mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
move shader defs updates to their own systems. make UniformResourceProvider::update World read-only
This commit is contained in:
parent
394b7ce940
commit
b9f4c0a53b
6 changed files with 201 additions and 31 deletions
|
@ -98,6 +98,7 @@ impl AppPlugin for RenderPlugin {
|
|||
app.add_system(build_entity_render_resource_assignments_system())
|
||||
.build_system_on_stage(stage::POST_UPDATE, camera::camera_update_system)
|
||||
.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_batcher_system())
|
||||
.add_system_to_stage(stage::POST_UPDATE, shader::asset_handle_shader_def_system::<StandardMaterial>())
|
||||
.add_stage_after(stage::POST_UPDATE, RENDER_STAGE)
|
||||
.add_resource(RenderGraph::default())
|
||||
.add_resource(AssetStorage::<Mesh>::new())
|
||||
|
|
|
@ -53,6 +53,15 @@ struct QueuedBufferWrite {
|
|||
}
|
||||
|
||||
// TODO: make these queries only update changed T components
|
||||
type UniformQueryRead<T> = Query<
|
||||
(Read<T>, Read<Renderable>),
|
||||
EntityFilterTuple<
|
||||
And<(ComponentFilter<T>, ComponentFilter<Renderable>)>,
|
||||
And<(Passthrough, Passthrough)>,
|
||||
And<(Passthrough, Passthrough)>,
|
||||
>,
|
||||
>;
|
||||
|
||||
type UniformQuery<T> = Query<
|
||||
(Read<T>, Write<Renderable>),
|
||||
EntityFilterTuple<
|
||||
|
@ -62,6 +71,15 @@ type UniformQuery<T> = Query<
|
|||
>,
|
||||
>;
|
||||
|
||||
type UniformHandleQueryRead<T> = Query<
|
||||
(Read<Handle<T>>, Read<Renderable>),
|
||||
EntityFilterTuple<
|
||||
And<(ComponentFilter<Handle<T>>, ComponentFilter<Renderable>)>,
|
||||
And<(Passthrough, Passthrough)>,
|
||||
And<(Passthrough, Passthrough)>,
|
||||
>,
|
||||
>;
|
||||
|
||||
type UniformHandleQuery<T> = Query<
|
||||
(Read<Handle<T>>, Write<Renderable>),
|
||||
EntityFilterTuple<
|
||||
|
@ -82,9 +100,9 @@ where
|
|||
// PERF: somehow remove this HashSet
|
||||
uniform_buffer_status: Vec<Option<(String, BufferArrayStatus)>>,
|
||||
instance_buffer_status: Option<BufferArrayStatus>,
|
||||
query: Option<UniformQuery<T>>,
|
||||
query: Option<UniformQueryRead<T>>,
|
||||
query_finish: Option<UniformQuery<T>>,
|
||||
handle_query: Option<UniformHandleQuery<T>>,
|
||||
handle_query: Option<UniformHandleQueryRead<T>>,
|
||||
handle_query_finish: Option<UniformHandleQuery<T>>,
|
||||
}
|
||||
|
||||
|
@ -102,14 +120,26 @@ where
|
|||
use_dynamic_uniforms,
|
||||
instance_buffer_status: None,
|
||||
is_instanceable,
|
||||
query: Some(<(Read<T>, Write<Renderable>)>::query()),
|
||||
query: Some(<(Read<T>, Read<Renderable>)>::query()),
|
||||
query_finish: Some(<(Read<T>, Write<Renderable>)>::query()),
|
||||
handle_query: Some(<(Read<Handle<T>>, Write<Renderable>)>::query()),
|
||||
handle_query: Some(<(Read<Handle<T>>, Read<Renderable>)>::query()),
|
||||
handle_query_finish: Some(<(Read<Handle<T>>, Write<Renderable>)>::query()),
|
||||
_marker: PhantomData,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_readonly(
|
||||
&mut self,
|
||||
_render_context: &mut dyn RenderContext,
|
||||
world: &World,
|
||||
resources: &Resources,
|
||||
) {
|
||||
self.reset_buffer_array_status_counts();
|
||||
self.update_uniforms_info(world);
|
||||
self.update_uniform_handles_info(world, resources);
|
||||
}
|
||||
|
||||
|
||||
fn reset_buffer_array_status_counts(&mut self) {
|
||||
for buffer_status in self.uniform_buffer_status.iter_mut() {
|
||||
if let Some((_name, buffer_status)) = buffer_status {
|
||||
|
@ -122,9 +152,9 @@ where
|
|||
}
|
||||
}
|
||||
|
||||
fn update_uniforms_info(&mut self, world: &mut World) {
|
||||
fn update_uniforms_info(&mut self, world: &World) {
|
||||
let query = self.query.take().unwrap();
|
||||
for (uniforms, mut renderable) in query.iter_mut(world) {
|
||||
for (uniforms, renderable) in query.iter(world) {
|
||||
if !renderable.is_visible {
|
||||
return;
|
||||
}
|
||||
|
@ -141,19 +171,17 @@ where
|
|||
} else {
|
||||
self.increment_uniform_counts(&uniforms);
|
||||
}
|
||||
|
||||
Self::update_shader_defs(&uniforms, &mut renderable.render_resource_assignments);
|
||||
}
|
||||
|
||||
self.query = Some(query);
|
||||
}
|
||||
|
||||
fn update_uniform_handles_info(&mut self, world: &mut World, resources: &Resources) {
|
||||
fn update_uniform_handles_info(&mut self, world: &World, resources: &Resources) {
|
||||
let handle_query = self.handle_query.take().unwrap();
|
||||
let assets = resources.get::<AssetStorage<T>>();
|
||||
let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
|
||||
if let Some(assets) = assets {
|
||||
for (entity, (handle, mut renderable)) in handle_query.iter_entities_mut(world) {
|
||||
for (entity, (handle, renderable)) in handle_query.iter_entities(world) {
|
||||
if !renderable.is_visible {
|
||||
return;
|
||||
}
|
||||
|
@ -175,7 +203,6 @@ where
|
|||
let uniforms = assets
|
||||
.get(&handle)
|
||||
.expect("Handle points to a non-existent resource");
|
||||
Self::update_shader_defs(uniforms, &mut renderable.render_resource_assignments);
|
||||
|
||||
self.increment_uniform_counts(&uniforms);
|
||||
}
|
||||
|
@ -253,17 +280,6 @@ where
|
|||
BIND_BUFFER_ALIGNMENT * ((data_size as f32 / BIND_BUFFER_ALIGNMENT as f32).ceil() as usize)
|
||||
}
|
||||
|
||||
fn update_shader_defs(
|
||||
uniforms: &T,
|
||||
render_resource_assignments: &mut RenderResourceAssignments,
|
||||
) {
|
||||
if let Some(shader_defs) = uniforms.get_shader_defs() {
|
||||
for shader_def in shader_defs {
|
||||
render_resource_assignments.shader_defs.insert(shader_def);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn setup_uniform_buffer_resources(
|
||||
&mut self,
|
||||
uniforms: &T,
|
||||
|
@ -566,8 +582,6 @@ where
|
|||
resources,
|
||||
&mut batch.render_resource_assignments,
|
||||
);
|
||||
|
||||
Self::update_shader_defs(&uniforms, &mut batch.render_resource_assignments);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -723,9 +737,7 @@ where
|
|||
world: &mut World,
|
||||
resources: &Resources,
|
||||
) {
|
||||
self.reset_buffer_array_status_counts();
|
||||
self.update_uniforms_info(world);
|
||||
self.update_uniform_handles_info(world, resources);
|
||||
self.update_readonly(_render_context, world, resources);
|
||||
}
|
||||
|
||||
fn finish_update(
|
||||
|
|
|
@ -2,10 +2,12 @@ use crate::{
|
|||
color::ColorSource,
|
||||
pipeline::{BindType, VertexBufferDescriptor},
|
||||
texture::Texture,
|
||||
Renderable,
|
||||
};
|
||||
|
||||
use bevy_asset::Handle;
|
||||
use bevy_asset::{AssetStorage, Handle};
|
||||
use bevy_core::bytes::GetBytes;
|
||||
use legion::prelude::*;
|
||||
|
||||
pub trait AsUniforms {
|
||||
fn get_field_infos() -> &'static [FieldInfo];
|
||||
|
@ -17,6 +19,44 @@ pub trait AsUniforms {
|
|||
fn get_vertex_buffer_descriptor() -> Option<&'static VertexBufferDescriptor>;
|
||||
}
|
||||
|
||||
pub fn shader_def_system<T>() -> Box<dyn Schedulable>
|
||||
where
|
||||
T: AsUniforms + Send + Sync + 'static,
|
||||
{
|
||||
SystemBuilder::new(format!(
|
||||
"shader_def::{}",
|
||||
std::any::type_name::<T>()
|
||||
))
|
||||
.with_query(<(Read<T>, Write<Renderable>)>::query())
|
||||
.build(|_, world, _, query| {
|
||||
for (uniforms, mut renderable) in query.iter_mut(world) {
|
||||
if let Some(shader_defs) = uniforms.get_shader_defs() {
|
||||
renderable.render_resource_assignments.shader_defs.extend(shader_defs)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
pub fn asset_handle_shader_def_system<T>() -> Box<dyn Schedulable>
|
||||
where
|
||||
T: AsUniforms + Send + Sync + 'static,
|
||||
{
|
||||
SystemBuilder::new(format!(
|
||||
"asset_handle_shader_def::{}",
|
||||
std::any::type_name::<T>()
|
||||
))
|
||||
.read_resource::<AssetStorage<T>>()
|
||||
.with_query(<(Read<Handle<T>>, Write<Renderable>)>::query())
|
||||
.build(|_, world, asset_storage, query| {
|
||||
for (uniform_handle, mut renderable) in query.iter_mut(world) {
|
||||
let uniforms = asset_storage.get(&uniform_handle).unwrap();
|
||||
if let Some(shader_defs) = uniforms.get_shader_defs() {
|
||||
renderable.render_resource_assignments.shader_defs.extend(shader_defs)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
pub trait ShaderDefSuffixProvider {
|
||||
fn get_shader_def(&self) -> Option<&'static str>;
|
||||
}
|
||||
|
|
110
examples/shader_custom_material.rs
Normal file
110
examples/shader_custom_material.rs
Normal file
|
@ -0,0 +1,110 @@
|
|||
use bevy::{prelude::*};
|
||||
|
||||
fn main() {
|
||||
App::build()
|
||||
.add_default_plugins()
|
||||
.setup(setup)
|
||||
.run();
|
||||
}
|
||||
|
||||
#[derive(Uniforms, Default)]
|
||||
struct MyMaterial {
|
||||
pub color: Color,
|
||||
}
|
||||
|
||||
fn add_shader_to_render_graph(resources: &mut Resources) {
|
||||
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
|
||||
let mut pipelines = resources
|
||||
.get_mut::<AssetStorage<PipelineDescriptor>>()
|
||||
.unwrap();
|
||||
let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
|
||||
|
||||
render_graph
|
||||
.build(&mut pipelines, &mut shaders)
|
||||
.add_resource_provider(UniformResourceProvider::<MyMaterial>::new(true))
|
||||
.add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| {
|
||||
builder
|
||||
.with_vertex_shader(Shader::from_glsl(
|
||||
ShaderStage::Vertex,
|
||||
r#"
|
||||
#version 450
|
||||
layout(location = 0) in vec4 Vertex_Position;
|
||||
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 * Vertex_Position;
|
||||
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_default_config();
|
||||
});
|
||||
}
|
||||
|
||||
fn setup(world: &mut World, resources: &mut Resources) {
|
||||
// add our shader to the render graph
|
||||
add_shader_to_render_graph(resources);
|
||||
|
||||
// create materials
|
||||
let mut material_storage = AssetStorage::<MyMaterial>::new();
|
||||
let material = material_storage.add(MyMaterial {
|
||||
color: Color::rgb(0.0, 0.8, 0.0),
|
||||
});
|
||||
|
||||
resources.insert(material_storage);
|
||||
|
||||
// batch materials to improve performance
|
||||
let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
|
||||
asset_batchers.batch_types2::<Mesh, MyMaterial>();
|
||||
|
||||
// get a handle to our newly created shader pipeline
|
||||
let mut pipeline_storage = resources
|
||||
.get_mut::<AssetStorage<PipelineDescriptor>>()
|
||||
.unwrap();
|
||||
let pipeline_handle = pipeline_storage.get_named("MyMaterial").unwrap();
|
||||
|
||||
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
|
||||
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
|
||||
|
||||
world
|
||||
.build()
|
||||
// cube
|
||||
.add_entity(MeshMaterialEntity::<MyMaterial> {
|
||||
mesh: cube_handle,
|
||||
renderable: Renderable {
|
||||
pipelines: vec![pipeline_handle],
|
||||
..Default::default()
|
||||
},
|
||||
material,
|
||||
translation: Translation::new(0.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
})
|
||||
// camera
|
||||
.add_entity(CameraEntity {
|
||||
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),
|
||||
)),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
|
@ -1,7 +1,14 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::{prelude::*, render::shader};
|
||||
|
||||
fn main() {
|
||||
App::build().add_default_plugins().setup(setup).run();
|
||||
App::build()
|
||||
.add_default_plugins()
|
||||
.setup(setup)
|
||||
.add_system_to_stage(
|
||||
stage::POST_UPDATE,
|
||||
shader::asset_handle_shader_def_system::<MyMaterial>(),
|
||||
)
|
||||
.run();
|
||||
}
|
||||
|
||||
#[derive(Uniforms, Default)]
|
|
@ -1,5 +1,5 @@
|
|||
pub use crate::AddDefaultPlugins;
|
||||
pub use crate::app::{App, AppBuilder, AppPlugin, EntityArchetype, EventReader, Events, GetEventReader};
|
||||
pub use crate::app::{App, AppBuilder, AppPlugin, EntityArchetype, EventReader, Events, GetEventReader, stage};
|
||||
#[cfg(feature = "asset")]
|
||||
pub use crate::asset::{Asset, AssetStorage, Handle};
|
||||
#[cfg(feature = "derive")]
|
||||
|
|
Loading…
Reference in a new issue