bevy/examples/shader/animate_shader.rs
Kurt Kühnert 9e450f2827 Compute Pipeline Specialization (#3979)
# Objective

- Fixes #3970
- To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines.

## Solution

- renamed `RenderPipelineCache` to `PipelineCache`
- Cached Pipelines are now represented by an enum (render, compute)
- split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines`
- updated the game of life example

## Open Questions

- should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that?
- should the `get_render_pipeline` and `get_compute_pipeline` methods be merged?
- is pipeline specialization for different entry points a good pattern




Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-23 00:27:26 +00:00

261 lines
8.5 KiB
Rust

use bevy::{
core_pipeline::Transparent3d,
ecs::system::{lifetimeless::SRes, SystemParamItem},
pbr::{
DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
SetMeshViewBindGroup,
},
prelude::*,
render::{
mesh::MeshVertexBufferLayout,
render_asset::RenderAssets,
render_phase::{
AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
SetItemPipeline, TrackedRenderPass,
},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
view::{ComputedVisibility, ExtractedView, Msaa, Visibility},
RenderApp, RenderStage,
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(CustomMaterialPlugin)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
// cube
commands.spawn().insert_bundle((
meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
Transform::from_xyz(0.0, 0.5, 0.0),
GlobalTransform::default(),
CustomMaterial,
Visibility::default(),
ComputedVisibility::default(),
));
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component)]
struct CustomMaterial;
pub struct CustomMaterialPlugin;
impl Plugin for CustomMaterialPlugin {
fn build(&self, app: &mut App) {
let render_device = app.world.resource::<RenderDevice>();
let buffer = render_device.create_buffer(&BufferDescriptor {
label: Some("time uniform buffer"),
size: std::mem::size_of::<f32>() as u64,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
app.sub_app_mut(RenderApp)
.add_render_command::<Transparent3d, DrawCustom>()
.insert_resource(TimeMeta {
buffer,
bind_group: None,
})
.init_resource::<CustomPipeline>()
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
.add_system_to_stage(RenderStage::Extract, extract_time)
.add_system_to_stage(RenderStage::Extract, extract_custom_material)
.add_system_to_stage(RenderStage::Prepare, prepare_time)
.add_system_to_stage(RenderStage::Queue, queue_custom)
.add_system_to_stage(RenderStage::Queue, queue_time_bind_group);
}
}
// extract the `CustomMaterial` component into the render world
fn extract_custom_material(
mut commands: Commands,
mut previous_len: Local<usize>,
mut query: Query<Entity, With<CustomMaterial>>,
) {
let mut values = Vec::with_capacity(*previous_len);
for entity in query.iter_mut() {
values.push((entity, (CustomMaterial,)));
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}
// add each entity with a mesh and a `CustomMaterial` to every view's `Transparent3d` render phase using the `CustomPipeline`
#[allow(clippy::too_many_arguments)]
fn queue_custom(
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
custom_pipeline: Res<CustomPipeline>,
msaa: Res<Msaa>,
mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
mut pipeline_cache: ResMut<PipelineCache>,
render_meshes: Res<RenderAssets<Mesh>>,
material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<CustomMaterial>>,
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
) {
let draw_custom = transparent_3d_draw_functions
.read()
.get_id::<DrawCustom>()
.unwrap();
let key = MeshPipelineKey::from_msaa_samples(msaa.samples)
| MeshPipelineKey::from_primitive_topology(PrimitiveTopology::TriangleList);
for (view, mut transparent_phase) in views.iter_mut() {
let view_matrix = view.transform.compute_matrix();
let view_row_2 = view_matrix.row(2);
for (entity, mesh_uniform, mesh_handle) in material_meshes.iter() {
if let Some(mesh) = render_meshes.get(mesh_handle) {
let pipeline = pipelines
.specialize(&mut pipeline_cache, &custom_pipeline, key, &mesh.layout)
.unwrap();
transparent_phase.add(Transparent3d {
entity,
pipeline,
draw_function: draw_custom,
distance: view_row_2.dot(mesh_uniform.transform.col(3)),
});
}
}
}
}
#[derive(Default)]
struct ExtractedTime {
seconds_since_startup: f32,
}
// extract the passed time into a resource in the render world
fn extract_time(mut commands: Commands, time: Res<Time>) {
commands.insert_resource(ExtractedTime {
seconds_since_startup: time.seconds_since_startup() as f32,
});
}
struct TimeMeta {
buffer: Buffer,
bind_group: Option<BindGroup>,
}
// write the extracted time into the corresponding uniform buffer
fn prepare_time(
time: Res<ExtractedTime>,
time_meta: ResMut<TimeMeta>,
render_queue: Res<RenderQueue>,
) {
render_queue.write_buffer(
&time_meta.buffer,
0,
bevy::core::cast_slice(&[time.seconds_since_startup]),
);
}
// create a bind group for the time uniform buffer
fn queue_time_bind_group(
render_device: Res<RenderDevice>,
mut time_meta: ResMut<TimeMeta>,
pipeline: Res<CustomPipeline>,
) {
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
label: None,
layout: &pipeline.time_bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: time_meta.buffer.as_entire_binding(),
}],
});
time_meta.bind_group = Some(bind_group);
}
pub struct CustomPipeline {
shader: Handle<Shader>,
mesh_pipeline: MeshPipeline,
time_bind_group_layout: BindGroupLayout,
}
impl FromWorld for CustomPipeline {
fn from_world(world: &mut World) -> Self {
let world = world.cell();
let asset_server = world.get_resource::<AssetServer>().unwrap();
let shader = asset_server.load("shaders/animate_shader.wgsl");
let render_device = world.get_resource_mut::<RenderDevice>().unwrap();
let time_bind_group_layout =
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("time bind group"),
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(std::mem::size_of::<f32>() as u64),
},
count: None,
}],
});
let mesh_pipeline = world.get_resource::<MeshPipeline>().unwrap();
CustomPipeline {
shader,
mesh_pipeline: mesh_pipeline.clone(),
time_bind_group_layout,
}
}
}
impl SpecializedMeshPipeline for CustomPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
descriptor.vertex.shader = self.shader.clone();
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
descriptor.layout = Some(vec![
self.mesh_pipeline.view_layout.clone(),
self.mesh_pipeline.mesh_layout.clone(),
self.time_bind_group_layout.clone(),
]);
Ok(descriptor)
}
}
type DrawCustom = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
SetTimeBindGroup<2>,
DrawMesh,
);
struct SetTimeBindGroup<const I: usize>;
impl<const I: usize> EntityRenderCommand for SetTimeBindGroup<I> {
type Param = SRes<TimeMeta>;
fn render<'w>(
_view: Entity,
_item: Entity,
time_meta: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let time_bind_group = time_meta.into_inner().bind_group.as_ref().unwrap();
pass.set_bind_group(I, time_bind_group, &[]);
RenderCommandResult::Success
}
}