bevy_render 0.15.3

Provides rendering functionality for Bevy Engine
Documentation
use super::ShaderDefVal;
use crate::mesh::VertexBufferLayout;
use crate::renderer::WgpuWrapper;
use crate::{
    define_atomic_id,
    render_resource::{BindGroupLayout, Shader},
};
use alloc::borrow::Cow;
use alloc::sync::Arc;
use bevy_asset::Handle;
use core::ops::Deref;
use wgpu::{
    ColorTargetState, DepthStencilState, MultisampleState, PrimitiveState, PushConstantRange,
};

define_atomic_id!(RenderPipelineId);

/// A [`RenderPipeline`] represents a graphics pipeline and its stages (shaders), bindings and vertex buffers.
///
/// May be converted from and dereferences to a wgpu [`RenderPipeline`](wgpu::RenderPipeline).
/// Can be created via [`RenderDevice::create_render_pipeline`](crate::renderer::RenderDevice::create_render_pipeline).
#[derive(Clone, Debug)]
pub struct RenderPipeline {
    id: RenderPipelineId,
    value: Arc<WgpuWrapper<wgpu::RenderPipeline>>,
}

impl RenderPipeline {
    #[inline]
    pub fn id(&self) -> RenderPipelineId {
        self.id
    }
}

impl From<wgpu::RenderPipeline> for RenderPipeline {
    fn from(value: wgpu::RenderPipeline) -> Self {
        RenderPipeline {
            id: RenderPipelineId::new(),
            value: Arc::new(WgpuWrapper::new(value)),
        }
    }
}

impl Deref for RenderPipeline {
    type Target = wgpu::RenderPipeline;

    #[inline]
    fn deref(&self) -> &Self::Target {
        &self.value
    }
}

define_atomic_id!(ComputePipelineId);

/// A [`ComputePipeline`] represents a compute pipeline and its single shader stage.
///
/// May be converted from and dereferences to a wgpu [`ComputePipeline`](wgpu::ComputePipeline).
/// Can be created via [`RenderDevice::create_compute_pipeline`](crate::renderer::RenderDevice::create_compute_pipeline).
#[derive(Clone, Debug)]
pub struct ComputePipeline {
    id: ComputePipelineId,
    value: Arc<WgpuWrapper<wgpu::ComputePipeline>>,
}

impl ComputePipeline {
    /// Returns the [`ComputePipelineId`].
    #[inline]
    pub fn id(&self) -> ComputePipelineId {
        self.id
    }
}

impl From<wgpu::ComputePipeline> for ComputePipeline {
    fn from(value: wgpu::ComputePipeline) -> Self {
        ComputePipeline {
            id: ComputePipelineId::new(),
            value: Arc::new(WgpuWrapper::new(value)),
        }
    }
}

impl Deref for ComputePipeline {
    type Target = wgpu::ComputePipeline;

    #[inline]
    fn deref(&self) -> &Self::Target {
        &self.value
    }
}

/// Describes a render (graphics) pipeline.
#[derive(Clone, Debug, PartialEq)]
pub struct RenderPipelineDescriptor {
    /// Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
    pub label: Option<Cow<'static, str>>,
    /// The layout of bind groups for this pipeline.
    pub layout: Vec<BindGroupLayout>,
    /// The push constant ranges for this pipeline.
    /// Supply an empty vector if the pipeline doesn't use push constants.
    pub push_constant_ranges: Vec<PushConstantRange>,
    /// The compiled vertex stage, its entry point, and the input buffers layout.
    pub vertex: VertexState,
    /// The properties of the pipeline at the primitive assembly and rasterization level.
    pub primitive: PrimitiveState,
    /// The effect of draw calls on the depth and stencil aspects of the output target, if any.
    pub depth_stencil: Option<DepthStencilState>,
    /// The multi-sampling properties of the pipeline.
    pub multisample: MultisampleState,
    /// The compiled fragment stage, its entry point, and the color targets.
    pub fragment: Option<FragmentState>,
    /// Whether to zero-initialize workgroup memory by default. If you're not sure, set this to true.
    /// If this is false, reading from workgroup variables before writing to them will result in garbage values.
    pub zero_initialize_workgroup_memory: bool,
}

#[derive(Clone, Debug, Eq, PartialEq)]
pub struct VertexState {
    /// The compiled shader module for this stage.
    pub shader: Handle<Shader>,
    pub shader_defs: Vec<ShaderDefVal>,
    /// The name of the entry point in the compiled shader. There must be a
    /// function with this name in the shader.
    pub entry_point: Cow<'static, str>,
    /// The format of any vertex buffers used with this pipeline.
    pub buffers: Vec<VertexBufferLayout>,
}

/// Describes the fragment process in a render pipeline.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct FragmentState {
    /// The compiled shader module for this stage.
    pub shader: Handle<Shader>,
    pub shader_defs: Vec<ShaderDefVal>,
    /// The name of the entry point in the compiled shader. There must be a
    /// function with this name in the shader.
    pub entry_point: Cow<'static, str>,
    /// The color state of the render targets.
    pub targets: Vec<Option<ColorTargetState>>,
}

/// Describes a compute pipeline.
#[derive(Clone, Debug)]
pub struct ComputePipelineDescriptor {
    pub label: Option<Cow<'static, str>>,
    pub layout: Vec<BindGroupLayout>,
    pub push_constant_ranges: Vec<PushConstantRange>,
    /// The compiled shader module for this stage.
    pub shader: Handle<Shader>,
    pub shader_defs: Vec<ShaderDefVal>,
    /// The name of the entry point in the compiled shader. There must be a
    /// function with this name in the shader.
    pub entry_point: Cow<'static, str>,
    /// Whether to zero-initialize workgroup memory by default. If you're not sure, set this to true.
    /// If this is false, reading from workgroup variables before writing to them will result in garbage values.
    pub zero_initialize_workgroup_memory: bool,
}