shader reflection for dynamic uniforms

This commit is contained in:
Carter Anderson 2020-02-17 16:33:46 -08:00
parent 2fe9710c04
commit acebeb924c
13 changed files with 242 additions and 161 deletions

111
examples/custom_shader.rs Normal file
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@ -0,0 +1,111 @@
use bevy::{
prelude::*,
render::{
render_graph_2::{PipelineDescriptor, StandardMaterial, resource_name, resource_providers::UniformResourceProvider},
Shader, ShaderStage, Vertex,
},
};
use bevy_derive::Uniforms;
// #[derive(Uniforms)]
struct MyMaterial {
pub color: Vec4
}
fn main() {
AppBuilder::new()
.add_defaults()
.setup_world(setup)
.setup_render_graph(|builder, pipeline_storage, shader_storage| {
builder
// .add_resource_provider(UniformResourceProvider::<MyMaterial>::new())
.add_pipeline_to_pass(
resource_name::pass::MAIN,
pipeline_storage,
PipelineDescriptor::build(
shader_storage, Shader::from_glsl(
ShaderStage::Vertex,r#"
#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
void main() {
v_Position = Model * vec4(a_Pos);
gl_Position = ViewProj * v_Position;
}
"#),
)
.with_fragment_shader(
Shader::from_glsl(
ShaderStage::Fragment, r#"
#version 450
layout(location = 0) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 1) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
}
"#)
)
.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
})
.add_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
.add_draw_target(resource_name::draw_target::ASSIGNED_MESHES)
.build(),
)
})
.run();
}
fn setup(world: &mut World) {
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
mesh_storage.add(Mesh::load(MeshType::Cube))
};
world
.build()
// red cube
.add_archetype(NewMeshEntity {
mesh: cube_handle,
translation: Translation::new(0.0, 0.0, 1.0),
..NewMeshEntity::default()
})
// camera
.add_archetype(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
})
.build();
}

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@ -8,7 +8,7 @@ use crate::{
passes::*,
render_graph_2::{
passes::*, pipelines::*, renderers::wgpu_renderer::WgpuRenderer, resource_providers::*,
ShaderPipelineAssignments, StandardMaterial,
ShaderPipelineAssignments, StandardMaterial, RenderGraphBuilder
},
*,
},
@ -181,7 +181,25 @@ impl AppBuilder {
self
}
pub fn add_render_graph_defaults(mut self) -> Self {
pub fn add_render_graph_defaults(self) -> Self {
self.setup_render_graph(|builder, pipeline_storage, shader_storage| {
builder
.add_draw_target(resource_name::draw_target::MESHES, meshes_draw_target)
.add_draw_target(resource_name::draw_target::ASSIGNED_MESHES, assigned_meshes_draw_target)
.add_draw_target(resource_name::draw_target::UI, ui_draw_target)
.add_resource_provider(Box::new(CameraResourceProvider))
.add_resource_provider(Box::new(Camera2dResourceProvider))
.add_resource_provider(Box::new(LightResourceProvider::new(10)))
.add_resource_provider(Box::new(UiResourceProvider::new()))
.add_resource_provider(Box::new(UniformResourceProvider::<StandardMaterial>::new()))
.add_resource_provider(Box::new(UniformResourceProvider::<LocalToWorld>::new()))
.add_forward_pass()
.add_forward_pipeline(pipeline_storage, shader_storage)
.add_ui_pipeline(pipeline_storage, shader_storage)
})
}
pub fn setup_render_graph(mut self, setup: impl Fn(RenderGraphBuilder, &mut AssetStorage<PipelineDescriptor>, &mut AssetStorage<Shader>) -> RenderGraphBuilder) -> Self {
{
let mut pipeline_storage = self
.world
@ -193,20 +211,7 @@ impl AppBuilder {
.resources
.get_mut::<AssetStorage<Shader>>()
.unwrap();
self.render_graph_builder = self
.render_graph_builder
.add_draw_target(resource_name::draw_target::MESHES, meshes_draw_target)
.add_draw_target(resource_name::draw_target::ASSIGNED_MESHES, assigned_meshes_draw_target)
.add_draw_target(resource_name::draw_target::UI, ui_draw_target)
.add_resource_provider(Box::new(CameraResourceProvider))
.add_resource_provider(Box::new(Camera2dResourceProvider))
.add_resource_provider(Box::new(LightResourceProvider::new(10)))
.add_resource_provider(Box::new(UiResourceProvider::new()))
.add_resource_provider(Box::new(UniformResourceProvider::<StandardMaterial>::new()))
.add_resource_provider(Box::new(UniformResourceProvider::<LocalToWorld>::new()))
.add_forward_pass()
.add_forward_pipeline(&mut pipeline_storage, &mut shader_storage)
.add_ui_pipeline(&mut pipeline_storage, &mut shader_storage);
self.render_graph_builder = setup(self.render_graph_builder, &mut pipeline_storage, &mut shader_storage);
}
self

View file

@ -12,6 +12,7 @@ pub use texture::*;
use std::{collections::HashMap, marker::PhantomData};
#[derive(Copy)]
pub struct Handle<T> {
pub id: usize,
marker: PhantomData<T>,

View file

@ -27,7 +27,7 @@ impl ForwardPassBuilder for RenderGraphBuilder {
},
)))
.add_pass(
"main",
resource_name::pass::MAIN,
PassDescriptor {
color_attachments: vec![RenderPassColorAttachmentDescriptor {
attachment: resource_name::texture::SWAP_CHAIN.to_string(),

View file

@ -38,9 +38,12 @@ impl PipelineLayout {
}
}
}
let mut bind_groups_result = bind_groups.drain().map(|(_, value)| value).collect::<Vec<BindGroup>>();
// NOTE: for some reason bind groups need to be sorted by index. this is likely an issue with bevy and not with wgpu
bind_groups_result.sort_by(|a, b| a.index.partial_cmp(&b.index).unwrap());
PipelineLayout {
bind_groups: bind_groups.drain().map(|(_, value)| value).collect()
bind_groups: bind_groups_result
}
}
}

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@ -1,96 +1,35 @@
use crate::{asset::AssetStorage, render::{
render_graph_2::{
pipeline_layout::*, PipelineDescriptor, RenderGraphBuilder, resource_name,
use crate::{
asset::AssetStorage,
render::{
render_graph_2::{resource_name, PipelineDescriptor, RenderGraphBuilder},
shader::{Shader, ShaderStage},
Vertex,
},
shader::{Shader, ShaderStage},
Vertex,
}};
};
pub trait ForwardPipelineBuilder {
fn add_forward_pipeline(self, pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>, shader_storage: &mut AssetStorage<Shader>) -> Self;
fn add_forward_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self;
}
impl ForwardPipelineBuilder for RenderGraphBuilder {
fn add_forward_pipeline(self, pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>, shader_storage: &mut AssetStorage<Shader>) -> Self {
fn add_forward_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self {
self.add_pipeline(
pipeline_descriptor_storage,
PipelineDescriptor::build(
shader_storage,
Shader::from_glsl(include_str!("forward.vert"), ShaderStage::Vertex),
Shader::from_glsl(ShaderStage::Vertex, include_str!("forward.vert")),
)
.with_fragment_shader(Shader::from_glsl(
include_str!("forward.frag"),
ShaderStage::Fragment,
include_str!("forward.frag"),
))
// .add_bind_group(BindGroup::new(0, vec![
// Binding {
// index: 0,
// name: "Camera".to_string(),
// bind_type: BindType::Uniform {
// dynamic: false,
// properties: vec![UniformProperty {
// name: "ViewProj".to_string(),
// property_type: UniformPropertyType::Mat4,
// }],
// },
// },
// Binding {
// index: 1,
// name: "Lights".to_string(),
// bind_type: BindType::Uniform {
// dynamic: false,
// properties: vec![
// UniformProperty {
// name: "NumLights".to_string(),
// property_type: UniformPropertyType::UVec4,
// },
// UniformProperty {
// name: "SceneLights".to_string(),
// property_type: UniformPropertyType::Array(
// Box::new(UniformPropertyType::Struct(vec![
// UniformProperty {
// name: "proj".to_string(),
// property_type: UniformPropertyType::Mat4,
// },
// UniformProperty {
// name: "pos".to_string(),
// property_type: UniformPropertyType::Vec4,
// },
// UniformProperty {
// name: "color".to_string(),
// property_type: UniformPropertyType::Vec4,
// },
// ])),
// 10, // max lights
// ),
// },
// ],
// },
// },
// ]))
// .add_bind_group(BindGroup::new(1, vec![
// Binding {
// index: 0,
// name: "Object".to_string(),
// bind_type: BindType::Uniform {
// dynamic: true,
// properties: vec![UniformProperty {
// name: "Model".to_string(),
// property_type: UniformPropertyType::Mat4,
// }],
// },
// },
// Binding {
// index: 1,
// name: "StandardMaterial_albedo".to_string(),
// bind_type: BindType::Uniform {
// dynamic: true,
// properties: vec![UniformProperty {
// name: "Albedo".to_string(),
// property_type: UniformPropertyType::Vec4,
// }],
// },
// },
// ]))
.with_rasterization_state(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,

View file

@ -28,47 +28,12 @@ impl ForwardFlatPipelineBuilder for RenderGraphBuilder {
pipeline_descriptor_storage,
PipelineDescriptor::build(
shader_storage,
Shader::from_glsl(include_str!("forward_flat.vert"), ShaderStage::Vertex),
Shader::from_glsl(ShaderStage::Vertex, include_str!("forward_flat.vert")),
)
.with_fragment_shader(Shader::from_glsl(
include_str!("forward_flat.frag"),
ShaderStage::Fragment,
include_str!("forward_flat.frag")
))
.add_bind_group(BindGroup::new(0, vec![Binding {
index: 0,
name: "Camera".to_string(),
bind_type: BindType::Uniform {
dynamic: false,
properties: vec![UniformProperty {
name: "ViewProj".to_string(),
property_type: UniformPropertyType::Mat4,
}],
},
}]))
.add_bind_group(BindGroup::new(1, vec![
Binding {
index: 0,
name: "Object".to_string(),
bind_type: BindType::Uniform {
dynamic: true,
properties: vec![UniformProperty {
name: "Model".to_string(),
property_type: UniformPropertyType::Mat4,
}],
},
},
Binding {
index: 1,
name: "StandardMaterial_albedo".to_string(),
bind_type: BindType::Uniform {
dynamic: true,
properties: vec![UniformProperty {
name: "Albedo".to_string(),
property_type: UniformPropertyType::Vec4,
}],
},
},
]))
.with_rasterization_state(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,

View file

@ -27,23 +27,12 @@ impl UiPipelineBuilder for RenderGraphBuilder {
pipeline_descriptor_storage,
PipelineDescriptor::build(
shader_storage,
Shader::from_glsl(include_str!("ui.vert"), ShaderStage::Vertex),
Shader::from_glsl(ShaderStage::Vertex, include_str!("ui.vert")),
)
.with_fragment_shader(Shader::from_glsl(
include_str!("ui.frag"),
ShaderStage::Fragment,
include_str!("ui.frag")
))
.add_bind_group(BindGroup::new(0, vec![Binding {
index: 0,
name: "Camera2d".to_string(),
bind_type: BindType::Uniform {
dynamic: false,
properties: vec![UniformProperty {
name: "ViewProj".to_string(),
property_type: UniformPropertyType::Mat4,
}],
},
}]))
.with_rasterization_state(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,

View file

@ -1,7 +1,7 @@
use crate::{
asset::{AssetStorage, Handle},
render::{
render_graph_2::{PassDescriptor, PipelineDescriptor, ResourceProvider, TextureDescriptor, DrawTarget},
render::render_graph_2::{
DrawTarget, PassDescriptor, PipelineDescriptor, ResourceProvider, TextureDescriptor,
},
};
use std::collections::{HashMap, HashSet};
@ -45,7 +45,6 @@ impl RenderGraph {
pub struct RenderGraphBuilder {
render_graph: RenderGraph,
current_pass: Option<String>,
}
impl RenderGraphBuilder {
@ -64,15 +63,33 @@ impl RenderGraphBuilder {
self
}
pub fn add_pipeline(mut self, pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>, pipeline: PipelineDescriptor) -> Self {
pub fn add_pipeline(
mut self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
pipeline: PipelineDescriptor,
) -> Self {
if let Some(ref pass) = self.current_pass {
let pipeline_descriptor_handle = pipeline_descriptor_storage.add(pipeline);
self.render_graph.add_pipeline(&pass, pipeline_descriptor_handle);
self.render_graph
.add_pipeline(&pass, pipeline_descriptor_handle);
}
self
}
pub fn add_pipeline_to_pass(
mut self,
pass: &str,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
pipeline: PipelineDescriptor,
) -> Self {
let pipeline_descriptor_handle = pipeline_descriptor_storage.add(pipeline);
self.render_graph
.add_pipeline(pass, pipeline_descriptor_handle);
self
}
pub fn add_resource_provider(mut self, resource_provider: Box<dyn ResourceProvider>) -> Self {
self.render_graph.resource_providers.push(resource_provider);
self
@ -86,7 +103,9 @@ impl RenderGraphBuilder {
}
pub fn add_draw_target(mut self, name: &str, draw_target: DrawTarget) -> Self {
self.render_graph.draw_targets.insert(name.to_string(), draw_target);
self.render_graph
.draw_targets
.insert(name.to_string(), draw_target);
self
}

View file

@ -70,6 +70,7 @@ impl WgpuRenderer {
}
pub fn create_render_pipeline(
dynamic_uniform_buffer_info: &HashMap<String, DynamicUniformBufferInfo>,
pipeline_descriptor: &mut PipelineDescriptor,
bind_group_layouts: &mut HashMap<u64, wgpu::BindGroupLayout>,
device: &wgpu::Device,
@ -92,11 +93,35 @@ impl WgpuRenderer {
layouts.push(fragment_spirv.reflect_layout().unwrap());
}
pipeline_descriptor.layout =
PipelineLayoutType::Reflected(Some(PipelineLayout::from_shader_layouts(&mut layouts)));
let mut layout = PipelineLayout::from_shader_layouts(&mut layouts);
// set each uniform binding to dynamic if there is a matching dynamic uniform buffer info
for mut bind_group in layout.bind_groups.iter_mut() {
bind_group.bindings = bind_group
.bindings
.iter()
.cloned()
.map(|mut binding| {
if let BindType::Uniform {
ref mut dynamic, ..
} = binding.bind_type
{
if dynamic_uniform_buffer_info.contains_key(&binding.name) {
*dynamic = true;
}
}
binding
})
.collect();
}
pipeline_descriptor.layout = PipelineLayoutType::Reflected(Some(layout));
}
let layout = pipeline_descriptor.get_layout_mut().unwrap();
// println!("{:#?}", layout);
// println!();
// setup new bind group layouts
for bind_group in layout.bind_groups.iter_mut() {
@ -326,6 +351,24 @@ impl WgpuRenderer {
) -> wgpu::ShaderModule {
device.create_shader_module(&shader.get_spirv(macros))
}
pub fn initialize_resource_providers(
&mut self,
world: &mut World,
render_graph: &mut RenderGraph,
) {
self.encoder = Some(
self.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }),
);
for resource_provider in render_graph.resource_providers.iter_mut() {
resource_provider.initialize(self, world);
}
// consume current encoder
let command_buffer = self.encoder.take().unwrap().finish();
self.queue.submit(&[command_buffer]);
}
}
impl Renderer for WgpuRenderer {
@ -338,9 +381,8 @@ impl Renderer for WgpuRenderer {
};
self.surface = Some(surface);
for resource_provider in render_graph.resource_providers.iter_mut() {
resource_provider.initialize(self, world);
}
self.initialize_resource_providers(world, render_graph);
self.resize(world, render_graph, window_size.width, window_size.height);
}
@ -425,6 +467,7 @@ impl Renderer for WgpuRenderer {
.as_ref()
.map(|handle| &*shader_storage.get(&handle).unwrap());
let render_pipeline = WgpuRenderer::create_render_pipeline(
&self.dynamic_uniform_buffer_info,
pipeline_descriptor,
&mut self.bind_group_layouts,
&self.device,

View file

@ -19,4 +19,8 @@ pub mod draw_target {
pub const MESHES: &str = "Meshes";
pub const ASSIGNED_MESHES: &str = "AssignedMeshes";
pub const UI: &str = "Ui";
}
pub mod pass {
pub const MAIN: &str = "Main";
}

View file

@ -31,7 +31,9 @@ impl<T> ResourceProvider for UniformResourceProvider<T>
where
T: AsUniforms + Send + Sync + 'static,
{
fn initialize(&mut self, _renderer: &mut dyn Renderer, _world: &mut World) {}
fn initialize(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
self.update(renderer, world);
}
fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
let query = <(Read<T>, Read<Renderable>)>::query();

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@ -61,7 +61,7 @@ pub struct Shader {
}
impl Shader {
pub fn from_glsl(glsl: &str, stage: ShaderStage) -> Shader {
pub fn from_glsl(stage: ShaderStage, glsl: &str) -> Shader {
Shader {
source: ShaderSource::Glsl(glsl.to_string()),
stage,