,
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BindGroupLayoutEntryBuilder, BufferVec,
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};
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use crate::{
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render_resource::batched_uniform_buffer::BatchedUniformBuffer,
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|
@ -10,7 +10,7 @@ use bevy_ecs::{prelude::Component, system::Resource};
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use encase::{private::WriteInto, ShaderSize, ShaderType};
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use nonmax::NonMaxU32;
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use std::marker::PhantomData;
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use wgpu::BindingResource;
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use wgpu::{BindingResource, BufferUsages};
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/// Trait for types able to go in a [`GpuArrayBuffer`].
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pub trait GpuArrayBufferable: ShaderType + ShaderSize + WriteInto + Clone {}
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@ -18,21 +18,23 @@ impl<T: ShaderType + ShaderSize + WriteInto + Clone> GpuArrayBufferable for T {}
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|
||||
/// Stores an array of elements to be transferred to the GPU and made accessible to shaders as a read-only array.
|
||||
///
|
||||
/// On platforms that support storage buffers, this is equivalent to [`StorageBuffer<Vec<T>>`].
|
||||
/// Otherwise, this falls back to a dynamic offset uniform buffer with the largest
|
||||
/// array of T that fits within a uniform buffer binding (within reasonable limits).
|
||||
/// On platforms that support storage buffers, this is equivalent to
|
||||
/// [`BufferVec<T>`]. Otherwise, this falls back to a dynamic offset
|
||||
/// uniform buffer with the largest array of T that fits within a uniform buffer
|
||||
/// binding (within reasonable limits).
|
||||
///
|
||||
/// Other options for storing GPU-accessible data are:
|
||||
/// * [`StorageBuffer`]
|
||||
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
|
||||
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
|
||||
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
|
||||
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
|
||||
/// * [`BufferVec`](crate::render_resource::BufferVec)
|
||||
/// * [`Texture`](crate::render_resource::Texture)
|
||||
#[derive(Resource)]
|
||||
pub enum GpuArrayBuffer<T: GpuArrayBufferable> {
|
||||
Uniform(BatchedUniformBuffer<T>),
|
||||
Storage(StorageBuffer<Vec<T>>),
|
||||
Storage(BufferVec<T>),
|
||||
}
|
||||
|
||||
impl<T: GpuArrayBufferable> GpuArrayBuffer<T> {
|
||||
|
@ -41,14 +43,14 @@ impl<T: GpuArrayBufferable> GpuArrayBuffer<T> {
|
|||
if limits.max_storage_buffers_per_shader_stage == 0 {
|
||||
GpuArrayBuffer::Uniform(BatchedUniformBuffer::new(&limits))
|
||||
} else {
|
||||
GpuArrayBuffer::Storage(StorageBuffer::default())
|
||||
GpuArrayBuffer::Storage(BufferVec::new(BufferUsages::STORAGE))
|
||||
}
|
||||
}
|
||||
|
||||
pub fn clear(&mut self) {
|
||||
match self {
|
||||
GpuArrayBuffer::Uniform(buffer) => buffer.clear(),
|
||||
GpuArrayBuffer::Storage(buffer) => buffer.get_mut().clear(),
|
||||
GpuArrayBuffer::Storage(buffer) => buffer.clear(),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -56,9 +58,7 @@ impl<T: GpuArrayBufferable> GpuArrayBuffer<T> {
|
|||
match self {
|
||||
GpuArrayBuffer::Uniform(buffer) => buffer.push(value),
|
||||
GpuArrayBuffer::Storage(buffer) => {
|
||||
let buffer = buffer.get_mut();
|
||||
let index = buffer.len() as u32;
|
||||
buffer.push(value);
|
||||
let index = buffer.push(value) as u32;
|
||||
GpuArrayBufferIndex {
|
||||
index,
|
||||
dynamic_offset: None,
|
||||
|
@ -91,7 +91,9 @@ impl<T: GpuArrayBufferable> GpuArrayBuffer<T> {
|
|||
pub fn binding(&self) -> Option<BindingResource> {
|
||||
match self {
|
||||
GpuArrayBuffer::Uniform(buffer) => buffer.binding(),
|
||||
GpuArrayBuffer::Storage(buffer) => buffer.binding(),
|
||||
GpuArrayBuffer::Storage(buffer) => {
|
||||
buffer.buffer().map(|buffer| buffer.as_entire_binding())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -24,6 +24,8 @@ use wgpu::{util::BufferInitDescriptor, BindingResource, BufferBinding, BufferUsa
|
|||
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
|
||||
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
|
||||
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
|
||||
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
|
||||
/// * [`BufferVec`](crate::render_resource::BufferVec)
|
||||
/// * [`BufferVec`](crate::render_resource::BufferVec)
|
||||
/// * [`Texture`](crate::render_resource::Texture)
|
||||
///
|
||||
|
@ -154,6 +156,8 @@ impl<T: ShaderType + WriteInto> StorageBuffer<T> {
|
|||
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
|
||||
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
|
||||
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
|
||||
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
|
||||
/// * [`BufferVec`](crate::render_resource::BufferVec)
|
||||
/// * [`BufferVec`](crate::render_resource::BufferVec)
|
||||
/// * [`Texture`](crate::render_resource::Texture)
|
||||
///
|
||||
|
|
|
@ -31,6 +31,7 @@ use super::IntoBinding;
|
|||
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
|
||||
/// * [`DynamicUniformBuffer`]
|
||||
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
|
||||
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
|
||||
/// * [`BufferVec`](crate::render_resource::BufferVec)
|
||||
/// * [`Texture`](crate::render_resource::Texture)
|
||||
///
|
||||
|
@ -168,6 +169,7 @@ impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a UniformBuffer<T> {
|
|||
/// * [`UniformBuffer`]
|
||||
/// * [`DynamicUniformBuffer`]
|
||||
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
|
||||
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
|
||||
/// * [`BufferVec`](crate::render_resource::BufferVec)
|
||||
/// * [`Texture`](crate::render_resource::Texture)
|
||||
///
|
||||
|
|
|
@ -413,16 +413,16 @@ impl SpriteInstance {
|
|||
#[derive(Resource)]
|
||||
pub struct SpriteMeta {
|
||||
view_bind_group: Option<BindGroup>,
|
||||
sprite_index_buffer: BufferVec<u32>,
|
||||
sprite_instance_buffer: BufferVec<SpriteInstance>,
|
||||
sprite_index_buffer: RawBufferVec<u32>,
|
||||
sprite_instance_buffer: RawBufferVec<SpriteInstance>,
|
||||
}
|
||||
|
||||
impl Default for SpriteMeta {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
view_bind_group: None,
|
||||
sprite_index_buffer: BufferVec::<u32>::new(BufferUsages::INDEX),
|
||||
sprite_instance_buffer: BufferVec::<SpriteInstance>::new(BufferUsages::VERTEX),
|
||||
sprite_index_buffer: RawBufferVec::<u32>::new(BufferUsages::INDEX),
|
||||
sprite_instance_buffer: RawBufferVec::<SpriteInstance>::new(BufferUsages::VERTEX),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -834,16 +834,16 @@ struct UiVertex {
|
|||
|
||||
#[derive(Resource)]
|
||||
pub struct UiMeta {
|
||||
vertices: BufferVec<UiVertex>,
|
||||
indices: BufferVec<u32>,
|
||||
vertices: RawBufferVec<UiVertex>,
|
||||
indices: RawBufferVec<u32>,
|
||||
view_bind_group: Option<BindGroup>,
|
||||
}
|
||||
|
||||
impl Default for UiMeta {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
vertices: BufferVec::new(BufferUsages::VERTEX),
|
||||
indices: BufferVec::new(BufferUsages::INDEX),
|
||||
vertices: RawBufferVec::new(BufferUsages::VERTEX),
|
||||
indices: RawBufferVec::new(BufferUsages::INDEX),
|
||||
view_bind_group: None,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -91,7 +91,7 @@ where
|
|||
|
||||
#[derive(Resource)]
|
||||
pub struct UiMaterialMeta<M: UiMaterial> {
|
||||
vertices: BufferVec<UiMaterialVertex>,
|
||||
vertices: RawBufferVec<UiMaterialVertex>,
|
||||
view_bind_group: Option<BindGroup>,
|
||||
marker: PhantomData<M>,
|
||||
}
|
||||
|
@ -99,7 +99,7 @@ pub struct UiMaterialMeta<M: UiMaterial> {
|
|||
impl<M: UiMaterial> Default for UiMaterialMeta<M> {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
vertices: BufferVec::new(BufferUsages::VERTEX),
|
||||
vertices: RawBufferVec::new(BufferUsages::VERTEX),
|
||||
view_bind_group: Default::default(),
|
||||
marker: PhantomData,
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue