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https://github.com/bevyengine/bevy
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RenderResourceAssignmentsProvider / unique ids
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parent
71d091e10c
commit
f90205a40d
6 changed files with 66 additions and 30 deletions
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@ -15,7 +15,7 @@ use crate::{
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use bevy_transform::{prelude::LocalToWorld, transform_system_bundle};
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use pipeline::PipelineDescriptor;
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use render_graph::RenderGraphBuilder;
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use render_resource::{EntityRenderResourceAssignments, AssetBatchers};
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use render_resource::{EntityRenderResourceAssignments, AssetBatchers, RenderResourceAssignmentsProvider};
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use shader::Shader;
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use std::collections::HashMap;
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@ -134,6 +134,7 @@ impl AppBuilder {
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.insert(AssetStorage::<PipelineDescriptor>::new());
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self.resources.insert(ShaderPipelineAssignments::new());
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self.resources.insert(CompiledShaderMap::new());
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self.resources.insert(RenderResourceAssignmentsProvider::default());
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self.resources.insert(EntityRenderResourceAssignments::default());
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self.resources.insert(asset_batchers);
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self
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@ -1,4 +1,4 @@
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use super::RenderResource;
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use super::{RenderResourceAssignments};
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use crate::asset::{Handle, HandleId};
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use legion::prelude::Entity;
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use std::{any::TypeId, collections::HashMap, hash::Hash};
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@ -32,7 +32,7 @@ impl EntitySetState2 {
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pub struct Batch {
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pub entity_indices: HashMap<Entity, usize>,
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pub current_index: usize,
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pub render_resource_assignments: RenderResourceAssignments,
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pub render_resource_assignments: Option<RenderResourceAssignments>,
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}
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impl Batch {
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@ -44,23 +44,6 @@ impl Batch {
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}
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}
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// TODO: consider merging this with entity_uniform_resource
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// PERF: if the assignments are scoped to a specific pipeline layout, then names could be replaced with indices here for a perf boost
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#[derive(Eq, PartialEq, Debug, Default)]
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pub struct RenderResourceAssignments {
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render_resources: HashMap<String, RenderResource>,
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}
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impl RenderResourceAssignments {
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pub fn get(&self, name: &str) -> Option<RenderResource> {
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self.render_resources.get(name).cloned()
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}
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pub fn set(&mut self, name: &str, resource: RenderResource) {
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self.render_resources.insert(name.to_string(), resource);
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}
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}
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pub struct AssetSetBatcher2 {
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key: AssetSetBatcherKey2,
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set_batches: HashMap<BatchKey2, Batch>,
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@ -16,12 +16,6 @@ impl EntityRenderResourceAssignments {
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self.entity_assignments.get(&entity)
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}
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pub fn get_mut_or_create(&mut self, entity: Entity) -> &mut RenderResourceAssignments {
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self.entity_assignments.entry(entity).or_insert_with(|| {
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RenderResourceAssignments::default()
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})
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}
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pub fn get_mut(&mut self, entity: Entity) -> Option<&mut RenderResourceAssignments> {
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self.entity_assignments.get_mut(&entity)
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}
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@ -5,6 +5,7 @@ mod resource_info;
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pub mod resource_name;
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mod resource_provider;
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mod entity_render_resource_assignments;
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mod render_resource_assignments;
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pub mod resource_providers;
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pub use asset_batcher::*;
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@ -12,4 +13,5 @@ pub use buffer::*;
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pub use render_resource::*;
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pub use resource_info::*;
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pub use resource_provider::*;
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pub use entity_render_resource_assignments::*;
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pub use entity_render_resource_assignments::*;
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pub use render_resource_assignments::*;
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44
src/render/render_resource/render_resource_assignments.rs
Normal file
44
src/render/render_resource/render_resource_assignments.rs
Normal file
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@ -0,0 +1,44 @@
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use super::RenderResource;
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use std::collections::HashMap;
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// TODO: consider merging this with entity_uniform_resource
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// PERF: if the assignments are scoped to a specific pipeline layout, then names could be replaced with indices here for a perf boost
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#[derive(Eq, PartialEq, Debug)]
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pub struct RenderResourceAssignments {
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id: RenderResourceAssignmentsId,
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render_resources: HashMap<String, RenderResource>,
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}
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impl RenderResourceAssignments {
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pub fn get(&self, name: &str) -> Option<RenderResource> {
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self.render_resources.get(name).cloned()
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}
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pub fn set(&mut self, name: &str, resource: RenderResource) {
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self.render_resources.insert(name.to_string(), resource);
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}
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pub fn get_id(&self) -> RenderResourceAssignmentsId {
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self.id
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}
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}
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#[derive(Eq, PartialEq, Debug, Copy, Clone)]
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pub struct RenderResourceAssignmentsId(usize);
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#[derive(Default)]
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pub struct RenderResourceAssignmentsProvider {
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pub current_id: usize,
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}
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impl RenderResourceAssignmentsProvider {
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pub fn next(&mut self) -> RenderResourceAssignments {
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let assignments = RenderResourceAssignments {
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id: RenderResourceAssignmentsId(self.current_id),
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render_resources: HashMap::new(),
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};
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self.current_id += 1;
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assignments
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}
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}
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@ -2,7 +2,7 @@ use crate::{
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asset::{AssetStorage, Handle},
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render::{
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pipeline::BindType,
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render_resource::{AssetBatchers, BufferUsage, RenderResource, ResourceProvider, RenderResourceAssignments, EntityRenderResourceAssignments},
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render_resource::{AssetBatchers, BufferUsage, RenderResource, ResourceProvider, RenderResourceAssignments, EntityRenderResourceAssignments, RenderResourceAssignmentsProvider},
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renderer::Renderer,
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shader::{AsUniforms, DynamicUniformBufferInfo, UniformInfoIter},
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texture::{SamplerDescriptor, Texture, TextureDescriptor},
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@ -69,13 +69,19 @@ where
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let handle_query = self.handle_query.take().unwrap();
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let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
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let mut entity_render_resource_assignments = resources.get_mut::<EntityRenderResourceAssignments>().unwrap();
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let mut render_resource_assignments_provider = resources.get_mut::<RenderResourceAssignmentsProvider>().unwrap();
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// TODO: only update handle values when Asset value has changed
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if let Some(asset_storage) = resources.get::<AssetStorage<T>>() {
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for (entity, (handle, renderable)) in handle_query.iter_entities(world) {
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if renderable.is_instanced {
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asset_batchers.set_entity_handle(entity, *handle);
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} else {
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let render_resource_assignments = entity_render_resource_assignments.get_mut_or_create(entity);
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let render_resource_assignments = if let Some(assignments) = entity_render_resource_assignments.get_mut(entity) {
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assignments
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} else {
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entity_render_resource_assignments.set(entity, render_resource_assignments_provider.next());
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entity_render_resource_assignments.get_mut(entity).unwrap()
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};
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if let Some(uniforms) = asset_storage.get(&handle) {
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self.setup_entity_uniform_resources(
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entity,
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@ -408,12 +414,18 @@ where
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self.update_asset_uniforms(renderer, world, resources);
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let mut entity_render_resource_assignments = resources.get_mut::<EntityRenderResourceAssignments>().unwrap();
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let mut render_resource_assignments_provider = resources.get_mut::<RenderResourceAssignmentsProvider>().unwrap();
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for (entity, (uniforms, renderable)) in query.iter_entities(world) {
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if renderable.is_instanced {
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continue;
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}
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let render_resource_assignments = entity_render_resource_assignments.get_mut_or_create(entity);
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let render_resource_assignments = if let Some(assignments) = entity_render_resource_assignments.get_mut(entity) {
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assignments
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} else {
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entity_render_resource_assignments.set(entity, render_resource_assignments_provider.next());
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entity_render_resource_assignments.get_mut(entity).unwrap()
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};
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self.setup_entity_uniform_resources(entity, &uniforms, renderer, resources, render_resource_assignments, true, None);
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}
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