bevy_render/render_resource/
uniform_buffer.rs

1use core::{marker::PhantomData, num::NonZero};
2
3use crate::{
4    render_resource::Buffer,
5    renderer::{RenderDevice, RenderQueue},
6};
7use encase::{
8    internal::{AlignmentValue, BufferMut, WriteInto},
9    DynamicUniformBuffer as DynamicUniformBufferWrapper, ShaderType,
10    UniformBuffer as UniformBufferWrapper,
11};
12use wgpu::{
13    util::BufferInitDescriptor, BindingResource, BufferBinding, BufferDescriptor, BufferUsages,
14};
15
16use super::IntoBinding;
17
18/// Stores data to be transferred to the GPU and made accessible to shaders as a uniform buffer.
19///
20/// Uniform buffers are available to shaders on a read-only basis. Uniform buffers are commonly used to make available to shaders
21/// parameters that are constant during shader execution, and are best used for data that is relatively small in size as they are
22/// only guaranteed to support up to 16kB per binding.
23///
24/// The contained data is stored in system RAM. [`write_buffer`](UniformBuffer::write_buffer) queues
25/// copying of the data from system RAM to VRAM. Data in uniform buffers must follow [std140 alignment/padding requirements],
26/// which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
27/// (vectors), or structures with fields that are vectors.
28///
29/// Other options for storing GPU-accessible data are:
30/// * [`BufferVec`](crate::render_resource::BufferVec)
31/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
32/// * [`DynamicUniformBuffer`]
33/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
34/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
35/// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
36/// * [`Texture`](crate::render_resource::Texture)
37///
38/// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
39pub struct UniformBuffer<T: ShaderType> {
40    value: T,
41    scratch: UniformBufferWrapper<Vec<u8>>,
42    buffer: Option<Buffer>,
43    label: Option<String>,
44    changed: bool,
45    buffer_usage: BufferUsages,
46}
47
48impl<T: ShaderType> From<T> for UniformBuffer<T> {
49    fn from(value: T) -> Self {
50        Self {
51            value,
52            scratch: UniformBufferWrapper::new(Vec::new()),
53            buffer: None,
54            label: None,
55            changed: false,
56            buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
57        }
58    }
59}
60
61impl<T: ShaderType + Default> Default for UniformBuffer<T> {
62    fn default() -> Self {
63        Self {
64            value: T::default(),
65            scratch: UniformBufferWrapper::new(Vec::new()),
66            buffer: None,
67            label: None,
68            changed: false,
69            buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
70        }
71    }
72}
73
74impl<T: ShaderType + WriteInto> UniformBuffer<T> {
75    #[inline]
76    pub fn buffer(&self) -> Option<&Buffer> {
77        self.buffer.as_ref()
78    }
79
80    #[inline]
81    pub fn binding(&self) -> Option<BindingResource> {
82        Some(BindingResource::Buffer(
83            self.buffer()?.as_entire_buffer_binding(),
84        ))
85    }
86
87    /// Set the data the buffer stores.
88    pub fn set(&mut self, value: T) {
89        self.value = value;
90    }
91
92    pub fn get(&self) -> &T {
93        &self.value
94    }
95
96    pub fn get_mut(&mut self) -> &mut T {
97        &mut self.value
98    }
99
100    pub fn set_label(&mut self, label: Option<&str>) {
101        let label = label.map(str::to_string);
102
103        if label != self.label {
104            self.changed = true;
105        }
106
107        self.label = label;
108    }
109
110    pub fn get_label(&self) -> Option<&str> {
111        self.label.as_deref()
112    }
113
114    /// Add more [`BufferUsages`] to the buffer.
115    ///
116    /// This method only allows addition of flags to the default usage flags.
117    ///
118    /// The default values for buffer usage are `BufferUsages::COPY_DST` and `BufferUsages::UNIFORM`.
119    pub fn add_usages(&mut self, usage: BufferUsages) {
120        self.buffer_usage |= usage;
121        self.changed = true;
122    }
123
124    /// Queues writing of data from system RAM to VRAM using the [`RenderDevice`]
125    /// and the provided [`RenderQueue`], if a GPU-side backing buffer already exists.
126    ///
127    /// If a GPU-side buffer does not already exist for this data, such a buffer is initialized with currently
128    /// available data.
129    pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
130        self.scratch.write(&self.value).unwrap();
131
132        if self.changed || self.buffer.is_none() {
133            self.buffer = Some(device.create_buffer_with_data(&BufferInitDescriptor {
134                label: self.label.as_deref(),
135                usage: self.buffer_usage,
136                contents: self.scratch.as_ref(),
137            }));
138            self.changed = false;
139        } else if let Some(buffer) = &self.buffer {
140            queue.write_buffer(buffer, 0, self.scratch.as_ref());
141        }
142    }
143}
144
145impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a UniformBuffer<T> {
146    #[inline]
147    fn into_binding(self) -> BindingResource<'a> {
148        self.buffer()
149            .expect("Failed to get buffer")
150            .as_entire_buffer_binding()
151            .into_binding()
152    }
153}
154
155/// Stores data to be transferred to the GPU and made accessible to shaders as a dynamic uniform buffer.
156///
157/// Dynamic uniform buffers are available to shaders on a read-only basis. Dynamic uniform buffers are commonly used to make
158/// available to shaders runtime-sized arrays of parameters that are otherwise constant during shader execution, and are best
159/// suited to data that is relatively small in size as they are only guaranteed to support up to 16kB per binding.
160///
161/// The contained data is stored in system RAM. [`write_buffer`](DynamicUniformBuffer::write_buffer) queues
162/// copying of the data from system RAM to VRAM. Data in uniform buffers must follow [std140 alignment/padding requirements],
163/// which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
164/// (vectors), or structures with fields that are vectors.
165///
166/// Other options for storing GPU-accessible data are:
167/// * [`BufferVec`](crate::render_resource::BufferVec)
168/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
169/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
170/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
171/// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
172/// * [`Texture`](crate::render_resource::Texture)
173/// * [`UniformBuffer`]
174///
175/// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
176pub struct DynamicUniformBuffer<T: ShaderType> {
177    scratch: DynamicUniformBufferWrapper<Vec<u8>>,
178    buffer: Option<Buffer>,
179    label: Option<String>,
180    changed: bool,
181    buffer_usage: BufferUsages,
182    _marker: PhantomData<fn() -> T>,
183}
184
185impl<T: ShaderType> Default for DynamicUniformBuffer<T> {
186    fn default() -> Self {
187        Self {
188            scratch: DynamicUniformBufferWrapper::new(Vec::new()),
189            buffer: None,
190            label: None,
191            changed: false,
192            buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
193            _marker: PhantomData,
194        }
195    }
196}
197
198impl<T: ShaderType + WriteInto> DynamicUniformBuffer<T> {
199    pub fn new_with_alignment(alignment: u64) -> Self {
200        Self {
201            scratch: DynamicUniformBufferWrapper::new_with_alignment(Vec::new(), alignment),
202            buffer: None,
203            label: None,
204            changed: false,
205            buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
206            _marker: PhantomData,
207        }
208    }
209
210    #[inline]
211    pub fn buffer(&self) -> Option<&Buffer> {
212        self.buffer.as_ref()
213    }
214
215    #[inline]
216    pub fn binding(&self) -> Option<BindingResource> {
217        Some(BindingResource::Buffer(BufferBinding {
218            buffer: self.buffer()?,
219            offset: 0,
220            size: Some(T::min_size()),
221        }))
222    }
223
224    #[inline]
225    pub fn is_empty(&self) -> bool {
226        self.scratch.as_ref().is_empty()
227    }
228
229    /// Push data into the `DynamicUniformBuffer`'s internal vector (residing on system RAM).
230    #[inline]
231    pub fn push(&mut self, value: &T) -> u32 {
232        self.scratch.write(value).unwrap() as u32
233    }
234
235    pub fn set_label(&mut self, label: Option<&str>) {
236        let label = label.map(str::to_string);
237
238        if label != self.label {
239            self.changed = true;
240        }
241
242        self.label = label;
243    }
244
245    pub fn get_label(&self) -> Option<&str> {
246        self.label.as_deref()
247    }
248
249    /// Add more [`BufferUsages`] to the buffer.
250    ///
251    /// This method only allows addition of flags to the default usage flags.
252    ///
253    /// The default values for buffer usage are `BufferUsages::COPY_DST` and `BufferUsages::UNIFORM`.
254    pub fn add_usages(&mut self, usage: BufferUsages) {
255        self.buffer_usage |= usage;
256        self.changed = true;
257    }
258
259    /// Creates a writer that can be used to directly write elements into the target buffer.
260    ///
261    /// This method uses less memory and performs fewer memory copies using over [`push`] and [`write_buffer`].
262    ///
263    /// `max_count` *must* be greater than or equal to the number of elements that are to be written to the buffer, or
264    /// the writer will panic while writing.  Dropping the writer will schedule the buffer write into the provided
265    /// [`RenderQueue`].
266    ///
267    /// If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously
268    /// allocated does not have enough capacity to hold `max_count` elements, a new GPU-side buffer is created.
269    ///
270    /// Returns `None` if there is no allocated GPU-side buffer, and `max_count` is 0.
271    ///
272    /// [`push`]: Self::push
273    /// [`write_buffer`]: Self::write_buffer
274    #[inline]
275    pub fn get_writer<'a>(
276        &'a mut self,
277        max_count: usize,
278        device: &RenderDevice,
279        queue: &'a RenderQueue,
280    ) -> Option<DynamicUniformBufferWriter<'a, T>> {
281        let alignment = if cfg!(target_abi = "sim") {
282            // On iOS simulator on silicon macs, metal validation check that the host OS alignment
283            // is respected, but the device reports the correct value for iOS, which is smaller.
284            // Use the larger value.
285            // See https://github.com/gfx-rs/wgpu/issues/7057 - remove if it's not needed anymore.
286            AlignmentValue::new(256)
287        } else {
288            AlignmentValue::new(device.limits().min_uniform_buffer_offset_alignment as u64)
289        };
290
291        let mut capacity = self.buffer.as_deref().map(wgpu::Buffer::size).unwrap_or(0);
292        let size = alignment
293            .round_up(T::min_size().get())
294            .checked_mul(max_count as u64)
295            .unwrap();
296
297        if capacity < size || (self.changed && size > 0) {
298            let buffer = device.create_buffer(&BufferDescriptor {
299                label: self.label.as_deref(),
300                usage: self.buffer_usage,
301                size,
302                mapped_at_creation: false,
303            });
304            capacity = buffer.size();
305            self.buffer = Some(buffer);
306            self.changed = false;
307        }
308
309        if let Some(buffer) = self.buffer.as_deref() {
310            let buffer_view = queue
311                .write_buffer_with(buffer, 0, NonZero::<u64>::new(buffer.size())?)
312                .unwrap();
313            Some(DynamicUniformBufferWriter {
314                buffer: encase::DynamicUniformBuffer::new_with_alignment(
315                    QueueWriteBufferViewWrapper {
316                        capacity: capacity as usize,
317                        buffer_view,
318                    },
319                    alignment.get(),
320                ),
321                _marker: PhantomData,
322            })
323        } else {
324            None
325        }
326    }
327
328    /// Queues writing of data from system RAM to VRAM using the [`RenderDevice`]
329    /// and the provided [`RenderQueue`].
330    ///
331    /// If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously
332    /// allocated does not have enough capacity, a new GPU-side buffer is created.
333    #[inline]
334    pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
335        let capacity = self.buffer.as_deref().map(wgpu::Buffer::size).unwrap_or(0);
336        let size = self.scratch.as_ref().len() as u64;
337
338        if capacity < size || (self.changed && size > 0) {
339            self.buffer = Some(device.create_buffer_with_data(&BufferInitDescriptor {
340                label: self.label.as_deref(),
341                usage: self.buffer_usage,
342                contents: self.scratch.as_ref(),
343            }));
344            self.changed = false;
345        } else if let Some(buffer) = &self.buffer {
346            queue.write_buffer(buffer, 0, self.scratch.as_ref());
347        }
348    }
349
350    #[inline]
351    pub fn clear(&mut self) {
352        self.scratch.as_mut().clear();
353        self.scratch.set_offset(0);
354    }
355}
356
357/// A writer that can be used to directly write elements into the target buffer.
358///
359/// For more information, see [`DynamicUniformBuffer::get_writer`].
360pub struct DynamicUniformBufferWriter<'a, T> {
361    buffer: encase::DynamicUniformBuffer<QueueWriteBufferViewWrapper<'a>>,
362    _marker: PhantomData<fn() -> T>,
363}
364
365impl<'a, T: ShaderType + WriteInto> DynamicUniformBufferWriter<'a, T> {
366    pub fn write(&mut self, value: &T) -> u32 {
367        self.buffer.write(value).unwrap() as u32
368    }
369}
370
371/// A wrapper to work around the orphan rule so that [`wgpu::QueueWriteBufferView`] can  implement
372/// [`BufferMut`].
373struct QueueWriteBufferViewWrapper<'a> {
374    buffer_view: wgpu::QueueWriteBufferView<'a>,
375    // Must be kept separately and cannot be retrieved from buffer_view, as the read-only access will
376    // invoke a panic.
377    capacity: usize,
378}
379
380impl<'a> BufferMut for QueueWriteBufferViewWrapper<'a> {
381    #[inline]
382    fn capacity(&self) -> usize {
383        self.capacity
384    }
385
386    #[inline]
387    fn write<const N: usize>(&mut self, offset: usize, val: &[u8; N]) {
388        self.buffer_view.write(offset, val);
389    }
390
391    #[inline]
392    fn write_slice(&mut self, offset: usize, val: &[u8]) {
393        self.buffer_view.write_slice(offset, val);
394    }
395}
396
397impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a DynamicUniformBuffer<T> {
398    #[inline]
399    fn into_binding(self) -> BindingResource<'a> {
400        self.binding().unwrap()
401    }
402}