use buffers + dynamic offsets for shaderuniforms

This commit is contained in:
Carter Anderson 2020-01-27 01:13:38 -08:00
parent d76b2b032e
commit 36568d91d2
7 changed files with 222 additions and 95 deletions

View file

@ -14,6 +14,14 @@ fn setup(world: &mut World) {
(mesh_storage.add(cube), mesh_storage.add(plane))
};
let mut indices = std::collections::HashMap::new();
indices.insert("StandardMaterial".to_string(), 0);
indices.insert("Object".to_string(), 0);
let mut indices_2 = std::collections::HashMap::new();
indices_2.insert("StandardMaterial".to_string(), 16);
indices_2.insert("Object".to_string(), 64);
world.build()
// plane
// .add_archetype(MeshEntity {
@ -32,25 +40,27 @@ fn setup(world: &mut World) {
uniform_selectors: vec![
uniform_selector::<StandardMaterial>,
uniform_selector::<LocalToWorld>,
]
],
dynamic_uniform_indices: indices,
},
local_to_world: LocalToWorld::identity(),
translation: Translation::new(0.0, 0.0, 1.0),
})
// .add_archetype(NewMeshEntity {
// mesh: cube_handle.clone(),
// material: StandardMaterial {
// albedo: math::vec4(0.0, 1.0, 0.0, 1.0),
// },
// shader_uniforms: ShaderUniforms {
// uniform_selectors: vec![
// uniform_selector::<StandardMaterial>,
// uniform_selector::<LocalToWorld>,
// ]
// },
// local_to_world: LocalToWorld::identity(),
// translation: Translation::new(-2.0, 0.0, 1.0),
// })
.add_archetype(NewMeshEntity {
mesh: cube_handle.clone(),
material: StandardMaterial {
albedo: math::vec4(0.0, 1.0, 0.0, 1.0),
},
shader_uniforms: ShaderUniforms {
uniform_selectors: vec![
uniform_selector::<StandardMaterial>,
uniform_selector::<LocalToWorld>,
],
dynamic_uniform_indices: indices_2,
},
local_to_world: LocalToWorld::identity(),
translation: Translation::new(-2.0, 0.0, 1.0),
})
// light
// .add_archetype(LightEntity {
// light: Light {

View file

@ -19,7 +19,7 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
let mut last_mesh_id = None;
let mesh_query =
<(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
for (_shader_uniforms, mesh) in mesh_query.iter(world) {
for (shader_uniforms, mesh) in mesh_query.iter(world) {
let current_mesh_id = mesh.id;
let mut should_load_mesh = last_mesh_id == None;
@ -42,7 +42,7 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
// TODO: re-getting the mesh isn't necessary. just store the index count
if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
// TODO: validate bind group properties against shader uniform properties at least once
render_pass.setup_bind_groups();
render_pass.setup_bind_groups(&&*shader_uniforms);
render_pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
};

View file

@ -45,7 +45,7 @@ impl ForwardPipelineBuilder for RenderGraphBuilder {
Binding {
name: "Object".to_string(),
bind_type: BindType::Uniform {
dynamic: false,
dynamic: true,
properties: vec![
UniformProperty {
name: "Model".to_string(),
@ -57,7 +57,7 @@ impl ForwardPipelineBuilder for RenderGraphBuilder {
Binding {
name: "StandardMaterial".to_string(),
bind_type: BindType::Uniform {
dynamic: false,
dynamic: true,
properties: vec![
UniformProperty {
name: "Albedo".to_string(),

View file

@ -1,4 +1,4 @@
use crate::{legion::prelude::*, render::render_graph_2::{RenderGraph, ResourceInfo, PipelineDescriptor}};
use crate::{legion::prelude::*, render::render_graph_2::{RenderGraph, ResourceInfo, PipelineDescriptor, ShaderUniforms}};
use std::ops::Range;
pub trait Renderer {
@ -19,5 +19,5 @@ pub trait RenderPass {
fn set_index_buffer(&mut self, name: &str, offset: u64);
fn set_vertex_buffer(&mut self, start_slot: u32, name: &str, offset: u64);
fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>);
fn setup_bind_groups(&mut self);
fn setup_bind_groups(&mut self, shader_uniforms: &ShaderUniforms);
}

View file

@ -27,7 +27,6 @@ impl ResourceProvider for CameraResourceProvider {
camera.update(width, height);
let camera_matrix: [[f32; 4]; 4] =
(camera.view_matrix * local_to_world.0).to_cols_array_2d();
// TODO: use staging buffer here
renderer.create_buffer_with_data(
resource_name::uniform::CAMERA,
camera_matrix.as_bytes(),

View file

@ -3,28 +3,77 @@ use crate::{
borrow::RefMap,
prelude::{Entity, World},
},
render::render_graph_2::{UniformPropertyType, BindType},
math::Vec4,
render::render_graph_2::{BindType, UniformPropertyType},
};
use zerocopy::AsBytes;
use std::collections::HashMap;
use legion::storage::Component;
use zerocopy::AsBytes;
pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
pub struct ShaderUniforms {
// used for distinguishing
pub uniform_selectors: Vec<ShaderUniformSelector>,
pub dynamic_uniform_indices: HashMap<String, u64>,
}
impl<'a> ShaderUniforms {
impl ShaderUniforms {
pub fn new() -> Self {
ShaderUniforms {
uniform_selectors: Vec::new(),
dynamic_uniform_indices: HashMap::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
}
}
pub struct StandardMaterial {
@ -59,50 +108,49 @@ impl GetBytes for Vec4 {
}
pub trait AsUniforms {
fn get_uniform_info(&self) -> &[UniformInfo];
fn get_uniform_infos(&self) -> &[UniformInfo];
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
// TODO: support zero-copy uniforms
// fn get_uniform_value_ref(&self, index: usize) -> &[u8];
// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
}
// pub struct UniformInfo<'a> {
// pub name: &'a str,
// pub
// pub
// }
pub struct UniformInfo<'a> {
pub name: &'a str,
pub bind_type: BindType,
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
})
})
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))
}
// create this from a derive macro
const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[
UniformInfo {
const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
name: "StandardMaterial",
bind_type: BindType::Uniform {
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new()
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new(),
},
}
];
}];
// these are separate from BindType::Uniform{properties} because they need to be const
const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const ST
impl AsUniforms for StandardMaterial {
fn get_uniform_info(&self) -> &[UniformInfo] {
fn get_uniform_infos(&self) -> &[UniformInfo] {
STANDARD_MATERIAL_UNIFORM_INFO
}
@ -111,11 +159,18 @@ impl AsUniforms for StandardMaterial {
}
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
"StandardMaterial" => Some(self.albedo.get_bytes()),
_ => None,
}
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()
// }
@ -128,37 +183,24 @@ impl AsUniforms for StandardMaterial {
// _ => None,
// }
// }
// fn get_selector(&self) -> ShaderMaterialSelector {
// |entity, world| {
// world.get_component::<Self>(entity).map(
// |c: Ref<StandardMaterial>| {
// c.map_into(|s| {
// s as &dyn ShaderMaterial
// })
// }
// )
// }
// }
}
// create this from a derive macro
const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[
UniformInfo {
const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
name: "Object",
bind_type: BindType::Uniform {
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new()
dynamic: false,
// TODO: fill this in with properties
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_info(&self) -> &[UniformInfo] {
fn get_uniform_infos(&self) -> &[UniformInfo] {
LOCAL_TO_WORLD_UNIFORM_INFO
}
@ -167,10 +209,16 @@ impl AsUniforms for bevy_transform::prelude::LocalToWorld {
}
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
_ => None,
}
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,
}
}
// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter()
@ -184,15 +232,4 @@ impl AsUniforms for bevy_transform::prelude::LocalToWorld {
// _ => None,
// }
// }
// fn get_selector(&self) -> ShaderMaterialSelector {
// |entity, world| {
// world.get_component::<Self>(entity).map(
// |c: Ref<StandardMaterial>| {
// c.map_into(|s| {
// s as &dyn ShaderMaterial
// })
// }
// )
// }
// }
}

View file

@ -350,6 +350,71 @@ impl WgpuRenderer {
}
}
}
fn setup_dynamic_entity_shader_uniforms(&mut self, world: &World, render_graph: &RenderGraph, encoder: &mut wgpu::CommandEncoder) {
let mut dynamic_uniform_info = HashMap::new();
// 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:
// (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
for pipeline in render_graph.pipeline_descriptors.values() {
for bind_group in pipeline.pipeline_layout.bind_groups.iter() {
for binding in bind_group.bindings.iter() {
if let None = self.resource_info.get(&binding.name) {
if let BindType::Uniform { .. } = &binding.bind_type {
if dynamic_uniform_info.contains_key(&binding.name) {
continue;
}
dynamic_uniform_info.insert(binding.name.to_string(), UniformInfo {
size: binding.bind_type.get_uniform_size().unwrap(),
count: 0,
});
}
}
}
}
}
// count the number of entities providing each uniform
for (name, info) in dynamic_uniform_info.iter_mut() {
for (entity, shader_uniforms) in <Read<ShaderUniforms>>::query().iter_entities(world) {
if let Some(_) = shader_uniforms.get_uniform_info(world, entity, name) {
info.count += 1;
}
}
}
// allocate uniform buffers
for (name, info) in dynamic_uniform_info.iter() {
// TODO: maybe align to device
let size = info.size * info.count;
println!("{} {} {}", name, info.size, info.count);
self.create_buffer(name, size, wgpu::BufferUsage::COPY_DST | wgpu::BufferUsage::UNIFORM);
}
// copy entity uniform data to buffers
for (name, info) in dynamic_uniform_info.iter_mut() {
let size = info.size * info.count;
let mut current_index = 0;
let mapped = self.device.create_buffer_mapped(size as usize, wgpu::BufferUsage::COPY_SRC);
for ((entity, shader_uniforms), slot) in <Read<ShaderUniforms>>::query().iter_entities(world).zip(mapped.data.chunks_exact_mut(info.size as usize)) {
if let Some(bytes) = shader_uniforms.get_uniform_bytes(world, entity, name) {
slot.copy_from_slice(bytes.as_slice());
}
}
let temp_buffer = mapped.finish();
let uniform_buffer = self.buffers.get(name);
encoder.copy_buffer_to_buffer(&temp_buffer, 0, uniform_buffer.unwrap(), 0, size);
}
}
}
pub struct UniformInfo {
pub size: u64,
pub count: u64,
}
impl Renderer for WgpuRenderer {
@ -401,6 +466,8 @@ impl Renderer for WgpuRenderer {
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
self.setup_dynamic_entity_shader_uniforms(world, render_graph, &mut encoder);
// setup, pipelines, bind groups, and resources
for (pipeline_name, pipeline_descriptor) in render_graph.pipeline_descriptors.iter() {
@ -420,16 +487,16 @@ impl Renderer for WgpuRenderer {
self.setup_bind_group(bind_group);
// TODO: Move this out of the for loop
// copy entity ShaderUniforms to buffers
let shader_uniform_query = <Read<ShaderUniforms>>::query();
for (entity, shader_uniforms) in shader_uniform_query.iter_entities(world) {
self.setup_entity_shader_uniforms(
bind_group,
world,
entity,
&&*shader_uniforms,
&mut encoder,
);
}
// let shader_uniform_query = <Read<ShaderUniforms>>::query();
// for (entity, shader_uniforms) in shader_uniform_query.iter_entities(world) {
// self.setup_entity_shader_uniforms(
// bind_group,
// world,
// entity,
// &&*shader_uniforms,
// &mut encoder,
// );
// }
}
}
@ -543,7 +610,7 @@ impl<'a, 'b, 'c, 'd> RenderPass for WgpuRenderPass<'a, 'b, 'c, 'd> {
}
// TODO: maybe move setup to renderer.setup_bind_groups(&pipeline_desc);
fn setup_bind_groups(&mut self) {
fn setup_bind_groups(&mut self, shader_uniforms: &ShaderUniforms) {
for (i, bind_group) in self
.pipeline_descriptor
.pipeline_layout
@ -556,8 +623,22 @@ impl<'a, 'b, 'c, 'd> RenderPass for WgpuRenderPass<'a, 'b, 'c, 'd> {
bind_group.hash(&mut hasher);
let bind_group_id = hasher.finish();
let bind_group_info = self.renderer.bind_groups.get(&bind_group_id).unwrap();
let mut dynamic_uniform_indices = Vec::new();
for binding in bind_group.bindings.iter() {
if let BindType::Uniform { dynamic, ..} = binding.bind_type {
if !dynamic {
continue;
}
if let Some(index) = shader_uniforms.dynamic_uniform_indices.get(&binding.name) {
dynamic_uniform_indices.push(*index);
}
}
}
self.render_pass
.set_bind_group(i as u32, &bind_group_info.bind_group, &[]);
.set_bind_group(i as u32, &bind_group_info.bind_group, dynamic_uniform_indices.as_slice());
}
}
}