bevy_render/render_resource/pipeline.rs
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use super::ShaderDefVal;
use crate::mesh::VertexBufferLayout;
use crate::renderer::WgpuWrapper;
use crate::{
define_atomic_id,
render_resource::{BindGroupLayout, Shader},
};
use alloc::borrow::Cow;
use alloc::sync::Arc;
use bevy_asset::Handle;
use core::ops::Deref;
use wgpu::{
ColorTargetState, DepthStencilState, MultisampleState, PrimitiveState, PushConstantRange,
};
define_atomic_id!(RenderPipelineId);
/// A [`RenderPipeline`] represents a graphics pipeline and its stages (shaders), bindings and vertex buffers.
///
/// May be converted from and dereferences to a wgpu [`RenderPipeline`](wgpu::RenderPipeline).
/// Can be created via [`RenderDevice::create_render_pipeline`](crate::renderer::RenderDevice::create_render_pipeline).
#[derive(Clone, Debug)]
pub struct RenderPipeline {
id: RenderPipelineId,
value: Arc<WgpuWrapper<wgpu::RenderPipeline>>,
}
impl RenderPipeline {
#[inline]
pub fn id(&self) -> RenderPipelineId {
self.id
}
}
impl From<wgpu::RenderPipeline> for RenderPipeline {
fn from(value: wgpu::RenderPipeline) -> Self {
RenderPipeline {
id: RenderPipelineId::new(),
value: Arc::new(WgpuWrapper::new(value)),
}
}
}
impl Deref for RenderPipeline {
type Target = wgpu::RenderPipeline;
#[inline]
fn deref(&self) -> &Self::Target {
&self.value
}
}
define_atomic_id!(ComputePipelineId);
/// A [`ComputePipeline`] represents a compute pipeline and its single shader stage.
///
/// May be converted from and dereferences to a wgpu [`ComputePipeline`](wgpu::ComputePipeline).
/// Can be created via [`RenderDevice::create_compute_pipeline`](crate::renderer::RenderDevice::create_compute_pipeline).
#[derive(Clone, Debug)]
pub struct ComputePipeline {
id: ComputePipelineId,
value: Arc<WgpuWrapper<wgpu::ComputePipeline>>,
}
impl ComputePipeline {
/// Returns the [`ComputePipelineId`].
#[inline]
pub fn id(&self) -> ComputePipelineId {
self.id
}
}
impl From<wgpu::ComputePipeline> for ComputePipeline {
fn from(value: wgpu::ComputePipeline) -> Self {
ComputePipeline {
id: ComputePipelineId::new(),
value: Arc::new(WgpuWrapper::new(value)),
}
}
}
impl Deref for ComputePipeline {
type Target = wgpu::ComputePipeline;
#[inline]
fn deref(&self) -> &Self::Target {
&self.value
}
}
/// Describes a render (graphics) pipeline.
#[derive(Clone, Debug, PartialEq)]
pub struct RenderPipelineDescriptor {
/// Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
pub label: Option<Cow<'static, str>>,
/// The layout of bind groups for this pipeline.
pub layout: Vec<BindGroupLayout>,
/// The push constant ranges for this pipeline.
/// Supply an empty vector if the pipeline doesn't use push constants.
pub push_constant_ranges: Vec<PushConstantRange>,
/// The compiled vertex stage, its entry point, and the input buffers layout.
pub vertex: VertexState,
/// The properties of the pipeline at the primitive assembly and rasterization level.
pub primitive: PrimitiveState,
/// The effect of draw calls on the depth and stencil aspects of the output target, if any.
pub depth_stencil: Option<DepthStencilState>,
/// The multi-sampling properties of the pipeline.
pub multisample: MultisampleState,
/// The compiled fragment stage, its entry point, and the color targets.
pub fragment: Option<FragmentState>,
/// Whether to zero-initialize workgroup memory by default. If you're not sure, set this to true.
/// If this is false, reading from workgroup variables before writing to them will result in garbage values.
pub zero_initialize_workgroup_memory: bool,
}
#[derive(Clone, Debug, Eq, PartialEq)]
pub struct VertexState {
/// The compiled shader module for this stage.
pub shader: Handle<Shader>,
pub shader_defs: Vec<ShaderDefVal>,
/// The name of the entry point in the compiled shader. There must be a
/// function with this name in the shader.
pub entry_point: Cow<'static, str>,
/// The format of any vertex buffers used with this pipeline.
pub buffers: Vec<VertexBufferLayout>,
}
/// Describes the fragment process in a render pipeline.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct FragmentState {
/// The compiled shader module for this stage.
pub shader: Handle<Shader>,
pub shader_defs: Vec<ShaderDefVal>,
/// The name of the entry point in the compiled shader. There must be a
/// function with this name in the shader.
pub entry_point: Cow<'static, str>,
/// The color state of the render targets.
pub targets: Vec<Option<ColorTargetState>>,
}
/// Describes a compute pipeline.
#[derive(Clone, Debug)]
pub struct ComputePipelineDescriptor {
pub label: Option<Cow<'static, str>>,
pub layout: Vec<BindGroupLayout>,
pub push_constant_ranges: Vec<PushConstantRange>,
/// The compiled shader module for this stage.
pub shader: Handle<Shader>,
pub shader_defs: Vec<ShaderDefVal>,
/// The name of the entry point in the compiled shader. There must be a
/// function with this name in the shader.
pub entry_point: Cow<'static, str>,
/// Whether to zero-initialize workgroup memory by default. If you're not sure, set this to true.
/// If this is false, reading from workgroup variables before writing to them will result in garbage values.
pub zero_initialize_workgroup_memory: bool,
}