bevy_render/render_resource/uniform_buffer.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403
use std::{marker::PhantomData, num::NonZeroU64};
use crate::{
render_resource::Buffer,
renderer::{RenderDevice, RenderQueue},
};
use encase::{
internal::{AlignmentValue, BufferMut, WriteInto},
DynamicUniformBuffer as DynamicUniformBufferWrapper, ShaderType,
UniformBuffer as UniformBufferWrapper,
};
use wgpu::{
util::BufferInitDescriptor, BindingResource, BufferBinding, BufferDescriptor, BufferUsages,
};
use super::IntoBinding;
/// Stores data to be transferred to the GPU and made accessible to shaders as a uniform buffer.
///
/// Uniform buffers are available to shaders on a read-only basis. Uniform buffers are commonly used to make available to shaders
/// parameters that are constant during shader execution, and are best used for data that is relatively small in size as they are
/// only guaranteed to support up to 16kB per binding.
///
/// The contained data is stored in system RAM. [`write_buffer`](UniformBuffer::write_buffer) queues
/// copying of the data from system RAM to VRAM. Data in uniform buffers must follow [std140 alignment/padding requirements],
/// which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
/// (vectors), or structures with fields that are vectors.
///
/// Other options for storing GPU-accessible data are:
/// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
/// * [`DynamicUniformBuffer`]
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
pub struct UniformBuffer<T: ShaderType> {
value: T,
scratch: UniformBufferWrapper<Vec<u8>>,
buffer: Option<Buffer>,
label: Option<String>,
changed: bool,
buffer_usage: BufferUsages,
}
impl<T: ShaderType> From<T> for UniformBuffer<T> {
fn from(value: T) -> Self {
Self {
value,
scratch: UniformBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
}
}
}
impl<T: ShaderType + Default> Default for UniformBuffer<T> {
fn default() -> Self {
Self {
value: T::default(),
scratch: UniformBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
}
}
}
impl<T: ShaderType + WriteInto> UniformBuffer<T> {
#[inline]
pub fn buffer(&self) -> Option<&Buffer> {
self.buffer.as_ref()
}
#[inline]
pub fn binding(&self) -> Option<BindingResource> {
Some(BindingResource::Buffer(
self.buffer()?.as_entire_buffer_binding(),
))
}
/// Set the data the buffer stores.
pub fn set(&mut self, value: T) {
self.value = value;
}
pub fn get(&self) -> &T {
&self.value
}
pub fn get_mut(&mut self) -> &mut T {
&mut self.value
}
pub fn set_label(&mut self, label: Option<&str>) {
let label = label.map(str::to_string);
if label != self.label {
self.changed = true;
}
self.label = label;
}
pub fn get_label(&self) -> Option<&str> {
self.label.as_deref()
}
/// Add more [`BufferUsages`] to the buffer.
///
/// This method only allows addition of flags to the default usage flags.
///
/// The default values for buffer usage are `BufferUsages::COPY_DST` and `BufferUsages::UNIFORM`.
pub fn add_usages(&mut self, usage: BufferUsages) {
self.buffer_usage |= usage;
self.changed = true;
}
/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`]
/// and the provided [`RenderQueue`], if a GPU-side backing buffer already exists.
///
/// If a GPU-side buffer does not already exist for this data, such a buffer is initialized with currently
/// available data.
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
self.scratch.write(&self.value).unwrap();
if self.changed || self.buffer.is_none() {
self.buffer = Some(device.create_buffer_with_data(&BufferInitDescriptor {
label: self.label.as_deref(),
usage: self.buffer_usage,
contents: self.scratch.as_ref(),
}));
self.changed = false;
} else if let Some(buffer) = &self.buffer {
queue.write_buffer(buffer, 0, self.scratch.as_ref());
}
}
}
impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a UniformBuffer<T> {
#[inline]
fn into_binding(self) -> BindingResource<'a> {
self.buffer()
.expect("Failed to get buffer")
.as_entire_buffer_binding()
.into_binding()
}
}
/// Stores data to be transferred to the GPU and made accessible to shaders as a dynamic uniform buffer.
///
/// Dynamic uniform buffers are available to shaders on a read-only basis. Dynamic uniform buffers are commonly used to make
/// available to shaders runtime-sized arrays of parameters that are otherwise constant during shader execution, and are best
/// suited to data that is relatively small in size as they are only guaranteed to support up to 16kB per binding.
///
/// The contained data is stored in system RAM. [`write_buffer`](DynamicUniformBuffer::write_buffer) queues
/// copying of the data from system RAM to VRAM. Data in uniform buffers must follow [std140 alignment/padding requirements],
/// which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
/// (vectors), or structures with fields that are vectors.
///
/// Other options for storing GPU-accessible data are:
/// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
/// * [`UniformBuffer`]
/// * [`DynamicUniformBuffer`]
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
pub struct DynamicUniformBuffer<T: ShaderType> {
scratch: DynamicUniformBufferWrapper<Vec<u8>>,
buffer: Option<Buffer>,
label: Option<String>,
changed: bool,
buffer_usage: BufferUsages,
_marker: PhantomData<fn() -> T>,
}
impl<T: ShaderType> Default for DynamicUniformBuffer<T> {
fn default() -> Self {
Self {
scratch: DynamicUniformBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
_marker: PhantomData,
}
}
}
impl<T: ShaderType + WriteInto> DynamicUniformBuffer<T> {
pub fn new_with_alignment(alignment: u64) -> Self {
Self {
scratch: DynamicUniformBufferWrapper::new_with_alignment(Vec::new(), alignment),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
_marker: PhantomData,
}
}
#[inline]
pub fn buffer(&self) -> Option<&Buffer> {
self.buffer.as_ref()
}
#[inline]
pub fn binding(&self) -> Option<BindingResource> {
Some(BindingResource::Buffer(BufferBinding {
buffer: self.buffer()?,
offset: 0,
size: Some(T::min_size()),
}))
}
#[inline]
pub fn is_empty(&self) -> bool {
self.scratch.as_ref().is_empty()
}
/// Push data into the `DynamicUniformBuffer`'s internal vector (residing on system RAM).
#[inline]
pub fn push(&mut self, value: &T) -> u32 {
self.scratch.write(value).unwrap() as u32
}
pub fn set_label(&mut self, label: Option<&str>) {
let label = label.map(str::to_string);
if label != self.label {
self.changed = true;
}
self.label = label;
}
pub fn get_label(&self) -> Option<&str> {
self.label.as_deref()
}
/// Add more [`BufferUsages`] to the buffer.
///
/// This method only allows addition of flags to the default usage flags.
///
/// The default values for buffer usage are `BufferUsages::COPY_DST` and `BufferUsages::UNIFORM`.
pub fn add_usages(&mut self, usage: BufferUsages) {
self.buffer_usage |= usage;
self.changed = true;
}
/// Creates a writer that can be used to directly write elements into the target buffer.
///
/// This method uses less memory and performs fewer memory copies using over [`push`] and [`write_buffer`].
///
/// `max_count` *must* be greater than or equal to the number of elements that are to be written to the buffer, or
/// the writer will panic while writing. Dropping the writer will schedule the buffer write into the provided
/// [`RenderQueue`].
///
/// If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously
/// allocated does not have enough capacity to hold `max_count` elements, a new GPU-side buffer is created.
///
/// Returns `None` if there is no allocated GPU-side buffer, and `max_count` is 0.
///
/// [`push`]: Self::push
/// [`write_buffer`]: Self::write_buffer
#[inline]
pub fn get_writer<'a>(
&'a mut self,
max_count: usize,
device: &RenderDevice,
queue: &'a RenderQueue,
) -> Option<DynamicUniformBufferWriter<'a, T>> {
let alignment = if cfg!(feature = "ios_simulator") {
// On iOS simulator on silicon macs, metal validation check that the host OS alignment
// is respected, but the device reports the correct value for iOS, which is smaller.
// Use the larger value.
// See https://github.com/bevyengine/bevy/pull/10178 - remove if it's not needed anymore.
AlignmentValue::new(256)
} else {
AlignmentValue::new(device.limits().min_uniform_buffer_offset_alignment as u64)
};
let mut capacity = self.buffer.as_deref().map(wgpu::Buffer::size).unwrap_or(0);
let size = alignment
.round_up(T::min_size().get())
.checked_mul(max_count as u64)
.unwrap();
if capacity < size || (self.changed && size > 0) {
let buffer = device.create_buffer(&BufferDescriptor {
label: self.label.as_deref(),
usage: self.buffer_usage,
size,
mapped_at_creation: false,
});
capacity = buffer.size();
self.buffer = Some(buffer);
self.changed = false;
}
if let Some(buffer) = self.buffer.as_deref() {
let buffer_view = queue
.write_buffer_with(buffer, 0, NonZeroU64::new(buffer.size())?)
.unwrap();
Some(DynamicUniformBufferWriter {
buffer: encase::DynamicUniformBuffer::new_with_alignment(
QueueWriteBufferViewWrapper {
capacity: capacity as usize,
buffer_view,
},
alignment.get(),
),
_marker: PhantomData,
})
} else {
None
}
}
/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`]
/// and the provided [`RenderQueue`].
///
/// If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously
/// allocated does not have enough capacity, a new GPU-side buffer is created.
#[inline]
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
let capacity = self.buffer.as_deref().map(wgpu::Buffer::size).unwrap_or(0);
let size = self.scratch.as_ref().len() as u64;
if capacity < size || (self.changed && size > 0) {
self.buffer = Some(device.create_buffer_with_data(&BufferInitDescriptor {
label: self.label.as_deref(),
usage: self.buffer_usage,
contents: self.scratch.as_ref(),
}));
self.changed = false;
} else if let Some(buffer) = &self.buffer {
queue.write_buffer(buffer, 0, self.scratch.as_ref());
}
}
#[inline]
pub fn clear(&mut self) {
self.scratch.as_mut().clear();
self.scratch.set_offset(0);
}
}
/// A writer that can be used to directly write elements into the target buffer.
///
/// For more information, see [`DynamicUniformBuffer::get_writer`].
pub struct DynamicUniformBufferWriter<'a, T> {
buffer: encase::DynamicUniformBuffer<QueueWriteBufferViewWrapper<'a>>,
_marker: PhantomData<fn() -> T>,
}
impl<'a, T: ShaderType + WriteInto> DynamicUniformBufferWriter<'a, T> {
pub fn write(&mut self, value: &T) -> u32 {
self.buffer.write(value).unwrap() as u32
}
}
/// A wrapper to work around the orphan rule so that [`wgpu::QueueWriteBufferView`] can implement
/// [`BufferMut`].
struct QueueWriteBufferViewWrapper<'a> {
buffer_view: wgpu::QueueWriteBufferView<'a>,
// Must be kept separately and cannot be retrieved from buffer_view, as the read-only access will
// invoke a panic.
capacity: usize,
}
impl<'a> BufferMut for QueueWriteBufferViewWrapper<'a> {
#[inline]
fn capacity(&self) -> usize {
self.capacity
}
#[inline]
fn write<const N: usize>(&mut self, offset: usize, val: &[u8; N]) {
self.buffer_view.write(offset, val);
}
#[inline]
fn write_slice(&mut self, offset: usize, val: &[u8]) {
self.buffer_view.write_slice(offset, val);
}
}
impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a DynamicUniformBuffer<T> {
#[inline]
fn into_binding(self) -> BindingResource<'a> {
self.binding().unwrap()
}
}