bevy_render/render_resource/
gpu_array_buffer.rsuse super::{
binding_types::{storage_buffer_read_only, uniform_buffer_sized},
BindGroupLayoutEntryBuilder, BufferVec,
};
use crate::{
render_resource::batched_uniform_buffer::BatchedUniformBuffer,
renderer::{RenderDevice, RenderQueue},
};
use bevy_ecs::{prelude::Component, system::Resource};
use encase::{private::WriteInto, ShaderSize, ShaderType};
use nonmax::NonMaxU32;
use std::marker::PhantomData;
use wgpu::{BindingResource, BufferUsages};
pub trait GpuArrayBufferable: ShaderType + ShaderSize + WriteInto + Clone {}
impl<T: ShaderType + ShaderSize + WriteInto + Clone> GpuArrayBufferable for T {}
#[derive(Resource)]
pub enum GpuArrayBuffer<T: GpuArrayBufferable> {
Uniform(BatchedUniformBuffer<T>),
Storage(BufferVec<T>),
}
impl<T: GpuArrayBufferable> GpuArrayBuffer<T> {
pub fn new(device: &RenderDevice) -> Self {
let limits = device.limits();
if limits.max_storage_buffers_per_shader_stage == 0 {
GpuArrayBuffer::Uniform(BatchedUniformBuffer::new(&limits))
} else {
GpuArrayBuffer::Storage(BufferVec::new(BufferUsages::STORAGE))
}
}
pub fn clear(&mut self) {
match self {
GpuArrayBuffer::Uniform(buffer) => buffer.clear(),
GpuArrayBuffer::Storage(buffer) => buffer.clear(),
}
}
pub fn push(&mut self, value: T) -> GpuArrayBufferIndex<T> {
match self {
GpuArrayBuffer::Uniform(buffer) => buffer.push(value),
GpuArrayBuffer::Storage(buffer) => {
let index = buffer.push(value) as u32;
GpuArrayBufferIndex {
index,
dynamic_offset: None,
element_type: PhantomData,
}
}
}
}
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
match self {
GpuArrayBuffer::Uniform(buffer) => buffer.write_buffer(device, queue),
GpuArrayBuffer::Storage(buffer) => buffer.write_buffer(device, queue),
}
}
pub fn binding_layout(device: &RenderDevice) -> BindGroupLayoutEntryBuilder {
if device.limits().max_storage_buffers_per_shader_stage == 0 {
uniform_buffer_sized(
true,
None,
)
} else {
storage_buffer_read_only::<T>(false)
}
}
pub fn binding(&self) -> Option<BindingResource> {
match self {
GpuArrayBuffer::Uniform(buffer) => buffer.binding(),
GpuArrayBuffer::Storage(buffer) => buffer.binding(),
}
}
pub fn batch_size(device: &RenderDevice) -> Option<u32> {
let limits = device.limits();
if limits.max_storage_buffers_per_shader_stage == 0 {
Some(BatchedUniformBuffer::<T>::batch_size(&limits) as u32)
} else {
None
}
}
}
#[derive(Component, Clone)]
pub struct GpuArrayBufferIndex<T: GpuArrayBufferable> {
pub index: u32,
pub dynamic_offset: Option<NonMaxU32>,
pub element_type: PhantomData<T>,
}