mirror of
https://github.com/bevyengine/bevy
synced 2025-01-05 01:38:56 +00:00
5eca832cee
Adds some methods to assist in building `ShaderStorageBuffer` without using `bytemuck`. We keep the `&[u8]` constructors since this is still modeled as a thin wrapper around the buffer descriptor, but should make it easier to interact with at the cost of an extra allocation in the `ShaderType` path for the buffer writer. Follow up from #14663
134 lines
4.5 KiB
Rust
134 lines
4.5 KiB
Rust
use crate::render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssetUsages};
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use crate::render_resource::{Buffer, BufferUsages};
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use crate::renderer::RenderDevice;
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use bevy_app::{App, Plugin};
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use bevy_asset::{Asset, AssetApp};
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use bevy_ecs::system::lifetimeless::SRes;
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use bevy_ecs::system::SystemParamItem;
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use bevy_reflect::prelude::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_utils::default;
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use encase::internal::WriteInto;
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use encase::ShaderType;
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use wgpu::util::BufferInitDescriptor;
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/// Adds [`ShaderStorageBuffer`] as an asset that is extracted and uploaded to the GPU.
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#[derive(Default)]
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pub struct StoragePlugin;
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impl Plugin for StoragePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(RenderAssetPlugin::<GpuShaderStorageBuffer>::default())
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.register_type::<ShaderStorageBuffer>()
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.init_asset::<ShaderStorageBuffer>()
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.register_asset_reflect::<ShaderStorageBuffer>();
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}
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}
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/// A storage buffer that is prepared as a [`RenderAsset`] and uploaded to the GPU.
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#[derive(Asset, Reflect, Debug, Clone)]
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#[reflect_value(Default)]
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pub struct ShaderStorageBuffer {
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/// Optional data used to initialize the buffer.
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pub data: Option<Vec<u8>>,
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/// The buffer description used to create the buffer.
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pub buffer_description: wgpu::BufferDescriptor<'static>,
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/// The asset usage of the storage buffer.
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pub asset_usage: RenderAssetUsages,
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}
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impl Default for ShaderStorageBuffer {
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fn default() -> Self {
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Self {
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data: None,
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buffer_description: wgpu::BufferDescriptor {
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label: None,
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size: 0,
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usage: BufferUsages::STORAGE,
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mapped_at_creation: false,
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},
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asset_usage: RenderAssetUsages::default(),
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}
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}
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}
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impl ShaderStorageBuffer {
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/// Creates a new storage buffer with the given data and asset usage.
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pub fn new(data: &[u8], asset_usage: RenderAssetUsages) -> Self {
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let mut storage = ShaderStorageBuffer {
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data: Some(data.to_vec()),
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..default()
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};
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storage.asset_usage = asset_usage;
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storage
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}
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/// Creates a new storage buffer with the given size and asset usage.
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pub fn with_size(size: usize, asset_usage: RenderAssetUsages) -> Self {
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let mut storage = ShaderStorageBuffer {
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data: None,
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..default()
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};
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storage.buffer_description.size = size as u64;
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storage.buffer_description.mapped_at_creation = false;
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storage.asset_usage = asset_usage;
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storage
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}
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/// Sets the data of the storage buffer to the given [`ShaderType`].
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pub fn set_data<T>(&mut self, value: T)
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where
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T: ShaderType + WriteInto,
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{
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let size = value.size().get() as usize;
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let mut wrapper = encase::StorageBuffer::<Vec<u8>>::new(Vec::with_capacity(size));
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wrapper.write(&value).unwrap();
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self.data = Some(wrapper.into_inner());
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}
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}
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impl<T> From<T> for ShaderStorageBuffer
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where
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T: ShaderType + WriteInto,
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{
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fn from(value: T) -> Self {
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let size = value.size().get() as usize;
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let mut wrapper = encase::StorageBuffer::<Vec<u8>>::new(Vec::with_capacity(size));
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wrapper.write(&value).unwrap();
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Self::new(wrapper.as_ref(), RenderAssetUsages::default())
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}
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}
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/// A storage buffer that is prepared as a [`RenderAsset`] and uploaded to the GPU.
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pub struct GpuShaderStorageBuffer {
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pub buffer: Buffer,
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}
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impl RenderAsset for GpuShaderStorageBuffer {
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type SourceAsset = ShaderStorageBuffer;
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type Param = SRes<RenderDevice>;
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fn asset_usage(source_asset: &Self::SourceAsset) -> RenderAssetUsages {
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source_asset.asset_usage
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}
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fn prepare_asset(
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source_asset: Self::SourceAsset,
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render_device: &mut SystemParamItem<Self::Param>,
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) -> Result<Self, PrepareAssetError<Self::SourceAsset>> {
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match source_asset.data {
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Some(data) => {
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: source_asset.buffer_description.label,
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contents: &data,
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usage: source_asset.buffer_description.usage,
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});
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Ok(GpuShaderStorageBuffer { buffer })
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}
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None => {
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let buffer = render_device.create_buffer(&source_asset.buffer_description);
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Ok(GpuShaderStorageBuffer { buffer })
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}
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}
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}
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}
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