Crate encase

Source
Expand description

Provides a mechanism to lay out data into GPU buffers ensuring WGSL’s memory layout requirements are met.

§Features

  • supports all WGSL host-shareable types + wrapper types (&T, &mut T, Box<T>, …)
  • supports data types from a multitude of crates as features
  • covers a wide area of use cases (see examples)

§Motivation

Having to manually lay out data into GPU buffers can become very tedious and error prone. How do you make sure the data in the buffer is laid out correctly? Enforce it so that future changes don’t break this delicate balance?

encase gives you the ability to make sure at compile time that your types will be laid out correctly.

§Design

The core trait is ShaderType which mainly contains metadata about the given type.

The WriteInto, ReadFrom and CreateFrom traits represent the ability of a type to be written into the buffer, read from the buffer and created from the buffer respectively.

Most data types can implement the above traits via their respective macros:

The UniformBuffer, StorageBuffer, DynamicUniformBuffer and DynamicStorageBuffer structs are wrappers around an underlying raw buffer (a type implementing BufferRef and/or BufferMut depending on required capability). They facilitate the read/write/create operations.

§Examples

Write affine transform to uniform buffer

use encase::{ShaderType, UniformBuffer};

#[derive(ShaderType)]
struct AffineTransform2D {
    matrix: glam::Mat2,
    translate: glam::Vec2
}

let transform = AffineTransform2D {
    matrix: glam::Mat2::IDENTITY,
    translate: glam::Vec2::ZERO,
};

let mut buffer = UniformBuffer::new(Vec::<u8>::new());
buffer.write(&transform).unwrap();
let byte_buffer = buffer.into_inner();

// write byte_buffer to GPU

assert_eq!(&byte_buffer, &[0, 0, 128, 63, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0]);

Create vector instance by reading from dynamic uniform buffer at specific offset

use encase::DynamicUniformBuffer;

// read byte_buffer from GPU
let byte_buffer = [1u8; 256 + 8];

let mut buffer = DynamicUniformBuffer::new(&byte_buffer);
buffer.set_offset(256);
let vector: mint::Vector2<i32> = buffer.create().unwrap();

assert_eq!(vector, mint::Vector2 { x: 16843009, y: 16843009 });

Write and read back data from storage buffer

use encase::{ShaderType, ArrayLength, StorageBuffer};

#[derive(ShaderType)]
struct Positions {
    length: ArrayLength,
    #[size(runtime)]
    positions: Vec<mint::Point2<f32>>
}

let mut positions = Positions {
    length: ArrayLength,
    positions: Vec::from([
        mint::Point2 { x: 4.5, y: 3.4 },
        mint::Point2 { x: 1.5, y: 7.4 },
        mint::Point2 { x: 4.3, y: 1.9 },
    ])
};

let mut byte_buffer: Vec<u8> = Vec::new();

let mut buffer = StorageBuffer::new(&mut byte_buffer);
buffer.write(&positions).unwrap();

// write byte_buffer to GPU

// change length on GPU side
byte_buffer[0] = 2;

// read byte_buffer from GPU

let mut buffer = StorageBuffer::new(&mut byte_buffer);
buffer.read(&mut positions).unwrap();

assert_eq!(positions.positions.len(), 2);

Write different data types to dynamic storage buffer

use encase::{ShaderType, DynamicStorageBuffer};

let mut byte_buffer: Vec<u8> = Vec::new();

let mut buffer = DynamicStorageBuffer::new_with_alignment(&mut byte_buffer, 64);
let offsets = [
    buffer.write(&[5.; 10]).unwrap(),
    buffer.write(&vec![3u32; 20]).unwrap(),
    buffer.write(&glam::Vec3::ONE).unwrap(),
];

// write byte_buffer to GPU

assert_eq!(offsets, [0, 64, 192]);

Supports writing to uninitialized memory as well.

use std::mem::MaybeUninit;
use encase::{ShaderType, DynamicStorageBuffer};

let mut uninit_buffer: Vec<MaybeUninit<u8>> = Vec::new();

let mut buffer = DynamicStorageBuffer::new_with_alignment(&mut uninit_buffer, 64);
let offsets = [
    buffer.write(&[5.; 10]).unwrap(),
    buffer.write(&vec![3u32; 20]).unwrap(),
    buffer.write(&glam::Vec3::ONE).unwrap(),
];

// SAFETY: Vec<u8> and Vec<MaybeUninit<u8>> share the same layout.
let byte_buffer: Vec<u8> = unsafe { 
    Vec::from_raw_parts(
        uninit_buffer.as_mut_ptr().cast(), 
        uninit_buffer.len(), 
        uninit_buffer.capacity()
    ) 
};

std::mem::forget(uninit_buffer);

// write byte_buffer to GPU

assert_eq!(offsets, [0, 64, 192]);

Modules§

internal
matrix
Module containing items necessary to implement ShaderType for matrices
rts_array
Module containing items necessary to implement ShaderType for runtime-sized arrays
vector
Module containing items necessary to implement ShaderType for vectors

Macros§

impl_matrix
Used to implement ShaderType for the given matrix type
impl_rts_array
Used to implement ShaderType for the given runtime-sized array type
impl_vector
Used to implement ShaderType for the given vector type
impl_wrapper
Used to implement ShaderType for the given wrapper type

Structs§

ArrayLength
Helper type meant to be used together with the ShaderType derive macro
DynamicStorageBuffer
Dynamic storage buffer wrapper facilitating RW operations
DynamicUniformBuffer
Dynamic uniform buffer wrapper facilitating RW operations
StorageBuffer
Storage buffer wrapper facilitating RW operations
UniformBuffer
Uniform buffer wrapper facilitating RW operations

Traits§

CalculateSizeFor
Trait implemented for WGSL runtime-sized arrays and WGSL structs containing runtime-sized arrays (non fixed-footprint types)
ShaderSize
Trait implemented for all WGSL fixed-footprint types
ShaderType
Base trait for all WGSL host-shareable types

Derive Macros§

ShaderType
Used to implement ShaderType for structs