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Spirv passthrough main (adopted, part deux) (#15352)
**Note:** This is an adoption of @Shfty 's adoption (#8131) of #3996! All I've done is updated the branch and run the docs CI. > **Note:** This is an adoption of #3996, originally authored by @molikto > > # Objective > Allow use of `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` and the corresponding `wgpu::Device::create_shader_module_spirv` for SPIR-V shader assets. > > This enables use-cases where naga is not sufficient to load a given (valid) SPIR-V module, i.e. cases where naga lacks support for a given SPIR-V feature employed by a third-party codegen backend like `rust-gpu`. > > ## Solution > * Reimplemented the changes from [Spirv shader bypass #3996](https://github.com/bevyengine/bevy/pull/3996), on account of the original branch having been deleted. > * Documented the new `spirv_shader_passthrough` feature flag with the appropriate platform support context from [wgpu's documentation](https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.SPIRV_SHADER_PASSTHROUGH). > > ## Changelog > * Adds a `spirv_shader_passthrough` feature flag to the following crates: > > * `bevy` > * `bevy_internal` > * `bevy_render` > * Extends `RenderDevice::create_shader_module` with a conditional call to `wgpu::Device::create_shader_module_spirv` if `spirv_shader_passthrough` is enabled and `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` is present for the current platform. > * Documents the relevant `wgpu` platform support in `docs/cargo_features.md` --------- Co-authored-by: Josh Palmer <1253239+Shfty@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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@ -164,6 +164,9 @@ bevy_gizmos = ["bevy_internal/bevy_gizmos", "bevy_color"]
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# Provides a collection of developer tools
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# Provides a collection of developer tools
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bevy_dev_tools = ["bevy_internal/bevy_dev_tools"]
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bevy_dev_tools = ["bevy_internal/bevy_dev_tools"]
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# Enable passthrough loading for SPIR-V shaders (Only supported on Vulkan, shader capabilities and extensions must agree with the platform implementation)
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spirv_shader_passthrough = ["bevy_internal/spirv_shader_passthrough"]
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# Tracing support, saving a file in Chrome Tracing format
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# Tracing support, saving a file in Chrome Tracing format
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trace_chrome = ["trace", "bevy_internal/trace_chrome"]
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trace_chrome = ["trace", "bevy_internal/trace_chrome"]
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@ -44,6 +44,9 @@ ktx2 = ["bevy_render/ktx2"]
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zlib = ["bevy_render/zlib"]
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zlib = ["bevy_render/zlib"]
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zstd = ["bevy_render/zstd"]
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zstd = ["bevy_render/zstd"]
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# Enable SPIR-V passthrough
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spirv_shader_passthrough = ["bevy_render/spirv_shader_passthrough"]
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# Include tonemapping LUT KTX2 files.
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# Include tonemapping LUT KTX2 files.
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tonemapping_luts = ["bevy_core_pipeline/tonemapping_luts"]
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tonemapping_luts = ["bevy_core_pipeline/tonemapping_luts"]
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@ -27,6 +27,9 @@ shader_format_spirv = ["wgpu/spirv", "naga/spv-in", "naga/spv-out"]
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zlib = ["flate2"]
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zlib = ["flate2"]
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zstd = ["ruzstd"]
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zstd = ["ruzstd"]
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# Enable SPIR-V shader passthrough
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spirv_shader_passthrough = []
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trace = ["profiling"]
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trace = ["profiling"]
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tracing-tracy = []
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tracing-tracy = []
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ci_limits = []
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ci_limits = []
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@ -49,6 +49,28 @@ impl RenderDevice {
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/// Creates a [`ShaderModule`](wgpu::ShaderModule) from either SPIR-V or WGSL source code.
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/// Creates a [`ShaderModule`](wgpu::ShaderModule) from either SPIR-V or WGSL source code.
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#[inline]
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#[inline]
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pub fn create_shader_module(&self, desc: wgpu::ShaderModuleDescriptor) -> wgpu::ShaderModule {
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pub fn create_shader_module(&self, desc: wgpu::ShaderModuleDescriptor) -> wgpu::ShaderModule {
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#[cfg(feature = "spirv_shader_passthrough")]
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match &desc.source {
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wgpu::ShaderSource::SpirV(source)
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if self
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.features()
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.contains(wgpu::Features::SPIRV_SHADER_PASSTHROUGH) =>
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{
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// SAFETY:
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// This call passes binary data to the backend as-is and can potentially result in a driver crash or bogus behaviour.
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// No attempt is made to ensure that data is valid SPIR-V.
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unsafe {
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self.device
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.create_shader_module_spirv(&wgpu::ShaderModuleDescriptorSpirV {
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label: desc.label,
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source: source.clone(),
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})
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}
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}
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_ => self.device.create_shader_module(desc),
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}
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#[cfg(not(feature = "spirv_shader_passthrough"))]
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self.device.create_shader_module(desc)
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self.device.create_shader_module(desc)
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}
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}
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@ -78,6 +78,7 @@ The default feature set enables most of the expected features of a game engine,
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|serialize|Enable serialization support through serde|
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|serialize|Enable serialization support through serde|
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|shader_format_glsl|Enable support for shaders in GLSL|
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|shader_format_glsl|Enable support for shaders in GLSL|
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|shader_format_spirv|Enable support for shaders in SPIR-V|
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|shader_format_spirv|Enable support for shaders in SPIR-V|
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|spirv_shader_passthrough|Enable passthrough loading for SPIR-V shaders (Only supported on Vulkan, shader capabilities and extensions must agree with the platform implementation)|
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|symphonia-aac|AAC audio format support (through symphonia)|
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|symphonia-aac|AAC audio format support (through symphonia)|
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|symphonia-all|AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)|
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|symphonia-all|AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)|
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|symphonia-flac|FLAC audio format support (through symphonia)|
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|symphonia-flac|FLAC audio format support (through symphonia)|
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