mirror of
https://github.com/bevyengine/bevy
synced 2025-01-09 11:48:56 +00:00
081350916c
### Problem - shader processing errors are not displayed - during hot reloading when encountering a shader with errors, the whole app crashes ### Solution - log `error!`s for shader processing errors - when `cfg(debug_assertions)` is enabled (i.e. you're running in `debug` mode), parse shaders before passing them to wgpu. This lets us handle errors early.
452 lines
16 KiB
Rust
452 lines
16 KiB
Rust
use crate::{
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render_resource::{
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AsModuleDescriptorError, BindGroupLayout, BindGroupLayoutId, ProcessShaderError,
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RawFragmentState, RawRenderPipelineDescriptor, RawVertexState, RenderPipeline,
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RenderPipelineDescriptor, Shader, ShaderImport, ShaderProcessor, ShaderReflectError,
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},
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renderer::RenderDevice,
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RenderWorld,
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};
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use bevy_app::EventReader;
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::system::{Res, ResMut};
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use bevy_utils::{tracing::error, HashMap, HashSet};
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use std::{collections::hash_map::Entry, hash::Hash, ops::Deref, sync::Arc};
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use thiserror::Error;
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use wgpu::{PipelineLayoutDescriptor, ShaderModule, VertexBufferLayout};
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use super::ProcessedShader;
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#[derive(Default)]
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pub struct ShaderData {
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pipelines: HashSet<CachedPipelineId>,
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processed_shaders: HashMap<Vec<String>, Arc<ShaderModule>>,
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resolved_imports: HashMap<ShaderImport, Handle<Shader>>,
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dependents: HashSet<Handle<Shader>>,
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}
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct CachedPipelineId(usize);
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impl CachedPipelineId {
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pub const INVALID: Self = CachedPipelineId(usize::MAX);
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}
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#[derive(Default)]
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struct ShaderCache {
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data: HashMap<Handle<Shader>, ShaderData>,
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shaders: HashMap<Handle<Shader>, Shader>,
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import_path_shaders: HashMap<ShaderImport, Handle<Shader>>,
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waiting_on_import: HashMap<ShaderImport, Vec<Handle<Shader>>>,
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processor: ShaderProcessor,
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}
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impl ShaderCache {
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fn get(
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&mut self,
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render_device: &RenderDevice,
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pipeline: CachedPipelineId,
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handle: &Handle<Shader>,
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shader_defs: &[String],
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) -> Result<Arc<ShaderModule>, RenderPipelineError> {
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let shader = self
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.shaders
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.get(handle)
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.ok_or_else(|| RenderPipelineError::ShaderNotLoaded(handle.clone_weak()))?;
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let data = self.data.entry(handle.clone_weak()).or_default();
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let n_asset_imports = shader
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.imports()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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let n_resolved_asset_imports = data
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.resolved_imports
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.keys()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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if n_asset_imports != n_resolved_asset_imports {
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return Err(RenderPipelineError::ShaderImportNotYetAvailable);
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}
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data.pipelines.insert(pipeline);
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// PERF: this shader_defs clone isn't great. use raw_entry_mut when it stabilizes
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let module = match data.processed_shaders.entry(shader_defs.to_vec()) {
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Entry::Occupied(entry) => entry.into_mut(),
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Entry::Vacant(entry) => {
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let processed = self.processor.process(
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shader,
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shader_defs,
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&self.shaders,
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&self.import_path_shaders,
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)?;
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let module_descriptor = match processed.get_module_descriptor() {
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Ok(module_descriptor) => module_descriptor,
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Err(err) => {
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return Err(RenderPipelineError::AsModuleDescriptorError(err, processed));
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}
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};
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entry.insert(Arc::new(
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render_device.create_shader_module(&module_descriptor),
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))
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}
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};
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Ok(module.clone())
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}
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fn clear(&mut self, handle: &Handle<Shader>) -> Vec<CachedPipelineId> {
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let mut shaders_to_clear = vec![handle.clone_weak()];
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let mut pipelines_to_queue = Vec::new();
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while let Some(handle) = shaders_to_clear.pop() {
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if let Some(data) = self.data.get_mut(&handle) {
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data.processed_shaders.clear();
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pipelines_to_queue.extend(data.pipelines.iter().cloned());
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shaders_to_clear.extend(data.dependents.iter().map(|h| h.clone_weak()));
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}
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}
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pipelines_to_queue
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}
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fn set_shader(&mut self, handle: &Handle<Shader>, shader: Shader) -> Vec<CachedPipelineId> {
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let pipelines_to_queue = self.clear(handle);
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if let Some(path) = shader.import_path() {
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self.import_path_shaders
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.insert(path.clone(), handle.clone_weak());
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if let Some(waiting_shaders) = self.waiting_on_import.get_mut(path) {
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for waiting_shader in waiting_shaders.drain(..) {
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// resolve waiting shader import
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let data = self.data.entry(waiting_shader.clone_weak()).or_default();
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data.resolved_imports
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.insert(path.clone(), handle.clone_weak());
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// add waiting shader as dependent of this shader
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let data = self.data.entry(handle.clone_weak()).or_default();
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data.dependents.insert(waiting_shader.clone_weak());
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}
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}
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}
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for import in shader.imports() {
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if let Some(import_handle) = self.import_path_shaders.get(import) {
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// resolve import because it is currently available
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let data = self.data.entry(handle.clone_weak()).or_default();
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data.resolved_imports
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.insert(import.clone(), import_handle.clone_weak());
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// add this shader as a dependent of the import
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let data = self.data.entry(import_handle.clone_weak()).or_default();
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data.dependents.insert(handle.clone_weak());
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} else {
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let waiting = self.waiting_on_import.entry(import.clone()).or_default();
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waiting.push(handle.clone_weak());
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}
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}
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self.shaders.insert(handle.clone_weak(), shader);
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pipelines_to_queue
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}
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fn remove(&mut self, handle: &Handle<Shader>) -> Vec<CachedPipelineId> {
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let pipelines_to_queue = self.clear(handle);
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if let Some(shader) = self.shaders.remove(handle) {
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if let Some(import_path) = shader.import_path() {
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self.import_path_shaders.remove(import_path);
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}
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}
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pipelines_to_queue
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}
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}
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#[derive(Default)]
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struct LayoutCache {
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layouts: HashMap<Vec<BindGroupLayoutId>, wgpu::PipelineLayout>,
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}
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impl LayoutCache {
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fn get(
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&mut self,
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render_device: &RenderDevice,
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bind_group_layouts: &[BindGroupLayout],
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) -> &wgpu::PipelineLayout {
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let key = bind_group_layouts.iter().map(|l| l.id()).collect();
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self.layouts.entry(key).or_insert_with(|| {
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let bind_group_layouts = bind_group_layouts
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.iter()
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.map(|l| l.value())
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.collect::<Vec<_>>();
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render_device.create_pipeline_layout(&PipelineLayoutDescriptor {
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bind_group_layouts: &bind_group_layouts,
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..Default::default()
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})
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})
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}
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}
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pub struct RenderPipelineCache {
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layout_cache: LayoutCache,
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shader_cache: ShaderCache,
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device: RenderDevice,
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pipelines: Vec<CachedPipeline>,
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waiting_pipelines: HashSet<CachedPipelineId>,
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}
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struct CachedPipeline {
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descriptor: RenderPipelineDescriptor,
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state: CachedPipelineState,
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}
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#[derive(Debug)]
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pub enum CachedPipelineState {
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Queued,
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Ok(RenderPipeline),
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Err(RenderPipelineError),
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}
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impl CachedPipelineState {
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pub fn unwrap(&self) -> &RenderPipeline {
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match self {
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CachedPipelineState::Ok(pipeline) => pipeline,
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CachedPipelineState::Queued => {
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panic!("Pipeline has not been compiled yet. It is still in the 'Queued' state.")
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}
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CachedPipelineState::Err(err) => panic!("{}", err),
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}
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}
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}
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#[derive(Error, Debug)]
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pub enum RenderPipelineError {
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#[error(
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"Pipeline cound not be compiled because the following shader is not loaded yet: {0:?}"
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)]
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ShaderNotLoaded(Handle<Shader>),
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#[error(transparent)]
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ProcessShaderError(#[from] ProcessShaderError),
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#[error("{0}")]
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AsModuleDescriptorError(AsModuleDescriptorError, ProcessedShader),
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#[error("Shader import not yet available.")]
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ShaderImportNotYetAvailable,
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}
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impl RenderPipelineCache {
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pub fn new(device: RenderDevice) -> Self {
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Self {
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device,
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layout_cache: Default::default(),
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shader_cache: Default::default(),
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waiting_pipelines: Default::default(),
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pipelines: Default::default(),
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}
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}
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#[inline]
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pub fn get_state(&self, id: CachedPipelineId) -> &CachedPipelineState {
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&self.pipelines[id.0].state
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}
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#[inline]
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pub fn get(&self, id: CachedPipelineId) -> Option<&RenderPipeline> {
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if let CachedPipelineState::Ok(pipeline) = &self.pipelines[id.0].state {
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Some(pipeline)
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} else {
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None
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}
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}
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pub fn queue(&mut self, descriptor: RenderPipelineDescriptor) -> CachedPipelineId {
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let id = CachedPipelineId(self.pipelines.len());
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self.pipelines.push(CachedPipeline {
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descriptor,
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state: CachedPipelineState::Queued,
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});
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self.waiting_pipelines.insert(id);
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id
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}
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fn set_shader(&mut self, handle: &Handle<Shader>, shader: &Shader) {
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let pipelines_to_queue = self.shader_cache.set_shader(handle, shader.clone());
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for cached_pipeline in pipelines_to_queue {
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self.pipelines[cached_pipeline.0].state = CachedPipelineState::Queued;
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self.waiting_pipelines.insert(cached_pipeline);
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}
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}
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fn remove_shader(&mut self, shader: &Handle<Shader>) {
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let pipelines_to_queue = self.shader_cache.remove(shader);
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for cached_pipeline in pipelines_to_queue {
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self.pipelines[cached_pipeline.0].state = CachedPipelineState::Queued;
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self.waiting_pipelines.insert(cached_pipeline);
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}
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}
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pub fn process_queue(&mut self) {
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let pipelines = std::mem::take(&mut self.waiting_pipelines);
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for id in pipelines {
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let state = &mut self.pipelines[id.0];
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match &state.state {
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CachedPipelineState::Ok(_) => continue,
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CachedPipelineState::Queued => {}
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CachedPipelineState::Err(err) => {
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match err {
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RenderPipelineError::ShaderNotLoaded(_)
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| RenderPipelineError::ShaderImportNotYetAvailable => { /* retry */ }
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// shader could not be processed ... retrying won't help
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RenderPipelineError::ProcessShaderError(err) => {
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error!("failed to process shader: {}", err);
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continue;
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}
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RenderPipelineError::AsModuleDescriptorError(err, source) => {
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log_shader_error(source, err);
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continue;
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}
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}
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}
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}
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let descriptor = &state.descriptor;
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let vertex_module = match self.shader_cache.get(
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&self.device,
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id,
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&descriptor.vertex.shader,
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&descriptor.vertex.shader_defs,
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) {
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Ok(module) => module,
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Err(err) => {
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state.state = CachedPipelineState::Err(err);
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self.waiting_pipelines.insert(id);
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continue;
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}
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};
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let fragment_data = if let Some(fragment) = &descriptor.fragment {
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let fragment_module = match self.shader_cache.get(
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&self.device,
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id,
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&fragment.shader,
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&fragment.shader_defs,
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) {
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Ok(module) => module,
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Err(err) => {
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state.state = CachedPipelineState::Err(err);
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self.waiting_pipelines.insert(id);
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continue;
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}
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};
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Some((
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fragment_module,
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fragment.entry_point.deref(),
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&fragment.targets,
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))
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} else {
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None
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};
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let vertex_buffer_layouts = descriptor
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.vertex
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.buffers
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.iter()
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.map(|layout| VertexBufferLayout {
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array_stride: layout.array_stride,
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attributes: &layout.attributes,
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step_mode: layout.step_mode,
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})
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.collect::<Vec<_>>();
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let layout = if let Some(layout) = &descriptor.layout {
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Some(self.layout_cache.get(&self.device, layout))
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} else {
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None
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};
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let descriptor = RawRenderPipelineDescriptor {
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multiview: None,
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depth_stencil: descriptor.depth_stencil.clone(),
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label: descriptor.label.as_deref(),
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layout,
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multisample: descriptor.multisample,
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primitive: descriptor.primitive,
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vertex: RawVertexState {
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buffers: &vertex_buffer_layouts,
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entry_point: descriptor.vertex.entry_point.deref(),
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module: &vertex_module,
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},
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fragment: fragment_data
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.as_ref()
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.map(|(module, entry_point, targets)| RawFragmentState {
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entry_point,
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module,
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targets,
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}),
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};
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let pipeline = self.device.create_render_pipeline(&descriptor);
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state.state = CachedPipelineState::Ok(pipeline);
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}
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}
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pub(crate) fn process_pipeline_queue_system(mut cache: ResMut<Self>) {
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cache.process_queue();
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}
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pub(crate) fn extract_shaders(
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mut world: ResMut<RenderWorld>,
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shaders: Res<Assets<Shader>>,
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mut events: EventReader<AssetEvent<Shader>>,
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) {
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let mut cache = world.get_resource_mut::<Self>().unwrap();
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for event in events.iter() {
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match event {
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AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
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if let Some(shader) = shaders.get(handle) {
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cache.set_shader(handle, shader);
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}
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}
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AssetEvent::Removed { handle } => cache.remove_shader(handle),
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}
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}
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}
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}
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fn log_shader_error(source: &ProcessedShader, err: &AsModuleDescriptorError) {
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use codespan_reporting::{
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diagnostic::{Diagnostic, Label},
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files::SimpleFile,
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term,
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};
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if let ProcessedShader::Wgsl(source) = source {
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if let AsModuleDescriptorError::ShaderReflectError(err) = err {
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match err {
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ShaderReflectError::WgslParse(parse) => {
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let msg = parse.emit_to_string(source);
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error!("failed to process shader:\n{}", msg);
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}
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ShaderReflectError::Validation(error) => {
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let files = SimpleFile::new("wgsl", &source);
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let config = term::Config::default();
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let mut writer = term::termcolor::Ansi::new(Vec::new());
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let diagnostic = Diagnostic::error().with_labels(
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error
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.spans()
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.map(|(span, desc)| {
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Label::primary((), span.to_range().unwrap())
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.with_message(desc.to_owned())
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})
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.collect(),
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);
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term::emit(&mut writer, &config, &files, &diagnostic)
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.expect("cannot write error");
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let msg = writer.into_inner();
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let msg = String::from_utf8_lossy(&msg);
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error!("failed to process shader: \n{}", msg);
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}
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ShaderReflectError::GlslParse(_) => {}
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ShaderReflectError::SpirVParse(_) => {}
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}
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}
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}
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}
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