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
use crate::{
render_resource::Buffer,
renderer::{RenderDevice, RenderQueue},
};
use encase::{
internal::WriteInto, DynamicUniformBuffer as DynamicUniformBufferWrapper, ShaderType,
UniformBuffer as UniformBufferWrapper,
};
use wgpu::{util::BufferInitDescriptor, BindingResource, BufferBinding, BufferUsages};
/// 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`](crate::render_resource::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:
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
/// * [`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`](crate::renderer::RenderDevice)
/// and the provided [`RenderQueue`](crate::renderer::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());
}
}
}
/// 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`](crate::render_resource::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`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
pub struct DynamicUniformBuffer<T: ShaderType> {
values: Vec<T>,
scratch: DynamicUniformBufferWrapper<Vec<u8>>,
buffer: Option<Buffer>,
capacity: usize,
label: Option<String>,
changed: bool,
buffer_usage: BufferUsages,
}
impl<T: ShaderType> Default for DynamicUniformBuffer<T> {
fn default() -> Self {
Self {
values: Vec::new(),
scratch: DynamicUniformBufferWrapper::new(Vec::new()),
buffer: None,
capacity: 0,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
}
}
}
impl<T: ShaderType + WriteInto> DynamicUniformBuffer<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 len(&self) -> usize {
self.values.len()
}
#[inline]
pub fn is_empty(&self) -> bool {
self.values.is_empty()
}
/// Push data into the `DynamicUniformBuffer`'s internal vector (residing on system RAM).
#[inline]
pub fn push(&mut self, value: T) -> u32 {
let offset = self.scratch.write(&value).unwrap() as u32;
self.values.push(value);
offset
}
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`](crate::renderer::RenderDevice)
/// and the provided [`RenderQueue`](crate::renderer::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 size = self.scratch.as_ref().len();
if self.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.capacity = size;
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.values.clear();
self.scratch.as_mut().clear();
self.scratch.set_offset(0);
}
}