mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
render: move dynamic_bindings to PipelineSpecialization
This is a temporary step back in ergonomics as we are no longer automatically inferring dynamic bindings from RenderResourceBindings
This commit is contained in:
parent
0931fd0266
commit
74d0055a3d
9 changed files with 171 additions and 54 deletions
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@ -1,14 +1,16 @@
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use crate::{light::Light, material::StandardMaterial};
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use crate::{light::Light, material::StandardMaterial, pipelines::FORWARD_PIPELINE_HANDLE};
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use bevy_asset::Handle;
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use bevy_derive::EntityArchetype;
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use bevy_render::{draw::Draw, mesh::Mesh, pipeline::RenderPipelines};
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use bevy_render::{
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draw::Draw,
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mesh::Mesh,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
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};
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use bevy_transform::prelude::{Rotation, Scale, Transform, Translation};
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#[derive(EntityArchetype, Default)]
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#[derive(EntityArchetype)]
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pub struct MeshEntity {
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// #[tag]
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pub mesh: Handle<Mesh>,
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// #[tag]
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pub material: Handle<StandardMaterial>,
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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@ -18,6 +20,38 @@ pub struct MeshEntity {
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pub scale: Scale,
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}
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impl Default for MeshEntity {
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fn default() -> Self {
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Self {
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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FORWARD_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 1,
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binding: 0,
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},
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// StandardMaterial_albedo
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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],
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..Default::default()
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},
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)]),
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mesh: Default::default(),
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material: Default::default(),
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draw: Default::default(),
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transform: Default::default(),
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translation: Default::default(),
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rotation: Default::default(),
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scale: Default::default(),
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}
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}
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}
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#[derive(EntityArchetype, Default)]
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pub struct LightEntity {
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pub light: Light,
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@ -1,4 +1,4 @@
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use crate::{material::StandardMaterial, nodes::LightsNode, pipelines::build_forward_pipeline};
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use crate::{material::StandardMaterial, nodes::LightsNode, pipelines::{FORWARD_PIPELINE_HANDLE, build_forward_pipeline}};
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use bevy_asset::Assets;
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use bevy_render::{
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base_render_graph,
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@ -36,7 +36,7 @@ impl ForwardPbrRenderGraphBuilder for RenderGraph {
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self.add_system_node(node::LIGHTS, LightsNode::new(10));
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let mut shaders = resources.get_mut::<Assets<Shader>>().unwrap();
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let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();
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pipelines.add_default(build_forward_pipeline(&mut shaders));
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pipelines.set(FORWARD_PIPELINE_HANDLE, build_forward_pipeline(&mut shaders));
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// TODO: replace these with "autowire" groups
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self.add_node_edge(node::STANDARD_MATERIAL, base_render_graph::node::MAIN_PASS)
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@ -1,4 +1,4 @@
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use bevy_asset::Assets;
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use bevy_asset::{Handle, Assets};
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use bevy_render::{
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pipeline::{
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state_descriptors::{
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@ -12,6 +12,8 @@ use bevy_render::{
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texture::TextureFormat,
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};
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pub const FORWARD_PIPELINE_HANDLE: Handle<PipelineDescriptor> =
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Handle::from_u128(131483623140127713893804825450360211204);
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pub fn build_forward_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
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PipelineDescriptor {
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rasterization_state: Some(RasterizationStateDescriptor {
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@ -4,10 +4,9 @@ use super::{
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CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace, IndexFormat,
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PrimitiveTopology, RasterizationStateDescriptor, StencilStateFaceDescriptor,
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},
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BindType, PipelineLayout, VertexBufferDescriptors,
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BindType, DynamicBinding, PipelineLayout, VertexBufferDescriptors,
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};
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use crate::{
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render_resource::{RenderResourceBinding, RenderResourceBindings},
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shader::{Shader, ShaderStages},
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texture::TextureFormat,
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};
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@ -119,17 +118,16 @@ impl PipelineDescriptor {
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/// If `bevy_conventions` is true, it will be assumed that the shader follows "bevy shader conventions". These allow
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/// richer reflection, such as inferred Vertex Buffer names and inferred instancing.
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///
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/// If `dynamic_bindings` has values, shader uniforms will be set to "dynamic" if there is a matching binding in the list
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///
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/// If `vertex_buffer_descriptors` is set, the pipeline's vertex buffers
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/// will inherit their layouts from global descriptors, otherwise the layout will be assumed to be complete / local.
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///
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/// If `render_resource_bindings` is set, shader uniforms will be set to "dynamic" if there is a matching "dynamic uniform"
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/// render resource.
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pub fn reflect_layout(
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&mut self,
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shaders: &Assets<Shader>,
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bevy_conventions: bool,
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vertex_buffer_descriptors: Option<&VertexBufferDescriptors>,
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render_resource_bindings: Option<&RenderResourceBindings>,
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dynamic_bindings: &[DynamicBinding],
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) {
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let vertex_spirv = shaders.get(&self.shader_stages.vertex).unwrap();
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let fragment_spirv = self
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@ -148,18 +146,16 @@ impl PipelineDescriptor {
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layout.sync_vertex_buffer_descriptors(vertex_buffer_descriptors);
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}
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if let Some(render_resource_bindings) = render_resource_bindings {
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if !dynamic_bindings.is_empty() {
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// set binding uniforms to dynamic if render resource bindings use dynamic
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// TODO: this breaks down if different bindings have different "dynamic" status or if the dynamic status changes.
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// the fix would be to add "dynamic bindings" to the existing shader_def sets. this would ensure new pipelines are generated
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// for all permutations of dynamic/non-dynamic
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for bind_group in layout.bind_groups.iter_mut() {
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for binding in bind_group.bindings.iter_mut() {
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if let Some(RenderResourceBinding::Buffer {
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dynamic_index: Some(_),
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..
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}) = render_resource_bindings.get(&binding.name)
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{
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let current = DynamicBinding {
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bind_group: bind_group.index,
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binding: binding.index,
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};
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if dynamic_bindings.contains(¤t) {
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if let BindType::Uniform {
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ref mut dynamic, ..
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} = binding.bind_type
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@ -3,18 +3,19 @@ use super::{
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VertexBufferDescriptors,
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};
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use crate::{
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render_resource::RenderResourceBindings,
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renderer::RenderResourceContext,
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shader::{Shader, ShaderSource},
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};
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use bevy_asset::{Assets, Handle};
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use bevy_asset::{Assets, Handle, AssetEvent};
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use legion::prelude::*;
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use std::collections::{HashMap, HashSet};
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use bevy_app::Events;
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#[derive(Clone, Eq, PartialEq, Debug, Default)]
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pub struct PipelineSpecialization {
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pub shader_specialization: ShaderSpecialization,
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pub primitive_topology: PrimitiveTopology,
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pub dynamic_bindings: Vec<DynamicBinding>,
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}
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#[derive(Clone, Eq, PartialEq, Debug, Default)]
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@ -32,7 +33,12 @@ struct SpecializedPipeline {
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specialization: PipelineSpecialization,
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}
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// TODO: consider using (Typeid, fieldinfo.index) in place of string for hashes
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#[derive(Clone, Eq, PartialEq, Debug, Default)]
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pub struct DynamicBinding {
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pub bind_group: u32,
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pub binding: u32,
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}
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#[derive(Default)]
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pub struct PipelineCompiler {
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specialized_shaders: HashMap<Handle<Shader>, Vec<SpecializedShader>>,
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@ -92,7 +98,6 @@ impl PipelineCompiler {
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source_pipeline: Handle<PipelineDescriptor>,
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vertex_buffer_descriptors: &VertexBufferDescriptors,
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pipeline_specialization: &PipelineSpecialization,
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render_resource_bindings: &RenderResourceBindings,
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) -> Handle<PipelineDescriptor> {
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let source_descriptor = pipelines.get(&source_pipeline).unwrap();
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let mut specialized_descriptor = source_descriptor.clone();
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@ -117,7 +122,7 @@ impl PipelineCompiler {
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shaders,
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true,
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Some(vertex_buffer_descriptors),
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Some(render_resource_bindings),
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&pipeline_specialization.dynamic_bindings,
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);
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specialized_descriptor.primitive_topology = pipeline_specialization.primitive_topology;
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@ -176,7 +181,6 @@ impl PipelineCompiler {
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source_pipeline,
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vertex_buffer_descriptors,
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&render_pipeline.specialization,
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&render_pipelines.bindings,
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)
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};
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@ -213,15 +217,15 @@ pub fn compile_pipelines_system(
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mut pipeline_compiler: ResMut<PipelineCompiler>,
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mut shaders: ResMut<Assets<Shader>>,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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// pipeline_asset_events: Res<Events<AssetEvent<PipelineDescriptor>>>,
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_pipeline_asset_events: Res<Events<AssetEvent<PipelineDescriptor>>>,
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vertex_buffer_descriptors: Res<VertexBufferDescriptors>,
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render_resource_context: Res<Box<dyn RenderResourceContext>>,
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query: &mut Query<Write<RenderPipelines>>,
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) {
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let render_resource_context = &**render_resource_context;
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// let default_specialization = PipelineSpecialization::default();
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// NOTE: this intentionally only handles events that happened prior to this system during this frame. this results in
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// "specialized pipeline" events being ignored.
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// "new specialized pipeline" events being ignored.
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// let default_specialization = PipelineSpecialization::default();
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// for event in pipeline_asset_events.iter_current_update_events() {
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// let handle_to_compile = match event {
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// AssetEvent::Created { handle } => Some(*handle),
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@ -229,13 +233,14 @@ pub fn compile_pipelines_system(
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// // TODO: clean up old pipelines
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// Some(*handle)
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// }
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// AssetEvent::Removed { handle } => {
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// AssetEvent::Removed { .. } => {
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// // TODO: clean up old pipelines
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// None
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// }
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// };
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// if let Some(handle_to_compile) = handle_to_compile {
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// // TODO: try updating specialization here.
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// pipeline_compiler.compile_pipeline(
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// render_resource_context,
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// &mut pipelines,
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// handle_to_compile,
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// &vertex_buffer_descriptors,
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// &default_specialization,
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// None,
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// );
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// }
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// }
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@ -21,6 +21,14 @@ impl RenderPipeline {
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..Default::default()
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}
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}
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pub fn specialized(pipeline: Handle<PipelineDescriptor>, specialization: PipelineSpecialization) -> Self {
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RenderPipeline {
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pipeline,
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specialization,
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..Default::default()
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}
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}
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}
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#[derive(Properties)]
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@ -31,6 +39,13 @@ pub struct RenderPipelines {
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}
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impl RenderPipelines {
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pub fn from_pipelines(pipelines: Vec<RenderPipeline>) -> Self {
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Self {
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pipelines,
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..Default::default()
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}
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}
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pub fn from_handles<'a, T: IntoIterator<Item = &'a Handle<PipelineDescriptor>>>(
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handles: T,
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) -> Self {
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@ -4,7 +4,7 @@ use crate::{
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};
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use bevy_app::EntityArchetype;
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use bevy_asset::Handle;
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use bevy_render::{draw::Draw, mesh::Mesh, pipeline::RenderPipelines};
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use bevy_render::{draw::Draw, mesh::Mesh, pipeline::{PipelineSpecialization, RenderPipelines, RenderPipeline, DynamicBinding}};
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#[derive(EntityArchetype)]
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pub struct SpriteEntity {
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@ -19,12 +19,12 @@ pub struct SpriteEntity {
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impl Default for SpriteEntity {
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fn default() -> Self {
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Self {
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mesh: QUAD_HANDLE,
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render_pipelines: RenderPipelines::from_handles(&[SPRITE_PIPELINE_HANDLE]),
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sprite: Default::default(),
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quad: Default::default(),
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mesh: QUAD_HANDLE,
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material: Default::default(),
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draw: Default::default(),
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render_pipelines: RenderPipelines::from_handles(&[SPRITE_PIPELINE_HANDLE]),
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}
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}
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}
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@ -36,20 +36,32 @@ pub struct SpriteSheetEntity {
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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// pub transform: Transform,
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// pub translation: Translation,
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// pub rotation: Rotation,
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// pub scale: Scale,
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// pub transform: Transform,
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// pub translation: Translation,
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// pub rotation: Rotation,
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// pub scale: Scale,
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}
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impl Default for SpriteSheetEntity {
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fn default() -> Self {
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Self {
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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SPRITE_SHEET_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// TextureAtlasSprite
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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],
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..Default::default()
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},
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)]),
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mesh: QUAD_HANDLE,
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sprite: Default::default(),
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texture_atlas: Default::default(),
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draw: Default::default(),
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render_pipelines: RenderPipelines::from_handles(&[SPRITE_SHEET_PIPELINE_HANDLE]),
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mesh: QUAD_HANDLE,
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// transform: Default::default(),
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// translation: Default::default(),
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// rotation: Default::default(),
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use bevy_render::base_render_graph;
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use bevy_render::{pipeline::{PipelineSpecialization, RenderPipeline, DynamicBinding}, base_render_graph};
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fn main() {
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App::build()
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@ -78,7 +78,25 @@ fn setup(
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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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render_pipelines: RenderPipelines::from_handles(&[pipeline_handle]),
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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pipeline_handle,
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// NOTE: in the future you wont need to manually declare dynamic bindings
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 1,
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binding: 0,
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},
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// MyMaterial_color
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DynamicBinding {
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bind_group: 1,
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binding: 1,
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},
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],
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..Default::default()
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},
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)]),
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material,
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translation: Translation::new(0.0, 0.0, 0.0),
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..Default::default()
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|
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@ -1,5 +1,5 @@
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use bevy::{prelude::*, render::shader};
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use bevy_render::base_render_graph;
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use bevy_render::{pipeline::{PipelineSpecialization, RenderPipeline, DynamicBinding}, base_render_graph};
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fn main() {
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App::build()
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@ -18,7 +18,7 @@ struct MyMaterial {
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pub color: Color,
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#[render_resources(ignore)]
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#[shader_def]
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pub always_red: bool,
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pub always_blue: bool,
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}
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const VERTEX_SHADER: &str = r#"
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@ -44,8 +44,8 @@ layout(set = 1, binding = 1) uniform MyMaterial_color {
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void main() {
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o_Target = color;
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# ifdef MYMATERIAL_ALWAYS_RED
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o_Target = vec4(0.8, 0.0, 0.0, 1.0);
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# ifdef MYMATERIAL_ALWAYS_BLUE
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o_Target = vec4(0.0, 0.0, 0.8, 1.0);
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# endif
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}
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"#;
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@ -78,13 +78,13 @@ fn setup(
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// Create a green material
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let green_material = materials.add(MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0),
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always_red: false,
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always_blue: false,
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});
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// Create a red material, which uses our "always_red" shader def
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// Create a blue material, which uses our "always_blue" shader def
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let red_material = materials.add(MyMaterial {
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color: Color::rgb(0.0, 0.0, 0.0),
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always_red: true,
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always_blue: true,
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});
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// Create a cube mesh which will use our materials
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@ -95,7 +95,25 @@ fn setup(
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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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render_pipelines: RenderPipelines::from_handles(&[pipeline_handle]),
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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pipeline_handle,
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// NOTE: in the future you wont need to manually declare dynamic bindings
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 1,
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binding: 0,
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},
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// MyMaterial_color
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DynamicBinding {
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bind_group: 1,
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binding: 1,
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},
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],
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..Default::default()
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},
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)]),
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material: green_material,
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translation: Translation::new(-2.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
|
@ -103,7 +121,25 @@ fn setup(
|
|||
// cube
|
||||
.add_entity(MeshMaterialEntity::<MyMaterial> {
|
||||
mesh: cube_handle,
|
||||
render_pipelines: RenderPipelines::from_handles(&[pipeline_handle]),
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
pipeline_handle,
|
||||
// NOTE: in the future you wont need to manually declare dynamic bindings
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
// MyMaterial_color
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 1,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
material: red_material,
|
||||
translation: Translation::new(2.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
|
|
Loading…
Reference in a new issue