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
use std::marker::PhantomData;
use super::Buffer;
use crate::renderer::{RenderDevice, RenderQueue};
use encase::{
internal::WriteInto, DynamicStorageBuffer as DynamicStorageBufferWrapper, ShaderType,
StorageBuffer as StorageBufferWrapper,
};
use wgpu::{util::BufferInitDescriptor, BindingResource, BufferBinding, BufferUsages};
/// Stores data to be transferred to the GPU and made accessible to shaders as a storage buffer.
///
/// Storage buffers can be made available to shaders in some combination of read/write mode, and can store large amounts of data.
/// Note however that WebGL2 does not support storage buffers, so consider alternative options in this case.
///
/// Storage buffers can store runtime-sized arrays, but only if they are the last field in a structure.
///
/// The contained data is stored in system RAM. [`write_buffer`](StorageBuffer::write_buffer) queues
/// copying of the data from system RAM to VRAM. Storage buffers must conform to [std430 alignment/padding requirements], which
/// is automatically enforced by this structure.
///
/// Other options for storing GPU-accessible data are:
/// * [`DynamicStorageBuffer`]
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
pub struct StorageBuffer<T: ShaderType> {
value: T,
scratch: StorageBufferWrapper<Vec<u8>>,
buffer: Option<Buffer>,
label: Option<String>,
changed: bool,
buffer_usage: BufferUsages,
}
impl<T: ShaderType> From<T> for StorageBuffer<T> {
fn from(value: T) -> Self {
Self {
value,
scratch: StorageBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::STORAGE,
}
}
}
impl<T: ShaderType + Default> Default for StorageBuffer<T> {
fn default() -> Self {
Self {
value: T::default(),
scratch: StorageBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::STORAGE,
}
}
}
impl<T: ShaderType + WriteInto> StorageBuffer<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(),
))
}
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::STORAGE`.
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 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.
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
self.scratch.write(&self.value).unwrap();
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 {
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());
}
}
}
/// Stores data to be transferred to the GPU and made accessible to shaders as a dynamic storage buffer.
///
/// Dynamic storage buffers can be made available to shaders in some combination of read/write mode, and can store large amounts
/// of data. Note however that WebGL2 does not support storage buffers, so consider alternative options in this case. Dynamic
/// storage buffers support multiple separate bindings at dynamic byte offsets and so have a
/// [`push`](DynamicStorageBuffer::push) method.
///
/// The contained data is stored in system RAM. [`write_buffer`](DynamicStorageBuffer::write_buffer)
/// queues copying of the data from system RAM to VRAM. The data within a storage buffer binding must conform to
/// [std430 alignment/padding requirements]. `DynamicStorageBuffer` takes care of serialising the inner type to conform to
/// these requirements. Each item [`push`](DynamicStorageBuffer::push)ed into this structure
/// will additionally be aligned to meet dynamic offset alignment requirements.
///
/// Other options for storing GPU-accessible data are:
/// * [`StorageBuffer`]
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
pub struct DynamicStorageBuffer<T: ShaderType> {
scratch: DynamicStorageBufferWrapper<Vec<u8>>,
buffer: Option<Buffer>,
label: Option<String>,
changed: bool,
buffer_usage: BufferUsages,
_marker: PhantomData<fn() -> T>,
}
impl<T: ShaderType> Default for DynamicStorageBuffer<T> {
fn default() -> Self {
Self {
scratch: DynamicStorageBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::STORAGE,
_marker: PhantomData,
}
}
}
impl<T: ShaderType + WriteInto> DynamicStorageBuffer<T> {
#[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()
}
#[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::STORAGE`.
pub fn add_usages(&mut self, usage: BufferUsages) {
self.buffer_usage |= usage;
self.changed = true;
}
#[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 {
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);
}
}