bevy/crates/bevy_render/src/render_resource/pipeline_cache.rs
Jakob Hellermann 66b517ef81 fix shader compilation error reporting for non-wgsl shaders (#3441)
in #3289 I accidentally only logged errors for wgsl shaders, this PR expands the error reporting the the other supported shader types.
2021-12-29 21:04:27 +00:00

492 lines
18 KiB
Rust

use crate::{
render_resource::{
AsModuleDescriptorError, BindGroupLayout, BindGroupLayoutId, ProcessShaderError,
RawFragmentState, RawRenderPipelineDescriptor, RawVertexState, RenderPipeline,
RenderPipelineDescriptor, Shader, ShaderImport, ShaderProcessor, ShaderReflectError,
},
renderer::RenderDevice,
RenderWorld,
};
use bevy_app::EventReader;
use bevy_asset::{AssetEvent, Assets, Handle};
use bevy_ecs::system::{Res, ResMut};
use bevy_utils::{tracing::error, HashMap, HashSet};
use std::{collections::hash_map::Entry, hash::Hash, ops::Deref, sync::Arc};
use thiserror::Error;
use wgpu::{PipelineLayoutDescriptor, ShaderModule, VertexBufferLayout};
use super::ProcessedShader;
#[derive(Default)]
pub struct ShaderData {
pipelines: HashSet<CachedPipelineId>,
processed_shaders: HashMap<Vec<String>, Arc<ShaderModule>>,
resolved_imports: HashMap<ShaderImport, Handle<Shader>>,
dependents: HashSet<Handle<Shader>>,
}
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
pub struct CachedPipelineId(usize);
impl CachedPipelineId {
pub const INVALID: Self = CachedPipelineId(usize::MAX);
}
#[derive(Default)]
struct ShaderCache {
data: HashMap<Handle<Shader>, ShaderData>,
shaders: HashMap<Handle<Shader>, Shader>,
import_path_shaders: HashMap<ShaderImport, Handle<Shader>>,
waiting_on_import: HashMap<ShaderImport, Vec<Handle<Shader>>>,
processor: ShaderProcessor,
}
impl ShaderCache {
fn get(
&mut self,
render_device: &RenderDevice,
pipeline: CachedPipelineId,
handle: &Handle<Shader>,
shader_defs: &[String],
) -> Result<Arc<ShaderModule>, RenderPipelineError> {
let shader = self
.shaders
.get(handle)
.ok_or_else(|| RenderPipelineError::ShaderNotLoaded(handle.clone_weak()))?;
let data = self.data.entry(handle.clone_weak()).or_default();
let n_asset_imports = shader
.imports()
.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
.count();
let n_resolved_asset_imports = data
.resolved_imports
.keys()
.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
.count();
if n_asset_imports != n_resolved_asset_imports {
return Err(RenderPipelineError::ShaderImportNotYetAvailable);
}
data.pipelines.insert(pipeline);
// PERF: this shader_defs clone isn't great. use raw_entry_mut when it stabilizes
let module = match data.processed_shaders.entry(shader_defs.to_vec()) {
Entry::Occupied(entry) => entry.into_mut(),
Entry::Vacant(entry) => {
let processed = self.processor.process(
shader,
shader_defs,
&self.shaders,
&self.import_path_shaders,
)?;
let module_descriptor = match processed.get_module_descriptor() {
Ok(module_descriptor) => module_descriptor,
Err(err) => {
return Err(RenderPipelineError::AsModuleDescriptorError(err, processed));
}
};
entry.insert(Arc::new(
render_device.create_shader_module(&module_descriptor),
))
}
};
Ok(module.clone())
}
fn clear(&mut self, handle: &Handle<Shader>) -> Vec<CachedPipelineId> {
let mut shaders_to_clear = vec![handle.clone_weak()];
let mut pipelines_to_queue = Vec::new();
while let Some(handle) = shaders_to_clear.pop() {
if let Some(data) = self.data.get_mut(&handle) {
data.processed_shaders.clear();
pipelines_to_queue.extend(data.pipelines.iter().cloned());
shaders_to_clear.extend(data.dependents.iter().map(|h| h.clone_weak()));
}
}
pipelines_to_queue
}
fn set_shader(&mut self, handle: &Handle<Shader>, shader: Shader) -> Vec<CachedPipelineId> {
let pipelines_to_queue = self.clear(handle);
if let Some(path) = shader.import_path() {
self.import_path_shaders
.insert(path.clone(), handle.clone_weak());
if let Some(waiting_shaders) = self.waiting_on_import.get_mut(path) {
for waiting_shader in waiting_shaders.drain(..) {
// resolve waiting shader import
let data = self.data.entry(waiting_shader.clone_weak()).or_default();
data.resolved_imports
.insert(path.clone(), handle.clone_weak());
// add waiting shader as dependent of this shader
let data = self.data.entry(handle.clone_weak()).or_default();
data.dependents.insert(waiting_shader.clone_weak());
}
}
}
for import in shader.imports() {
if let Some(import_handle) = self.import_path_shaders.get(import) {
// resolve import because it is currently available
let data = self.data.entry(handle.clone_weak()).or_default();
data.resolved_imports
.insert(import.clone(), import_handle.clone_weak());
// add this shader as a dependent of the import
let data = self.data.entry(import_handle.clone_weak()).or_default();
data.dependents.insert(handle.clone_weak());
} else {
let waiting = self.waiting_on_import.entry(import.clone()).or_default();
waiting.push(handle.clone_weak());
}
}
self.shaders.insert(handle.clone_weak(), shader);
pipelines_to_queue
}
fn remove(&mut self, handle: &Handle<Shader>) -> Vec<CachedPipelineId> {
let pipelines_to_queue = self.clear(handle);
if let Some(shader) = self.shaders.remove(handle) {
if let Some(import_path) = shader.import_path() {
self.import_path_shaders.remove(import_path);
}
}
pipelines_to_queue
}
}
#[derive(Default)]
struct LayoutCache {
layouts: HashMap<Vec<BindGroupLayoutId>, wgpu::PipelineLayout>,
}
impl LayoutCache {
fn get(
&mut self,
render_device: &RenderDevice,
bind_group_layouts: &[BindGroupLayout],
) -> &wgpu::PipelineLayout {
let key = bind_group_layouts.iter().map(|l| l.id()).collect();
self.layouts.entry(key).or_insert_with(|| {
let bind_group_layouts = bind_group_layouts
.iter()
.map(|l| l.value())
.collect::<Vec<_>>();
render_device.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &bind_group_layouts,
..Default::default()
})
})
}
}
pub struct RenderPipelineCache {
layout_cache: LayoutCache,
shader_cache: ShaderCache,
device: RenderDevice,
pipelines: Vec<CachedPipeline>,
waiting_pipelines: HashSet<CachedPipelineId>,
}
struct CachedPipeline {
descriptor: RenderPipelineDescriptor,
state: CachedPipelineState,
}
#[derive(Debug)]
pub enum CachedPipelineState {
Queued,
Ok(RenderPipeline),
Err(RenderPipelineError),
}
impl CachedPipelineState {
pub fn unwrap(&self) -> &RenderPipeline {
match self {
CachedPipelineState::Ok(pipeline) => pipeline,
CachedPipelineState::Queued => {
panic!("Pipeline has not been compiled yet. It is still in the 'Queued' state.")
}
CachedPipelineState::Err(err) => panic!("{}", err),
}
}
}
#[derive(Error, Debug)]
pub enum RenderPipelineError {
#[error(
"Pipeline cound not be compiled because the following shader is not loaded yet: {0:?}"
)]
ShaderNotLoaded(Handle<Shader>),
#[error(transparent)]
ProcessShaderError(#[from] ProcessShaderError),
#[error("{0}")]
AsModuleDescriptorError(AsModuleDescriptorError, ProcessedShader),
#[error("Shader import not yet available.")]
ShaderImportNotYetAvailable,
}
impl RenderPipelineCache {
pub fn new(device: RenderDevice) -> Self {
Self {
device,
layout_cache: Default::default(),
shader_cache: Default::default(),
waiting_pipelines: Default::default(),
pipelines: Default::default(),
}
}
#[inline]
pub fn get_state(&self, id: CachedPipelineId) -> &CachedPipelineState {
&self.pipelines[id.0].state
}
#[inline]
pub fn get(&self, id: CachedPipelineId) -> Option<&RenderPipeline> {
if let CachedPipelineState::Ok(pipeline) = &self.pipelines[id.0].state {
Some(pipeline)
} else {
None
}
}
pub fn queue(&mut self, descriptor: RenderPipelineDescriptor) -> CachedPipelineId {
let id = CachedPipelineId(self.pipelines.len());
self.pipelines.push(CachedPipeline {
descriptor,
state: CachedPipelineState::Queued,
});
self.waiting_pipelines.insert(id);
id
}
fn set_shader(&mut self, handle: &Handle<Shader>, shader: &Shader) {
let pipelines_to_queue = self.shader_cache.set_shader(handle, shader.clone());
for cached_pipeline in pipelines_to_queue {
self.pipelines[cached_pipeline.0].state = CachedPipelineState::Queued;
self.waiting_pipelines.insert(cached_pipeline);
}
}
fn remove_shader(&mut self, shader: &Handle<Shader>) {
let pipelines_to_queue = self.shader_cache.remove(shader);
for cached_pipeline in pipelines_to_queue {
self.pipelines[cached_pipeline.0].state = CachedPipelineState::Queued;
self.waiting_pipelines.insert(cached_pipeline);
}
}
pub fn process_queue(&mut self) {
let pipelines = std::mem::take(&mut self.waiting_pipelines);
for id in pipelines {
let state = &mut self.pipelines[id.0];
match &state.state {
CachedPipelineState::Ok(_) => continue,
CachedPipelineState::Queued => {}
CachedPipelineState::Err(err) => {
match err {
RenderPipelineError::ShaderNotLoaded(_)
| RenderPipelineError::ShaderImportNotYetAvailable => { /* retry */ }
// shader could not be processed ... retrying won't help
RenderPipelineError::ProcessShaderError(err) => {
error!("failed to process shader: {}", err);
continue;
}
RenderPipelineError::AsModuleDescriptorError(err, source) => {
log_shader_error(source, err);
continue;
}
}
}
}
let descriptor = &state.descriptor;
let vertex_module = match self.shader_cache.get(
&self.device,
id,
&descriptor.vertex.shader,
&descriptor.vertex.shader_defs,
) {
Ok(module) => module,
Err(err) => {
state.state = CachedPipelineState::Err(err);
self.waiting_pipelines.insert(id);
continue;
}
};
let fragment_data = if let Some(fragment) = &descriptor.fragment {
let fragment_module = match self.shader_cache.get(
&self.device,
id,
&fragment.shader,
&fragment.shader_defs,
) {
Ok(module) => module,
Err(err) => {
state.state = CachedPipelineState::Err(err);
self.waiting_pipelines.insert(id);
continue;
}
};
Some((
fragment_module,
fragment.entry_point.deref(),
&fragment.targets,
))
} else {
None
};
let vertex_buffer_layouts = descriptor
.vertex
.buffers
.iter()
.map(|layout| VertexBufferLayout {
array_stride: layout.array_stride,
attributes: &layout.attributes,
step_mode: layout.step_mode,
})
.collect::<Vec<_>>();
let layout = if let Some(layout) = &descriptor.layout {
Some(self.layout_cache.get(&self.device, layout))
} else {
None
};
let descriptor = RawRenderPipelineDescriptor {
multiview: None,
depth_stencil: descriptor.depth_stencil.clone(),
label: descriptor.label.as_deref(),
layout,
multisample: descriptor.multisample,
primitive: descriptor.primitive,
vertex: RawVertexState {
buffers: &vertex_buffer_layouts,
entry_point: descriptor.vertex.entry_point.deref(),
module: &vertex_module,
},
fragment: fragment_data
.as_ref()
.map(|(module, entry_point, targets)| RawFragmentState {
entry_point,
module,
targets,
}),
};
let pipeline = self.device.create_render_pipeline(&descriptor);
state.state = CachedPipelineState::Ok(pipeline);
}
}
pub(crate) fn process_pipeline_queue_system(mut cache: ResMut<Self>) {
cache.process_queue();
}
pub(crate) fn extract_shaders(
mut world: ResMut<RenderWorld>,
shaders: Res<Assets<Shader>>,
mut events: EventReader<AssetEvent<Shader>>,
) {
let mut cache = world.get_resource_mut::<Self>().unwrap();
for event in events.iter() {
match event {
AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
if let Some(shader) = shaders.get(handle) {
cache.set_shader(handle, shader);
}
}
AssetEvent::Removed { handle } => cache.remove_shader(handle),
}
}
}
}
fn log_shader_error(source: &ProcessedShader, error: &AsModuleDescriptorError) {
use codespan_reporting::{
diagnostic::{Diagnostic, Label},
files::SimpleFile,
term,
};
match error {
AsModuleDescriptorError::ShaderReflectError(error) => match error {
ShaderReflectError::WgslParse(error) => {
let source = source
.get_wgsl_source()
.expect("non-wgsl source for wgsl error");
let msg = error.emit_to_string(source);
error!("failed to process shader:\n{}", msg);
}
ShaderReflectError::GlslParse(errors) => {
let source = source
.get_glsl_source()
.expect("non-glsl source for glsl error");
let files = SimpleFile::new("glsl", source);
let config = codespan_reporting::term::Config::default();
let mut writer = term::termcolor::Ansi::new(Vec::new());
for err in errors {
let mut diagnostic = Diagnostic::error().with_message(err.kind.to_string());
if let Some(range) = err.meta.to_range() {
diagnostic = diagnostic.with_labels(vec![Label::primary((), range)]);
}
term::emit(&mut writer, &config, &files, &diagnostic)
.expect("cannot write error");
}
let msg = writer.into_inner();
let msg = String::from_utf8_lossy(&msg);
error!("failed to process shader: \n{}", msg);
}
ShaderReflectError::SpirVParse(error) => {
error!("failed to process shader:\n{}", error);
}
ShaderReflectError::Validation(error) => {
let (filename, source) = match source {
ProcessedShader::Wgsl(source) => ("wgsl", source.as_ref()),
ProcessedShader::Glsl(source, _) => ("glsl", source.as_ref()),
ProcessedShader::SpirV(_) => {
error!("failed to process shader:\n{}", error);
return;
}
};
let files = SimpleFile::new(filename, source);
let config = term::Config::default();
let mut writer = term::termcolor::Ansi::new(Vec::new());
let diagnostic = Diagnostic::error().with_labels(
error
.spans()
.map(|(span, desc)| {
Label::primary((), span.to_range().unwrap())
.with_message(desc.to_owned())
})
.collect(),
);
term::emit(&mut writer, &config, &files, &diagnostic).expect("cannot write error");
let msg = writer.into_inner();
let msg = String::from_utf8_lossy(&msg);
error!("failed to process shader: \n{}", msg);
}
},
AsModuleDescriptorError::WgslConversion(error) => {
error!("failed to convert shader to wgsl: \n{}", error);
}
AsModuleDescriptorError::SpirVConversion(error) => {
error!("failed to convert shader to spirv: \n{}", error);
}
}
}