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pipeline_compiler.rs
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use super::{state_descriptors::PrimitiveTopology, IndexFormat, PipelineDescriptor};
use crate::{
pipeline::{BindType, InputStepMode, VertexBufferDescriptor},
renderer::RenderResourceContext,
shader::{Shader, ShaderError, ShaderSource},
};
use bevy_asset::{Assets, Handle};
use bevy_reflect::Reflect;
use bevy_utils::{HashMap, HashSet};
use once_cell::sync::Lazy;
use serde::{Deserialize, Serialize};
#[derive(Clone, Eq, PartialEq, Debug, Reflect)]
pub struct PipelineSpecialization {
pub shader_specialization: ShaderSpecialization,
pub primitive_topology: PrimitiveTopology,
pub dynamic_bindings: HashSet<String>,
pub index_format: IndexFormat,
pub vertex_buffer_descriptor: VertexBufferDescriptor,
pub sample_count: u32,
}
impl Default for PipelineSpecialization {
fn default() -> Self {
Self {
sample_count: 1,
index_format: IndexFormat::Uint32,
shader_specialization: Default::default(),
primitive_topology: Default::default(),
dynamic_bindings: Default::default(),
vertex_buffer_descriptor: Default::default(),
}
}
}
impl PipelineSpecialization {
pub fn empty() -> &'static PipelineSpecialization {
pub static EMPTY: Lazy<PipelineSpecialization> = Lazy::new(PipelineSpecialization::default);
&EMPTY
}
}
#[derive(Clone, Eq, PartialEq, Debug, Default, Reflect, Serialize, Deserialize)]
pub struct ShaderSpecialization {
pub shader_defs: HashSet<String>,
}
#[derive(Debug)]
struct SpecializedShader {
shader: Handle<Shader>,
specialization: ShaderSpecialization,
}
#[derive(Debug)]
struct SpecializedPipeline {
pipeline: Handle<PipelineDescriptor>,
specialization: PipelineSpecialization,
}
#[derive(Debug, Default)]
pub struct PipelineCompiler {
specialized_shaders: HashMap<Handle<Shader>, Vec<SpecializedShader>>,
specialized_shader_pipelines: HashMap<Handle<Shader>, Vec<Handle<PipelineDescriptor>>>,
specialized_pipelines: HashMap<Handle<PipelineDescriptor>, Vec<SpecializedPipeline>>,
}
impl PipelineCompiler {
fn compile_shader(
&mut self,
render_resource_context: &dyn RenderResourceContext,
shaders: &mut Assets<Shader>,
shader_handle: &Handle<Shader>,
shader_specialization: &ShaderSpecialization,
) -> Result<Handle<Shader>, ShaderError> {
let specialized_shaders = self
.specialized_shaders
.entry(shader_handle.clone_weak())
.or_insert_with(Vec::new);
let shader = shaders.get(shader_handle).unwrap();
// don't produce new shader if the input source is already spirv
if let ShaderSource::Spirv(_) = shader.source {
return Ok(shader_handle.clone_weak());
}
if let Some(specialized_shader) =
specialized_shaders
.iter()
.find(|current_specialized_shader| {
current_specialized_shader.specialization == *shader_specialization
})
{
// if shader has already been compiled with current configuration, use existing shader
Ok(specialized_shader.shader.clone_weak())
} else {
// if no shader exists with the current configuration, create new shader and compile
let shader_def_vec = shader_specialization
.shader_defs
.iter()
.cloned()
.collect::<Vec<String>>();
let compiled_shader =
render_resource_context.get_specialized_shader(shader, Some(&shader_def_vec))?;
let specialized_handle = shaders.add(compiled_shader);
let weak_specialized_handle = specialized_handle.clone_weak();
specialized_shaders.push(SpecializedShader {
shader: specialized_handle,
specialization: shader_specialization.clone(),
});
Ok(weak_specialized_handle)
}
}
pub fn get_specialized_pipeline(
&self,
pipeline: &Handle<PipelineDescriptor>,
specialization: &PipelineSpecialization,
) -> Option<Handle<PipelineDescriptor>> {
self.specialized_pipelines
.get(pipeline)
.and_then(|specialized_pipelines| {
specialized_pipelines
.iter()
.find(|current_specialized_pipeline| {
¤t_specialized_pipeline.specialization == specialization
})
})
.map(|specialized_pipeline| specialized_pipeline.pipeline.clone_weak())
}
pub fn compile_pipeline(
&mut self,
render_resource_context: &dyn RenderResourceContext,
pipelines: &mut Assets<PipelineDescriptor>,
shaders: &mut Assets<Shader>,
source_pipeline: &Handle<PipelineDescriptor>,
pipeline_specialization: &PipelineSpecialization,
) -> Handle<PipelineDescriptor> {
let source_descriptor = pipelines.get(source_pipeline).unwrap();
let mut specialized_descriptor = source_descriptor.clone();
let specialized_vertex_shader = self
.compile_shader(
render_resource_context,
shaders,
&specialized_descriptor.shader_stages.vertex,
&pipeline_specialization.shader_specialization,
)
.unwrap();
specialized_descriptor.shader_stages.vertex = specialized_vertex_shader.clone_weak();
let mut specialized_fragment_shader = None;
specialized_descriptor.shader_stages.fragment = specialized_descriptor
.shader_stages
.fragment
.as_ref()
.map(|fragment| {
let shader = self
.compile_shader(
render_resource_context,
shaders,
fragment,
&pipeline_specialization.shader_specialization,
)
.unwrap();
specialized_fragment_shader = Some(shader.clone_weak());
shader
});
let mut layout = render_resource_context.reflect_pipeline_layout(
&shaders,
&specialized_descriptor.shader_stages,
true,
);
if !pipeline_specialization.dynamic_bindings.is_empty() {
// set binding uniforms to dynamic if render resource bindings use dynamic
for bind_group in layout.bind_groups.iter_mut() {
let mut binding_changed = false;
for binding in bind_group.bindings.iter_mut() {
if pipeline_specialization
.dynamic_bindings
.iter()
.any(|b| b == &binding.name)
{
if let BindType::Uniform {
ref mut dynamic, ..
} = binding.bind_type
{
*dynamic = true;
binding_changed = true;
}
}
}
if binding_changed {
bind_group.update_id();
}
}
}
specialized_descriptor.layout = Some(layout);
// create a vertex layout that provides all attributes from either the specialized vertex buffers or a zero buffer
let mut pipeline_layout = specialized_descriptor.layout.as_mut().unwrap();
// the vertex buffer descriptor of the mesh
let mesh_vertex_buffer_descriptor = &pipeline_specialization.vertex_buffer_descriptor;
// the vertex buffer descriptor that will be used for this pipeline
let mut compiled_vertex_buffer_descriptor = VertexBufferDescriptor {
step_mode: InputStepMode::Vertex,
stride: mesh_vertex_buffer_descriptor.stride,
..Default::default()
};
for shader_vertex_attribute in pipeline_layout.vertex_buffer_descriptors.iter() {
let shader_vertex_attribute = shader_vertex_attribute
.attributes
.get(0)
.expect("Reflected layout has no attributes.");
if let Some(target_vertex_attribute) = mesh_vertex_buffer_descriptor
.attributes
.iter()
.find(|x| x.name == shader_vertex_attribute.name)
{
// copy shader location from reflected layout
let mut compiled_vertex_attribute = target_vertex_attribute.clone();
compiled_vertex_attribute.shader_location = shader_vertex_attribute.shader_location;
compiled_vertex_buffer_descriptor
.attributes
.push(compiled_vertex_attribute);
} else {
panic!(
"Attribute {} is required by shader, but not supplied by mesh. Either remove the attribute from the shader or supply the attribute ({}) to the mesh.",
shader_vertex_attribute.name,
shader_vertex_attribute.name,
);
}
}
//TODO: add other buffers (like instancing) here
let mut vertex_buffer_descriptors = Vec::<VertexBufferDescriptor>::default();
vertex_buffer_descriptors.push(compiled_vertex_buffer_descriptor);
pipeline_layout.vertex_buffer_descriptors = vertex_buffer_descriptors;
specialized_descriptor.sample_count = pipeline_specialization.sample_count;
specialized_descriptor.primitive_topology = pipeline_specialization.primitive_topology;
specialized_descriptor.index_format = pipeline_specialization.index_format;
let specialized_pipeline_handle = pipelines.add(specialized_descriptor);
render_resource_context.create_render_pipeline(
specialized_pipeline_handle.clone_weak(),
pipelines.get(&specialized_pipeline_handle).unwrap(),
&shaders,
);
// track specialized shader pipelines
self.specialized_shader_pipelines
.entry(specialized_vertex_shader)
.or_insert_with(Default::default)
.push(source_pipeline.clone_weak());
if let Some(specialized_fragment_shader) = specialized_fragment_shader {
self.specialized_shader_pipelines
.entry(specialized_fragment_shader)
.or_insert_with(Default::default)
.push(source_pipeline.clone_weak());
}
let specialized_pipelines = self
.specialized_pipelines
.entry(source_pipeline.clone_weak())
.or_insert_with(Vec::new);
let weak_specialized_pipeline_handle = specialized_pipeline_handle.clone_weak();
specialized_pipelines.push(SpecializedPipeline {
pipeline: specialized_pipeline_handle,
specialization: pipeline_specialization.clone(),
});
weak_specialized_pipeline_handle
}
pub fn iter_compiled_pipelines(
&self,
pipeline_handle: Handle<PipelineDescriptor>,
) -> Option<impl Iterator<Item = &Handle<PipelineDescriptor>>> {
if let Some(compiled_pipelines) = self.specialized_pipelines.get(&pipeline_handle) {
Some(
compiled_pipelines
.iter()
.map(|specialized_pipeline| &specialized_pipeline.pipeline),
)
} else {
None
}
}
pub fn iter_all_compiled_pipelines(&self) -> impl Iterator<Item = &Handle<PipelineDescriptor>> {
self.specialized_pipelines
.values()
.map(|compiled_pipelines| {
compiled_pipelines
.iter()
.map(|specialized_pipeline| &specialized_pipeline.pipeline)
})
.flatten()
}
/// Update specialized shaders and remove any related specialized
/// pipelines and assets.
pub fn update_shader(
&mut self,
shader: &Handle<Shader>,
pipelines: &mut Assets<PipelineDescriptor>,
shaders: &mut Assets<Shader>,
render_resource_context: &dyn RenderResourceContext,
) -> Result<(), ShaderError> {
if let Some(specialized_shaders) = self.specialized_shaders.get_mut(shader) {
for specialized_shader in specialized_shaders {
// Recompile specialized shader. If it fails, we bail immediately.
let shader_def_vec = specialized_shader
.specialization
.shader_defs
.iter()
.cloned()
.collect::<Vec<String>>();
let new_handle =
shaders.add(render_resource_context.get_specialized_shader(
shaders.get(shader).unwrap(),
Some(&shader_def_vec),
)?);
// Replace handle and remove old from assets.
let old_handle = std::mem::replace(&mut specialized_shader.shader, new_handle);
shaders.remove(&old_handle);
// Find source pipelines that use the old specialized
// shader, and remove from tracking.
if let Some(source_pipelines) =
self.specialized_shader_pipelines.remove(&old_handle)
{
// Remove all specialized pipelines from tracking
// and asset storage. They will be rebuilt on next
// draw.
for source_pipeline in source_pipelines {
if let Some(specialized_pipelines) =
self.specialized_pipelines.remove(&source_pipeline)
{
for p in specialized_pipelines {
pipelines.remove(p.pipeline);
}
}
}
}
}
}
Ok(())
}
}