mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 06:00:20 +00:00
cargo fmt
This commit is contained in:
parent
7eb99f3eb5
commit
f84e71d051
23 changed files with 190 additions and 105 deletions
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@ -1,10 +1,7 @@
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use bevy::prelude::*;
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fn main() {
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AppBuilder::new()
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.add_defaults()
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.setup_world(setup)
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.run();
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AppBuilder::new().add_defaults().setup_world(setup).run();
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}
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#[allow(dead_code)]
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@ -2,10 +2,7 @@ use bevy::{prelude::*, serialization::*};
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use serde::{Deserialize, Serialize};
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use type_uuid::TypeUuid;
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fn main() {
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let app = AppBuilder::new()
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.add_defaults()
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.setup_world(setup)
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.build();
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let app = AppBuilder::new().add_defaults().setup_world(setup).build();
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let comp_registrations = [ComponentRegistration::of::<Test>()];
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@ -25,7 +25,8 @@ fn build_move_system() -> Box<dyn Schedulable> {
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-time.delta_seconds,
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time.delta_seconds,
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0.0,
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)).into();
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))
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.into();
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}
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}
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})
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@ -127,7 +128,8 @@ fn setup(world: &mut World) {
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rng.gen_range(0.0, 1.0),
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rng.gen_range(0.0, 1.0),
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1.0,
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).into(),
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)
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.into(),
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},
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translation: Translation::new(
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rng.gen_range(-50.0, 50.0),
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@ -1,5 +1,5 @@
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use crate::{
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asset::{Texture, Handle},
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asset::{Handle, Texture},
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math::Vec4,
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};
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use zerocopy::AsBytes;
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@ -1,5 +1,5 @@
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pub mod time;
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pub mod bytes;
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pub mod time;
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pub use time::Time;
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pub use bytes::GetBytes;
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pub use time::Time;
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@ -1,5 +1,9 @@
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use crate::ecs::EntityArchetype;
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use legion::{world::{TagSet, TagLayout, IntoComponentSource}, prelude::*, filter::{Filter, ChunksetFilterData}};
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use legion::{
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filter::{ChunksetFilterData, Filter},
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prelude::*,
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world::{IntoComponentSource, TagLayout, TagSet},
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};
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pub trait WorldBuilderSource {
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fn build(&mut self) -> WorldBuilder;
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@ -5,8 +5,8 @@ pub use crate::{
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ecs,
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ecs::{default_archetypes::*, EntityArchetype, WorldBuilder, WorldBuilderSource},
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render::{
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ActiveCamera, ActiveCamera2d, Camera, CameraType, Instanced, Light,
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render_graph::{StandardMaterial, Renderable, ShaderDefSuffixProvider}, ColorSource
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render_graph::{Renderable, ShaderDefSuffixProvider, StandardMaterial},
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ActiveCamera, ActiveCamera2d, Camera, CameraType, ColorSource, Instanced, Light,
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},
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ui::{Anchors, Margins, Node},
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};
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@ -1,7 +1,8 @@
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use crate::{
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asset::{Handle, Texture},
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core::GetBytes,
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math::Vec4,
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render::render_graph::ShaderDefSuffixProvider, core::GetBytes,
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render::render_graph::ShaderDefSuffixProvider,
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};
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pub enum ColorSource {
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@ -8,9 +8,9 @@ mod light;
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mod vertex;
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pub use camera::*;
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pub use color::*;
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pub use light::*;
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pub use shader::*;
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pub use color::*;
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pub use vertex::Vertex;
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@ -1,4 +1,7 @@
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use crate::{asset::Handle, render::render_graph::{pipeline::PipelineDescriptor, RenderPass}};
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use crate::{
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asset::Handle,
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render::render_graph::{pipeline::PipelineDescriptor, RenderPass},
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};
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use legion::prelude::World;
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// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
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@ -1,8 +1,8 @@
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use crate::{
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asset::{AssetStorage, Handle, Mesh},
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legion::prelude::*,
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render::{
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render_graph::{resource_name, RenderPass, Renderable, PipelineDescriptor, ShaderPipelineAssignments},
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render::render_graph::{
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resource_name, PipelineDescriptor, RenderPass, Renderable, ShaderPipelineAssignments,
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},
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};
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@ -2,19 +2,23 @@ use crate::{
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asset::{AssetStorage, Handle, Mesh},
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legion::prelude::*,
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render::{
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render_graph::{resource_name, RenderPass, Renderable, PipelineDescriptor},
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render_graph::{resource_name, PipelineDescriptor, RenderPass, Renderable},
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Instanced,
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},
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};
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use zerocopy::AsBytes;
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pub fn meshes_draw_target(world: &World, render_pass: &mut dyn RenderPass, _pipeline_handle: Handle<PipelineDescriptor>) {
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pub fn meshes_draw_target(
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world: &World,
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render_pass: &mut dyn RenderPass,
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_pipeline_handle: Handle<PipelineDescriptor>,
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) {
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let mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut current_mesh_id = None;
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let mut current_mesh_index_length = 0;
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let mesh_query = <(Read<Handle<Mesh>>, Read<Renderable>)>::query()
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.filter(!component::<Instanced>());
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let mesh_query =
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<(Read<Handle<Mesh>>, Read<Renderable>)>::query().filter(!component::<Instanced>());
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for (entity, (mesh, renderable)) in mesh_query.iter_entities(world) {
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if !renderable.is_visible {
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continue;
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@ -1,7 +1,7 @@
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mod meshes_draw_target;
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mod assigned_meshes_draw_target;
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mod meshes_draw_target;
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mod ui_draw_target;
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pub use meshes_draw_target::*;
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pub use assigned_meshes_draw_target::*;
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pub use meshes_draw_target::*;
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pub use ui_draw_target::*;
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@ -1,12 +1,16 @@
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use crate::{
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asset::{AssetStorage, Mesh, Handle},
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asset::{AssetStorage, Handle, Mesh},
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legion::prelude::*,
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render::render_graph::{resource_name, RenderPass, ResourceInfo, PipelineDescriptor},
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render::render_graph::{resource_name, PipelineDescriptor, RenderPass, ResourceInfo},
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};
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use zerocopy::AsBytes;
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pub fn ui_draw_target(world: &World, render_pass: &mut dyn RenderPass, _pipeline_handle: Handle<PipelineDescriptor>) {
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pub fn ui_draw_target(
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world: &World,
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render_pass: &mut dyn RenderPass,
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_pipeline_handle: Handle<PipelineDescriptor>,
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) {
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let mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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// NOTE: this is ugly and borrowing is stupid
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let result = {
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@ -1,7 +1,11 @@
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use crate::{asset::{AssetStorage, Handle}, render::{
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render_graph::{BindGroup, PipelineLayout, resource_name},
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shader::{Shader, ShaderStages}, Vertex,
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}};
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use crate::{
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asset::{AssetStorage, Handle},
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render::{
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render_graph::{resource_name, BindGroup, PipelineLayout},
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shader::{Shader, ShaderStages},
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Vertex,
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},
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};
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#[derive(Clone, Debug)]
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pub struct VertexBufferDescriptor {
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@ -102,7 +106,10 @@ impl PipelineDescriptor {
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}
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impl PipelineDescriptor {
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pub fn build(shader_storage: &mut AssetStorage<Shader>, vertex_shader: Shader) -> PipelineBuilder {
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pub fn build(
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shader_storage: &mut AssetStorage<Shader>,
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vertex_shader: Shader,
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) -> PipelineBuilder {
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PipelineBuilder::new(shader_storage, vertex_shader)
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}
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}
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@ -208,8 +215,7 @@ impl<'a> PipelineBuilder<'a> {
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}
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pub fn with_standard_config(self) -> Self {
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self
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.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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self.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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@ -1,10 +1,7 @@
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use crate::{
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asset::AssetStorage,
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render::{
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render_graph::{
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resource_name, PipelineDescriptor,
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RenderGraphBuilder,
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},
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render_graph::{resource_name, PipelineDescriptor, RenderGraphBuilder},
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shader::{Shader, ShaderStage},
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Vertex,
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},
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@ -32,7 +29,7 @@ impl ForwardFlatPipelineBuilder for RenderGraphBuilder {
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)
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.with_fragment_shader(Shader::from_glsl(
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ShaderStage::Fragment,
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include_str!("forward_flat.frag")
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include_str!("forward_flat.frag"),
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))
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.with_rasterization_state(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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@ -2,8 +2,8 @@ use crate::{
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asset::AssetStorage,
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render::{
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render_graph::{
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resource_providers::RectData,
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PipelineDescriptor, RenderGraphBuilder, VertexBufferDescriptor, resource_name,
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resource_name, resource_providers::RectData, PipelineDescriptor, RenderGraphBuilder,
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VertexBufferDescriptor,
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},
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shader::{Shader, ShaderStage},
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Vertex,
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@ -31,7 +31,7 @@ impl UiPipelineBuilder for RenderGraphBuilder {
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)
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.with_fragment_shader(Shader::from_glsl(
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ShaderStage::Fragment,
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include_str!("ui.frag")
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include_str!("ui.frag"),
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))
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.with_rasterization_state(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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|
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@ -1,10 +1,13 @@
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use super::PipelineDescriptor;
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use crate::{
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asset::{AssetStorage, Handle},
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render::{render_graph::{RenderGraph, resource_name}, Shader, ShaderSource},
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render::{
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render_graph::{resource_name, RenderGraph},
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Shader, ShaderSource,
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},
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};
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use legion::prelude::*;
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use std::collections::{HashMap, HashSet};
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use super::PipelineDescriptor;
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pub struct Renderable {
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pub is_visible: bool,
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@ -27,7 +30,8 @@ impl Default for Renderable {
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pub struct CompiledShaderMap {
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// TODO: need macro hash lookup
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pub source_to_compiled: HashMap<Handle<Shader>, Vec<(HashSet<String>, Handle<Shader>)>>,
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pub pipeline_to_macro_pipelines: HashMap<Handle<PipelineDescriptor>, Vec<(HashSet<String>, Handle<PipelineDescriptor>)>>,
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pub pipeline_to_macro_pipelines:
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HashMap<Handle<PipelineDescriptor>, Vec<(HashSet<String>, Handle<PipelineDescriptor>)>>,
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}
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impl CompiledShaderMap {
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@ -51,14 +55,22 @@ impl ShaderPipelineAssignments {
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}
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}
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fn try_compiling_shader_with_macros(compiled_shader_map: &mut CompiledShaderMap, shader_storage: &mut AssetStorage<Shader>, renderable: &Renderable, shader_handle: &Handle<Shader>) -> Option<Handle<Shader>> {
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fn try_compiling_shader_with_macros(
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compiled_shader_map: &mut CompiledShaderMap,
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shader_storage: &mut AssetStorage<Shader>,
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renderable: &Renderable,
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shader_handle: &Handle<Shader>,
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) -> Option<Handle<Shader>> {
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if let None = compiled_shader_map.source_to_compiled.get(shader_handle) {
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compiled_shader_map
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.source_to_compiled
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.insert(shader_handle.clone(), Vec::new());
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}
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let compiled_shaders = compiled_shader_map.source_to_compiled.get_mut(shader_handle).unwrap();
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let compiled_shaders = compiled_shader_map
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.source_to_compiled
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.get_mut(shader_handle)
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.unwrap();
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let shader = shader_storage.get(shader_handle).unwrap();
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// don't produce new shader if the input source is already spriv
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@ -66,44 +78,84 @@ fn try_compiling_shader_with_macros(compiled_shader_map: &mut CompiledShaderMap,
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return None;
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}
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if let Some((_shader_defs, compiled_shader)) = compiled_shaders.iter().find(|(shader_defs, _shader)| *shader_defs == renderable.shader_defs) {
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if let Some((_shader_defs, compiled_shader)) = compiled_shaders
|
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.iter()
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.find(|(shader_defs, _shader)| *shader_defs == renderable.shader_defs)
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{
|
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Some(compiled_shader.clone())
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} else {
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let shader_def_vec = renderable.shader_defs.iter().cloned().collect::<Vec<String>>();
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let shader_def_vec = renderable
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.shader_defs
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.iter()
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.cloned()
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.collect::<Vec<String>>();
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let compiled_shader = shader.get_spirv_shader(Some(&shader_def_vec));
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compiled_shaders.push((renderable.shader_defs.clone(), shader_handle.clone()));
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let compiled_shader_handle = shader_storage.add(compiled_shader);
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Some(compiled_shader_handle)
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}
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}
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pub fn update_shader_assignments(world: &mut World, render_graph: &mut RenderGraph) {
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// PERF: this seems like a lot of work for things that don't change that often.
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// lots of string + hashset allocations. sees uniform_resource_provider for more context
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{
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let mut shader_pipeline_assignments = world.resources.get_mut::<ShaderPipelineAssignments>().unwrap();
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let mut shader_pipeline_assignments = world
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.resources
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.get_mut::<ShaderPipelineAssignments>()
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.unwrap();
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let mut compiled_shader_map = world.resources.get_mut::<CompiledShaderMap>().unwrap();
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let mut shader_storage = world.resources.get_mut::<AssetStorage<Shader>>().unwrap();
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let mut pipeline_descriptor_storage = world.resources.get_mut::<AssetStorage<PipelineDescriptor>>().unwrap();
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let mut pipeline_descriptor_storage = world
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.resources
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.get_mut::<AssetStorage<PipelineDescriptor>>()
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.unwrap();
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|
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// reset assignments so they are updated every frame
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shader_pipeline_assignments.assignments = HashMap::new();
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|
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for (entity, renderable) in <Read<Renderable>>::query().iter_entities(world) {
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for pipeline_handle in renderable.pipelines.iter() {
|
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if let None = compiled_shader_map.pipeline_to_macro_pipelines.get(pipeline_handle) {
|
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if let None = compiled_shader_map
|
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.pipeline_to_macro_pipelines
|
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.get(pipeline_handle)
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{
|
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compiled_shader_map
|
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.pipeline_to_macro_pipelines
|
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.insert(pipeline_handle.clone(), Vec::new());
|
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}
|
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|
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let final_handle = if let Some((_shader_defs, macroed_pipeline_handle)) = compiled_shader_map.pipeline_to_macro_pipelines.get_mut(pipeline_handle).unwrap().iter().find(|(shader_defs, _macroed_pipeline_handle)| *shader_defs == renderable.shader_defs) {
|
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let final_handle = if let Some((_shader_defs, macroed_pipeline_handle)) =
|
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compiled_shader_map
|
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.pipeline_to_macro_pipelines
|
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.get_mut(pipeline_handle)
|
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.unwrap()
|
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.iter()
|
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.find(|(shader_defs, _macroed_pipeline_handle)| {
|
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*shader_defs == renderable.shader_defs
|
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}) {
|
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macroed_pipeline_handle.clone()
|
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} else {
|
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let pipeline_descriptor = pipeline_descriptor_storage.get(pipeline_handle).unwrap();
|
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let pipeline_descriptor =
|
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pipeline_descriptor_storage.get(pipeline_handle).unwrap();
|
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let macroed_pipeline_handle = {
|
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let mut macroed_vertex_handle = try_compiling_shader_with_macros(&mut compiled_shader_map, &mut shader_storage, &renderable, &pipeline_descriptor.shader_stages.vertex);
|
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let mut macroed_fragment_handle = pipeline_descriptor.shader_stages.fragment.as_ref().map(|fragment| try_compiling_shader_with_macros(&mut compiled_shader_map, &mut shader_storage, &renderable, fragment));
|
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let mut macroed_vertex_handle = try_compiling_shader_with_macros(
|
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&mut compiled_shader_map,
|
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&mut shader_storage,
|
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&renderable,
|
||||
&pipeline_descriptor.shader_stages.vertex,
|
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);
|
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let mut macroed_fragment_handle = pipeline_descriptor
|
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.shader_stages
|
||||
.fragment
|
||||
.as_ref()
|
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.map(|fragment| {
|
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try_compiling_shader_with_macros(
|
||||
&mut compiled_shader_map,
|
||||
&mut shader_storage,
|
||||
&renderable,
|
||||
fragment,
|
||||
)
|
||||
});
|
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|
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if macroed_vertex_handle.is_some() || macroed_fragment_handle.is_some() {
|
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let mut macroed_pipeline = pipeline_descriptor.clone();
|
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|
@ -115,26 +167,41 @@ pub fn update_shader_assignments(world: &mut World, render_graph: &mut RenderGra
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macroed_pipeline.shader_stages.fragment = fragment;
|
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}
|
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|
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let macroed_pipeline_handle = pipeline_descriptor_storage.add(macroed_pipeline);
|
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let macroed_pipeline_handle =
|
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pipeline_descriptor_storage.add(macroed_pipeline);
|
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// TODO: get correct pass name
|
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render_graph.add_pipeline(resource_name::pass::MAIN, macroed_pipeline_handle.clone());
|
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render_graph.add_pipeline(
|
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resource_name::pass::MAIN,
|
||||
macroed_pipeline_handle.clone(),
|
||||
);
|
||||
macroed_pipeline_handle
|
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} else {
|
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pipeline_handle.clone()
|
||||
}
|
||||
};
|
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|
||||
let macro_pipelines = compiled_shader_map.pipeline_to_macro_pipelines.get_mut(pipeline_handle).unwrap();
|
||||
macro_pipelines.push((renderable.shader_defs.clone(), macroed_pipeline_handle.clone()));
|
||||
let macro_pipelines = compiled_shader_map
|
||||
.pipeline_to_macro_pipelines
|
||||
.get_mut(pipeline_handle)
|
||||
.unwrap();
|
||||
macro_pipelines.push((
|
||||
renderable.shader_defs.clone(),
|
||||
macroed_pipeline_handle.clone(),
|
||||
));
|
||||
macroed_pipeline_handle
|
||||
};
|
||||
|
||||
// TODO: this will break down if pipeline layout changes. fix this with "autolayout"
|
||||
if let None = shader_pipeline_assignments.assignments.get(&final_handle) {
|
||||
shader_pipeline_assignments.assignments.insert(final_handle.clone(), Vec::new());
|
||||
shader_pipeline_assignments
|
||||
.assignments
|
||||
.insert(final_handle.clone(), Vec::new());
|
||||
}
|
||||
|
||||
let assignments = shader_pipeline_assignments.assignments.get_mut(&final_handle).unwrap();
|
||||
let assignments = shader_pipeline_assignments
|
||||
.assignments
|
||||
.get_mut(&final_handle)
|
||||
.unwrap();
|
||||
assignments.push(entity);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,7 @@
|
|||
use crate::{
|
||||
legion::prelude::*,
|
||||
render::render_graph::{
|
||||
DynamicUniformBufferInfo, PipelineDescriptor, RenderGraph, ResourceInfo,
|
||||
TextureDescriptor,
|
||||
DynamicUniformBufferInfo, PipelineDescriptor, RenderGraph, ResourceInfo, TextureDescriptor,
|
||||
},
|
||||
};
|
||||
use std::ops::Range;
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
use crate::{
|
||||
core::GetBytes,
|
||||
math::Vec4,
|
||||
render::{
|
||||
color::ColorSource,
|
||||
render_graph::{BindType, TextureViewDimension},
|
||||
}, core::GetBytes,
|
||||
},
|
||||
};
|
||||
use legion::prelude::Entity;
|
||||
use std::collections::HashMap;
|
||||
|
@ -133,8 +134,7 @@ where
|
|||
}
|
||||
}
|
||||
|
||||
impl AsFieldBindType for Vec4
|
||||
{
|
||||
impl AsFieldBindType for Vec4 {
|
||||
fn get_field_bind_type(&self) -> FieldBindType {
|
||||
FieldBindType::Uniform
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
use crate::render::render_graph::{
|
||||
BindGroup, BindType, Binding, UniformProperty, UniformPropertyType, TextureViewDimension
|
||||
BindGroup, BindType, Binding, TextureViewDimension, UniformProperty, UniformPropertyType,
|
||||
};
|
||||
use spirv_reflect::{
|
||||
types::{
|
||||
ReflectDescriptorBinding, ReflectDescriptorSet, ReflectDescriptorType,
|
||||
ReflectTypeDescription, ReflectTypeFlags, ReflectDimension,
|
||||
ReflectDescriptorBinding, ReflectDescriptorSet, ReflectDescriptorType, ReflectDimension,
|
||||
ReflectTypeDescription, ReflectTypeFlags,
|
||||
},
|
||||
ShaderModule,
|
||||
};
|
||||
|
@ -44,7 +44,7 @@ pub fn get_shader_layout(spirv_data: &[u32]) -> ShaderLayout {
|
|||
entry_point: entry_point_name,
|
||||
}
|
||||
}
|
||||
Err(err) => panic!("Failed to reflect shader layout: {:?}", err)
|
||||
Err(err) => panic!("Failed to reflect shader layout: {:?}", err),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -145,7 +145,11 @@ fn reflect_uniform_numeric(type_description: &ReflectTypeDescription) -> Uniform
|
|||
.type_flags
|
||||
.contains(ReflectTypeFlags::MATRIX)
|
||||
{
|
||||
match (number_type, traits.numeric.matrix.column_count, traits.numeric.matrix.row_count) {
|
||||
match (
|
||||
number_type,
|
||||
traits.numeric.matrix.column_count,
|
||||
traits.numeric.matrix.row_count,
|
||||
) {
|
||||
(NumberType::Float, 3, 3) => UniformPropertyType::Mat3,
|
||||
(NumberType::Float, 4, 4) => UniformPropertyType::Mat4,
|
||||
(number_type, column_count, row_count) => panic!(
|
||||
|
|
Loading…
Reference in a new issue