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use crate::{
camera::Viewport,
prelude::Color,
render_resource::{
BindGroup, BindGroupId, Buffer, BufferId, BufferSlice, RenderPipeline, RenderPipelineId,
ShaderStages,
},
renderer::RenderDevice,
};
use bevy_utils::{default, detailed_trace};
use std::ops::Range;
use wgpu::{IndexFormat, RenderPass};
/// Tracks the state of a [`TrackedRenderPass`].
///
/// This is used to skip redundant operations on the [`TrackedRenderPass`] (e.g. setting an already
/// set pipeline, binding an already bound bind group). These operations can otherwise be fairly
/// costly due to IO to the GPU, so deduplicating these calls results in a speedup.
#[derive(Debug, Default)]
struct DrawState {
pipeline: Option<RenderPipelineId>,
bind_groups: Vec<(Option<BindGroupId>, Vec<u32>)>,
vertex_buffers: Vec<Option<(BufferId, u64)>>,
index_buffer: Option<(BufferId, u64, IndexFormat)>,
}
impl DrawState {
/// Marks the `pipeline` as bound.
pub fn set_pipeline(&mut self, pipeline: RenderPipelineId) {
// TODO: do these need to be cleared?
// self.bind_groups.clear();
// self.vertex_buffers.clear();
// self.index_buffer = None;
self.pipeline = Some(pipeline);
}
/// Checks, whether the `pipeline` is already bound.
pub fn is_pipeline_set(&self, pipeline: RenderPipelineId) -> bool {
self.pipeline == Some(pipeline)
}
/// Marks the `bind_group` as bound to the `index`.
pub fn set_bind_group(
&mut self,
index: usize,
bind_group: BindGroupId,
dynamic_indices: &[u32],
) {
let group = &mut self.bind_groups[index];
group.0 = Some(bind_group);
group.1.clear();
group.1.extend(dynamic_indices);
}
/// Checks, whether the `bind_group` is already bound to the `index`.
pub fn is_bind_group_set(
&self,
index: usize,
bind_group: BindGroupId,
dynamic_indices: &[u32],
) -> bool {
if let Some(current_bind_group) = self.bind_groups.get(index) {
current_bind_group.0 == Some(bind_group) && dynamic_indices == current_bind_group.1
} else {
false
}
}
/// Marks the vertex `buffer` as bound to the `index`.
pub fn set_vertex_buffer(&mut self, index: usize, buffer: BufferId, offset: u64) {
self.vertex_buffers[index] = Some((buffer, offset));
}
/// Checks, whether the vertex `buffer` is already bound to the `index`.
pub fn is_vertex_buffer_set(&self, index: usize, buffer: BufferId, offset: u64) -> bool {
if let Some(current) = self.vertex_buffers.get(index) {
*current == Some((buffer, offset))
} else {
false
}
}
/// Marks the index `buffer` as bound.
pub fn set_index_buffer(&mut self, buffer: BufferId, offset: u64, index_format: IndexFormat) {
self.index_buffer = Some((buffer, offset, index_format));
}
/// Checks, whether the index `buffer` is already bound.
pub fn is_index_buffer_set(
&self,
buffer: BufferId,
offset: u64,
index_format: IndexFormat,
) -> bool {
self.index_buffer == Some((buffer, offset, index_format))
}
}
/// A [`RenderPass`], which tracks the current pipeline state to skip redundant operations.
///
/// It is used to set the current [`RenderPipeline`], [`BindGroup`]s and [`Buffer`]s.
/// After all requirements are specified, draw calls can be issued.
pub struct TrackedRenderPass<'a> {
pass: RenderPass<'a>,
state: DrawState,
}
impl<'a> TrackedRenderPass<'a> {
/// Tracks the supplied render pass.
pub fn new(device: &RenderDevice, pass: RenderPass<'a>) -> Self {
let limits = device.limits();
let max_bind_groups = limits.max_bind_groups as usize;
let max_vertex_buffers = limits.max_vertex_buffers as usize;
Self {
state: DrawState {
bind_groups: vec![(None, Vec::new()); max_bind_groups],
vertex_buffers: vec![None; max_vertex_buffers],
..default()
},
pass,
}
}
/// Returns the wgpu [`RenderPass`].
pub fn wgpu_pass(&mut self) -> &mut RenderPass<'a> {
&mut self.pass
}
/// Sets the active [`RenderPipeline`].
///
/// Subsequent draw calls will exhibit the behavior defined by the `pipeline`.
pub fn set_render_pipeline(&mut self, pipeline: &'a RenderPipeline) {
detailed_trace!("set pipeline: {:?}", pipeline);
if self.state.is_pipeline_set(pipeline.id()) {
return;
}
self.pass.set_pipeline(pipeline);
self.state.set_pipeline(pipeline.id());
}
/// Sets the active bind group for a given bind group index. The bind group layout
/// in the active pipeline when any `draw()` function is called must match the layout of
/// this bind group.
///
/// If the bind group have dynamic offsets, provide them in binding order.
/// These offsets have to be aligned to [`WgpuLimits::min_uniform_buffer_offset_alignment`](crate::settings::WgpuLimits::min_uniform_buffer_offset_alignment)
/// or [`WgpuLimits::min_storage_buffer_offset_alignment`](crate::settings::WgpuLimits::min_storage_buffer_offset_alignment) appropriately.
pub fn set_bind_group(
&mut self,
index: usize,
bind_group: &'a BindGroup,
dynamic_uniform_indices: &[u32],
) {
if self
.state
.is_bind_group_set(index, bind_group.id(), dynamic_uniform_indices)
{
detailed_trace!(
"set bind_group {} (already set): {:?} ({:?})",
index,
bind_group,
dynamic_uniform_indices
);
return;
}
detailed_trace!(
"set bind_group {}: {:?} ({:?})",
index,
bind_group,
dynamic_uniform_indices
);
self.pass
.set_bind_group(index as u32, bind_group, dynamic_uniform_indices);
self.state
.set_bind_group(index, bind_group.id(), dynamic_uniform_indices);
}
/// Assign a vertex buffer to a slot.
///
/// Subsequent calls to [`draw`] and [`draw_indexed`] on this
/// [`RenderPass`] will use `buffer` as one of the source vertex buffers.
///
/// The `slot_index` refers to the index of the matching descriptor in
/// [`VertexState::buffers`](crate::render_resource::VertexState::buffers).
///
/// [`draw`]: TrackedRenderPass::draw
/// [`draw_indexed`]: TrackedRenderPass::draw_indexed
pub fn set_vertex_buffer(&mut self, slot_index: usize, buffer_slice: BufferSlice<'a>) {
let offset = buffer_slice.offset();
if self
.state
.is_vertex_buffer_set(slot_index, buffer_slice.id(), offset)
{
detailed_trace!(
"set vertex buffer {} (already set): {:?} ({})",
slot_index,
buffer_slice.id(),
offset
);
return;
}
detailed_trace!(
"set vertex buffer {}: {:?} ({})",
slot_index,
buffer_slice.id(),
offset
);
self.pass
.set_vertex_buffer(slot_index as u32, *buffer_slice);
self.state
.set_vertex_buffer(slot_index, buffer_slice.id(), offset);
}
/// Sets the active index buffer.
///
/// Subsequent calls to [`TrackedRenderPass::draw_indexed`] will use the buffer referenced by
/// `buffer_slice` as the source index buffer.
pub fn set_index_buffer(
&mut self,
buffer_slice: BufferSlice<'a>,
offset: u64,
index_format: IndexFormat,
) {
if self
.state
.is_index_buffer_set(buffer_slice.id(), offset, index_format)
{
detailed_trace!(
"set index buffer (already set): {:?} ({})",
buffer_slice.id(),
offset
);
return;
}
detailed_trace!("set index buffer: {:?} ({})", buffer_slice.id(), offset);
self.pass.set_index_buffer(*buffer_slice, index_format);
self.state
.set_index_buffer(buffer_slice.id(), offset, index_format);
}
/// Draws primitives from the active vertex buffer(s).
///
/// The active vertex buffer(s) can be set with [`TrackedRenderPass::set_vertex_buffer`].
pub fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>) {
detailed_trace!("draw: {:?} {:?}", vertices, instances);
self.pass.draw(vertices, instances);
}
/// Draws indexed primitives using the active index buffer and the active vertex buffer(s).
///
/// The active index buffer can be set with [`TrackedRenderPass::set_index_buffer`], while the
/// active vertex buffer(s) can be set with [`TrackedRenderPass::set_vertex_buffer`].
pub fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>) {
detailed_trace!(
"draw indexed: {:?} {} {:?}",
indices,
base_vertex,
instances
);
self.pass.draw_indexed(indices, base_vertex, instances);
}
/// Draws primitives from the active vertex buffer(s) based on the contents of the
/// `indirect_buffer`.
///
/// The active vertex buffers can be set with [`TrackedRenderPass::set_vertex_buffer`].
///
/// The structure expected in `indirect_buffer` is the following:
///
/// ```
/// #[repr(C)]
/// struct DrawIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// first_vertex: u32, // The Index of the first vertex to draw.
/// first_instance: u32, // The instance ID of the first instance to draw.
/// // has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`] is enabled.
/// }
/// ```
pub fn draw_indirect(&mut self, indirect_buffer: &'a Buffer, indirect_offset: u64) {
detailed_trace!("draw indirect: {:?} {}", indirect_buffer, indirect_offset);
self.pass.draw_indirect(indirect_buffer, indirect_offset);
}
/// Draws indexed primitives using the active index buffer and the active vertex buffers,
/// based on the contents of the `indirect_buffer`.
///
/// The active index buffer can be set with [`TrackedRenderPass::set_index_buffer`], while the
/// active vertex buffers can be set with [`TrackedRenderPass::set_vertex_buffer`].
///
/// The structure expected in `indirect_buffer` is the following:
///
/// ```
/// #[repr(C)]
/// struct DrawIndexedIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// first_index: u32, // The base index within the index buffer.
/// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer.
/// first_instance: u32, // The instance ID of the first instance to draw.
/// // has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`] is enabled.
/// }
/// ```
pub fn draw_indexed_indirect(&mut self, indirect_buffer: &'a Buffer, indirect_offset: u64) {
detailed_trace!(
"draw indexed indirect: {:?} {}",
indirect_buffer,
indirect_offset
);
self.pass
.draw_indexed_indirect(indirect_buffer, indirect_offset);
}
/// Dispatches multiple draw calls from the active vertex buffer(s) based on the contents of the
/// `indirect_buffer`.`count` draw calls are issued.
///
/// The active vertex buffers can be set with [`TrackedRenderPass::set_vertex_buffer`].
///
/// `indirect_buffer` should contain `count` tightly packed elements of the following structure:
///
/// ```
/// #[repr(C)]
/// struct DrawIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// first_vertex: u32, // The Index of the first vertex to draw.
/// first_instance: u32, // The instance ID of the first instance to draw.
/// // has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`] is enabled.
/// }
/// ```
pub fn multi_draw_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: u64,
count: u32,
) {
detailed_trace!(
"multi draw indirect: {:?} {}, {}x",
indirect_buffer,
indirect_offset,
count
);
self.pass
.multi_draw_indirect(indirect_buffer, indirect_offset, count);
}
/// Dispatches multiple draw calls from the active vertex buffer(s) based on the contents of
/// the `indirect_buffer`.
/// The count buffer is read to determine how many draws to issue.
///
/// The indirect buffer must be long enough to account for `max_count` draws, however only
/// `count` elements will be read, where `count` is the value read from `count_buffer` capped
/// at `max_count`.
///
/// The active vertex buffers can be set with [`TrackedRenderPass::set_vertex_buffer`].
///
/// `indirect_buffer` should contain `count` tightly packed elements of the following structure:
///
/// ```
/// #[repr(C)]
/// struct DrawIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// first_vertex: u32, // The Index of the first vertex to draw.
/// first_instance: u32, // The instance ID of the first instance to draw.
/// // has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`] is enabled.
/// }
/// ```
pub fn multi_draw_indirect_count(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: u64,
count_buffer: &'a Buffer,
count_offset: u64,
max_count: u32,
) {
detailed_trace!(
"multi draw indirect count: {:?} {}, ({:?} {})x, max {}x",
indirect_buffer,
indirect_offset,
count_buffer,
count_offset,
max_count
);
self.pass.multi_draw_indirect_count(
indirect_buffer,
indirect_offset,
count_buffer,
count_offset,
max_count,
);
}
/// Dispatches multiple draw calls from the active index buffer and the active vertex buffers,
/// based on the contents of the `indirect_buffer`. `count` draw calls are issued.
///
/// The active index buffer can be set with [`TrackedRenderPass::set_index_buffer`], while the
/// active vertex buffers can be set with [`TrackedRenderPass::set_vertex_buffer`].
///
/// `indirect_buffer` should contain `count` tightly packed elements of the following structure:
///
/// ```
/// #[repr(C)]
/// struct DrawIndexedIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// first_index: u32, // The base index within the index buffer.
/// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer.
/// first_instance: u32, // The instance ID of the first instance to draw.
/// // has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`] is enabled.
/// }
/// ```
pub fn multi_draw_indexed_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: u64,
count: u32,
) {
detailed_trace!(
"multi draw indexed indirect: {:?} {}, {}x",
indirect_buffer,
indirect_offset,
count
);
self.pass
.multi_draw_indexed_indirect(indirect_buffer, indirect_offset, count);
}
/// Dispatches multiple draw calls from the active index buffer and the active vertex buffers,
/// based on the contents of the `indirect_buffer`.
/// The count buffer is read to determine how many draws to issue.
///
/// The indirect buffer must be long enough to account for `max_count` draws, however only
/// `count` elements will be read, where `count` is the value read from `count_buffer` capped
/// at `max_count`.
///
/// The active index buffer can be set with [`TrackedRenderPass::set_index_buffer`], while the
/// active vertex buffers can be set with [`TrackedRenderPass::set_vertex_buffer`].
///
/// `indirect_buffer` should contain `count` tightly packed elements of the following structure:
///
/// ```
/// #[repr(C)]
/// struct DrawIndexedIndirect {
/// vertex_count: u32, // The number of vertices to draw.
/// instance_count: u32, // The number of instances to draw.
/// first_index: u32, // The base index within the index buffer.
/// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer.
/// first_instance: u32, // The instance ID of the first instance to draw.
/// // has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`] is enabled.
/// }
/// ```
pub fn multi_draw_indexed_indirect_count(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: u64,
count_buffer: &'a Buffer,
count_offset: u64,
max_count: u32,
) {
detailed_trace!(
"multi draw indexed indirect count: {:?} {}, ({:?} {})x, max {}x",
indirect_buffer,
indirect_offset,
count_buffer,
count_offset,
max_count
);
self.pass.multi_draw_indexed_indirect_count(
indirect_buffer,
indirect_offset,
count_buffer,
count_offset,
max_count,
);
}
/// Sets the stencil reference.
///
/// Subsequent stencil tests will test against this value.
pub fn set_stencil_reference(&mut self, reference: u32) {
detailed_trace!("set stencil reference: {}", reference);
self.pass.set_stencil_reference(reference);
}
/// Sets the scissor region.
///
/// Subsequent draw calls will discard any fragments that fall outside this region.
pub fn set_scissor_rect(&mut self, x: u32, y: u32, width: u32, height: u32) {
detailed_trace!("set_scissor_rect: {} {} {} {}", x, y, width, height);
self.pass.set_scissor_rect(x, y, width, height);
}
/// Set push constant data.
///
/// `Features::PUSH_CONSTANTS` must be enabled on the device in order to call these functions.
pub fn set_push_constants(&mut self, stages: ShaderStages, offset: u32, data: &[u8]) {
detailed_trace!(
"set push constants: {:?} offset: {} data.len: {}",
stages,
offset,
data.len()
);
self.pass.set_push_constants(stages, offset, data);
}
/// Set the rendering viewport.
///
/// Subsequent draw calls will be projected into that viewport.
pub fn set_viewport(
&mut self,
x: f32,
y: f32,
width: f32,
height: f32,
min_depth: f32,
max_depth: f32,
) {
detailed_trace!(
"set viewport: {} {} {} {} {} {}",
x,
y,
width,
height,
min_depth,
max_depth
);
self.pass
.set_viewport(x, y, width, height, min_depth, max_depth);
}
/// Set the rendering viewport to the given camera [`Viewport`].
///
/// Subsequent draw calls will be projected into that viewport.
pub fn set_camera_viewport(&mut self, viewport: &Viewport) {
self.set_viewport(
viewport.physical_position.x as f32,
viewport.physical_position.y as f32,
viewport.physical_size.x as f32,
viewport.physical_size.y as f32,
viewport.depth.start,
viewport.depth.end,
);
}
/// Insert a single debug marker.
///
/// This is a GPU debugging feature. This has no effect on the rendering itself.
pub fn insert_debug_marker(&mut self, label: &str) {
detailed_trace!("insert debug marker: {}", label);
self.pass.insert_debug_marker(label);
}
/// Start a new debug group.
///
/// Push a new debug group over the internal stack. Subsequent render commands and debug
/// markers are grouped into this new group, until [`pop_debug_group`] is called.
///
/// ```
/// # fn example(mut pass: bevy_render::render_phase::TrackedRenderPass<'static>) {
/// pass.push_debug_group("Render the car");
/// // [setup pipeline etc...]
/// pass.draw(0..64, 0..1);
/// pass.pop_debug_group();
/// # }
/// ```
///
/// Note that [`push_debug_group`] and [`pop_debug_group`] must always be called in pairs.
///
/// This is a GPU debugging feature. This has no effect on the rendering itself.
///
/// [`push_debug_group`]: TrackedRenderPass::push_debug_group
/// [`pop_debug_group`]: TrackedRenderPass::pop_debug_group
pub fn push_debug_group(&mut self, label: &str) {
detailed_trace!("push_debug_group marker: {}", label);
self.pass.push_debug_group(label);
}
/// End the current debug group.
///
/// Subsequent render commands and debug markers are not grouped anymore in
/// this group, but in the previous one (if any) or the default top-level one
/// if the debug group was the last one on the stack.
///
/// Note that [`push_debug_group`] and [`pop_debug_group`] must always be called in pairs.
///
/// This is a GPU debugging feature. This has no effect on the rendering itself.
///
/// [`push_debug_group`]: TrackedRenderPass::push_debug_group
/// [`pop_debug_group`]: TrackedRenderPass::pop_debug_group
pub fn pop_debug_group(&mut self) {
detailed_trace!("pop_debug_group");
self.pass.pop_debug_group();
}
/// Sets the blend color as used by some of the blending modes.
///
/// Subsequent blending tests will test against this value.
pub fn set_blend_constant(&mut self, color: Color) {
detailed_trace!("set blend constant: {:?}", color);
self.pass.set_blend_constant(wgpu::Color::from(color));
}
}